Regeneration, Stamina, and Combat Adjustments
This update restores the original RaiderZ regeneration timing and values after resolving the underlying stability issues.
The server had temporarily used a 2.5-second interval with regeneration values reduced by 50%. Regeneration now occurs every five seconds with the original values.
### Regeneration Values
| State | HP per tick | Energy per tick | Stamina per tick | Interval |
|---|---:|---:|---:|---|
| Out of combat | +20 | +60 | +50 | Every 5 seconds |
| In combat | +1 | +24 | +30 | Every 5 seconds |
The regeneration timer does not progress while the player is holding Block or Guard.
### Synchronization and Stamina Fixes
- Removed unnecessary communication between the client and server while preserving the messages required to keep status values synchronized.
- Fixed status bars—particularly Stamina—appearing unstable or changing unexpectedly.
- Added server-side checks to prevent duplicate or unintended stamina consumption.
- Corrected regeneration timing so that ticks occur precisely every five seconds under the intended conditions.
### Shadow Walk
Fixed an issue that allowed Shadow Walk to be used repeatedly during combat without respecting its cooldown.
### Super Armor
Applied a correction for certain skills causing Super Armor to last longer than intended.
This change remained under observation and could be adjusted based on live-server results.
### Chimera Event Changes
The following previously undocumented changes were also confirmed:
- Increased the Chimera event boss’s Defense and HP.
- Updated rewards to scale according to each player’s total damage.
- Players must deal at least **20,000 cumulative damage** to receive all available rewards.
Players who encounter unexpected Stamina or Energy behavior should submit a report with a short video when possible.