----- ITEMS -----
New shields have been added throughout the progression!
Glacier Guard got a little bit different!
Glacier Guard:
Weight: 350 -> 100
New: Adds 40% Holy, Water and Poison resistance
Refine +7 bonus: 15% ASPD -> Max HP +10%
Refine +9 bonus: Variable Cast Time -10% -> Increases incoming healing by 20%
Grade C bonus: P.ATK +2, S.MATK +2 -> Max HP +5%, Max SP +5%
New shields are all quite similar to Glacier Guard, albeit they fill different situations!
Illusion Shield (Crafted using Episode 17.1 materials)
Neutral Resistance +50%, Wind Resistance +30%
Automatic Shield (Crafted using Episode 17.2 materials)
Dark Resistance +50%, Fire Resistance +30%
Grey Wolf Shield (Crafted using Episode 18 materials)
Fire Resistance +50%, Ghost and Holy Resistance +20%
Protection against Good & Evil (Crafted using Good and Evil materials)
Holy, Ghost and Dark Resistances +40%
Reduces incoming damage from monsters with "Thanatos" in their names by 10%.
Dimensions Bulwark: (Acquired from Time Rift Chests randomly)
All Resistances +20%
Reduces incoming damage from monsters from Abyss Depth2 by 10%.
Yorscalp Shield (Crafted using Episode 21 materials)
Water and Dark Resistances +50%
Immunity to Water Ball damage
All added shields can receive the same enchants as Glacier Guard, albeit using their own materials.
----- SKILLS -----
Alitea:
Druids are no longer stuck inside their animalistic bodies upon transforming.
Shinkiro/Shiranui:
Kunai - Rotation now applies Shadow Cloaking effect.
Casting Mirage when there are already 3 Mirage clones will remove the oldest clone to create a new one at the position.
Shadow Cross:
Venom Bleed is now working as intended.
Savage Impact now correctly deals 5 hits upon consuming TotK stacks.
Savage Impact now deals x5 -> x3 increased damage when consuming TotK stacks.
----- SYSTEMS -----
Resistance overhaul!
I always thought adding a hard cap at 99% resistances was a rather lazy solution.
So we're implementing a soft cap!
Resistances now stack up to 50% normally as official behavior. From 50% to 90%, every 2% counts as 1% for actual resistances. From 90% to 100%, every 10% counts as 1% for actual resistances.
This applies for all resistances (race, element and size) except for type resistances (Boss/Normal resistances).
This gives us more freedom to distribute resistances across new custom items like the Shield update we're delivering.
For reference: Acquiring 90% resistance against one element would require you to stack 130% resistance against it. Acquiring 100% resistance against one element requires 230% resistance.
The command @statinfo counts your actual resistance (diminished by these rules)
Banks increasing!
I've always wondered how Banks worked in Rune-Midgard. One can carry 2 billion zeny on one hand, and 2 billion zeny on their banks? Doesn't sound very practical!
So we're reducing maximum Zeny on hand a little bit to round 2 billion and increasing the amount stashed on bank to ludicruous amounts!
Like, really, it's too much. No one will ever be able to fill it.
Along with this Bank update, we're also updating VENDINGS! (again)
Now Zeny vendings, for both selling and buying, will use your BANK balance for transactions.
Zeny will no longer be delivered via RODEX (albeit you will still get a receipt), but will instead be added directly into your bank vaults.
Same goes for buying, vendings no longer see the amount of Zeny on hand, only what's in your bank.
Other methods of vending (using items as currency or trading cards) are not affected by this system.
----- CLASS ADVISOR -----
Help us understand your job better in order to make better balance changes, apply for Class Advisor in the link: https://discord.com/channels/1358475974311805081/1484874589480947743
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##### Everything above will be applied AFTER the maintenance by 09/29/2026 17:00 UTC #####