Several abilities have been altered to better match the play style found on Nocturnal Souls. In addition to tweaks, some jobs have additional abilities and spells not found in retail.
Restraint increases the warrior’s weaponskill accuracy and damage while increasing weapon delay.
Enhances critical hit rate for party members within an area of effect.
Songs have a reduced casting and animation time to allow them to be more easily woven between weaponskills and other abilities.
You focus on your melee strikes and gain enhanced accuracy and enspell damage.
Red mages excel with their swords, enhancing their accuracy and evasion.
Red mages gain the ability to focus their black magics for a better chance to hit.
Stymie now provides red mages with an additional magic accuracy buff of +250 for the next enfeebling spell.
This ability works exactly like DRG ‘Jump’ to dash to a mob and reduce enmity.
Enhances attack and critical hit rate. This ability is modified for the higher stat values of the server.
Thieves now learn Dual Wield earlier in their career (rather than in the 80+ levels) and are more proficient at it.
Dancers now gain an additional Dual Wield V rank trait at level 99.
Refills player’s MP to full.
Black mages focus their thoughts on a single spell cast and cast instantly.
Provides a slight attack bonus while TP gain is active.
Samurai excel with their great katana, enhancing their accuracy and evasion.
Samurais can focus their chi and self-heal themselves, sustaining themselves in combat.
Third Eye, while under the effect of Seigan, no longer has a reduced reuse timer as timers are already cut in half on Nocturnal Souls. With max merits at 75+, Third Eye’s reuse timer caps out at a 5 second. This also applies to gear bonuses intended to reduce the reuse timer of Third Eye.
Refills player’s MP to full.
White mages focus their thoughts on a single spell cast and cast instantly.
Drastically enhances magic defense for party members within area of effect.
Ninjas excel with their katana, enhancing their accuracy and evasion.
Increases the Ninja’s magic attack bonus by +10 for the duration of the ability (1 minute). Futae is no longer lost on spell cast and the bonus remains for the full duration of the effect.
Increases the Ninja’s chance of parrying attacks by 25% and increases enmity gain by 20% for the duration of the effect.
Increases the dark knight’s dark magic accuracy and dark magic attack for their spells by 50%. This is not limited to absorb spells as per retail.
Increase the attack and magic attack based on the player’s intelligence. This crazed state reduces the player’s accuracy by 20.
Paladins no longer need a
/WAR subjob to have provoke.
Unlike retail, cover does not act as an intercept, simply a hate transfer and enmity increase–similar to a “Rescue” ability found in other games.
Increases chance of blocking with a shield and eliminates enmity loss for the duration of the effect. This works similar to retail, but with a higher effect amount.
Paladins focus their thoughts and gain more accuracy and chance of critical hit.
Paladins gain an enmity bonus to their attacks and magic.
Paladins lose less enmity when they take damage.
Paladins do additional damage on their weaponskills to help hold aggro and give Paladins a better chance soloing.