BALANCE OVERHAUL — 5 NOVEMBER 2026
Every cave · Full combat stats · Drops · Public numbers
Every cave · Full combat stats · Drops · Public numbers
We spent the moring on why mid and late caves felt like free EXP for geared 45–52s — especially Tao + HolyDeva on Red Cavern (Knights Cave) and soft packs elsewhere. This is the full list of what changed. Nothing here is a character wipe. Your levels and gear stay. The monsters got honest. A short reboot bounce is required for combat / EXP / gold / MapLevel tags / archer skill numbers to load into memory.
Drop-file nerfs need that bounce
We will announce when it is live in-world. [
1. Why we did this From live kill logs (~7–14 days):
- About 97% of cave kills were by characters 20+ levels above the cave’s MapLevel — mid caves were too soft.
- Hell Cavern and Knights Cave (Red Cavern) manworms were the top EXP printers for the highest characters — not because the caves were “endgame hard”, but because packs were soft HP / soft MAC / fat EXP.
- Hell archer jewelry was dropping at absurd rates (1/45 on Arrowfall / GaleEye).
- SkythreadRing at 1/50 on maggots / spiders / ancient packs.
- HolyDeva hits magic armour (MAC). Red Cavern trash sat around MAC 30 with ~3k HP — Deva tanked, Tao soloed, full EXP (under-levelled players are not cut by ExpMobLevelDifference; that only taxes over-level farming).
- Cave curve — every cave in play order, mob level + EXP + HP (Natural / Oma → Mines → WT → …)
- Cave balance — MapLevel fit, cave use, kill gaps, gold
- Monster balance · Drop balance
Not “EXP only”. Every combat stat on the MapLevel ladder was rebuilt so caves get harder as you go:
- HP — time-to-kill
- AC — physical armour
- MAC — magic armour
- DC — how hard they hit you
- MC / SC — on caster mobs, retuned with the DC band
- Accuracy / Agility
- Attack speed (ms between swings — lower = faster in harder caves)
- Move speed
- MonsterLevel — so level-difference EXP rules can actually bite over-level farmers
- Experience — tied to HP (about ×12 for normals; bosses less EXP-per-HP)
- Gold — MapLevel band, 30% chance
- ResistMagicPercent — mild SC resist from MapLevel 12+
Growth per MapLevel from there: HP ×1.23, AC ×1.14, MAC ×1.145 (slightly ahead of AC on purpose), DC ×1.10. Attack delay ~1900ms → ~1200ms by MapLevel 25.
What you will feel: Seokcho cats, WhiteValley snow, Hell trash, and Red Cavern worms are no longer “soft body / huge EXP”. Mid caves push back. Late caves need real kit — especially MAC for Tao/Deva.
3. Boss / king-room floors (no more Tao solo fantasy) Generic boss math was not enough for setpieces. These are floored hard:
- Zuma Taurus — HP 36,000 · MAC 95–110 · DC 80–140 · Exp 324k
- Wooma Taurus — HP 9,000 · MAC 48–58
- Evil Snake (AST B7) — HP 12,000 · MAC 75–90
- Evil Centipede — HP 14,000 · MAC 85–100 (already the one that bit; kept scary)
- Evil Tongs — HP 9,000
- Dark / Dream Devourer (Red Cavern KR) — HP 45,000 · MAC 120–145
- Evil Snake20 / Evil Tongs20 (AST mid) — HP 4,500 · MAC 48–58 · MobLv 34 (not free food for 45s)
4. Knights Cave / Red Cavern manworms (the big farm)
This was the #2 EXP cave on the shard (after Hell), almost entirely Tao (Healer / Halo / Teresa / …). After the full curve, Red Cavern *0025 trash sits on the MapLevel 25 band:
- Crazy / Mutated / Cyano / Ghastly — ~12k HP, MAC 100–120, DC 81–142, attack ~1220ms, Exp ~146k catalog
- Devourers — see boss floors above
5. MapLevel tags cleaned So “cave level” means what we say:
- HELL00 (WasteLands) — was MapLevel 7 → 22 (with HELL01–03)
- Hell04 (HellCavern_KR) — was 18 → 22
- Zuma lobby / connectors 0157, D511–D513 — were MapLevel 0 → 10
- ArrowfallCuff / ArrowfallRing / GaleEyeRing — 1/45 → 1/500
- SkythreadRing — 1/50 → 1/500
- ArrowfallCollar / GaleEyeNecklace / FalconryNecklace / BowstringPendant / HorizonBead — roughly halved again (e.g. 1/250–1/350 → 1/700)
- AirborneBead — 1/160 → 1/800
- Bug bracelet / ring / necklace — roughly doubled rarity
- Windlace / WindlaceRing / SkythreadNecklace — rarer
- Legacy 1/15 Gold 4500 lines on unsuffixed manworms — removed (gold is on the monster row)
7. Underused caves — more dens
Spawn Count +35% on underused groups (still in place from the morning pass), including Snow Cavern, Viper, Yimoogi Nest, Dead Forest, HellFire, Swamp, WhiteValley, Ancient Temple — so empty endgame caves have more things to fight once the curve makes mid caves less free.
8. Archer — summons + skill power (interim) Summons (live monster rows — need reboot):
- VampireSpider — Lv22 · HP 600 · DC 12–22
- SpittingToad — Lv26 · HP 900 · DC 16–28
- SnakeTotem — Lv30 · HP 1200 · DC 23–35 (HolyDeva band)
- StraightShot — MPowerBonus 8
- ElementalShot — MPowerBase 8 · MPowerBonus 16 (SoulFireBall band)
- PoisonShot / VampireShot — MPowerBonus 12
- CrippleShot — PowerBonus 4 · MPowerBonus 20
- NapalmShot — MPowerBonus 30
9. Telemetry for the next pass
So we stop guessing spell winrates:
- WasSummonKill on MonsterKills — was always false (bug: checked the wrong race on the player branch). Fixed; LastHitter tracks pet/summon bodies.
- KillerSpell on kill rows — last offensive spell when the kill credited.
- CombatHitSamples — ~5% of hits logged (class, level, spell, damage, map, summon flag).
10. Earlier morning hot-patches (superseded / absorbed)
Before the full combat rebuild we also:
- Cut EXP/HP exploits on Seokcho cats, WhiteValley snow, Manworms (MonsterLevel forced into MapLevel bands so ExpMobLevelDifference could work).
- Normalised EXP ≈ HP×12 across the ladder.
- Retargeted a handful of leftover spawns onto balanced names.
What does not change
- No character wipe. No gear wipe. No account wipe.
- We are not punishing anyone who levelled on the old soft packs — the design was wrong, not you.
- True “which spell won the fight” still needs the new hit samples after bounce.
- Sea (GM test) Lv1 Zuma rows — ignore; not a player exploit.
SQL + drop files are ready. Combat / EXP / gold / MapLevels / archer skills / summons load on the next announced server bounce. We will post again when that bounce is done. Until then, treat this thread as the changelog of what is waiting. Questions / “this cave still feels wrong” → reply here or Discord with cave name + your class/level. We are watching Knights Cave, Hell Cavern, and Seokcho first after the bounce.
