We understand that most players prefer to avoid completing the class change quests. As an alternative, monsters drop unique, tradable items that can replace the class change process. Collecting the required amount of these items allows you to skip the quests.
Alternative 2nd Class Change
Item Name
Monsters
Location
Required Amount
Fettered Soul Head
Fettered Soul
Death Pass
5
Noble Ant Wing
Noble Ant and Noble Ant Leader
Ant Nest
5
Crokian Leather
Crokian Lad and Crokian Lad Warrior
Alligator Island
5
Lizardmen Tail
Leto Lizardman Overlord and Leto Lizardman Warrior
Resurrection: all resurrection skills (scrolls included) have AT LEAST a 40% exp recovery and builds up by +5% each level (resurrection lv9 is 90%) (you can have WIT modify this value up/down to reach 100% exp recovery)
Basic Weapon Mastery, the one you get in your first levels, is shared between all classes. This means no stacking of it doing Mage/Fighter
Heavy/Light/Robe Armor Masteries: Based on only 3 Armor Masteries, one for each type, this prevents stacking of different kinds (mage/fighter) of armor masteries which would result in insane values around Cast/Atk Spd.
The level given of the specific armor mastery is dictated by the p.def given by that specific level.
Additional (class related) effects (evasion/mp regen/etc...) from the mastery are obtained from extra secondary passive skills (example: "Light Armor Evasion Mastery").
Comment: These changes have been around since forever. Their doing is to ensure that stacking passives don't make certain classes combos "OP"
Recharge skills can charge self and other players even if they have this skill. self effect reduced.
Mana Burn & Mana Storm: Cooldown increased
Cancellation: Cooldown increased
Diseases from area: fully reworked and max bonus given is 4%. All of them have drawbacks (Malaria included).
Quick Healing Potion: it gives 44hp/sec for 10sec.
Angelic Icon: pdef/mdef bonus is by armor type (+50% in heavy, +20% others). Attack speed effect also on Duals
Guard Stance: scaling with armor type. 50% effect on Light/Robe
Frenzy/Guts: Frenzy and Guts won't stack with totems. Frenzy damage boost has been decreased
Stigma: Won't affect bosses. Effect has been changed and won't work with 2-handed weapons
Focus Death/Chance/Power : critical rate/damage scales with weapon (full effect only with dagger, other weapons 60% of effect from back and no bonuses on the side).
War Cry: it gives +25% patk (as usual), except it gives only +8% to bows and daggers.
Focus Attack: +10% Crit Damage on all Weapon Types.
Majesty: scaling by armor type.
Dash: skill reduces bonus by 50% if used with armor different than Light.
Ultimate Defence: bonus given based by armor type (best on heavy).
Soul Guard: bonuses scaling with armor type (best on robe).
Ultimate Evasion: evasion based by armor type (best on Light).
Vengence: defence was based by armor (best on Heavy).
Blinding Blow: speed buff by armor type (best on Light).
Blazing/Freezing skin: target must be in same party.
Skill Effects
Active skills mostly up to Interlude. Some effects changed to function with Attribute system and QOL improvements. Enchantment routes up to GF
Certain level 80 skills no longer require Battle/Spell Forces
New Skills
Kamael Chronicle: Song of Elemental, Dance of Alignment, Mana Gain
Hellbound: Song of Windstorm, Dance of Blade Storm, Improved Buffs
Gracia: 2nd-class Forgotten Scrolls, Stigma
Lv82+ Forgotten Scrolls: Protection of Rune/Elemental/Alignment