The Shrine of Life
A new dungeon has been added! Hana resides in the Shrine of Life and is waiting for challengers. Are you ready to challenge her in battle?
The Shrine or Life is the latest installment in exciting boss battles in Chronicles of Madrigal. This fight is similar to our Shade challenge where you fight one strong boss for a medium to longer duration.
A few highlights of Hana include:
- Hana has no dungeon failure mechanics like Shade, but she will fully reset all her HP and phases on a full party wipe/leave.
- Hana has in total 13 different attacks she can throw at you, her arsonal of attacks grows steadily as you progress through her phases.
- Hana totals 5 separate phases, some include special mechanics or conditions to be met before you can continue, others simply unlock more attacks or make her attacks faster.
- Hana has two special passives, which players will soon be able to discover!
Dungeon Details:
- Item Level requirement: 135
- Max Members allowed: 8
- Recommended Members: 6
- Completion rewards: Impeccable Metal, Scrolls of Advanced Awakening, Scroll of Rarity Re-Roll, Book of Weapon Grade Re-Roll, A/7% Cards, Cosmetics.
Weapon Grading
Weapon Grading has made its way to Chronicles of Madrigal. Upgrade your weapon from Grade F to Grade S, and receive boosts in stats, Item Level, and a new visual effect!
- Current Weapons are automatically set to Grade F.
- Newly obtained weapons can have a Grade up to C.
- You can increase your Weapon's Grade by talking to Bobochan.
- The following items have been added and will be used for increasing Weapon Grade:
- Basic Metal, obtainable from all monsters of level 61 and above.
- Refined Metal, obtainable from [God of Death] Ankou, [God of Wrath] Kalgas, and [God of Ice] Meteonyker.
- Impeccable Metal, obtainable from [Queen of Life] Hana.
- Bobo Metal Bits, obtainable via purchase at the Red Chips Store.
- Bobochan's Hammer, obtainable via crafting.
- Book of Weapon Grade Re-Roll, purchasable at Peach.
- The following bonuses can be obtained from increasing your Weapon's Grade:
- [No Requirement] Grade F: No Stats
- [Requires +3] Grade E: +1-2% Final Damage, x1.05 Weapon Item Level
- [Requires +5] Grade D: +2-3% Final Damage, x1.12 Weapon Item Level
- [Requires +7] Grade C: +3-4% Final Damage, x1.25 Weapon Item Level
- [Requires +8] Grade B: +4-6% Final Damage, x1.45 Weapon Item Level
- [Requires +9] Grade A: +6-8% Final Damage, x1.7 Weapon Item Level
- [Requires +10] Grade S: +8-10% Final Damage, x2.0 Weapon Item Level
- We are aware that this amount of damage increase will cause imbalances and unexpected results in PvP. As such, our next patch will include a PvP balance update to reduce damage across the board in order to make up for this.
General Changes
- A respawn timer has been added to Lodestar.
- There will now be a short delay of 3 seconds before players can click Lodestar.
- This does not apply to PvP maps.
- This delay is increased to 10 seconds in 1-boss type dungeons, such as Shade's Realm or Master Dungeons.
- The screen will now grayscale during death.
- Adjusted the Item Level requirement of the following dungeons to adjust for the addition of Weapon Grading:
- Katara Island: 95 -> 100.
- Kalgas's Cave: 98 -> 100.
- Contaminated Rhisis Trails: 98 -> 100.
- Ankou's Asylum: 98 -> 100.
- Shade's Realm: 100 -> 105.
- Competitive Dungeons: 105 -> 120. This adjustment also takes into account the increase in HP these dungeons received a couple patches ago.
- The fail timer has been reduced from 30 minutes to 20 minutes for competitive dungeons.
- The following skills now display their stack counter on the buff icon:
- Crystal Quiver
- Axe Expertise
- Respawn locations have been added to the following dungeons as they were missing one:
- Shade's Realm
- Kalgas's Cave
Balance Changes
- Blade / Slayer
- Axe Expertise: Reworked to function similarly to Ranger's Crystal Quiver. This means the attack counter will not reset when not attacking.
- Knight / Templar
- Rampart: Cooldown decreased from 30 seconds to 20 seconds. Damage Reduction increased from 10% to 15%. Range increased from 15 meters to 30 meters.
- Paladin's Favour: Lifesteal increased from 5% to 12%. Lifesteal is now divided by 3 for AoE attacks.
- Roar: Cooldown decreased from 30 seconds to 20 seconds.
- Taunt: The target now benefits from +10% Damage Dealt instead of +20% Damage Dealt.
- Psykeeper / Mentalist
- Shadow Call: The self-buff will still apply if Mind Eater expires during cast.
- Shadow Call: Buff duration now resets on kill.
- Mind Eater: Cooldown reduced from 6 seconds to 5 seconds. Duration unchanged at 6 seconds.
- Summons: Movement Speed will now adjust to the caster's movement speed, just like Pets.
- Summons: Improved AI for their movements to be more predictible and reliable.
PvP Balance Changes
- Normalized the lifespan of all projectiles to 10 seconds. For reference, this is the same lifespan as Mentalist Basic Attacks. We will be monitoring this change.
- Updated the way spawn protection functions. It will now be impossible for a player under spawn protection to be targeted by or to target other players. This is on top of the previous functions which made them invulnerable to damage and crowd-control.
- The following items are no longer consumed in Arena or Team-Based PvP:
- Lollipop / Kimbap / Star Candy
- Remantis Laccotte / Remantis Laccotte (PvP)
- Scroll of Holy
Emerald Battlegrounds Changes
- The statues' damage reduction has been greatly reduced.
TDM / CTF Changes
- The point reward for shutting down targets has been reduced.
- The reduction in point reward for killing players that haven't killed for 3 lives in a row has been removed.
- The amount of points gained will now be multiplied by 1-3x based on the target's KD ratio.
- Increased the amount of required points to win CTF by about 40%.
- Spawn locations have been updated to be a bit more random. Please note they are still team-based.
- We believe the above changes as well as some of our other changes for this patch about Seraph and projectiles should help the melee classes perform better in TDM / CTF. We will be monitoring this and will come up with further changes if needed.
Bug Fixes
- Corrected an issue where deleting mails would cause the client to crash.
- Corrected a bug causing Ringmaster's Basic Attack rotation to end after 4 Basic Attacks instead of 2.
- Corrected an issue causing monsters to wrongly believe they were blocked by obstacles in the case they were airborne.
- Corrected an issue causing the lifespan of many projectiles to be longer than intended in the case the caster had a low frame rate. Additionally, corrected some visual de-sync in the case the viewer had a low frame rate.
- We would like to shoutout the eFlyFF developers for making this a possibility. Most developers wouldn't even get this result if they tried.
- Corrected an issue where firing multiple different projectiles (from the same player, on the same target) could cause some of them not to deal damage in certain cases.
- Note 1: This mostly never happened in PvE due to the nature of projectiles against monsters.
- Note 2: The only class affected by this in PvP was Crackshooter. Firing Condor's Dive followed by Apex Shot or a Basic Attack would cause Condor Dive to not deal damage if the other projectiles hit first.
- Once again, we would like to shoutout the eFlyFF developers who made this possible. Remarkable work.
- Potentially corrected an interaction between counterattack and stuns, which was causing the caster to be stuck in stun state forever.
- Corrected an issue causing action slot to sometimes use skills in the wrong order.
- The Item Shop should now correctly filter the gender of item boxes and crates.
- Corrected the tab labels for the Weapon-selling NPCs of Darkon.
- Corrected an issue causing the "Guild Siege Crown" achievement condition to not function as intended.
- The Wardrobe should now properly unequip auras.
- Potentially corrected an issue causing the Enrage buff to increase the monster's speed more than intended.
- We have potentially figured out and corrected the issue causing a lot of random client crashes.
- Since we are unsure about this, we would like players who were previously crashing a lot to let us know if the situation has improved. Please leave us a message in Discord about it. While we have crash monitoring, our statistics also reflect most of the playerbase is not experiencing many crashes - which makes it hard to tell from us based on said statistics.