
Hello, this is the Vindictus team.
Below are the list of changes available after the version update on April 22nd, 2025.
Table of Contents
[olist]
1. Character Utility Updates
Lann - Common
- Added a new status effect to Critical Break.
- If you do not get a Critical hit with a Smash attack, you gain the 'CRIT RTE Boost' status effect.
- This status effect stacks and increases your next attack's Critical value based on its stage.
- Your maximum Critical limit does not apply to the increase gained from the CRIT RTE Boost status effect.
- Once you land a Critical hit, the status effect is removed.
Effect Stack Stage | Effect | [/tr]
Stage 1 | CRIT RTE +3 | [/tr]
Stage 2 | CRIT RTE +10 | [/tr]
Stage 3 | CRIT RTE +30 | [/tr]
Stage 4 | CRIT RTE +100 | [/tr]
Developer's Notes
In the previous utility improvements, certain values from Lann's CRIT RTE Boost were changed from the previous 22% to 15%. It was a fix related to the sentiment that Lann should be able to forgo 7% of CRIT RTE. However, after the change above was applied, there were situations where the core skill 'Gliding Fury' was difficult to use, as CRIT RTE might not be applied properly in situations where your equipment was not ready yet. This new status effect is to prevent this from happening, and make it so that the Gliding Fury skill can be used more smoothly even with a lack of CRIT RTE stats. This change will have a greater effect on players who lack CRIT RTE than those who have enough, but we expect that raising the CRIT RTE stat to its maximum will still increase DPS in a meaningful way. | [/tr]
Lann - Twin Spears
- The dodge range will apply to its maximum 39 frames regardless of Spear Dash skill rank.
- Fixed an issue where you could not use Spear Dash in succession.
- Changed the amount of Stamina consumed when using Spear Dash.
Rank | Stamina Consumption on Dodge (Previous) | Stamina Consumption on Dodge (After) | Stamina Consumption on simultaneous Dodge | [/tr]
F | 15 | 16 | 23 | [/tr]
E | 15 | 15 | 22 | [/tr]
D | 14 | 14 | 21 | [/tr]
C | 13 | 13 | 20 | [/tr]
B | 12 | 12 | 19 | [/tr]
A | 11 | 11 | 18 | [/tr]
9 | 10 | 10 | 17 | [/tr]
8 | 9 | 9 | 16 | [/tr]
7 | 8 | 8 | 15 | [/tr]
6 | 7 | 7 | 14 | [/tr]
- Made improvements to when Spear Dash couldn't be used during knockback animation.
- Spear Dash can be used within a minimum of 20 - 30 frames based on the animation. (Configured the same as Lann - Twin Swords)
- For other animations that occur after being hit(e.g.,kneeling or rolling backwards), Spear Dash cannot be used until the animation ends.
- Fixed an issue where the 'Blood Pact' status effect was not applied.
- 'Blood Pack' is now applied even if only the first hit of Belclaire lands on the enemy.
Fiona - Common
- Fixed an issue where the 'Slashing High' status effect could not be obtained.
- 'Slashing High' can now be obtained even when quickly chaining into guard or dodge as your character uses Active: Shield Charge and charges.
Fiona - Long Hammer
- Shortened the time it takes to build up power to 45% when using Stigma Hammer.
- Fixed an issue where repeatedly right-clicking during the combo that chains Butterfly Swing, Stigma Hammer, and Honeybee Sting charging attacks unintentionally causes the combo to end and Honeybee Sting to activate.
- Fixed an issue where the attack range of Stigma Hammer does not change.
- The attack range of Stigma Hammer will now change based on the time spent building up power.
Stigma Hammer Charge Stage | Attack Range | [/tr]
Stage 1 | Same as before | [/tr]
Stage 2 | 8% Increase | [/tr]
Stage 3 | 16% Increase | [/tr]
Stage 4 | 33% Increase | [/tr]
- Adjusted the frames that transition to Normal Attack, Guard, and Dodge immediately after gathering maximum power and attacking when using Stigma Hammer, to the following.
Skill Name | Previous | After | [/tr]
Normal Attack | After 74 frames | After 40 frames | [/tr]
Guard | After 61 frames | After 40 frames | [/tr]
Dodge | After 74 frames | After 40 frames | [/tr]
Fiona - Longsword
- Fixed an issue when rapidly pressing the Smash Shortcut Key for an additional hit of Amaranth Kick accidentally ends the combo and activates Rose Thorns.
- Fixed the frames in which Dodge is available when using Rose Thorns from "after 55 frames" to "after 28 frames."
- Fixed an issue where Guard couldn't be used before the Rose Thorns usage animation ended, to now be available after 28 frames.
- Fixed an issue where Normal Attacks couldn't be chained smoothly when pressing the Normal Attack Shortcut Key while Ivy Sweep's final attack is in progress.
- Fixed an issue where Normal Attack couldn't be chained smoothly when pressing the Normal Attack Shortcut Key in advance while Amaranth Kick's final attack was in progress.
- Fixed an issue where Normal Attack couldn't be chained smoothly after using Ivy Sweep and Amaranth Kick.
Karok - Cestus
- The time in which Absorb Shock is applied when using Normal Attack has been adjusted to the following.
Skill Name | Previous | After | [/tr]
Normal Attack 1x | 0 - 28 Frames | 0 - 30 Frames | [/tr]
Normal Attack 2x | 0 - 20 Frames | 0 - 30 Frames | [/tr]
Normal Attack 3x | 0 - 28 Frames | 0 - 35 Frames | [/tr]
Normal Attack 4x | 0 -38 Frames | 0 - 41 Frames | [/tr]
- When a Big Bang projectile lands on a target and explodes, the radius of the explosion has been increased by approximately 50%.
- Changed the Full Force activation skill from Big Bang to Active: Hurricane.
- Made a fix so that your character does not get knocked down even after being hit by an enemy's attack between 0-71 frames when using Active: Hurricane.
- Adjusted the SP consumption of Active: Raging Volcano from 250 SP to 200 SP.
- Adjusted the SP consumption of Active: Gigantic Strength from 400 SP to 350 SP.
- Made improvements so that, when using the Big Bang skill, the launch direction is aimed toward the enemy when an enemy is within a certain angle of line of sight.
- Added an effect to the Overheat status effect that increases Active: Hurricane damage by 60%.
- Added information on Overheat to the skill description of Active: Hurricane
Kai - Bow
- Increased the SP obtained when using Normal Attacks in Shortbow state from 20 to 30.
- Fixed the effect of Deft, the status effect obtained by using Strafe Shot.
- Removed the stacking stages of the status effect, and made fixes so that the previous Stage 3 effect applies immediately upon obtaining the status effect.
- Changed the information about Deft in the Strafe Shot skill description.
- Increased the SP gained when using Twister Kick and Gale Kick while you have the Deft status effect.
Skill Name | Previous | After | [/tr]
Twister Kick | Recover 30 / 40 / 45 SP per Deft Stage | Recove 50 SP | [/tr]
Gale Kick | [/tr]
- Made a fix so that the character moves backward 70% less when the Move Forward Shortcut Key is pressed while using Magnum.
- You can briefly use the short distance you get knocked back if you press the Move Forward Shortcut Key at the time the arrow is fired.
- Otherwise, you will be pushed back the same distance as before.
- Made a fix so that your character moves backward 70% less when the Move Forward Shortcut Key is pressed at the same time Active: Ricochet Shot is fired after using Magnum.
- Otherwise, you will be pushed back the same distance as before.
- Fixed an issue where the fired arrow got lost when chaining Active: Ricochet Shot after using Magnum Stage 3 while close to a wall.
- Adjusted the frames in which the dodge hitbox takes effect when Dodge is used from 0-32 frames to 0-37 frames.
- Made a fix so that the dodge hitbox is applied for 0-31 frames when using Twister Kick.
- Adjusted the SP consumption of Active: Chain Link from the previous 250 to 0.
- Added the new status effect Chain Link CRIT RTE, through which the activation probability of Hunter's Eye is adjusted to 100% for 20 seconds when using Active: Chain Link.
- Changed the cooldown time of Active: Chain Link from 60 seconds to 120 seconds.
- Added information regarding the status effect in the Active: Chain Link skill description.
- Changed the Special Dodge Shortcut Key for Active: Dodge Grapple to the following.
- Fixed the skill preview video and status effect description according to the changes to the new shortcut key.
Previous | After | [/tr]
Use the Dodge Shortcut Key right before Dodge Grapple ends | Use the Kick Shortcut Key right before Dodge Grapple ends | [/tr]
- Made a fix so that the Chain Link skill cannot have Waking Stone: Efficient SP applied, as the skill's SP consumption has been removed.
- If your existing character's Chain Link skill currently has the "Efficient SP" Waking Stone applied, the applied Waking Stone will be changed to Efficient SP (30) and the "awakening failure" state.
- It will be changed to an "awakening failure" state to prevent the skill's max awakening info from being removed if the skill's Waking Stone info is also removed.
- Also changed to the lowest rank's Efficient SP (30) so that there is no limit for applicable ranks if you switch to a different Skill Awakening Stone in the future.
- Based on the changes above, the following rewards will be distributed via mail to players who meet the distribution criteria:
- [Distribution Criteria] If "Waking Stone: Efficient SP" is applied to the Chain Link skill during the scheduled 4/22 (Thu) maintenance
Item Name | Quantity | Tradability | [/tr]
The "Waking Stone: Efficient SP" that was applied | 1 | Bound to Character | [/tr]
Skill Awakening Assuring Erg (40%) | 2 | [/tr]|
Skill Awakening Assuring Erg (20%) | 1 | [/tr]|
Skill Awakening Delimiter Erg (60%) | 1 | [/tr]
Hurk - Teide
- Fixed the time it takes to fire all 6 shells when rapidly left-clicking after using Active: True Shot from approximately 6 seconds to approximately 3.5 seconds.
- Made improvements so that when using Reload Stance at least Rank F while all 8 rounds are loaded, all 8 rounds become Enhanced Bullets.
- Updated the Enhanced Bullet loading info in the Reload Stance skill description.
- The frames where Spinning Slash can offset enemies' attacks have been changed to the following.
Previous | Test Server | Official Server | [/tr]
0 - 20 Frames | 0 - 55 Frames | 0 - 45 Frames | [/tr]
Lynn - Battleshade
- Increased the SP gain from Normal Attacks, Petal to the Metal, and Fight and Flight.
Skill Name | Previous | After | [/tr]
Normal Attack | Gain 2 SP | Gain 8 SP | [/tr]
Normal Attack 2x | Gain 3 SP | Gain 10 SP | [/tr]
Petal the the Metal | Gain 25 SP | Gain 35 SP | [/tr]
Fight and Flight | Gain 10 SP | Gain 15 SP | [/tr]
- The attack range of Normal Attacks and Smashes below, as well as certain Active Skills, have been increased to the following.
Skill Name | Range Increase | [/tr]
Normal Attack x1 | + 50% | [/tr]
Normal Attack x2 | [/tr]|
Normal Attack x3 | [/tr]|
Normal Attack x4 | [/tr]|
Petal to the Metal | [/tr]|
Metal Blossom | [/tr]|
Additional hits of Full Tilt Canopy and Spiked Ferrule after Fight and Flight | [/tr]|
Flora Break | [/tr]|
Additional hits of Full Tilt Canopy and Spiked Ferrule after Flora Break | [/tr]|
Active: Iron Breeze | [/tr]|
Active: Sudden Gust | [/tr]|
Active: Paranormal Parasol | + 100% | [/tr]
Fight and Flight | [/tr]
- Adjusted the hit count of the Active Skills below.
- Increased the damage per hit so that the overall damage amount of the Active Skills with adjusted hit counts does not decrease.
Skill Name | Previous | After | [/tr]
Active: Paranormal Parasol | 16 | 8 | [/tr]
Active: Iron Breeze | 7 | 2 | [/tr]
- Made a fix so that your character does not get knocked down even after being attacked upon unleashing the additional hits that follow Active: Flora Break, Full Tilt Canopy, and Spiked Ferrule.
- Made a fix so that using Iron Breeze after Active: Paranormal Parasol does not consume SP.
- Using Iron Breeze by itself consumes 100 SP like before.
- Changed the information regarding SP in the Active: Paranormal Parasol skill description.
- Increased the damage of Active: Paranormal Parasol and Active: Iron Breeze by 50% compared to the previous official server. However, the first hit damage of Active: Iron Breeze has been decreased by 25%.
- Increased the damage of Active: Sudden Gust by 200% compared to the previous official server.
- Reduced the time needed for the hitbox to take effect after Active: Downpour of Death is used. ("After 70 frames" → "After 40 frames")
- Fixed the animation that rotated the character to face the opposite direction during Fight and Flight's final smash animation.
- Moves forward and deals damage while maintaining the direction that your character is facing.
- You can change the direction in which the character moves by using the directional keys while the character is rotating during the Fight and Flight animation.
- Fixed the skill preview video based on the changes to the Fight and Flight skill animation.
- Made a fix so that Full Force can be activated when hitting an enemy with Fight and Flight.
Developer's Notes
Active: Iron Breeze is a skill that can be used as a means of movement, and it consumes less SP than Active: Sudden Gust and has a shorter cooldown. When comparing the current damage of the two skills, the damage of Active: Iron Breeze was unintentionally excessive, so we made adjustments to decrease it. While making the adjustments above, we also increased the damage of Active: Sudden Gust so that there is not a significant change to the character's overall performance. | [/tr]
Arisha - Spellwhip
- Changed the frames in which the guard hitbox takes effect when using the A Battuta skill from 0-16 frames to 0-25 frames, based on the max rank.
- Fixed the chain timing from 0-15 frames (after Crescendo is used) to 0-25 frames, to allow for easier chaining of Prestissimo after Crescendo.
- Adjusted the chain timing to allow for easier chaining of A Battuta after Crescendo. ("After 25 frames" → "After 16 frames")
- Made a fix so that Mana Agrément can also be used after Prestissimo.
- Made a fix so that 10 STA is recovered after successfully attacking an enemy using the Mana Agrément skill.
- Made a fix so that 20 STA is recovered after successfully attacking an enemy using the Mana Agrément (Enhanced Attack) skill.
- Updated the Mana Agrément skill description based on these changes.
- Increased the hit range of Mana Capriccio by 33%.
- Made a fix so that Breathless Rush stacks don't decrease even after being attacked when the status effect is at 16 stacks or more.
- Made a fix so that MP is not consumed when using Accentato while Breathless Rush is at 20 stacks.
- Made a fix so that Breathless Rush gains stacks based on the number of times Active: Staccato Burst hits the enemy.
- The Breathless Rush status effect that's gained through Active: Staccato Burst can be stacked past 10, regardless of Mana Bis usage.
- Updated the Active: Staccato Burst skill description based on the changes.
- Made a fix so that stacks of Breathless Rush can still be obtained even after gaining 10 stacks from using Active: Fierce Rondo.
- Updated the information regarding stacks in the Active: Fierce Rondo skill description.
- Made a fix so that the skill Crescendo can be used immediately after the first hit of Stringendo Strike.
- Made a fix so that Crescendo cannot be chained from the third hit on. Instead, Marcato Rush can be used to chain after using Stringendo Strike.
- Crescendo can still chain during the first and second hits like before.
- Fixed the dodge periods that take effect when using Mana Agrément after successfully blocking an enemy's attack with A Battuta.
Previous | After | [/tr]
62 - 69 Frames | 0 - 39 Frames | [/tr]
- Fixed the dodge period that applies when using Receding Interlude from 0-23 frames to 0-45 frames based on max rank.
- Made improvements so that Mana Agrément can be used while also using Receding Interlude.
- The Mana Agrément that's chained while using Receding Interlude activates a Mana Agrément that's used when dodging.
- Made a fix so that the icon for the Breathless Rush status effect is displayed separately at the bottom of the boss monster's tenacity gauge.
- Fixed an issue where Breathless Rush, an important status effect for gameplay, couldn't be seen when the number of status effects applied to the character was above a certain amount.
- Now, the status effect is displayed in a separate area, and you can drag it to your preferred location.
Miri
- Slightly increased the time in which the guard hitbox takes effect upon your first and second hits of Parrying Attack.
Hitbox | Previous | After | [/tr]
First Hit's Guard Hitbox | 0 - 27 Frames | 0 - 30 Frames | [/tr]
Second Hit's Guard Hitbox | 0 - 27 Frames | 0 - 30 Frames | [/tr]
- Changed the recovery time of when the Flamebreath gauge is entirely used up from 12 seconds to 7 seconds.
- Fixed the SP consumption of Active: Ancestral Garb from 300 to 200.
- Fixed by reducing the Wyvern Magic status effect's stages from 5 to 3. Also made improvements so that getting hit won't reduce your stage.
- Made a fix so that releasing the absorbed energy from successful Parrying Attacks can be used at Wyvern Magic stage 1 instead of 3.
Wyvern Magic Stage | Previous | After | [/tr]
Stage 1 | No effect, not consumed even upon a successful Parrying Attack | Gain 10 SP | [/tr]
Stage 2 | No effect, not consumed even upon a successful Parrying Attack | Gain 35 SP | [/tr]
Stage 3 | Adds additional damage 3 times, adds 90 STA & 90 SP | Gain 15 SP | [/tr]
Stage 4 | Adds additional damage 4 times, adds 120 STA & 120 SP | [/tr] |
Stage 5 | Adds additional damage 5 times, adds 150 STA & 150 SP | [/tr] |
- Changed the Parrying Attack skill description based on the Wyvern Magic stage adjustments.
- Made the Active: Blazing Spine projectiles that fly towards enemies 3 times faster.
Kael
- Increased the max stage of the Brilliance status effect from 10 to 15.
- Added an effect that recovers 25 STA when hitting an enemy with Guardian's Blade: Counter.
- You do not recover stamina from attacks that use additional controls, only when you successfully hit an enemy with the first attack.
- Adjusted the stages of Guardian's Blade: Strike that chain after using each skill as the following.
Skill Name | Previous | After | [/tr]
Active: Resistance Unchained | Third hit | Fourth hit | [/tr]
Active: Low Flight | Third hit | Fourth hit | [/tr]
Active: Demos Uprising | Third hit | Fourth hit | [/tr]
Active: Rhythmic Radiance | Third hit | Fourth hit | [/tr]
Thunderbird Slash | Second hit | Third hit | [/tr]
Eagle Flight | Second hit | Third hit | [/tr]
Charon
- Fixed an issue where the final smash attack hit that led to Hex: Luchia would not occur when using Rune Spectrum while your ATT SPD was above a certain value.
- Adjusted the camera perspective available when determining Active: Moonlight's range, so a wider view can be seen while using it.
- Adjusted the camera location so that Active: Moonlight can be used from a field of vision that's wider than before.
- Adjusted the default aiming location when using Active: Moonlight.
- While previously adjusting the camera used when aiming, an issue was discovered where the default aiming location after the skill is cast was shifted to directly in front of the character, making it difficult to use. The location has now been restored to what it was previously.
Neamhain
- Decreased the damage of the following skills.
Skill Name | Damage Decrease | [/tr]
Blink Pike | - 10% | [/tr]
Rapid Pike | [/tr]|
Gale Slash | [/tr]|
Rapid Pierce | [/tr]|
Ascension Slash | [/tr]|
Smite the Wicked | [/tr]|
Divine Slash | - 18% | [/tr]
Divine Slash (Advent State) | [/tr]|
Heaven Impact | [/tr]
2. Game Screen
- The spring theme for the game's starting screen, Colhen, Rocheste, and Malina will end.
- Cherry blossom trees will no longer appear in the center of Colhen.
- The spring theme for the in-game event notifications will also end.
3. Misc.
- Added the Photo Studio emote to the Emote UI.
- The equipment share and transfer cooldown will reset.
- Adjusted the amount of gold obtainable by clearing the sub stories to correspond with the amount obtainable from the main story.