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Patchnote 26.10.26 - Liberta Ultimata: Alpha 1 (Global update #17)

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Liberta Ultimata Alpha 1 — expansion 17

Update dated 26 October 2026

Maintenance

Monday, 26 October 2026
Estimated duration — 120 minutes (2 hours).

  • Gamma Gamma, Black Black and White White — 10:00 (UTC+2, Kyiv) / 11:00 (UTC+3, Moscow / Minsk)
  • Carmine Carmine — 05:00 (UTC−3, Buenos Aires / Montevideo / Brasília / Santiago, Chile)

About the update

Dear friends,

The game worlds Gamma Gamma, Black Black, White White and Carmine Carmine are ready for a new update.

The main new feature is a completely new chat. We have significantly reworked its appearance, behavior and capabilities: communication will become more convenient and informative, and there will also be an option to display items and skills in the game chat. This is a full-fledged new tool that will make everyday communication much more comfortable, and we, for our part, will continue to develop and expand its functionality.

Another important change is Combat Mode. This mode will make everyday PvP noticeably more convenient: it will eliminate some unnecessary actions and allow faster reactions in familiar combat situations. This should be especially noticeable in daily-PvP, small skirmishes, battles for spots and other situations where every extra button really matters.

Extensive work continues on the game client: we are fixing old visual and interface issues, improving the usability of individual windows and systems, optimizing the processing of various game elements and gradually bringing the client to a more modern and cohesive state.

Special attention in this update is given to game mechanics and balance. In the patch you will find important changes to the elemental resistance system, the interaction of Resist- and Surrender-effects, defensive Rhythm-skills, a reworking of individual skills and many other changes that directly affect PvP, party compositions and decision-making in combat.

And all this is only part of what is happening with Lu4. The project continues to develop in several directions at once: the interface, game client, balance, PvP, new systems and content are gradually coming together into the version of the game we want to achieve.

🎃 Halloween is already near

Very soon the game worlds of Lu4 will begin transforming for Halloween. Darkness is gathering, pumpkins are grinning suspiciously, and the city guard is diligently pretending that everything is under control.

This time the holiday will not be limited to decorations and themed rewards. You can look forward to a full-fledged game event with a new activity, a special atmosphere and additional reasons to stay in the game. Sleep is important, of course. But it does not have holiday rewards.

The world has been gripped by pumpkin fever! Some cities have already fallen to the infection, others are holding out for now and surely believe that it will not affect them. A very convenient position. For the pumpkins. 31 October, on the eve of All Saints' Day, you will face a decisive battle against this scourge. It seems this year's harvest has decided to gather you.

And what is Halloween without an opportunity to scare someone? 👻 We have prepared several amusing surprises for friends, clanmates and random passersby. It is time to test the strength of your friendship. And other people's nerves.

This Halloween will bring to Lu4 new mechanics, visual solutions and more life in the game world. Although the latter is ambiguous: some would clearly prefer to add more undead.

🕯️ Halloween contest on the forum

The holiday will also extend beyond the game world. The forum will host a contest of players' themed creative works — it is time to give your imagination free rein, tell your story, create something creepy, beautiful or suspiciously pumpkin-like and compete for holiday rewards.

Contest rules and all details:

We will reveal the details of the game event very soon. In the meantime, get ready: cities will change, shadows will grow deeper, and some things found after sunset are better avoided. Especially if the thing turned toward you first. 🎃

And now — all the update changes in more detail.

These patch notes contain all the main changes that will appear after maintenance on Monday, 26 October. Thank you for playing and remaining part of Lu4 Lu4.


Event schedule

⏰ Transition to winter time

On the night of 24 to 25 October 2026 in many European countries the clocks will be set back one hour.

To make it easier for you to plan your participation in events, we have compiled the schedule before and after the transition below. The new schedule takes effect as early as 25 October.

Gamma Gamma, Black Black and White White

Through 24 October inclusive Kyiv (UTC+2) and Moscow (UTC+3) time are the same: epic bosses — 21:00, clan hall sieges — 20:00, castle sieges — 18:00.

From 25 October 2026:

Event Kyiv (UTC+2) Moscow (UTC+3) UTC
Epic bosses 20:00 21:00 18:00
Clan hall sieges 20:00 21:00 18:00
Castle sieges 18:00 19:00 16:00

What will change for you personally:

  • If you use Kyiv (UTC+2) time: epic bosses will start one hour earlier — at 20:00 instead of 21:00. Sieges will keep their usual time.
  • If you use Moscow (UTC+3) time: epic bosses will remain at 21:00. Clan hall and castle sieges will start one hour later — at 21:00 and 19:00 respectively.
  • Assist Manager and Fatigue: the daily reset of Assist Manager and automatic allocation of Fatigue points will take place at 06:30 Kyiv (UTC+2) time and at 07:30 Moscow (UTC+3) time.
  • If you are in another country: check your time zone after the clocks change. For example, in Slovenia, Germany and Poland, events will start at 19:00, 19:00 and 17:00 respectively. For other time zones, the table has a UTC column: add or subtract your city's offset on the event date.

Why was this schedule chosen?

Of the three options considered, we chose a hybrid — one already used on Gamma a year ago. For epic bosses we are keeping Moscow (UTC+3) time, for sieges — Kyiv (UTC+2) time. Players live in different time zones: some need to make it to the event after work, others need to get enough sleep before the next day. There is no ideal time for everyone, so we settled on this compromise.

Carmine Carmine — no changes

On Carmine the schedule remains unchanged. All times below are given in UTC−3 — Buenos Aires (UTC-3) / Montevideo (UTC-3) / Brasília (UTC-3) / Santiago (UTC-3) time:

  • Epic bosses — 21:00.
  • Clan hall sieges — 20:00.
  • Castle sieges — 18:00.

If the clocks change in your country, local event times may change even when the Carmine schedule remains the same. For example, after the transition to winter time in Kyiv (UTC+2), Carmine events will be one hour earlier by local clocks.

A special case is Chile: in most of the country the clocks change in April and September, since the seasons in the Southern Hemisphere are reversed. Meanwhile, the Aysén and Magallanes regions use permanent UTC−3. Therefore, for Carmine Carmine use UTC−3 and check the difference with your city on the event date, rather than using the European clock-change dates.


Regular information

Fatigue Daily Fatigue limits

Current limits for the period from 26 October to 1 November. You can learn more about the system and weekly limits for new servers in a separate article.

🕒 Automatic Fatigue allocation time

From 25 October, after the transition to winter time, Fatigue is automatically allocated at 06:30 Kyiv (UTC+2) time and, accordingly, at 07:30 Moscow (UTC+3) time.

Period Kyiv (UTC+2) Moscow (UTC+3)
From 25 October 06:30 07:30

Please note: the automatic Fatigue allocation time itself in Kyiv (UTC+2) remains the same — 06:30. The change is related to the seasonal clock change and the time difference with other time zones.

This schedule will remain in place for the next six months — until the next seasonal clock change.

Gamma Gamma

  • Лимит снят Fatigue has been abolished. All characters can level up to level 75 and 100% experience.

Black Black White White Carmine Carmine

  • Основной опыт 27 200 000 per day
  • Дополнительный опыт 6 800 000 per day
  • Total: 34 000 000 per day
Period Основной опыт Дополнительный опыт Total
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
02.11–08.11 30 400 000 7 600 000 38 000 000
09.11–15.11 33 600 000 8 400 000 42 000 000
16.11–22.11 36 800 000 9 200 000 46 000 000
23.11–29.11 40 000 000 10 000 000 50 000 000

 

 

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Game Client
 

image.png New game chat

The game now has a completely revamped chat. Besides a more modern and tidy appearance, it has received several new features that noticeably simplify communication, information sharing and coordination directly during gameplay.

Appearance▾ click to open/close
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You can now quickly send information to chat not only about items, but also about skills — without having to manually type their names or explain exactly what you mean.

  • Items: you can now send to chat any item using Shift + LMB on it.
  • Skills: you can now send skill information to chat using Shift + RMB.

Please note: different mouse buttons are used for items and skills.

You can send skills to chat in two ways:

  • from the skill book
  • from the quick access bar

When a skill is sent to chat, not only the skill itself but also its current state will be transmitted. If the skill is on cooldown at that moment, the message will additionally display the remaining cooldown time.

This is especially convenient for coordination in a party, PvP and large-scale activities: now you can literally show the required item in one click, clarify exactly which skill you mean, or immediately make it clear that an important skill is still on cooldown.

Chat settings

Settings interface▾ click to open/close
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Along with the new interface, a separate window has appeared, Quick Chat Settings, allowing you to customize the chat's appearance and behavior to your preferences.

  • Opacity — adjusts the transparency of the chat window.
  • Font Size — allows you to separately adjust the text size in chat.
  • Lock Window — locks the window size, protecting it from accidental changes.
  • Auto Scroll — automatically scrolls the chat to new messages.
  • Timestamp — enables the display of message sending times.
  • Player Names — enables the display of player names in messages.
  • Clan Crests — enables the display of clan emblems.
  • Rank Emblems — enables the display of the character level of the message sender.
  • Sys. Message — controls the display of system messages in chat.
  • Split Damage — allows separate display of messages related to damage dealt and received, item use, etc.
  • Show Tabs — enables permanent display of chat channel tabs.
  • Show skill cooldown in — allows you to choose the display format for a skill's remaining cooldown time when sending it to chat. For example, in the format minutes + seconds.

Additionally, you can separately customize the appearance of the main channels:

  • ALL — general chat
  • SYSTEM — system messages
  • WHISPER — private messages
  • TRADE — trade chat
  • PARTY — party chat
  • CLAN — clan chat

Separate channel settings are available for names and colors, and for the corresponding tabs — control over their display. If necessary, changes can quickly be reverted to the original values using Reset Names, Reset Colors and Reset Settings.

As a result, the chat has become not just more visually pleasing, but truly much more functional, flexible and convenient in everyday gameplay. Less manual text, faster information sharing, clearer coordination and significantly more options to customize the interface to your preferences.

Chat development does not end here — we will continue to improve it, refine it and add new features. So please send us constructive feedback, comments and suggestions: feedback really matters to us.


image.png Combat Mode

  • The new feature is available in the character actions menu image.png Alt + C.
  • Once activated, it allows you to attack characters in PvP without having to hold CTRL.
  • Please note: the feature does not change the basic rules and restrictions on skill use. It only removes the need to use CTRL where attacking is already allowed by PvP mechanics. For example, you will still be unable to use area non-target skills or negative effects against characters who are outside PvP mode.

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image.png Camera and movement

We continue to put the client's behavior in order in situations that previously might have felt like minor inconveniences, but in practice seriously interfered with character control. In this update we fixed several problems related to movement, collisions and camera operation.

  • Fixed a problem with movement using WASD among monster corpses. After death, enemy models should no longer be perceived by the movement system as impassable obstacles and block the character.
  • The fix should be especially noticeable in AoE parties and densely populated spots, where a large number of corpses would remain around the character simultaneously after mass killing.
  • Fixed an unpleasant situation near walls and other large objects, when the character could end up slightly deeper in the geometry than expected, and the camera following them would abruptly fall inside the wall or character model.
  • Separate protective camera logic has been added for such cases: if the character ends up too close to geometry, the camera maintains the correct position outside the object and returns to its normal state as soon as the space becomes clear again.
  • Also fixed a related problem where the camera being inside a wall made it impossible to properly click the ground and move the character out of the stuck position.

Importantly, the camera fix does not replace its usual mechanics entirely. Under normal conditions, zoom, rotation, smoothing and standard camera behavior continue to work as before — the new logic only activates in a problematic situation.

Behind these seemingly small changes lies quite extensive technical work: we had to separately examine the interaction of server-side movement, client-side geometry, collisions and the camera, so that the fix would not create new problems in normal movement.

As a result, character control should become noticeably more stable precisely where unpleasant situations previously occurred most often: in dense packs of monsters, near walls, objects and in intense large-scale battles.

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Game Store
 

rune_exp_15.png Experience Runes

Similar to the mechanic that previously appeared on Gamma Gamma, on the servers,Black Black and White White and Carmine Carmine transferable boxes containing the following will become available for purchase: rune_exp_15.png Rune of EXP & SP +15%.

Players will have two options available:

  • rune_exp_15.png Box with Rune of EXP & SP +15% for 60 minutes — 3 etc_11th_token.png Master Coin
  • rune_exp_15.png Box with Rune of EXP & SP +15% for 5 hours — 10 etc_11th_token.png Master Coin

It is important to distinguish between the box itself and the Rune inside it:

  • The box is transferable and has no storage time limit.
  • Obtained from it, the Rune is personal and lasts for the specified time.

Thus, for example, you can purchase several boxes at once for the whole party, and then transfer them to the required characters. This makes using Runes noticeably more convenient when leveling the main party, subclasses, additional characters or when starting from scratch.

At the same time, the Rune does not change the general approach to character development: given the existing progression restrictions, it primarily allows you to save time on gaining EXP and SP, rather than gain a gameplay advantage unavailable to other players. The new Rune is primarily intended for those who want to complete already familiar leveling stages faster, for example when developing a subclass or a new character, devoting more time to the core gameplay: farming, equipment development, PvP and group content.

Where to purchase

  • from Adventurers' Guide
  • in the Personal Account

Stores in the Personal Account are already available for viewing. Purchasing will become available after maintenance 26 October 2026, at 12:00.

etc_exp_point_i00.png How the EXP & SP bonus stacks

The bonus from rune_exp_15.png Rune of EXP & SP stacks with buff_inc_lu4.png Premium Account, bonus scrolls Scroll of Experience (71-75) (Common) Alchemy and other sources of increased experience gained, for example Clan Unity Clan Unity.

For simplicity, let us imagine that the base experience from a monster is 1000 EXP:

  • Without bonuses — 1000 EXP.
  • Premium Account +50% — 1500 EXP.
  • Rune of EXP & SP +15% — 1150 EXP.
  • Scroll +10% — 1100 EXP.
  • Premium Account + Rune — 1650 EXP.
  • Premium Account + Scroll — 1600 EXP.
  • Premium Account + Rune + Scroll — 1750 EXP.

That is, each source adds its own percentage of the base value: +50% from Premium Account, +15% from Rune and +10% from the Scroll give a total bonus +75%.


Jack'o Lantern Halloween

Halloween is a time for gifts, sweets, strange costumes and small pranks on friends. So for the holiday we have prepared several new themed items that will help add a little more atmosphere, humor and the right amount of harmless horror to the game.

The holiday store will feature two new hats and a new scare emote with its own visual effects. You can dress up yourself, put together a themed look or simply choose the right moment and unexpectedly scare one of your friends.

  • Important! Holiday items will be available for a limited time. Visit the shop, choose gifts for yourself and your friends, put together Halloween looks and remember: on this holiday, giving others a little scare is not only allowed, but required.

All items are available to try on in the game at Adventurers' Guide in any of the towns.

Shopimage.png Gamma image.png Black image.png White image.png Carmine

Action Card: Infernal Jumpscare Action Card: Infernal Jumpscare

A new playing card with a themed emote accompanied by visual effects and created specifically for little pranks. Choose your moment, sneak up on your friends and check how closely they are watching the screen.

Jack'o Lantern Headwear

Two new holiday hats for those who think an ordinary head is not enough on Halloween. Suitable both for a complete themed look and simply for adding a little seasonal madness to your character.

Pumpkin Grin Epic
Pumpkin Grin — изображение 1 Pumpkin Grin — изображение 2
Dreadful Gentleman Epic
Dreadful Gentleman — изображение 1 Dreadful Gentleman — изображение 2

card_action_love.png New accessories and emotes

Added several new ways to express yourself without a single message in chat. Sometimes the right gesture is enough, sometimes — a striking pose, and sometimes a single magnificent mustache or a pair of suspiciously cute ears defines the entire look.

All new emotes and accessories are already available for purchase from Adventurers' Guide in the section Visuals > Halloween 2026. After the holiday ends, they will not disappear and will remain on sale in the corresponding sections of the permanent shop.

In addition, the new items can also be purchased through the Personal Account shop.

card_action_sixseven.png Six Seven

The new emote Six Seven is available to all characters and allows you to repeat that very meme gesture that has already become a separate language of communication among zoomers.

When words are unnecessary, and it is already too late to explain what is happening — just show Six Seven. The character's age does not matter: the main thing — always stay young at heart.

Visual▾ click to open/close

card_action_showoff.png Show off

The new emote Show off has received separate animations for male and female characters.

You did not spend all that time in the training hall for nothing. Time to stop being modest, choose the right moment and show others what you have managed to achieve.

A little posing, a little self-confidence and just enough showiness to make sure no one nearby accidentally misses the results of your training.

Visual ▾ click to open/close

Male character:

Female character:

Mustache Blond Mustache of grandeur

Sometimes a great look is missing just one detail. In our case — a truly outstanding mustache.

The new accessory will add a little dignity, suspiciously sly charm and that very look as if another grand plan is almost ready to your character. Two options are available to choose from:

  • Mustache Blond Light Whiskers of Grandeur — a light mustache for bright minds with suspiciously devious schemes.
  • Mustache Dark Brown Dark Whiskers of Grandeur — a dark version for those who are certain: every grand scheme deserves a spectacularly curled mustache.

The mustache occupies the left accessory slot, so you can freely combine it with your favorite headwear and create your own looks.

A straw hat, a formal top hat or a top hat with cards — just a few options. Experiment: sometimes a mustache changes a character's personality more than a new set of armor.

Visual ▾ click to open/close

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Try on, combine and experiment. After all, you can twist not only mustaches, but intrigues too.

i_bunny_ears.png Bunny Ears

For those who found the grandeur of a mustache insufficient, another new accessory has appeared — Bunny Ears.

A little cuteness has never hurt anyone. Especially if you add it to a character who five minutes ago was ruthlessly slaughtering an entire spot or went out for PvP in full combat gear.

Bunny Ears are perfect for those who believe a serious character does not have to look serious at all. Create your own combinations, experiment with looks and remember: ears do not make you any less dangerous. Quite the opposite — the opponent simply will not immediately understand what is happening.

Visual ▾ click to open/close
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Skills and Mechanics
 

Resist Fire Elemental resistances

Reworked the interaction logic of elemental Resist skills, Surrender effects and defensive Rhythms. The main goal of the changes — to reduce the ability to build up excessively high protection against several elements at once and make the choice of resistances more meaningful.

In practice, this should also noticeably improve the interaction of different magic classes within one party: fully protecting yourself against several types of elemental damage at once will become significantly harder.

Mutually exclusive Resist effects

Opposite elements are now combined into shared effect groups and cannot be on a character simultaneously.

  • Resist Fire Resist Fire or Resist Aqua Resist Aqua;
  • Resist Wind Resist Wind or Resist Earth Resist Earth;
  • Resist Holy Resist Holy or Resist Dark Resist Dark.

When one effect is applied, its opposite Resist will be replaced. Thus, before battle it becomes more important to understand exactly which element the party needs protection from in a specific situation.

Interaction with Surrender

The logic of Surrender skills has been brought into line with the new system of opposite Resist effects.

  • Surrender to Fire Surrender to Fire when successfully applied removes both Resist Fire Resist Fire, and Resist Aqua Resist Aqua.
  • Surrender to Water Surrender to Water removes both Resist Aqua Resist Aqua, and Resist Fire Resist Fire.
  • Surrender to Wind Surrender to Wind removes both Resist Wind Resist Wind, and Resist Earth Resist Earth.
  • Surrender to Earth Surrender to Earth removes both Resist Earth Resist Earth, and Resist Wind Resist Wind.

At the same time, opposite Surrender effects have also become interchangeable: you cannot simultaneously maintain Surrender to Fire Surrender to Fire and Surrender to Water Surrender to Water, just as Surrender to Wind Surrender to Wind and Surrender to Earth Surrender to Earth.

The same logic also applies to Summoners' Surrender skills:

  • Mass Surrender to Fire Mass Surrender to Fire removes both Resist Fire Resist Fire, and Resist Aqua Resist Aqua.
  • Mass Surrender to Wind Mass Surrender to Wind removes both Resist Wind Resist Wind, and Resist Earth Resist Earth.
  • Mass Surrender to Water Mass Surrender to Water removes both Resist Aqua Resist Aqua, and Resist Fire Resist Fire.

Despite this restriction, each Surrender now interacts more effectively with the defensive effects of its pair: an opponent will not be able to retain the opposite Resist merely because another Surrender from the same group was applied to them.

Effectiveness of Resist skills

Each of the skills listed below has 4 levels. Values are listed sequentially for the levels 1 / 2 / 3 / 4.

Resist Fire Resist Fire

  • Resistance to Fire: 12 / 16 / 20 / 24% → 8 / 12 / 16 / 20%.
  • Resistance to Water, Wind and Earth: -3 / -4 / -5 / -6% → -2 / -3 / -4 / -5%.

Resist Aqua Resist Aqua

  • Resistance to Water: 12 / 16 / 20 / 24% → 8 / 12 / 16 / 20%.
  • Resistance to Fire, Wind and Earth: -3 / -4 / -5 / -6% → -2 / -3 / -4 / -5%.

Resist Wind Resist Wind

  • Resistance to Wind: 12 / 16 / 20 / 24% → 8 / 12 / 16 / 20%.
  • Resistance to Fire, Water and Earth: -3 / -4 / -5 / -6% → -2 / -3 / -4 / -5%.

Resist Earth Resist Earth

  • Resistance to Earth: 12 / 16 / 20 / 24% → 8 / 12 / 16 / 20%.
  • Resistance to Fire, Water and Wind: -3 / -4 / -5 / -6% → -2 / -3 / -4 / -5%.

Resist Holy Resist Holy

  • Resistance to Holy: 12 / 16 / 20 / 24% → 8 / 12 / 16 / 20%.
  • Still does not reduce resistance to other elements.

Resist Dark Resist Dark

  • Resistance to Dark: 12 / 16 / 20 / 24% → 8 / 12 / 16 / 20%.
  • Still does not reduce resistance to other elements.

Thus, specialized Resist skills still remain an important part of party preparation, but their maximum effectiveness is slightly reduced. At the same time, penalties to other elements have also been reduced.

Rhythm of Resistance Rhythm of Resistance

The skill is available to Swordsinger / Bladedancer from level 75 and increases Resistance to Fire, Water, Wind, Earth, Holy and Dark by 15%.

Now Rhythm of Resistance Rhythm of Resistance is in a shared group with three specialized defensive Rhythms:

  • Magmatic Rhythm Magmatic Rhythm;
  • Cyclonic Rhythm Cyclonic Rhythm;
  • Divine Rhythm Divine Rhythm;
  • Rhythm of Resistance Rhythm of Resistance.

There can be active simultaneously only one of these four Rhythms. The new universal option provides protection against all elements at once, while specialized Rhythms remain more effective against specific types of damage.

Tying defensive effects to the party

The logic of a number of powerful party defensive effects has also been changed.

Now the skills listed below:

  • go on a 30-second cooldown when the character joins a party;
  • are automatically canceled, if the character who applied the effect is no longer in that party.
  • Elemental Protection Elemental Protection — Prophet, Lv. 72.
  • Chant of Elements Chant of Elements — Warcryer, Lv. 72.
  • Divine Protection Divine Protection — Bishop / Elven Elder, Lv. 72.
  • Cyclonic Rhythm Cyclonic Rhythm — Swordsinger / Bladedancer, Lv. 60 / 66 / 72.
  • Magmatic Rhythm Magmatic Rhythm — Swordsinger / Bladedancer, Lv. 60 / 66 / 72.
  • Divine Rhythm Divine Rhythm — Swordsinger / Bladedancer, Lv. 60 / 66 / 72.
  • Rhythm of Resistance Rhythm of Resistance — Swordsinger / Bladedancer, Lv. 75.

The change removes the possibility of receiving powerful party defensive effects in advance, then changing the party composition and continuing to use them without the corresponding character in the Party.

Example of calculating resistance effectiveness ▾ click to open/close

As an example, let us consider maximum protection against Fire at level 75 and hypothetical incoming damage of 100%.

Before: 24% + 15% + 20% + 15%.

  • 100 × 0,76 = 76
  • 76 × 0,85 = 64,6
  • 64,6 × 0,80 = 51,68
  • 51,68 × 0,85 = 43,928

Full formula: 100 × 0,76 × 0,85 × 0,80 × 0,85 = 43,928.

In total, the character received about 43,93% of the original damage, meaning the final reduction was approximately 56,07%.


After — option 1: Resist Fire + Magmatic Rhythm + additional party protection.

20% + 15% + 20%.

  • 100 × 0,80 = 80
  • 80 × 0,85 = 68
  • 68 × 0,80 = 54,4

Full formula: 100 × 0,80 × 0,85 × 0,80 = 54,4.

In total, the character receives 54,4% of the original damage, and the final reduction is 45,6%.


After — option 2: Resist Fire + Rhythm of Resistance + additional party protection.

20% + 15% + 15%.

  • 100 × 0,80 = 80
  • 80 × 0,85 = 68
  • 68 × 0,85 = 57,8

Full formula: 100 × 0,80 × 0,85 × 0,85 = 57,8.

In total, the character receives 57,8% of the original damage, and the final reduction is 42,2%.

Important: resistances are applied sequentially, so their final effect cannot simply be added up into a single percentage.

The main consequence of the changes — protection against elements becomes more situational. The party will have to choose exactly which damage type to protect itself against more strongly, instead of simultaneously stacking a large number of universal resistances.

Because of this, compositions with different mages and different elements should feel better: switching damage types and competent interaction between characters becomes more useful, while fully protecting the party against everything at once — noticeably harder.


Wizard's Ward Wizard's Ward

Reworked the parameters of the passive skill Wizard's Ward Wizard's Ward, available to the classes Sorcerer, Necromancer, Spellsinger, Spellhowler and Terramancer.

Learning levels: 56 / 62 / 68 / 74.

The main idea of the change — to make the skill's defensive effect more universal and useful against different types of critical damage. Now a successful Shield Block can temporarily protect the mage not only from ordinary physical critical attacks, but also from physical skill critical attacks and magic critical attacks.

Mechanic changes

  • Minimum attack damage required to trigger the mechanic on a successful Shield Block: 50 → 30.
  • Chance of activating the defensive effect: 33% → 35%.
  • Internal cooldown of the effect: 30 → 20 seconds.
  • The duration of the defensive effect remains unchanged: 10 seconds.

Thus, the effect has not only become available again noticeably more often, but has also gained a significantly broader scope of application.

Defensive effect

Values are listed sequentially for the levels 1 / 2 / 3 / 4.

Before:

  • Received P. Crit. Damage: -6% / -9% / -12% / -15%.

After:

  • Received P. Skills Crit. Damage: -6% / -8% / -10% / -12%.
  • Received P. Crit. Damage: -6% / -8% / -10% / -12%.
  • Received M. Crit. Damage: -6% / -8% / -10% / -12%.

That is, maximum protection against ordinary physical critical attacks was slightly reduced — from 15% to 12%, but in exchange the defensive effect now additionally reduces damage from physical skill critical attacks and magic critical attacks.

By reducing the internal cooldown from 30 to 20 seconds, increasing the trigger chance and lowering the required incoming damage threshold, the effect should also activate more consistently in actual combat.

Important: Blow skills also receive damage reduction -6% / -8% / -10% / -12%, but only through the parameter Received P. Crit. Damage.

For Blow attacks Received P. Skills Crit. Damage is not applied additionally. These two modifiers do not stack for a single Blow attack — the reduction occurs once.

Examples and calculations ▾ click to open/close

For the examples, let us take a character with a Shield and the active defensive effect Wizard's Ward level 4, which reduces the corresponding critical damage by 12%.


Sonic Buster Sonic Buster

Suppose a normal skill hit deals 1000 damage, and its critical attack increases damage by a factor of 2.

Without Wizard's Ward:

1000 × 2 = 2000 damage.

With level 4 Wizard's Ward active, physical skill critical damage is reduced by 12%:

1000 × 2 × 0,88 = 1760 damage.

Instead of 2000 the character receives 1760 damage.


Prominence Prominence

Suppose a normal attack deals 1000 damage, and a magic Critical Hit increases its damage by a factor of 2,5.

Without Wizard's Ward:

1000 × 2,5 = 2500 damage.

With level 4 Wizard's Ward active, magic critical damage is reduced by 12%:

1000 × 2,5 × 0,88 = 2200 damage.

Instead of 2500 the character receives 2200 damage.


Separately about Blow skills:

If a Blow skill is subject to the reduction Received P. Crit. Damage -12%, a second additional reduction through Received P. Skills Crit. Damage.

In other words, the effect is applied once. The values -12% and -12% for a single Blow attack do not add up to -24%.

As a result Wizard's Ward Wizard's Ward becomes a significantly more complete defensive tool for mages with a Shield. The skill loses a little maximum protection against ordinary physical crits, but in exchange starts working against three sources of critical damage, while the defensive effect itself becomes easier to activate and noticeably faster to receive again.


Cleanse Cleanse

  • Bishop — learning levels: 52 / 65 / 75.
  • Adjusted MP consumption:
    • 1st level — 58 MP.
    • 2nd level — 66 MP.
    • 3rd level — 74 MP.

Ritual of Clearance Ritual of Clearance

  • Warcryer — learning levels: 45 / 62 / 74.
  • Base cooldown of the 1st level reduced from 30 to 20 seconds.
  • 1st level removes 1 debuff from the selected party member.
  • MP consumption at the 1st level — 45.
  • Added 2nd level, available from level 62:
    • Randomly removes from 1 to 2 debuffs.
    • Base cooldown — 16 seconds.
    • Cost — 52 MP.
    • Learning cost — 290 000 SP.
  • Added 3rd level, available from level 74:
    • Randomly removes from 1 to 3 debuffs.
    • Base cooldown — 12 seconds.
    • Cost — 60 MP.
    • Learning cost — 1 800 000 SP.

Debuff removal mechanics: the first negative effect is guaranteed to be removed, after which each additional attempt has a 50% chance of success.

  • At level 2, with enough debuffs, the result will be 1 or 2 effects removed with a probability of 50% / 50%.
  • At level 3, the result will be 1 / 2 / 3 effects removed with a probability of 25% / 50% / 25%.

Ritual of Self-Sacrifice Ritual of Self-Sacrifice

  • Warcryer — learned at level 45.
  • Base cooldown reduced from 30 to 20 seconds.
  • Transfers debuffs from the selected party member to the character who used the skill.
  • Cost — 45 MP.

Ritual of Preserve Ritual of Preserve

  • The skill is available to the classes Overlord and Warcryer.
  • Fixed cooldown at all levels reduced from 30 to 20 seconds.

image.png Buff Control — Gladiator and Tyrant Charges

The Buff Control feature has been expanded. The effect filter now allows you to separately track the charge levels of Sonic Mastery Gladiator and Force Mastery Tyrant.

Skills that increase the number of charges use the shared Increase Force effect. This effect is now recognized by the image.png Buff Control system and can be added to the list of tracked effects.

This change applies to the main methods of accumulating charges:

  • Gladiator: Sonic Focus, Sonic Rage, Maximum Focus Sonic, as well as passive charge accumulation through Sonic Mastery.
  • Tyrant: Focused Force, Raging Force, Maximum Focus Force, as well as passive charge accumulation through Force Mastery.

As a result, charge levels can now be displayed in a separate Buff Control panel and kept constantly visible during combat.

You can track not only your own charges, but also the charge levels of party members. This is especially useful for monitoring when Gladiators and Tyrants are ready to use skills that require a certain number of charges.

image.jpeg

Items
 

weapon_dual_sword_i00.png New magical Dual Swords

A mechanic that has already found its fans on Lu4 Lu4, is being developed further. The game is adding four new combinations of a magical and a physical sword, and together with Rare variants — a total of seven new items.

The main idea behind these weapon_dual_sword_i00.png Dual Swords — is not to create a new mandatory weapon for battle mages, but to expand equipment variety for classes interested in a more hybrid playstyle.

This primarily concerns Prophet, Summoner and some other support classes that want to retain decent M. Atk. and a bonus to Cast. Spd., but also periodically use regular physical attacks and the corresponding mechanics.

For a classic battle mage, a one-handed magical weapon of the corresponding subgrade remains a more obvious choice due to higher M. Atk. and the ability to use a Shield. For a classic support, the situation is similar. The new Dual Swords are specifically an alternative for unconventional and hybrid builds, not a replacement for familiar weapons.

And yes — besides everything else, they just look damn good.

In short: magical Dual Swords occupy an intermediate niche between full-fledged physical and magical weapons. They sacrifice a little specialization for greater versatility — and open up a few more equipment options for those who like to experiment.

New Dual Swords

All new variants are created by combining a magical and a physical sword. The stats, bonuses and crafting cost of each item are listed below.

weapon_dual_sword_i00.png [Top-B] Ecliptic Sword*Samurai Longsword

P. Atk.: 200  • M. Atk.: 126

Bonus at +4 enchantment: Cast. Spd. +15%, Accuracy +7.

Crafting cost:

  • weapon_sword_of_eclipse_i00.png Ecliptic Sword
  • weapon_samurai_longsword_i00.png Samurai Longsword
  • etc_crystal_ball_violet_i00.png 500 Stone of Purity
  • etc_adena_i00.png 3 500 000 Adena

weapon_dual_sword_i00.png [Low-A] Sword of Valhalla*Keshanberk

P. Atk.: 219  • M. Atk.: 138

Bonus at +4 enchantment: Cast. Spd. +15%, Accuracy +7, Damage in PvP +5%.

Crafting cost:

  • weapon_sword_of_valhalla_i00.png Sword of Valhalla
  • weapon_kshanberk_i00.png Keshanberk
  • etc_blacksmiths_frame_i00.png 2 Warsmith's Holder
  • etc_mold_i00.png 2 Craftsman Mold
  • etc_crystal_red_i00.png 315 Crystal (B-Grade)
  • etc_adena_i00.png 5 000 000 Adena
RARE

weapon_dual_sword_i00.png [Low-A, Rare] Sword of Valhalla*Keshanberk - Nature

P. Atk.: 219  • M. Atk.: 138

Bonus at +4 enchantment: Cast. Spd. +15%, Accuracy +7, Damage in PvP +5%.

Rare bonus: Max MP +15%.

Crafting cost:

  • weapon_sword_of_valhalla_i00.png Sword of MasterWork
  • weapon_kshanberk_i00.png Keshanberk
  • etc_blacksmiths_frame_i00.png 2 Warsmith's Holder
  • etc_mold_i00.png 2 Craftsman Mold
  • etc_crystal_red_i00.png 315 Crystal (B-Grade)
  • etc_adena_i00.png 5 000 000 Adena

weapon_dual_sword_i00.png [High-A] Wizard's Tear*Sword of Damascus

P. Atk.: 240  • M. Atk.: 144

Bonus at +4 enchantment: Cast. Spd. +15%, Accuracy +7, Damage in PvP +5%.

Crafting cost:

  • weapon_tears_of_wizard_i00.png Wizard's Tear
  • weapon_sword_of_damascus_i00.png Sword of Damascus
  • etc_blacksmiths_frame_i00.png 3 Warsmith's Holder
  • etc_mold_i00.png 3 Craftsman Mold
  • etc_crystal_silver_i00.png 275 Crystal (A-Grade)
  • etc_adena_i00.png 7 500 000 Adena
RARE

weapon_dual_sword_i00.png [High-A, Rare] Wizard's Tear*Sword of Damascus - Cleverness

P. Atk.: 240  • M. Atk.: 144

Bonus at +4 enchantment: Cast. Spd. +15%, Accuracy +7, Damage in PvP +5%.

Rare bonus: MP Regeneration +15%.

Crafting cost:

  • weapon_tears_of_wizard_i00.png Wizard's Tear - Cleverness
  • weapon_sword_of_damascus_i00.png Sword of Damascus
  • etc_blacksmiths_frame_i00.png 3 Warsmith's Holder
  • etc_mold_i00.png 3 Craftsman Mold
  • etc_crystal_silver_i00.png 275 Crystal (A-Grade)
  • etc_adena_i00.png 7 500 000 Adena

weapon_dual_sword_i00.png [Top-A] Elemental Sword*Sword of Damascus

P. Atk.: 258  • M. Atk.: 150

Bonus at +4 enchantment: Cast. Spd. +15%, Accuracy +7, Damage in PvP +5%.

Crafting cost:

  • weapon_elemental_sword_i00.png Elemental Sword
  • weapon_sword_of_damascus_i00.png Sword of Damascus
  • etc_blacksmiths_frame_i00.png 3 Warsmith's Holder
  • etc_mold_i00.png 4 Craftsman Mold
  • etc_crystal_silver_i00.png 375 Crystal (A-Grade)
  • etc_adena_i00.png 10 000 000 Adena
RARE

weapon_dual_sword_i00.png [Top-A, Rare] Elemental Sword*Sword of Damascus - Cleverness

P. Atk.: 258  • M. Atk.: 150

Bonus at +4 enchantment: Cast. Spd. +15%, Accuracy +7, Damage in PvP +5%.

Rare bonus: MP Regeneration +15%.

Crafting cost:

  • weapon_elemental_sword_i00.png Elemental Sword - Cleverness
  • weapon_sword_of_damascus_i00.png Sword of Damascus
  • etc_blacksmiths_frame_i00.png 3 Warsmith's Holder
  • etc_mold_i00.png 4 Craftsman Mold
  • etc_crystal_silver_i00.png 375 Crystal (A-Grade)
  • etc_adena_i00.png 10 000 000 Adena

Features of the new weapons

  • In terms of P. Atk. they are approximately 15% weaker than the corresponding physical Dual Swords.
  • For comparison, most other magical weapons lag behind their physical counterparts by about 20%.
  • In terms of M. Atk. the new Dual Swords remain weaker than one-handed magical weapons of the corresponding subgrade.
  • Their purpose is to provide a compromise between physical and magical components, not to become the best weapon in every respect at once.
Why these are niche weapons: a little math ▾ click to open/close

For clarity, the P. Atk. of the corresponding physical weapon can be represented as a notional 100%.

  • Physical Dual Swords — a notional 100%.
  • New magical Dual Swords — approximately 85%.
  • A typical magical weapon in a similar comparison — about 80%.

That is, due to their physical component, the new Dual Swords get approximately 5 percentage points more P. Atk., than is usually intended for magical weapons.

At the same time, they still remain approximately 15% weaker than full-fledged physical Dual Swords and simultaneously fall short of specialized one-handed magical weapons in M. Atk.

Magical Dual Blunts in a similar comparison remain a little stronger in their physical component — by approximately the same 5 percentage points.

This is precisely why the new weapons are not a direct boost to battle mages or a universal equipment option. They are a compromise tool for characters who actually use both directions.

Availability on servers

For Gamma Gamma the new variants will become available in accordance with the server's current stage of development.

On Black Black, White White and Carmine Carmine some weapons will appear later, as server progression advances.

  • From 26 October weapon_dual_sword_i00.png Wizard's Tear*Sword of Damascus and its Rare variant will be available only on Gamma Gamma.
  • On Black Black, White White and Carmine Carmine they will appear later — when server progression reaches the corresponding level of A-grade crafting and content.
  • weapon_dual_sword_i00.png Elemental Sword*Sword of Damascus and its Rare variant will also be available from 26 October only on Gamma Gamma.
  • On the new servers, Top-A variants will appear later, similarly to other high-level combinations.

This restriction is necessary so that the new weapons remain an alternative equipment option, rather than a way to prematurely obtain stats comparable to weapons from a later stage of progression, bypassing the intended requirements for character development and availability of the corresponding content.

Ultimately, the new magical Dual Swords continue one of the ideas characteristic of Lu4 Lu4 ideas: not trying to reduce every character to a single correct equipment option, but giving room for unusual but meaningful builds.

If you have ever looked at a Prophet in Heavy Armor with Dual Swords and thought: «What if?..» — now the answer to that question has become a little more interesting.


accessory_ring_of_queen_ant_i00.png Epic jewelry

The stats M. Def. of epic jewelry on the servers Black, White and Carmine have been brought in line with the values on Gamma.

Now the defensive stats of these items are the same on all servers and no longer depend on the stage of a particular world.

  • accessory_ring_of_queen_ant_i00.png Physical Ring of Queen Ant — M. Def. increased from 36 to 42.
  • accessory_ring_of_queen_ant_i02.png Magical Ring of Queen Ant — M. Def. increased from 36 to 42.
  • accessory_ring_of_core_i00.png Ring of Core — M. Def. increased from 36 to 42.
  • accessory_earring_of_orfen_i00.png Earring of Orfen — M. Def. increased from 54 to 63.

The change also applies to the corresponding 1st versions of these items.

image.jpeg

Locations
 

SOON

Plains of Glory

The new hunting zone is already at the final stage of preparation and will appear in the game in one of the upcoming updates.

When exactly? Let's put it this way: Plains of Glory is currently in a state of slight superposition — the location is almost here already, but will fully materialize after the final adjustments and checks are completed.

We are closely monitoring how players are distributed among existing PvE zones, which farming formats are in demand and which hunting options are missing at the current stage of server development.

The results of this analysis made it clear that the game would benefit from another location with simple, straightforward and stable farming — without the need to constantly assemble a complex party, bring along a separate character for Spoil or figure out a dozen mechanics for each monster.

Plains of Glory — is a place for those times when you just want to come to a spot, choose suitable monsters and farm in peace.

What awaits you

  • Relatively simple x1 and x2 monsters.
  • A small and straightforward set of skills for enemies.
  • Good rewards appropriate to the current stage of character development.
  • Increased attention to resource drops directly from monsters.
  • The ability to farm comfortably without a mandatory separate Spoiler.
  • At the same time, obtaining additional resources will also remain useful for Spoiler themselves.

The location is primarily designed for relaxed everyday PvE: log in, find a place, start farming and get a clear result without unnecessary preparation.

What will change along with the location

The arrival of Plains of Glory will also affect several already familiar game activities and farming spots.

  • The book etc_spell_books_white_i00.png Vitalize, previously associated with the current zone, will be moved to the loot from a new monster in the area of Hunter's Village.
  • Quest monsters needed to increase the clan level will be placed at the beginning of Plains of Glory — on a small open plain, so that they are easier to find and use as intended.

Thus, the new zone will not only add another everyday farming option, but also slightly organize existing activities, distributing them across more logical and convenient spots.

Why another PvE location? ▾ click to open/close

We do not want to create yet another mandatory «best location» where half the server has to move all at once.

The purpose of Plains of Glory — is to expand the choice and give players another full-fledged farming format: simpler, stable and focused on obtaining resources.

Some enjoy complex party PvE content, some prefer Spoil, some seek the most efficient routes, while others simply want to kill monsters in peace after a day at work. And there should be a good place for the last option too.

Plains of Glory will appear very soon.
We will finalize the parameters and the exact opening date when the location finally comes out of superposition.

Narsell Lakeside

At the numerous requests of players, we decided to make Narseel Lakeside more comfortable for everyday farming, without reducing the location's rewards.

  • Reduced monsters' social radius — now fewer neighboring enemies will come running to help.
  • Reduced chances of debuffs landing from monsters.
  • Significantly reduced chances of reapplying debuffs, if the corresponding negative effect is already on the character.

As a result, the location should become easier, more stable and more comfortable for farming, especially in situations with a large number of monsters aggroed simultaneously.

At the same time, we deliberately did not reduce drops and other rewards Narseel Lakeside — the changes affect only the difficulty and comfort of playing through it.

image.jpeg

Other
 

image.png Command Channel

  • The command channel no longer reduces the amount of experience party members receive for killing a Raid Boss.

 

 

 

 

image.png Sight into the future

Upcoming plans and changes already in active development

Core of Magic Subclass skills

  • A system of various skills that improve the character, regardless of the current class. Access to new skills is unlocked as you develop subclasses, allowing you to gradually build additional advantages for your playstyle.

image.png Game client

  • Aden Castle — refinement of the visual and technical aspects

image.png Epic and raid Bosses

  • Epic Boss update
  • 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 etc_soul_stone_i01.png SA up to level 13 for Top A weapons.

Expertise A Quest to upgrade A-grade armor (shoulder)

Spirit Sharing Summoners

  • Changes to various aspects of summoner gameplay.

accessory_hero_cap_i00.png 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 anytime soon. We want to thoroughly work through all the elements to prepare a high-quality and balanced game mode

 

 

image.jpeg 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. There is no longer any need to wait for someone to bring a code to the clan chat or group — just 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 actively played characters, so rewards will not be spent en masse 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 discovered by chance several days later in the clan chat. Besides, the bot is useful for more than just gifts: it contains up-to-date game information, important notifications, links and other useful things, so it is worth checking in between giveaways too.

 

 

You will need to use our image.png Launcher in order for the update to display correctly. 
We strongly recommend that you use the function Check Files, as we regularly release various minor and major updates.

with ❤️, E-Global & Averia

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