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Guardian's GuideNewsUpdate - 1.37 Improving Range
Game update

Update - 1.37 Improving Range

Guardian's Guide · published 27 Aug 2026, 22:32 UTC · build 24980749

All newsPlayers around this dateRead on Steam

-Changed Bow/Projectile damage/defense calculation.


--Orginally, when a Bow/Projectile user attacks another character, both Defense and Resistance (as well as the bow/range user's attack and magic) would be averaged to give you the final damage.
--With this update, it will now use the lesser of the two values. For example, If the target's Defense is 100 and Resistance is 125, only 100 will be used for the calculation.
--Likewise, for the Attack and Magical damage of the bow/range user, only the lesser of the two values will be used.
--Bow/Ranged was originally designed so that the player needed to focus on both values at the same time. So this change fits in with my original idea, as well as addressing the damage problem I've always felt Bow/Range suffered from due to everything always reverting to the average.
--I updated the Records for Attack and Magic to describe this changes made to bow/range weapons. I also updated the event from Year 1 - Week 7 at the Blacksmith that goes over Weapons and Outfit.

-Addressing Range Anxiety


--The issue with range is one that's been bothering me for the longest time. Even though I've introduced multiple sources to tackle this issue, I still feel it's not enough, especially for Sword/Melee users. It still feel as if players don't have much choice but to utilize range extending equipment as it gives the best return on investment, especially in the beginning of the game.
--So I made the decision to go through every single short range skill and increase the range by 1. There are no longer any single range skills.
--Since this is a pretty far-reaching decision, I also went ahead and did a pass-through of every other skill as well and made adjustments I felt were necessary.
--Here is a list of every skill that either had it's range extended by one or it's range adjusted so that the Common grade is more balanced with the Enlightened grade.

---Bow/Projectile Skills
Range Shot
Strong Draw
Force Push
Breakout
Seed Throw
Fire Ball
Tarnish
Puncture
Sand Blast
Flash
Target
Grave Stun

---Sword/Melee Skills
Slash Strike
Hold Assault
Magnet Cut
Wide Score
Mirror Slice
Raid Target
Whip
Low Kick
Dirt Punch
Sting
Headbutt
Wild Bite
Poke
Scratch
Punt
Peck
Tribulation
Pinch Cut
Drop Hack
Terminator
Tormenter

---Scepter/Enchantment
Ether Orb
Energy Blast
Mortal Swap
Blunt Force
Spirit Hustle
Ice Bite
Wind Cutter
Vicious Eye
Sleep Song
Needle Blast
Glamour
Star Fall
Thunder Flare
Melody of Havoc
Terra Struck
Disturb

---Support
Aid
Remote Aid
Revive
Aid All
Revive All
Anti-Element
Anti-Body
Anti-Mind
Remedy
Regen Support
Haste Support
Luck Support
Damage up
Armor up
Recharge
Mega Grape
Remote Regen
Bulk Up
Expel
Ice Shield
Harden
Fasten
Flourish
Critical Exchange
Stakes
Loot
Giver

--I've also fount a few skills that were bugged or unbalanced so I fixed/improved them.
---Sand Blast: Fixed UI issued
---Terra Struck: Improved damage for grades Common, Rare, Unique and Corrupted for better early game balance.
---Mega Grape: Improved stats for grades Common, Rare, Unique and Corrupted for better early game balance. Now support stacking up to 3.
---Bulk Up: Improved stats for grades Common, Rare, Unique and Corrupted for better early game balance. Now support stacking up to 3.
---Ice Shield: Improved stats for grades Common, Rare, Unique and Corrupted for better early game balance. Now support stacking up to 3.

--Hopefully with this change, players will feel confident enough to not have to rely on range extending equipment and experiment with other builds instead.

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