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.