Class Balance

Pre-renewal is the baseline here. Some skills have been adjusted so that under-used classes are worth playing and a few long-standing quirks stop deciding fights, and the Druid has been rebuilt from kRO to fit beside them.

Druid

A Druid takes wolf form to fight in melee, raptor form to attack from range, or holds a Truth of ice, wind or earth to cast, and can switch between them freely. The cost of that range is that it sits below the specialist in each role: melee under an Assassin, ranged under a Hunter, magic under a Wizard. Each role deals about two thirds of the specialist’s damage per second, and about four fifths with its Enrage or Truth up.

Adjusted classes

Each page puts the official pre-renewal behaviour beside what this server does instead.

General

Applies to every class

2 changes

Swordsman

Knight, Lord Knight, Crusader, Paladin

6 changes

Mage

Wizard, High Wizard, Sage

4 changes

Merchant

Blacksmith, Whitesmith, Alchemist, Creator

6 changes

Acolyte

Priest, High Priest, Monk

3 changes

Thief

Assassin, Assassin Cross, Rogue, Stalker

7 changes

Archer

Bard, Clown, Dancer, Gypsy

3 changes

Super Novice

Super Novice, Super Baby

5 changes

Extended Classes

Taekwon, Star Gladiator, Soul Linker, Ninja, Gunslinger

13 changes

Adoptee

Baby classes

1 change

Anything not listed behaves exactly as it does in official pre-renewal.