Update v0.14 — Skill Interrupts, Evasion Rebalance & Magic Rework

Update v0.14 introduces major combat changes, making fights more tactical, consistent, and easier to understand.
Main highlights:
- added a full skill interruption system for both players and monsters;
- completely reworked Evasion balance and its interaction with Miss Chance;
- fixed and standardized physical and magical immunities;
- Light Magic now increases healing;
- Powerful Earthquake for Support Mage has been heavily reworked;
- major improvements to pets, synthesis, and evolution information;
- interface feedback has been improved so failed actions clearly explain why they cannot be performed.
Skill Interrupts
Skills can now be interrupted for both players and monsters.
If one of the following effects is applied while a skill is being prepared:
- Stun;
- Freeze;
- Sleep;
- Ice;
- Fear;
- Silence;
the skill will not activate.
The affected character displays:
INTERRUPTED
The following effects do not interrupt casting:
- Root;
- Poison;
- Slow.
Players
If your skill is interrupted:
- its cooldown is restored;
- spent Mana is not refunded.
Monsters and Bosses
If a monster's ability is interrupted in time:
- the skill does not activate;
- the monster loses that cast attempt.
This makes crowd control significantly more important in PvE, especially during boss encounters.
If a projectile has already been launched, it will still reach its target — the skill must be interrupted before the projectile is fired.
Basic weapon attacks are not affected by this system.
Skills that can normally be used while under crowd control, such as Iron Will, can only be interrupted by Silence.
Evasion Rebalance
The Evasion system has been completely rebalanced.
Dexterity
The amount of Evasion gained from Dexterity has been reduced.
Each point of Dexterity now grants:
0.0075% Evasion
with additional class modifiers:
- Sword & Shield — ×0.7;
- Spear — ×1.2;
- ranged classes — ×1.5.
Soft Cap
Dexterity provides its full Evasion value up to 30% Evasion.
Above 30%, its contribution becomes 4 times weaker.
Maximum Evasion
Total Evasion is now capped at:
35%
This limit applies to the combined value from:
- Dexterity;
- skills;
- pets;
- equipment.
Miss and Evasion Are Now Separate
Previously, Miss and Evasion partially overlapped.
They are now calculated separately:
- the attacker's Miss Chance is checked;
- if the attack does not miss, the target's Evasion is checked.
The same rule applies to:
- basic attacks;
- skills;
- PvE;
- PvP.
The value displayed in the Character window now matches the actual value used in combat.
Once 35% Evasion is reached, the Character window shows that the cap has been reached.
Physical and Magical Immunities
The distinction between physical and magical damage is now consistent.
The general rule is:
- Mage skills and magical monster skills count as Magic;
- weapon attacks, arrows, Warrior skills, and ranged-class skills count as Physical.
Absorb Magic — Healer
Absorb Magic now properly protects against magical effects.
While active, the following Mage effects cannot be applied:
- Sleep;
- Fear;
- Poison from Pain;
- Stun;
- Silence;
- Freeze.
Physical attacks no longer heal the Healer.
Arrows and skills from Warriors and ranged classes now deal normal damage.
Damage-over-time effects that were already active before Absorb Magic was used continue dealing damage.
Magic Immune — Ranged Classes
Magic Immune now blocks only magical skills and effects.
Physical attacks still work normally:
- melee attacks;
- arrows;
- Warrior skills;
- ranged-class skills.
Last Survivor — Warrior
The physical immunity from Last Survivor now protects against all physical attacks:
- melee attacks;
- arrows;
- Warrior skills;
- ranged-class skills;
- their physical effects.
It does not protect against Magic.
Light Magic Now Increases Healing
The equipment property:
Light Magic +N
now increases not only Light-element damage, but also Healer healing.
It affects:
- Minor Heal;
- Quick Heal;
- Heal;
- Advanced Heal;
- Party Heal;
- Recover.
Light Magic acts as a separate multiplier on top of Healing Power.
Example:
6710 healing + Light Magic 48% → 9930 healing
It also affects:
- Recover;
- Sublimation.
The detailed healing breakdown in the Combat Log now shows exactly how much healing came from Light Magic.
Support Mage — Powerful Earthquake
Powerful Earthquake has been heavily reworked and now behaves much closer to its original design.
Full Invulnerability
The Mage becomes invulnerable from the very beginning of the cast.
Invulnerability lasts for the full 8 seconds, including the preparation phase.
Cannot Be Accidentally Cancelled
Once the cast begins, the character remains in place until the skill finishes.
Accidental movement input no longer cancels it.
Two Damage Waves
After preparation:
- an earth spike appears;
- the first wave hits after 3 seconds;
- the second wave hits after 6 seconds.
Each wave damages all enemies within 9 meters.
There is no target limit.
True Damage
Damage is calculated from the midpoint of Magic Attack.
It has:
- no random damage range;
- no Critical Hit;
- no Miss;
- no Evasion.
Normal Defense and shields do not reduce this damage.
However:
- Magic Immune completely blocks the wave;
- Absorb Magic converts the damage into healing.
An earth spike appears under every enemy hit by the wave.
Spear — Skill Rework
Cover + Bloody Revenge
Cover can now be used while Bloody Revenge is active.
Health lost from Bloody Revenge itself is no longer treated as active combat.
Secret Trap
An enemy caught by Secret Trap from Stealth:
- remains immobilized;
- can still take normal damage.
Previously, the trapped target could become effectively invulnerable during the effect.
Amplified Damage
The skill has been completely reworked.
It now lasts for 150 seconds and empowers offensive skills through marks.
Each offensive skill has a 20% chance to place a mark on the target.
Each mark increases skill damage against that target by:
3–10%, depending on skill level.
Maximum:
5 stacks
At maximum level, this can provide up to:
+50% Skill Damage
Most importantly, the bonus applies to skills used by all players against the marked target.
Basic attacks do not apply marks and do not benefit from them.
Pets — Synthesis and Evolution Improvements
Pet Laboratory information is now much clearer.
Synthesis Windows
The following windows now show:
- rank;
- rarity.
This applies to:
- Random Pet Synthesis;
- Pet Synthesis Map;
- Pet Growth.
Selected pet names are also colored according to rarity.
Incubators
You can now see:
- base hatching chance;
- chance with a Booster;
- which pet is inside the egg;
- species;
- rank;
- rarity.
Egg tooltips also show the pet's Level 1 properties.
Random Synthesis
Hovering over the result chance now displays the list of pets that can be obtained for each rarity.
Evolution
The interface now shows which pet the current pet will evolve into.
Pet Fixes
- ChiefDrago, ChiefRaccoon, and ChiefHoruness now correctly increase Defense as they level.
- Their bonus grows by approximately 2% per level:
- around 10% after evolution;
- up to 20% at maximum level.
- BallistaDogi can now correctly appear from Random Synthesis.
- Around twenty additional Unique Pets that were previously impossible to obtain are now available.
- The Heroic + Rare synthesis combination is now:
- 55% Heroic;
- 45% Rare.
- The chance of receiving the exact same pet repeatedly has been significantly reduced.
Clearer Error Messages
When an action cannot be performed, the reason is now shown as a visible red notification in the center of the screen.
For example:
- inventory is full;
- character is overweight;
- action is currently unavailable;
- requirements are not met;
- Pet House is full.
These notifications are used across many systems:
- shops;
- trading;
- storage;
- enhancement;
- dismantling;
- crafting;
- pets;
- guild;
- Army Battle;
- Arena;
- Dungeons;
- Party Finder;
- quests;
- fishing;
- transportation.
Combat messages such as:
- Out of Range;
- No Target;
- Cooldown;
- Not Enough Mana;
remain in the regular combat/event line and do not cover the screen.
Interface Improvements
- Old messages from previously opened windows no longer appear in unrelated interfaces.
- Item stack quantities are now:
- larger;
- brighter;
- easier to read.
- The final digit is no longer cut off by the edge of the slot.
- Internal formatting tags have been removed from NPC names.
- Fixed state icons for:
- Movement Slow;
- Attack Slow;
- Hard Stun;
- Attack Speed;
- Movement Speed;
- several other effects.
- When an effect does not have its own icon, the icon of the skill that applied it is used instead.
Premium Effects Can Be Removed
Active Premium Item effects can now be manually cancelled.
To remove one:
- right-click the effect;
- confirm removal.
Any remaining duration is lost and the consumed item is not returned.
This allows you to:
- replace one Elite Potion with another;
- remove Experience Block.
Magic Shield Properties
Several Magic Shield properties have been corrected and clarified.
Magic Shield Duration +N% has been replaced with:
Magic Shield Improvement +N%
The property now increases shield capacity instead of duration.
Existing items automatically use the new behavior.
Boss Summoning
Summoning Stones are now much easier to understand.
Using a stone now tells you:
- which NPC needs it;
- which world the NPC is in;
- how many stones are required.
The summoning NPC also explains why a boss cannot currently be summoned:
- boss is already alive;
- not enough stones;
- boss has already been defeated.
In Raid and Raid+, the NPC also explains that Summoning Stones are not required:
- the main boss appears automatically after all mini-bosses are defeated.
Guild, Friends, and Acquaintances
Player context menus now work even for offline characters.
Offline characters can be Inspected.
You can see:
- level;
- class;
- equipped items;
- enhancement levels;
- properties;
- stones.
This works for:
- Guild Members;
- Friends;
- Acquaintances.
If the player is online, all normal actions remain available:
- Inspect;
- Whisper;
- Invite to Party;
- Duel;
- other interactions.
Hide Costume Headgear
Costume headgear can now be hidden separately.
A visibility option has been added to the Costume: Head slot.
Display priority is now:
- Costume Headgear;
- Armor Helmet;
- Hair.
If Costume Headgear is hidden, the Armor Helmet becomes visible.
If both are hidden, the character's hair is shown.
Other players also do not see hidden Costume Headgear.
The setting is saved separately for each character.
Monster Skills
Monster status effects now use proper status icons.
Examples include:
- Stun;
- Slow;
- Silence;
- Sleep.
Monster skills in the Combat Log also have clearer names.
Instead of internal names such as:
Boss Mass Stun 1
you now see names such as:
Mass Stun
Monster skill names have been translated into all supported game languages.
Ballista
The Ballista Damage property is once again available on ranged-class equipment.
It can appear on:
- jackets;
- pants;
- Property Exchange;
- High Reforging.
Ballista weapons themselves can now also roll:
Ballista Damage
The property can also appear as an Enhancement Property at +10 and above.
Aquaton
Several issues around the docks and bridges have been fixed.
- Characters no longer appear under the docks in the water after Army Battle.
- Returning, logging in, and other position recovery now correctly place characters on the wooden platforms.
- Dropped items now appear on the bridge instead of underwater.
- Summoned creatures also appear correctly on the platform.
Thank you to everyone who continues testing the game and sharing feedback.
v0.14 makes combat significantly deeper: crowd control can now interrupt dangerous abilities, Evasion is more predictable and balanced, and physical and magical defenses finally follow consistent rules.