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πŸ”§ Dev Blog – April 2026

Release Date: Live

Last Updated: 2026-03-30

Breaking old limitations. Unlocking new playstyles.


Priest & Rogue Rework

✨ Why We Made These Changes

As the server evolves, one priority becomes clear:

Classes should feel smooth, rewarding, and fun β€” not restricted by outdated mechanics.

We identified two key issues:

  • Rogue felt overly punishing due to strict positioning requirements
  • Priest had unnecessary limitations in PvE, especially with Magnus Exorcismus

Both classes had strong identities, but their mechanics were holding them back.

Instead of minor tweaks, we introduced targeted improvements to modernize gameplay while preserving class identity.


πŸ—‘οΈ Rogue Update – Freedom of Execution

πŸ’‘ The Problem

Backstab is one of Rogue’s core skills, but:

  • Requires strict positioning (must be behind target)
  • Often fails in real combat situations
  • Feels inconsistent in PvP and WoE

Result: High effort, low reliability


πŸ”„ What Changed?

βš”οΈ Backstab Reworked

  • No longer requires you to be behind the target
  • Now follows partial Renewal-style mechanics

Exception: - Does not include the double-hit mechanic


🎯 Impact

Rogue gameplay is now:

  • More fluid – less positional frustration
  • More reliable – skill works when you need it
  • More competitive in PvP

This shifts the skill expression toward: - Decision-making
- Timing
- Target selection


πŸ•ŠοΈ Priest Update – Unleash the Light

πŸ’‘ The Problem

Magnus Exorcismus (ME) is a defining Priest skill, but:

  • Could not hit all monsters
  • Limited its PvE farming potential
  • Reduced build diversity

Result: Underutilized despite strong design


πŸ”„ What Changed?

✝️ Magnus Exorcismus Improved

  • Now hits all monsters

🎯 Impact

Priests can now:

  • Farm more efficiently
  • Use ME across a wider range of maps
  • Play a more active role beyond support

This opens up:

  • New farming builds
  • Better party contribution
  • More viable Priest playstyles

🎯 Hunting Mission Rework – Smarter Progression, Better Rewards

πŸ’‘ Why This Change?

Hunting Missions are a core part of progression, but we wanted to improve:

  • Visibility of progress
  • Reward consistency (Zeny & EXP)
  • Party play experience

This rework focuses on making missions more transparent, rewarding, and flexible.

πŸ”„ What Changed?

🧭 Quest UI Integration

  • Hunting Mission progress is now fully visible in the Quest UI
  • Track objectives more easily without relying on manual checks

πŸ’° Reward Rework

  • Rebalanced Zeny and EXP rewards
  • Improved overall reward consistency across all mission tiers

πŸ‘₯ Party System Adjustments.

  • Easy Mission : No Party Scaling Rewards
  • Medium Mission : No Party Scaling Rewards.
  • Slayer Mission :
    • Every 2 additional party members grants +1 Hunting Mission point
    • More party members = more Zeny and EXP rewards

⚠️ Mission Submission Rules

  • All party members must:
    • Be online (Slayer Only)
    • Have accepted and completed the mission (Slayer Only)
  • Required for mission submission (for party-based missions)

🎯 Impact

Hunting Missions are now:

  • More transparent – clear progress via Quest UI
  • More rewarding – better Zeny & EXP balance
  • More flexible – solo and party play both supported
  • More structured – clear distinction between solo and group content

πŸ“Œ Update Summary

βž• Features

  • Rogue Backstab skill improved
  • Magnus can hit all mob

⬆️ Improvements

  • Hunting Mission Updates

Good design removes frustration. Great design creates possibilities.