Version 1.2.3 - Agaia Online 1.2.3

Version: 1.2.3 Released: 25 September 2025

Agaia Patch 1.2.3

Welcome to Agaia Online Patch 1.2.3. Unfortunately, due to various issues, the new content patch will have to wait a few more weeks. For now, we are wrapping up the 1.2 patches with one last class balance update and the long-promised free Agaia Club.

Hotfixes 26.09.2025

Berserker

Adaptive Axe

  • Removed 15% charge speed from cyclone
  • Changed 10% damage gained on cyclone to -5% damage dealt
  • Changed 250% damage dealt from tackle to 100%

Class Changes

This round of class changes aims to further close the gap between every DPS/Tank/Healer class, while also adjusting some pain points of certain classes. This patch is not going to include new talismans, as we are currently balancing out various playstyles for all classes. Unfortunately, we haven't been able to get the Valkyrie adjustments applied and tested in time, so, rather than rushing them, we decided to apply them on the next patch.

All Classes

  • Increased Crit Power Dragon Passive's proc chance by 50%

Archer

The introduction of Strong Wind playstyles has placed Archer in a good spot. This has also been thanks to the adjusted Incendiary Trap Arrow, which, surprisingly, became a staple use on almost any build. Unfortunately, the Storm of Arrows build has fallen off due to the impossibility of using Incendiary Trap Arrow. We are going to give this build a small push.

Quickfire

  • Now also increases damage of Rain of Arrows by a base 20%

Berserker

Despite the adjustments applied in our previous hotfix patch, the new Long Forgotten Dream playstyle kept overperforming. We are going to tune down Rage Unbound by reducing the effectiveness of Lethal Strike, which was definitely too strong and contributing excessively to their overall DPS. We are aware of how much RNG resets factor into Berserker DPS, so we are also going to apply various adjustments to reduce this RNG, while also keeping the class to a more healthy spot. Shatterline has been adjusted to make the rotation more interactive, rather than spinning for for too long, which should also reduce how much hitting a sandbag target will affect Berserker's damage. Cleave Drive is getting one last adjustment, as the difference between having it or not was still too much damage wise and it did not feel good to play with either. Some more talismans got minor adjustments as, despite feeling nice to play with, they were not strong enough, and their HP consumption has been heavily reduced. Bloodlust got its cooldown heavily reduced, to make the class less reliant on fight time, and Grave Toll has been adjusted, to make the talisman feel less of a must-use. Lastly, we are going to apply various adjustments to Berserker Tank and allow them to use the new reworked Unleash.

Thunder Strike & Cyclone

  • Reduced PvP damage by 20%

Lethal Strike

  • Increased PvE damage by 15%

Intimidation

  • No longer gets deactivated upon casting Unleash; however, you will still not obtain the OG Unleash buff
    • Note: This means Berserker Tank can now play with Long Forgotten Dream or Ramping Force
  • Casting Beast Fury during Intimidation no longer puts Unleash on cooldown

Bloodlust

  • Reduced cooldown from 180s to 90s
    • Note: A reminder that in PvP and during Intimidation, this adjustment was already applied
  • The Mock Advancement no longer disables Unleash

Long Forgotten Dream

  • You are now immune to knockdown, stagger and stuns while casting Unleash
  • Rage Unbound CDR effect increased from 20% to 30%
  • Rage Unbound damage increased from 5% to 10%
  • Rage Unbound no longer reduces Lethal Strike cooldown by 50%
  • Rage Unbound now reduces Lethal Strike damage by 15%
    • This effect is not applied during Intimidation
  • During Rage Unbound, a successful hit of Cyclone resets Lethal Strike cooldown
  • During Rage Unbound, Cyclone resets are now guaranteed

Ramping Force

  • You are now immune to knockdown, stagger and stuns while casting Unleash
  • Now increases damage by an additional 5%
  • Reduced Rampage damage bonus from 20% to 10%
  • Fixed an issue where the 10% damage increase for Beast Fury was not applied to the Talisman
  • During Intimidation, Beast Fury damage is increased by an additional 25%

Blood Price

  • During Rage Unbound, damage per stack is reduced from 10% to 5%

Shatterline

  • Now increases Cyclone damage by 5%
  • Maximum amount of resets has been reduced from 6 to 4 (one more compared to the regular)
  • Cyclone reset damage (Eye of the Storm) is increased by an additional 5% for each reset

Cleave Drive

  • Can now stack with Flurry of Blows
  • Now increases damage by 5% but reduces attack speed and charge speed by 16%

Cleaver's Mercy

  • The chance of resetting Flatten is now guaranteed

Counterforce

  • This talisman no longer has any effect during Intimidation

Adaptive Axe

  • Now also reduces Tackle cooldown by 20%
  • On Tackle hit, now also increases Cyclone damage by 10%

Severance Spiral

  • During Intimidation, now also reduces damage taken by 50% while casting Punishing Strike
  • The healing effect on Punishing Strike hit will now proc once, regardless of the amount of targets hit
  • Reduced HP consumption from 5% HP to 1.5%

Grave Toll

  • Reduced HP consumption from 8% HP to 1.5%
  • Reduced damage from 30% to 15%
    • Note: Since Lethal Strike damage was buffed in the base class, players will not notice any damage changes while using this talisman

Iron Pact

  • Reduced HP consumption from 1.5% to 1%

Brawler

While Brawler Tank parties have been in a good spot, its Rhythmic Blows debuff has proven to be a bit too strong, while the tank self-damage has been underperforming. We are going to adjust Brawler Tank to provide a weaker party buff, but contribute more to party damage by itself, while also adjusting some important buff procs to be weaker but guaranteed. We are also applying some fixes to Brawler DPS to make it less reliant on blocking attacks.

Growing Fury (Tank)

  • Increased aggro generated by 25%
  • Increased damage by 11%

Rhythmic Blows

  • Internal Wound effect has been reduced from 22% skill damage taken to 15%

Haymaker (Weak Spot Thrust)

  • Fixed an issue where Flying Kick cooldown would not be reduced by 0.5s on Haymaker hit
  • The 20% more damage from the back is now also working from the side

Growing Fury (Irregular)

  • Can now use Counterpunch without restrictions, but its damage is reduced by 50%

Counterpunch (Counter EP)

  • Reduced effect from +100% crit chance to +6% crit chance
  • Increased proc chance from 6% to 100%

Powerlinked Counter

  • Reduced damage from 25% to 17.5%
    • Note: The tooltip of this glyph was previously stating, wrongly, that the damage increase was 15%
  • Proc chance increased from 60% to 100%

Riposte Force

  • Its currently existing effect now only works while tanking
  • Added a new effect:
    • While DPSing, increase Flying Kick damage by 20%. Reduces cooldown of One-Inch Punch by 0.5s on successful Flying Kick hit

Gunner

Gunner's DPS has been in a fine spot; however, that's purely due to a very specific build, which utilizes several new changes to Gunner. We want to bring other builds in line with this while keeping its relative damage about the same.

Global

  • Decreased damage by ~3%

Blast

  • Increased base damage by 67.5%

[HB] Obliteration

  • Increased base damage by ~40%

Arcane Barrage

  • Increased base damage by ~25%

Scattershot

  • Increased base damage by 50%

Mana Missiles

  • Increased base damage by 20%

Arcane Splash Damage

  • Decreased base damage by ~5%

Velocity

  • Increased willpower consumption from 5 to 15
  • Increased skill damage from 20% to 50%

Big Pockets

  • Changed from 1250 willpower to 500 willpower

Energy Efficient

  • Now additionally decreases burst fire's damage by 15%
    • Note: This may end up being a stop-gap and we will continue monitoring this talisman.

Pull The Trigger

  • Buffed damage increase from 70% to 80%

Heavy Payload

  • Decreased damage gained from 300% to 270%

Charged Detonation

  • Decreased damage gained from 450% to 425%

Arcane Focus

  • Increased damage from 35% to 40%

Dedicated Bomber

  • Increased damage from 25% to 32%

Lancer

The Lockdown Blow playstyle has not been viable due to the requirement of having to use two talisman slots for it. We are going to merge the two talismans into one, while changing the leftover empty talisman into an alternative for Shield Mastery, which we believe would not be strong enough in bosses that don't allow high usage of Shield Counter. Lastly, we are applying a small adjustment to Adrenaline Rush to make its damage increase effect diminish less.

Adrenaline Rush

  • The damage type has been adjusted from "skill damage" to "consumable damage."
    • Note: This will ensure that all classes will benefit equally from the damage boost provided by the buff.

Lockdown Pressure

  • The effects of this talisman got moved into Lockdown Precision
  • The damage increase buff provided by Lockdown Blow has been decreased from 20% to 10%
  • Reworked into Diamond Tipped Spear
    • While in combat, reduces cooldowns of melee skills by 10%, but reduces damage of Debilitate by 4.20%. This talisman effect does not stack with Shield Mastery

Shield Mastery

  • The 0.75s Propulsion effect during Adrenaline Rush got increased to 0.8s

Mystic

For this update, we are going disabling the Wrath of Spirits EP, we believe it is currently too strong in short fights. Mystic buff cooldowns are already short and at this time, we'd want to avoid balancing around the RNG effect of this EP.

Wrath of Spirits (EP)

  • This EP has been disabled

Ninja

As a 180s burn cooldown class, Ninja has been struggling in certain fight times, so we are going to apply various adjustments to alleviate this issue a bit. We are also reworking entirely Explosive Force, as its effect is way too strong, and pushing it into the base class. Similarly to how we did to Lancer's Lockdown Blow, we are also merging the two Circle of Steel talismans into one, as its playstyle has not been viable. The leftover empty talisman has been changed into something new.

Cyclic Chi

  • Increased crit chance effect by an additional 30%

Double Cut

  • The Force EP is now guaranteed to proc during Inner Harmony

Fire Avalanche

  • Reduced cooldown from 180s to 90s
  • Now provides Ignited Harmony on first cast:
    • Increases attack speed by 5% and skill damage by 15%.
      • If using Avalanche Spirit skill Advanced, additionally increases Fire Avalanche damage by 15%.
      • If using Burning Spirit skill Advanced, additionally increases Burning Heart crit chance by 10%.
      • If using Lightning Spirit, additionally increases Double Cut, Skyfall, Circle of Steel and Quick Attack damage by 10%.
    • This buff does not stack with Inner Harmony.

Inner Harmony

  • Reduced damage by 1%

Slab Avalanche

  • No longer reduces Fire Avalanche cooldown by 35%, but doubles it instead.

[Reworked] Explosive Force

  • No longer provides its previous effects.
  • Impact Bomb crit chance increased by 100%. Damage increases by 20% on a successful hit, up to 5 stacks, for 15 seconds

Steel Savagery

  • The effects of this talisman got moved to Steel Focus
  • Reworked into Quick Thrust
    • Chakra Thrust cast speed increased by 25%. On hit, increases Quick Attack damage by 300% (reduced to 25% during Inner Harmony) and cast speed by 25%

Inferno Touch

  • The damage bonus for Harmonious Burning Heart has been reduced from 35% to 15%
    • Note: Burning Heart damage will still be 35%

Priest

Priest has not been the favored healer for high DPS parties, mostly due to fight times. We are going to adjust the duration of Divine Charge to match Thrall of Vengeance, and Edict of Judgment to allow Priests to pop earlier if fight time allows it, while also increasing its value in regular fight times. We are also going to apply a small QoL adjustment and make Arise also apply a small shield, similarly to Mystic's totem; this should help in certain situations where you would need two shields, such as in Bahaar.

Arise

  • Now also provides a 7149 HP shield
    • Note: This shield acts exactly like Mystic's Warding Totem shield and does NOT provide any form of CC immunity

Divine Charge

  • Increased duration from 10 to 12 seconds

Edict of Judgment

  • Increased duration from 20 to 25 seconds

Slayer

With players experimenting again with the new improved Propulsion playstyle, it came out that it was very strong. We are going to apply a simple adjustment which should bring Propulsion playstyle in pair with the existing Blade Momentum ones, which were already in a good spot, by moving the last patch Blade Momentum nerfs to their respective talismans instead. We are also adjusting Final Measure, as it was not worth using over any other talisman. In the future, we'll be looking into possible adjustments to make some other underwhelming talismans more appealing, as well as rebalancing Over 9-Thousand, which is currently a must-use in any setup.

Blade Momentum

  • No longer reduces damage of Whirlwind and Fury Strike by 25%

Spiraling Wraith

  • Improved tooltip to show how much more damage it deals compared to regular Whirlwind
  • Reduced Whirlwind damage boost from 80% to 55%

Intense Fury

  • Reduced Fury Strike damage boost from 95% to 70%

Final Measure

  • Reduced maximum stacks from 10 to 5
  • Increased damage bonus from 5% to 10%

Overhand-Strike

  • Fixed a bug that could cause OHS -> OHS to slow cast

Sorcerer

While prior to 1.2.1 the class was performing better than any other, aside from Valkyrie and Ninja, with the introduction of the new talismans, Sorcerer did not get any meaningful increase in damage, falling quickly behind the new meta. We are going to apply various adjustments to shift Sorcerer talisman's strength more into a "min-maxing" thing rather than a scaling factor, which should greatly improve its consistency and increase the strength of their first burn. We are also reworking the Hail Storm skill (Advanced) so that players can actually have a working skill (Advanced) in fights. Lastly, we are giving a small buff to Rapid Overload to make it more appealing to use.

Hail Storm (Cold Wave)

  • No longer provides any of its previous effects
  • [Reworked] Hail Storm damage ramps up on each hit, dealing 10% increased damage compared to the previous one

Mana Boost

  • Fixed an issue where the buff would not increase the player's maximum MP by 8%
    • This fix should increase Sorcerer burn damage by about 1.5%

Frozen Resonance

  • Reduced maximum stacks from 5 to 3
  • Reduced stacks strength from 5% to 3%
  • Now also passively increases all Ice damage by 13%

Thunderous Pain

  • Reduced maximum stacks from 5 to 3
  • Reduced stacks strength from 6% to 3%
  • Now also passively increases all Lightning damage by 16%

Barrage of Flames

  • Reduced maximum stacks from 5 to 3
  • Reduced stacks strength from 5 to 3%
  • Now also passively increases all Fire Damage 10%

Rapid Overload

  • Now also increases Arcane Pulse damage by 10%

Warrior

While the balance between its playstyles seems to be on point, the class's overall performance as DPS has been lacking lately. We are going to give it a small push and some QoL adjustments to two of their talismans.

Assault Stance

  • Increase damage by 2%

Perfect Parry

  • The cooldown reduction for Scythe on successful block is increased by an additional 0.5s

Unleashed Frenzy

  • Now resets cooldown of Scythe on Blade Frenzy hit

Blade Waltz

  • Fixed a bug that could cause edge stacks to not be gained

Blade Draw

  • Fixed a bug that would cause blade draw -> blade draw slow cast while in defensive stance.

Dungeon Changes

Training Ground

During our tests, we noticed a major issue regarding Lancer buffs in the Training Ground, which was leading them to feel way weaker than intended. We are fixing this issue, as well as adding the missing healer's glyph shred. In the future, we will try to adjust enrage timings to simulate a real dungeon scenario. Lastly, we got reported that Clawrider critical resistance might have been lower than it should. After a review, we can ensure that this was not the case, and its critical resistance is matching our current dungeon lineup.

  • The Thrall of Wrath effect is now applied every 49 seconds rather than every 60 seconds.
  • Fixed an issue where the Adrenaline Rush effect was applied as unglyphed.
    • This issue was leading the buff to provide 10% less attack speed and 10% less damage in the training ground
  • Reduced Clawrider endurance by 10% to simulate the missing healer shred

Bahaar's Sanctum

In the past weeks, we received feedback about the dungeon's fight times. As of now, we do not intend to increase fight times, since every dungeon right now is required for gearing, but we understand that having a sub-3-minute fight does not feel nice. We are going to increase Bahaar's HP a bit to shift away from the sub-3-minute fight time, which was happening even in party compositions without overtuned Berserkers or Slayers.

  • Bahaar Phase 2 HP increased by 10%

Agaia Club Changes

  • Removed Agaia Club (VIP) from Astrum Coins Shop
  • All currently existing and future Agaia Online accounts will have Agaia Club activated by default

Other Changes

  • Summer events got terminated and their respective NPCs got removed
  • Highwatch is now safe zone from GvGs

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