Upcoming PvP Balance Adjustments
Arena of Solare Season
- The new regular season of Arena of Solare has begun.
| Arena of Solare New Season Period |
|---|
|
Korea: After scheduled maintenance on April 29, 2026 (Wed) ~ Before scheduled maintenance on June 24, 2026 (Wed)
Global: After the scheduled maintenance on April 30, 2026 (Thu) ~ Before the scheduled maintenance on June 25, 2026 (Thu)
|
| Ranked Matches | Weekdays (Mon–Fri): 17:00 – 01:00 |
| Weekends (Sat, Sun): 13:00 ~ 01:00 | |
| Practice match | Weekdays (Mon–Fri): 10:00 – 01:00 |
| Weekends (Sat, Sun): 10:00 ~ 01:00 |
※ When Ranked Matches and Practice Matches are running simultaneously, you may choose to play one.
- With the start of the new season, all equipped exclusive gear and crystals have been unequipped.
- The starting score for the new season has been reset as follows, based on the sentences achieved in the previous season.
| Previous season sentence (score) | Season start sentence (score) |
|---|---|
![]() ![]() Solare ~ Spear of Glory
(2101 points or more)
|
![]() Apprentice Soldier III
(601 points)
|
![]() Window of Dawn
(1801 ~ 2100 points)
|
![]() Apprentice Soldier II
(551 points)
|
![]() Spear of Flames
(1501 ~ 1800 points)
|
![]() Apprentice Soldier II
(501 points)
|
![]() Window of the Sunset
(1201 ~ 1500 points)
|
![]() Apprentice Soldier I
(451 points)
|
![]() skilled soldier
(801 ~ 1200 points)
|
![]() Apprentice Soldier I
(401 points)
|
![]() ![]() Apprentice soldier ~ Junior soldier
(800 points or less)
|
|
| If you have no ranked match history |
- The combat area of Arena of Solare has been changed.
- It will take place across a total of 6 battlefields, including the existing battlefields: Valley of Olun, Kelmorn Wilderness, Temple of Gaifinrasia (Ground), and Neftak Outpost.
![]() Valley of Olun
|
![]() Kelmorn Wilderness
|
![]() Gaifinrasia Temple (above ground)
|
![]() Neftak Outpost
|
![]() [NEW] Yoru’s Teeth
|
![]() [NEW] Dark Follower’s Chamber
|
Arena of Solare Rank and Score Overhaul
- The scoring rules for Arena of Solare have been changed as follows.
- The standard points gained or deducted upon winning or losing a match are separated by score ranges and applied differentially.
| Score range | existing | change |
|---|---|---|
![]() ![]() ![]() Junior soldier ~ Skilled soldier
(1200 points or less)
|
+20 (Win) / -20 (Loss) | +35 (Win) / -25 (Loss) |
![]() Window of the Sunset
(1201 ~ 1500 points)
|
+31 (Win) / -25 (Loss) | |
![]() Spear of Flames
(1501 ~ 1800 points)
|
+27 (Win) / -25 (Loss) | |
![]() Window of Dawn
(1801 ~ 2101 points)
|
+25 (Win) / -25 (Loss) | |
![]() Window of Glory
(2101 ~ 2400 points)
|
+23 (Win) / -23 (Loss) | |
![]() Solare
(2401 points or more)
|
+20 (Win) / -20 (Loss) |
- The entry conditions and maintenance rules for the highest tier, ‘Solare’, have been revamped.
| Score conditions | Qualification is obtained upon achieving 2401 points or higher. |
| Personnel limit | You must be among the top 30 of adventurers with 2401 points or more to be awarded the ‘Solare’ rank. ※ Example) If there are 100 adventurers with 2401 points or more, the Solare Tier is maintained only for ranks 1 through 30, and the Spear of Glory III Tier is applied starting from rank 31. |
| Tier replacement | Tier changes based on rank are reflected starting from the tally at 02:00 after the end of Arena of Solare every day. ※ Tiers are changed only when the rankings of adventurers in the 2401 point or higher range are reversed. |

- The winning streak bonus points have been changed, and a losing streak penalty point has been newly added.
- If you win or lose consecutively in Daejeon, starting from 3 consecutive wins/3 consecutive losses, a certain percentage is added based on the standard points gained/deducted upon winning or losing.
- The winning streak bonus increases by a fixed percentage of the score range for every winning streak from 3 to 7 consecutive wins, and the maximum bonus percentage is applied from 7 consecutive wins onwards.
- If you win or lose consecutively in Daejeon, starting from 3 consecutive wins/3 consecutive losses, a certain percentage is added based on the standard points gained/deducted upon winning or losing.
| Winning Streak Bonus Points | |||||
|---|---|---|---|---|---|
| Score range | 3 consecutive wins | 4 consecutive wins | 5 consecutive wins | 6 consecutive wins | 7 consecutive wins or more |
![]() ![]() ![]() Junior soldier ~ Skilled soldier
(1200 points or less)
|
Get an additional 10% | Get an additional 20% | Get 30% extra | Get 40% extra | Get 50% extra |
![]() Window of the Sunset
(1201 ~ 1500 points)
|
Get an additional 10% | Get an additional 20% | Get 30% extra | Get 40% extra | Get 50% extra |
![]() Spear of Flames
(1501 ~ 1800 points)
|
Get an additional 10% | Earn an additional 15% | Get an additional 20% | Get an additional 25% | Get 30% extra |
![]() Window of Dawn
(1801 ~ 2101 points)
|
Get an additional 10% | Gain an additional 12.5% | Earn an additional 15% | Gain an additional 17.5% | Get an additional 20% |
![]() Window of Glory
(2101 ~ 2400 points)
|
Get an additional 10% | Gain an additional 12.5% | Earn an additional 15% | Gain an additional 17.5% | Get an additional 20% |
![]() Solare
(2401 points or more)
|
doesn’t exist | ||||
- The losing streak penalty applies to the Spear of Dawn, Spear of Glory, and Solare tiers. The maximum penalty rate is applied for 3 consecutive losses or more in the Spear of Dawn, and for 4 consecutive losses or more in the Spear of Glory and Solare.
| Losing streak penalty points | ||
|---|---|---|
| Score range | 3 consecutive losses or more | |
![]() Window of Dawn
(1801 ~ 2101 points)
|
5% additional deduction | |
| Score range | 3 consecutive losses | 4 consecutive losses or more |
![]() Window of Glory
(2101 ~ 2400 points)
|
5% additional deduction | 10% additional deduction |
![]() Solare
(2401 points or more)
|
5% additional deduction | 10% additional deduction |
- The criteria for selecting MVP and ACE after the end of Arena of Solare matches have been changed as follows.
- The weighting of treatment indicators has been lowered.
- The weighting of indicators other than treatment, such as status ailments, has been increased.
Arena of Solare Rewards Revamp
- The rewards obtainable upon winning or losing in Arena of Solare have been revamped and upgraded.
| existing |
change
| ||
|---|---|---|---|
![]() ![]() ![]() Flame Spear ~ Solare
(1501 points or more)
|
![]() ![]() Spear of Dawn ~ Solare
(1801 points or more)
|
||
| Win |
![]() ![]() Solare Box of Joy (Obtain Gold Bar 1,000G x2 upon opening)
Seal of Solare x50 |
Win |
![]() ![]() [NEW] Solare Box of Enthusiasm (Get Gold Bar 1,000G x3 upon opening)
Seal of Solare x70 |
| Defeat |
![]() ![]() Solare Box of Courage (Obtain Gold Bar 1,000G x1 upon opening)
Seal of Solare x30 |
Defeat |
![]() ![]() [NEW] Indomitable Solare Box (Get Gold Bar 1,000G x2 upon opening)
Seal of Solare x50 |
![]() ![]() Skilled Soldier ~ Sunset Spear
(801 ~ 1500 points)
|
![]() ![]() Window of Sunset ~ Window of Flames
(1201 ~ 1800 points)
|
||
| Win |
![]() ![]() Solare Box of Cheer (Obtain Gold Bar 1,000G x1 upon opening)
Seal of Solare x50 |
Win |
![]() ![]() Solare Box of Joy (Upon opening, obtain Gold Bar 1,000G x2 and Gold Bar 100G x5)
Seal of Solare x60
|
| Defeat |
![]() ![]() Solare Box of Encouragement (Get Gold Bar 100G x6 upon opening)
Seal of Solare x30 |
Defeat |
![]() ![]() Solare Box of Courage (Upon opening, obtain Gold Bar 1,000G x1 and Gold Bar 100G x5)
Seal of Solare x40 |
![]() ![]() Junior soldier ~ Apprentice soldier
(800 points or less)
|
![]() ![]() Apprentice Soldier III ~ Skilled Soldier
(601 ~ 1200 points)
|
||
| Win |
![]() Seal of Solare x30
|
Win |
![]() ![]() Solare Box of Jubilation (Obtain Gold Bar 1,000G x2 upon opening)
Seal of Solare x50 |
| Defeat |
![]() Seal of Solare x15
|
Defeat |
![]() ![]() Solare Box of Encouragement (Obtain Gold Bar 1,000G x1 upon opening)
Seal of Solare x30 |
![]() ![]() Junior Soldier ~ Apprentice Soldier II
(600 points or less)
|
|||
| Win |
![]() Seal of Solare x30
|
||
| Defeat |
![]() Seal of Solare x15
|
||
The list of rewards that can be exchanged for ‘ Seal of Solare’ has been improved.
| Item name | Number of required Seal of Solare | Exchange restrictions |
|---|---|---|
| Family Exchange | ||
![]() Main Weapon Exchange Coupon x1
|
5,000 | Once per family |
![]() Awakening Weapon Exchange Couponn x1
|
5,000 | Once per family |
![]() Sub-Weapon Exchange Coupon x1
|
5,000 | Once per family |
| Weekly Exchange | ||
![]() [NEW] Gold Bar Box x1
(Obtain 3 to 10 Gold Bar 1,000G based on specified probability upon opening) |
150 | 3 times a week |
![]() Corrupt Oil of Immortality x3
|
35 | Once a week → Three times a week |
![]() Sturdy Forest Tread x3
|
30 | 3 times a week → 5 times a week |
![]() [Event] Enhancement Help Kit III x1
|
30 | 3 times a week |
![]() Chilling Fragment x10
|
30 | 3 times a week → 5 times a week |
![]() Item Collection Increase Scroll x3
|
20 | 3 times a week |
![]() Tough Whale Tendon Elixir x5
|
20 | Once a week → Twice a week |
![]() Superior Whale Tendon Potion x25
|
20 | Once a week |
![]() Old Moon Alchemy Catalyst x30
|
20 | 3 times a week |
![]() [NEW] Sealed Black Magic Crystal x10
|
20 | 10 times a week |
![]() [NEW] Resplendent Lightstone of Fire x1
|
5 | 10 times a week |
![]() [NEW] Resplendent Lightstone of Earth x1
|
5 | 10 times a week |
![]() [NEW] Resplendent Lightstone of Wind x1
|
5 | 10 times a week |
| Daily exchange | ||
![]() Essence of Gallantry x1
|
20 | Once a day |
![]() Essence of Honor x1
|
20 | |
| Regular exchange | ||
![]() Perfume of Courage x1
|
15 | Always |
![]() Perfume of Khalk x1
|
15 | |
![]() Perfume of Deep Sea x1
|
15 | |
![]() [NEW] Gold Bar 100G x1
|
10 | |
![]() Marni’s Unstable Fuel x1
|
5 | |
![]() Whale Tendon Elixir x1
|
2 | |
![]() Box of 3 Whale Tendon Potions x1
|
1 | |
![]() Gold Bar 10G x1
|
1 | |
- The achievement (Y) based on the cumulative number of wins in Arena of Solare Ranked Matches can continue to be achieved and rewards claimed in this regular season.
- You can check this challenge in ‘Goal-based Challenges’ under In-game Challenges (Y).
- The season end rewards for the new season of Arena of Solare are the same as the rewards from the previous season.
Guide regarding Arena of Solare HUD features
Item Changes
- A crafting recipe has been added to transform Immortal: Courage/Deep Sea Perfume into Immortal: Penetration/Aspiration Perfume.
|
Standard production method
(Obtained 1)
|
Mass production
(Obtained 10)
| |
|---|---|---|
![]() Immortal: Perfume of Envy
|
+ + ![]() Immortal: Perfume of Courage x1
Shining Powder x3
Caphras Essence x10 |
+ + + ![]() Immortal: Perfume of Courage x10
Shining Powder x30 Caphras Essence x100 Ibellab’s Essence x1
|
![]() Immortal: Perfume of Tenacity
|
+ + ![]() Immortal: Perfume of Deep Sea x1
Shining Powder x3
Caphras Essence x10 |
+ + + ![]() Immortal: Perfume of Deep Sea x10
Shining Powder x30 Caphras Essence x100 Ibellab’s Essence x1
|
- The following items related to the Altar of Blood prior to the renewal can no longer be obtained or crafted.
- Ancient Flash
- The origin of faint clear water
- The Origin of the Faint Red Flame
- Faint Origin of the Earth
- Fragments of a Nightmare
※ When the update on April 29, 2026 (Korea) or April 30, 2026 (Global) comes around, the item will be deleted if you possess it, and the materials used to craft it will be delivered to the Heidel Warehouse.
Monster Changes
- [Altar of Blood] The battle with the Ronin in the 6th Vision has been improved.
- The ronin’s clones that were charging appear more frequently.
- The battle, which could only be succeeded by destroying Ron’s mirror that met specific conditions, has been improved in a new way.
- Changed so that when Sycraia’s memory shines, weapons not pursuing an enemy are not destroyed.
- The chance of obtaining Sycraia’s Crystal from monsters in the lower levels of the Sycraia Underwater Ruins has increased by 35% compared to the previous rate.
- Pirash
- Raikin
- Kuraba
- Elmermol
- Sycraia Tower of Re-creation
- Sycraia, Eye of the Deep Sea
- Sycraia Barrier Guardian
- Some mechanics have been changed so that Sycraia’s Memory no longer defeats nearby ancient weapons, and Sycraia’s Time buff can be continuously acquired.
Quest, knowledge Changes
- Automatic recovery of HP and MP has been added to the Great Steps skill in the ‘[Dosa Awakening] Sangdobang Holding the Memories of That Day’ quest.
- The defense of the following monsters appearing in the Dosa Awakening Quest and the Great Steps main quest in the Land of Morning: Seoul has been partially lowered.
- Centipede Market Thug
- Centipede Market Rogue
- Centipede Market Business
- The ‘Divine Energy’ NPC has been added to allow you to exit the ‘Shinhyang’ area, which is accessible while progressing through the Woosa, Maegu, and Dosa awakening quests.
- You can find an NPC by following the bridge in the center of Sinhyang.
Backgrounds, NPCs, Effects, Cutscene Changes
- It has been improved so that birds, such as seagulls, flying from a distance fly in a more natural formation.
Node War Changes
New Territory Added for Node Wars
- New Territories for Node Wars, Ulukita and Edania, have been added.
- With the addition of new territories, the Media and Kamasylvia territories have been removed from the Node War.
- Accordingly, some servers in each world have been changed to the Edania and Ulukita servers.
| existing | change |
|---|---|
| Keplan -1,2,3 |
Edania -1,2,3
|
| Florin -1,2,3 | Ulukita -1,2,3 |
| ※ Due to changes in some servers, the Guild Home server will be reset upon official server updates. |
|
- The ‘Return (instantly move to the castle)’ function among Edana’s privileges has been changed so that it cannot be used on servers where a Node War is in progress.
- Some of the Nodes in the Ulukita Territory have been changed as follows.
- The Ateshusara Node has been changed from a safe zone to a combat zone.
- The Node areas of Sezek Mercenary Camp, Asparkan Village, and Barhan Camp have been reduced.
- The locations of the fortresses for the Node Battles in the Edania and Ulukita territories are as follows:
| Edania Territory | |
|---|---|
| Ulukita Territory | |
|---|---|
|
Tier 5: Neruda Plains
|
Tier 5: Ateshusara
|
|
Tier 4: Karash Canyon
|
Tier 4: Tungrad Archaeological Site
|
|
Tier 3: City of the Dead
|
Tier 3: Shakhtar Wasteland
|
| Edania Node War Area | Ulukita Node War Area |
|---|---|
![]() |
![]() |
- With the addition of new territories, the territory groups for each Tier of the Node War have been changed as follows.
| Node War Phase/Group | Node War Territory |
|---|---|
| Level 1 (Restricted) Group | Balenos, Serendia |
| Level 2 (Restricted) Group | Calpheon, Ulukita |
| 3-Tier (unlimited) group | Valencia, Edania |
- The occupation and construction methods for each territory, as well as the Nodes and Tiers, have been changed as follows.
- The total number of Nodes per territory where Node Wars take place has been reduced from 9 to 6, and accordingly, the areas where Node Wars using the construction method are conducted have been expanded.
Occupation Nodes and Tiers
- The number of participants allowed per day for the occupation-style Node Wars has been changed as follows.
| Territory name | sunday | monday | tuesday | wednesday | thursday | friday |
|---|---|---|---|---|---|---|
| Tier 1 Balenos & Serendia |
30 people | 25 people | 30 people | 25 people | 30 people | 25 people |
| Tier 2 Calpheon & Ulukita |
50 people | 40 people | 40 people | 40 people | 40 people | 50 people |
| Tier 3 Valencia & Edania |
75 people | 55 people | 55 people | 75 people | 55 people | 75 people |
- The list of strongholds for each territory is as follows.
| Territory name | Tier 3 | Tier 4 | Tier 5 |
|---|---|---|---|
| Balenos |
Altar of Agris
Wolf Hill
|
Bartali Farm
Western Guard Camp
|
Cron Castle
Forest of Plunder
|
| Serendia |
Abandoned castle site
Bloody Monastery
|
Alejandro Farm
Glish Swamp
|
Biraghi Den
Orc Camp
|
| Calpheon |
Kuruto Cave
Trina Fort
|
Long-Leaf Sentry Post
Hexe Sanctuary
|
Quint Hill
Calpheon Castle Ruins
|
| Ulukita |
City of the Dead
Shakhtar Wilds
|
Tungrad Ruins
Karash Gorge
|
Neruda Plain
Ateshusara
|
| Valencia |
Rakshan Observatory
Pilgrim’s Sanctuary – Fasting
|
Altas farmland
Ancado Coast
|
Valencia Castle
Areha Palm Forest
|
| Edania |
Azure Battlefield
Great Red Spot
|
Escar Mountains
Crossroads of Defiance
|
Neftak Outpost
Great White Spot
|
Construction method Node and Tier
| Territory name | sunday | monday | tuesday | wednesday | thursday | friday |
|---|---|---|---|---|---|---|
| Calpheon (Combined Attack/Defense Limit 720) |
Quint Hill
(Tier 5, 55 people)
|
Kuruto Cave
(Tier 3, 35 people)
|
Long-Leaf Sentry Post
(Tier 4, 45 people)
|
Hexe Sanctuary
(Tier 4, 40 people)
|
Trina Fort
(Tier 3, 40 people)
|
Calpheon Castle Ruins
(Level 5, 50 people)
|
| Ulukita (Combined Attack/Defense Limit 720) |
Neruda Plain
(Tier 5, 45 people)
|
Karash Gorge
(Tier 4, 45 people)
|
City of the Dead
(Tier 3, 35 people)
|
Ateshusara
(Level 5, 50 people)
|
Shakhtar Wilds
(Tier 3, 30 people)
|
Tungrad Ruins
(Tier 4, 40 people)
|
| Valencia (borderless) |
Valencia Castle
(Level 5, 80 people)
|
Rakshan Observatory
(Tier 3, 55 people)
|
Altas farmland
(Tier 4, 60 people)
|
Ancado Coast
(Tier 4, 60 people)
|
Pilgrim’s Sanctuary – Fasting
(Tier 3, 60 people)
|
Areha Palm Forest
(Tier 5, 75 people)
|
| Edania (borderless) |
Neftak Outpost
(Tier 5, 65 people)
|
Crossroads of Defiance
(Tier 4, 60 people)
|
Azure Battlefield
(Tier 3, 50 people)
|
Great White Spot
(Tier 5, 75 people)
|
Great Red Spot
(Tier 3, 50 people)
|
Escar Mountains
(Tier 4, 60 people)
|
Changes to occupation rules
- The rule regarding the division of territories based on the number of participating guilds (alliances) in the Node War occupation method has been changed.
- Existing: Split when there are 5 or more participating guilds (alliances)
- Change: Split if there are 6 or more participating guilds (alliances).
If less than 50% of guild (alliance) members press the application button to participate in the Node War 15 minutes before the Node War starts (before the territory is divided), it does not affect the rules for dividing the territory.
(In other words, if the number of applicants is lower than the majority 15 minutes before the start of the Node War, that guild will not be counted.)
– Example 1: If the number of participating guilds (alliances) is 5 = 5 Balenos participants
– Example 2: If there are 6 participating guilds (alliances) = 3 in Balenos / 3 in Serendia
– Example 3: Out of 7 participating guilds, if 2 guilds have applied with less than 50% participation 15 minutes before the start, they are counted as 5, resulting in 7 participants for Balenos.
※ As before, to apply for participation in the Node War, there must be at least 10 guild members currently logged in. If less than 50% of the members press the button 10 minutes before the start, participation in the battle is possible, but it will not affect the rules for creating the Node Fortress.
Last Fort Becomes a Question Mark
- During the Capture mode Node War and Blue Battlefield, if the last remaining Node fortress has 10 minutes or more remaining, it will be changed to a question mark and the end time will be readjusted.
- Example) If the scheduled end time of the last remaining fortress is 21:45 at 21:30, it changes to a question mark because there are 10 minutes or more remaining, and the end time is determined randomly between 21:40 and 22:00.
- You can obtain additional rewards upon the final capture of the fortress that has been changed to a question mark.
- Example) If the scheduled end time of the last remaining fortress is 21:45 at 21:30, it changes to a question mark because there are 10 minutes or more remaining, and the end time is determined randomly between 21:40 and 22:00.
Construction Node War Duration Change
- The duration of the Node War for the construction method has been changed from the existing 1 hour to 2 hours.
- However, participation/victory rewards and Clan buff benefits remain the same as before. (Capture-style stronghold battles last for 1 hour, as before.)
- The time at which the system reveals the location when an enemy fortress is not found for a certain period during construction 30 minutes after start → 1 hour after start . has been changed from
- As the duration of Node Wars has been changed to 2 hours, the time limits for functions related to Guild creation/dissolution, withdrawal, Alliance creation/dissolution, Guild Absence setting, and Heroes of the Battlefield have been changed to 2 hours. (This applies equally to Occupation-style Node Wars.)
- In the case of Occupation Battles, these functions are restricted for 4 hours, and all guild members belonging to the participating guild cannot leave the guild.
| Content restricted during the Node War duration (2 hours) |
|---|
| Guild creation and dissolution are not possible. |
| Cannot withdraw from the guild (applies to all members of the participating guild) |
| Alliance cannot be established or dissolved |
| Cannot invite or join/leave Heroes of the Battlefield |
| Application and changes for participation in Node Wars/Capture Battles |
| Cannot set while absent from guild |
-
- The time limit for constructing a fortress has also been changed from 1 hour after the end of the Node War until 1 hour before the start of the Node War.
- The conditions for returning participation opportunities and obtaining participation rewards for the Construction-style Node War have been changed as follows.
division Conditions after change Conditions for Returning Participation Opportunity If an enemy fortress is destroyed or the total number of enemies killed/allies killed is 100 or more Conditions for obtaining participation rewards Within 10 minutes, with the fortress of your affiliated guild (alliance) intact,
If an enemy fortress is destroyed or the total number of enemies killed/allies killed is 100 or more
- Accordingly, the issue where the damage applied when a character took Black Spirit skill damage was reduced from the actual maximum HP instead of a limited value has been fixed.
- Example) If a character with a maximum HP of 13,000 receives the 50% Injury effect in a Tier 1 Node War (limit 6,500), the Injury is applied normally as 50% of 6,500, not 13,000.
Changes to the maximum health limit rule for Node Wars
- The maximum health limit rule for Node Wars has been changed. (Applies to both Capture and Construction modes)
| existing | change |
|---|---|
| Current health is applied according to the health limit. | Maximum health is reduced and applied to match the health limit. |
Conquest War Changes
Conquest War – Territory Change
- The territory where the occupation battle is taking place has been changed.
- The Battle of Balenos is not based on a battle structure of offense and defense, but rather proceeds in a way where all participating guilds (alliances) become enemies, and victory is achieved only when the final command post of a single guild (alliance) remains by the end of the battle.
- Accordingly, the point system is not applied, and if two or more guild (alliance) command posts remain at the end of the occupation battle, they will be liberated.
- The Battle of Balenos is not based on a battle structure of offense and defense, but rather proceeds in a way where all participating guilds (alliances) become enemies, and victory is achieved only when the final command post of a single guild (alliance) remains by the end of the battle.
| Tier | existing | change |
|---|---|---|
| Tier 1 | Valencia | Balenos |
| Tier 2 | Calpheon | Valencia |
| Uncapped | Mediah | Mediah |
- The duration of the occupation battle has been changed from a maximum of 4 hours to a maximum of 2 hours.
- The rules for territory occupation battles have been changed as follows.
| Territory division | existing | After change |
|---|---|---|
| Balenos, Serendia (No Fort) |
1. All participating guilds are classified as enemies. 2. If only one guild’s command post remains by the end time, they win. 3. If 2 or more command posts remain at the end, liberate |
Same as before |
| Calpheon, Mediah, Valencia (has a Fort) |
1. All participating guilds (alliances) are divided into offense and defense (however, they can attack each other if forced attack is activated during an offense). 2. Defend the Command Post/Field Headquarters within 2 hours of the start of the capture battle to win the defense victory. 3. If there is no defense or the Command Post/Field Headquarters is destroyed within 2 hours, the final single guild wins based on the battles between the remaining sieges until the end time. 4. Liberation if there is no defense, or if the defense’s command post/field headquarters is destroyed within 2 hours of the start of the occupation battle, and there are 2 or more command posts/field headquarters of the attacking guild (alliance) remaining at the end of the occupation battle. |
1. All participating guilds (alliances) are divided into offense and defense (however, they can attack each other if forced attack is activated during an offense). 2. Defend the Command Post/Field Headquarters within 2 hours of the start of the capture battle to win the defense victory. 3. (Changed) Siege Victory if the Defense Command Post/Field Headquarters is destroyed within 2 hours of the start (Lord determined based on performance) 4. If there is no defending force, victory is declared if the last remaining Guild (Alliance) Command Post/Field Headquarters after fighting battles between sieges until the end of the occupation war. * If there are 2 or more command posts/field headquarters of the sieging guild (alliance) remaining at the end of the occupation battle, liberate |
Conquest War – Participation Requirements
| existing | change |
|---|---|
| When capturing a Node at least once every week, regardless of the Tier | When capturing a Tier 2 (Limited) ~ Tier 3 (Unlimited) Node at least once every week |

- Due to changes in the Occupation War rules, the installation area for auxiliary buildings constructed by the defending guild (alliance) within the castle has been expanded.
- Accordingly, you can freely install all auxiliary buildings, such as flame towers, rocket launchers, supply depots, and recovery stations, inside the castle.
- However, installation is not possible on the roof of a building, in hidden spaces under the roof, or at entrances or passageways.
- Dicroda’s artifact location has been adjusted due to the expansion of the installation area.
- Due to the expansion of the installation area, the resurrection locations for the inner and outer gates in the following regions have been adjusted as follows.
![]() Mediah Castle (Inner Gate)
|
![]() Mediah Castle (Outer Gate)
|
![]() Valencia Castle (Outer Gate)
|
![]() Calpheon Castle (Outer Gate)
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- Improvements have been made so that auxiliary buildings can be installed in installable areas regardless of grid position when installing auxiliary buildings on the defending side.
- The installation of siege side annex buildings is the same as before.
- Improvements have been made so that auxiliary buildings can be installed in installable areas regardless of grid position when installing auxiliary buildings on the defending side.

- For Occupation War Lord Guilds, it has been changed so that Medium Siege Tower Workshops and Large Siege Tower Workshops cannot be installed using Node War/Occupation War auxiliary construction tools.
- The Lord Guild’s Node War/Capture War auxiliary construction tool has been changed so that auxiliary buildings that cannot be installed are not displayed.
- The number of installed Shin Gijeon for the Seongju Guild has been increased by 1.
| existing | After change | |
|---|---|---|
| Command post, field command | 2 | 3 |
- The complete list and number of auxiliary buildings that can be constructed during siege and defense are as follows.
| Siege | ||
|---|---|---|
| Annex building | command post | Field Command |
| Defense tower | 40 | 60 |
| Recovery Center | 10 | 5 |
| Cannon Observation Post | 3 | 10 |
| Elephant breeding grounds | 3 | 3 |
| Flame Tower (Reinforced Flame Tower) | 3 | 3 |
| Singijeon (Daesingijeon) | 2 | 2 |
| supply depot | 2 | 2 |
| Unwavering Flag Construction Site | 1 | 1 |
|
wooden fence |
50 | 50 |
| wooden gate | 1 | 2 |
| Ballista Workshop | 1 | 1 |
|
Medium Siege Tower Workshop |
1 | 1 |
| Large Siege Tower Workshop | 1 | 1 |
| Barricade (iron barricade) | 50 | 50 |
| Fort | ||
|---|---|---|
| Annex building | command post | Field Command |
| Defense tower | 40 | 60 |
| Recovery Center | 10 | 5 |
| Cannon Observation Post | 3 | 10 |
| Elephant breeding grounds | 3 | 3 |
| Flame Tower (Reinforced Flame Tower) | 3 | 3 |
| Singijeon (Daesingijeon) | 3 | 3 |
| supply depot | 2 | 2 |
| Unwavering Flag Construction Site | 1 | 1 |
| Field Capture Battle (Field Command Post) | |
|---|---|
| Defense tower | 20 |
| Recovery Center | 10 |
| Cannon Observation Post | 3 |
| Elephant breeding grounds | 3 |
| Flame Tower (Reinforced Flame Tower) | 2 |
| Singijeon (Daesingijeon) | 1 |
| supply depot | 2 |
| Unwavering Flag Construction Site | 1 |
|
wooden fence |
50 |
| wooden gate | 1 |
|
Medium Siege Tower Workshop |
1 |
| Large Siege Tower Workshop | 1 |
| Barricade (iron barricade) | 50 |
- A UI has been added to allow the defending side to check the durability of castle gates in the Calpheon, Mediah, and Valencia Siege Wars.
- During gameplay, the command post durability is displayed at the bottom of the minimap on the right side of the screen.

- Due to changes in the Occupation War rules, the rules for acquiring Activity (Victory Point System) points in the Calpheon, Mediah, and Valencia Occupation Wars have been changed.
- Activity points do not apply to Balenos, where the occupation rules are different.
| existing | change |
|---|---|
| 1. If Fort is present
– If a siege guild (alliance) member kills all guild (alliance) members except for the member to whom they belong, or destroys auxiliary buildings such as Flame Towers or Shinkijeon – If a member of the siege guild (alliance) dies to all guild (alliance) members except for the member to whom they belong ※ Activity points are earned for kills, deaths, destruction of annex buildings, etc., resulting from battles between siege guilds (alliances). Activity points are earned for kills, deaths, and the destruction of annex buildings resulting from battles between siege guilds (alliances). ※ At the end of the occupation battle, the guild (alliance) with the highest activity score wins and becomes the new owner of the territory. |
1. If Fort is present
– If a member of the attacking guild (alliance) kills a member of the defending guild (alliance) or destroys auxiliary buildings of the defending guild (alliance), such as Flame Towers or Shinkijeon – If a member of the attacking guild (alliance) is killed by a member of the defending guild (alliance) ※ When a defense exists, activity points resulting from kills, deaths, or the destruction of annex buildings caused by battles between attacking guilds (alliances) are not earned.
Activity points are earned for kills, deaths, and the destruction of annex buildings resulting from battles between siege guilds (alliances). ※ At the end of the occupation battle, the guild (alliance) with the highest activity score wins and becomes the new owner of the territory. |
Conquest Merit Point Adjustments
- Due to changes in the Occupation War rules, the activity (victory point system) scores for the Calpheon, Media, and Valencia Occupation Wars have been adjusted.
- Changes have been made so that siege weapons (cannons), ogres, and trolls can be summoned inside the castle during occupation battles.
- All guilds (alliances) participating in the occupation battle can summon and use it even inside the castle.
- When hovering the mouse over the Command Post icon on the World Map (M), the war installation information displayed will show 0 uninstallable add-on buildings.
Conquest Merit Rewards and New Benefits
- A Conquest Battle Activity Reward system has been added, allowing for additional rewards based on the duration and performance of the siege and defense.
- The activity rewards total 200 billion silver coins and are distributed to each participating guild (alliance) member according to the distribution rules. Since the amount is rounded up to the nearest ten thousand won, the total amount distributed may exceed the maximum activity reward amount.
- Activity rewards are automatically distributed to the Black Spirit’s Gift Box – “Receiveable Silver” along with personal rewards at the end of the Conquest War, and can also be checked in the reward acquisition history of the Black Spirit’s Gift Box.
- Activity rewards apply to the Calpheon, Media, and Valencia Conquest Battles, which proceed with an offensive and defensive battle structure, but do not apply to the Balenos and Serendia Conquest Battles.
- Activity Rewards are individual rewards that can be additionally obtained based on the progress and activity level of the guild (alliance) participating in the siege and defense; therefore, they can be claimed by guild (alliance) members who actually press the participate button to enter the conquest battle. (Including Heroes of the Battlefield)
- If Fort does not exist, performance rewards will not be given.
- Additionally, if only the defense exists and the occupation battle ends with a victory for the defense immediately upon starting, performance rewards will not be provided.
- Activity rewards are distributed and paid according to the ratio of activity only to guilds (alliances) that have a command post/field headquarters remaining when the occupation battle ends.
- Even if the attacking guild records a high activity level, they cannot receive activity rewards if their Command Post/Field Headquarters is destroyed by another attacking or defending guild before the event ends. (When Forced Attack is enabled, attacks are possible regardless of whether the battle is an attack or a defense, and the Forced Attack penalty does not apply.)
| Performance Reward Distribution Rules | |
|---|---|
| When the defense is successful | The defending guild (alliance) obtains all activity rewards (distributed and obtained by participating guild (alliance) members in an n/1 ratio). |
| If Fort fails | Obtain a portion of the activity rewards based on the duration of defense (distributed equally among participating guild (alliance) members). |
| When the siege is successful |
Excluding the time spent defending the castle from the activity rewards, the activity rewards are distributed among the remaining siege guilds (alliances) based on their performance. In other words, Performance Reward – Reward for Defense Duration = Remaining Performance Reward / Distributed to participating Siege Guilds (Alliances) based on Performance (Acquired by participating Guild (Alliance) members in a 1/n ratio). |
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※ Successful Defense: When all command posts/field headquarters of the attacking guild (alliance) participating in the defense are destroyed, or if the defending guild (alliance)’s command posts/field headquarters are not destroyed by the end of the occupation battle. ※ Siege Success: When the defending guild (alliance) destroys its command post/field headquarters before the occupation battle ends |
|
| Distribution ratio of performance rewards based on defense duration | |||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|
| division | Less than 30 mins | 30 mins~ | 40 mins~ | 50 mins~ | 60 mins~ | 70 mins~ | 80 mins~ | 90 mins | 100 mins~ | 110 mins~ | 120 mins |
| Fort | 0% | 10% | 20% | 30% | 40% | 50% | 60% | 70% | 80% | 90% | 100% |
| Siege | 100% | 90% | 80% | 70% | 60% | 50% | 40% | 30% | 20% | 10% | 0% |
- Powerful family buff benefits have been added to the rewards for participating in and winning the Occupation War.
- The buff benefits are applied immediately upon the conclusion of the Conquest Battle, and the effects and durations applied based on the results of the Conquest Battle are as follows.
- The item drop rate increase buff obtained as a reward in Occupation Battles is a buff that is applied in excess of the item drop rate increase limit (+300%).
| Benefit conditions | Applicable to | Buff effect | Duration |
|---|---|---|---|
| When winning the occupation battle (Lord Guild/Alliance) |
All members of the Victory Guild (Alliance). (Including non-participants) |
Monster additional attack power +25 Item drop chance +25% Life Skill +100 Life Experience Gain +50% |
165 hours (6 days 21 hours)
※ It does not overlap, and the duration does not increase. ※ It is not updated by winning a Node War and remains unchanged. |
|
When winning the occupation battle
(Siege guilds/alliances that failed to become the castle lords)
|
48 hours (2 days)
※ It does not overlap, and the duration does not increase.
※ The buff effect is newly refreshed upon winning the Node War. |
||
| Participation in and defeat of occupation battles (The attacking side whose command post was destroyed and the guilds/alliances that failed to defend) |
Applies only to Occupation Battle participants | Monster additional attack power +20 Item drop chance +20% Life Skill +80 Life Experience Gain +45% |
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※ If you are not logged into the participating server at the time of acquisition, you can obtain the Conquest War participation and winning family buff benefits by reconnecting, such as by switching servers or going to the character selection screen. |
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- The benefit of increased hunting ground item drop rates received by the lord guild of a conquering battle has been extended to all territories.
| existing | change |
|---|---|
|
Monster Zones for each territory connected to the occupation battle |
All Monster Zones in the entire territory |
|
※ As the benefit of increased item drop rates in Monster Zones has been extended to all Monster Zones across all territories, the increased item drop rate benefit is now applied to the Ulukita and Edania territories as well. |
|
| Effects per territory in Occupation War | |
|---|---|
| division | effect |
|
Tier 1 Restriction (Balenos & Serendia) |
All Monster Zones in the entire territory Increased item drop probability by +20% |
|
Level 2 restrictions (Valencia) |
All Monster Zones in the entire territory Increased item drop probability by +30% |
|
Unlimited (Media) |
All Monster Zones in the entire territory Increased item drop probability by +50% |
- The taxes obtainable at each Tier have been adjusted as follows.
Tier Lord’s acquisition tax Tier 1 40,000,000,000 Tier 2 60,000,000,000 Tier 3 70,000,000,000
Common changes for Node War / Conquest War
Node War/Conquest War Siege Weapon and Add-on Building Balance Adjustments
- The balance of add-ons and vehicles in Node Wars/Capture Battles has been adjusted as follows.
| type | existing | After change |
|---|---|---|
| Executor of Destruction (Flames of Destruction) |
Damage proportional to attack power, damage over time -100 All damage reduction -40 / Evasion -72 |
Defense-ignoring fixed damage -1000, damage over time -300 All damage reduction -150 / Evasion -200 |
| Executor of Destruction (Hellfire) |
Damage proportional to attack power, damage over time -100 | Defense-ignoring fixed damage -2000, damage over time -300 All damage reduction -150 / Evasion -200 |
| Ogre | Unlimited maximum attack power Health: 6,000,000 |
Maximum attack power limit of 395 applied HP: 900,000 / Defense increased by approximately 7 times compared to before |
| troll | Unlimited maximum attack power Health: 7,000,000 / Defense: 40 |
Maximum attack power limit of 395 applied HP: 1,200,000 / Defense increased by approximately 9 times compared to before |
| Medium siege tower | Health: 2,000,000 / Back Attack Applied | Health: 4,000,000 / Back Attack Removal |
| Large siege tower | Health: 3,000,000 / Back Attack Applied | Health: 6,000,000 / Back Attack Removal |
| Construction of an annex building | Recovers 1% of health at start / 0.1% per second | Recovers 5% of health at start / 0.15% per second |
| Singijeon / Daesingijeon | Damage dealt to Siege Towers increased by 1000% compared to before | |
- Fixed so that the damage reduction and evasion reduction debuffs of the Executor of Destruction do not stack.
- The duration of the damage reduction and evasion reduction debuffs has been adjusted from 15 seconds to 10 seconds.
- The amount of recovery when repairing a palisade/palisade gate using 2 usable lumber pieces has been doubled.
Common improvements and convenience for Node War/Conquest War
- The construction method has been changed to allow the expansion of auxiliary buildings in advance before the start of Node Wars and occupation battles.
- Items eligible for expansion: Barricade, Flame Tower, Shinkijeon
- ※ In the Node War occupation mode, construction and expansion are possible after the start, just like before.
- Improvements have been made so that you can select and find the elephant you want through the Elephant Breeding Station during Node Wars/Capture Battles.

- Regardless of whether a Node War or occupation battle is in progress, the World Map (M) – ‘Show your location to guild members’ feature has been improved so that it is shared and visible to members of the same alliance.
- The guild skills ‘Rally Command’ and ‘Battlefield Rally Command’ have been changed to be usable in desert areas as well.
- Improvements have been made so that a system message is displayed immediately if the number of installed traps exceeds the maximum limit.
- Before change: When attempting to install more than the maximum number, the message ‘Cannot install any more traps.’ is displayed after the installation waiting time.
- After change: Immediately display the message ‘Cannot install any more traps.’ when attempting to install more than the maximum number.
System message notifications dedicated to Node War/Conquest War
- A dedicated category for Node Wars/Capture Battles has been added to the chat window settings.
- If you enable Chat Window Settings → System → Combat (Node War/Capture Battle), battle status notifications, such as the destruction or damage of annex buildings, will be displayed separately.
- System message notifications dedicated to Node Wars/Capture Battles have been refined.
- This system message is displayed at the start of Node Wars/Capture Battles.
| Target of occurrence | Output notification example |
|---|---|
| When hitting a building with a cannon | ‘Family Name’ hits enemy ‘Guild Name’s’ ‘annex’ with Lynch Cannon |
| When destroying a building with a cannon | ‘Family Name’ destroys enemy ‘Guild Name’s’ ‘annex building’ with a Lynch Cannon |
| When defeating enemies with siege weapons | ‘Family Name’ defeats enemy ‘Guild Name’s ‘Family Name’ with ‘Siege Weapon’ |
| When friendly units die from siege weapons | ‘Family Name’ dies to enemy ‘Guild Name’s ‘Family Name’ with ‘Siege Weapon’ |
| When installing/completing the annex building | ‘Family Name’ Installs/Completes ‘Auxiliary Building’ |
| When the building extension is completed | Completion of the ‘Auxiliary Building’ expanded by ‘Family Name’ (Notification only upon completion) |
Added UI for consecutive treatment notifications and detailed results window
- A kill streak notification UI has been added during Node Wars/Capture Wars, similar to Guild League. (Lasts for 15 seconds, visible only to the user)
- A detailed results UI has been added to view your performance at the end of Node Wars/Capture Battles.
- This UI is displayed on the screen immediately after the battle ends, and can also be viewed again in ‘Guild Information Window – Node War/Conquest Battle Status’.
- In the results window, you can check specific contributions such as damage dealt, number of status effects landed, ally HP restored, number of cannon hits/destructions, and number of traps triggered.

| item | explanation |
|---|---|
| Enemy kill count | Number of times enemy guild members were defeated |
| Number of deaths | Number of times I died to enemy guild members |
| Most consecutive treatments | Maximum number of kills before dying |
| Damage dealt | Damage dealt to opposing guild members |
| Damage taken | Damage my character took |
| Number of status effect hits | Number of times status effects are inflicted (the count increases if multiple targets are hit at once) |
| Health recovery amount | Amount of HP restored by recovery items and skills |
| Ally HP recovery amount | Health recovery amount for allied characters excluding yourself |
| Total damage dealt to the fortress and command post | Total damage dealt to the fortress and command post |
| Number of successful cannon hits | Count of successful cannon hits (1 hit even if multiple targets are hit) |
| Number of deployments destroyed by cannons | Number of enemy deployments destroyed by cannons |
| Cannon maximum strike range | Maximum distance of a successful hit with a cannon |
| Number of times installed traps exploded | Number of times installed traps exploded |
| Dead time | Cumulative time from death to resurrection |
| Survival time | Time in Progress – Time Dead |
Added the ability to destroy enemy traps using flare-type items.
- A feature has been added that allows you to destroy enemy traps when using flares or rapid flares.
- When using a flare, traps set by enemies within the radius become visible, and you can destroy them by striking them for about 10 seconds.
- The trap’s effect is not triggered while the flare effect is active.
- In Capture Battles, activating Forced Attack (Alt+C) allows you to destroy traps on the attacking side as well. (This applies even when not in Node Wars or Capture Battles.)
UI Changes
- Guild members who participated as Heroes of the Battlefield in Node Wars, Conquest Battles, Rose Wars, etc., have been added to the bottom of the guild member list in the Guild (G) UI.
Bug Fixes
- [Atoraxion] Fixed an issue where progress was impossible during Yorunakia because Yoru’s Eye did not appear intermittently after Tuntaros ascended into the sky.
- The race of the monsters ‘Vile Exile’ and ‘Pitch-Eyed Jailer’ appearing in the ‘Pila Ku Prison’ and ‘Pila Ku Prison [Dekia’s Lamp]’ Monster Zones has been changed to Human, matching the other monsters in those Monster Zones.
- The description of the ingredients for the fish salad in the quest summary for “[Cooking Class] Calpheon Meal, Fish Salad!” has been updated.
- The adventurer’s awkward dialogue during the ‘[Combat Lecture] Dropout’ quest has been corrected.
- The issue where some awkward structures were exposed in the Land of the Morning has been fixed.
- Fixed an issue where players would intermittently fail to join a party during Blood Altar matching.
- The attack range of Spook when it appears at the Altar of Blood has increased by approximately 66% compared to before.
- Collision detection has been modified for some attacks by monsters appearing in the Hexa Sanctuary [Elvia] hunting ground.
- Fixed an issue where Ancient Creature Scales could be obtained by defeating certain monsters in the lower level of the Sycraia Underwater Ruins.
- Ancient Creature Scales and Ancient Creature Appearances will be removed during the scheduled maintenance on April 29, 2026 (Korea) and April 30, 2026 (Global), and if you possess them, you will be compensated with silver coins of equivalent value.
- However, ancient creature forms whose usage period has expired will only be deleted.
- Items with a 100% enhancement probability have been modified so that the durability priority enhancement option is not displayed.
- Fixed an issue where it was intermittently impossible to interact with NPCs capable of acquiring some knowledge of Atoraxion.
- When speaking with the <Trade Manager> NPC Maonil on Ilya Island, the camera angle has been changed to allow a clearer view of Maonil’s face.
- Improved the description of Red Essence among the Battlefield Token exchange items in the Integrated Currency UI.
- Some unnatural descriptions of level 6 and 7 barter items have been improved.
- When bartering in the Land of the Morning region, the location of structures obstructing ship movement along the path has been changed.
- A specific point near the exit of the Abyssal Well in the Media region where movement was not smooth when using auto-movement (T) has been improved.
- Fixed an issue where the appearance status of some world bosses was displayed differently from the actual status in the boss information UI.
- Fixed an issue where ‘World Boss Gwent, Muraka’ was displayed in the Boss Information UI as having appeared in statue form.
- We have changed the text color to make it easier to distinguish when the boss notification settings cannot be pressed in the boss information UI.
- The Close button in the Boss Information UI Key Guide has been modified to be positioned at the very end.
- Tab names have been added to the Header Information UI to make it easier to identify the type of tab currently being viewed.
- Fixed an issue where the name was not clearly visible in the boss information UI when the boss portrait background was white.
- The number displayed on the Dark Rift icon in the bottom right corner has been modified to include currently appearing bosses (World, Field, Hunting bosses).
- The effect of the existing Dark Rift boss icon in the bottom right corner has been changed.
- The existing Dark Rift button in the bottom right has been changed to Boss Information, and pressing it now takes you to the World Boss tab.
- In addition, the title and description of the button have been changed to Header Information.
- The description of Dark Predation in the Enhancement UI has been changed to more accurate content.
- The description of mount status in the stable and dock UI has been improved.
- Fixed an issue where Bell was displayed as appearing in the World Boss Information UI starting 10 minutes before his appearance.
- Fixed an issue where empty equipment slot icons for vehicles appeared awkward at the dock.
- Fixed an issue where some equipment with Luck (VI) level or higher was not searchable in Find My Items.
- Fixed an issue where worker tasks could not be canceled in the World Map (M) – Asset Management Production Node UI.
- The system message that appears when moving the switched character in the World Map (M) Family Character View has been changed.
- Fixed an issue where the game would crash if the location of an item intended for sale was moved while using the Warehouse Keeper’s item selling function.
- The rules for searching by family name in the in-game ‘Appearance Album – Adventurer Gallery’ have been improved.
- Changes have been made to display search results that exactly match the search term. (Previous rule: partial match)
- The view period displayed in search has been changed from the last year to all periods.
- Fixed an issue where search was not functioning properly in certain situations.
- [Pad Mode] Modified so that item reward tooltips can be viewed smoothly via the left DAPD in the boss information UI.
- [Pad Mode] The text size of the technical guide UI has been increased.
- [Pad Mode] Modified so that the sudden barter key guide is not displayed when the Value Package is not applied.
- [Pad Mode] The key guide for ‘Special Barter Information’ in the Barter Information UI has been changed to ‘Sudden Barter Information’.
- [Pad Mode] The score item has been removed from the list of owners through visiting the Blue-Maned Lion Manor.
- [Pad Mode] Fixed an issue where the scrolling for the territory-specific warehouse search function in the Find Nearby NPC UI was behaving awkwardly.
- [Pad Mode] Changed so that when the Red Battlefield UI is opened, it snaps to the Matching Start button.
- [Pad Mode] Fixed an issue where boss notification settings could be viewed in the boss information UI even when the World Boss tab was not being viewed.
- [Pad Mode] In the Altar of Blood, the durability reduction UI has been modified so that its position does not overlap with the Altar of Blood gauge UI.
Class Changes
Warrior
Main Weapon, Succession
Prime: Earth Tremor- The Quick Charging Thrust skill has been improved so that re-pressing the F key while at maximum acceleration links into a Jump Attack.

- The skill animation has been changed to activate slightly faster.
- The height of the jump motion has been increased, and the landing has been changed to be faster.
- The condition for the fall animation to be displayed while airborne during an attack has been relaxed.
- The bound effect has been changed to apply to adventurers as well.
- Down smash effect has been removed.
Prime: Scars of Dusk - An effect has been added that restores +150 HP upon a successful hit.
- When triggering Prime: Scars of Dusk with Furious Blow, the health recovery effect is enhanced. (+200 on successful hit)
- The defense judgment has been changed from Front Guard to Super Armor.
Prime: Heavy Strike- The HP recovery effect upon successful hit has been increased from +115 to 150.
Succession: Guard- Stamina consumed when moving while using a skill has been reduced from 150 to 75.
Seismic Strike- A -25 damage reduction effect for 10 seconds has been added upon successful hit.
Frenzied Spear- After landing the first hit of the skill, the final hit (movement and attack) can be determined based on whether a left click is input.
- If you land the first hit on the target, a final hit is delivered in the direction the screen is facing when you left-click.
- If you fail to hit the target with the first strike, the final strike will not activate.
- If you land the first hit on the target, a final hit is delivered in the direction the screen is facing when you left-click.
| When left-click is not entered | When left-clicking |
|---|---|
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- Super Armor effect has been added during the final hit.
- The movement distance of the final attack animation triggered after a successful first hit has been increased by approximately 20% compared to the previous version.
Shield Tide- The first strike has been changed to an immediate shield-up motion against the target without any preliminary animation.
- Attack and defense judgments, and special damage have been changed as follows.
- Based on the following changes, the technologies listed below have been modified to be linked with other skills from the same point in time during use.
- Guard, Chopping Kick, Deep Thrust, Forward Slash , Double Shield Charge, Take Down, Prime: Enhanced Spirit
- Based on the following changes, the technologies listed below have been modified to be linked with other skills from the same point in time during use.
| Before change | After change |
|---|---|
|
Attack judgment
1. Launches on successful hit (Applies only to monsters) 2. Knockback on successful hit (applies only to monsters)
2 Air Smash on successful hit
Defense judgment 1. Front guard during a striking attack
Super Armor during 2nd strike attack
Special damage
Air Attack
|
Attack judgment
1. Knockback on successful hit
Down Smash on successful hit
Defense judgment
Super Armor during 2nd strike attack
Special damage
Down attack
|

Shield Assault- Changed to dash forward when performing a 1-hit attack.
- The defense judgment has been changed as follows.
| Before change | After change |
|---|---|
|
Front guard
|
Front guard during a single strike attack
Super Armor during 2-hit attack
|

Ranger
Awakening
Flow: Rushing Wind- The reuse cooldown has been changed from 4 seconds to 3 seconds.
Waltz of Wind - The skill’s damage and attack and defense judgments have been changed.
| Before change | After change |
|---|---|
|
Hit damage 3615% x 2
Knockback on successful hit (Effect not applied during cooldown)
|
Hit damage 4519% x 2
Super Armor while using skill (Effect not applied during cooldown)
|
Core: Waltz of Wind - The attack and defense judgments of the skill have been changed.
| Before change | After change |
|---|---|
|
Super Armor while using skill (Effect not applied during cooldown)
|
Knockback on successful hit (Effect not applied during cooldown)
|
Spirit’s Haven- A knockback effect (applies only to adventurers) has been added upon successful hit.
Elven Rage- The attack hitbox has been improved to allow all three hits to land. Additionally, the attack range has been adjusted to match the skill effect.
Maehwa
Awakening
Flow: Tip of an Iceberg- The first and second hits of the skill have been improved to flow smoothly.
Petal Swirl- A frontal guard effect has been added when using the skill.
- Accordingly, the Stun effect when acquiring the Core: Petal Swirl skill will also apply in PVP.
Moonbreak- The stun effect upon successful hit has been changed to launching the target upon successful hit.
- Special damage has been changed from Down Attack to Air Attack.
- It has been improved so that it can be linked to the Flow: Cloud Stab skill after using the skill.
Moonrise - Improved to connect smoothly with the Flow: Cloud Stab skill
Frost Pillars- The activation speed of skills has increased.
- The character has been improved so that it rotates in accordance with the camera’s rotation during the motion of rotating the Kerispear
Absolute: Red Moon- Improved to allow linking to the Flow: Cloud Stab skill while using the Kerispear
Frostfeint- It has been improved to connect smoothly with Moonrise, Petal Swirl skill.
- Changes have been made so that the character does not rotate according to camera rotation during attack animations.
- The combo that increased activation speed when linked after a specific skill has been removed, and it has been changed to always activate at a constant speed.
- Accordingly, the activation speed of the skill has increased.
Ice Fang- It has been improved to link smoothly with Frostfeint
- Improved to link smoothly with Absolute: Red Moon skills.
Flow: Cloud Stab- The air smash effect has been removed.
- It has been improved to connect smoothly with Frost Pillars
Wizard, Witch
Main weapon
Archwizardry: Mass Teleport- The defense judgment has been changed from Invincibility to Super Armor → Invincibility → Super Armor.
Wizard
Main weapon
Protected Area V- The cooldown has been changed from 2 minutes 30 seconds to 3 minutes 30 seconds. (Based on Protected Area V)
Awakening
- The PVP damage of the following skills has been changed.
| Skill name | Before change | After change |
|---|---|---|
| Magma Bomb | PVP damage application rate 44.65% | PVP damage application rate 35.8% |
| Flame’s Calling | PVP damage application rate 30.65% | PVP damage application rate 25% |
| Hellfire IV | PVP damage application rate 32.38% | PVP damage application rate 23% |
| Bolide of Destruction III | PVP damage application rate 41.19% | PVP damage application rate 37% |
| Barrage of Water | PVP damage application rate 36.53% | PVP damage application rate 30.6% |
| Cataclysm IV | PVP damage application rate 30.43% | PVP damage application rate 45% |
| Chilling Wave III | PVP damage application rate 35.6% | PVP damage application rate 37% |
| Aqua Jail Explosion IV | PVP damage application rate 34.38% | PVP damage application rate 44.1% |
| Aqua Jail Explosion – Arne Effect | PVP damage application rate 32.39% | PVP damage application rate 52% |
| Black Spirit: Hellfire | PVP damage application rate 38.07% | PVP damage application rate 31.2% |
| Black Spirit: Cataclysm | PVP damage application rate 29.12% | PVP damage application rate 38% |
Ninja
Awakening
Shadow Slash- The required resources for the skill have changed.
- Before change: 40 WP
- After change: 300 Stamina
- Changes have been made so that stamina is not recovered until the action ends when using the skill.
Murderous Intent- The required resources for the skill have changed.
- Before change: 35 WP
- After change: 100 Stamina
- Changes have been made so that stamina is not recovered until the action ends when using the skill.
Dark Knight
Awakening
Flow: Darkness Outpouring- The reuse cooldown has been removed.
Twilight Dash- The cooldown has been changed from 9 seconds to 7 seconds.
Trap of Vedir- The reuse cooldown has been changed from 10 seconds to 7 seconds.
- The defense judgment has been changed from Front Guard to Super Armor.
Seed of Catastrophe- A frontal guard effect has been added while using the skill.
- Upon a successful hit, the launch effect changes to Stun and applies only to monsters.
- Accordingly, the Stun effect when acquiring the Core: Seed of Catastrophe skill will also apply in PVP.
- The character has been changed so that it does not rotate according to the camera direction after an attack.
Flow: Root of Catastrophe- The defense judgment has been changed from Super Armor to Front Guard.
- The down attack effect has been removed.
- The character has been changed to rotate according to the camera direction when the skill starts.
Shattering Darkness- Attack judgment has been adjusted so that magic strike damage is applied at least 2 times.
Soul Snatch- It has been improved to seamlessly transition to other skills after using the skill.
- A knockback effect has been added upon successful hit.
Spirit Hunt - From the moment of attack, the character has been changed so that it does not rotate according to the camera direction.
Flow: Spirit Blaze- The defense judgment has been changed from Front Guard to Super Armor.
- Improved so that left-clicking after the Spirit Hunt skill allows you to link into the Flow: Spirit Blaze skill.
Dark Nebula- The defense judgment has been changed from Front Guard to Super Armor.
- The PvP damage of the following skills has been changed.
| Skill name | Before change | After change |
|---|---|---|
| Shattering Darkness IV |
Phantom Sword Strike PVP Damage Application Rate 46.28%
Magic Strike PVP Damage Application Rate 33%
|
Phantom Sword Strike PVP Damage Application Rate 56%
Magic Strike PVP Damage Application Rate 27%
※ Flow: The PVP damage application rate of the Dark Spread skill remains the same as before at 46.28%. |
| Flow: Bombardment |
Phantom Sword Strike PVP Damage Application Rate 26.85%
Magic Strike PVP Damage Application Rate 40.12%
|
Phantom Sword Strike PVP Damage Application Rate 56%
Magic Strike PVP Damage Application Rate 29%
|
| Seed of Catastrophe IV | PVP damage application rate 26.99% | PVP damage application rate 44.5% |
| Flow: Root of Catastrophe | PVP damage application rate 21.38% | PVP damage application rate 45% |
| Soul Snatch | PVP damage application rate 24.81% | PVP damage application rate 50% |
| Spirit Legacy III | PVP damage application rate 43.73% | PVP damage application rate 38.3% |
| Dark Nebula | PVP damage application rate 28.99% |
1-hit PVP damage application rate 29%
2-hit PVP damage application rate 36%
|
| Cluster of Despair |
Critical Hit Chance +50% (Applies only to monsters)
PVP damage application rate 46.57%
|
Critical Hit Chance +50%
PVP damage application rate 40%
|
Striker
Main Weapon, Succession
Succession: Crouching Wolf- The effect of the skill has been changed to restore +500 HP when using the skill.
- A 1200 HP recovery effect has been added to the Flow: Prey Hunt skill that automatically activates after using a skill.
Absolute: Roaring Tiger- The +300 HP recovery effect when using skills has been removed.
Heart and Soul- A +300 HP recovery effect has been added upon completion of charging.
Prime: Rampaging Predator- The skill range has increased slightly.
Prime: Knee Hammer- The motion has been modified to be more natural, and as a result, the movement distance of the skill has increased slightly.

Prime: Somersault, Triple Flying Kick- The status effect has been changed from launch to knockdown.
- The Spirit Release effect in the following skill has been modified to activate reliably.
- Ankle Hook, Martial Deva, Combo: Final Blow, Flow: Bombardment, Flow: Savage Fang, Hidden Claw, Roaring Tiger
- The damage and PvP damage of the following skills have been changed.
| Skill name | Before change | After change |
|---|---|---|
| Prime: Adamantine IV | PVP damage application rate 34.01% | PVP damage application rate 38.77% |
| Ankle Hook |
1 Hit Damage 1950% x 1
2-hit damage 1950% x 1
Additional hit damage 1340% x 2
|
1 Hit Damage 2633% x 1
2nd hit damage 2633% x 1
Additional hit damage 1809% x 2
|
| Martial Deva | Hit damage 1287% x 2 | Hit damage 1737% x 2 |
| Prime: Hidden Claw | PVP damage application rate 27.35% | PVP damage application rate 29.4% |
| Prime: Crimson Fang | PVP damage application rate 42.26% | PVP damage application rate 46.03% |
| Explosive Blow | Hit damage 2632% x 2 | Hit damage 3158% x 2 |
Mystic
Awakening
Spiral Torpedo- Changes have been made so that stamina is not restored while using skills.
Sea Burial- Changes have been made so that stamina is not restored while using skills.
Infinite Fortitude- The reuse cooldown has been increased from 40 seconds to 50 seconds.


Sea Burial, Rising Dragon, Wave Orb- The health recovery effect upon using a skill has been changed to a health recovery effect upon a successful hit.
- The effect that amplified HP recovery when used with the Fighting Spirit effect has been removed.
Dragon’s Rip- The reuse cooldown has been increased from 13 seconds to 15 seconds.
Lahn
Main Weapon, Succession
Prime: Blade Dance- Down Attack effect has been added.
- The defense judgment has been changed as follows.
- In addition, the technical description text for strikes has been changed to be clearer.
| Before change | After change |
|---|---|
| Super Armor during the 2nd and 3rd hits of Stationary Slash Super armor during 2nd and 3rd hits |
Front guard during high sword strike Super Armor during Crescent Strike |
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Prime: Crescent Barrage- The defense judgment has been changed as follows.
| Before change | After change |
|---|---|
| Super Armor during 2, 3, and 4 hits |
1. Front guard during a hit
Super Armor during 2, 3, and 4 hits
|
Prime: Furious Chase- The defense judgment during the first hit of the dash slash has been changed from forward guard to super armor while using the skill.
- When performing the first hit of the dash slash, the character will now rotate according to the camera rotation only until the attack.
Hashashin
Main Weapon, Succession
Prime: Aal’s Breath- The defense judgment has been changed as follows.
- Before change: Super Armor while camouflaged, Super Armor while using skills
- After change: Invincibility while camouflaged → Super Armor, Super Armor while using skills
Chosen Blade- The vitality recovery effect has been increased.
- Before Change: Recovers +100 HP per hit upon successful strike
- After Change: Recover +183 HP per hit upon successful strike
Prime: Quicksand- The stun effect upon successful hit has been changed to a stun effect upon the first successful hit, and it has been modified to apply to adventurers as well.
- The knockdown effect has been changed to apply to the player as well upon a successful final hit.
Rupture- The skill’s animation has been changed so that it always activates after Shadow Splitter or Purge
- The animation duration of the action triggered after Shadow Splitter and Purge has been slightly increased.
- It has been changed so that it cannot be linked during the first action of Shadow Splitter
- The skill has been changed so that it can be activated by registering it to a hotkey slot.
- The knock-up effect upon a successful explosive hit has been changed to apply only to monsters.
- The PvP damage of the following skills has been changed.
| Skill name | Before change | After change |
|---|---|---|
| Hourglass of Death | PvP damage application rate 45.35% | PvP damage application rate 49.98% |
| Descent | PvP damage application rate 30.79% | PvP damage application rate 36.51% |
| Ridge Reaver | PvP damage application rate 31.51% | PvP damage application rate 34.44% |
| Sand Slicer | PvP damage application rate 46.54% | PvP damage application rate 50.37% |
| Chosen Blade | PvP damage application rate 45.35% | PvP damage application rate 49.23% |
| Rupture |
Normal Strike PvP Damage Application Rate 71.6%
Explosive Strike PvP Damage Application Rate 83.54%
|
Normal Strike PvP Damage Application Rate 50.34%
Explosive Strike PvP Damage Application Rate 71.6%
|
Sage
Awakening
Absolute: Rift Chain, Rift Chain II - Stamina consumption has been changed from 200 to 300.
- The invincibility effect at the start of the skill has been changed to Super Armor.
- However, Prime: Rift Chain maintains the invincibility effect at the start of the skill.
- The dummy effect of moving in the opposite direction when casting a skill is removed, and an effect is displayed to indicate the direction of movement when the character disappears.
Lightning Prison- Skill activation speed has been improved.
Core: Lightning Prison- The status effect has been changed from Stun to Stiffness.
Impaling Flash- Stamina consumption has been changed from 150 to 250.
- Stamina recovery is no longer possible during any action while using the Impaling Flash skill.
Divine Executioner- The required resources for the skill have changed.
- Before change: MP 80
- After change: Stamina 300
Woosa
Main Weapon, Succession
Prime: Cloudcarve- The activation speed of skills has increased.
Prime: Cloudrise- The activation speed of skills has increased.
Prime: Thunderstroke- The activation speed of skills has increased.
- All Attack Power Increase 24 effect has been added.
Sagoonja: Chrysanth, Prime: Sagoonja: Chrysanth- Attack hitboxes have been adjusted so that the full maximum hit can be applied at close range to the character.
Silent Strike- Super Armor effect while moving has been added.
Prime: Fan Kick- All attack power increase effects have been changed from 20 to 24.
Prime: Butterfly Dream- All attack power increase effects have been changed from 25 to 32.
Stormfall, Cloudrise - It has been added so that it can be linked to the Wingbeat skill while using the skill.
Prime: Cloudrise- The pre-hit stiffness effect has been changed to a pre-hit stun and is now applied to adventurers as well.
Absolute: Cloudrise , Prime: Cloudrise- All attack power reduction upon successful hit has been removed.
Flow: Stormbolt- The knockdown effect has been changed to apply to adventurers as well.
- Accordingly, the down smash effect has been removed.
- Changed so that when chaining into Flitting Step or Yangban Step while using the Prime: Cloudrise skill, the knockdown effect of Flow: Stormbolt is applied even if the remaining storm cloud causes lightning due to Flow: Stormbolt.
Tigerfly- Added to allow linking even after Flitting Step, Chain: Flitting Step
Prime: Quiet Waters- The storm cloud effect summoned by the Prime: Quiet Waters skill has been adjusted as follows.
- The storm cloud effect, which was previously applied differently only to the Prime: Stormfall skill, has been unified to the storm cloud effect of other skills.
- The -15 magic damage reduction (applied only to adventurers) from the storm cloud effect has been removed and changed to apply -20 damage reduction to all targets regardless of target.
- The stun effect upon successful hit from the storm cloud effect has been removed.
- However, when Woosa is hit by a status effect while storm cloud are present, the effect of dropping a large lightning bolt and causing stun is maintained.
- An effect that reduces all attack power by 20 upon a successful hit has been added to the storm cloud effect.
Prime: Rain’s Thirst- When releasing energy after absorbing it, it has been changed so that only 25% of the stored energy is converted into damage and returned to the opponent.
- In other words, if you take 16,000 damage out of your maximum HP, 25% of that amount, or 40 million, is converted and returned to the opponent.
- The damage of the following skills has been changed.
| Skill name | Before change | After change |
|---|---|---|
| Prime: Cloudrise III | PvP damage application rate 36.04% | PvP damage application rate 40.6% |
| Prime: Wingbeat |
1st hit damage 6690% x 2
2-hit damage 5575% x 3
PVP damage application rate 37.88%
|
1st hit damage 5018% x 2
2nd hit damage 10035% x 2
1-hit PVP damage application rate 30%
2-hit PVP damage application rate 42%
|
Scholar
Common
Anti-gravity- The buff effects applied to Scholar herself have been changed as follows.
- Before Change: +40 Defense Ignore Damage on Critical Hit for 10 seconds
- After Change: +30 Defense Ignore Damage on Critical Hit for 10 seconds
Flow: Gold Continuum- The Super Armor effect has been changed to end at the end of the attack in accordance with the skill description.
Flow: Golden Thunder- When using the skill, the effects of increased damage and attack range based on fall height have been changed.
- Now, you must fall from a higher position than before to increase damage and attack range.
Hammerfall- The HP recovery effect per hit upon successful strike has been changed from +140 to +188.
Core: Hammerfall- The effect added to the Tremor Knock skill upon skill acquisition has been changed as follows.
- Before Change: Bound on 1 successful hit
- After Change: Knockdown on 1 successful hit
Attraction - The skill’s invincibility effect has been changed so that it does not apply starting from the movement end animation.
- The PvP damage of the following skills has been adjusted.
| Skill name | Before change | After change |
|---|---|---|
| Home Run | PvP damage application rate 32.57% | PvP damage application rate 28.35% |
| Flow: Gold Continuum |
PvP damage application ratio for 1st and 2nd hits: 40.39%
3-Hit PvP Damage Application Ratio: 31.3%
|
PvP damage application ratio for 1st and 2nd hits: 36.38%
3-Hit PvP Damage Application Ratio: 27.31%
|
| Hammer Spin |
PvP damage application rate 23.34%
|
PvP damage application rate 25.94%
|
| Black Spirit: Hammer Spin |
PvP damage application rate 22.43%
|
PvP damage application rate 24.45%
|
| Hammerfall |
PvP damage application rate 26.13%
|
PvP damage application rate 29.13%
|
| Infinite Power |
PvP damage application rate 29.41%
|
PvP damage application rate 32.12%
|
Deadeye
Common
Frontier Survivor- When only stamina remains, the life force consumed increases from 2 times to 4 times the stamina.
- Accordingly, the minimum health threshold at which Frontier Survivor cannot be activated has been changed from 25% of maximum health to less than 10% or 800 to less than 1200.
Mayhem- Changes have been made so that stamina is not restored while using skills.
Gunslinger’s Entrance- Changes have been made so that stamina is not restored until the skill ends when using the skill.
- The stamina cost of the following skills has been changed. Lower-tier skills will also be adjusted accordingly.
| Skill name | Before change | After change |
|---|---|---|
| Sidewinder | 300 | 200 |
| Absolute: Gunslinger’s Entrance | 150 | 200 |
| Absolute: Doom ‘N Gloom | 100 | 200 |
| Absolute: Run ‘N Gun | 100 | 200 |
Wukong
Common
Scorch It All!, Wukong: Scorch It All!- Changed so that a stun effect is applied upon a successful hit on the first and last strikes.
- The cooldown has been changed from 8 seconds to 10 seconds.
Wukong:Heaven’s Pivot- The cooldown has been changed from 13 seconds to 8 seconds.
- Accordingly, the skill-on specialization level changes from tier 3 to tier 2.
- It has been improved to seamlessly transition to other skill after using the skill.


To Shreds You Say?!, Move Outta My Way!, Once Again!- All attack power increase effects applied when not in Wukong state have been changed from 16 to 24.
Extend Longer! Wukong: Extend Longer!- The knockback effect has been changed to apply only to monsters.
- Activation speed has increased.
Tormenting Spike, Wukong: Tormenting Spike- The bound effect has been changed to apply in PVP as well.
Golden Gaze: Incomplete- All evasion increase effects have been changed from 16 to 28.
Monkey See, Monkey Do- The stamina consumed when using the skill has been changed from 300 to 500.
- The cooldown has been changed from 1 minute to 30 seconds.
Class Bug Fixes
- [Ranger] Fixed an issue where movement distance varied during the cooldown.
- [Valkyrie] Fixed an issue where the +20 damage reduction effect could not be obtained when using the Verdict: Lancia Iustitiae skill.
- It has been changed so that all damage reduction effects and values obtained in defensive stance are carried over equally.
- Changed so that using the Verdict: Lancia Iustitiae skill grants +30 to all damage reduction for 10 seconds.
- It has been changed so that all damage reduction effects and values obtained in defensive stance are carried over equally.
- [Valkyrie] Fixed an issue where the Super Armor effect of the Terra Sancta skill was not maintained until it could be chained into another skill.
- [Maehwa] Fixed an issue where a momentary slowdown effect was displayed when using Frost Pillars I ~ II skills while they were on cooldown.
- [Maehwa] Fixed an issue where the accuracy indicator remained in the description of the Black Spirit: Flow: Cloud Stab skill.
- [Maehwa] Fixed an issue where the description for the Moonbreak skill did not indicate “Knockback upon successful hit (applies only to monsters).”
- [Lahn] Fixed an issue where the effect was not displayed during the 3rd hit of the High Sword in the Prime: Blade Dance skill.
- [Corsair] Fixed an issue where the effect of increasing all damage reduction by 50% for 5 seconds, which Labao grants when Corsair’s health is 50% or less, was repeatedly acquired despite the Solo Deployment! effect being active.
- [Drakania] Fixed an issue where 1 Ion was restored when using certain Succession skills while the skill specialization effect, Back Attack Damage Increase, was active.
- [Woosa] Fixed an issue where the damage of the final hit was not applied in certain situations when chaining the Prime: Cloudrise I skill after another skill.
- [Dosa] Awkward wording in the Prime: Cloud General skill description has been corrected.
- [Scholar] When Scholar falls from a high place, the forward movement force is reduced at the start of the fall.


The Arena of Solare returns for its 9th season.















































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