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  • February Patch | SQI Revamp


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    TalonRO's biggest update brings an entirely new level of features and excitement with Chapter III: Gateway to Vanaheim. The SQI Revamp is one of the largest, if not most comprehensive enhancements in TalonRO's nearly fifteen year history - and we're introducing more features than ever before! With an entirely new SQI system built from the ground up, as well as a brand new story questline, instances and the ability to traverse the capital city of Vanaheim, Chapter III is jam-packed with content!

    The SQI Revamp is all about making your TalonRO moments unforgettable, and making your time on our server the best that it's ever been. With this explosion of new content, instances to conquer and SQIs to make, we know that Gateway to Vanaheim will take your TalonRO experience to a higher gear! This ambitious update is one we hope you will love. Click here to watch the trailer!

    To begin your journey on the new SQI quest, use the Dimensional Device in Morroc city and talk to Kvasir inside the Dimensional Gap!


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    We'd like to delve into the SQI reworked designs, consider this a general design philosophy to those that are curious about what went on for the whole development process, rather than going through each SQI individually. It should also shed some light as to why this ultimately took a year to get out to you all.

    [Phase I: Initial Brainstorm]

    Spoiler

    As a team, we had a session together which discussed the approach for how the SQI Item Rework was going to be handled. Without explaining all the boring details; many ideas were pitched, several were agreed upon while others were dismissed, challenged or altered. This ultimately illustrates that to get a quality endgame product, it's increasingly important that everybody in the design group gets a chance to speak and have a say in what happens. It's natural for everybody to have their wants and disagreements, but what's important is to decide on a quality median which satisfies everyone, the server's needs, and, of course, the player's needs.

    By the end of the brainstorm session we came up with a plan that satisfied everyone while at the same time fixing a lot of the common problems which existed in the previous iteration of the SQI Content. This, of course, ended up becoming the following:

    1) A big issue with the previous system was that way too many essential stats were included as bonuses that you were going to get 100% of the time regardless of your class build. This includes things like DEX, ASPD, FLEE, etc. Obviously, this defeats the purpose of the bonus system wherein theory should promote different kinds of builds, which you may want to change out every now and then. Due to this, it was ultimately decided that we would move these things to the Base SQI instead. 

    2) It was made clear by the team that the previous SQI system was specifically designed with PvP and WoE in mind. As a result, this is why some SQIs appeared to serve limited purposes and lacked potential elsewhere. Therefore with the new approach to bonuses (especially now that Base Stats are moved mostly to the Base SQIs) it was time to rethink this approach to encourage more types of SQIs. Virtually all builds (within reason), PvM, PvP, and WoE were now all considered when coming up with reworked and new bonuses to add to each SQI. This resulted in some incredibly interesting, fun, strategic and situational bonuses that we're excited to see players using.

    These ended up being the main two points that came out of the initial brainstorm. Once that was settled and everyone on the team was satisfied with the initial vision, the item analysis could begin.

    [Phase II: SQI Item Analysis]

    Spoiler

    Reworks must begin with an initial analysis before ideating new concepts. Upon first glance there were some clear issues that had to be resolved here, you could almost divide them into three distinct categories:

    1. Items that already had a lot of what they needed paired together with very powerful classes.
    2. Items that are good in theory but are either missing things or fall behind due to lacking ideas or class limitations.
    3. Items that are clearly outdated from a meta that existed about a decade ago and/or were dated even when initially released.

    All of the above things were carefully considered when revisiting each and every SQI from the perspective of a player. Going back and using each SQI this way, with various builds and setups gives a more concrete reminder of what should be, added, removed or changed going forward. After numerous testing sessions with each SQI, it was time to start jotting down the things that came to mind for the next step.

    [Phase III: The Design Phase]

    Spoiler

    - SQI Item Stats/Bonuses -

    This is one of the most important steps of the entire SQI revamp process. Aside from the three points mentioned earlier in the analysis, we also took these to account: 

    • What is this class currently good at and what is it suffering in? In regards to the foundation of PvM, PvP, and WoE.
    • What type of builds could this class have better performance in compared to already good build types? (within reason of the item type and not overloading the SQI, of course).
    • If this class is already powerful with an SQI, what other new features could we add via utilities without strictly improving damage further? If possible, how could the class give back in the form of contributing to other party members?
    • When it comes to the PvM endgame, what can be done in order to give this class a greater role in a party, if they currently have difficulty getting into a party and/or don't offer much in that field?
    • If an existing bonus is virtually unused and/or weak, what can be done to repurpose this bonus and make it serve a greater purpose?

    These thoughts, along with some others were constantly reiterated when taking each SQI to the lab. Of course what followed suit was a lot of theory crafting and formulating new ideas until the initial list of bonuses to be pitched were finalized. Many of the new bonuses that made the final list required a plethora of source mods to make it happen, which is why you may see all sorts of new and interesting ideas that were never before seen in the bonus list, including a few of the Base SQIs!


    - SQI Item Requirements -

    This was a lot quicker to come to a conclusion on, but of course there was still a thought process in what items were chosen for the new requirements, especially considering some SQIs were extremely easy to craft while being strong, whereas others were weak but a lot harder to make, as well as ludicrously punishing and limiting grinds (i.e. 50x Fang of Garms) while the other 90% didn't have to do it, etc.

    The new plan is to ensure each and every SQI has consistency in difficulty moving forward:

    • Each SQI Should require 3~5 amount of Weapons or Armors (varies of course).
    • Every SQI should require at least 3 cards.
    • No Items that can be obtained by player crafting or farming methods should be requirements (this includes things like Alcohol, Anodyne, Red Blood, Crystal Blue, Poison Bottle and so forth).
    • No Items that are obtained in extremely common areas, or are common themselves, should be considered for SQI Reqs (e.g. Soul Staff). But if they must be, then vastly increase the requirement (Singing Plant for example).
    • If possible, more value should be added to the Slot Enchanter NPC with SQI Reqs. This resulted in items such as Berserk and Sacred Mission requiring slot versions. Of course, this was done within reason!
    • More uncommon and rare misc items should gain significant value for SQI Reqs. I.e. gemstone/stone items such as Phlogopite, Mucsovite, Biotite, Citrin, Rose Quartz etc. added for SQI Reqs, creating even more value for the market and other areas/mobs. This also resulted in other kinds of uncommon items getting utilized that are somewhat out of the way, including Round Feather, Carnium, Bradium, Small Bradium, Ice Crystal and so on.
    • Every SQI should require (or in some cases) two common MvP Drops (like Gemstone and Fang of Garm) within reason; depending on what SQI it is, MvP spawn times, and difficulty.
      • Based on the above points, items like Fang of Garm are now reduced from 50 to 10, as well as Gemstones (from 50 to 20). Rejoice!
      • In addition, we've added brand new common drops to pre-existing MvPs, providing them with a lot more value!

    [Phase IV: Review Phase]

    Spoiler

    When all the above was done, our second Brainstorming Phase began. This time, however, it was strictly about finalizing the initial proposal in very positive ways which included but not limited to:

    • Pointing out a lot of unforeseen errors in the initial vision (this was especially true with the SQI Item Requirements).
    • Challenging the initial ideas which resulted in better bonuses being created in the place.
    • Confirming why certain choices were made so that it made sense and was understood to all those involved.

    [Phase V: Final Adjustments]

    Spoiler

    The last thing that had to be done was a thorough review and testing period, as well as making any final adjustments where necessary. We passed the SQI revamp off to the Sub-GMs, who were in charge of testing the final draft of each design. The testers chosen were those that still play the game actively as players. As a result, some of the initial design choices were challenged, but this time from the perspective of active users. After a few more iterations based on the feedback received, we were able to finalize said changes and in turn, make the SQIs better than ever before!

    [Closing Statement]

    Spoiler

    Even on the previous iteration of the SQIs, our goal was always to offer utility by allowing people to choose from numerous bonuses. What failed with that concept was that there were too many bonuses which were deemed a -must- for each specified class and thus defeating the purpose of versatility.

    The idea behind the revamp is to ensure the base SQIs have all necessary bonuses that every class needs while focusing more on various gameplay styles. Combining that with new and improved bonuses as well as a more accessible swapping system, versatility will be more within your control!

    And that's pretty much the design philosophy in a nutshell! Of course, we'd be happy to go more in depth about specific topics. We will be conducting an upcoming SQI Revamp AMA session on Discord. Details of the scheduled date/time will be announced in the coming days, so stay tuned!

    This update was a long time in the making, and we're all extremely proud of our efforts as a team to bring this to life. Of course, without you, the players, none of this would have been possible to begin with. Therefore, we would like to offer a sincere thank you to everyone that has supported us throughout the years. There's a ton of content planned (post-SQI), some of which are already in the works, so we hope that keeps you all excited for what's to come in the near future!

     

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    [Ancient Juperos]
    Embark on an expedition to Ancient Juperos, prior to the downfall of this technological empire. Experience new gameplay styles, using stealth and other tactics to steal the blueprints of a powerful, archaic device.

    [Battle of Vanaheim]
    Save the sacred city of Vanaheim from an impending threat that seeks to bring despair and ruin not just upon the city, but to all Nine Worlds. Fight your way to the top of the capitol in full-scale war with an allied army aiding you against a dark legion; facing familiar and new adversaries in the tides of battle.

    [Birth of a God]
    Find your way across the labyrinth of chaos and illusions before confronting one of the biggest threats ever to be seen by the realm of Gods since aeons past. Tread lightly, for your inner wickedness knows no bounds and will be tested by the sinister deity throughout the descent.

     

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    As part of our new design philosophy, you will notice various changes given to each and every Class SQI available. Base items will be more powerful, offering you all the required stat boosts needed, whilst bonuses are focused more heavily on distinct playing styles. This way, no bonus is left unused and will have their purposes.

    By focusing more on versatility, you can now swap bonuses with ease without needing to enter Valhalla and spend large amounts of items every time you wish to swap out your perks. Read below for more detailed information on the latest changes.


    [Changelog Legend]
    Green - Added or buffed
    Red - Removed or nerfed
    Blue - Existing but altered or moved in some way
    Existing Stat/Bonus not mentioned - No changes


    2629 Megjingard
    Changelog

    Spoiler
    Megingjard
    2629
    New Additions (Ingredients)
    Morrigane's Belt [0] x 1
    Removed (Ingredients)
    Belt [1] x 1

     

    1474 Nibelungen
    Changelog

    Spoiler
    Nibelungen
    http://file5.ratemyserver.net/items/large/1474.gif
    Alterations (Base SQI)
    N/A
    Alterations (Bonuses)
    40 HIT => Moved to Base SQI.
    15 CRIT => Now includes 10% Critical Damage.
    10% Aftercast Reduction. => Increased from 10% to 15%.
    100% more damage with Joint Beat. => Now includes 50% Head Crush Damage.
    13% ASPD => Moved to Base SQI.
    New Additions (Base SQI)
    Enables use of level 4 [Warm Wind]. Dispell [Warm Wind] on unequip. PvP/WoE: Reduce [Warm Wind] Duration to 4 seconds. [Warm Wind] Cooldown + 4 seconds (irreducible) on use and unequip.
    New Additions (Bonuses)
    Increase damage inflicted on Large size monster by 15% when using [Pierce] or [Brandish Spear].
    5% chance to add ASPD + 12% and FLEE + 15 for 15 seconds after using [Pierce].
    20% more damage with [Pierce].
    50% more damage [Brandish Spear] and inflict full damage regardless of AoE position.
    50% less cast time with [Brandish Spear] and has an additional attack range + 1.
    20% chance to auto-cast level 5 [Decrease Agility] on the enemy after using [Spear Boomerang].
    15% chance to auto-cast level 1 [Critical Wounds] after using [Head Crush].
    Removed (Base SQI)
    Enable to use Level 1 [Enchant Poison]
    Removed (Bonuses)
    10% more damage with [Bowling Bash]; and 30% more damage with [Brandish Spear].
    Wind Endow for 4 seconds after using [Spear Boomerang].
    10 STR
    Earth Endow for 4 seconds after using [Spear Stab].
    Alterations (Ingredients)
    Talon of Griffon x 20 => Increased from 20 to 50
    New Additions (Ingredients)
    Canon Spear [1] x 1
    Seyren Windsor Card x 2
    Plasma Card x 1
    Shining Spear Blade x 1
    Corrupted Soul x 5
    Removed (Ingredients)
    Argiope Card x 2
    Lance [0] x 1
    Essence of Knight x 1
    Miscellaneous / Notes
    Brandish Spear Damage: Removes the property which weakens the damage the farther targets are away. Enables the maximum damage for being close to the user throughout the whole AoE.
    Brandish Spear Range: Allows the user to cover the entire hitbox of Brandish Spear's AoE (instead of being just 1 off).

    Updated Base/Bonuses/Ingredients

    Spoiler
      http://file5.ratemyserver.net/items/large/1474.gif
    Slots 3
    Description A spear used by Odin's battle maidens to purify weird souls. The demons slain by this lance give it tremendous power.
    Effect - Enables use of level 4 [Warm Wind]. Dispell [Warm Wind] on unequip.
    -
    PvP/WoE: Reduce [Warm Wind] Duration to 4 seconds. [Warm Wind] Cooldown + 4 seconds (irreducible) on use and unequip.
    - STR + 5
    - HIT + 50
    - ASPD + 13%
    Bonuses - CRIT + 15 and 10% more damage with Critical Hits.
    - 15% Aftercast Reduction.
    - Increase damage inflicted on Large size monster by 15% when using
    [Pierce] or [Brandish Spear].
    - 5% chance to add ASPD + 12% and FLEE + 15 for 15 seconds after using
    [Pierce].
    - 20% more damage with
    [Pierce].
    - 100% more damage with
    [Joint Beat]. 50% more damage with [Head Crush].
    - 50% more damage
    [Brandish Spear] and inflict full damage regardless of AoE position.
    - 50% less cast time with
    [Brandish Spear] and has an additional attack range + 1.
    - 20% chance to auto-cast level 5
    [Decrease Agility] on the enemy after using [Spear Boomerang].
    - 15% chance to auto-cast level 1
    [Critical Wounds] after using [Head Crush].
    Element Neutral
    Class One-Handed Spear
    Level 4
    Attack 200
    Weight 550
    Job Knight
    Ingredients, excluding 100m zeny cost - 1 x Ivory Lance [1]
    - 1 x Cannon Spear [1]
    - 1 x Gungnir [0]
    - 1 x Tirfing [0]
    - 2 x Seyren Windsor Card
    - 1 x Plasma Card
    - 50 x Talon of Griffon
    - 2 x Loki's Whispers
    - 1 x Shining Spear Blade
    - 5 x Corrupted Soul

     

    2115 Aegis Shield
    Changelog

    Spoiler
    Aegis Shield
    2115
    Alterations (Base SQI)
    MDEF + 5 => Lowered from 5 to 2.
    Alterations (Bonuses)
    Reflect 10% of all melee damage. => Increased from 10% to 15%.
    MDEF + 8 => Moved to Base SQI
    10% Aftercast Reduction. => Increased from 10% to 15%.
    10% more damage with Shield Chain. => Increased from 10% to 20%.
    Increase effectiveness of Heal by 10%. => Increased from 10% to 20%. Except PvP/WoE
    Indestructible => Moved to Base SQI
    New Additions (Base SQI)
    Add 10% resistance against Fire, Water, Wind, and Earth Property.
    New Additions (Bonuses)
    50% Stone Curse resistance.
    20% more damage with [Shield Boomerang].
    Ignore [Grand Cross] holy damage as if you were holy element.
    Removed (Base SQI)
    N/A
    Removed (Bonuses)
    N/A
    Alterations (Ingredients)
    Sacred Mission [0] x 1 => Now requires the [1] version.
    Piece of Shield x 30 => Decreased from 30 to 10.
    Orc Warrior Card x 2 => Decreased from 2 to 1.
    New Additions (Ingredients)
    Tournament Shield [1] x 1
    Imperial Guard [1] x 1
    Carnium x 100
    Removed (Ingredients)
    Mirror Shield [1]
    Rosary [1]
    Emperium Anvil x 1
    High Orc Card x 1
    Essence of Crusader x 1
    Miscellaneous / Notes
    New Grand Cross Bonus: Has the same effect as wearing an Angeling Card without actually equipping one.

    Updated Base/Bonuses/Ingredients

    Spoiler
    Gear Name Aegis Shield
      2115
    Slots 1
    Description A holy shield with the head of Medusa wrought into it. This shield is only bestowed to the greatest of Athena's champions.
    Effect - Add 10% resistance against Fire, Water, Wind, and Earth Property.
    - Indestructible
    - MDEF + 10
    - VIT + 5
    - INT + 3
    - STR + 3
    Bonuses - 50% Stone Curse resistance.
    - Reflect 15% of all melee damage.
    - 15% Aftercast Reduction.
    - Full HP/SP when resurrected.
    - Casting can't be interrupted.
    - 20% more damage with
    [Grand Cross] and [Holy Cross].
    - 20% more damage with
    [Shield Boomerang].
    - 20% more damage with
    [Shield Chain].
    - Ignore
    [Grand Cross] holy damage as if you were holy element.
    - Increase effectiveness of
    [Heal] by 20%. PvP/WoE: Reduce to 10%.
    Element N/A
    Class Shield
    Level N/A
    DEF 8
    Weight 400
    Job Crusader
    Ingredients, excluding 100m zeny cost - 1 x Sacred Mission [1]
    - 1 x Tournament Shield [1]
    - 1 x Imperial Guard [1]
    - 1 x Safety Ring [0]
    - 1 x Orc Warrior Card
    - 1 x Ambernite Card
    - 1 x Medusa Card
    - 100 x Carnium
    - 12 x Emperium
    - 10 x Piece of Shield

     

    1621 Staff of Magi
    Changelog

    Spoiler
    Staff of Magi
    1621
    Alterations (Base SQI)
    Super Novice Equip => Super Novices now have a dedicated section (they get everything this SQI had before on base, nothing new).
    Alterations (Bonuses)
    DEX + 5 => Moved to Base SQI.
    DEX + 5 => Moved to Base SQI.
    MaxHP + 30% => Reduced from 30% to 20%.
    Ignore Demi-Human defense.
    =>
    Merged into one bonus.
    100% more damage with [Magic Crasher]. 10% chance to auto cast [Ganbantein] at no cost of gemstones.
    20% chance to cause Curse status when attacking. => Now also includes: [Gravitation Field] has a 50% chance to cause Stone Curse status.
    New Additions (Base SQI)
    N/A
    New Additions (Bonuses)
    Enable movement during [Gravitation Field]. Remove [Gravitation Field] on unequip.
    50% more damage with [Earth Spike]. Ignore [Fire Pillar] Blue Gemstone cost.
    [Napalm Vulcan] only splits damage once instead of using total mob count.
    Enable level 10 [Water Ball] when it and [Cold Bolt] are mastered.
    Removed (Base SQI)
    N/A
    Removed (Bonuses)
    N/A
    Alterations (Ingredients)
    Necklace of Wisdom x 2 => Increased from 2 to 10.
    New Additions (Ingredients)
    Chronos [0] x 1
    Lacrima Stick [2] x 1
    Lesser Elemental Ring x 4
    Agav Card x 2
    Siroma Card x 1
    Angel Magic Powder x 500
    Phlogopite x 30
    Pocket Watch (kiel drop) x 5
    Removed (Ingredients)
    Mighty Staff [0] x 1
    Soul Staff [0] x 1
    Red Blood x 140
    Level 5 Fire Bolt x 5
    Level 5 Cold Bolt x 5
    Level 5 Lightning Bolt x 5
    Level 5 Earth Spike x 5
    Essence of Wizard x 1
    Miscellaneous / Notes
    Movement During Gravitation Field: You may move during it, but you still can't attack or use items during it. Unequipping however will cancel the skill immediately.
    Napalm Vulcan Split: In other words, it will only split damage one time, as opposed dividing by how many enemies are caught inside.
    Water Ball Bonus: Will not take effect at all until you learn level 5 Water Ball and level 10 Cold Bolt.

    Updated Base/Bonuses/Ingredients

    Spoiler
    Gear Name Staff of Magi
      1622
    Slots 3
    Description A staff with power sealed away by secret magics. Even the strongest of high wizards can only utilize a fraction of its great power.
    Effect - MATK + 20%
    - INT + 5
    - DEX + 15
    [Super Novice]
    - MATK + 20%
    - INT + 5
    - DEX + 5
    Bonuses - MaxHP + 20%
    - DEX + 5
    - 20% ranged damage reduction.
    - 20% chance to cause
    Curse status when attacking. [Gravitation Field] has a 50% chance to cause Stone Curse status.
    - Enable movement during
    [Gravitation Field]. Remove [Gravitation Field] on unequip.
    -
    [Amplify Magic Power] casts 75% faster.
    - Ignore Demi-Human defense. 100% more damage with
    [Magic Crasher]. 10% chance to auto cast [Ganbantein] at no cost of gemstones.
    - 50% more damage with
    [Earth Spike]. Ignore [Fire Pillar] Blue Gemstone cost.
    -
    [Napalm Vulcan] only splits damage once instead of using total mob count.
    - Enable level 10
    [Water Ball] when it and [Cold Bolt] are mastered.
    Element Fire
    Class One-Handed Staff
    Level 4
    Attack 250
    Weight 50
    Job Wizard
    Ingredients, excluding 100m zeny cost - 1 x Chronos [0]
    - 1 x Wizardry Staff [0]
    - 1 x Lacrima Stick [2]
    - 4 x Lesser Elemental Ring
    - 2 x Agav Card
    - 1 x Siroma Card
    - 500 x Angel Magic Powder
    - 10 x Necklace of Wisdom
    - 30 x Phlogopite
    - 5 x Pocket Watch (kiel drop)

     

    1560 Tome of Ymir
    Changelog

    Spoiler
    Tome of Ymir
    1560
    Alterations (Base SQI)
    N/A
    Alterations (Bonuses)
    MATK + 10% => Moved to Base SQI.
    Increased from 10% to 20%.
    CRIT + 15 => Now includes 10% Critical Damage.
    DEX + 5 => Moved to Base SQI.
    DEX + 5 => Moved to Base SQI.
    Ignore Gemstone Requirement. => Moved to Base SQI.
    ATK + 100 => Moved to Base SQI.
    13% ASPD => Moved to Base SQI.
    New Additions (Base SQI)
    N/A
    New Additions (Bonuses)
    Enables use of level 10 [Soul Drain] and regain 2 SP for each normal attack.
    No cast time with [Memorize] and [Double Bolt].
    Pierce 10% of enemy MDEF when using [Fire Bolt], [Cold Bolt], [Lightning Bolt], or [Earth Spike].
    15% Aftercast Reduction with [Fire Bolt], [Cold Bolt], and [Lightning Bolt].
    Earth Spike Mastered: Add a 50% chance to cause Stone Curse status after using [Earth Spike].
    Autospell Mastered: Add ASPD + 12% and FLEE + 15 during [Autospell].
    Endow Skills have 100% success rate regardless of skill level. Instances/PvP/WoE: Consume no catalyst.
    Removed (Base SQI)
    VIT + 3
    Removed (Bonuses)
    N/A
    Alterations (Ingredients)
    Old Magicbook x 20 => Increased from 20 to 75.
    New Additions (Ingredients)
    Sage's Diary [2] x 1
    Book of the Dead [2] x 1
    Geffenia Water Book [1] x 1
    Sage Worm Card x 2
    Pencil Case x 100
    Fragment of Rossata Stone x 10
    Removed (Ingredients)
    Book of Billows [0] x 1
    Book of Gust of Wind [0] x 1
    Book of Mother Earth [0] x 1
    Book of the Blazing Sun [0] x 1
    Tablet [1] x 1
    Worn Out Page x 75
    Essence of Sage x 1
    Miscellaneous / Notes
    ATK Bonus: Is now included with the base weapon attack.
    Stats During Autospell: Autospell must be casted again if Tome is unequipped with this enabled.
    Endow Bonus: In other words, it will still consume a catalyst when using it outside of a PvP Environment or an Instance.

    Updated Base/Bonuses/Ingredients

    Spoiler
    Gear Name Tome of Ymir
      1560
    Slots 3
    Description Tome that contains the secrets of Rune Midgard. Bestows limitless knowledge.
    Effect - Ignore Gemstone Requirement.
    - MATK + 20%
    - INT + 4
    - DEX + 15
    - ASPD + 13%
    Bonuses - MaxHP + 20%
    - CRIT + 15 and 10% more damage with Critical Hits.
    - Enables use of level 10
    [Soul Drain] and regain 2 SP for each normal attack.
    - Enables use of level 3
    [Strip Shield].
    - No cast time with
    [Memorize] and [Double Bolt].
    - Pierce 10% of enemy MDEF when using
    [Fire Bolt], [Cold Bolt], [Lightning Bolt], or [Earth Spike].
    - 15% Aftercast Reduction with
    [Fire Bolt], [Cold Bolt], and [Lightning Bolt].
    -
    Earth Spike Mastered: Add a 50% chance to cause Stone Curse status after using [Earth Spike].
    -
    Autospell Mastered: Add ASPD + 12% and FLEE + 15 during [Autospell].
    -
    Endow Skills have 100% success rate regardless of skill level. Instances/PvP/WoE: Consume no catalyst.
    Element Neutral
    Class Book
    Level 4
    Attack 350
    Weight 80
    Job Sage
    Ingredients, excluding 100m zeny cost - 1 x Sage's Diary [2]
    - 1 x Book of the Dead [2]
    - 1 x Book of the Apocalypse [0]
    - 1 x Geffenia Tomb of Water [1]
    - 1 x Memory Book [0]
    - 2 x Sage Worm Card
    - 1 x Yellow Novus Card
    - 100 x Pencil Case
    - 75 x Old Magicbook
    - 10 x Fragment of Rossata Stone

     

    1723 Artemis Bow
    Changelog

    Spoiler
    Artemis Bow
    1723
    Alterations (Base SQI)
    N/A
    Alterations (Bonuses)
    LUK + 15 => Moved to Base SQI.
    40% more damage with [Claymore Trap] and [Blast Mine]. => Increased from 40% to 50%.
    Now includes: 50% more damage with [Land Mine].
    10 INT => Moved to Base SQI.
    15% more damage with [Double Strafing]. => Moved to Base SQI.
    Reduced from 15% to 10%.
    New Additions (Base SQI)
    N/A
    New Additions (Bonuses)
    MaxSP + 10%. Add a 25% chance to ignore arrow costs when using skills or attacking normally.
    [Blast Mine] gains a 7x7 AoE. [Blast Mine] and [Land Mine] durations are increased to 100 seconds when mastered.
    Add a 10% chance to auto-cast level 2 [NPC_BLEEDING] when attacking normally.
    [Wind Walk] Adds an extra 15 FLEE. Dispel [Wind Walk] on unequip.
    Triple duration with [True Sight].
    Removed (Base SQI)
    N/A
    Removed (Bonuses)
    5% chance to use External Bleeding status when attacking.
    Alterations (Ingredients)
    Bow Thimble [0] => Now requires the [1] version.
    New Additions (Ingredients)
    Giant Crossbow [2] x 1
    Cecil Damon Card x 2
    Round Feather x 500
    Ora Ora x 15
    Leak Claw x 1
    Queen Scaraba Shell x 5
    Removed (Ingredients)
    Morrigane's Belt [0] x 1
    Safety Ring [0] x 1
    Red Bijou x 50
    Blue Bijou x 50
    Yellow Bijou x 50
    Green Bijou x 50
    Essence of Hunter x 1
    Miscellaneous / Notes
    New Blast Mine/Land Mine Bonus: Duration increase makes these traps last just as long as Claymore Trap.
    NPC_BLEEDING: Inflicts a 100% ATK attack. Regardless of whether it actually bleeds or not. Also has a passive HIT + 20. Only works on normal attacks.
    Wind Walk FLEE: Increases for everybody in your party and not just yourself.

    Updated Base/Bonuses/Ingredients

    Spoiler
    Gear Name Artemis Bow
      1723
    Slots 3
    Description Legendary bow that was used by Artemis to shoot down the stars from the sky. The bow is powerful enough to cause traumatic wounds on its unfortunate target.
    Effect - 10% more damage with [Double Strafing].
    - INT + 15
    - LUK + 20
    Bonuses - MaxHP + 15%
    - MaxSP + 10%. Add a 25% chance to ignore arrow costs when
    using skills or attacking normally.
    - 20% Magic Resistance.
    - 10% more damage with Critical Hits.
    - 50% more damage with
    [Claymore Trap], [Blast Mine], and [Land Mine].
    -
    [Blast Mine] gains a 7x7 AoE. [Blast Mine] and [Land Mine] durations are increased to 100 seconds when mastered.
    - Add a 10% chance to auto-cast level 2
    [NPC_BLEEDING] when attacking normally.
    - Enables use of level 4
    [Safety Wall].
    -
    [Wind Walk] Adds an extra 15 FLEE. Dispel [Wind Walk] on unequip.
    - Triple duration with
    [True Sight].
    Element Neutral
    Class Bow
    Level 4
    Attack 200
    Weight 150
    Job Hunter
    Ingredients, excluding 100m zeny cost - 1 x Rudra Bow [0]
    - 1 x Ballista [0]
    - 1 x Giant Crossbow [2]
    - 1 x Bow Thimble [1]
    - 1 x Arrow of Counter Evil
    - 2 x Cecil Damon Card
    - 1 x Breeze Card
    - 500 x Round Feather
    - 15 x Ora Ora

    - 1 x Leak Claw
    - 5 x Queen Scaraba Shell

     

    1913 Electric Guitar
    Changelog

    Spoiler
    Electric Guitar
    1913
    Alterations (Base SQI)
    N/A
    Alterations (Bonuses)
    CRIT + 15
    =>
    Merged into one bonus.
    Increased CRIT Dmg from 15% to 20%.
    15% more damage with Critical Hits.
    Enables use of [Jupitel Thunder] Level 3. => Moved to Base SQI.
    DEX + 10 => Moved to Base SQI.
    New Additions (Base SQI)
    Ignore [Adaption to Circumstances] delay.
    MATK + 15%
    New Additions (Bonuses)
    15% Aftercast Reduction with [Arrow Vulcan].
    Immobilize the target for 2 seconds after using [Arrow Vulcan]; Fails against MvP monsters and in WoE.
    15% chance to cause Curse status after using [Jupitel Thunder].
    [The Apple of Idun] MaxHP Rate + 2%. Heals three times as often and twice as much.
    [A Whistle] FLEE Rate + 20% and Perfect Dodge Rate + 3%.
    [Poem of Bragi] Aftercast Rate + 2%.
    Removed (Base SQI)
    N/A
    Removed (Bonuses)
    INT + 10
    VIT + 10
    Alterations (Ingredients)
    Singing Plant x 100 => Increased from 100 to 300.
    New Additions (Ingredients)
    Oriental Lute [2] x 1
    Green Whistle [1] x 1
    Harp of Nepentis [2] x 1
    Devil Whisper [0] x 1
    Green Ferus Card x 2
    Biotite x 20
    Exquisite Hair x 5
    Removed (Ingredients)
    Violin [4] x 1
    Lute [3] x 1
    Isis Egg x 1
    Wind of Verdure x 100
    Essence of Bard x 1
    Miscellaneous / Notes
    Adaption to Circumstance: Another skill can be used immediately after cast with this new ability.
    Arrow Vulcan Immobile: Same ability that Tiger Knuckle Fist and Spiral Pierce has but for 2 seconds.
    A Whistle: Adds a flat FLEE + 20 and Perfect Dodge + 3 before actual skill increase.
    Bragi: Yes, this is that script we hinted at over a year ago lol.

    Updated Base/Bonuses/Ingredients

    Spoiler
    Gear Name Electric Guitar
      1913
    Slots 3
    Description A guitar with the soul of a demon songstress. The melodies produced by this guitar send shockwaves of electricity through the enemy.
    Effect - Ignore [Adaption to Circumstances] delay.
    - Enables use of level 3
    [Jupitel Thunder].
    - MATK + 15%
    - INT + 4
    - VIT + 4
    - DEX + 15
    Bonuses - MaxHP + 20%
    - CRIT + 15 and 20% more damage with Critical Hits.
    - 20% more damage with Long Range Attacks.
    - 35% more damage with
    [Musical Strike].
    - 15% Aftercast Reduction with
    [Arrow Vulcan].
    -
    Immobilize the target for 2 seconds after using [Arrow Vulcan]; Fails against MvP monsters and in WoE.
    - 15% chance to cause Curse status after using [Jupitel Thunder].
    -
    [The Apple of Idun] MaxHP Rate + 2%. Heals three times as often and twice as much.
    -
    [A Whistle] FLEE Rate + 20% and Perfect Dodge Rate + 3%.
    -
    [Poem of Bragi] Aftercast Rate + 2%.
    Element Wind
    Class Instrument
    Level 4
    Attack 190
    Weight 100
    Job Bard
    Ingredients, excluding 100m zeny cost - 1 x Gumoongoh [2]
    - 1 x Guitar [1]
    - 1 x Oriental Lute [2]
    - 1 x Green Whistle [1]
    - 1 x Harp of Nepentis [2]
    - 1 x Devil Whisper [0]
    - 1 x Wind Ghost Card
    - 2 x Green Ferus Card
    - 300 x Singing Plant
    - 20 x Biotite
    - 5 x Exquisite Hair

     

    1969 Belmont Whip
    Changelog

    Spoiler
    Belmont Whip
    1969
    Alterations (Base SQI)
    N/A
    Alterations (Bonuses)
    CRIT + 15
    =>
    Merged into one bonus.
    Increased CRIT Dmg from 15% to 20%.
    15% more damage with Critical Hits.
    AGI + 10 => Moved to Base SQI.
    DEX + 10 => Moved to Base SQI.
    7% chance to use Stone Curse or Sleep status when attacking. => Increased both from 7% to 15%.
    New Additions (Base SQI)
    Ignore [Adaption to Circumstances] delay.
    Enables use of level 5 [Providence] and level 5 [Aspersio].
    ASPD + 13%
    New Additions (Bonuses)
    15% Aftercast Reduction with [Arrow Vulcan].
    Immobilize the target for 2 seconds after using [Arrow Vulcan]; Fails against MvP monsters and in WoE.
    [Ugly Dance] reduces enemy INT by 20% for 7 seconds.
    [Service for You] restores 2 SP per skill level (+20 at level 10) every 2 seconds for everyone in its area.
    [Fortune's Kiss] CRIT Rate + 5%; and buffs yourself without [Bard and Dancer Spirits]; when its user leaves the AoE it lasts 40 seconds.
    Removed (Base SQI)
    AGI + 4
    Removed (Bonuses)
    LUK + 10
    Alterations (Ingredients)
    Assaulter Card x 1 => Increased from 1 to 2.
    Valhalla's Flower x 3 => Increased from 3 to 20.
    New Additions (Ingredients)
    Rosevine [0] x 1
    Queen's Whip [2] x 1
    Stem of Nepentis [2] x 1
    Fire Dragon Scale x 5
    Removed (Ingredients)
    Flame Heart x 100
    Essence of Dancer x 1
    Miscellaneous / Notes
    Adaption to Circumstance: Another skill can be used immediately after cast with this new ability.
    Arrow Vulcan Immobile: Same ability that Tiger Knuckle Fist and Spiral Pierce has but for 2 seconds.
    Ugly Dance: Works on both mobs and PvP/WoE opponents.
    Service For You: Has the same rules as Apple of Idun, however, SP Restoration is fixed.
    Fortune's Kiss: Adds a flat CRIT + 5 before skill increases.

    Updated Base/Bonuses/Ingredients

    Spoiler
    Gear Name Belmont Whip
      1969
    Slots 3
    Description Legendary weapon of the Belmont clan, said to have slayed over 1000 vampires, including Count Dracula himself.
    Effect - Ignore [Adaption to Circumstances] delay.
    - Enables use of level 5
    [Providence] and level 5 [Aspersio].
    - ASPD + 13%
    - LUK + 4
    - AGI + 10
    - DEX + 15
    Bonuses - MaxHP + 20%
    - CRIT + 15 and 20% more damage with Critical Hits.
    - 20% more damage with Long Range Attacks.
    - 35% more damage with
    [Throw Arrow].
    - 15% Aftercast Reduction with
    [Arrow Vulcan].
    -
    Immobilize the target for 2 seconds after using [Arrow Vulcan]; Fails against MvP monsters and in WoE.
    - 15% chance to cause Stone Curse or Sleep status when attacking.
    -
    [Ugly Dance] reduces enemy INT by 20% for 7 seconds.
    -
    [Service for You] restores 2 SP per skill level (+20 at level 10) every 2 seconds for everyone in its area.
    -
    [Fortune's Kiss] CRIT Rate + 5%; and buffs yourself without [Bard and Dancer Spirits]; when its user leaves the AoE it lasts 40 seconds.
    Element Fire
    Class Whip
    Level 4
    Attack 190
    Weight 70
    Job Dancer
    Ingredients, excluding 100m zeny cost - 1 x Rosevine [0]
    - 1 x Chemeti Whip [0]
    - 1 x Queen's Whip [2]
    - 1 x Stem of Nepentis [2]
    - 1 x Rope of Unbalance [3]
    - 1 x Eye of Dullahan [0]
    - 2 x Assaulter Card
    - 1 x Pest Card
    - 20 x Valhalla's Flower
    - 5 x Fire Dragon Scale

     

    1528 Evangelist
    Changelog

    Spoiler
    Evangelist
    1540
    Alterations (Base SQI)
    Super Novice Equip => Super Novices now have a dedicated section (they get everything this SQI had before on base, nothing new).
    Alterations (Bonuses)
    CRIT + 15 => Now includes 10% Critical Damage.
    ATK + 100 => Moved to Base SQI.
    DEX + 5 => Moved to Base SQI.
    DEX + 5 => Moved to Base SQI.
    INT + 10 => Moved to Base SQI.
    New Additions (Base SQI)
    HIT + 35
    New Additions (Bonuses)
    MaxSP + 20%. Reduce SP consumption of skills by 10%.
    Enables use of level 10 [Free Cast] and casting can't be interrupted.
    Reduce cast times of [Magnificat], [Kyrie Elesion], [Assumptio], and [Safety Wall] by 50%.
    Add a 10% chance to auto-cast level 6 [Cold Bolt] when attacking normally.
    Add a 15% chance to double cast [Heal] at the level learned.
    Removed (Base SQI)
    N/A
    Removed (Bonuses)
    N/A
    Alterations (Ingredients)
    Hand of God x 10 => Increased from 10 to 75.
    Fang of Garm => Decreased from 50 to 10.
    New Additions (Ingredients)
    Grand Cross [1] x 1
    Croce Staff [1] x 1
    Ice Crystal x 150
    Citrin x 30
    Removed (Ingredients)
    Galion Card x 2
    Crystal Blue x 100
    Essence of Priest x 1
    Miscellaneous / Notes
    ATK Bonus: Is now included with the base weapon attack.

    Updated Base/Bonuses/Ingredients

    Spoiler
    Gear Name Evangelist
      1540
    Slots 3
    Description A weapon wielded only by Valhalla's chosen. This mace is strengthened by the priest's own faith and devotion.
    Effect - Enables use of level 1 [Magic Crasher].
    - INT + 15
    - DEX + 15
    - HIT + 35

    [Super Novice]
    - Enables use of level 1 [Magic Crasher].
    - INT + 5
    - DEX + 5
    Bonuses - MaxSP + 20%. Reduce SP consumption of skills by 10%.
    - 30%
    Freeze and Stone Curse Resistance.
    - CRIT + 15 and 10% more damage with Critical Hits.
    - 20% chance to cause
    Sleep status when attacking.
    - Heal 20% more with
    [Sanctuary].
    - Enables use of level 10
    [Frost Nova].
    - Enables use of level 10
    [Free Cast] and casting can't be interrupted.
    - Reduce cast times of
    [Magnificat], [Kyrie Elesion], [Assumptio], and [Safety Wall] by 50%.
    - Add a 10% chance to auto-cast level 6
    [Cold Bolt] when attacking normally.
    - Add a 15% chance to double cast
    [Heal] at the level learned.
    Element Water
    Class Mace
    Level 4
    Attack 350
    Weight 150
    Job Priest
    Ingredients, excluding 100m zeny cost - 1 x Grand Cross [1]
    - 1 x Croce Staff [1]
    - 1 x Holy Robe [0]
    - 1 x Coif [1]
    - 2 x Plankton Card
    - 1 x Aqua Elemental Card
    - 150 x Ice Crystal
    - 75 x Hand of God
    - 30 x Citrin
    - 10 x Fang of Garm

     

    1815 Suiken
    Changelog

    Spoiler
    Suiken
    1815
    Alterations (Base SQI)
    N/A
    Alterations (Bonuses)
    DEX + 5 => Moved to Base SQI.
    HIT + 40 => Moved to Base SQI.
    STR + 5 => Moved to Base SQI.
    ASPD + 13% => Moved to Base SQI.
    100% more damage with [Triple Attack], [Chain Combo], and [Combo Finish].
    =>
    Merged into one bonus.
    50% more damage with [Tiger Knuckle Fist] and [Chain Crush Combo].
    New Additions (Base SQI)
    N/A
    New Additions (Bonuses)
    Gain effect of [Monk Spirit] status all the time.
    [Spirits Recovery] always enabled, ignores weight tick penalties under 90%, and restores twice as much; disabled in Steel Body and disables GEC Effect!
    [Raging Palm Strike] pushes back an additional 2 cells.
    Cast level 1 [Call Spirits] after using [Combo Finish]. Add a 20% chance to auto-cast [Hyper Spirit Sphere] after using [Tiger Knuckle Fist] or [Chain Crush Combo].
    Add a 15% chance to auto cast [Hyper Spirit Sphere] after using [Finger Offensive].
    Add a 25% chance to auto cast [Call Spirits] after using [Investigate].
    Removed (Base SQI)
    AGI + 3
    Removed (Bonuses)
    N/A
    Alterations (Ingredients)
    Berserk [0] x 1 => Now requires the [1] version.
    Caramel Card x 3 => Decreased from 3 to 2.
    Broken Liquor Jar x 20 => Increased from 20 to 500.
    Gemstone x 50 => Decreased from 50 to 20.
    New Additions (Ingredients)
    Kaiser Knuckle [0] x 1
    Monk Hat [1] x 1
    Gold Acidus Card x 1
    Citrin x 30
    Broken Wine Glass x 1
    Removed (Ingredients)
    Marine Sphere Card x 1
    Poison Bottle x 20
    Mystic Frozen x 125
    Alcohol x 200
    Essence of Monk x 1
    Miscellaneous / Notes
    Monk Spirit all the time: This includes Combo Finish being a splash attack and reducing all combo skill SP costs to 2.
    Spirits Recovery: Has the same attributes as Moving HP Recovery. Disabled completely during Steel Body.

    Updated Base/Bonuses/Ingredients

    Spoiler
    Gear Name Suiken
      1815
    Slots 3
    Description A symbol of the ultimate fighting art, its true power can only be unleashed while the user is intoxicated. Masters of the Suiken style leave the enemy off-guard before delivering a powerful finishing blow.
    Effect - STR + 10
    - DEX + 10
    - HIT + 40
    - ASPD + 13%
    Bonuses - 30% Freeze and Stone Curse Resistance.
    - 5% chance to cause
    Freeze status when attacking.
    - Gain effect of
    [Monk Spirit] status all the time.
    -
    [Spirits Recovery] always enabled, ignores weight tick penalties under 90%, and restores twice as much; disabled in Steel Body and disables GEC Effect!
    - [Raging Palm Strike] pushes back an additional 2 cells.
    - 100% more damage with
    [Triple Attack], [Chain Combo] and [Combo Finish]. 50% more damage with [Tiger Knuckle Fist] and [Chain Crush Combo].
    - Add a 50% chance to auto cast
    [Hyper Spirit Sphere] after using [Fury].
    - Cast level 1
    [Call Spirits] after using [Combo Finish]. Add a 20% chance to auto-cast [Hyper Spirit Sphere] after using [Tiger Knuckle Fist] or [Chain Crush Combo].
    - Add a 15% chance to auto cast
    [Hyper Spirit Sphere] after using [Finger Offensive].
    - Add a 25% chance to auto cast
    [Call Spirits] after using [Investigate].
    Element Water
    Class Knuckle
    Level 4
    Attack 150
    Weight 60
    Job Monk
    Ingredients, excluding 100m zeny cost - 1 x Berserk [1]
    - 1 x Kaiser Knuckle [0]
    - 1 x Waghnak [4]
    - 1 x Monk Hat [1]
    - 1 x Executioner's Mitten
    - 1 x Gold Acidus Card
    - 2 x Caramel Card
    - 500 x Broken Liquor Jar
    - 30 x Citrin
    - 1 x Broken Wine Glass
    - 20 x Gemstone

     

    1530 Mjolnir
    Changelog

    Spoiler
    Mjolnir
    1530
    Alterations (Base SQI)
    Super Novice Equip => Super Novices now have a dedicated section (they get everything this SQI had before on base, nothing new).
    Alterations (Bonuses)
    Enables use of Throw Tomahawk Level 1, 200% more damage with Throw Tomahawk. => Enables use of Throw Tomahawk Level 1 moved to Base SQI.
    DEX + 15 => Moved to Base SQI.
    CRIT + 15
    =>
    Merged into one bonus.
    Increased CRIT Dmg from 15% to 20%.
    15% more damage with Critical Hits.
    LUK + 15 => Moved to Base SQI.
    New Additions (Base SQI)
    HIT + 30
    New Additions (Bonuses)
    Reduce [Cart Termination] and [Mammonite] SP costs by 50%.
    Spend 75% less zeny with all Zeny Skills.
    Triple the duration of [Cart Boost] and [Melt Down].
    [Over-Thrust] won't break party member weapons. Enable [Full Adrenaline Rush] without [Blacksmith Spirit].
    MATK + 20%. 30% chance to auto-cast level 2 [Lightning Jolt] with 100% more damage when attacking normally.
    Removed (Base SQI)
    N/A
    Removed (Bonuses)
    Spend 75% less zeny when using [Maximum Over Thrust].
    Alterations (Ingredients)
    Pure Bradium x 100 => Increased from 100 to 300.
    New Additions (Ingredients)
    Tomahawk [0] x 1
    Bradium Stone Hammer [0] x 1
    Veteran's Axe [2] x 1
    Emperium Anvil x 1
    Dokebi Card x 1
    Windstorm Fragment x 5
    Removed (Ingredients)
    Iron Driver [0] x 1
    Heart Breaker [1] x 1
    Essence of Blacksmith x 1
    Miscellaneous / Notes
    Over Thrust: Gets overwritten by opposing Over Thrusts without the bonus.

    Updated Base/Bonuses/Ingredients

    Spoiler
    Gear Name Mjolnir
      1530
    Slots 3
    Description A great hammer rumored to have been used by, Thor, the God of thunder.
    Effect - Enables use of level 1 [Throw Tomahawk].
    - STR + 5
    - DEX + 20
    - LUK + 20
    - HIT + 30

    [Super Novice]
    - DEX + 5
    - LUK + 5
    Bonuses - 10% Ranged Resistance.
    - CRIT + 15 and 20% more damage with Critical Hits.
    - Reduce
    [Cart Termination] and [Mammonite] SP costs by 50%.
    - Spend 75% less zeny with
    all Zeny Skills.
    - Triple the duration of
    [Cart Boost] and [Melt Down].
    -
    [Over-Thrust] won't break party member weapons. Enable [Full Adrenaline Rush] without [Blacksmith Spirit].
    - MATK + 20%. 30% chance to auto-cast level 2
    [Lightning Jolt] with 100% more damage when attacking normally.
    - 40% chance to auto-cast level 1
    [Wide Silence] when using [Hammerfall].
    - Enables use of level 1
    [Charge Attack] and 30% less cast time with [Charge Attack].
    - 200% more damage with
    [Throw Tomahawk].
    Element Wind
    Class Mace
    Level 4
    Attack 220
    Weight 600
    Job Blacksmith
    Ingredients, excluding 100m zeny cost - 1 x Tomahawk [0]
    - 1 x Bradium Stone Hammer [0]
    - 1 x Golden Mace [1]
    - 1 x Veteran Axe [2]
    - 1 x Emperium Anvil
    - 1 x Golem Card
    - 1 x Metaller Card
    - 1 x Dokebi Card
    - 300 x Pure Bradium
    - 150 x Rough Wind
    - 5 x Windstorm Fragment

     

    1307 Djinn
    Changelog

    Spoiler
    Djinn
    1307
    Alterations (Base SQI)
    Super Novice Equip => Super Novices now have a dedicated section (they get everything this SQI had before on base, nothing new).
    Alterations (Bonuses)
    ATK + 100 => Moved to Base SQI.
    [Mammonite] does 50% more damage. => Now also reduces the zeny cost by 75%.
    DEX + 5 => Moved to Base SQI.
    DEX + 5 => Moved to Base SQI.
    LUK + 20 => Moved to Base SQI.
    Enables use of Level 6 [Fire Bolt], and 5% chance to auto cast Level 6 [Fire Bolt] when attacking, +10% MATK. => MATK Increased from 10% to 20%.
    New Additions (Base SQI)
    INT + 5
    New Additions (Bonuses)
    INT + 5
    Add a 10% chance to add ASPD + 25% when using [Acid Terror] for 10 seconds.
    [Demonstration] damage interval reduced by 75% (every 0.25 secs instead of 1 sec). Remove [Demonstration] on unequip.
    PvM: 20% chance to ignore potion cost with [Potion Pitcher] and [Slim Potion Pitcher].
    PvM: Ignore [Acid Terror] Acid Bottle cost and [Demonstration] Fire Bottle cost.
    Removed (Base SQI)
    LUK + 5
    VIT + 3
    Removed (Bonuses)
    N/A
    Alterations (Ingredients)
    N/A
    New Additions (Ingredients)
    Bloody Axe [0] x 1
    Red Ether Bag [1] x 1
    Erde Mace [2] x 1
    Dark Pinguicula Card x 1
    Three-Headed Dragon's Head x 75
    Stone of Sage x 10
    Hard Skin x 5
    Removed (Ingredients)
    Orcish Axe [0] x 1
    Green Petite Egg x 1
    Great Nature x 180
    Doom Slayer [0] x 1
    Essence of Alchemist x 1
    Miscellaneous / Notes
    ATK Bonus: Is now included with the base weapon attack.
    Demonstration Bonus: Basically translates to 4 hits every second as opposed to 1 hit every second.

    Updated Base/Bonuses/Ingredients

    Spoiler
    Gear Name Djinn
      1307
    Slots 3
    Description An axe imbued with the power of an earth dragon. Causes the earth itself to shake with each swing.
    Effect - INT + 5
    - DEX + 15
    - LUK + 20
    [Super Novice]
    - DEX + 5
    - LUK + 5
    Bonuses - MaxHP + 15%
    - INT + 5
    - 5% Chance to reflect 40% of damage for 8 seconds when attacked.
    - 5% chance to auto cast
    Stone Curse status when attacked.
    - MATK + 20%. Enables use of Level 6
    [Fire Bolt] and 5% chance to auto cast Level 6 [Fire Bolt] when attacking normally.
    - 50% more damage and 75% reduced zeny cost with
    [Mammonite].
    - Add a 10% chance to add ASPD + 25% when using [Acid Terror] for 10 seconds.
    -
    [Demonstration] damage interval reduced by 75% (every 0.25 secs instead of 1 sec). Remove [Demonstration] on unequip.
    -
    PvM: 20% chance to ignore potion cost with [Potion Pitcher] and [Slim Potion Pitcher].
    -
    PvM: Ignore [Acid Terror] Acid Bottle cost and [Demonstration] Fire Bottle cost.
    Element Earth
    Class One-Handed Axe
    Level 4
    Attack 350
    Weight 600
    Job Alchemist
    Ingredients, excluding 100m zeny cost - 1 x War Axe [1]
    - 1 x Bloody Axe [0]
    - 1 x Red Ether Bag [1]
    - 1 x Erde Mace [2]
    - 1 x Dark Pinguicula Card
    - 2 x Sandman Card
    - 75 x Three-Headed Dragon's Head
    - 10 x Stone of Sage
    - 1 x Mother's Nightmare
    - 5 x Hard Skin

     

    1263  Twin Fang
    Changelog

    Spoiler
    Twin Fang
    1274
    Alterations (Base SQI)
    AGI + 5 => Increased from 5 to 20.
    Alterations (Bonuses)
    FLEE + 30 => Moved to Base SQI.
    Reduced from 30 to 15.
    CRIT + 15 => Moved to Base SQI.
    ATK + 40 => Moved to Base SQI.
    40% more damage with [Meteor Assault]. => Increased from 40% to 50%.
    HIT + 30 => Moved to Base SQI.
    Increased from 30 to 50.
    New Additions (Base SQI)
    15% Non-Boss and Boss resistance.
    New Additions (Bonuses)
    20% Magic Resistance.
    30% Freeze and Stone Curse Resistance.
    20% more damage with Critical Hits.
    10% more damage with [Soul Breaker].
    30% less cast time with [Soul Breaker] and [Meteor Assault].
    [Enchant Poison] endows Shadow instead of Poison.
    Add a 15% chance to inflict Deadly Poison status on the target when attacking.
    Demon Race, Insect Race, and Detector Mobs can no longer see you when hidden; Fails against boss monsters.
    Removed (Base SQI)
    N/A
    Removed (Bonuses)
    15% Cast Time Reduction.
    INT + 10
    2% Chance to endow Shadow when attacking.
    Alterations (Ingredients)
    Infiltrator [0] => Now requires the [1] version.
    Blade of Darkness x 20 => Increased from 20 to 30.
    Piece of Darkness x 25 => Increased from 25 to 200.
    New Additions (Ingredients)
    Advanced Assassin Mask [0] x 1
    Guillotine Katar [1] x 1
    Krishna [2] x 1
    Cold Heart [0] x 1
    Eremes Guile Card x 2
    Bloody Edge x 2
    Cape of Dark Lord x 5
    Removed (Ingredients)
    Assassin Mask [0] x 1
    Grimtooth [0] x 1
    Oridecon x 25
    Elunium x 100
    Drill Katar [1] x 1
    Cursed Water x 100
    Essence of Assassin x 1
    Miscellaneous / Notes
    ATK Bonus: Is now included with the base weapon attack.
    Enchant Poison: Looks the same as the normal Enchant Poison and will also still inflict Poison Status, but Element is Shadow instead.
    Deadly Poison: No, this is not EDP, this is Deadly Poison Status, which is a stronger Poison Status.
    Perfect Cloak: Players with Maya Purple can still see you.

    Updated Base/Bonuses/Ingredients

    Spoiler
    Gear Name Twin Fang
      1263
    Slots 4
    Description Blades fashioned with deadly fangs of a demon lord. Favoured weapons of the Dark Brotherhood assassins, these legendary blades have never failed to kill their target.
    Effect - 15% Non-Boss and Boss resistance.
    - AGI + 20
    - CRIT + 20
    - HIT + 50
    - FLEE + 15
    Bonuses - 20% Magic Resistance.
    - 30%
    Freeze and Stone Curse Resistance.
    - 20% more damage with Critical Hits.
    - 25% more damage with
    [Grimtooth].
    - 50% more damage with
    [Meteor Assault].
    - 10% more damage with
    [Soul Breaker].
    - 30% less cast time with
    [Soul Breaker] and [Meteor Assault].
    -
    [Enchant Poison] endows Shadow instead of Poison.
    - Add a 15% chance to inflict
    Deadly Poison status on the target when attacking.
    -
    Demon Race, Insect Race, and Detector Mobs can no longer see you when hidden; Fails against boss monsters.
    Element Neutral
    Class Katar
    Level 4
    Attack 180
    Weight 150
    Job Assassin
    Ingredients, excluding 100m zeny cost - 1 x Advanced Assassin Mask [0]
    - 1 x Guillotine Katar [1]
    - 1 x Infiltrator [1]
    - 1 x Krishna [2]
    - 1 x Cold Heart [0]
    - 1 x Hydra Card
    - 2 x Eremes Guile Card
    - 30 x Blade of Darkness
    - 200 x Piece of Darkness
    - 2 x Bloody Edge

    - 5 x Cape of Dark Lord

     

    1724 Sherwood Bow
    Changelog

    Spoiler
    Sherwood Bow
    1724
    Alterations (Base SQI)
    N/A
    Alterations (Bonuses)
    DEX + 5 => Moved to Base SQI.
    DEX + 5 => Moved to Base SQI.
    CRIT + 15 => Now includes 10% Critical Damage.
    ATK + 75 => Moved to Base SQI.
    FLEE + 30 => Moved to Base SQI.
    SP + 30% => Now also includes: Add a 25% chance to ignore ammo costs when attacking normally or using skills.
    Reduced from 30% to 10%.
    New Additions (Base SQI)
    MATK + 15%
    New Additions (Bonuses)
    Reduce SP Consumption of skills by 15%.
    Ignore 10% of enemy MDEF.
    Enable [Double Attack] usage.
    Add a 5% chance to auto-cast level 3 [Critical Wounds] when attacking with long range.
    Demon Race, Insect Race, and Detector Mobs can no longer see you when hidden; Fails against boss monsters.
    Removed (Base SQI)
    N/A
    Removed (Bonuses)
    MATK + 50
    Alterations (Ingredients)
    Whisper Card x 1 => Increased from 1 to 2.
    Young Twig x 2 => Reduced from 2 to 1.
    Peridot x 60 => Increased from 60 to 75.
    Blue Feather x 40 => Increased from 40 to 100.
    New Additions (Ingredients)
    Creeper Bow [2] x 1
    Catapult [2] x 1
    Black Cat [0] x 1
    Byorgue Card x 1
    Boitata Tree Branch x 5
    Removed (Ingredients)
    Earthen Bow [1] x 1
    Banshee Master Card x 1
    Essence of Rogue x 1
    Miscellaneous / Notes
    Attack Range: Actually a bugfix. Sherwood always had this Range + 6 but it was never mentioned in the description.
    ATK Bonus: Is now included with the base weapon attack.
    Critical Wounds: Only activates with standard attacks.
    Strip Armor: This bonus is not bugged. It procs the Strip Armor Status as opposed to the Strip Armor Skill. As a result, it will bypass FCP (since it only checks for the skill) and not debuff monsters, and players can reequip right away.
    Double Attack: Has the same behavior as if you were using Sidewinder Card or Chick Hat, etc.
    Perfect Cloak: Players with Maya Purple can still see you.

    Updated Base/Bonuses/Ingredients

    Spoiler
    Gear Name Sherwood Bow
      1724
    Slots 3
    Description Strong sturdy bow that was rumoured to be owned by a great thief of the past.
    Effect - Enables use of level 1 [Arrow Crafting].
    - Additional Range + 6
    - MATK + 15%
    - DEX + 15
    - AGI + 5
    - FLEE + 30
    Bonuses - MaxSP + 10%. Add a 25% chance to ignore ammo costs when attacking normally or using skills.
    - Reduce SP Consumption of skills by 15%.
    - Ignore 10% of enemy MDEF.
    - 15% Melee Resistance.
    - 30% resistance to
    Freeze and Stone Curse.
    - CRIT + 15 and 10% more damage with Critical Hits.
    - Enable
    [Double Attack] usage.
    - Add a 20% chance to auto-cast level 1
    [Strip Armor] when attacking with long range.
    - Add a 5% chance to auto-cast level 3
    [Critical Wounds] when attacking with long range.
    -
    Demon Race, Insect Race, and Detector Mobs can no longer see you when hidden; Fails against boss monsters.
    Element Neutral
    Class Bow
    Level 4
    Attack 225
    Weight 150
    Job Rogue
    Ingredients, excluding 100m zeny cost - 1 x Creeper Bow [2]
    - 1 x Catapult [2]
    - 1 x Roguemaster's Bow [0]
    - 1 x Black Cat [0]
    - 2 x Whisper Card
    - 1 x Byorgue Card
    - 100 x Blue Feather
    - 75 x Peridot
    - 1 x Young Twig
    - 5 x Boitata Tree Branch

     

    1142 Blade of Angels
    Changelog

    Spoiler
    Blade of Angels
    1142
    Alterations (Base SQI)
    HIT + 40 => Increased from 40 to 50.
    Alterations (Bonuses)
    ATK + 100 => Moved to Base SQI.
    HP + 30% => Moved to Base SQI.
    20% Melee and Ranged Resistance => Moved to Base SQI.
    SP + 1000 => Moved to Base SQI.
    New Additions (Base SQI)
    MATK + 25%
    New Additions (Bonuses)
    CRIT + 25 and 20% more damage with Critical Hits.
    15% Aftercast Reduction.
    Ignore 10% of enemy MDEF.
    100% more damage with [Fire Ball] and [Magnum Break]. 50% Aftercast Reduction with [Magnum Break].
    50% more damage with [Mammonite]. 75% reduced zeny cost with [Mammonite] and enable use of level 1 [Fatal Blow].
    Enables use of level 10 [Grand Cross].
    Removed (Base SQI)
    VIT + 10
    Removed (Bonuses)
    MATK + 50
    Alterations (Ingredients)
    Will of Red Darkness => Increased from 1 to 5.
    New Additions (Ingredients)
    Ivory Knife [2] x 1
    Cinquedea [2] x 1
    Star Dust Blade [1] x 1
    Magical Booster [0] x 1
    Solace Card x 1
    Small Bradium x 200
    Muscovite x 20
    Removed (Ingredients)
    Angel's Kiss [1] x 1
    Angel's Reincarnation [1] x 1
    Angelic Cardigan [1] x 1
    Angelic Guard [1] x 1
    Angelic Protection [1] x 1
    Amulet x 80
    Essence of Super Novice x 1
    Miscellaneous / Notes
    Damage Reduction: Actually a bugfix. Incorrectly displayed as Melee and Range resistance when in actuality it was Melee, Range, Magic, and MISC Resistance.

    Updated Base/Bonuses/Ingredients

    Spoiler
    Gear Name Blade of Angels
      1142
    Slots 3
    Description A large, incredibly strong dagger which belies its light weight. A favored support weapon of the Einherjar, blessed with shadow elements and the power to expand its user's mind.
    Effect - 20% Resistance against all damage types.
    - MaxHP + 50%
    - MaxSP + 1250
    - MATK + 25%
    - STR + 10
    - HIT + 50
    Bonuses - 30% resistance to Freeze and Stone Curse.
    - CRIT + 25 and 20% more damage with Critical Hits.
    - 15% Aftercast Reduction.
    - Ignore 10% of enemy MDEF.
    - 100% more damage with
    [Fire Ball] and [Magnum Break]. 50% Aftercast Reduction with [Magnum Break].
    - 50% more damage with
    [Mammonite]. 75% reduced zeny cost with [Mammonite] and enable use of level 1 [Fatal Blow].
    - Enables use of level 5
    [Aura Blade].
    - Enables use of level 10
    [Auto Spell].
    - Enables use of level 5
    [Aspersio].
    - Enables use of level 10
    [Grand Cross].
    Element Neutral
    Class Dagger
    Level 4
    Attack 250
    Weight 150
    Job Super Novice
    Ingredients, excluding 100m zeny cost - 1 x Holy Dagger [0]
    - 1 x Ivory Knife [2]
    - 1 x Cinquedea [2]
    - 1 x Star Dust Blade [1]
    - 1 x Magical Booster [0]
    - 1 x Argos Card
    - 1 x Megalodon Card
    - 1 x Solace Card
    - 200 x Small Bradium
    - 20 x Muscovite
    - 5 x Will of Red Darkness

     

    13302 Hira Shurikat
    Changelog

    Spoiler
    Hira Shurikat
    13302
    Alterations (Base SQI)
    DEX + 5 => Increased from 5 to 15.
    Wind Element => Changed from Wind Element to Earth Element
    Alterations (Bonuses)
    50% more damage with Throw Humma Shuriken and Throw Kunai. => Now Includes [Throw Shuriken].
    Now also includes: [Throw Huuma Shuriken] only splits damage once instead of using mob count.
    MATK + 15% => Moved to Base SQI.
    Increased from 15% to 20%.
    Enables use of [Hiding] Level 1. => Now also includes: 50% more damage and add a 25% chance to inflict Stun status with [Mist Slash].
    ASPD + 13% => Moved to Base SQI.
    CRIT + 15 => Increased from 15 to 25.
    Now includes 20% Critical Damage.
    New Additions (Base SQI)
    N/A
    New Additions (Bonuses)
    20% Magic Resistance.
    20% more damage with [Final Strike]. 10% of your current HP (not max) remains after using [Final Strike].
    2 Cell Knockback and 50% more damage with [Crimson Fire Formation].
    20% Aftercast reduction with [Falling Ice Pillar] and [Dragon Fire Formation]. 8 Cell Knockback with [Falling Ice Pillar].
    20% Aftercast reduction with [Wind Blade]. 15% chance to auto-cast level 2 [Critical Wounds] after using [Wind Blade].
    Removed (Base SQI)
    N/A
    Removed (Bonuses)
    HP/SP + 10%
    50% more damage with [Wind Blade].
    Alterations (Ingredients)
    N/A
    New Additions (Ingredients)
    Huuma Calm Mind [2] x 1
    Pinguicula Card x 1
    Small Bradium x 250
    Bradium x 100
    Rose Quartz x 10
    Broken Katana x 5
    Removed (Ingredients)
    2carat Diamond x 20
    Rough Wind x 200
    Essence of Ninja x 1
    Miscellaneous / Notes
    Throw Huuma Split: In other words, it will only split damage one time, as opposed dividing by how many enemies are caught inside.
    Falling Ice Pillar Push: Has Pushback behavior similar to skills like Magnum Break.
    Wind Blade Critical Wounds: Only processes if the damage actually lands (aka GTB blocking it).

    Updated Base/Bonuses/Ingredients

    Spoiler
    Gear Name Hira Shurikat
      13302
    Slots 3
    Description A huge shuriken crafted of a lightweight, incredibly strong metal. Its origin is unknown. It can be used equally well in offense as defense.
    Effect - Negates the need for Stones.
    - 20% Non-Boss and Boss Resistance.
    - MaxHP/MaxSP + 20%
    - DEF + 8
    - MATK + 20%
    - DEX + 15
    - ASPD + 13%
    Bonuses - 20% Magic Resistance.
    - 20% Demi-Human Resistance.
    - 20% Cast Time Reduction.
    - CRIT + 25 and 20% more damage with Critical Hits.
    - Enables use of level 1
    [Hiding]. 50% more damage and add a 25% chance to inflict Stun status with [Mist Slash].
    - 50% more damage with
    [Throw Humma Shuriken], [Throw Shuriken], and [Throw Kunai]. [Throw Huuma Shuriken] only splits damage once instead of using mob count.
    - 20% more damage with
    [Final Strike]. 10% of your current HP (not max) remains after using [Final Strike].
    - 2 Cell Knockback and 50% more damage with
    [Crimson Fire Formation].
    - 20% Aftercast reduction with
    [Falling Ice Pillar] and [Dragon Fire Formation]. 8 Cell Knockback with [Falling Ice Pillar].
    - 20% Aftercast reduction with
    [Wind Blade]. 15% chance to auto-cast level 2 [Critical Wounds] after using [Wind Blade].
    Element Earth
    Class Huuma
    Level 4
    Attack 250
    Weight 100
    Job Ninja
    Ingredients, excluding 100m zeny cost - 1 x Huuma Blaze Shuriken [0]
    - 1 x Huuma Wing Shuriken [0]
    - 1 x Huuma Giant Wheel Shuriken [4]
    - 1 x Huuma Calm Mind [2]
    - 2 x Thara Frog Card
    - 1 x Pinguicula Card
    - 250 x Small Bradium
    - 100 x Bradium
    - 10 x Rose Quartz
    - 5 x Broken Katana

     

    5315 Scouter
    Changelog

    Spoiler
    Scouter
    5315
    Alterations (Base SQI)
    Super Novice Equip => Super Novices now have a dedicated section (they get everything this SQI had before on base, nothing new).
    Alterations (Bonuses)
    50% more damage with [Ground Drift].
    =>
    Merged into 1 Bonus.
    Increased Triple Action and Bulls Eye damage from 40% to 50%.
    40% more damage with [Triple Action] and [Bull's Eye].
    HP/SP + 20% => Moved to Base SQI.
    15% Non-Boss Resistance. => Now also includes Boss Resistance.
    Increased from 15% to 20%
    ASPD + 10% => Moved to Base SQI.
    CRIT + 15
    =>
    Merged into 1 Bonus.
    CRIT Bonus now increases to 30 with a Rifle equipped.
    20% more damage with Critical Hits.
    3% chance to auto cast Stone Curse status when attacking. => Increased from 3% to 5%.
    New Additions (Base SQI)
    Enables use of level 1 [Body Relocation].
    New Additions (Bonuses)
    20% Magic Resistance.
    Reduce SP Consumption of skills by 20%.
    Shotgun Equipped: 15% Aftercast reduction and immunity to Blind status.
    Grenade Launcher Equipped: Add a 10% chance to pierce 20% of enemy defense for 10 seconds after using [Triple Action].
    Ignore [Gatling Fever] FLEE and Movement Speed penalties. Dispell [Gatling Fever] on unequip.
    Removed (Base SQI)
    N/A
    Removed (Bonuses)
    N/A
    Alterations (Ingredients)
    N/A
    New Additions (Ingredients)
    Wrench [0] x 1
    Drosera Card x 1
    Alicel Card x 2
    Carnium x 100
    Gold x 25
    Piece of CPU x 5
    Removed (Ingredients)
    Contact Lenses [1] x 1
    Fragment x 250
    Essence of Gunslinger x 1
    Miscellaneous / Notes
    Super Novice Equip: Super Novices gain Monster Property, DEX + 10, ASPD + 15%, and 7 DEF, just like before.

    Updated Base/Bonuses/Ingredients

    Spoiler
    Gear Name Scouter
      5315
    Slots 1
    Description An advanced piece of technology, it feels as if your reactions are quicker and more accurate whilst wearing it. Also contains a powerful personal shield generator, granting protection in combat. Allows the user to sense their target's power level and weaknesses.
    Effect - Enables use of level 1 [Monster Property] and level 1 [Body Relocation].
    - 20% Non-Boss and Boss Resistance.
    - MaxHP and MaxSP + 20%
    - DEX + 10
    - ASPD + 25%

    [Super Novice]
    - Enables use of level 1 [Monster Property].
    - DEX + 10
    - ASPD + 15%
    Bonuses - 20% Magic Resistance.
    - Reduce SP Consumption of skills by 20%.
    - CRIT + 15 (30 with
    Rifles) and 20% more damage with Critical Hits.
    -
    Shotgun Equipped: 15% Aftercast reduction and immunity to Blind status.
    -
    Grenade Launcher Equipped: Add a 10% chance to pierce 20% of enemy defense for 10 seconds after using [Triple Action].
    - Ignore
    [Gatling Fever] FLEE and Movement Speed penalties. Dispell [Gatling Fever] on unequip.
    - Autocast
    [Call Spirits] when using [Flip Coin].
    - 50% more damage with
    [Ground Drift], [Triple Action], and [Bull's Eye].
    - 5% chance to auto cast
    Stone Curse status when attacking.
    - Add a 25% chance to ignore ammo costs when
    using skills or attacking normally.
    Element N/A
    Class Mid-Headgear
    Level N/A
    DEF 7
    Weight 10
    Job Gunslinger
    Ingredients, excluding 100m zeny cost - 1 x Wrench [0]
    - 1 x Headset [0]
    - 1 x Vesper Core 1 [0]
    - 1 x Vesper Core 2 [0]
    - 1 x Vesper Core 3 [0]
    - 1 x Vesper Core 4 [0]
    - 1 x Drosera Card
    - 2 x Alicel Card
    - 100 x Carnium
    - 25 x Gold
    - 5 x Piece of CPU

     

    2421 Eversong Greaves
    Changelog

    Spoiler
    Eversong Greaves
    2421
    Alterations (Base SQI)
    Taekwon HIT + 25 => Increased from 25 to 35.
    Alterations (Bonuses)
    TaeKwon: 10% HP - TaeKwon Master: 20% HP
    =>

    Merged into 1 Bonus. Taekwon gets 10% SP and SG gets 20% SP.
    SP + 20%
    TaeKwon: 40 Hit - TaeKwon Master: 15 LUK => Moved to Base SQI.
    TaeKwon: 30% ASPD - TaeKwon Master: 10 DEX => Moved to Base SQI.
    ATK + 130 => Moved to Base SQI.
    10 CRIT
    =>
    Merged into 10 Bonus.
    Increased Critical Damage from 15% to 20%.
    15% more damage with Critical Hits.
    New Additions (Base SQI)
    N/A
    New Additions (Bonuses)
    Taekwon: Ignore 20% of enemy Defense. | Star Gladiator: PvM: [Union] HP recoil is reduced to 1%.
    Taekwon: Kick Skill Rate + 15% | Star Gladiator: Double Miracle Mode rate.
    [Peaceful Rest] and [Enjoyable Rest] always enabled and ignores overweight tick penalties below 90%; But disables GEC Effect!
    25% more damage with [Axe Kick].
    Always cast level 5 [Hammer Fall] after using [Round Kick].
    [Whirlwind Kick] inflicts double splash damage (no damage increase on source target).
    Removed (Base SQI)
    N/A
    Removed (Bonuses)
    N/A
    Alterations (Ingredients)
    Andre Card x 1 => Increased from 1 to 2.
    Heroic Emblem x 20 => Decreased from 20 to 10.
    Red Feather x 30 => Increased from 30 to 100.
    New Additions (Ingredients)
    Enhanced Variant Shoes [1] x 1
    Tendrillion Skin [1] x 1
    Bradium Golem Card x 1
    Carnium x 100
    Gold Plating x 1
    Removed (Ingredients)
    Shoes [1] x 1
    Boots [1] x 1
    Anodyne x 100
    Essence of Taekwon x 1
    Miscellaneous / Notes
    Whirlwind Kick Damage: The source target you're currently attacking does not receive a damage boost, only the splash targets.
    Rest During Move: Has the same attributes as Moving HP Recovery.

    Updated Base/Bonuses/Ingredients

    Spoiler
    Gear Name Eversong Greaves
      2421
    Slots 1
    Description A pair of elegant boots, heavy to wear but increase the power of the wearer's kicks tremendously. Incredibly soft and graceful. Despite their weight, the wearer feels able to run at great speeds.
    Effect - Fast Movement all the time.
    - MDEF + 10
    - MaxHP + 20% and MaxSP + 10%
    - ATK + 130

    [Taekwon]
    - HIT + 75
    - ASPD + 30%

    [Star Gladiator]
    - DEX + 10
    - LUK + 15
    Bonuses - Taekwon: MaxHP/MaxSP + 10% | Star Gladiator: MaxHP/MaxSP + 20%.
    -
    Taekwon: Ignore 20% of enemy Defense. | Star Gladiator: PvM: [Union] HP recoil is reduced to 1%.
    -
    Taekwon: Kick Skill Rate + 15% | Star Gladiator: Double Miracle Mode rate.
    - FLEE + 30
    - CRIT + 10 and 20% more damage with Critical Hits.
    -
    [Peaceful Rest] and [Enjoyable Rest] always enabled and ignores overweight tick penalties below 90%; But disables GEC Effect!
    - 50% more damage with [Flying Side Kick].
    - 25% more damage with
    [Axe Kick].
    - Always cast level 5
    [Hammer Fall] after using [Round Kick].
    -
    [Whirlwind Kick] inflicts double splash damage (no damage increase on source target).
    Element N/A
    Class Shoes
    Level N/A
    DEF 4
    Weight 150
    Job Taekwon, Star Gladiator
    Ingredients, excluding 100m zeny cost - 1 x Enhanced Variant Shoes [1]
    - 1 x Valkyrja's Shoes [1]
    - 1 x Greaves [1]
    - 1 x Crest of the Rider [1]
    - 1 x Tendrillion Skin [1]
    - 1 x Bradium Golem Card
    - 2 x Andre Card
    - 100 x Red Feather
    - 100 x Carnium
    - 1 x Gold Plating
    - 10 x Heroic Emblem

     

    1472 Ghostdancer Staff
    Changelog

    Spoiler
    Ghostdancer Staff
    1472
    Alterations (Base SQI)
    Super Novice Equip => Super Novices now have a dedicated section (they get everything this SQI had before on base, nothing new).
    MATK + 15% => Increased from 15% to 20%.
    DEX + 5 => Increased from 5 to 15.
    225 ATK => Increased from 225 to 250.
    Alterations (Bonuses)
    HP/SP + 20% => Moved to Base SQI.
    INT + 10 => Moved to Base SQI.
    New Additions (Base SQI)
    Enables use of level 1 [Magic Crasher].
    New Additions (Bonuses)
    CRIT + 15 and 20% more damage with Critical Hits.
    Reduce SP Consumption of skills by 20%.
    Casting can't be interrupted.
    20% chance to cause Curse with normal attacks or [Estin].
    Soul Links casted on others last 50% longer.
    10% more damage with [Esma].
    50% less cast time with [Kaupe], [Kaite], and [Esma].
    [Peaceful Rest] and [Enjoyable Rest] always enabled and ignores overweight tick penalties below 90%; But disables GEC Effect!
    Removed (Base SQI)
    N/A
    Removed (Bonuses)
    N/A
    Alterations (Ingredients)
    N/A
    New Additions (Ingredients)
    Withered Tree Branch Staff [0] x 1
    Banshee Card x 2
    Elder Branch x 50
    Warrior's Will x 18
    Biotite x 20
    Ba Gua x 10
    Removed (Ingredients)
    Wand of Occult [0] x 1
    Wind Ghost Card x 2
    Level 5 Soul Strike x 20
    Essence of Linker x 1
    Miscellaneous / Notes
    Rest During Move: Has the same attributes as Moving HP Recovery.

    Updated Base/Bonuses/Ingredients

    Spoiler
    Gear Name Ghostdancer Staff
      1472
    Slots 3
    Description An elegant staff of flawless Ivory, carved with ancient personal runes of late Einherjar warriors. When wielding this staff, Soul Linkers hear them whisper words of power to them, and are blessed with their powers.
    Effect - Enables use of level 1 [Magic Crasher].
    - MaxHP and MaxSP + 20%
    - MATK + 20%
    - INT + 15
    - DEX + 15

    [Super Novice]
    - MATK + 15%
    - INT + 5
    - DEX + 5
    Bonuses - CRIT + 15 and 20% more damage with Critical Hits.
    - Reduce SP Consumption of skills by 20%.
    - Casting can't be interrupted.
    - 20% chance to cause
    Curse with normal attacks or [Estin].
    -
    Soul Links casted on others last 50% longer.
    - 10% more damage with
    [Esma].
    - 50% less cast time with
    [Kaupe], [Kaite], and [Esma].
    -
    [Peaceful Rest] and [Enjoyable Rest] always enabled and ignores overweight tick penalties below 90%; But disables GEC Effect!
    - Add [Improve Concentration] on [Wizard Spirit] with link level.
    - Add
    [Auto Guard] on [Priest Spirit] with link level.
    - Add
    [Energy Coat] on [Hunter Spirit] when link is mastered.
    - Add
    [Reflect Shield] on [Knight Spirit] with link level.
    - Auto-Cast
    [Acid Terror] when attacking at [Alchemist Spirit] level.
    - Auto-Cast
    [Holy Cross] when attacking at [Crusader Spirit] level.
    - Auto-Cast
    [Frost Joker] when attacking at [Bard Dancer Spirit] level.
    Element Neutral
    Class One-Handed Staff
    Level 4
    Attack 250
    Weight 150
    Job Soul Linker
    Ingredients, excluding 100m zeny cost - 1 x Evil Bone Wand [0]
    - 1 x Survivor's Rod INT [1]
    - 1 x Gentleman's Cane [1]
    - 1 x Withered Branch Staff [0]
    - 1 x Giant Whisper Card
    - 2 x Banshee Card
    - 50 x Elder Branch
    - 10 x Will of Warrior
    - 20 x Biotite
    - 10 x Ba Gua

     

     

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    While the new bonus system does have some familiarity that you may be used to from previous iterations, there are also plenty of changes that make it more streamlined and user friendly. Here's a breakdown of all the latest information regarding the new system:

    [New Bonus UI]

    Spoiler

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    When viewing your SQI in its description, the current bonuses that you have will now display as rows below the cards equipped into said item. Here are some notes about this feature:

    • It will always appear with the bonuses that the source has, even if you view their equipment, open a trade window, etc.
    • When trading an SQI to another person, it automatically updates to what your bonus setup is accordingly.
    • When vending an SQI with bonuses, the bonuses will not show up in a vend.

    [New Bonus Application System]

    Spoiler

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    The way bonuses are applied to your SQI now is slightly altered compared to before. Instead of talking to the appropriate NPC at Valhalla, you will now receive a new, account bound, reusable item by the time you fully complete the Main SQI Quest, dubbed, 'Vanir's Ascension'.

    This item may be used in any map that is considered a Town (unless we give any other map special permissions) and allows you to apply a new bonus or a remove a bonus on the fly without ever setting foot in Valhalla! This should hopefully make it a lot easier to switch up your character's SQI rather than the chore of visiting Valhalla each time you want to do so.

    A few notes on Vanir's Ascension:

    • This item is used in the same way as the Eden Group Mark, but unlike the Group Mark, has no use cooldown.
    • This item may only be used on a character once the SQI Main Quest has been fully completed on your account.
    • This item requires the necessary prerequisite to add a new bonus to your SQI (more on this below).
    • A bonus will be highlighted in red if you currently have it. Selecting it will give you the option to remove it free of charge.

    [New Bonus Requirements]

    Spoiler

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    Although the way you obtain your bonuses does have similarities versus the old system, there are some differences. We will quickly gloss over these changes with you all. For starters, the Vanir's Ascension item requires a new item for each bonus application called a Purified Essence.

    Purified Essence Repeatable Quest

    [Gudbrand Location in Vanaheim City]

    The requirements for creating the Purified Essence should be familiar to those that already have experience with the previous system. In addition, the way the requirements are given out is slightly altered. When you complete the Main SQI Quest, you can talk to Gudbrand in Vanaheim City and he will assign you a new task. You will be requested to bring the following items in exchange for a Purified Essence:

    • An x amount of Misc Item 1
    • An x amount of Misc Item 2
    • An Essence of your Class
    • An x amount of Zeny

    The quest that Gudbrand offers will reset at Midnight of each day, however, if you currently have a quest and are in the middle of finishing it when the rotation occurs, you can still turn in that quest! On the other hand, if you drop the quest at any point before the Midnight reset, you will have to wait until Midnight passes to do so again. When successfully completing a quest, he will give you the Purified Essence required to add a bonus to your SQI with Vanir's Ascension.

    As mentioned earlier, the above method should be familiar to those who experienced the previous SQI System. We've since updated the system in the following ways:

    • The possible items list has been updated to include some new items.
    • The required amounts for each Misc Item has been lowered compared to the old system.
    • Item and zeny requirements are no longer tied to each individual bonus. Instead, they are organized into 10 groups, which are rotated every midnight. Each day, you will be required to collect 1/10 groups of items. This is the same requirement for everybody of that class for each day! You may also ask Gudbrand what items/zeny are possible for your class to prepare ahead of time!

    Obtain Method for Class Essence

    1052320429_example4.png.2ebb7a46a25b6a0274d4bdb0f2be3cc8.png

    While the existing Class Essences have been wiped from before, they are still required for the new system. In this system there are two main methods that an essence can be obtained (as opposed to just 1 like before), these methods are as follows:

    Method 1: Repeatable Quest

    There is a repeatable quest which requires three quest items. You may start this quest by speaking to Kvasir in Vanaheim City, where he will ask you for the following three quest items. You must interact with the appropriate NPC at the end of each instance to receive this item!

    • Rune of Time (obtained by clearing Instance: Ancient Juperos)
    • Rune of Vanaheim (obtained by clearing Instance: Battle of Vanaheim)
    • Rune of Illusion (obtained by clearing Instance: Birth of a God)

    When you give Kvasir the following items, he will provide you with the class essence appropriate for your character. After which, you may not do this quest again until Sunday of the following week (this follows the same schedule as Eden Rotations).

    Method 2: Random Instance Reward

    When you clear any of the three instances, there is a chance to receive a class essence by the end of it. Unlike the quest, it will not always be an essence for your class. Instead, this can end up being an essence of any class at random. Due to the addition of this new farming method, receiving the essence at the end of each instance has been lowered from 100% each time to a 25% chance each time per character. In addition to the random essence, you can also now rarely find a new box called the Most Valuable Box, which will give you a random MVP misc drop that can be used for SQI creation.


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    Pre-Existing SQI Compensations

    It may already be clear to those who have read the news -- existing Class Essences have been removed, your pre-existing bonuses have also reset, and any previous SQI Quest progress are now wiped to make room for the revamped questline. As you're aware, many base SQIs are now better or improved drastically than the SQIs you once owned with bonuses, therefore it was a step we needed to take to ensure fair balance across the board when implementing the new SQI structure.

    While it may seem unfortunate upon first glance, we obviously wouldn't do this unless it was absolutely necessary and came with a hefty compensation for those who have invested time and effort on acquiring their bonuses. You can expect the following reimbursement which you are entitled to for two months per character on your game accounts (one time only):

    • A free complete unslot of your character's SQI IF you had at least 1 bonus before.
    • An x amount of Purified Essences according to how many bonuses you had previously.

    Speak with the SQI Extractor at Prontera 162,193 to claim the above.

    Item Changelog

    As part of the revamp update, we've also made some changes to the SQI item requirements by introducing brand new common MvP drops, in addition to adjusting existing ingredients for various mobs. This is to ensure items are fairly obtainable in-game, without having to use the reward guru or strenuously scarce methods. You can find more details about this below:

    Spoiler
    Item Changelog
    MvP Mobs
    7109 ID: 7109 Shining Spear Blade => Lord of Death
    Increased from 0.3% to 3%
    7087 ID: 22006 Corrupted Soul => Doppelganger
    Added at 50%
    1018 ID: 22007 Leak Claw => Leak
    Added at 3%
    1060 ID: 22008 Exquisite Hair => Lady Tanee
    Added at 50%
    523 ID: 22009 Broken Wine Glass => Dracula
    Added at 3%
    6305 ID: 22010 Windstorm Fragment => Stormy Knight
    Added at 50%
    2507 ID: 22011 Cape of Dark Lord => Dark Lord
    Added at 50%
    7203 ID: 22012 Boitata Tree Branch => Boitata
    Added at 50%
    18720 ID: 18720 Magical Booster [0] => Vesper
    Added at 3%
    32611 ID: 22013 Broken Katana => Incantation Samurai
    Added at 50%
    7333 ID: 22016 Piece of CPU => Vesper
    Added at 50%
    5433.gif ID: 22017 Gold Plating => Gopinich
    Added at 3%
    Normal Mobs
    1139 ID: 1139 Tirfing [0] => Tirfing
    Added at 0.21%
    6223 ID: 6223 Carnium => Miming
    Added at 15%
    738 ID: 738 Pencil Case => Sage Worm
    Added at 21%
    1911 ID: 1912 Gumoongoh [2] => Alphoccio
    Added at 0.15%
    1970 ID: 1970 Queen's Whip [0] => Trentini
    Added at 0.3%
    1244 ID: 1244 Holy Dagger [0] => Gertie
    Added at 0.09%


    [Most Valuable Box]

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    In addition to the random class essence earned every time one of the new instances is cleared, there will also be a new box item dubbed 'Most Valuable Box' which can be obtained more infrequently than the Class Essence. If you're lucky enough to obtain this item after a completed instance, it has a chance to contain "any" of the common MvP drops listed above! This includes both the new ones added as well as the older existing ones (such as Fang of Garm, Gemstone, Young Twig, Shining Spear Blade, etc.)

    Miscellaneous

    • New SQI Quest Progress is still bound by your account like it was before.
    • Level Requirement to get started with the new SQI Quest is still level 90. However, you can now also do the quest and create SQIs when you are level 80 transcendent.
    • At this moment, when a player crashes or disconnects during one of the SQI instances, they cannot return. We are planning on releasing return mechanics in the near future.
    • As some of the instances have a significant amount of dialogue, we realize that during repeated runs, this can become bothersome. Therefore, we have plans on adding an option to disable cutscenes.
       

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    As always, we are closely monitoring the new release, so expect changes and fixes over the coming months. We welcome all the feedback and are looking forward to making this the most exciting episode yet!

    With the newly established capital of Vanaheim, players will be able to warp and venture into the archaic world freely (upon completing the SQI story quest). We will also be releasing planned future updates -- with possibilities for new content being endless.

    Expect a variety of new add-ons as well as episodic updates centered around the city of Vanaheim, its unique storyline and so much more! We are thrilled to have you join us in this journey and appreciate the patience for the SQI revamp, it's been a long time coming, but we're finally here now.


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