On September 20 a Divine Templar patch went live on NewAge x2 and Spark x1: we checked every skill of the class against its in-game description and fixed the mismatches — some things got stronger, some weaker, and a few effects now work for the first time. Alongside it, several fixes that concern all classes. Everything by section below.
- Sacral Strike, Purify, Judgment
- Noblesse Circlet
- Light Discharge
- Divine Guardian and Light Points
- Class skills
- Passive skills
- For all classes
Sacral Strike, Purify, Judgment
Transcendent Sacral Strike costs MP and takes 1.5 sec. to cast with a 0.5 sec. delay, like
Sacral Strike. It used to be free and almost instant.
Transcendent Purify costs MP, like
Purify, and ignores Shield Defense, as described.
Grand Master's Transcendent Blessing replaces Purify with Transcendent Purify even without Noblesse Circlet.- Purify on an ally takes 1.5 sec. instead of 2 and removes Imprisonment of any strength, and
Noblesse Purify also removes Knockdown, including the one from monsters. Before, anything stronger than the skill's level wasn't removed.
Judgment and
Noblesse Judgment share a cooldown: hitting with Judgment, putting on the Circlet and immediately hitting with Noblesse Judgment is no longer possible.
Noblesse Circlet
Noblesse Circlet gives M. Def. +500→ P. Atk. +500, as described.- Lasts
200→ 20 min. - Takes 1 sec. to cast with a 0.5 sec. delay and no longer counts as a magic skill: a magic block doesn't stop it.
Light Discharge
- The attack of
Light Discharge takes 1.5 sec. to cast instead of 2, like the heal. - The attack ignores 20% of defense, as described, not 30%.
Noblesse Light Discharge keeps its 30%. - For both Discharges, at enchant steps 1 and 2 the attack power is 8% higher (5,540–7,662); at step 3 the attack radius is
300→ 400. - Spirit Ore is consumed only at enchant steps: 1 / 1 / 2 pcs. with a 50% chance. Before, the regular Discharge used no ore at all, while the Noblesse one always used up to 5 pcs., even without enchant.
- The heal works within
300→ 500 (400 with enchant) and reaches an ally at the full cast range. The heal's cooldown is not reduced at all skill levels — before, only at levels 1–3. - At step 3 the heal effect reduces critical damage taken not only from physical skills but from magic skills too (−800).
- Noblesse Light Discharge hits the target and the enemies around it, not every enemy around the Templar. Its heal covers 6 / 8 / 10 / 12 allies depending on the enchant, instead of always 6. When you lack MP, it no longer goes to waste into cooldown.
Divine Guardian and Light Points
- While the
Guardian is alive, Light Points don't accumulate, and the 100,000 points for the summon are always deducted. Before, any summoned creature — the Guardian included — switched off both the gain and the deduction, and the Guardian could be re-summoned for free. - Light Points are granted even if the target vanished by the end of the cast.
- The Guardian repeats ally skills too: it heals with Sacral Strike and Light Discharge, removes Imprisonment with Purify, and at level 3 answers Holy Circle with
Vow. It doesn't rush at allies. - The Guardian's power and heals match the description: Sacral Strike 7,550 / 8,060 / 8,460 with a 1,140 / 1,275 / 1,425 heal, Purify 7,650 / 8,260 / 8,580, Light Discharge at Lv. 2 / 3 — 5,839 / 6,123 with a 2,150 / 2,250 heal. At level 3 the hits and heals no longer trigger twice.
- The Guardian's Sacral Strike ignores 10% of defense and can land a critical hit; the Guardian's Light Discharge ignores 20% of defense — same as the Templar's.
Class skills
Lord Knight: the shield blocks attacks from all directions; Shield Defense Ignore Removal 8% works — with that chance a hit that ignores the shield can still run into it; killing a target restores 1% MP, at most once every 3 sec. None of this worked before.
Might of Light no longer counts as a dance and doesn't take a dance/song slot.
Holy Circle Lv. 2 removes
Light Protection from enemies, as described.
Light Prison lasts 5→ 3 sec.
Light Shock from Light Discharge lasts 2→ 3 sec. and now counts as a debuff.
Light Reflection ignores 10% of defense, as described.
Sacral Power and
Decoy — no delay after the cast.
Light Shield at step 3 got its own look; it used to look like step 2.
Decoy now provokes up to 20 monsters and up to 6 players, instead of 6 targets in total.
Passive skills
Sacral Weapon Mastery: all bonuses — only with a one-handed sword and a shield. Before, the sword was required only for P. Atk., and the shield wasn't required at all.
Sacral Armor Mastery: bonuses only in heavy armor.
Noblesse Mastery: P. Skill Critical Damage +15%→ +20%.- The steps of
STR Privilege and
CON Privilege no longer take regular buff slots, and losing
Privilege removes all of its effects.
For all classes
- Effects that trigger on a skill cast no longer trigger when the cast fails (the target left, MP ran out at the end): Light Points and WP aren't granted, Might of Light and Claw Marks aren't applied.
- Self-skills with a monster selected use their "against monsters" cooldown when they have one. For example, Holy Circle while hunting recharges in 90 sec. instead of 180.
- For skills that change depending on the target, like Light Discharge, the MP and Spirit Ore are checked for the variant that will actually be cast.
HP Recovery at Lv. 3 and 4 heals 735 and 1,025 HP instead of 632 and 747 and works together with
Adventurer's Regeneration and
Sayha's Recover HP.
MP Recovery at Lv. 4 restores 168 / 197 / 219 MP instead of 146 / 168 / 183 and consumes Spirit Ore, and at enchant step 3 it reduces skill MP cost by 2% (Lv. 3) and 3% (Lv. 4). Applies to the Templar, the Assassin and other classes with these skills.
Small Protection of Light,
Protection of Light and
Large Protection of Light: cast time 0.5 sec. instead of 1, the Large one recharges in 1 h instead of 2. They no longer take a dance/song slot, and a manually cast
White Guardian Transformation removes them.
Young Moon's Grace,
Moon's Grace and
Full Moon's Grace no longer take a dance/song slot.- The effect of
Mount Glorious Steed disappears on logout.
Phoenix Strike,
Dark Knight's Break and
Thousand Wounds at enchant steps consume Spirit Ore with a 50% chance (5, 5 and 8 pcs.); they used none before.
Blessed by Eva and
Shillien's Curse at enchant steps also use ore with a 50% chance instead of every time.
Spotted another mismatch with a skill description? Tell us — we'll check and fix it.
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