
Hello, Executors who seal those who have chosen eternity!
We are SLIP4RS, the development team behind Lockey.
We would like to share the main changes included in the 1.2.5v Update.
Missing content from the 1.2.4v update
Engraving system changes
Encyclopedia added
Skill changes
Although a critical bug was fixed through an emergency patch, the node additions included in the 1.2.4v update were accidentally omitted.
They have now been properly added in 1.2.5v. We apologize for any confusion this may have caused.
We removed the previous fixed Engraving structure and rebuilt the system from the ground up so players can obtain a wider variety of Engravings.
The previous 8-Engraving structure has been removed and 30 new Engravings have been added, along with a new Synergy system.
The number of Engraving choices has increased from 3 → 6.
Engravings can now be discarded from the Inventory.
Interact with the Encyclopedia object in the lobby to view information about Engravings and Synergies.
With this update, we have moved away from simply increasing damage values and adjusted each weapon so that its identity and progression feel more distinct.
Grade
Before
After
Normal
250%
120%
Rare
355%
190%
Epic
425%
170%
Legendary
560%
210%
Usage counts remain unchanged at 2 / 2 / 3 / 3 uses.
Instead of relying on a single high damage multiplier, the weapon now combines per-hit adjustments and progression effects.
Weapon skill combo progress, excluding the Basic weapon, is now preserved even if some time passes between attacks.
The existing rule where dashing during an attack cancels the current attack remains unchanged.
Grade
Damage Multiplier
Uses
Normal
320% → 245%
1
Rare
530% → 415%
1
Epic
690% → 235%
1 → 2
Legendary
850% → 200%
1 → 3
Epic and Legendary single-hit damage has been reduced, while allowing multiple attacks.
Projectile radius now increases by grade: 0.75 → 0.9 → 1.1 → 1.25.
When Instant Cast is enabled, pressing the skill key immediately performs the first attack, with additional attacks performed through further inputs.
After the first attack, remaining uses can proceed normally regardless of whether the input is still held.
Once casting has started, dashing no longer cancels the active cast.
While the magic circle is being cast, Seal Execution and right-click interactions are disabled.
Grade
Tick Damage Multiplier
Uses
Normal
30% → 35%
1
Rare
50% → 41.5%
1 → 2
Epic
70% → 42.5%
1 → 2
Legendary
90% → 38.75%
1 → 2
The previous large, long-lasting single gravity projectile has been changed into a smaller, shorter-lasting projectile that can be placed multiple times.
Pull strength now increases by grade: 2.0 → 2.2 → 2.4 → 2.6.
Rare and higher grades now have increased usage counts.
Instant Cast, multi-use behavior, dash interactions, and interaction restrictions during casting follow the same rules as the Staff.
Grade
Base Damage Multiplier
Normal
220% → 245%
Rare
290% → 415%
Epic
150% → 297.5%
Legendary
180% → 387.5%
The Rapier's core mechanics have been significantly reworked.
The previous damage reduction, stored damage, bonus damage, and HP recovery mechanics have been removed. The Rapier now gains stronger attack performance based on charge stages.
Stage 0: 60% damage multiplier
Stage 1: 80% damage multiplier + increased attack range and movement distance
Stage 2: 100% damage multiplier + further increased attack range and movement distance
Grade
Stage 1
Additional Time to Stage 2
Normal
2 sec
+1.5 sec
Rare
1 sec
+1.5 sec
Epic
1 sec
+1 sec
Legendary
0.5 sec
+0.5 sec
Attack range and dash distance increase with each charge stage.
Reaching Stage 1 and Stage 2 expands the particle and range indicators, making the current charge stage easier to identify.
While Instant Cast is active, holding the skill key causes the aim direction to track the mouse in real time.
If you have any questions or feedback regarding bugs, quality-of-life improvements, or any other aspect of the game, please feel free to contact us at the email address below.
E-mail: [email protected]