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Potions with a cooldown, and rings that finally work

  • ChangedVital and Spiritual Waters come in four sizes (S, M, L, XL) for levels 1, 30, 70 and 120. Each heals a fixed amount plus a share of your maximum, up to 400 + 15% HP. There's a wait of 8 s between HP waters and 3 s between MP waters, enforced by the server. Before, a level-10 character could drink four times its whole HP bar at once.
  • FixedHP and MP recovery on items never counted. That covers Recovery and Meditation Rings, recovery gems and the Orlean Saga. They all work now.
  • FixedA skill's MP is taken once. The bar used to drop twice and then jump back.
  • FixedSlowed monsters no longer jump across the map when a chase ends. Casting a skill while walking to a monster no longer leaves you fighting 10–15 m from where the server thinks you are.
  • FixedA critical skill hit now looks like one, and the critical flash sits above the damage number on big monsters.
  • FixedStatus effects the server had already ended no longer stay on screen. A projectile skill's area status now lands with the shell, not 10 seconds later.
  • FixedThe Evil Fairy's thrown gem lands in 1–2 s instead of 5–7. Turak shows its full health right after it transforms, and its other forms are named Alpha Turak.
  • FixedCastle gear riders who get stunned stop swinging at nothing, and a shot already in flight keeps its damage number.
  • FixedShots from Zuly, Vortex and Nova Bullets and from Rock, Cluster and Molten Shells were invisible. You can see them again.
  • FixedA rare crash of the game server at startup.

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