9

With Patch 86, Off to Exodor/Skywatch: Aerial Island hitting the western servers we will get quite the patch with a lot of changes regarding the way we gear up. It is important to realize that this starts at level 68 so the current system will still be in place for people who just reach level 65. One could say that end game starts at 68 rather than it used to at level 65.

This post will function as an overview of the patch and seperate posts will be more in-depth regarding specifics such as enchantment costs and ways to obtain said gear.

The Basics

Let’s start with the requirements needed to even access the new island. Well in reality there is only 1 requirement: Finishing the level 68 Quest, Bringing down Exodor. (This used to be the level 69 quest). However it goes a bit further than that, if you plan on solo farming on the island I would suggest having at least Heroic Oath +0 and being level 69. Naturally this depends on the class you’re playing and if you just want to complete the daily quests or want to comfortably farm the island for gear.

To give a basic explaination of the gear, each gear piece is going to come in a version that gives Physical Amplification or Magical Amplification. These are basically stats that improve the damage dealt by either Physical or Magical skills, which skills are which type will be covered in the Amplification/Defense part of the post. In short each skill has it’s own scaling with Physical and Magical Amplification, as well as their own type which will be either Physical or Magical which interacts with the Physical/Magical defense of the target being hit.

An example of a this can be found below, as you can see both Lances are indentical except for the fact that one of them gives Physical Amplification and the other gives Magical Amplification.

Master's Duranium Lance

For level 68 or above
For Lancer
Binds on equip
Cannot trade. Cannot trade. No sale value. This item can't be stored in the guild bank. This item can't be stored in the bank.
Attack modifier: 41,174 ~ 45,508
Physical amplification: 8,580

[Azart Mark] - Target is weakened by chance when attacked
Deals 20% additional damage when attacking monsters.
15% additional damage when attacking enraged monsters.
Increases MP replenishment by 47.
Increases Attack Speed by 4.5%
Decreases skill cooldowns by 7.2%.
Attacks draw 30% more aggro.
Absorbs up to 89494 damage with the Stand Fast skill.
Unidentified effect
Increases Crit Factor by 9.
Increases Magic Amplification by 931.
Increases Magic Crit Power by +0.02.
Increases Magic Crit Power by +0.03.
Increases Magic Crit Power by +0.04.
Increases Magic Resistance by 465.
Increases Physical Amplification by 931.
Increases Physical Crit Power by +0.04.
Increases Physical Resistance by 465.
Increases Crit Factor by 5.
Increases Crit Factor by 6.
Increases Crit Factor by 7.
Increases Crit Factor by 8.
Increases Magic Amplification by 465.
Increases Magic Amplification by 558.
Increases Magic Amplification by 651.
Increases Magic Amplification by 744.
Increases Magic Amplification by 838.
Increases Magic Resistance by 233.
Increases Magic Resistance by 279.
Increases Magic Resistance by 326.
Increases Magic Resistance by 372.
Increases Magic Resistance by 419.
Increases Physical Amplification by 465.
Increases Physical Amplification by 558.
Increases Physical Amplification by 651.
Increases Physical Amplification by 744.
Increases Physical Amplification by 838.
Increases Physical Crit Power by +0.02.
Increases Physical Crit Power by +0.03.
Increases Physical Resistance by 233.
Increases Physical Resistance by 279.
Increases Physical Resistance by 326.
Increases Physical Resistance by 372.
Increases Physical Resistance by 419.

Unidentified effect
Increases Crit Factor by 9
Increases Magic Amplification by 931.
Increases Magic Crit Power by +0.02.
Increases Magic Crit Power by +0.03.
Increases Magic Crit Power by +0.04.
Increases Magic Resistance by 465.
Increases Physical Amplification by 931.
Increases Physical Crit Power by +0.04.
Increases Physical Resistance by 465.
Increases Crit Factor by 5
Increases Crit Factor by 6
Increases Crit Factor by 7
Increases Crit Factor by 8
Increases Magic Amplification by 465.
Increases Magic Amplification by 558.
Increases Magic Amplification by 651.
Increases Magic Amplification by 744.
Increases Magic Amplification by 838.
Increases Magic Resistance by 233.
Increases Magic Resistance by 279.
Increases Magic Resistance by 326.
Increases Magic Resistance by 372.
Increases Magic Resistance by 419.
Increases Physical Amplification by 465.
Increases Physical Amplification by 558.
Increases Physical Amplification by 651.
Increases Physical Amplification by 744.
Increases Physical Amplification by 838.
Increases Physical Crit Power by +0.02.
Increases Physical Crit Power by +0.03.
Increases Physical Resistance by 233.
Increases Physical Resistance by 279.
Increases Physical Resistance by 326.
Increases Physical Resistance by 372.
Increases Physical Resistance by 419.

Unidentified effect
Increases Crit Factor by 9
Increases Magic Amplification by 931.
Increases Magic Crit Power by +0.02.
Increases Magic Crit Power by +0.03.
Increases Magic Crit Power by +0.04.
Increases Magic Resistance by 465.
Increases Physical Amplification by 931.
Increases Physical Crit Power by +0.04.
Increases Physical Resistance by 465.
Increases Crit Factor by 5
Increases Crit Factor by 6
Increases Crit Factor by 7
Increases Crit Factor by 8
Increases Magic Amplification by 465.
Increases Magic Amplification by 558.
Increases Magic Amplification by 651.
Increases Magic Amplification by 744.
Increases Magic Amplification by 838.
Increases Magic Resistance by 233.
Increases Magic Resistance by 279.
Increases Magic Resistance by 326.
Increases Magic Resistance by 372.
Increases Magic Resistance by 419.
Increases Physical Amplification by 465.
Increases Physical Amplification by 558.
Increases Physical Amplification by 651.
Increases Physical Amplification by 744.
Increases Physical Amplification by 838.
Increases Physical Crit Power by +0.02.
Increases Physical Crit Power by +0.03.
Increases Physical Resistance by 233.
Increases Physical Resistance by 279.
Increases Physical Resistance by 326.
Increases Physical Resistance by 372.
Increases Physical Resistance by 419.




Flawless Duranium Lance

For level 68 or above
For Lancer
Binds on equip
Cannot trade. Cannot trade. No sale value. This item can't be stored in the guild bank. This item can't be stored in the bank.
Attack modifier: 41,174 ~ 45,508
Magic amplification: 8,580

[Azart Mark] - Target is weakened by chance when attacked
Deals 20% additional damage when attacking monsters.
15% additional damage when attacking enraged monsters.
Increases MP replenishment by 47.
Increases Attack Speed by 4.5%
Decreases skill cooldowns by 7.2%.
Attacks draw 30% more aggro.
Absorbs up to 89494 damage with the Stand Fast skill.
Unidentified effect
Increases Crit Factor by 9.
Increases Magic Amplification by 931.
Increases Magic Crit Power by +0.02.
Increases Magic Crit Power by +0.03.
Increases Magic Crit Power by +0.04.
Increases Magic Resistance by 465.
Increases Physical Amplification by 931.
Increases Physical Crit Power by +0.04.
Increases Physical Resistance by 465.
Increases Crit Factor by 5.
Increases Crit Factor by 6.
Increases Crit Factor by 7.
Increases Crit Factor by 8.
Increases Magic Amplification by 465.
Increases Magic Amplification by 558.
Increases Magic Amplification by 651.
Increases Magic Amplification by 744.
Increases Magic Amplification by 838.
Increases Magic Resistance by 233.
Increases Magic Resistance by 279.
Increases Magic Resistance by 326.
Increases Magic Resistance by 372.
Increases Magic Resistance by 419.
Increases Physical Amplification by 465.
Increases Physical Amplification by 558.
Increases Physical Amplification by 651.
Increases Physical Amplification by 744.
Increases Physical Amplification by 838.
Increases Physical Crit Power by +0.02.
Increases Physical Crit Power by +0.03.
Increases Physical Resistance by 233.
Increases Physical Resistance by 279.
Increases Physical Resistance by 326.
Increases Physical Resistance by 372.
Increases Physical Resistance by 419.

Unidentified effect
Increases Crit Factor by 9
Increases Magic Amplification by 931.
Increases Magic Crit Power by +0.02.
Increases Magic Crit Power by +0.03.
Increases Magic Crit Power by +0.04.
Increases Magic Resistance by 465.
Increases Physical Amplification by 931.
Increases Physical Crit Power by +0.04.
Increases Physical Resistance by 465.
Increases Crit Factor by 5
Increases Crit Factor by 6
Increases Crit Factor by 7
Increases Crit Factor by 8
Increases Magic Amplification by 465.
Increases Magic Amplification by 558.
Increases Magic Amplification by 651.
Increases Magic Amplification by 744.
Increases Magic Amplification by 838.
Increases Magic Resistance by 233.
Increases Magic Resistance by 279.
Increases Magic Resistance by 326.
Increases Magic Resistance by 372.
Increases Magic Resistance by 419.
Increases Physical Amplification by 465.
Increases Physical Amplification by 558.
Increases Physical Amplification by 651.
Increases Physical Amplification by 744.
Increases Physical Amplification by 838.
Increases Physical Crit Power by +0.02.
Increases Physical Crit Power by +0.03.
Increases Physical Resistance by 233.
Increases Physical Resistance by 279.
Increases Physical Resistance by 326.
Increases Physical Resistance by 372.
Increases Physical Resistance by 419.

Unidentified effect
Increases Crit Factor by 9
Increases Magic Amplification by 931.
Increases Magic Crit Power by +0.02.
Increases Magic Crit Power by +0.03.
Increases Magic Crit Power by +0.04.
Increases Magic Resistance by 465.
Increases Physical Amplification by 931.
Increases Physical Crit Power by +0.04.
Increases Physical Resistance by 465.
Increases Crit Factor by 5
Increases Crit Factor by 6
Increases Crit Factor by 7
Increases Crit Factor by 8
Increases Magic Amplification by 465.
Increases Magic Amplification by 558.
Increases Magic Amplification by 651.
Increases Magic Amplification by 744.
Increases Magic Amplification by 838.
Increases Magic Resistance by 233.
Increases Magic Resistance by 279.
Increases Magic Resistance by 326.
Increases Magic Resistance by 372.
Increases Magic Resistance by 419.
Increases Physical Amplification by 465.
Increases Physical Amplification by 558.
Increases Physical Amplification by 651.
Increases Physical Amplification by 744.
Increases Physical Amplification by 838.
Increases Physical Crit Power by +0.02.
Increases Physical Crit Power by +0.03.
Increases Physical Resistance by 233.
Increases Physical Resistance by 279.
Increases Physical Resistance by 326.
Increases Physical Resistance by 372.
Increases Physical Resistance by 419.




A list of how every skill scales can be found at a later point in this post.

The Island

This is what the patch is all about, the weird thing you see moving around on your minimap. That’s Exodor and will actually have a use now. This island has several things to do such as Questing, Farming, Fishing and even a new Dungeon. As mentioned above this area is designed for level 68 and above.

To first get to the island you need to follow the quest called Off to Exodor, this quest will take you from Spring Valley to Exodor. There you’ll have a questline that will reward you with both Physical and Magical variants of Uncommon gear pieces for your class. You can equip them but do note that this gear is not very powerful, so if your character is decently geared your existing gear will most likely be better. However you need to continue this questline to unlock everything on the island.

To start this questline talk to Ryshan in Amadjuak Trading Outpost.

As you can see in the image above, Exodor consists of a bunch of small islands and a few bigger ones, to move between them you need to use Azart Elixir which gives you a 10 minute buff which allows you to use the jumppads to move to another island and use flying mounts on Exodor. You can obtain these elixirs through quests. Once you complete all story quests you will be able to teleport between the bigger islands but not the smaller ones, for example the fishing areas.

Using Elite Travel Journal you are able save specific areas in Exodor and teleport to them at a later point saving you a lot of work jumping around the area to get where you want to be.

Gear

If you want information regarding the different rarities of gear and their stats. Click on one of the following links:
Duranium (Uncommon)
Azart (Rare)
Annihiliation/Dark Light (Superior)

With the new gear coming let’s first go over the Pros and Cons of the new system because a lot of fundamental changes will happen.

Pros

  • Tradable Gear
  • It’s not Heroic Oath +6
  • Gearing up Alts will be easier
  • Multiple Liberations per item
  • Proper heal scaling
Cons

  • RNG rolls
  • Enchanting is very RNG dependent
  • Possible decrease in enchantment
  • BiS is very expensive
  • Hard to copy someone’s build
  • Loss of CDR roll on weapon for non healers

As mentioned before, gear pieces now have an Amplification for Magical or Physical damage as well as Physical and Magical defense. These are the stats that increase when you enchant said gear, not the Attack and Defense values. Something important to note is that Cloth Armor has a higher Magical Defense stat than Metal Armor. Therefore attacks that do Magical damage will do less damage on those classes than they do on the classes that are usually considered tanky. We will cover the type of attacks in the Dungeon Guides from now on. Existing dungeons will not change but going forward there’ll be attacks with specific types. More information regarding these damage types can be found under Skills and under Amplification/Defense

Upgrading the gear will be done through feedstock, much like in the older patches. However there will be 2 different types of feedstock and Weapon has it’s own feedstock which is different from Armor Pieces (Boots, Gloves and Armor).

Dark Shard Weapon Feedstock

Cannot trade. Cannot trade. No sale value. This item can't be stored in the guild bank. This item can't be stored in the bank.




[Enchanting Material] Material used to enchant gear obtained from Exodor.

[Usage]
Duranium Weapon
Azart Weapon
Annihilation Weapon
Dark Light Weapon

[Source]
Monsters in Exodor hunting zones

Improved Dark Shard Weapon Feedstock

Cannot trade. Cannot trade. No sale value. This item can't be stored in the guild bank. This item can't be stored in the bank.




[Enchanting Material] Material used to enchant high-grade gear obtained from Exodor.

[Usage]
Duranium Weapon
Azart Weapon
Annihilation Weapon
Dark Light Weapon

[Source]
Hunting zone monsters in Exodor
Verrak Fortress

Dark Shard Armor Feedstock

Cannot trade. Cannot trade. No sale value. This item can't be stored in the guild bank. This item can't be stored in the bank.




[Enchanting Material] Material used to enchant gear obtained from Exodor.

[Usage]
Duranium Armor
Azart Armor
Annihilation Armor
Dark Light Armor

[Source]
Hunting zone monsters in Exodor

Improved Dark Shard Armor Feedstock

Cannot trade. Cannot trade. No sale value. This item can't be stored in the guild bank. This item can't be stored in the bank.




[Enchanting Material] Material used to enchant high graded gear obtained from Exodor.

[Usage]
Duranium armor
Azart armor
Annihilation armor
Dark Light armor

[Source]
Hunting zone monsters in Exodor
Verrak Fortress

Note:
It is hard to tell when to make the switch from old gear to the new gear, Gameforge has posted a table in their patch notes indicating what the gear can be compared to but I’d like to point out that this is most definitely wrong. A healer can switch from anything that isn’t +3 HO to even a +0 Duranium Weapon (Uncommon). Simply because it has as much CDR on it as HO +3 does, it also has Magical Amplification which scales your healing. So a +0 Uncommon weapon will most likely outperform a +3 HO weapon in healing, you’d just lose some DPS over it.

For DPS classes however a +10 Superior Weapon will most likely outperform a +3 HO weapon, you lose your CDR roll but you gain a lot of damage. There is a few reasons that would affect this guide line. To go over a few is, classes that crit a lot of their damage such as Archer will lose more because of the loss of Crystals than classes that don’t crit as much such as Lancer. However front hitting classes, which have less crit power to begin with will also want to switch over earlier. Support classes such as Lancer might also not really want to switch over to a new weapon at all because their CDR will help the party out more than the Lancer would gain from a new weapon. Another reason is dependent on how much Amplification you already have and how much you would gain from adding the weapon.

Regarding armor, Uncommon (Blue) armors will outperform existing pieces quite early. They give much more defensive stats than what we’re used to make up for the loss of crystals. Even the 10% you get from Poisedly weapon Dyads will go to the armor. Which means if you run the old weapon with the new armor you gain an additive 10% damage reduction, but on the other hand you lose your Hardy Niveots but just to put it into perspective. A tank that has aggro against an enraged monster will take 40% less damage because of the Poisedly Weapon Dyads than when they decide to switch to the new weapon.

Amplification/Defense

As mentioned above, there’s some new stats added to the game. Physical and Magical Amplification as well as Physical an Magical Defense. Let’s start by explaining what these Amplifications are. They are stats that can be found on all pieces of the new gear, as well as on Cards which can give a flat amount of Physical or Magical Amplification. To understand what these stats do you need to understand that each skill has their own scaling, just an example is Lancer’s Super Leap. This skill scales with 154% of your Physical Amplification and 48% of your Magical Amplification. The skill is also a Physical skill but that’s not really relevant outside of PvP for now. But in short this means that if you want to scale up the damage of your Super Leap, it’s better to get Physical Amplification than it is to get Magical Amplification.

The easiest way to improve your Amplification is by getting the proper gear with the Physical Amplification if you’re looking for that, if you then enchant that piece of gear you will get more and more Amplification.

A list of each and every skill can be found below in Skills.

Now let’s go over the Defense side of things, as you might have assumed. With Super Leap being a Physical skill, the damage it deals goes down if the target you have has a high Physical Defense. From the PvE side of things, bosses that get released from now on will have attacks that are either Physical or Magical type. Mechanics tend to have a Magical type and normal attacks the Physical type. In our guides going forward each and every attack will be categorized to either Physical or Magical. In PvP it’s going to be more relevant to have more of a certain type of Defense depending on what class you’re fighting, against a Sorcerer having high Magical Defense is going to help more than against a Berserker.

One of the things that will change with this patch is that healing will scale with Magical Amplifications, so healers will be doing more damage with the new stats as well as getting more healing in.

Skills

Below you can find a table with each skill and their type as well as their scaling, these numbers will show how much your damage will scale with your Physical and Magical Amplification. Just because a skill is Physical does not mean it does not scale with Magical Amplification.

Skill Type Physical Scaling Magical Scaling
Combo Attack Physical 115% 30%
Onslaught Physical 135% 15%
Shield Bash Physical 170% 32%
Shield Counter Physical 145% 55%
Debilitate Physical 120% 60%
Retaliate Physical 200% 0%
Spring Attack Physical 150% 60%
Charging Lunge Physical 120% 40%
Shield Barrage Physical 120% 32%
Lockdown Blow Physical 122% 25%
Master’s Leash Magical 50% 155%
Chained Leash Magical 50% 155%
Wallop Physical 166% 40%
Super Leap Physical 154% 48%
Skill Type Physical Scaling Magical Scaling
Punch Physical 120% 50%
Counter Physical 145% 60%
Divine Wrath Magical 50% 250%
Ground Pounder Physical 154% 120%
Haymaker Physical 144% 60%
Roundhouse Kick Physical 138% 42%
Piledriver Physical 140% 30%
Jackhammer Physical 170% 80%
Counterpunch Physical 200% 30%
Retaliate Physical 200% 0%
High Kick Physical 150% 20%
Flip Kick Physical 150% 20%
Rampage Physical 250% 0%
Meat Grinder Magical 35% 192%
Flying Kick Physical 130% 27%
One-Inch Punch Physical 150% 47%
Rhytmic Blows Physical 175% 50%
Skill Type Physical Scaling Magical Scaling
Combo Attack Physical 140% 70%
Thunder Strike Physical 177% 30%
Flatten Physical 147% 60%
Sweeping Strike Physical 115% 70%
Cyclone Physical 140% 70%
Leaping Strike Physical 170% 20%
Retaliate Physical 200% 0%
Vampiric Blow Physical 140% 30%
Lethal Strike Physical 140% 60%
Evasive Smash Magical 135% 165%
Raze Physical 142% 45%
Tackle Magical 30% 200%
Axe Counter Magical 10% 290%
Overwhelm Physical 130% 30%
Punishing Strike Magical 30% 250%
Unleash Physical 170% 35%
Unleashed: Dexter Physical 145% 20%
Unleashed: Sinister Physical 145% 20%
Unleashed: Rampage Physical 152% 20%
Unleashed: Beast Fury Physical 162% 24%
Skill Type Physical Scaling Magical Scaling
Blast Magical 80% 113%
Bombardment Magical 50% 175%
Scattershot Magical 42% 154%
Point Blank Physical 210% 25%
Burst First Magical 23% 180%
Time Bomb Magical 50% 160%
Arcane Barrage Magical 40% 180%
Mana Missiles Magical 60% 130%
Arc Bomb Magical 60% 120%
Rocket Jump Magical 20% 145%
Balder’s Vengeance Magical 30% 188%
Retaliate Physical 0% 200%
Remote Trigger Magical 50% 160%
Obliteration Magical 25% 200%
Skill Type Physical Scaling Magical Scaling
Combo Attack Physical 120% 30%
Torrent of Blows Magical 120% 180%
Rain of Blows Physical 140% 25%
Death From Above Physical 138% 10%
Poison Blade Magical 60% 180%
Leaping Strike Physical 170% 20%
Retaliate Physical 200% 0%
Charging Slash Physical 155% 30%
Vortex Slash Magical 152% 70%
Combative Strike Physical 135% 25%
Rising Fury Physical 148% 25%
Cascade of Stuns Physical 155% 120%
Backstab Physical 115% 65%
Spinning Counter Physical 124% 70%
Traverse Cut Physical 145% 28%
Blade Draw Physical 135% 40%
Scythe Physical 170% 87%
Reaping Slash Physical 155% 90%
Smoke Flanker Magical 45% 120%
Binding Sword Magical 30% 110%
Blade Waltz Physical 125% 55%
Aerial Scythe Physical 180% 36%
Blade Frenzy Physical 170% 120%
Skill Type Physical Scaling Magical Scaling
Spiral Barrage Magical 150% 150%
Double Shear Magical 34% 125%
Sundering Strike Magical 65% 157%
Grim Strike Magical 23% 138%
Death Spiral Magical 54% 160%
Whipsaw Magical 65% 140%
Smite Physical 200% 20%
Pendulum Strike Magical 48% 138%
Shadow Lash Physical 250% 50%
Soul Reversal Magical 0% 150%
Shadow Burst Magical 20% 173%
Retaliate Physical 200% 0%
Retribution Magical 45% 115%
Dark Harvest Magical 70% 132%
Cable Step Physical 160% 32%
Recall Scythes Magical 24% 200%
Binding Scythes Magical 160% 170%
Skill Type Physical Scaling Magical Scaling
Combo Attack Physical 150% 50%
Knockdown Strike Physical 150% 20%
Whirlwind Physical 140% 70%
Backstab Physical 110% 60%
Overhand Strike Physical 130% 38%
Leaping Strike Physical 120% 40%
Retaliate Physical 200% 0%
Heart Thrust Physical 150% 50%
Stunning Backhand Physical 130% 70%
Distant Blade Magical 40% 210%
Startling Kick Physical 120% 50%
Fury Strike Physical 160% 80%
Exhausting Blow Magical 20% 250%
Measured Slice Physical 150% 35%
Eviscerate Physical 130% 55%
Punishing Blow Physical 175% 27%
Savage Strike Magical 120% 175%
Unsheathe Physical 160% 73%
Skill Type Physical Scaling Magical Scaling
Arrow Physical 150% 60%
Arow Volley Physical 200% 25%
Radiant Arrow Physical 170% 25%
Penetrating Arrow Physical 170% 12%
Rain of Arrows Physical 155% 35%
Rapid Fire Physical 128% 90%
Slow Trap Magical 30% 170%
Stunning Trap Magical 30% 190%
Retaliate Physical 200% 0%
Incendiary Trap Physical 144% 45%
Breakaway Bolt Physical 165% 30%
Web Arrow Magical 30% 170%
Close Quarters Physical 140% 42%
Poison Arrow Magical 20% 280%
Restraining Arrow Magical 20% 180%
Sequential Fire Physical 135% 30%
Stunning Trap Arrow Magical 30% 190%
Snare Magical 30% 170%
Thunderbolt Physical 155% 70%
Wind Walk Physical 132% 50%
Gust Arrow Physical 210% 14%
Skill Type Physical Scaling Magical Scaling
Slash Physical 145% 27%
Overhead Slash Magical 25% 170%
Glaive Strike Physical 170% 76%
Charge Magical 25% 150%
Maelstorm Physical 162% 45%
Leaping Slash Physical 165% 60%
Spinning Death Physical 133% 25%
Titansbane Magical 72% 128%
Ground Bash Physical 174% 55%
Memeslash Magical 70% 170%
Shining Crescent Physical 177% 0%
Bloodflower Physical 155% 20%
Windslash Physical 120% 65%
Runeburst Magical 20% 280%
Retaliate Physical 200% 0%
Backstab Physical 120% 35%
Gungir’s Bite Physical 155% 20%
Twilight Waltz Physical 185% 45%
Godsfall Physical 187% 50%
Skill Type Physical Scaling Magical Scaling
Combo Attack Magical 60% 120%
Leaves on the Wind Magical 65% 145%
Jagged Path Magical 65% 145%
Impact Bomb Magical 48% 125%
One Thousand Cuts Magical 70% 120%
Decoy Jutsu Magical 20% 136%
Fire Avalanche Magical 72% 150%
Retaliate Physical 200% 0%
Skyfall Magical 60% 200%
Circle of Steel Magical 65% 220%
Double Cut Magical 45% 175%
Burning Heart Magical 20% 160%
Death Blossom Magical 45% 168%
Bladestorm Magical 65% 125%
Chakra Thrust Physical 120% 30%
Boomerang Shuriken Magical 65% 125%
Quick Attack Magical 75% 188%
Skill Type Physical Scaling Magical Scaling
Fireball Magical 0% 150%
Forst Sphere Magical 70% 122%
Lightning Trap Magical 20% 130%
Arcane Pulse Magical 38% 128%
Meteor Strike Magical 70% 160%
Flame Pillar Magical 40% 130%
Lightning Strike Magical 41% 115%
Void Pulse Magical 66% 140%
Retaliate Magical 0% 200%
Painblast Magical 20% 140%
Glacial Retreat Magical 180% 110%
Painful Trap Magical 90% 100%
Flaming Barrage Magical 40% 150%
Burning Breath Magical 40% 150%
Hailstorm Magical 45% 110%
Nova Magical 47% 130%
Ice Lances Magical 70% 120%
Fusion Magical 30% 170%
Implosion Magical 50% 250%
Skill Type Physical Scaling Magical Scaling
Divine Radiance Magical 0% 150%
Metamorphic Blast Magical 80% 140%
Shocking Implosion Magical 32% 145%
Retaliate Magical 0% 200%
Fiery Escape Magical 40% 155%
Final Reprisal Magical 70% 155%
Triple Nemesis Magical 50% 120%
Energy Stars Magical 60% 142%
Zenobia’s Vortex Magical 40% 160%
Holy Burst Magical 34% 125%
Skill Type Physical Scaling Magical Scaling
Sharan Bolt Magical 30% 150%
Metamorphic Blast Magical 80% 180%
Retaliate Magical 0% 200%
Metamorphic Smite Magical 90% 180%
Volley of Curses Magical 55% 165%
Boomerang Pulse Magical 35% 171%
Arunic Release Magical 40% 130%
Summon: Thrall Lord Magical 35% 200%

Cards

Another new system is the Card Collection. In the Card Collection you can activate up to 5 cards that give you a small boost in stats. At first you only have 1 available slot, you need to collect a lot of Cards to be able to unlock additional slots. Collecting cards can be done in many ways: farming mobs, fishing, gathering, questing or doing dungeons. Cards come in fragments and once you have 20 of them you can combine them to unlock them in your Card collection.

Cards you can collect give stats like Crit Power, Physical Amplification, Magical Amplification and faster Gathering.

There’s certain sets that you can collect and once you have them all you can unlock specific set bonuses.

On the right you can see one of the cards which you can obtain in Bahaar’s Sanctum, these card comes in both a Common and an Uncommon version. There’s no secret in unlocking the Uncommon version, they can be obtained the same way…. they are just slightly harder to obtain because they’re rarer.

More information can be found in this post..
Or you can head over to the Card Calculator Note: this will get some visual updates in case you feel like it doesn’t look proper yet.

Fishing

Several of the smaller islands will have fishing spots, fishing here will require specific bait, Pilidium Bait, that can only be obtained through buying them using quest tokens. These tokens can also be used to buy feedstock, therefore it might not be as popular.

Fishing using Pilidium Bait is required for 2 new cooking recipes, which give Physical and Magical Amplification:

Refreshing Steamed Kirash

Cannot trade. Cannot trade. No sale value. This item can't be stored in the guild bank. This item can't be stored in the bank.




[Battle Dish] Beware. This dish is extremely hot.

[Effect]
Increases Max HP by 5%
Increases Physical Amplification by 3600
Increases Attack Speed by 3

[Duration]
15 min

[Source]
Cooking (Battle Dishes)

You may only consume one battle dish at a time.

Astonishing Steamed Kirash

Cannot trade. Cannot trade. No sale value. This item can't be stored in the guild bank. This item can't be stored in the bank.




[Battle Dish] A very sweet dish.

[Effect]
Increases Max HP by 5%
Increases Magic Amplification by 3600
Increases Attack Speed by 3

[Duration]
15 min

[Source]
Cooking (Battle Dishes)

You may only consume one battle dish at a time.

Azart Elixir

Cannot trade. Cannot trade. No sale value. This item can't be stored in the guild bank. This item can't be stored in the bank.




An elixir containing the power of the Nagas and Draakons. Use item to fly or use jump gates in Exodor.
[Caution]
Maximum stack lasts for 2 hours. When used at maximum stack, duration will not be increased and the item will be consumed.

Elite Travel Journal

Binds on pickup
Cannot trade. Cannot trade. No sale value. This item can't be stored in the guild bank. This item can't be stored in the bank.




A travel guidebook in progress.
Use to save or teleport to one of your 10 memorized locations.

Pilidium Bait

Cannot trade. Cannot trade. No sale value. This item can't be stored in the guild bank. This item can't be stored in the bank.




[Bait] Use to catch fish in Exodor. Seems to be the only bait usable in Exodor.

[Source]
Exodor Justicar Reputation Merchant

2 Comments

  1. So from what I understood the magical res gear the flawless one is better for gunners?

  2. What about the new crit system? Is it something like that?

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