September 25, 2026 1:35 PM CSTRecruit Parties Get Balanced Roles
Recruit Parties Get Balanced Roles
Every Recruit gathering at an anchor now brings a tank, a support companion, and a damage dealer chosen from their own job pools. Automatic parties in battlefields, instances, Dynamis, and capped areas start with a tank and support, then fill their open places with damage dealers.
The seven support jobs beyond White Mage can now cast Cure I–IV when an ally needs healing. Bard, Corsair, and Dancer Recruits receive a Red Mage-like MP pool for those spells. A pet cleanup fix also addresses three recent map-server crashes.
September 25, 2026 12:56 PM CSTPaladin Recruits Guard Their Party
Paladin Recruits Guard Their Party
Paladin Recruits now weigh who is under attack before choosing a Cure, save Invincible for real emergencies, and use Cover to protect a nearby ally. Cover no longer requires lining up behind that ally; the Paladin still needs to stay close.
They bring Holy Circle against undead, use Chivalry when TP can restore needed MP, and reserve Fealty for a hard fight. Protect and Shell now grow with the Paladin’s learned spells.
September 25, 2026 12:33 PM CSTMonk Recruits Fight With Better Timing
Monk Recruits Fight With Better Timing
Monk Recruits now save Boost for a useful attack or Chi Blast instead of using it whenever an enemy appears. They use Chakra and Dodge under pressure, and only take the Counterstance risk when a healthy tank has the enemy’s attention.
In tougher fights, they can use Hundred Fists, protect nearby allies with Mantra, and switch to Formless Strikes against foes that resist hand-to-hand attacks. Their existing hand-to-hand weapon skill progression remains.
September 25, 2026 12:17 PM CSTDark Knight Recruits Choose Their Battles
Dark Knight Recruits Choose Their Battles
Dark Knight Recruits now save Aspir for foes with MP and use Absorb magic and Bio where their effects will help. Stun and Weapon Bash still answer dangerous attacks, while Arcane Circle protects against arcana.
They weigh hate and HP before using Souleater, Last Resort, Diabolic Eye, or Blood Weapon. Their weapon skills follow the equipped Scythe or Great Sword.
September 25, 2026 12:02 PM CSTDragoon Recruits Fight With Their Wyverns
Dragoon Recruits Fight With Their Wyverns
Dragoon Recruits now use Jump for offense and save High Jump or Super Jump to shed unwanted attention. They protect a wounded wyvern with Spirit Link when their own HP is safe, and bring Ancient Circle against dragons.
At higher levels they use Angon against tough foes, prepare wyvern breaths with Deep Breathing, and reserve Spirit Surge for a dangerous fight. Their polearm weapon skills now grow through level 75.
September 25, 2026 11:44 AM CSTBeastmaster Recruits Use Smarter Jug Pets
Beastmaster Recruits Use Smarter Jug Pets
Beastmaster Recruits now choose a level-appropriate jug for offense, defense, or support, then keep that companion until its normal departure. Sic waits for pet TP and chooses a move that belongs to the active pet, while Reward uses virtual pet food when healing will matter.
Familiar supports hard fights; level-75 Feral Howl and Killer Instinct answer danger or a favorable pet matchup. Charm, Gauge, and Tame remain unavailable to Recruits because the current wild-pet ownership path requires a player.
September 25, 2026 11:15 AM CSTBlue Mage Recruits Gain Two Swords and Smarter Magic
Blue Mage Recruits Gain Two Swords and Smarter Magic
Blue Mage Recruits now carry a sword in each hand. They heal wounded allies with the right spell for the missing HP, protect the party with Cocoon and other Blue Magic, and use Head Butt to interrupt dangerous attacks.
In battle they mix physical and magical spells by level, MP, enemy resistance, and party needs. Chain Affinity, Burst Affinity, and Azure Lore join their server-run decisions.
September 25, 2026 10:52 AM CSTNinja Recruits Wield Two Katana
Ninja Recruits Wield Two Katana
Ninja Recruits now carry a katana in each hand. Their shadow magic takes priority when protection runs low, and they use Yonin and Provoke when they need to protect the party.
They choose Kurayami, Jubaku, Hojo, Dokumori, and elemental ninjutsu by level and what the enemy still needs, while saving Blade: Jin for a ready weapon skill.





















Moon: Pending
RSE: Pending
Ferry: Pending
Server: Checking







