
## NEW FEATURES
- The entire early-game experience after arriving in Tibaji has been reworked to better guide new players. This is the biggest early-game rework since the game's launch. The goal is to help new players progress more smoothly, properly discover what the game has to offer, and have enough time to really get into it.
- A new option has been added to the loot filter to collect only equipment that has at least one enchantment in its slots.
- Now, when a player receives a crowd control debuff (stun, freeze, etc.), they gain a short 3-second protection period during which they cannot be affected by new crowd control effects.
- A new outfit has been added: Dark Magician.
## CHANGES AND IMPROVEMENTS
- A player who receives PvP damage will now be able to enter a Protection Zone, as long as they reach it by walking/running. The use of scrolls, disconnecting, and similar actions will still remain blocked.
## BALANCING
- All monsters had their abilities rebalanced. Monsters had an excessive number of magical attacks, with damage sometimes even higher than their physical attacks. Since magical damage is not reduced by armor, shields, defense, etc., their magical abilities have been reduced, while some monsters received a small increase in physical damage to compensate. You may notice that monsters feel slightly weaker, especially from Golem and below. This is intentional, as the game was punishing new players too heavily.
- The Fallen class received a 5% increase to its debuffs because a critical damage fix affecting debuffs impacted this class.
- The Rogue class received a 10% increase to its base damage because it was affected in more ways by the critical hit fixes, as well as the backstab/sidestab fixes. Backstab and sidestab were incorrectly triggering on debuffs and have now been fixed alongside critical hits.
## FIXES
- Fixed an issue in the critical damage calculation formula where the Lethality Sigil was applying its percentage multiplicatively instead of being added to the other bonuses (enchantment + base critical damage). Without enchantments, this would not make a difference, but with equipment enchanted with critical damage, it would start scaling incorrectly.
- Fixed a bug in the key mapping window on Desktop where it was not possible to undo a mapping. Now, after "unlocking the lock" and pressing ESC, the mapping for that input will be reset.
- Fixed a bug with the enchantment that increases Summon HP. It was not working.
- Fixed a bug with the Fallen ability "Reaper's Touch". It was not working.