Mobs, Skills, UI and more

9/10/2025

Mobs, Skills, UI and more

Patch Notes #3

Pre-release changes (2/5)

Monster Skill and Dungeon Design Update

To kick things off, as we mentioned in our previous patch notes, our team has been conducting an extensive review of monsters in the world of Myth of Yggdrasil. The focus of this review is to make combat more readable, challenging, and rewarding over time, laying the groundwork for a more deliberate and engaging progression experience. Our goal is for monsters to feel threatening in a way that rewards knowledge and preparation, and not just raw stats.

With these changes, as well as making some tweaks, we want to give everyone the tools necessary to understand why an enemy is dangerous, how to respond, and when preparation is necessary. While early progression remains accessible and familiar, as you approach endgame content you should feel a shift toward preparation, knowledge, and teamwork. Instead of just adding difficulty through raw stat inflation, we’re introducing mechanics and systems that give you more meaningful decisions - whether that’s learning a monster’s cast pattern, building gear sets for specific dungeons, or leveraging your class strengths effectively.

We believe this is the foundation for future updates where encounters will continue to grow in depth and reward both preparation and execution. Below is a more detailed look at some of the changes we’ve made so far, as well as a bit of insight into how we approached this revision.

Skill Updates

We reviewed and adjusted the skill sets of all Normal, Elite, and Rare monsters. For most enemies, this meant small touches to their existing kits, but for higher-tier Elite and Rare monsters we added signature abilities that better define their role and make encounters feel intentional. This provides a clearer difficulty progression between monster types:

  • Normal monsters remain largely straightforward and familiar.
  • Elite monsters are now more distinct, featuring stronger skill sets and signature abilities to signal that they are a step up from Normal monsters.
  • Rare monsters are the most complex and dangerous, and serve as a bridge into the highest difficulty content in the game: Mini-bosses and MVPs. Stronger Rare monsters will also sometimes introduce unique mechanics or require higher execution demands compared to Normal and Elite monsters.
Blog Image
Blog Image

Due to these changes, some of the hardest dungeons now require deliberate preparation. This might mean bringing elemental armor, consumables, status effect resistance gear, or specific forms of damage mitigation. These requirements aren’t meant to be gatekeeping, but rather a way to make dungeons feel unique, as well as content that you need to prepare for in advance.

Skill Visibility

Previously, many monster skills happened instantly, making combat feel unpredictable or unfair. We’ve now introduced cast times for most monster abilities and made skill names visible during the casting process. This serves two purposes:

  1. Opens the possibility of recognizing threats and deciding how to respond. This helps you adapt over the course of an encounter, as well as learn enemy patterns over time.
  2. Creates space for counterplay, as cast times give classes with movement, positioning, or utility tools a way to avoid or mitigate powerful skills if they are able to react accordingly.
Blog Image

Additionally, we’ve also standardized cast times across different monsters to create a more consistent experience. Simple skills remain fast, while higher impact or signature abilities take longer to cast. We aim through this to make encounters more strategic without slowing combat flow unnecessarily.

Ranged/Melee Leveling Adjustments

Part of our review also introduces low-damage, low-frequency ranged attacks to some monsters that previously had no ranged options. These attacks are not meant to be lethal but rather aim to:

  • Help reduce the disparity between melee and ranged leveling experiences, where melee players previously had to endure a bit more risk than ranged characters.
  • Act as a light stat check for early entry into higher-level maps, discouraging underleveled characters from farming content far beyond their intended range. This is also in line with our previous changes, as it makes preparation more relevant, such as encouraging the investment into early gear, potions and other consumables.
Blog Image

Status Effect Frequency and Progression

Status effect frequency during leveling has been significantly reduced in response to player feedback. During our beta test we noticed that they were often more of a nuisance than a meaningful challenge, punishing new players without teaching much about game systems. Now, while you will still encounter them, status effects appear less often in standard leveling maps but become much more relevant in higher-level content where preparation is expected.

Additionally, the Hallucination status effect has been removed entirely following feedback that it caused discomfort for some players.

Singularities System

Singularity re-roll cost

  • Sunlight Drop: 4 → 1
  • Ourobouros: 3 → 2
  • Phylosophal Amber: 2 → 3
  • Tria Prima Pearl: 1 → 4

The amount of materials required to unleash an equipment's singularity still remains the same.

Singularity Adjustments
Maximum bonus values have been adjusteds:

  • Physical/Magical Strike: max bonus 6 for one-handed weapons and 9 for two-handed weapons.
  • After Attack Delay: max bonus 8% for one-handed and 12% for two-handed.
  • Fixed Cast Time (Flat): max bonus 0.15s for one-handed and 0.22s for two-handed.
  • Fixed Cast Time (%): max bonus 25% for one-handed and 37% for two-handed.
  • Physical/Magical Damage vs. Size: max bonus 10% for one-handed and 15% for two-handed.
  • Physical/Magical Damage vs. Element: max bonus 20% for one-handed and 30% for two-handed.
  • Physical/Magical Damage vs. Race: max bonus 20% for one-handed and 30% for two-handed.
  • Max HP (Flat): max bonus 400 for one-handed weapons and armor, and 600 for two-handed weapons.
  • Perfect Flee (Flat): max bonus 6 for one-handed weapons and garments, and 9 for two-handed weapons.
  • Negative Effect Resist: max bonus 6% for armors, garments, shoes, and shields.
  • Damage Rebounce: max bonus 6% for one-handed weapons, shoes, and garments, and 9 for two-handed weapons.
  • HP/SP Recovery (10s): max bonus 6% for one-handed weapons and shoes, and 9 for two-handed weapons.

In the Supportive group, the After Attack Delay bonus has been removed and replaced with Negative Status Bonus Chance, which increases the chance to apply status effects already inflicted by the user. Limits are 6% for one-handed weapons and 9% for two-handed weapons.

The ATK vs. Normal Enemy singularity has been renamed to P.DMG vs. Normal Enemy (Physical Damage). New options have also been added for increasing damage against Elite and Rare enemies, all within the same subgroup (shared probability). The damage bonus can now reach up to 8% for one-handed weapons and 12% for two-handed weapons.

Items & Crafting

  • Catalysts for Land Protector, Dispell, and Abracadabra have been changed. These skills now consume 1x Scarlet Point, 1x Verdant Point, 1x Canary Point or 1x Indigo Point.
  • HP Potion and SP Potion can now be used simultaneously.

Skill Changes

Archers

Blitz Beat
Manual cast now deals 5×5 AoE damage. When auto-cast by any weapon (except bows), damage occurs in 3×3 AoE. When auto-cast by bows, it deals damage only to the target.

Sharp Shooting
Removed damage reduction on subsequent targets. Damage is now applied fully to all targets.

True Sight
Removed Crit and Physical Damage (ATK%) bonuses. Accuracy scaling changed from 2 × Skill Lv to 10 + Skill Lv. Additionally, the skill now increases final damage of all types by 10 + Skill Lv (20%).

Quick Draw
Removed Crit bonus, Flee reduction, and ASPD bonus. Added fixed bonus of DAA (Delay After Attack) +20%. Multiple hit chance has been revised:

  • Lv1–3: 12% chance to apply 2 hits.
  • Lv4–6: 12% chance to apply 2 hits and 9% for 3 hits.
  • Lv7–9: 12% chance to apply 2 hits, 9% for 3 hits, and 9% for 4 hits.
  • Lv10: 12% chance to apply 2 hits, 9% for 3 hits, 9% for 4 hits, and 3% for 5 hits.

Overcharge Arrow (Legacy)
Damage bonus (ATK%) for Charge Arrow changed: previously 8 × STR, now (ATK% × STR) ÷ 100.

Tarot Card of Fate
Removed Hallucination effect from The Hanged Man card.

Acolytes

Gloria
Now grants Critical Damage without requiring High Priest. LUK bonus reduced (30 → 20), Critical Defense bonus increased (5 → 10), Critical Damage bonus increased (5% → 10%), and duration extended (30s → 240s).

Throw Spirit Sphere
Skill range now scales with equipped weapon range. In Calm Spirits stance, damage now scales with VIT instead of Physical Defense.

Lotus Pulse
Damage no longer scales with Spirit Spheres and cost reduced to 1 sphere. Final damage calculation changed: 900% with One-Handed Mace and 1200% with Two-Handed Mace (previously 600% for both).

Chain Fist
Damage no longer scales with Crit in Furious Spirits. 50% HCM (Hit Chance Multiplier) bonus no longer requires Furious Spirits. Now requires 1 Spirit Sphere for manual cast, not consumed on auto-cast. SP cost reduced (15 → 10). Damage changed from 100% × hits to 300% total, regardless of the number of hits. While in Furious Spirits it doubles the number of hits without increasing the final damage. In Steel Body, deals 3×3 AoE damage.

Flight Fist
Damage no longer scales with Crit in Furious Spirits. 50% HCM (Hit Chance Multiplier) bonus no longer requires Furious Spirits. Spirit Sphere consumption after Fallen Fist removed. SP cost reduced (25 → 12). Damage changed from 175% × hits to 700% total, regardless of the number of hits. While in Furious Spirits it doubles the number of hits without increasing the final damage. In Steel Body, deals 3×3 AoE damage.

Fallen Fist
Damage no longer scales with Crit in Furious Spirits. 50% HCM (Hit Chance Multiplier) bonus moved to the base skill. Spirit Sphere consumption after Flight Fist removed. SP cost reduced (25 → 12). While in Furious Spirits it doubles the number of hits without increasing final damage. In Steel Body, deals 5×5 AoE damage and adds (at max level) 15% of HP as reducible damage.

Furious Spirits
Crit bonus removed. Now grants 1 True ATK per Base Level, increases True ATK by 30% (Lv × 6), reduces Fixed Cast Time from 0.6s → 0.3s, and Physical Defense penalty reduced (60% → 40%).

Calm Spirits
Critical Defense bonus removed. Now grants 1 True DEF per Base Level, increases True DEF by 30% (Lv × 6), reduces all incoming damage by 30% (Lv × 6), reduces Fixed Cast Time from 0.6s → 0.3s, and Physical Damage penalty reduced (60% → 40%).

Dragon’s Rise
Fixed Cast Time reduced (0.6s → 0.5s). New requirement: Calm Spirits Lv. 5. Damage now based on Max HP and Max SP instead of current HP and SP. Removed 50% AoE damage reduction on surrounding enemies.

Phoenix’s Dive
Fixed Cast Time reduced (0.6s → 0.5s). New requirement: Furious Spirits Lv. 5. Hit count increased (8 → 10, total damage unchanged).

Thiefs

Throwing Knife, Grimtooth, Sonic Blow, and Meteor Assault
HCM (Hit Chance Multiplier) bonus scaling with Crit doubled from 50% → 100%.

Simulation
SP cost for auto-cast is now applied fully when using bows.

Swordsman

Provoke
Removed Defense reduction and Attack increase. Still redirects monster target but no longer locks aggro. Success chance now 100% at all levels. Additionally, at max level the target receives +10% additional final Physical Damage, but deals an additional +15% final Physical Damage.

Berserk
ASPD bonus changed to DAA (Delay After Attack). Penalties to healing/regen, flee, and defenses reduced (-70% → -40%). Corrected maximum level in skill description.

Mages

Electrical Induction
No longer auto-casts itself.

Mind Breaker
Removed Magic Defense reduction and Magic Attack increase. Still redirects monster target but doesn't lock aggro. Success chance now 100% at all levels. Additionally, at max level the target receives +10% additional final Magical Damage, but deals an additional +15% final Magical Damage.

Merchants

Cart Termination
Zeny Pouch cost increased (3 → 50). High Speed Cart Ram effect removed (will return as Legacy). Skill no longer ignores Parry, Auto Guard, and Weapon Blocking.

Damage formula updated:

100 + (Skill Lv × 50) + (Weapon Lv × 100) + (((Cart Weight / 16) × Cart Items) / 100)

Bio Cannibalize
Summons now inherit True Damage from the master. Mini Plants receive only 50% of the value.

Sling Item
Damage type changed from Physical to Magical.

Marine Sphere Bomb
Now deals Magical Damage instead of Physical Damage. Master’s Cast Time reduction now applies to the sphere’s explosion cast time. Now allies cant target the sphere.

Interface & Systems

  • NPC dialogue windows are now part of the Myth of Yggdrasil interface, preventing them from appearing behind other UI windows.
  • Storage is now multi-storage, allowing switching between storages in the same UI. This feature is still WIP, with more details to be announced.

In Progress

Alongside this week’s updates, several initiatives remain ongoing:

  • Promotion campaign: starting September 16th, with new content released on the website and social media.
  • Class and battle role skills: we are still working on improvements and bug fixes across all classes and roles.
  • Client/overlay optimization: ongoing work to improve performance and stability.
  • Infrastructure and log collection optimization: new tools and adjustments underway to enhance system efficiency.