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Liberta Ultimata Alpha 1 expansion 15
Restart: Monday, September 28, 2026
Maintenance duration — 120 minutes (2 hours).
Gamma, Black & White — 10:00 (UTC+3, Kyiv/Moscow/Minsk)
Carmine — 04:00 (UTC−3, Buenos Aires/Montevideo/Brasília)
Dear friends,
The game worlds Gamma, Black, White and Carmine continue to develop, and the game itself changes along with them.
Players are already approaching level 60, which means it is time to start thinking about completing the subclass quest. To make it easier to complete and ensure you do not miss anything, we have prepared a detailed article on our Wikipedia.
Subclass leveling tip: second profession tattoos can be applied right away, without waiting until your subclass reaches level 40. This provides a noticeable stat boost even during the early stages of leveling.
For example, if +STR is suitable for your subclass, there is no reason to put off such a tattoo "until later" — apply it right away and get a solid boost throughout the entire leveling process. Make use of it.
A New Stage
In this update, the main focus is on several areas at once: new gameplay features, balance adjustments, further improvement of client performance, and development of existing functions. We continue to gradually expand the capabilities of Lu4, but at the same time we are paying more and more attention not only to what can be added, but also to how the existing mechanics feel in actual gameplay. Therefore, this patch contains many changes that make familiar systems more convenient, clearer, and more stable.
Special attention has once again been paid to game client optimization. This is another stage of extensive work on the game's performance, stability, and overall quality. Some changes are immediately noticeable, while others remain "under the hood," but overall the client has become noticeably better. We also continued working on balance and previously added features. Some decisions were adjusted based on actual gameplay and your feedback, while others were supplemented with new features.
This is another stage in the project's development. Keep trying new features, looking for weak points, and sharing your impressions — this is exactly how the game we ourselves want to see gradually takes shape.
In these patch notes, you will learn about all the major changes that will appear after the maintenance on Monday, September 28. Thank you for playing, helping us, and remaining part of Lu4.
More gifts from our Telegram bot @EGlobal_Master_Bot
We have updated the gift code system in the Telegram bot to make regular giveaways more convenient and fairer for every player. Now, instead of one shared code, each giveaway participant receives their own personal unique code.
A personal gift for everyone. You no longer need to wait for someone to bring the code to the clan chat or group — simply open the bot and claim your reward yourself.
More regular bonuses. Approximately once every 2–3 weeks new giveaways with useful gifts for your characters will appear in the bot.
Unique codes. Each player receives their own code, and each character can activate one code from each such giveaway.
The minimum activation level is 20. The gifts are intended for characters who are actually being played, so rewards will not be spent on temporary level 1 characters.
Add the bot in advance and keep it handy — this way you will not miss the next giveaway, and free gifts will come directly to you rather than being accidentally discovered several days later in the clan chat. In addition, the bot is useful for more than just gifts: it contains up-to-date information about the game, important notifications, links, and other useful things, so it is worth checking even between giveaways.
Daily Fatigue limits for the period from September 28 to October 4
More about the Fatigue. system. The article contains detailed weekly limits for the new servers.
Gamma
Fatigue has been abolished. All characters can level up to level 75 and 100% experience.
Black White Carmine
16 000 000 per day.
4 000 000 per day.
Total: 20 000 000 per day.
Period
Total
21.09–27.09
12 800 000
3 200 000
16 000 000
28.09–04.10
16 000 000
4 000 000
20 000 000
05.10–11.10
19 200 000
4 800 000
24 000 000
12.10–18.10
22 000 000
5 500 000
27 500 000
19.10–25.10
24 000 000
6 000 000
30 000 000
26.10–01.11
27 200 000
6 800 000
34 000 000
Game Client
In the previous update, we added several new systems and tools at once. Now that you have had time to try them in actual gameplay, and we have gathered the first results and your feedback, it is time for refinements, improvements, and fixes. We carefully monitored how the new features work in practice. In some cases everything worked exactly as intended, while in others it became clear that the mechanics lacked convenience, clarity, or additional polish. Therefore, a significant part of this update is devoted specifically to this: we fixed numerous problems, improved interfaces, and made a large number of small but important changes.
Keep trying, experimenting, and sharing your impressions. Your reports and suggestions help us move these systems forward. And yes — if you particularly liked something after the changes, you can write about that too.
Optimization
In this update, we carried out another large-scale iteration of game client optimization. The work covered performance, stability, load handling, and numerous internal processes that directly affect how the game feels under real-world conditions. And there are results. The client has become noticeably better, more stable, and more efficient, and there are fewer problematic scenarios. We are consistently moving in this direction from update to update and do not intend to stop at what has been achieved.
Optimization is not one big fix or a task that can be completed with a single patch. It is ongoing work: we identify weak points, analyze actual gameplay situations, fix the causes of problems, and then test the result under load again. With each stage, the client gets better — and subsequent iterations will continue this process.
Your feedback helps us greatly here. If you encounter FPS drops, freezes, instability, long loading times, unusual client behavior, or any other problems — be sure to keep sending reports. The more detailed the description of the problem, the more useful such a report is. Specify where and when it occurred, what was happening around you, under what conditions you noticed it, and whether the situation can be reproduced. Even details that seem insignificant can help us find the specific cause faster.
You can see the result of this work, and we are confident in the chosen direction and will continue improving the client.
Optimization Settings
A new Character Optimization system has been added to help improve FPS and make the game more stable during large-scale battles, sieges, and other situations with many characters on the screen.
It works on a simple principle: the farther a character is from you and the farther the camera is zoomed out, the fewer resources the client spends on rendering that character. Nearby characters retain higher visual quality, while distant ones may be displayed with slightly less detail — significantly reducing the load on the client precisely where it matters most.
Depending on the selected optimization level, the system can reduce the update frequency of animations and visual effects, simplify the rendering of equipment, weapons, materials, textures, and other elements. The more aggressive the selected mode, the more priority is given to performance.
A separate part of the system is ATOS — character animation optimization. It reduces the animation update frequency for characters farther away from you, allowing the client to spend fewer resources rendering them in large-scale scenes. With stronger optimization, the movements of distant characters may appear less smooth.
Off — optimization is disabled.
Performance — maximum FPS priority; animations and some distant visual elements are updated less frequently.
Balanced — a balance between performance and visual quality.
Quality — a lower degree of optimization and smoother rendering.
Best Quality — the smallest reduction in visual quality among the enabled modes, but also a smaller performance boost.
The main purpose of the system is to avoid spending computer resources on maximum detail for objects that are far away from the player and difficult to distinguish anyway. During regular gameplay, the difference is minimal, while in large-scale PvP and sieges it can provide additional FPS and more stable client performance.
Damage Text
Battle Text — the logic for displaying combat information has been significantly refined. Skill cards have become more informative and predictable, the display of SUCCESS/RESIST results, healing, Blow skills, and AoE attacks has been improved, and several visual errors have also been fixed.
The logic for displaying skill cards has been reworked. The system now takes into account the type of skill being used — attack, debuff, buff, healing, summon, teleport, and other categories — and correctly selects where to display the card accordingly.
Self-buffs, auras, Rhythms, Dances, creature summons, teleports, and clan skills are displayed above the character when used.
Buffs, Cleanse, healing, and MP restoration applied to another character are displayed directly above the corresponding target.
For debuffs the card is displayed together with the actual application result: SUCCESS on successful application and RESIST when the target resists.
For skills that do not involve a success check, the unnecessary SUCCESS/RESIST labels are no longer displayed.
Improved display of Rush, Assault, Charge, Shadow Step, Blazing Boost and other rushes — the skill card appears above the target immediately when used, without unnecessary numbers and SUCCESS / RESIST.
Battle Roar, Battle Cry and Body of Avatar are correctly displayed as buffs above the character, while HP restoration is still shown separately.
Refined the display of Aggression and AoE Aggro skills: targeted skills are displayed above the target, while AoE skills, such as Provoke and Hate Aura, — above the character using them.
For AoE attacks the main skill card is now displayed only once — above the character or the primary target, depending on the skill's mechanics. Only the corresponding numbers and results are displayed on the other affected enemies.
The display of attacks that simultaneously deal damage and apply a debuff has been refined. Damage, result, name, and icon are combined into one clear card instead of several separate elements.
Reworked the display of Blow skills, including Backstab, Deadly Blow, Blinding Blow and Lethal Blow. The card is displayed above the target, a miss is correctly marked as EVADED, and Half-Kill is shown instead of the damage value.
After using Blow skills, subsequent regular attacks are once again displayed as regular damage — the previous skill's icon no longer “sticks” to auto-attacks, and a false EVADED no longer appears several seconds later.
Improved the display of healing: one use of a skill creates one card showing the amount of HP restored. This also fixes duplicate cards for AoE healing.
Healing is now displayed even when used on a character with full HP — the restoration value may be absent, but the use of the skill itself remains visible.
Convenient abbreviations have been added for names that are too long. For example, Poison Blade Dance → PBD, and Surrender to Earth → STE. This keeps the card compact and readable in intense combat.
Improved Battle Text scaling when changing FoV and camera position. Text size remains stable and readable even when the camera is zoomed out as far as possible.
Improved text clarity during rapid camera movement and rotation, including when using frame generation.
The overall Battle Text layout has been refined: spacing between elements, the height at which cards and numbers appear, and the placement of EXP/SP, loot, evades, and blocks have been brought into a unified system. In mass combat, elements overlap each other much less frequently.
Fixed situations where the previous skill's icon could incorrectly appear next to subsequent regular attacks after Blow, debuffs, or rushes.
Fixed the incorrect appearance of unrelated cards over resource restoration ticks.
Fixed several internal Battle Text errors that occurred after character death and re-entering the game.
As a result, Battle Text has become noticeably more stable and informative: the system more accurately understands what event occurred, who needs to see it, and exactly where the corresponding information should appear.
Buff Display
Fixed several issues with party buff and debuff display settings
The states Buffs/Rhythms/Debuffs/Hide now switch and display correctly, while selected special effects remain visible regardless of the current display mode.
Fixed the display of Show Special Buffs — selected effects are correctly moved to a separate row, immediately respond to setting changes, and are saved after re-entering the game.
Fixed the operation of the effect expiration animation: selected intervals and visual states are now applied correctly. The display of related settings when animation is disabled has also been refined.
Fixed the operation of the Toggle Buffs/Debuffs window: scrolling the list with the mouse wheel has been added, and the OK button now applies the changes and closes the window.
Fixed the position of the additional row of selected effects — it no longer changes position depending on the number of other effects and does not overlap the next party member's buffs in Minimize.
mode. Fixed an error that could cause applying settings to visually change the remaining duration of already applied effects.
Skill Description
Skill tooltips now display the target limit. The description now shows the maximum number of enemies or allies that can be affected by the skill.
Targeted skills use the 1+N format: 1 is the primary selected target, while N is the maximum number of additional targets that can be affected by the skill.
For example, 1+12 means that the skill will affect the primary target and can additionally affect up to 12 other targets. This means the maximum total coverage is 13 targets, although the actual number may be lower.
For non-targeted AoE skills, the total maximum number of targets is displayed, while skills without a target limit are marked as No Limit.
There is now no need to test limits in practice or look for them separately — all important information is displayed directly in the skill description.
Sound
A new option has appeared in the Audio settings — Sound in Background. When enabled, game audio will continue to play even after minimizing the client or switching to another window.
Action Cards
Shop Gamma Black White Carmine
In the previous update, we added many new custom animations — dances, gestures, taunts, and other visual elements. In this patch, we continued refining them and made a large number of adjustments, improvements, and visual polish.
The animations now look neater, smoother, and more beautiful, and certain aspects were adjusted to account for how they behave on different races and character models.
Work on this system continues, so be sure to send feedback and reports if you notice oddities or aspects that could be improved. Such feedback truly helps us bring new animations to a higher-quality state more quickly.
Mail
A separate display for rare items has been added to mail shipments — they are now easier to notice and distinguish among other attachments.
VFX
Armor Crush — the skill's visual effect has been updated
And this is far from the only effect that received changes. Along with this update, we reworked other skills as well.
You will be able to review all the changes as early as Monday after the maintenance is completed.
Radar
The in-game radar has been updated — it now uses the latest high-resolution map, making the image noticeably sharper, cleaner, and more visually appealing.
Other Changes
Fixed key handling when using a non-English keyboard layout. Now, when a key is pressed, its position in the English layout is used regardless of the selected language. For example, the ~ key is correctly identified as ~. The fix also affects problematic symbol keys ?, >, <, ", :, }, { and applies when typing in chat, using macros and assigning keys for skills.
The operation of the skill window has been significantly optimized — the skill list now updates faster when learning skills and changing subclasses. As a result, the window now works noticeably faster and more smoothly, without prolonged freezes. Its functionality has not changed — it became faster, not worse.
Additionally, an error in the Learn Skill tab was fixed, due to which, after changing subclasses while the window was closed, it could display the skill list from the previous class. Now the list always corresponds to the current subclass.
Fixed saving of party buff and debuff display settings — selected parameters are no longer reset when the party leader changes and are saved after re-entering the game.
Gameplay and Content
Players are already approaching level 60, which means it is time to start thinking about completing the subclass quest. To make it easier to complete and ensure you do not miss anything, we have prepared a detailed article on our Wikipedia.
Subclass leveling tip: second profession tattoos can be applied right away, without waiting until your subclass reaches level 40. This provides a noticeable stat boost even during the early stages of leveling.
For example, if +STR is suitable for your subclass, there is no reason to put off such a tattoo "until later" — apply it right away and get a solid boost throughout the entire leveling process. Make use of it.
Skills and Mechanics
Life Stone
The magic level of offensive skills:
Gamma — unchanged, 75
Black, White & Carmine — increased to 60
Skill power has been increased proportionally
We remind you that buffs (passive, active, and chance-based) have a maximum effect level
We remind you that it is possible to install and remove SA in weapons using Life Stone.
More about the Life Stone (LS) system in our Wikipedia
Time Lapse
The skill's cooldown is no longer fixed — it is now affected by passive skills, buffs, and other effects that reduce skill cooldown time, such as Rhythm of Clarity.
At the same time, the base cooldown has been revised depending on level:
Lvl. 1: 30 > 20 sec.
Lvl. 2: 25 > 18 sec.
Lvl. 3: 20 > 16 sec.
Lvl. 4: 15 > 14 sec.
Lvl. 5: 10 > 12 sec.
The change is related to the fact that the skill was created during a period when most debuffs had a significantly longer duration. Reducing an effect, for example, from 120 to 60 seconds provided significantly greater value than reducing modern debuffs from a nominal 30 to 15 seconds. Therefore, the cooldown mechanics were updated for the game's current realities.
Level 5 is worth noting separately: the base cooldown has been increased from 10 to 12 seconds, but it is no longer fixed. Thanks to Quick Recycle for Elven Elder, the actual cooldown is already about 9.6 seconds, and it can also be reduced further by effects that affect skill cooldown.
Toggle skills (auras)
Guard Stance (Temple Knight, Shillien Knight)
The MP cost of maintaining the skill has been significantly reduced: from 2 to 1.2 MP per tick / once every 5 ticks. The skill has become 40% cheaper in terms of MP consumption.
A bonus to M. Def. has been added, and the bonus values for P. Def. have been adjusted.
P. Def. depending on skill level: +120/+160/+210/+270.
M. Def. depending on skill level: +90/+120/+160 /+210.
Shield Defence Rate +50% at all skill levels.
The skill description in the client has been improved and supplemented with up-to-date information.
Shield Fortress (Paladin, Dark Avenger, Temple Knight, Shillien Knight)
The MP cost of maintaining the skill has been reduced from 0.5 to 0.4 MP per tick/once every 5 ticks. The skill has become 20% cheaper in terms of MP consumption.
Shield Defence Power depending on skill level: +420/+450/+480/+510/+540/+570.
Shield Defence Power values have been slightly adjusted and rounded: at early levels the bonus became slightly lower, while at later levels it became slightly higher.
The skill description in the client has been improved and supplemented with up-to-date information.
Accuracy
The MP cost of maintaining the skill has been reduced from 0.4 to 0.2 MP per tick/once every 5 ticks. The skill has become 50% cheaper in terms of MP consumption.
Skill bonus: Accuracy +3.
Polearm Accuracy
The MP cost of maintaining the skill has been reduced from 0.5 to 0.4 MP per tick/once every 5 ticks. The skill has become 20% cheaper in terms of MP consumption.
When using a spear, the skill increases Accuracy by +2/+3/+4 depending on skill level.
Vicious Stance
The MP cost of maintaining the skill has been reduced from 0.5 to 0.4 MP per tick/once every 5 ticks. The skill has become 20% cheaper in terms of MP consumption.
Increases P. Crit. Damage (for blow skills) from +35 to +610 depending on skill level.
Final Fortress
The skill has been reworked: it now has 1 level and is learned at character level 40.
When using Heavy Armor the skill gradually increases both P. Def. and M. Def. depending on the character's remaining HP.
The less HP the character has left, the stronger the defensive bonus becomes:
HP below 80% — P. Def. +5%, M. Def. +5%.
HP below 60% — P. Def. +8%, M. Def. +8%.
HP below 40% — P. Def. +12%, M. Def. +12%.
HP below 20% — P. Def. +20%, M. Def. +20%.
Mass Counter Critical
A new Prophet class skill available at levels 58, 66, and 74.
It is the group version of Counter Critical and applies a similar effect at once to all party members.
MP cost for Counter Critical 36/48/60 depending on the skill level.
MP cost for Mass Counter Critical 108/144/180 depending on the skill level.
The trigger effect Counter Critical has now received its own separate icon.
Soul Cry
The bonus values have been rounded and slightly increased at the early and middle skill levels. The increase to P. Atk. is now: +5/+15/+35/+70/+100/+150/+210/+260/+320/+400 depending on the level.
The skill description in the client has been clarified and expanded.
Soul Cry is one of the few Toggle skills with fixed MP consumption, which does not depend on the character's level.
At the maximum level, the skill consumes 5 MP approximately once every 3 seconds.
Overlord
The descriptions of various active Overlord skills have been improved and standardized — periodic effects are now described in a more player-friendly format, indicating the actual HP loss and activation interval.
For Burning Chop, the scaling of Burning damage between skill levels has also been adjusted. Instead of sudden jumps, the value now increases gradually and proportionally with each level.
The descriptions of the following skills have been improved and clarified:
Seal of Poison.
Seal of Chaos.
Seal of Slow.
Seal of Winter.
Seal of Binding.
Seal of Silence.
Seal of Scourge.
Seal of Suspension.
Heart of Paagrio.
Chant of Life.
Greater Heal.
Greater Group Heal.
Victory of Paagrio.
Emblem of Paagrio.
Rage of Paagrio.
Fist of Paagrio.
Flames of Invincibility.
In the descriptions of periodic effects, internal server values expressed in "ticks" have been replaced with much clearer information showing how much HP the target loses or recovers and how often the effect triggers.
Heart of Paagrio
When learned, the skill now replaces the level 4 Chant of Life obtained with the first profession.
Shadow of Death
Shadow of Death — Breath of Death (Necromancer)
Now the effect Shadow of Death accumulates directly on the Necromancer when using Death Spike and does not depend on the selected target.
Every 5th Death Spike activates the effect Breath of Death on the target.
Breath of Death deals additional AoE damage to the primary target of Death Spike and the enemies surrounding it.
Targets can be freely changed between uses of Death Spike — the accumulated progress of Shadow of Death is preserved.
Breath of Death — the operating logic of the toggle skill has been adjusted
By default, the AoE effect is active
When enabling Breath of Death the AoE effect, conversely, is disabled
Thus, the skill must now be enabled, if you want the Necromancer to stop dealing additional AoE damage.
Cubics
The duration of debuffs from Phantom Cubic has been reduced from 120 to 30 seconds — in line with other debuffs in the game
Cubic Weakness
Cubic Hex
Cubic Shackle
Summon Viper Cubic (Shillien Knight)
The Cubic now checks whether it can trigger more often — every 8 seconds instead of 10.
The frequency of using Gloom has been significantly increased — the Cubic will use this effect approximately 2 times more often.
At the same time, the average frequency of using Poison remained unchanged.
The internal triggering logic of Attractive Cubic and Phantom Cubic. The mechanics now work more correctly from a technical standpoint.
Viper Cubic (Shillien Knight), Phantom Cubic (Shillien Knight, Phantom Summoner) and Attractive Cubic (Temple Knight)
Fixed an issue that could cause Cubics to stop using their skills correctly on targets over time during active play.
Cubics should now perform their functions consistently throughout all 60 minutes of the summon — even during highly active play, frequent target changes, and prolonged battles.
Bards
Counter Rhythm
Fixed the triggering of Counter Rhythm when using Assault — using the skill now has a 25% chance to activate Counter Rhythm.
Current activation methods for Counter Rhythm for Swordsinger and Bladedancer
Normal attack — 5%
Assault — 25%
Deadly Strike — 25%
Aggression — 25%
Arrest — 25%
Additional activation methods for Swordsinger
Sword Symphony — 25%
Psycho Symphony — 25%
Additional activation methods for Bladedancer
Poison Blade Dance — 25%
Demonic Blade Dance — 25%
Resistances
Magmatic Rhythm
The skill now increases resistance to Fire and Earth.
Resistance to Fire and Earth: +10%/+15%/+20% depending on the skill level.
Cyclonic Rhythm
The skill now increases resistance to Water and Wind.
Resistance to Water and Wind: +10%/+15%/+20% depending on the skill level.
Thus, starting at level 60, Bards have access to three defensive Rhythms, only one of which can be used at a time. Each Rhythm covers its own pair of elements, so the choice now directly depends on the situation and opponents:
Divine Rhythm — Resistance to Holy and Dark: +10%/+15%/+20%.
Cyclonic Rhythm — Resistance to Water and Wind: +10%/+15%/+20%.
Magmatic Rhythm — Resistance to Fire and Earth: +10%/+15%/+20%.
The change makes the choice of defensive Rhythm more deliberate and at the same time slightly increases the value of protection against Fire and Earth against the corresponding schools of magic.
Sonic Slash
The skill Triple Slash has been renamed to Sonic Slash.
The skill now works only when using Dual Swords and can no longer be used with Dual Blunts.
The post-effect has been strengthened: now for 5 seconds it reduces Resistance to Dual Swords by 15% instead of 12%. Resistance to Dual Blunts is no longer reduced.
The skill's base power has been slightly reduced at all levels, but now Sonic Slash uses the Energy Attack mechanic and is significantly enhanced by accumulated Charges.
Thus, the choice of weapon becomes more distinct:
With Dual Swords the Gladiator gets Sonic Slash with additional enhancement from Charges and a guaranteed effect of Resistance to Dual Swords -15%.
With Dual Blunts the main tools remain Fatal Strike with high damage and Hammer Crush with its Stun effect.
Mortal Strike
The duration of this self-buff has been increased from 2 to 20 minutes.
Other changes
Immortality — fixed an issue where, in some cases, the character had more HP remaining than required to activate Frenzy, Guts or Zealot.
The descriptions of another 64 skills and skill levels have been improved and made more specific — their characteristics and operating features are now displayed more clearly directly in the client.
Party Return and similar skills now consume Spirit Ore when used:
Party Return level 1, as well as Party Recall: Clan Hall, Party Recall: Fortress and Party Recall: Castle — 12 Spirit Ore.
Party Return level 2 — 30 Spirit Ore.
Buff Descriptions
The descriptions of combined buffs have been standardized and improved — they are now presented in a consistent and more understandable format.
The description now displays the actual effect bonuses first, followed by a separate Combines section indicating which standard buffs it combines.
For example, the description of Condition of Paagrio now consistently displays Max HP +12% and Max MP +12%, followed by a note that the skill combines the effects of Bless the Body and Bless the Soul.
The descriptions of the following combined buffs have been updated:
Improved Combat
Improved Magic
Improved Condition
Improved Critical Attack
Improved Shield Defence
Improved Movement
Improved Rampage
Chant of Combat
Chant of Critical Attack
Chant of Blood Awakening
Chant of Movement
Chant of Condition
Chant of Magic
Combat of Paagrio
Critical of Paagrio
Condition of Paagrio
Movement of Paagrio
Rampage of Paagrio
Magic of Paagrio
Mass Improved Combat
Mass Improved Condition
Mass Improved Critical Attack
Mass Improved Rampage
Mass Improved Magic
Mass Improved Shield Defence
Mass Improved Movement
Clan
In this update, Castles and Clan Halls have received a major set of improvements. We have reworked the interaction interface, reduced the number of unnecessary clicks, expanded shop assortments, updated buffs and teleports, added more convenient access to the clan warehouse, and made important information more visible directly in the initial window.
As a result, managing your holding has become faster, clearer, and more useful in everyday gameplay. A Castle or Clan Hall is now more than just a holding — it is a fully functional clan base where you can conveniently prepare for PvE and PvP, stock up on consumables, get buffs, travel around the world, and manage clan resources.
Clan Hall
Castle
The Clan Hall and Castle functionality settings have also been simplified: unnecessary upgrade options have been removed, while the most useful levels have been retained for the core features. It is now easier to understand exactly what is activated and how much each feature costs to maintain.
HP Recovery — increases HP recovery within the holding to 300%.
MP Recovery — increases MP recovery to 50%.
EXP Recovery — increases the recovery of lost EXP to 50%.
Teleport — grants access to the holding's teleportation system.
Assist Magic — grants access to the holding's buffs.
General Items — grants access to an expanded item shop; available for Clan Halls.
Clan Hall
Castle
HP Recovery — 300%
80 000 Adena
HP Recovery — 300%
80 000 Adena
MP Recovery — 50%
750 000 Adena
MP Recovery — 50%
1 200 000 Adena
EXP Recovery — 50%
1 000 000 Adena
EXP Recovery — 50%
1 500 000 Adena
Teleport
500 000 Adena
Teleport
500 000 Adena
Assist Magic
1 000 000 Adena
Assist Magic
1 500 000 Adena
General Items
500 000 Adena
Shop
The shop assortment has been expanded — the new holdings received the same system already used in Partisan Hideaway and Castles.
By default, the NPC offers Clan Shield and Scroll of Escape: Clan Hall with a markup 20%.
At level 1 of Clan Hall development, the markup is reduced to 10%, and the assortment gains Blessed Scroll of Escape: Clan Hall costing 110 000 Adena.
At level 2 the markup disappears completely: Clan Shield, Scroll of Escape, and Blessed Scroll of Escape are sold at base cost.
The main practical advantage of such a shop is constant access to Blessed Scroll of Escape: Clan Hall. At maximum holding development, they can be purchased for 100 000 Adena.
With the shop fully upgraded, owners of the Clan Hall have access to:
Pledge Shield — 9 900 Adena
Scroll of Escape: Clan Hall — 450 Adena
Blessed Scroll of Escape: Clan Hall — 100 000 Adena
In Castle shops, at maximum upgrade, the following are available:
Shield of Castle Pledge — 9 900 Adena
Circlet of Castle — 500 000 Adena
Scroll of Escape: Castle — 450 Adena
Blessed Scroll of Escape: Castle — 100 000 Adena
In addition to special holding items, the assortment of Clan Hall and Castle shops has been expanded with the most sought-after basic consumables. It is no longer necessary to return separately to the city for them — basic supplies can be replenished directly in your holding.
Beast Soulshot — 16 Adena
Blessed Beast Spiritshot — 80 Adena
Healing Potion — 396 Adena
Scroll of Escape — 480 Adena (only in Clan Hall)
Scroll of Resurrection — 2 400 Adena
Spirit Ore — 480 Adena
Soul Ore — 300 Adena
Energy Stone — 120 Adena
Phoenix Blood — 24 000 Adena
Einhasad's Holy Water — 7 200 Adena
Summoning Crystal — 42 000 Adena
Battle Symbol — 24 000 Adena
Magic Symbol — 24 000 Adena
Scroll: Recovery (Grade D) — 5 760 Adena
Scroll: Recovery (Grade C) — 16 800 Adena
Scroll: Recovery (Grade B) — 33 600 Adena
Scroll: Recovery (Grade A) — 57 600 Adena
Recovery Scroll for Combat Use — 3 600 Adena
Charm of Courage (C-Grade) — 6 000 Adena
Charm of Courage (B-Grade) — 12 000 Adena
Charm of Courage (A-Grade) — 24 000 Adena
Elixir of HP (D-Grade) — 5 175 Adena
Elixir of HP (C-Grade) — 10 800 Adena
Elixir of HP (B-Grade) — 15 000 Adena
Elixir of HP (A-Grade) — 18 750 Adena
Elixir of MP (D-Grade) — 5 100 Adena
Elixir of MP (C-Grade) — 13 050 Adena
Elixir of MP (B-Grade) — 17 400 Adena
Elixir of MP (A-Grade)— 21 600 Adena
Elixir of CP (D-Grade) — 2 100 Adena
Elixir of CP (C-Grade) — 4 500 Adena
Elixir of CP (B-Grade) — 6 000 Adena
Elixir of CP (A-Grade) — 7 500 Adena
Thus, a developed Clan Hall or Castle becomes an even more convenient supply point: basic consumables, skill resources, and items for preparing for PvP can be purchased directly inside the holding.
In the future, we also plan to expand the value of owning Clan Halls and Castles. One of the options under consideration is a separate shop for Proof of Loyalty, where the clan leader will be able to purchase useful items.
Siegeable Clan Halls
The system of siegeable Clan Halls is becoming noticeably larger in scale: instead of one property, clans will now be able to compete for 3 full-fledged clan holdings.
Bandit Stronghold
Devastated Castle
Partisan Hideaway
This is another full-fledged point of clan competition: a separate siege, its own holding, useful opportunities for the winners, and another reason to gather as a group for more than just Castles.
Sieges of all three Clan Halls will take place simultaneously on Thursdays at 20:00, once every 2 weeks, during the corresponding siege week.
Gamma, Black, White and Carmine — the first shared siege will take place on October 1 at 20:00.
For Gamma this is a special exception so that the new content appears simultaneously with the new servers. The next Clan Hall siege will take place on October 8 at 20:00, after which it will continue according to the standard two-week schedule: October 22 and so on.
For Black, White and Carmine the next siege will take place on October 15 at 20:00, after which it will also take place once every two weeks.
Partisan Hideaway and Devastated Castle have a siege duration of 60 minutes. At Bandit Stronghold its own unique mechanic for conducting the siege and determining the owner is used.
A detailed description of the capture mechanics for each Clan Hall can be found in our Wikipedia. You can separately review the mechanics of Bandit Stronghold possible in the corresponding section of the article.
Along with the appearance of new Clan Halls, we are also reviewing their practical value. Owning such a property should mean not only a beautiful label on the map, but also provide the clan with real conveniences and additional opportunities.
In Clan Halls and Castles the set of available buffs and bonuses has been updated, while Bandit Stronghold and Devastated Castle will receive their own unique teleportation destinations.
And this is only the first stage. In the future, we want to make owning a siegeable Clan Hall even more interesting and add more reasons to truly live in your clan house, rather than remember it only once every two weeks.
Among the ideas under consideration are additional clan activities, local bosses, rewards for participants, and temporary PvE content for Clan Hall owners. Such mechanics should become a pleasant bonus for an active clan and add value to ownership itself, without becoming a mandatory source of advantage for the largest alliances and additional groups.
As a result, siegeable Clan Halls are gradually transforming from niche content into another full-fledged area of clan gameplay: with competition for ownership, useful bonuses, and further development of the system.
Teleports
In all Clan Halls have been added free teleports to the main cities and gathering points. Now it is easier for Clan Hall owners to move quickly between key regions of the world directly from their clan home.
Available free destinations:
Gludin.
Gludio.
Dion.
Giran.
Oren.
Heine.
Aden.
Floran Village.
Hunter's Village.
Ivory Tower.
Giran Harbor.
Thus, the Clan Hall becomes not only a place for obtaining bonuses, but also a convenient transportation point for the entire clan.
Castles
The initial dialog window in Castles has been updated — the main sections are now easier to access, and reaching buffs, items, and teleports now requires fewer clicks.
The teleport system has been improved for Gludio, Dion, Giran, Oren, and Heine Castles: the list is now easier to navigate, and some standard destinations offered by city Gatekeepers are now available directly from the Castle.
For example, you can now travel from Dion Castle to Cruma Tower, and from Giran Castle to Lair of Antharas. Existing arrival points are used — we have simply added quick access to them from the corresponding Castles.
Additionally, the main city and transportation destinations have been added to the end of the list: Gludin, Gludio, Dion, Giran, Oren, Heine, Aden, Floran Village, Hunter's Village, Ivory Tower, and Giran Harbor. They have been placed at the bottom specifically so they do not interfere with quickly finding familiar PvE destinations such as Cruma Tower, Lair of Antharas, Garden of Eva, and others.
Unnecessary duplicate destinations have also been removed — for example, the duplicate teleport to Ivory Tower from Oren. As a result, the list is now noticeably cleaner and more convenient for everyday use.
Residential Shock Immunity
All members of the clan that owns a Castle now automatically receive the active skill Residential Shock Immunity
Purchasing and using a special circlet to obtain the skill is no longer required. You can freely choose headgear according to your taste
Residential Shock Immunity increases protection against Stun by 80%. Duration— 7 seconds, fixed cooldown— 10 minutes
The skill Residential Shock Immunity, which clan members automatically receive for owning a Castle, does not work in the Olympiad. To use Residential Shock Immunity in Olympiad battles, as before, you must have Castle Circlet.
Thus, every member of a clan that owns one of the available Castles— Gludio, Dion, Giran, Oren or Innadril —receives two clan benefits at once:
Banner of Victory —passive skill: Max CP +10%, Max MP +5%, Incoming Heal Power +5%, as well as Resistance to Stun, Hold and Sleep +5%
Residential Shock Immunity —active skill: Resistance to Stun +80% for 7 seconds with a fixed cooldown of 10 minutes
The next sieges Gamma will take place on Sunday, September 27, 2026, at 18:00. The next sieges Black White Carmine will take place after the update—on Sunday, October 4 at 18:00.
Guards have been strengthened during the sieges of Gludio, Dion, Giran, Oren, and Innadril — their level, Max HP, P. Def., M. Def., P. Atk., and M. Atk. have been increased by approximately 20–40%.
Buffs in residences
The range and power of buffs that can be obtained in Clan Halls and Castles have been improved
Clan Hall
Partisan Hideaway
Bandit Stronghold
Devastated Castle
Castles
Gludio
Dion
Giran
Oren
Innadril
List of effects
Effect
Bonus
Bless the Body
Max HP
Increased to +25% (+5%)
Bless the Soul
Max MP
Increased to +25% (+5%)
Wind Walk
Speed
Increased to +33 (+7)
Berserker Spirit
Effect enhanced
P. Atk. +6%
M. Atk. +12%
Atk. Spd. +6%
Cast. Spd. +6%
Speed +6
P. Def. -6%
M. Def. -12%
Evasion -2
Shield
P. Def. +12%
Magic Barrier
M. Def.
Increased to +24% (+4%)
Acumen
Cast. Spd.
Increased to +30% (+5%)
Empower
M. Atk.
Increased to +60% (+10%)
Haste
Atk. Spd.
Increased to +33% (+13%)
Might
P. Atk. +12%
Focus
P. Crit. Rate
Increased to +24% (+4%)
Death Whisper
P. Crit. Damage
Increased to +25% (+10%)
Guidance
Accuracy +2
Vampiric Rage
Vampiric +7%
Mental Shield
Resistance to Hold +20%
Resistance to Sleep +25%
Resistance to Mental Attacks +25%
Stun Resistance (new)
Stun Resistance +15%
Concentration
Magic Cancel Damage -25%
Blessed Shield
Shield Defence Rate
Increased to +15% (+5%)
Decrease Weight
Weight Limit +3000
Epic Bosses
Schedule of upcoming events
Attention! The time is specified according to the server time zone.
Black & White — UTC+3
Carmine — UTC−3
Black White Carmine
Gamma
Queen Ant — September 28, 2026, 21:00
Orfen — September 30, 2026, 21:00
Core — October 7, 2026, 21:00
Queen Ant — September 28, 2026, 21:00
Orfen — September 30, 2026, 21:00
Core — October 7, 2026, 21:00
Boss Parameters
Black White Carmine:
Queen Ant Orfen
Boss and guard level—60
Parameters adjusted
Core
Boss and guard level—62
Parameters adjusted
Gamma
Queen Ant Orfen Core
Boss and guard level—75
Parameters adjusted, survivability increased
Rewards
Black White Carmine:
—Jewelry corresponding to the boss
—one book of each Will type
—random Top C-grade weapon
— random Low B-grade weapon
— random Top B-grade weapon
—random pieces of High or Top C-grade armor
—random pieces of Low B-grade armor
—random pieces of Top B-grade armor
—various C-grade and B-grade jewelry
Ancient Book: Divine Inspiration (Manuscript) 23rd buff slot —3-5 books
Ancient Book: Divine Inspiration (Original Version) 24th buff slot —2-3 books
Raid Bosses
The pool of rare rewards from raid bosses has been adjusted: Wills can no longer drop from Bosses Top-C. They now appear starting from the Low-B pool and above.
Removed from the rewards of Bosses in the Top-C pool: Fighter Will, Archer Will and Magician's Will.
The change affects Necrosentinel Royal Guard, King Tarlk, Orfen's Handmaiden, Ketra Commander Atis and Mirror of Oblivion.
The availability of such a reward created an additional incentive to systematically control low-level bosses by groups for whom this content has long ceased to be relevant.
We want the Top-C Raid Bosses to remain primarily content for players at the corresponding stage of progression—those who come for equipment, parts, and simply want to try their hand at hunting Bosses. It is more logical to obtain rarer and more valuable rewards such as Wills at the next stage of progression, starting with Low-B.
If you enjoy hunting low-level Raid Bosses with your group for additional income for progression, this remains a normal gameplay situation. But we will continue to monitor situations where such content is massively and systematically monopolized for the further resale of resources, because first and foremost this takes gameplay content away from other players.
Other Changes
In-game Market and Trading
For all standard Gatekeepers —in cities, starting villages, and other available locations—a teleport destination to Giran.
Teleportation to Giran is now free at any character level.
The destination to Giran has been moved to first place in the teleportation list.
Giran —is effectively the server's main trading city: it is a large city with a full-fledged marketplace, where most players are accustomed to selling, buying, and searching for the necessary goods.
At the start of the server Gludio and Dion really were more convenient—most characters were nearby, and trade naturally concentrated there. But now that players have leveled up and spread out across different regions of the world, Giran is becoming a much more logical common gathering point.
That is why we are making the route to Giran as simple as possible: teleportation is free at any level and is always first in the Gatekeeper list. If you still keep a shop in Gludio or Dion simply out of habit—it is time to move. The more players gather in one place, the easier it will be to sell, buy, compare prices, and find the necessary items.
Displaying favorite buffs
Sorting system improvements
Combat Aura —added to the list of available effects
Majesty and Reflect Damage have been combined into one common group for more convenient configuration
Added all types of Elixirs, created using Alchemy
Added all types of PvE Damage Oils, obtained using Alchemy
Added all types of PvE Defence Tonics, obtained using Alchemy
Added all types of Experience Scrolls, created using Alchemy
Blessed Blood and the periodic effects of Greater Heal Greater Group Heal have been combined into one common group
Ritual of Preserve —added to the list of available effects
The Last Order
In Fields of Massacre there will be a new one-time story quest — The Last Order.
While exploring the location, you can encounter Fallen Commander. He will ask you to find the lost report among the remains of soldiers who died in Fields of Massacre.
We intentionally will not describe the entire quest route in detail—explore the location and follow the hints in the quest journal.
For completing The Last Order you will receive:
1 500 000 EXP.
150 000 SP.
3 Blessed Scroll of Resurrection.
150 CP Potions.
150 Greater Healing Potions.
Scroll: Enchant Armor (B-grade).
Game Store
Character Name Change
Characters Name Swap
The reuse time for these services has been reduced to 1 hour (60 minutes).
Scroll: Recovery
The mechanics have been changed for Scroll: Recovery of all grades — now they work not within a specific level range, but up to the maximum level of their grade. For example, Scroll: Recovery (Grade B) 52-63 can now be used on characters from level 1 to 63 inclusive.
Shield and set bonuses
Set bonuses with shields affecting Shield Defence Rate. The previously missing bonus from Zubei Shield for Zubei Heavy Set.
Full Plate Heavy Set + Shield — Shield Defence Rate increased from +5.26% to +12%
Zubei Heavy Set + Shield — Shield Defence Rate bonus added +16%
Avadon Heavy Set + Shield — Shield Defence Rate changed from +24% to +16%
Doom Heavy Set + Shield — Shield Defence Rate changed from +24% to +20%
Dark Crystal Heavy Set + Shield — Shield Defence Rate increased from +20% to +24%
The descriptions of the corresponding passive skills have been expanded — now, instead of a general description about increasing the shield block chance, they display a specific numerical Shield Defence Rate value
Other
Sin Eater — the pet used in the quest to remove PK no longer consumes its hunger bar when leveling up. Previously, because of this, the pet could not be dismissed in some cases.
Balanced A-grade item drop rates, and also adjusted the stats of Elite monsters for a more even ratio between difficulty and loot value.
On the Black White Carmine servers, leveling SA from Sub-class Raid Bosses is temporarily disabled. The restriction will remain in effect until the bosses appear Low A-grade — approximately October 19.
The duration of Alchemical Buffs has been updated:
D-grade — 20 minutes.
C-grade — 25 minutes.
B-grade — 30 minutes.
A-grade — 35 minutes.
M-grade — 40 minutes.
Sight into the Future
Upcoming plans and changes that are already in active development
Sub-skills
A system of diverse skills that improve the character, regardless of the current class. Access to new skills is unlocked as subclasses develop, allowing you to gradually build additional advantages to suit your playstyle.
Game client
Aden Castle — visual and technical improvements
In-game chat — adaptation to the new interface, useful familiar functionality, modern appearance
Epic and Raid Bosses
Update to Epic Bosses
New Epic Bosses
New Raid Bosses:
New bosses will appear in pools as the server develops.
Top A-grade boss pool (November/December):
Storm Winged Naga
Longhorn Golkonda
Cherub Galaxia
Death Lord Ipos
And many other Bosses with updated mechanics, Top A-grade loot, and leveling SA up to level 13 for Top A weapons.
Black White Carmine
Pool of Low A-grade Raid Bosses with the ability to level SA up to level 11 will appear in the second half of October
Quest to upgrade A-grade armor (shoulder)
Summoners
Changes to various aspects of summoner gameplay.
Grand Olympiad
Work is currently underway to create and test arenas for the future Olympiad
Development of the Olympiad is at an early stage, so the system is not expected to launch in the near future. We want to carefully work through all the elements to prepare a high-quality and balanced game mode
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/* patchnote-palette */
.mw-guide{--v:#8b8f94;--t:#e67e22;--g:#a8adb2;--gs:#d8dadd;--p:rgba(0,0,0,.018);--p2:rgba(0,0,0,.035);--ln:rgba(0,0,0,.13);width:100%;max-width:none;margin:28px 0 0;padding:0;color:inherit}
.mw-guide__social,.mw-guide__social-heading{width:100%;max-width:960px;margin-left:auto;margin-right:auto}
.mw-guide__launcher{margin-bottom:0!important;padding-bottom:24px;border-bottom:1px solid color-mix(in srgb,currentColor 24%,transparent)}
.mw-guide__launcher,.mw-guide__launcher *{background-color:transparent!important;color:inherit!important}
.mw-guide__social-heading{margin-top:28px!important;padding-top:0;border-top:0}
.mw-guide__social{gap:8px}
.mw-guide__social a{min-height:76px;padding:11px 40px 11px 13px;border:1px solid #d5d8dc;border-radius:8px;background:linear-gradient(180deg,#fff 0%,#f6f7f8 100%);color:#353c41!important;box-shadow:0 2px 7px rgba(0,0,0,.07),inset 0 1px 0 rgba(255,255,255,.9)}
.mw-guide__social a:after{border-color:#d8dadd;background:#fff;color:#8b8f94;box-shadow:0 1px 3px rgba(0,0,0,.06)}
.mw-guide__social a:hover{border-color:#b9bdc2;background:linear-gradient(180deg,#fff 0%,#f1f2f3 100%);box-shadow:0 5px 12px rgba(0,0,0,.1)}
.mw-guide__social a:hover:after{border-color:color-mix(in srgb,var(--t) 48%,#d8dadd);color:var(--t);background:#fff!important}
.mw-guide__support{display:flex;align-items:center;justify-content:space-between;gap:18px;margin-top:15px;padding:14px 0 0;border:0;border-top:1px solid #e0e2e4;border-radius:0;background:none;box-shadow:none;text-align:left}
.mw-guide__support>div{min-width:0}
.mw-guide__support strong{font-size:14px;line-height:1.45}
.mw-guide__support span{font-size:14px;line-height:1.5;opacity:.9}
.mw-guide__support .mw-guide__button{flex:0 0 auto;min-height:38px;padding:8px 14px;border:1px solid #cfd3d7;border-radius:7px;background:linear-gradient(180deg,#fff 0%,#f3f4f5 100%);color:inherit;white-space:nowrap;box-shadow:0 2px 6px rgba(0,0,0,.07);font-size:12.5px}
.mw-guide__support .mw-guide__button:hover{border-color:#aeb3b8;background:#fff;box-shadow:0 4px 10px rgba(0,0,0,.1)}
.mw-guide__support .mw-guide__button:after{color:#8b8f94}
.mw-guide__signature{width:100%;max-width:none;margin:16px 0 0;text-align:right}
.mw-guide__social a strong{font-size:13.5px}
.mw-guide__social a span{font-size:11.5px}
@media(max-width:720px){.mw-guide__social,.mw-guide__social-heading{max-width:none}}
@media(max-width:650px){.mw-guide__support{align-items:stretch;flex-direction:column}.mw-guide__support .mw-guide__button{width:100%;white-space:normal}}/* dark-theme-only */
html:has(link[href*="/css_built_13/"]) .mw-guide__social a{border-color:#55595e;background:linear-gradient(180deg,#3d3f43 0%,#34363a 100%);color:#f1f2f3!important;box-shadow:0 2px 8px rgba(0,0,0,.28),inset 0 1px 0 rgba(255,255,255,.04)}
html:has(link[href*="/css_built_13/"]) .mw-guide__social a span{color:#b9bdc2!important;opacity:1}
html:has(link[href*="/css_built_13/"]) .mw-guide__social a:after{border-color:#5d6268;background:#44474c;color:#d1d4d7;box-shadow:0 1px 3px rgba(0,0,0,.28)}
html:has(link[href*="/css_built_13/"]) .mw-guide__social a:hover{border-color:#70757b;background:linear-gradient(180deg,#46494e 0%,#3b3e42 100%);box-shadow:0 5px 14px rgba(0,0,0,.35)}
html:has(link[href*="/css_built_13/"]) .mw-guide__social a:hover:after{border-color:#e67e22;background:#4a4d52!important;color:#e67e22}
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