Version 1.3.1 - Agaia Patch 1.3.1

Version: 1.3.1 Released: 2 December 2025

Agaia Patch 1.3.1

Welcome to Agaia Online Patch 1.3.1. In this update, we are are going to apply various adjustment to the recently introduced content. While the new content felt refreshing, we adjusted some aspects towards what people asked for the most.

Table of Contents

  1. PvE Gearing
  2. Dungeon Changes
  3. Class Changes
  4. PvP Changes
  5. Island of Dawn Changes
  6. Other Changes

PvE Equipment & Gearing

With the addition of the new gear, players noticed that the Enchantment effects on the lower tier gears did not feel very nice, as right after obtaining it they would lose it due to upgrading to the next tier. We are going to apply an adjustment to make the enchants no longer feel as wasted, aswell as fixing a bug where the effects sometimes didn't apply correctly. Additionally, we are reducing the grind for LOW and MID tier gear, aswell as fixing an issue with Cloth and Leather armors defense being inverted.

  • Fixed an issue where enchant effects didn't properly apply in some cases
  • The +9 enchantment line on Shattered gears will now retain on Ascended gear as a base line upon upgrade
    • Ascended gear will no longer have the +9 enchantment line
  • The enchantment lines on Ascended gear will now retain on Sovereign gear as base line upon upgrade
    • Sovereign gear will no longer have the +8 and +9 enchantment line
  • Fixed an issue where Cloth and Leather armors had their defense value inverted
  • Fixed an issue where +5 to +6 enchantment was not 100% even while having maxed item XP
  • Greatly incresed Shattered gear enchantment materials drop rate
  • Increased Ascended gear enchantment materials drop rate

Adventurer's Vanguard Shop

We are sorry this took so long but the Adventure Board has been updated so you can gather the new reputation and get extra materials for your characters.

  • The Reputation was reset and the shop has been updated to match new content gearing materials

Dungeon Changes

We received various feedbacks about the length of fights in high tier dungeons being too punishing for a large part of the playerbase. We are going to reduce the HP of these dungeons to make them more accessible to all the players. We also received various feedbacks about Sanctum of the Fire God not exactly matching players expectations, so we are going to apply adjustments to make the dungeon feel less frustrating to run. Lastly, we adjusted all dungeons entries.

Low and Mid tier dungeons

All LOW and MID tier dungeons will not have a new system which will gradually help players as the fight time goes on.

  • While we don't want to go towards extremely quick fight times ( < 1 minute ) we don't want rookies or players helping others learn to end up in 6-7 or even 10+ minute fights with a single boss. Therefore we are introducing a new system meant to help parties that struggle by gradually boosting their stats as the fight goes on.

Ace Dungeons

  • Increased entries from 2 to 3
  • Added jewelry/accessories materials to the boss loot

Ghillieglade

  • Increased daily entry limit to 2

C-Type Dungeons

  • All C-Type dungeons are now open during the following days
    • From Tuesday 7.00am to Wednesday 7.00am
    • From Thursday 7.00am to Friday 7.00am
    • From Saturday 7.00am to Monday 7.00am
  • Entries limit updated to 80 for all C-Tier dungeons

Cursed Fusion Laboratory

  • Fixed an issue where the hitbox of the expanding waves was bigger than visually displayed
    • This fix is also applied to Normal Mode
  • Increased boss hitbox during Red Laser Mechanic to avoid possible desyncs
  • Reduced HP by 8%

Lumikan's Dream (Hard)

  • Reduced HP by 8%

Bahaar's Sanctum

  • Phase 1 is now removed, the dungeon will start directly on Phase 2
  • Reduced Phase 2 HP by 21%

Sanctum of the Fire God

  • Laser can no longer start during Wrath or Waves. Any currently in progress Laser and marks will be instantly canceled if Waves or Wrath starts
  • Lasers now stop firing at 36% and resume back at 30%
  • Lasers no longer desync from each other under 30%
  • Lasers no longer get delayed for a long time after a player is marked
  • Fixed an issue where Mark debuffs were not displayed properly on player's buff bars
  • Fixed an issue where skeletons didn't move after spawning near the center of the map
  • Nightmare Bahaar's "hilt attack" will now break Lancer's Guardian Barrier
  • Increased boss ATK damage by 10%

Class Changes

For this round of class balance, we are going to mostly look into playstyles balancing of some classes, aside from some edge cases where we noticed some classes being stronger than they should.

All Classes

  • The cooldown of the crit power dragon passive will now be reset on boss death, wipe or after using Unstable Bomb of Cooling, aswell as using the reset stone in Training Ground

Archer

Archer playstyles seem to be in a decent spot and the damage difference between them seem to be very little, so we are going to apply some minor adjustments to close the gap further between Quickfire/Adaptive builds vs Rapid Fire build. We are also going to rework Piercing Wind: despite it being extremely strong for Overcharge gameplay, it felt clunky and not nice to use.

Breakaway Bolt

  • No longer has a 300ms delay between initial skill cast and skill hit

Piercing Precision

  • Increased Gust Arrow damage from 45% to 90%
  • Now also increases Gust Arrow charge speed by 100%

Quickfire

  • No longer increases Rain of Arrows base damage by 20%
  • Now increases Rain of Arrows crit chance by 30% instead

Piercing Wind

  • [Reworked] Find Weakness cooldown increased by 100% and duration reduced to 6 seconds. Additionally increases charge speed by 25% and resets cooldowns of Radiant Arrow and Penetrating Arrow. No longer requires a Weak Spot and the effect persists through the duration, but no longer guarantees hits to be considered as back damage regardless of the position. While using this Talisman, Radiant Arrow Reload EP is disabled.

Vulnerable Shot

This talisman has not seen much usage in a while, we are going to adjust its stats to match Precision Aim

  • Reduced charge speed from 75% to 35%
  • Reduced CDR effect from 10% to 5%
  • Now also increases Penetrating Arrow damage by 10%

Berserker

After the long rebalancing process of the new burst mode, we believe Berserker is in a fine spot, but the long fight times are dragging the class back, as Berserker players need to play extremely safe due to Counterforce stacks. While in past we decided to differentiate Berserker talismans between new burst mode and old burst mode, we decided change this approach and differentiate the playstyles between Cyclone focus and Thunder Strike focus. For this reason, we reworked Iron Pact, which admittely felt like an extremely boring talisman, and introduced the new talisman Juggernaut Rush. Due to this exceptional release, Berserker will not receive a new talisman on the next release. We also adjusted Berserker Tank, as its strength is still a bit too loaded towards its self DPS.

Intimidation

  • Reduced damage by 7%

Fiery Rage (Intimidation)

  • Now also provides a 4% attack speed buff to allies

Thunder Strike

  • It can now cancel most of the skills animations same way as Cyclone currently does

Iron Pact

We are aware the numbers provided by the talisman might look odd, but after a lot of testings, the playstyle seemed to be overperforming by far, and we don't want to risk to have another "Berserker incident". We will adjust values accordingly if required in a future update.

  • [Reworked] Thunder Strike damage is reduced by 5%. Cyclone damage is reduced by 20% but its resets are now guaranteed and their recast window is increased from 2 seconds to 4. Reset deal 20% reduced damage, Thunder Strike can be used as fully overcharged during Cyclone resets, but its damage is reduced by 20% during Cyclone resets. This talisman effect does not stack with Counterforce, Shatterline and has no effect during Intimidation

Juggernaut Rush

  • [NEW] Thunder Strike damage increased by 5% and cooldown reduced by 1 second on a successful hit of Cyclone. Increases global charge speed by 10%. Cast speed of Flatten and Vampiric blow is increased by 20%. This talisman effect does not stack with Severance Spiral

Brawler

This is going to be a PvP aimed adjustment, but it will be applied globally.

Ground Pounder

  • Increased cast speed by 10%

Gunner

Charged Detonation is still extremely strong, making it a must use for any build. We are going to reduce its strength to allow more build variety and compensate with a global buff

Charged Detonation

  • Reduced damage from 450% to 200%
    • Note: while tooltip was erroneously stating +425%

Triple Roll

We noticed an issue with this talisman not correctly stacking up to 3 times. This issue is now fixed and the damage boost per stack has been reduced to compensate

  • Fixed an issue where the damage would not stack up to 3 times
  • Reduced damage per stack from 6% to 5%

Global

  • Increased damage by 4% as compensation to Charged Detonation nerf

Lancer

The gear upgrade buffed lancer damage way too much, thanks to the massive increased Physical Resistance of new gear, further increased on enchants, and Lancer's passive. These passives generally don't boost damage by much for any class, so we are going to reduce its scaling to match other classes.

Shield Mastery (Passive)

  • Reduced passive scaling from 0.00025 to 0.00019
    • A max geared Lancer will have this passive boost damage of shield skills by about 20.4% rather than 26.8%. A max geared lancer on old content would have this passive boost the damage of shield skills by 19.1%. These values are "passive damage" boost and are diminished with other % damage stats.

Mystic

We believe healing as a whole is currently extremely high. While we don't want to reduce it too much, we also don't want players to be able to heal to full allies in a single skill, so we are going to reduce healing slightly. This nerf was also applied to Priest

Global

  • Reduced PvE healing by 15%

Ninja

After some investigations, we noticed the nerf to Gale Force was not properly applied back then. Rather than fixing the nerf, we decided to adjust it in a way that having the perfect boss RNG won't feel as noticeable. We are also adjusting the duration of Windswept Fury slightly as, despite the effect being nearly full uptime, it sometimes fades off at undesired moments

Gale Force

  • During each Inner Harmony, this talisman effect will only work for the first two casts of Harmonious Leaves on the Wind. It will keep working regardless for regular version (not chained from Boomerang Shuriken)

Windswept Fury

  • Increased duration from 8 seconds to 9.5

Sky Piercer

We applied a small adjustment to prevent some annoying issues where if players would miss an hit, they would be stuck with unsynced stacks. This has no impact in regular gameplay

  • The talisman will now stack on skill hit, once per cast, and requires 2 stacks rather than 6

Inner Harmony

  • Increased damage by 2% to compensate for Gale Force nerf

Global

  • Increased damage by 2% to compensate for Gale Force nerf

Priest

As mentioned in the Mystic section, we are going to reduce healing slightly. On top of that, after the last adjustments to healers, Priest turned to be in a superior spot, thanks to the very high uptime on Edict of Judgement. We are going to partially revert the duration increase

Edict of Judgement

  • Reduced duration from 25s to 22s

Global

  • Reduced PvE healing by 15%

Reaper

We have to admit we are not very satisfied with the state of Reaper. While the class is extremely strong for elite players, it feels extremely hard and clunky to play for most of the player base. Its talisman are also nothing too exciting and lack of playstyle variety. We are going to apply many adjustments to hopefully fix these issues. We hope all players will enjoy all of these changes, aswell as finding the class more fluid. Lastly, we are going to apply a compensation nerf, as the class is extremely strong in elite and most of its talismans got buffed.

Retribution

  • Increased recast window from 2 seconds to 4
  • Can now chain Double Shear, Grim Strike, Death Spiral and Pendulum Strike after any cast of Retribution
  • Increased dash speed by 20%
  • All casts of Retribution are now super cancels and can cancel the animation of any other skill at any time
  • Increased first hit base damage from 1840 to 3961
  • Reduced second hit base damage from 5522 to 4722; its damage against monsters can be increased by 50% for each skill used between first and second hit, up to 200%
  • First hit no longer increases second hit damage against monsters by 200%

Dark Harvest

  • Can now be chained after Shadow Lash
  • Increased availability window for Enhanced Skills from 3 seconds to 3.25
  • The buff is now visible on player's buffbar

Recall Scythes

  • Greatly increased skill chain availability window
  • Skill availablity window increased from 2 seconds to 3 and no longer requires a successful hit of Grim Strike or Sundering Strike, a cast is enough

Shadow Lash

  • Fixed an issue where it was possible to cancel the skill animation with follow up recasts
  • Increased recast window from 2 seconds to 3
  • Reduced max stacks of Dark Aura from 16 to 8 but doubled stacks strength

Shadow Reaping

  • Will now provide 8 stacks of Dark Aura on cast

Pendulum Strike

  • Powerlink Pendulum Strike glyph now persist through the entire duration

Binding Scythes

  • Now also activates Enhanced Skills usage (Dark Harvest buff)
  • Fixed an issue where the Cage visual effect would last longer than intended
    • Adjusted tickrate accordingly: the skill should still deal 35 hits in total

Reaping Fury

  • [Reworked] A cast of Recall Scythes resets cooldown of Shadow Burst and Grim Strike. Shadow Burst damage increased by 7.5% and crit chance by 30%

Cursed Scythes

  • [Reworked] Reduces attack speed effect provided by Swift Cable Step (and Shadow Burst) from 30% to 20% (from 50% to 30% during Shadow Reaping) but also increases damage by 5% (10% during Shadow Reaping). Sundering Strike damage increased by 5%. This talisman effect does not stack with Grim Reaping

Pendulum's Rage

  • Removed the 20% reset effect
  • Reduced Whipsaw damage from 150% to 125%
  • Now also increases duration of Powerlink Pendulum's Strike by 5 seconds

Shadow Strike

  • Increased reset chance from 30% to 50%
  • Now also increases Grim Strike damage by 10%

Dark Reaping

  • Increased effect duration from 3s to 3.75

Sundered Soul

  • Increased effect duration from 2.5s to 3.5

Powerlink Scythes

  • Now also increases the damage effectiveness of Powerlink Glyphs by and additional 5%
  • Now also increases Double Shear damage by 15%

Lash of Shadows

  • [Reworked] Renamed to Bound to the Scythe. After casting Binding Scythes you are now in iframe, immune to all reactions and take 50% less damage for 2 seconds. Mastery: Binding Scythes now also increases all the other skills damage by 2.5% per stack during the duration

Reckoning

Just a note here. Fixing this talisman was harder than expected and we had to come up with a temporary solution for now: all Reapers will receive a new skill "Reckoning". This skill will be unavailable to use unless you have Reckoning Talisman equipped

  • No longer reduces Retribution cooldown and no longer increases Retribution damage
  • [New] Allows usage of Reckoning, a Retribution skill without initial charge up and with no i-frame effect. Both Reckoning hits will allow chaining for all skills for the next 2.5 seconds and refresh Dark Harvest effect if available. On the first hit, allows usage of Dark Harvest

Global

  • Reduced overall damage by 6%

Slayer

In this update we are going to make slayer less dependant on Over 9-Thousand talisman: the talisman has been a must use for a long time, thanks to its high damage boost and massive crit chance boost. The effect will be reduced and the base class will be buffed. This adjustment, aswell as some more talismans adjustments, should allow players to have more build variety

Punishing Blow

  • Increased crit chance by 20%

Eviscerate

  • Increased crit chance by 30%

Overhand Strike

  • Increased crit chance by 40%

Over 9-Thousand

  • Reduced damage from 25% to 12.5%
  • Reduced crit chance from guaranteed to +25%

Follow Through

  • Now also reduces Savage Strike cooldown by 10%

Lingering Savagery

  • Now increases damage of your next single cast of Overhand Strike by 30%

Intense Fury

  • Increased Fury Strike crit chance by 30%

Global

  • Increased damage by 4.5%

Sorcerer

Despite the class seems to be in a very good spot, Sorcerer players expressed their feedback of willing to have a more consistent DPS. While this patch had no changes planned to the class, we decided to boost, once again, their Arcane Pulse crit chance, but this time only for the empowered (Mana Boost) version. We are going to take down their damage slightly as compensation.

Mana Boost (Mysterious ADV)

  • Now increases crit chance of Arcane Pulse by an additional 25% during the duration

Global

  • Reduced overall damage by 1% to compensate for Arcane Pulse buff

Valkyrie

While we don't have any major adjustment for Valkyrie, we got forwarded a bug regarding Titansbane not correctly restoring Ragnarok if hitting multiple targets. We applied an adjustment to possibly fix this issue. Let us know if the bug still occours.

Titansbane (Focus ADV)

  • The Ragnarok points restoration is no longer limited to one per target hit

Warrior

In the last update, we adjusted the power level of Blades of Fury to make it feel less of a must use, making it not appealing enough anymore. We decided to merge its effect into Unrestrained Edge, and rework the existing Blades of Fury into a completely new talisman. We also applied some adjustments to Torrent of Blows to make the reworked talisman more viable, aswell as introducing some more QoL adjustments to the class

Death From Above

  • The Swift Death From Above Glyph was now added to the Pity System of Swift Roll

Blade Draw

  • Fixed an issue where the skill icon would not glow during Deadly Gamble

Battle Cry

  • It's now guaranteed to stun the closest target within 4 meters

Torrent of Blows

  • It can now interrupt other skills animation, except for Blade Frenzy
  • It can now chain into Blade Draw or Rain of Blows
  • Its Physical and Magical scalings got inverted and damage now applies as Physical
  • Its cooldown is now reset on Deadly Gamble cast

Blades of Fury

  • [Old] The 20% cast speed for Rain of Blows was transfered to Unrestrained Edge
  • [Reworked] Torrent of Blows cast speed increased by 30%, damage and crit chance increased by 75%, generates one additional edge and fully restores your RE, but base cooldown is increased to 36 seconds. Your next chained Blade Draw or Rain of Blows generates 2 additional edge, increased to 4 during Deadly Gamble. Torrent of Blows cooldown is reduced by 0.75s on a successful hit of Blade Draw. While in combat, Scythe and Aerial Scythe damage is reduced by 10%

Perfect Parry

  • Now also resets Blade Draw cooldown on successful manual block

PvP Changes

Champion's Arena

  • Fixed an issue where Lancer's Rallying Cry effect for party members would last longer than intended. Its duration is now 3 seconds

Kaia's Endless Fight

  • Reduced Healers requirement from 3 per team to 2 per team

Civil Unrest

  • Fixed an issue where nostrum effects would disappear upon any teleport inside the map, such as teleporting inside or accepting a summon.

Island of Dawn Changes

Reputation

  • Removed Reputation Boost from the shop

Mobs Changes

  • Removed nostrums drops
  • Added Shattered gear enchanting materials to all mobs drops
  • Increased gold loot
  • Increased HP and reduced damage of all mobs
  • Increased reset distance of various mobs

Bosses / Rare Mobs Changes

  • Boss monsters respawn timings greatly reduced
  • Boss monsters now drop three different Astrum Coins box types randomly
    • Rare mobs only drop largest box
  • Added new roaming Boss Monsters roaming around beasts in Ruined Temple
  • Added new to Small Island East and Tainted Gorge

Achievements

  • Added new achievements for new Boss Monsters
  • All mobs, boss monsters and rare monsters kill achivement requirements got reduced by half

Vanguard Quests

  • Added 800 Item XP as reward for killing 24 Brutal Bams

Other Changes

  • Changed character selection screen to a winter theme
  • Fixed an issue where Shattered Fleet daily quest could not be completed
  • Added Dragonwing Scales to all 464 ilvl dungeon vanguards

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