Details of the update for the Global Lab BDO test server, which was released on Friday, April 24, 2026.
Please note that Black Desert test server update information applies specifically to the test server itself and is subject to change when the official servers are updated.
Character

Warrior
Warrior Succession is a class that utilizes a shield and All Damage Reduction stats to mitigate incoming damage.
To further enhance his class identity and concept, we have adjusted him to gain access to AoE CC effects, allowing him to better disrupt enemy formations.
Main Weapon, Succession
Prime: Earth Tremor
- The Charging Thrust skill has been improved so that re-pressing the F key while at maximum acceleration links into a Leap 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 recover +150 HP upon a successful hit.
- When triggering Prime: Scars of Dusk with Furious Blow, the HP recovery effect is enhanced. (+200 on successful hit)
- Defense stat has been changed from Forward 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 indicator, and special damage have been changed as follows.
- Based on the following changes, the skills listed below have been changed to be linked with other skills from the same point in time during use.
- Guard, Chopping Kick, Deep Thrust, Forward Slash, Shield Charge, Take Down, Prime: Enhanced Spirit
- Based on the following changes, the skills listed below have been changed to be linked with other skills from the same point in time during use.
| Before change | After change |
| Attack Indicator Floating on attack 1 hits (PvE only) Knockback on attack 2 hits (PvE only) Air Smash on attack 2 hits Defense Indicator Super Armor on attack 1 hits Forward Guard on attack 2 hits Special damage Air Attack | Attack Indicator Knockback on attack 1 hits Down Attack on attack 2 hits Defense Indicator Super Armor on attack 2 hits Special damage Down attack |

Shield Assault
- Changed to dash forward when performing a 1-hit attack.
- The defense Indicator has been changed as follows.
| Before change | After change |
| Forward Guard | Forward Guard on attack 1 hits Super Armoron attack 2 hits |


Ranger
Ranger Awakening has been adjusted to deal heavy damage and, when needed, attempt assassinations. However, these adjustments were made with her ability to also serve as a ranged damage dealer using Main Weapon skills in mind.
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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 Indicator have been changed.
| Before change | After change |
| Attack damage 3615% x2 Knockback on hits (Nullified during cooldown) | Attack damage 4519% x 2 Super Armor on hits (Nullified during cooldown) |
Core: Waltz of Wind
- The attack and defense Indicator of the skill have been changed.
| Before change | After change |
| Super Armor during the skill (Nullified during cooldown) | Knockback on successful hit (Nullified 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
Maehwa Awakening has been adjusted to better fulfill her role in dealing melee damage, while also creating opportunities for quick assassination via Air Attacks with Flow: Cloud Stab. Following previous updates that enhanced Floating combos, we have added more ways to combo into Air Attacks after various Floating skills. Additionally, defensive effects have been added to her Knockdown combos to ensure she can deal melee damage more reliably.
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Flow: Tip of an Iceberg
- The first and second hits of the skill have been improved to flow smoothly.
Petal Swirl
- A forward 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 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 Training.
Absolute: Red Moon
- Flow while using Flow: Cloud Stab Improved to allow linking to the skill.
Frostfeint
- The skill has been improved to work seamlessly with the skill Petal Swir, Moonrise.
- 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 the Frostfeint skill.
- Improved to link smoothly with Absolute: Red Moon skills.
Flow: Cloud Sting
- The air smash effect has been removed.
- It has been improved to connect smoothly with Frost Pillars skill.


Wizard, Witch
Archwizardry: Mass Teleport was intended to be used to engage alongside allies or help allies escape danger. However, we have adjusted its defensive effects, as opponents had no way to keep Wizard and Witch in check when they attempted to escape.
Main weapon
Archwizardry: Mass Teleport
- The defense judgment has been changed from Invincible to Super Armor → Invincible → Super Armor.

Wizard
Wizard and Witch Awakening are classes that combine powerful AoE damage with the ability to support allies, with Wizard placing more emphasis on AoE damage. However, we determined that the damage of certain Wizard Awakening skills that can be instantly comboed was too high. To better balance this, we reduced the damage of those skills while increasing the damage of skills with longer cast times. Additionally, the ally-supporting capability of Protected Area was slightly excessive considering the Wizard’s current AoE damage potential, so its cooldown has been adjusted.
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 | 44.65% damage in PvP only | 35.8% damage in PvP only |
| Flame’s Calling | 30.65% damage in PvP only | 25% damage in PvP only | |
| Hellfire IV | 32.38% damage in PvP only | 23% damage in PvP only | |
| Bolide of Destruction III | 41.19% damage in PvP only | 37% damage in PvP only | |
| Barrage of Water | 36.53% damage in PvP only | 30.6% damage in PvP only | |
| Cataclysm IV | 30.43% damage in PvP only | 45% damage in PvP only | |
| Chilling Wave III | 35.6% damage in PvP only | 37% damage in PvP only | |
| Aqua Jail Explosion IV | 34.38% damage in PvP only | 44.1% damage in PvP only | |
| Aqua Jail Explosion IV (Arne effect) | 32.39% damage in PvP only | 52% damage in PvP only | |
| Black Spirit: Hellfire | 38.07% damage in PvP only | 31.2% damage in PvP only | |
| Black Spirit: Cataclysm | 29.12% damage in PvP only | 38% damage in PvP only |

Ninja
Ninja Awakening is a melee-focused class capable of assassinating if needed. However, certain skills were exceptionally versatile on their own, thanks to their short cooldowns, Super Armor, instant movement, CC effects, and more.
We are adjusting him so that powerful skills must be used more carefully, and Adventurers may need to cancel out of Super Armor-based defensive actions depending on the situation
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Shadow Slash
- The required resources for the skill have changed.
- Before change: MP 40
- After change: Stamina 300
- 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: MP35
- After change: Stamina 100
- Changes have been made so that stamina is not recovered until the action ends when using the skill.

Dark Knight
Despite being a hybrid class that shifts between melee and ranged combat, Dark Knight Awakening has struggled to make full use of this playstyle due to her reduced ranged AoE damage compared to the past. This adjustment has been made to allow her to pressure enemies from range with damage, while keeping them in check in melee by maintaining defensive effects and applying CC. In exchange, we have added positioning constraints at range through Forward Guard, while giving her weaker survivability in melee to better preserve her class identity and concept.
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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 effect has been changed from Forward Guard to Super Armor.
Seed of Catastrophe
- A Forward guard effect has been added while using the skill.
- Upon a successful hit, the Floating effect changes to Stun and applies only to monsters.
- Accordingly, the Stun effect when acquiring the Seed of Calamity 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 effect has been changed from Super Armor to Forward 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 effect 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 effect has been changed from Forward 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 effect has been changed from Forward Guard to Super Armor.
- The PvP damage of the following skills has been changed.
| Skill name | Before change | After change | |
| Shattering Darkness III | 46.28% phantom blade attack damage in PvP only 33% magic attack damage in PvP only | 56% phantom blade attack damage in PvP only 27% magic attack damage in PvP only ※ The PVP damage application rate of the Flow: Darkness Outpouring skill remains the same as before at 46.28%. | |
| Flow: Bombardment | 26.85% phantom blade attack damage in PvP only 40.12% magic attack damage in PvP only | 56% phantom blade attack damage in PvP only 29% magic attack damage in PvP only | |
| Seed of Catastrophe IV | 26.99% damage in PvP only | 44.5% damage in PvP only | |
| Flow: Root of Catastrophe | 21.38% damage in PvP only | 45% damage in PvP only | |
| Soul Snatch | 24.81% damage in PvP only | 50% damage in PvP only | |
![]() | Spirit Legacy III | 43.73% damage in PvP only | 38.3% damage in PvP only |
| Dark Nebula | 28.99% damage in PvP only | 29% 1 damage in PvP only 36% 1 damage in PvP only | |
| Cluster of Despair | Critical Hit Chance +50% (Applies only to monsters) 46.57% damage in PvP only | Critical Hit Chance +50% 40% damage in PvP only |

Striker
Striker Succession is designed for melee combat. To better fit this role, we have enhanced his survivability and increased PvP damage. This addresses previous issues where damage output felt insufficient relative to combo length. Additionally, we changed the CC effect of Prime: Somersault to provide a more reliable way to land a second CC.
Main Weapon, Succession
Succession: Crouching Wolf
- The effect of the skill has been changed to restore +500 HP when using the skill.
- Flow that automatically activates after using a skill: A 1200 HP recovery effect has been added to the Flow: Prey Hunt 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 charged.
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,
Rising Blast Combo
- The status effect has been Floating 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, 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 | 34.01% damage in PvP only | 38.77% damage in PvP only | |
| Ankle Hook | Attack 1 damage 1950% x 1 Attack 2 damage 1950% x 1 Extra attack damage 1340% x 2 | Attack 1 damage 2633% x 1 Attack 2 damage 2633% x 1 Extra attack damage 1809% x 2 | |
| Martial Deva | Attack damage 1287% x 2 | Attack damage 1737% x 2 | |
| Prime: Hidden Claw | 27.35% damage in PvP only | 29.4% damage in PvP only | |
| Prime: Crimson Fang | 42.26% damage in PvP only | 46.03% damage in PvP only | |
| Explosive Blow | Attack damage 2632% x 2 | Attack damage 3158% x 2 |

Mystic
Mystic Awakening is designed to tank hits, recover, and relentlessly close the distance to disrupt enemy formations or restrict their movement. However, some of the effects used to perform this role were somewhat overtuned, so balance adjustments have been made.
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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 HP recovery effect upon using a skill has been changed to a HP recovery effect upon a successful hit.
- The effect that amplified HP recovery when used with the Martial Spirit effect has been removed.
Dragon’s Rip
- The reuse cooldown has been increased from 13 seconds to 15 seconds.

Lahn
Lahn Succession excels at using airborne mobility to drop in on enemies from above and disrupt their lines. We have improved her follow-up options after landing. Depending on the situation, Lahn can now choose to remain on the ground and attempt extra damage with stationary attack skills, despite the risks of relying on Forward Guard.
Main Weapon, Succession
Prime: Blade Dance
- Down Attack effect has been added.
- The defense effect has been changed as follows.
- In addition, the technical description text for strikes has been changed to be clearer.
| Before change | After change |
| Stationary Slash Super Armor during standing slash attacks 2 and 3 Super Armor during attacks 2 and 3 | Forward Guard during Noble Sword strike Super Armor during Crescent Strike |
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Prime: Crescent Barrage
- The defense effect has been changed as follows.
| Before change | After change |
| Super Armor during attacks 2, 3, and 4 | Forward Guard during attacks 1 Super Armor during 2, 3, and 4 hits |
Prime: Furious Chase
- The defense effect 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
Following the previous damage nerfs to Hashashin Succession, we have increased the damage of skills that do not apply Air Attack in standard combos. While keeping the damage of opening CC skills such as Prime: Purge at a similar level to prevent kills from a single combo, we have increased the damage of skills used in the second CC combo so they deal damage on par with other classes. However, the damage of Rupture has been reduced, as it could deal excessively high damage. Additionally, we have added a new option that allows Hashashin to stay in the fight while visible by taking on some risk. From the opponent’s perspective, this also creates more opportunities to target a Hashashin who remains on the battlefield.
Main Weapon, Succession
Prime: Aal’s Breath
- The defense effect has been changed as follows.
- Before change: Super Armor during the skill. Super Armor while disguised
- After change: Invincibility while disguised → Super Armor, Super Armor during the skill
Chosen Blade
- The HP recovery effect has been increased.
- Before Change: Recover 100 HP per hit
- After Change: Recover 183 HP per hit
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 the Shadow Splitter skill.
- The skill has been changed so that it can be activated by registering it to a hotkey slot.
- The Floating 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 | 45.35% damage in PvP only | 49.98% damage in PvP only | |
| Descent | 30.79% damage in PvP only | 36.51% damage in PvP only | |
| Ridge Reaver | 31.51% damage in PvP only | 34.44% damage in PvP only | |
| Sand Slicer | 46.54% damage in PvP only | 50.37% damage in PvP only | |
| Chosen Blade | 45.35% damage in PvP only | 49.23% damage in PvP only | |
| Rupture | 71.6% normal attack damage in PvP only 83.54% explosion damage in PvP only | 50.34% normal attack damage in PvP only 71.6% explosion damage in PvP only |

Sage
Sage Awakening uses various engage and movement skills to move across the battlefield and deal damage. Specifically, he could easily disrupt enemies by repositioning with engage and movement skills that have quick activation and favorable properties. We have adjusted him so he must be more careful when capitalizing on this strength.
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Absolute: Rift Chain, Rift Chain II
- Stamina consumption has been changed from 200 to 300.
- The Invincible effect at the start of the skill has been changed to Super Armor.
- However, Prime: Rift Chain maintains the Invincible 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
We have adjusted Woosa Succession to play the role of locking down an area using AoE CC and debuffs during melee engagements in PvP. Also, we’ve compensated for the low DPS across her combos by expanding the skills that grant buffs, allowing her to adjust her combos flexibly for different situations. However, the damage of Prime: Rain’s Thirst has been adjusted, as it could deal excessive damage when used with certain setups.
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 increase effects have been changed from 20 to 24.
Prime: Butterfly Dream
- All attack 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.
Cloudrise ~ Absolute, Prime: Cloudrise
- All attack 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 Yangban Step or Flitting Step while using the Prime: Cloudrise skill, the knockdown effect of Flow: Stormbolt is applied even if the remaining Dark Cloud causes lightning due to Flow: Stormbolt.
Tigerfly
- Added to allow linking 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 clouds are present, the effect of dropping a large lightning bolt and causing stun is maintained.
- An effect that reduces all attack 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 | 36.04% damage in PvP only | 40.6% damage in PvP only | |
| Prime: Wingbeat | Attack 1 damage 6690% x 2 Attack 2 damage 5575% x 3 37.88% damage in PvP only | Attack 1 damage 5018% x 2 Attack 2 damage 10035% x 2 30% 1 damage in PvP only 42% 2 damage in PvP only |

Scholar
Scholar fights using high high defense alongside skills with airborne movement. However, we are adjusting her ability to deal a certain amount of damage through airborne skills during her approach and airborne skills chained immediately after. Accordingly, the Damage Increase condition for Flow: Golden Thunder, a skill used to dive into enemy lines, has been changed, and the damage of Home Run – Flow: Gold Continuum has been reduced. In exchange, the damage of ground skills used after diving in while exposed to enemies has been increased, encouraging Adventurers to secure kills through ground combos after her initial dive.
Anti-gravity
- The buff effects applied to Scholar herself have been changed as follows.
- Before Change: Self: Defense Nullifying Damage +40 for 10 sec on Critical Hits
- After Change: Self: Defense Nullifying Damage +30 for 10 sec on Critical Hits
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 Hammerfall skill upon skill acquisition has been changed as follows.
- Before Change: Bound on attack 1 hits
- After Change: Knockdown on attack 1 hits
Attraction
- The skill’s Invincible 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 | 32.57% damage in PvP only | 28.35% damage in PvP only | |
| Flow: Gold Continuum | 40.39% 1,2 damage in PvP only 31.3% 3 damage in PvP only | 36.38% 1,2 damage in PvP only 27.31% 3 damage in PvP only | |
| Hammer Spin | 23.34% damage in PvP only | 25.94% damage in PvP only | |
| Black Spirit: Hammer Spin | 22.43% damage in PvP only | 24.45% damage in PvP only | |
| Hammerfall | 26.13% damage in PvP only | 29.13% damage in PvP only | |
| Infinite Power | 29.41% damage in PvP only | 32.12% damage in PvP only |

Deadeye
Deadeye is a ranged attack-focused hybrid class that keeps approaching enemies in check before suddenly striking with melee skills. To maintain this unique playstyle that involves “kiting” as a core element of combat, we believe that the damage and defensive effects of her ranged attacks must be maintained. However, we understand that being able to kite endlessly can feel unfair to opponents facing Deadeye. Therefore, we have adjusted her Stamina and Frontier Survivor to place a limit on her ability to kite. Regarding the increased HP cost of Frontier Survivor, it was previously difficult to trigger with skills other than Sidewinder. As such, we unified the Stamina cost of Sidewinder, Gunslinger’s Entrance, Doom ‘N Gloom, and Run ‘N Gun so that Deadeye can continue to use these skills by consuming HP instead of Stamina once Frontier Survivor activates.
Frontier Survivor
- When only stamina remains, the HP force consumed increases from 2 times to 4 times the stamina.
- Accordingly, the minimum HP threshold at which Frontier Survivor cannot be activated has been changed from 25% of maximum HP 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
Wukong has been adjusted to focus on diving into enemy lines to deal damage and cause disruption. We have expanded his access to wide-range skills that inflict CC and enhanced his ability to infiltrate enemy lines, disrupt their formation, and safely exit the battlefield.
Scorch It All!, Fighting Buddha: 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.
Heaven’s Pivot
- The cooldown has been changed from 13 seconds to 8 seconds.
- Accordingly, the skill specialization level changes from level 3 to level 2.
- It has been improved to seamlessly transition to other skills after using the skill.
To Shreds You Say?!,
Move Outta My Way!,
Once Again!
- All AP increase effects applied when not in Fighting Buddha state have been changed from 16 to 24.
Extend Longer!, Fighting Buddha: Extend Longer!
- The knockback effect has been changed to apply only to monsters.
- Activation speed has increased.
Tormenting Spike, Fighting Buddha: 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 modifications and changes
- [Ranger] Fixed an issue where movement distance varied during the cooldown.
- [Valkyrie] Fixed an issue where the +20 All 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 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 HP is 50% or less, was repeatedly acquired despite 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 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.
Upcoming PvP Balance Adjustments
Next week’s update on the live server will mark the start of the regular season of Arena of Solare, a PvP mode loved by many Adventurers. We are also aware of the active discussions on class balance in Arena of Solare. PvP balance in Black Desert plays out differently across many types of content, such as 1v1, Arena of Solare, Guild League, Node/Conquest Wars, and more. Because of this, we adjust balance based on various indicators rather than specific content, as we have today as well. However, we also deeply understand that a class overperforming in certain content can create an overall subpar experience for Adventurers playing that content. Therefore, as announced through Global Lab on Apr 17, we will be monitoring the performance of each class in Arena of Solare closely and quickly at the beginning of the season. We will also make further adjustments for classes that overperform or underperform for a better PvP experience. Thank you.
Content
Arena of Solare – Regular Season
The Arena of Solare returns for its 9th season. This season features various overhauls to help Adventurers immerse themselves in the thrill of the challenge. We have refined the point system across all brackets to reduce the burden of reaching mid-to-high tiers. Meanwhile, the highest rank, “Solare Incarnate,” now includes a rank condition to further elevate its prestige. Additionally, participation rewards have been buffed and the seal exchange list has been updated with more useful items. We hope you enjoy another heart-pounding season in the Arena of Solare.
- 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 ~ Arena of Glory (2101 points or more) | ![]() Apprentice Soldier III (601 points) |
![]() Arena of Dawn (1801 ~ 2100 points) | ![]() Apprentice Soldier II (551 points) |
![]() Arena of Flames (1501 ~ 1800 points) | ![]() Apprentice Soldier II (501 points) |
![]() Arena of 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: Olun’s Valley, Kermelun Wilds, Gyfin Rhasia Temple (Ground), and Neftak Outpost.
Olun’s Valley | Kermelun Wilds |
Gyfin Rhasia Temple (above ground) | Neftak Outpost |
[NEW] Yolu’s Teeth | [NEW] Darkseekers’ Retreat |
Arena of Solare – Rank and Point System Revamp
The point and rank systems have been reorganized to help more Adventurers enjoy the challenge while allowing top-tier rankers to further cement their prestige. Previously, the point gain/loss was uniform across all tiers, making it difficult to climb without a win rate above 50%. With this update, we have split point gains and losses by score bracket. Up to the 1,800 point mark, participating in more matches will now increase your chances of reaching the mid-to-high tiers, easing the pressure regarding win rates. Furthermore, while the 2,401+ points requirement for the “Solare Incarnate” tier remains, a new “Top 30” rank condition has been introduced. We expect this change to make the Solare Incarnate tier a truly glorious position befitting the very best.
- 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) |
![]() Arena of Sunset (1201 ~ 1500 points) | +31 (Win) / -25 (Loss) | |
![]() Arena of Flames(1501 ~ 1800 points) | +27 (Win) / -25 (Loss) | |
![]() Arena of Dawn (1801 ~ 2101 points) | +25 (Win) / -25 (Loss) | |
![]() Arena of Glory (2101 ~ 2400 points) | +23 (Win) / -23 (Loss) | |
![]() Solare (2401 points or more) | +20 (Win) / -20 (Loss) |
- The multiplier for points earned from winning placement matches has been adjusted.
- Before change: 1.8x
- After change: 1.5 times
- 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 rank within the top 30 among adventurers with 2,401 points or higher to be granted the ‘Solare’ rank. ※ Example) If there are 100 adventurers with 2,401 points or higher, the Solare tier is maintained only for ranks 1 through 30, while 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 Solare’s Spear every day. ※ Tiers will only change if the ranks 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, 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, 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) | 10% | 20% | 30% | 40% | 50% |
Arena of Sunset (1201 ~ 1500 points) | 10% | 20% | 30% | 40% | 50% |
Arena of Flames (1501 ~ 1800 points) | 10% | 15% | 20% | 25% | 30% |
Arena of Dawn (1801 ~ 2101 points) | 10% | 12.5% | 15% | 17.5% | 20% |
Arena of Glory (2101 ~ 2400 points) | 10% | 12.5% | 15% | 17.5% | 20% |
Solare (2401 points or more) | doesn’t exist | ||||
- The losing streak penalty applies to the Arena of Dawn, Arena of Glory, and Solare tiers. The maximum penalty rate is applied for 3 consecutive losses or more in the Arena of Dawn, and for 4 consecutive losses or more in the Arena of Glory and Solare.
| Losing streak penalty points | ||
| Score range | 3 consecutive losses or more | |
![]() Arena of Dawn (1801 ~ 2101 points) | 5% | |
| Score range | 3 consecutive losses | 4 consecutive losses or more |
![]() Arena of Glory (2101 ~ 2400 points) | 5% | 10% |
![]() Solare (2401 points or more) | 5% | 10% |
| ※ Example of Cumulative Application of Win Streak Bonus (Based on the 1501 ~ 1800 point range) Upon achieving 3 consecutive wins: Basic 3-win bonus of 10% applied Upon achieving 4 consecutive wins: 3-win bonus (10%) + 1 accumulated win (5%) = 15% applied Upon achieving 5 consecutive wins: 4-win bonus (15%) + 1 accumulated win (5%) = 20% applied Upon achieving 6 consecutive wins: 5-win bonus (20%) + 1 accumulated win (5%) = 25% applied Upon achieving 7 or more consecutive wins: 6-win bonus (25%) + 1 accumulated win (5%) = Maximum limit of 30% applied (30% maintained for subsequent win streaks) |
- The inactivity penalty rules for Ranked Matches have been changed.
- If you do not play matches for a certain period in the upper score ranges (1801 points or higher), including Solare, Arena of Glory, and Arena of Dawn, your points will be periodically deducted according to your tier.
- The number of inactive days is determined based on the playtime of the day the last match was played (weekdays: 17:00 on the day ~ 01:00 the next day), and an inactive penalty is applied if the criteria are met by the Arena of Solare’s ranking tally time (02:00).
| Score range | Penalty Application Criteria | Score deduction cycle | Points deducted |
![]() Solare (2401 points or more) | If the match is not played for 3 days or more | Every 1 day | 50 points deducted |
![]() Arena of Glory (2101~2400 points) | If the match is not played for 3 days or more | Every 1 day | 40 points deducted |
![]() Arena of Dawn (1801~2100 points) | If matches are not held for 4 days or more | Every 2 days | 30 points deducted |
| ※ Example of Inactivity Penalty Application 1. Ending the last Arena of Solare Ranked Match on Monday (between 17:00 and 01:00).(If there are no Arena of Solare Ranked Matches played thereafter) 2. The inactivity penalty will be applied and points deducted at 26:00 (Friday 02:00), the rank tally time on Thursday. ※ This example is based on the Korean server, and penalty examples for the Global server will be announced through the official server update notes for each region. |
- The criteria for selecting MVP and ACE after the end 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 – Reward Rework
We have reworked the overall rewards to provide a greater sense of achievement for every fierce match. The amount of Gold Bars and Seals of Solare found in victory and defeat reward boxes has been increased. Additionally, the exchange list has been updated to make your Seals more valuable. A new Gold Bar Box has been added, and the weekly exchange limits for items like Sturdy Forest Tread and Corrupt Oil of Immortality have been raised. We look forward to your continued feats in the Arena of Solare.
- The rewards obtainable upon winning or losing in Arena of Solare have been revamped and upgraded.
| existing | change | ||
![]() ![]() ![]() Arena of Flame ~ Solare (1501 points or more) | ![]() ![]() Arena of Dawn ~ Solare (1801 points or more) | ||
| win | ![]() ![]() Elated Solare Box (Obtains 2 x 1kg Gold Bars upon opening) 50 Seal of Solare | win | ![]() [NEW] Solare Box (Get 3 x 1kg Gold Bars upon opening)70 Seal of Solare |
| lose | ![]() ![]() Courageous Solare Box (Obtains 1 x 1kg Gold Bar upon opening) 30 Seal of Solare | lose | ![]() ![]() [NEW] Solare Box (Retrieves 2 x 1kg Gold Bars upon opening) 50 Seal of Solare |
![]() ![]() Skilled Soldier ~ Arena of Sunset (801 ~ 1500 points) | ![]() ![]() Arena of Sunset ~ Arena of Flames (1201 ~ 1800 points) | ||
| win | ![]() ![]() Exultant Solare Box (Obtains 1 x 1kg Gold Bar upon opening) 50 Seal of Solare | win | ![]() ![]() Elated Solare Box (Upon opening, obtain 2 x 1kg Gold Bars and 5 x 100g Gold Bars) 60 Seal of Solare |
| lose | ![]() ![]() Rallying Solare Box (Retrieves 6 x 100G Gold Bars upon opening) 30 Seal of Solare | lose | ![]() ![]() Courageous Solare Box (Upon opening, obtain 1 x 1kg Gold Bar and 5 x 100g Gold Bars) 40 Seal of Solare |
![]() ![]() Junior soldier ~ Apprentice soldier (800 points or less) | ![]() ![]() Apprentice Soldier III ~ Skilled Soldier (601 ~ 1200 points) | ||
| win | ![]() 30 Seal of Solare | win | ![]() ![]() Exultant Solare Box (Obtains 2 x 1kg Gold Bars upon opening) 50 Seal of Solare |
| lose | ![]() 15 Seal of Solare | lose | ![]() ![]() Rallying Solare Box (Obtain 1 x1kG Gold Bar upon opening) 30 Seal of Solare |
![]() Junior Soldier ~ Apprentice Soldier II(600 points or less) | |||
| win | ![]() 30 Seal of Solare | ||
| lose | ![]() 15 Seal of Solare | ||
The list of rewards that can be exchanged for ‘Seal of Solare’ has been improved.
| Item name | Number of required tokens | Exchange restrictions |
| Family Exchange | ||
![]() 1 Main Weapon Exchange Coupon | 5000 | Once per family |
![]() 1 Awakening Weapon Exchange Coupon | 5000 | Once per family |
![]() 1 Sub-weapon Exchange Coupon | 5000 | Once per family |
| Weekly Exchange | ||
![]() [NEW] 1 Gold Bar Box (Upon opening, obtain 3 to 10 1kg Gold Bars based on specified probability) | 150 pieces | 3 times a week |
![]() 3 Corrupt Oil of Immortality | 35 | Once a week → Three times a week |
![]() 3 Sturdy Forest Tread | 30 | 3 times a week → 5 times a week |
![]() [Event] Enhancement Help Kit III III | 30 | 3 times a week |
![]() 10 Chilling Fragment | 30 | 3 times a week → 5 times a week |
![]() 3 Item Collection Increase Scroll | 20 | 3 times a week |
![]() 5 Tough Whale Tendon Elixir | 20 | Once a week → Twice a week |
![]() 25 Superior Whale Tendon Potion | 20 | Once a week |
![]() 30 Old Moon Alchemy Catalyst | 20 | 3 times a week |
![]() [NEW] 10 Sealed Black Magic Crystal | 20 | 10 times a week |
![]() [NEW] 1 Resplendent Lightstone of Fire | 5 | 10 times a week |
![]() [NEW] 1 Resplendent Lightstone of Earth | 5 | 10 times a week |
![]() [NEW] 1 Resplendent Lightstone of Wind | 5 | 10 times a week |
| Daily exchange | ||
![]() 1 Essence of Gallantry | 20 | Once a day |
![]() 1 Essence of Honor | 20 | |
| Regular exchange | ||
![]() 1 Perfume of Courage | 15 | Always |
![]() 1 Perfume of Khalk | 15 | |
![]() 1 Perfume of Deep Sea | 15 | |
![]() [NEW] 1 Gold Bar 100G | 10 | |
![]() 1 Marni’s Unstable Fuel | 5 | |
![]() 1 Whale Tendon Elixir | 2 | |
![]() 1 Box of 3 Whale Tendon Potions | 1 | |
![]() 1 10G gold bar | 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 Arena of Solare are the same as the rewards from the previous season.
Arena of Solare – HUD Update
We previously shared details regarding the Arena of Solare HUD during Calpheon Ball 2025 and in Global Lab patch notes. This feature was designed to help Adventurers quickly locate allies and enemies to join the fight more effectively, helping those still learning the Arena to reach higher levels of play. However, during final testing, we determined that further refinements are necessary to deliver the intended experience. We regret that we cannot introduce this feature on the Global Lab today. We will provide a follow-up announcement via the Global Lab as soon as the HUD function is ready. Thank you.
Item
- A crafting recipe has been added to transform Immortal: Perfume of Courage/Deep Sea Perfume into Immortal: Penetration/Aspiration Perfume.
| Standard production method(Obtained 1) | Mass production(Obtained 10) | |
![]() Immortal: Perfume of Envy | + +![]() 1 Immortal: Perfume of Courage 3 Shining Powder 10 Caphras Essence | + + +![]() 10 Immortal: Perfume of Courage 30 Shining Powder 100 Caphras Essence 1 Ibellab’s Essence |
![]() Immortal: Perfume of Tenacity | + +![]() 1 Immortal: Perfume of Deep Sea 3 Shining Powder 10 Caphras Essence | + + +![]() 10 Immortal: Perfume of Deep Sea 30 Shining Powder 100 Caphras Essence 1 Ibellab’s Essence |
- The following items related to the Altar of Blood prior to the renewal can no longer be obtained or crafted.
- Flare of the Ancients
- Dim Origin of Clear Water
- Dim Origin of Crimson Flame
- Dim Origin of Earth
- Nightmare Fragment
※ A dialogue option to acquire knowledge about the above items has been added to the <Ahib> O’Arma NPC located in the Mountains of Salvation.
※ Upon the updates on April 29, 2026 (Korea) and April 30, 2026 (Global), if you possess the items, they will be deleted, and the materials used for crafting will be delivered to the Heidel storage.
Monster
- [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 Sikraia’s memory shines, weapons not pursuing an enemy are not destroyed.
- The chance of obtaining Sikraia’s Crystal from monsters in the lower levels of the Sikraia Underwater Ruins has increased by 35% compared to the previous rate.
- Pirash
- Raikin
- Kuraba
- Elmermol
- Sikraia Tower of Re-creation
- Sikraia, Eye of the Deep Sea
- Shikraia Barrier Guardian
- Some mechanics have been changed so that Sikraia’s Memory no longer defeats nearby ancient weapons, and Sikraia’s Time buff can be continuously acquired.
Request, knowledge
- 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 Morning Light: 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 Usa, Maegu, and Dosa awakening quests.
- You can find an NPC by following the bridge in the center of Sinhyang.
Backgrounds, NPCs, Effects, Cutscenes
- It has been improved so that birds, such as seagulls, flying from a distance fly in a more natural formation.
Node war
New Territory Added for Node War
Ulukita and Edania are joining Node Wars as new battlefields. With these two territories being added, the existing Node War territory groups will be reorganized. Along with this addition, Tier 2 and Tier 3 territories will also be rotated. Moving forward, these rotations will take place regularly to offer a diverse combat experience. Now, prove your guild/alliance’s tactics and strength in Node Wars across these new territories.
- 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 Base 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 bases in the Ulukita Territory have been changed as follows.
- The Ateshusara base has been changed from a safe zone to a combat zone.
- The base areas of Sezec Mercenary Camp, Asparkan Fort, and Barhan Camp have been reduced.
- The locations of the fortresses for the Node wars in the Edania and Ulukita territories are as follows:
Edania Territory






Ulukita Territory








- With the addition of new territories, the territory groups for each stage of the node war have been changed as follows.
※ The territories of the node war lvl 2 and lvl 3 groups are scheduled to rotate at regular intervals.
| Node war lvl/Group | Node War Territory |
| Level 1 (limited) Group | Balenos, Serendia |
| Level 2 (limited) Group | Calpheon, Ulukita |
| Level 3 (unlimited) group | Valencia, Edania |
- The occupation and construction methods for each territory, as well as the node and level, have been changed as follows.
- The total number of node per territory where node war take place has been reduced from 9 to 6, and accordingly, the areas where node war using the construction method are conducted have been expanded.
Occupation Nodes and Tiers
The participant limits by day for Occupation Node Wars have been adjusted. First, we adjusted the weekday participant limits so that guilds and alliances currently enjoying Tier 1 Node Wars can advance to Tier 2 more easily. For Unlimited Node Wars, Wednesday and Friday, which see relatively higher participation rates, are now set to 75 participants, while Tuesday and Thursday are set to 55.
- 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 |
| Stage 1 Balenos & Serendia | 30 people | 25 people | 30 people | 25 people | 30 people | 25 people |
| Stage 2 Calpheon & Ulukita | 50 people | 40 people | 40 people | 40 people | 40 people | 50 people |
| Stage 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 | Level 3 | Level 4 | Level 5 |
| Balenos | Altar of Agris Wolf Hills | Bartali Farm Western Guard Camp | Cron Castle Forest of Plunder |
| Serendia | Castle Ruins Bloody Monastery | Alejandro Farm Glish Swamp | Biraghi Den Orc Camp |
| Calpheon | Khuruto Cave Trina Fort | Longleaf Tree Forest Hexe Sanctuary | Quint Hill Calpheon Castle Site |
| Ulukita | City of the Dead Shakhtar Wilds | Tungrad Ruins Karasi Canyon | Neruda Plain Atessahra |
| Valencia | Rakshan Observatory Pilgrim’s Sanctum: Fast | 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 Nodes and Tiers
| Territory name | sunday | monday | tuesday | wednesday | thursday | friday |
| Calpheon (AP/DP Limit 720) | Quint Hilll (Lvl 5, 55 people) | Khuruto Cave (Lvl 3, 35 people) | Longleaf Tree Forest (Lvl 4, 45 people) | Hexe Sanctuary (Lvl 4, 40 people) | Trina Fort (Lvl 3, 40 people) | Calpheon Castle Site (Lvl 5, 50 people) |
| Ulukita (AP/DP Limit 720) | Neruda Plain (Lvl 5, 45 people) | Karasi Canyon (Lvl 4, 45 people) | City of the Dead (Lvl 3, 35 people) | Atessahra (Lvl 5, 50 people) | Shakhtar Wilds (Lvl 3, 30 people) | Tungrad Ruins (Lvl 4, 40 people) |
| Valencia (Unlimited) | Valencia Castle (Lvl 5, 80 people) | Rakshan Observatory (Lvl 3, 55 people) | Altas farmland (Lvl 4, 60 people) | Ancado Coast (Lvl 4, 60 people) | Pilgrim’s Sanctum: Fast (Lvl 3, 60 people) | Areha Palm Forest (Lvl 5, 75 people) |
| Edania (Unlimited) | Neftak Outpost (Lvl 5, 65 people) | Crossroads of Defiance (Lvl 4, 60 people) | Azure Battlefield (Lvl 3, 50 people) | Great White Spot (Lvl 5, 75 people) | Great Red Spot (Lvl 3, 50 people) | Escar Mountains (Lvl 4, 60 people) |
Occupation Rule Changes
The territory grouping rules for Occupation Node Wars have been changed. Previously, when 5 guilds/alliances participated, they were split across two territories, resulting in two guilds/alliances fighting in a 1v1. To preserve the unique fun of the Occupation format, where multiple guilds clash in endless combat, guilds/alliances will now only be split across territories when 6 or more participate. Additionally, to ensure the best combat experience across each territory group, a rule has been added so that guilds with fewer than half of their registered participants active will not affect territory splitting.
- 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).
| ※ Important Notes Regarding Territory Division If less than 50% of guild (alliance) members press the application button to participate in the Node War 15 minutes before the war starts (before the territory is divided), it does not affect the rules for territory division. (In other words, if the number of applicants is less than the majority 15 minutes before the Node War starts, that guild will not be counted.) Example 1: If there are 5 participating guilds (alliances) = 5 Balenos guilds participate Example 2: If there are 6 participating guilds (alliances) = 3 Balenos guilds / 3 Serendia guilds participate Example 3: Out of 7 participating guilds, if 2 guilds have less than 50% of their applicants 15 minutes before the start = counted as 5, resulting in 7 Balenos guilds participating ※ As before, to apply for Node War participation, there must be at least 10 currently logged-in guild members. If the number of people who press the button 10 minutes before the start is less than 50%, participation in the battle is possible, but it will not affect the Node Fortress creation rules. |
Last Fort Becomes a Question Mark
In Occupation Node Wars and Blue Battlefields, Question Mark Forts would often close early while the final timed fort still had significant time remaining. This encouraged the remaining guilds/alliances to wait until the final moments to attack and seize the timed fort. However, the guild/alliance already occupying the timed fort had few ways to respond, resulting in a very low chance of victory. To address this and keep battles going, the final remaining timed fort will now change into a Question Mark Fort with an unknown closing time.
- During the Capture mode base battle and Blue Battlefield, if the last remaining base 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
To fully capture the appeal of Construction Node Wars, the duration has been increased from 1 hour to 2 hours. We hope this extended time allows for more diverse strategies and thrilling battles
- The duration of the Node Wars 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 has been changed from 30 minutes after start → 1 hour after start.
- 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 Conquest-style Node Wars.)
- In the case of Conquest War, 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 War/Conquest War |
| 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 | If, within 10 minutes, the affiliated guild (alliance) fortress remains intact and the total number of enemy fortress destructions or enemy kills/ally deaths 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 Stage 1 Base Battle (limit 6,500), the Injury is applied normally as 50% of 6,500, not 13,000.
Changes to the maximum HP limit rule for Node Wars
- The maximum HP limit rule for Node Wars has been changed. (Applies to both Capture and Construction modes)
| existing | change |
| Current HP is applied according to the HP limit. | Maximum HP is reduced and applied to match the HP limit. |
Conquest War
The previous Conquest War system divided participants into offensive and defensive sides. Defenders had to withstand massive waves of attackers for a long time, while attackers felt forced to secure maximum numbers to overcome their disadvantage when fighting with equal numbers. This often led to defenders facing overwhelming odds or forfeiting their defense entirely due to the power gap. To resolve this and add tactical depth to both roles, we have overhauled the rules. If a defending guild/alliance exists, only the siege phase will take place. Once the defender’s Command Post is destroyed, the Conquest War ends. Rank rewards and the Lord will then be determined based on the Conquest War scores of the participating offensive guilds/alliances. Accordingly, we have significantly adjusted the score gain rules and introduced the Merit Reward system, allowing Adventurers to receive additional rewards based on their performance during the siege, regardless of the final outcome. Additionally, the max time for Conquest War has been reduced to 2 hours, and the area to install annexes within the castle has been expanded. We hope you enjoy these more strategic and fierce battles.
Conquest War – Territory Change
Balenos Conquest War has arrived, bringing fierce siege battles. Unlike other territories, Balenos features a castle-less free-for-all stage where every guild is an enemy. Victory is achieved by being the last guild with a standing Command Post when the time runs out. Experience the unique thrill of field combat that differs from standard offensive and defensive sieges.
- The territory where the Conquest War 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 Conquest War, 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.
| Level | existing | change |
| Level 1 | Valencia | Balenos |
| Level 2 | Calpheon | Valencia |
| no limits | Mediah | Mediah |
Changes to Capture Battle duration and rules
- The duration of the Conquest War has been changed from a maximum of 4 hours to a maximum of 2 hours.
- The rules for territory Conquest War have been changed as follows.
| Territory division | existing | After change |
| Balenos, Serendia (no castle) | 1. All participating guilds are considered enemies. 2. If only one guild’s command post remains by the end time, they win. 3. If two or more command posts remain at the end, they are liberated. | Same as before |
| Calpheon, Mediah, Valencia (castle) | 1. All participating guilds (alliances) are divided into offense and defense (however, mutual attacks are permitted if forced attacks between sieges are activated). 2. Defending the Command Post/Field Headquarters within 2 hours of the start of the Conquest War results in a victory for the defense. 3. If there is no defense or the Command Post/Field Headquarters is destroyed within 2 hours, the final single guild declared victorious from the battle between the remaining sieges until the end time. 4. If there is no defense, or if the defending Command Post/Field Headquarters is destroyed within 2 hours of the start of the Conquest War, and there are two or more remaining Command Posts/Field Headquarters of the attacking guild (alliance) at the end of the Conquest War, the territory is liberated. | 1. All participating guilds (alliances) are divided into offensive and defensive forces (however, mutual attacks are permitted if forced attacks between sieges are activated). 2. Defending the Command Post/Field Headquarters within 2 hours of the start of the Conquest War results in victory for the defensive force. 3. Destroying the defensive Command Post/Field Headquarters within 2 hours of the start results in victory for the offensive force (Lord is determined based on performance). 4. If there is no defensive force, battles between the offensive forces continue until the end of the Conquest War; victory is declared if only one guild (alliance) Command Post/Field Headquarters remains. * If two or more Command Posts/Field Headquarters of the offensive guild (alliance) remain at the end of the Conquest War, the castle is liberated. |
Conquest War – Participation Requirements
Participation requirements for Conquest War have been updated. Tier 1 nodes are intended as a stage for Adventurers unfamiliar with Node Wars to adapt. However, data shows that Conquest War involves strategic offensive and defensive environments where mostly experienced guilds participate. Along with the territory grouping rule changes, we have changed the participation requirement to encourage guilds with the required Gear Score for each tier to challenge higher tiers: Occupy a Tier 2 (Limited) node or higher at least once.
| existing | change |
| When capturing a node at least once every week, regardless of the level | When capturing a level 2 (Limited) ~ level3 (Unlimited) node at least once every week |
Expansion of installation area for annex buildings in Conquest War and adjustment of the number of installable

- Due to changes in the Conquest 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, Hwacha, supply depots, and Recovery Centers, 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) |
- Improvements have been made so that auxiliary buildings can be installed in installable areas regardless of grid position when installing auxiliary buildings on the water side.
- The installation of siege side annex buildings is the same as before.

- For Conquest War Lord Guilds, it has been changed so that Medium Siege Tower Workshops and Large Siege Tower Workshops cannot be installed using Node War/Conquest War auxiliary construction tools.
- The Lord Guild’s Node War/Conquest War auxiliary construction tool has been changed so that auxiliary buildings that cannot be installed are not displayed.
- The number of installed Hwacha for the defense Guild has been increased by 1.
| existing | After change | |
| Command post, Field HQ | 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 HQ |
| Defense tower | 40 | 60 |
| Recovery Center | 10 | 5 |
| Cannon Observatory | 3 | 10 |
| Elephant Nursery | 3 | 3 |
| Flame Tower (Reinforced Flame Tower) | 3 | 3 |
| Hwacha (Reinforced Hwacha) | 2 | 2 |
| supply depot | 2 | 2 |
| Indomitable Flag Factory | 1 | 1 |
| wooden fence | 50 | 50 |
| Wooden Fence Gate | 1 | 2 |
| Ballista Workshop | 1 | 1 |
| Medium Siege Tower Factory | 1 | 1 |
| Large Siege Tower Factory | 1 | 1 |
| Barricade (iron barricade) | 50 pieces | 50 |
| defense | ||
|---|---|---|
| Annex building | command post | Field HQ |
| Defense tower | 40 | 60 |
| Recovery Center | 10 | 5 |
| Cannon Observatory | 3 | 10 |
| Elephant Nursery | 3 | 3 |
| Flame Tower (Reinforced Flame Tower) | 3 | 3 |
| Hwacha (Reinforced Hwacha) | 3 | 3 |
| supply depot | 2 | 2 |
| Indomitable Flag Factory | 1 | 1 |
| Field Capture Battle (Field HQ) | |
| Defense tower | 20 |
| Recovery Center | 10 |
| Cannon Observatory | 3 |
| Elephant Nursery | 3 |
| Flame Tower (Reinforced Flame Tower) | 2 |
| Hwacha (Reinforced Hwacha) | 1 |
| supply depot | 2 |
| Indomitable Flag Factory | 1 |
| wooden fence | 50 |
| Wooden Fence Gate | 1 |
| Medium Siege Tower Factory | 1 |
| Large Siege Tower Factory | 1 |
| Barricade (iron barricade) | 50 |
Siege Gate Durability UI
- A UI has been added to allow the defending side to check the durability of castle gates in the Calpheon, Mediah, and Valencia Conquest War.
- During gameplay, the command post durability is displayed at the bottom of the minimap on the right side of the screen.

Changes to the rules for earning activity points in Capture the Flag.
- Due to changes in the Conquest War rules, the rules for acquiring Activity (Victory Point System) points in the Calpheon, Mediah, and Valencia Conquest War have been changed.
- Activity points do not apply to Balenos, where the occupation rules are different.
| existing | change |
| 1. If defensive side 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 Hwacha – If a member of the siege guild (alliance) dies to all guild (alliance) members except for the member to whom they belong ※ Activity points resulting from kills, deaths, destruction of annex buildings, etc., caused by battles between siege guilds (alliances) will be earned. 2. If there is no defensive side 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 Conquest War, the guild (alliance) with the highest activity score wins and becomes the new owner of the territory. | 1. If defensive side 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 Hwacha – 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. 2. If there is no defensive side 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 Conquest War, the guild (alliance) with the highest activity score wins and becomes the new owner of the territory. |
Conquest Merit Point Adjustments
With this Conquest War revamp, the battle ends immediately if the defender’s Command Post is destroyed, and the Lord is determined by Merit Points. In multi-guild battles, the weight of points from defeating enemies was low, meaning the contributions of Adventurers fighting on the front lines were not always accurately reflected. We have adjusted the point structure to ensure contributions on the battlefield are more precisely reflected.
- Due to changes in the Conquest War rules, the activity (victory point system) scores for the Calpheon, Mediah, and Valencia Conquest War have been adjusted.
| Conquest War (Point System) Score | ||
| type | existing | change |
| Points based on the remaining durability of the Command Post/Field HQ at the end of the Conquest War | 50 points per 1% of remaining durability | eliminate |
| When defeating an enemy | 1 point | 3 points |
| When killed by an enemy | 1 point | Same as before |
| destroying a flimsy barricade | 1 point | Same as before |
| destroying a barricade | 1 point | Same as before |
| destroying a steel barricade | 5 points | 3 points |
| destroying a flimsy wooden fence | 10 points | 3 points |
| destroying a wooden fence | 20 points | 5 points |
| destroying a wooden fence gate | 20 points | 10 points |
| destroying a siege defense tower | 1 point | Same as before |
| destroying a reinforced flame tower | 100 points | 40 points |
| destroying a Flame Tower | 50 points | 20 points |
| destroying a Hwacha | 50 points | 20 points |
| destroying a reinforced Hwacha | 100 points | 40 points |
| destroying a supply depot | 80 points | 15 points |
| destroying a Recovery Center | 70 points | 15 points |
| destroying a Cannon Observatory | 50 points | 15 points |
| destroying a Elephant Nursery | 50 points | 15 points |
| destroying a Indomitable Flag Factory | 50 points | 15 points |
| destroying a Medium Siege Tower Factory | 50 points | 15 points |
| destroying a Large Siege Tower Factory | 50 points | 15 points |
| destroying a Ballista Workshop | 50 points | 15 points |
| destroying a Outpost | 30 points | 10 points |
| When destroying a fortress/command post/Field HQ in a Conquest War | 150 points | Same as before |
※ For items not listed (death to enemies, destruction of regular barricades, destruction of defensive towers, destruction of command posts, etc.), the score remains the same as before.
- Changes have been made so that siege weapons (cannons), ogres, and trolls can be summoned inside the castle during Conquest War.
- All guilds (alliances) participating in the Conquest War 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 War Rewards and New Benefits
Previously, the Lord’s Guild that gave their all to defense often felt the rewards were insufficient if the tide turned suddenly, leading to a sense of loss. To address this, we added the Merit Reward system to reward contributions made during combat, not just the result. The reward ratio between the offensive and defensive factions is determined by how long the defensive side held out. Additionally, participating in or winning a Conquest War grants a powerful Family buff, and the increased Item Drop Rate for the victorious Lord’s Guild now applies to all monster zones within the territory.
- A Conquest War 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 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, 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, Mediah, and Valencia Conquest War, which proceed with an offensive and defensive battle structure, but do not apply to the Balenos and Serendia Conquest War.
- 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 defense does not exist, performance rewards will not be given.
- Additionally, if only the defense exists and the Conquest War 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 HQ remaining when the Conquest War ends.
- Even if the attacking guild records a high activity level, they cannot receive activity rewards if their Command Post/Field HQ 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 defense 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). |
| ※ Successful Defense: When all command posts/Field HQ 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 Conquest War. ※ Siege Success: When the defending guild’s (alliance) command post/Field HQ is destroyed before the Conquest War ends | |
| Distribution ratio of performance rewards based on defense duration | |||||||||||
| division | Less than 30 minutes | 30 minutes~ | 40 minutes~ | 50 minutes~ | 60 minutes~ | 70 minutes~ | 80 minutes~ | 90 minutes | 100 minutes~ | 110 minutes~ | 120 minutes |
| defense | 0% | 10% | 20% | 30% | 40% | 50% | 60% | 70% | 80% | 90% | 100% |
| Siege | 100% | 90% | 80% | 70% | 60% | 50% | 40% | 30% | 20% | 10% | 0% |
Example of Performance Reward Distribution Calculation Method
If 7 siege guilds (alliances) participate and the defense proceeds for 70 minutes, the 200 billion performance reward will be distributed as follows according to performance level.
| Performance score | distribution% | amount | |
| Siege A Guild | 10000 | 28.58% | 28,581,230,000 |
| Siege B Guild | 2400 | 6.86% | 6,859,500,000 |
| Siege C Guild | 3000 | 8.57% | 8,574,370,000 |
| Siege D Guild | 4500 | 12.86% | 12,861,560,000 |
| Siege E Guild | 6288 | 17.97% | 17,971,880,000 |
| Siege F Guild | 7800 | 22.3% | 22,293,360,000 |
| Siege G Guild | 1000 | 2.86% | 2,858,130,000 |
| Total sum | 34988 | 100% | 100,000,030,000 |
– Defense 50% = 100 billion / Acquired by distributing n/1 among guild (alliance) members who participated in the defense
– Siege 50% = 100 billion / Each guild (alliance) participating in the siege receives a reward distributed as a percentage based on their activity level.
→ Afterwards, the guild (alliance) members who participated in the Conquest War in each guild (alliance) will acquire it by distributing it n/1.
- Powerful family buff benefits have been added to the rewards for participating in and winning the Conquest War.
- The buff benefits are applied immediately upon the conclusion of the Conquest War, and the effects and durations applied based on the results of the Conquest War are as follows.
- The item drop rate increase buff obtained as a reward in Conquest War is a buff that is applied in excess of the item drop rate increase limit (+300%).
| Benefit conditions | Applicable to | Buff effect | Duration |
| Upon winning the Conquest War (Lord’s Guild/Alliance) | All members of the Victory Guild (Alliance) (including non-participants) | Extra AP Against Monsters +25, Item Drop Rate +25%, Life Skill Mastery +100, Life EXP +50% | 165 hours (6 days 21 hours) ※ Does not stack, and duration does not increase. ※ Is not refreshed by winning a node war and remains active. |
| When winning the Conquest War (Siege guilds/alliances that failed to become the castle lords) | 48 hours (2 days) ※It does not stack, and the duration does not increase. ※ The buff effect is refreshed upon winning a node war. | ||
| Upon participation in or defeat of a Conquest War (the attacking side whose command post was destroyed and the guild/alliance that failed to defend) | Applies only to Conquest War participants | Extra AP Against Monsters +20, Item Drop Rate +20%, Life Skill Mastery +80, Life EXP +45% | |
| ※ 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. | |||
- The benefit of increased hunting ground item drop rates received by the lord guild of a Conquest War has been extended to all territories.
| existing | change |
| Location for each territory connected to the Conquest War | All Locations in the entire territory |
| ※ As the benefit of increased item drop rates in Locations has been extended to all Locations across all territories, the increased item drop rate benefit is now applied to the Ulukita and Edania territories as well. | |
| Effects per territory in Conquest War | |
| division | effect |
| Level 1 Restriction (Balenos & Serendia) | All Locations in the entire territory Item Drop Rate +20% |
| Level 2 restrictions (Valencia) | All Locations in the entire territory Item Drop Rate +30% |
| Unlimited (Mediah) | All Locations in the entire territory Item Drop Rate +50% |
- The taxes obtainable at each stage have been adjusted as follows.
| Level | Lord’s acquisition tax |
| Level 1 | 40,000,000,000 |
| Level 2 | 60,000,000,000 |
| Level 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 War/Conquest War has been adjusted as follows.
| type | existing | After change |
| Doomcaller (Flame of Destruction) | Damage proportional to AP, continuous damage -100 All damage reduction -40 / Evasion -72 | Defense-ignoring fixed damage -1000, continuous damage -300, all damage reduction -150 / evasion -200 |
| Doomcaller (Hellfire) | Damage proportional to AP, continuous damage -100 | Defense-ignoring fixed damage -2000, continuous damage -300, all damage reduction -150 / evasion -200 |
| Ogre | Max AP Unlimited HP: 6,000,000 | Max AP capped at 395. HP: 900,000 / DP increased by approximately 7 times compared to before. |
| troll | Max AP Unlimited HP: 7,000,000 / DP: 40 | Max AP capped at 395. HP: 1,200,000 / DP increased by approximately 9 times compared to before. |
| Medium siege tower | HP: 2,000,000 / Back Attack Applied | HP: 4,000,000 / Back Attack Deleted |
| Large siege tower | HP: 3,000,000 / Back Attack Applied | HP: 6,000,000 / Back Attack Deleted |
| Construction of an annex building | Recovers 1% of HP at start / 0.1% per second | Recovers 5% of HP at start / 0.15% per second |
| Hwacha/ Reinforced Hwacha | Damage dealt to Siege Towers increased by 1000% compared to before | |
- Fixed so that the damage reduction and evasion reduction debuffs of the Doomcaller 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 Wooden Fence/Wooden Fence Gate using 2 Usable Scantling has been doubled.
Node/Conquest War Improvements and QoL
This update includes several improvements to make the Node War and Conquest War experience smoother. You can now upgrade annexes before the start to reduce preparation stress, and a detailed result UI has been added to view guild member contributions at a glance. Additionally, the killing streak UI from Guild League, alliance-shared World Map pings, and overhauled system messages will help you better grasp the situation on the ever-changing battlefield.
- The construction method has been changed to allow the expansion of auxiliary buildings in advance before the start of Node War and Conquest War.
- Items eligible for expansion: Barricade, Flame Tower, Hwacha
- ※ 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 Nursery during Node War and Conquest War.

- Regardless of whether a base battle or Conquest War 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 ‘Command to Gather’ and ‘Battle Command to Gather’ 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.
Node/Conquest War Exclusive System Messages
Since Node War and Conquest War involve many participants, multiple events occur simultaneously. We have added features to help commanders track these events strategically. A new category has been added to Chat window settings, and exclusive system messages have been refined. Track key actions like cannon hits or upgrades in real-time to issue precise commands and lead your guild/alliance to victory.
- A dedicated category for Node War/Conquest War has been added to the chat window settings.
- If you enable Chat Window Settings → System → Combat (Node War/Conquest War), battle status notifications, such as the destruction or damage of annex buildings, will be displayed separately.
- System message notifications dedicated to Node War/Conquest War have been refined.
- This system message is displayed at the start of Node War/Conquest War.
| 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) |
Killing Streak Notifications and Detailed Result UI
New elements have been added to make your impact on the battlefield feel more rewarding. The killing streak notification UI from Guild League is now available, along with a new result UI to check everyone’s contributions after the battle. To account for different roles, metrics have been further broken down to include “CC Hits” and “Objects Destroyed by Cannon”.
- A kill streak notification UI has been added during Node War/Conquest War, 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 War/Conquest War.
- 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 War 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 CC effect hits | Number of times status effects are inflicted (the count increases if multiple targets are hit at once) |
| HP recovery amount | Amount of HP restored by recovery items and skills |
| Ally HP recovery amount | HP 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 |
Destroying Traps with Flares
Previously, traps could not be destroyed once placed until triggered, and annexes could not be built over them. Since many guild members can freely manage a limited number of traps, we have added a strategic counter: you can now use a flare to destroy traps. This allows traps to be used more strategically.
- 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 Base Battles or Capture Battles.)
UI
- Guild members who participated as Heroes of the Battlefield in Node War, Conquest War, Rose Wars, etc., have been added to the bottom of the guild member list in the Guild (G) UI.
Revisions and changes
- [Atoraxion] Fixed an issue where progress was impossible during Yolunakea because Yolu’s Pupil 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 Jail’ and ‘Pila Ku Jail [Dehkia’s Lantern]’ hunting grounds has been changed to Human, matching the other monsters in those hunting grounds.
- The description of the ingredients for the fish salad in the quest summary for “[Cooking Course] Calpheon Meal – Fish Fillet Salad!” has been updated.
- The adventurer’s awkward dialogue during the ‘[Combat Course] The Straggler’ quest has been corrected.
- The issue where some awkward structures were exposed in the Morning Light has been fixed.
- Fixed an issue where players would intermittently fail to join a party during Altar of Blood 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 [Elvia] Hexe Sanctuary.
- Fixed an issue where Ancient Creature Scales could be obtained by defeating certain monsters in the lower level of the Sikraia 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 Morning Light 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 Mediah 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 Devouring 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 Base 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.















Olun’s Valley
Kermelun Wilds
Gyfin Rhasia Temple (above ground)
Neftak Outpost
[NEW] Yolu’s Teeth
[NEW] Darkseekers’ Retreat


































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Mediah Castle (Inner Gate)
Mediah Castle (Outer Gate)
Valencia Castle (Outer Gate)
Calpheon Castle (Outer Gate)








