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Install Guide

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Announcements

Updates Apr 30, 2026, 07:00 (UTC+3) April 30, 2026 (Thu) Update Details

 

Hello, Adventurers.

 

Here are the updates made to Black Desert on April 30, 2026.

(Patch size: approx. 1.81 GB)
- Please note that the update for Steam may be larger than the size listed above.

 

※ Please read below for details.

 


Event

  • Event 1. [Solare] Toward a New Throne
    • Event Period : Apr 30, 2026 (Thu) after maintenance – May 21, 2026 (Thu) before maintenance
[More details]

 

  • Event 2. Solare Special Pass to Victory
    • Event Period : Apr 30, 2026 (Thu) after maintenance – May 28, 2026 (Thu) before maintenance
[More details]

  • Event 3. Bliss and Fortune in Monsters and Fish
    • Event Period : Apr 30, 2026 (Thu) after maintenance – May 14, 2026 (Thu) before maintenance
[More details]

 

  • Event 4. [PvE/Mining] Mysterious Ore
    • Event Period : Apr 30, 2026 (Thu) after maintenance – May 14, 2026 (Thu) before maintenance
[More details]

 

  • Event 5. Lucky Hot Time for Adventure
    • Event Period : Apr 30, 2026 (Thu) after maintenance – May 14, 2026 (Thu) before maintenance
[More details]

 

  • Event 6. May Daily Login Rewards
    • Event Period : May 1, 2026 (Fri) 00:00 - May 31, 2026 (Sun) 23:59
[More details]

 


NEW & IMPROVEMENTS

CLASS CHANGES

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
  • Improved to combo into leap attack when pressing F again at max acceleration of Charging Thrust.
  • Increased skill execution speed by a slight amount.
  • Increased jump height and landing speed.
  • Improved the conditions that trigger fall animation while airborne during an attack.
  • Changed Bound to apply in PvP as well.
  • Removed Down Smash.
 
Prime: Scars of Dusk
  • Added Recover 150 HP per hit.
    • Activating the skill through Furious Blow empowers the Recover HP effect. (200 HP per hit)
  • Changed the defensive effect: Forward Guard → Super Armor.
 
Prime: Heavy Strike
  • Increased Recover HP per hit: 115 → 150.
 
Succession: Guard
  • Reduced Stamina consumed while moving on Guard: 150 → 75.
 
Seismic Strike
  • Added All Damage Reduction -25 for 10 sec on hits.
 
Frenzied Spear
  • Changed to perform the last attack (movement and attack) via LMB after the first hit.
    • Press LMB after the first hit to perform the last attack in the direction the screen is facing.
      • The last attack will not activate if the first hit misses.
Without LMB With LMB
  • Added Super Armor on last attack hits.
  • Increased the movement distance of the last attack performed after the first hit by approximately 20%.
 
Shield Tide
  • Change the first attack to an immediate upward strike with the shield without a wind-up.
  • Changed the offensive and defensive effects and Special Attack damage as follows:
    • Accordingly, the combo timing for the following skills used during Shield Tide has been standardized.
      • Guard, Chopping Kick, Deep Thrust, Forward Slash, Shield Charge, Take Down, Prime: Enhanced Spirit 
Before After
Offensive Effects
Floating on attack 1 hits (PvE only)
Knockback on attack 2 hits (PvE only)
Air Smash on attack 2 hits
 
Defensive Effects
Super Armor during attack 1
Forward Guard during attack 2
 
Special Attack Damage
Air Attack
Offensive Effects
Knockback on attack 1 hits
Down Smash on attack 2 hits
 
Defensive Effects
Super Armor during attack 2
 
Special Attack Damage
Down Attack
 
Shield Assault
  • Changed to charge forward on attack 1
  • Changed the defensive effects as follows:
Before After
Forward Guard Forward Guard during attack 1
Super Armor during attack 2
 
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.
Awakening
Flow: Rushing Wind
  • Reduced cooldown: 4 sec → 3 sec.
 
Waltz of Wind
  • Adjusted the damage, offensive and defensive effects.
Before After
Attack damage 3615% x 2
Knockback on hits (Nullified during cooldown)
Attack damage 4519% x 2
Super Armor during the skill (Nullified during cooldown)
 
Core: Waltz of Wind
  • Changed the offensive and defensive effects.
Before After
Super Armor during the skill (Nullified during cooldown) Knockback on hits (Nullified during cooldown)
 
Spirit's Haven
  • Added Knockback on hits (PvP only).
 
Spirit's Shackles
  • Changed the skill command so it is performed when only E is pressed.
    • The skill will no longer be performed via the Spirit's Haven command while Spirit's Haven is on cooldown.
 
Elven Rage
  • Improved hit detection to ensure all 3 hits land, and adjusted the attack area to match the skill's visual effects.
 
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.
Awakening
Flow: Tip of an Iceberg
  • Improved attacks 1 and 2 to flow more smoothly.
 
Petal Swirl
  • Added Forward Guard during the skill.
    • Accordingly, Stiffness also applies in PvP upon learning Core: Petal Swirl.
 
Moonbreak
  • Changed Stun on hits to Floating on hits.
  • Changed Special Attack damage from Down Attack to Air Attack.
  • Improved so that the skill can be comboed into Cloud Stab.
 
Moonrise
  • Improved to combo better into Flow: Cloud Stab.
 
Frost Pillars
  • Improved skill execution speed.
  • Improved to rotate the character with the camera wile spinning the kerispear.
 
Absolute: Red Moon
  • Improved so that the skill can be comboed into Flow: Cloud Stab with your kerispear.
 
Frostfeint
  • Improved to combo better into Petal Swirl and Moonrise.
  • Changed the character to no longer rotate with the camera during the attack motion.
  • Removed the combo that increases execution speed after certain skills and changed to always execute with the same speed.
    • Accordingly, the skill's base execution speed has been increased.
 
Ice Fang
  • Improved to combo better into Frostfeint.
  • Improved to combo better into Absolute: Red Moon.
 
Flow: Cloud Stab
  • Removed Air Smash.
  • Improved to combo better into Frost Pillars.
 
  • Adjusted the PvP damage for the following skill:
Skill Before After
Black Spirit: Flow: Cloud Stab 42.21% damage in PvP only 37.2% damage in PvP only
 
WITCH, WIZARD
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
  • Changed the defensive effects 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
  • Increased cooldown: 150 sec → 210 sec (Based on Protected Area V).
 
Awakening
  • Adjusted the PvP damage for the following skills.
Skill Before After
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 45% damage in PvP only
Aqua Jail Explosion's 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.
Awakening
Shadow Slash
  • Changed the required resource.
    • Before: 40 WP
    • After: 200 Stamina
  • Changed so Stamina does not recover until the skill motion ends.
 
Murderous Intent
  • Changed the required resource.
    • Before: 35 WP
    • After: 150 Stamina
  • Changed so Stamina does not recover until the skill motion ends.
 
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.
Awakening
Flow: Darkness Outpouring
  • Removed cooldown.
 
Trap of Vedir
  • Reduced cooldown: 10 sec → 7 sec.
  • Changed the defensive effect from Forward Guard to Super Armor.
 
Seed of Catastrophe
  • Added Forward Guard during the skill.
  • Changed Floating to Stiffness on hits (PvE only).
    • Accordingly, Stiffness also applied in PvP upon learning Core: Seed of Catastrophe.
  • Changed the character to no longer rotate with the camera after the attack.
 
Flow: Root of Catastrophe
  • Changed the defensive effect: Super Armor → Forward Guard.
  • Removed Down Attack.
  • Changed the character to rotate with the camera at the start of the skill.
 
Shattering Darkness
  • Adjusted the hit detection to apply at least 2 hits of magic attack damage.
 
Soul Snatch
  • Improved to combo better into other skills.
  • Added Knockback on hits.
 
Spirit Hunt
  • Changed the character to no longer rotate with the camera at the start of the skill.
 
Flow: Spirit Blaze
  • Changed the defensive effect: Forward Guard → Super Armor.
    • Improved so that the skill can be comboed from Spirit Hunt with LMB.
 
Dark Nebula
  • Changed the defensive effect: Forward Guard → Super Armor.
 
  • Adjusted the PvP damage for the following skills.
Skill Before After
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

※ Flow: Darkness Outpouring's PvP damage remains at 46.28%.
Flow: Bombardment 26.85% phantom blade attack damage in PvP only
40.12% magic attack damage in PvP only
53% phantom blade attack damage in PvP only
27% 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% attack 1 damage in PvP only
36% attack 2 damage in PvP only
Cluster of Despair Critical Hit Rate +50% (PvE Only)
46.57% damage in PvP only
Critical Hit Rate +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
  • Changed the skill effect to Recover 500 HP when using the skill.
  • Added Recover 1,200 HP to Flow: Prey Hunt (auto-activated after using the skill).
 
Absolute: Roaring Tiger
  • Removed Recover 300 HP when using the skill.
 
Heart and Soul
  • Added Recover 300 HP when fully charged.
 
Prime: Rampaging Predator
  • Increased skill range by a slight amount.
 
Prime: Knee Hammer
  • Improved the motion fluidity and slightly increased movement distance.
 
Prime: Somersault, Succession: Rising Blast Combo
  • Changed Floating to Knockdown.
 
  • Improved Discharge Energy to activate more consistently for the following skills:
    • Ankle Hook, Martial Deva, Combo: Final Blow, Flow: Bombardment, Savage Fang, Hidden Claw, Roaring Tiger.
 
  • Adjusted damage and PvP damage for the following skills.
Skill Before After
Prime: Adamantine IV 34.01% damage in PvP only 38.77% damage in PvP only
Absolute: Ankle Hook Attack 1 damage 1950% x1
Attack 2 damage 1950% x1
Extra attack damage 1340% x2
Attack 1 damage 2633% x1
Attack 2 damage 2633% x1
Extra attack damage 1809% x2
Succession: Ankle Hook Attack 1 damage 1950% x 1
Attack 2 damage 1950% x 1
Attack 1 damage 2633% x 1
Attack 2 damage 2633% x 1
Martial Deva Attack damage 1287% x2 Attack damage 1737% x2
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
Absolute: Explosive Blow Attack damage 2632% x2 Attack damage 3158% x2
 
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.
Awakening
Spiral Torpedo
  • Changed so Stamina does not recover during the skill.
 
Sea Burial, Flow: Sea Burial
  • Changed so Stamina does not recover during the skill.
 
Infinite Fortitude
  • Increased cooldown: 40 sec → 50 sec.
 
Sea Burial, Rising Dragon, Wave Orb
  • Changed Recover HP when using the skill to Recover HP per hit.
  • Removed the effect where HP recovered was amplified when consuming Martial Spirit.
 
Dragon's Rip
  • Increased cooldown: 13 sec → 15 sec.
 
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
  • Added Down Attack.
  • Changed the defensive effects as follows:
    • The skill description for its attacks has also been clarified.
Before After
Super Armor during standing slash attacks 2 and 3
Super Armor during attacks 2 and 3
Forward Guard during Noble Sword attacks
Super Armor during Crescent Pendulum attacks
 
Prime: Crescent Barrage
  • Changed the defensive effects as follows:
Before After
Super Armor during attacks 2, 3, and 4 Forward Guard during attack 1
Super Armor during attacks 2, 3, and 4
 
Prime: Furious Chase
  • Changed the defensive effect: Forward Guard during striding slash attack 1 → Super Armor during the skill
  • Adjusted character rotation during striding slash attack 1 to follow the camera only until the attack begins.
 
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
  • Changed the defensive effects as follows:
    • Before: Super Armor while disguised, Super Armor during the skill
    • After: Invincible -> Super Armor while disguised, Super Armor during the skill
 
Prime: Chosen Blade
  • Increased the Recover HP effect.
    • Before: Recover 100 HP per hit
    • After: Recover 183 HP per hit
 
Prime: Quicksand
  • Changed Stun on hits to Stun on first hit, and it now applies in PvP as well.
  • Changed Knockdown on last attack hits to apply in PvP as well.
 
Rupture
  • Adjusted the skill to always trigger the motion used after Shadow Splitter or Purge.
  • Slightly increased the duration of the motion triggered after Shadow Splitter or Purge.
  • Restricted comboing into the skill during the initial motion of Shadow Splitter.
  • Changed so it can be added to a Quick Slot.
  • Changed Floating on explosion attack hits to apply in PvE only.
 
  • Adjusted the PvP damage for the following skills:
Skill Before After
Hourglass of Death 45.35% damage in PvP only 49.98% damage in PvP only
Prime: Descent 30.79% damage in PvP only 36.51% damage in PvP only
Prime: Ridge Reaver 31.51% damage in PvP only 34.44% damage in PvP only
Prime: Sand Slicer 46.54% damage in PvP only 50.37% damage in PvP only
Prime: 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 attack damage in PvP only
50.34% normal attack damage in PvP only
71.6% explosion attack 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.
Awakening
Absolute: Rift Chain, Rift Chain II
  • Increased the Stamina cost: 200 → 300.
  • Changed the defensive effect: Invincible → Super Armor at the start of the skill.
    • Prime: Rift Chain retains Invincible at the start of the skill.
  • Removed the dummy effect that moved in the opposite direction upon casting and added a visual effect to indicate movement direction while the character is concealed.
 
Lightning Prison
  • Improved skill execution speed.
 
Core: Lightning Prison
  • Changed the CC effect: Stun → Stiffness.
 
Impaling Flash
  • Changed the Stamina cost: 150 → 250.
  • Changed so Stamina can no longer be recovered during any motion.
 
Divine Executioner
  • Changed the required resource.
    • Before: 80 MP
    • After: 200 Stamina
 
Flow: Judgment
  • Changed the Stamina cost: 150 → 200.
 
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
  • Improved skill execution speed.
 
Prime: Thunderstroke
  • Improved skill execution speed.
  • Added All AP +24.
 
Sagoonja: Chrysanth, Prime: Sagoonja: Chrysanth
  • Adjusted attack area so that max hits are applied even at close range.
 
Silent Strike
  • Added Super Armor while moving.
 
Prime: Fan Kick
  • Increased All AP Increase: +20 → +24.
 
Prime: Butterfly Dream
  • Increased All AP Increase: +25 → +32.
 
Stormfall, Cloudrise
  • Added a combo into Wingbeat during the skill.
 
Prime: Cloudrise
  • Improved skill execution speed.
  • Changed Stiffness before attack to Stun, and it now applies in PvP as well.
 
Cloudrise (I to Absolute), Prime: Cloudrise
  • Removed All AP Decrease on hits.
 
Flow: Stormbolt
  • Changed Knockdown to apply in PvP as well.
    • Removed Down Smash accordingly.
  • Changed Knockdown to apply even when a storm cloud left behind from a Prime: Cloudrise combo (into Flitting Step or Yangban Step) triggers a lightning strike through the skill.
 
Tigerfly
  • Added a combo after Flitting Step or Chain: Flitting Step.
 
Prime: Quiet Waters
  • Adjusted the storm cloud effect summoned by the skill as follows:
    • Unified the storm cloud effect for Prime: Stormfall to match other skills.
    • Removed Magic Damage Reduction -15 that applied only in PvP, and changed it to All Damage Reduction -20 regardless of target type.
    • Removed Stiffness on hits.
      • The effect that strikes powerful lightning and causes Stun if Woosa is hit by a CC while a storm cloud is active remains unchanged.
    • Added All AP -20 on hits to the storm cloud effect.
 
Prime: Rain's Thirst
  • Adjusted the damage conversion when releasing absorbed Do energy to 33% of the stored amount.
    • Example: If you take 16,000 damage (based on Max HP), 33% (5,280) will be converted and returned as damage to the opponent.
  • Decreased cooldown: 20 sec → 12 sec.
  • Decreased the duration of absorbed Do energy: 15 sec → 8 sec.
 
  • Adjusted the damage for the following skills:
Skill Before After
Prime: Cloudrise III 40.6% damage in PvP only 45.3% damage in PvP only
Prime: Wingbeat Attack 1 damage 6690% x2
Attack 2 damage 5575% x3
37.88% damage in PvP only
Attack 1 damage 5018% x2
Attack 2 damage 10035% x2
30% attack 1 damage in PvP only
42% attack 2 damage in PvP only
 
SCHOLAR
Scholar fights using 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.
Common
Anti-gravity
  • Changed the buff effect applied to self as follows:
    • Before: Defense Nullifying Damage +40 for 10 sec on Critical Hits
    • After: Defense Nullifying Damage +30 for 10 sec on Critical Hits
 
Flow: Gold Continuum
  • Changed Super Armor to end when the skill ends, in line with the skill description.
 
Flow: Golden Thunder
  • Adjusted the damage and attack area increase based on fall height.
    • You must now fall from a higher spot than before to trigger the increased damage and attack area.
 
Hammerfall
  • Changed Recover HP per hit: 140 → 188.
 
Core: Hammerfall
  • Changed the added effect for Hammerfall when learning the skill as follows:
    • Before: Bound on attack 1 hits
    • After: Knockdown on attack 1 hits
 
Attraction
  • Changed Invincible so it no longer applies during the movement's ending motion.
 
  • Adjusted the PvP damage of the following skills:
Skill Before After
Home Run 32.57% damage in PvP only 28.35% damage in PvP only
Flow: Gold Continuum 40.39% attacks 1 and 2 damage in PvP only
31.3% attack 3 damage in PvP only
36.38% attacks 1 and 2 damage in PvP only
27.31% attack 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.
Common
Frontier Survivor
  • Increased HP consumption when Stamina is depleted from 2x to 4x the Stamina cost.
    • Accordingly, the minimum HP required to activate Frontier Survivor has been changed: below 25% of Max HP or below 800 → below 10% of Max HP or below 1,200.
 
Mayhem
  • Changed so Stamina does not recover during the skill.
 
Gunslinger's Entrance
  • Changed so Stamina does not recover from skill use until the skill ends.
 
  • Adjusted the Stamina cost for the following skills. Lower levels of these skills have also been adjusted.
Skill Before After
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.
Common
Scorch It All!, Fighting Buddha: Scorch It All!
  • Added Stun on attack hits for both the first and last attacks.
  • Changed cooldown: 8 sec → 10 sec.
 
Fighting Buddha: Heaven's Pivot
  • Changed cooldown: 13 sec → 8 sec.
    • Accordingly, the Skill Add-on tier has been changed: 3 → 2.
  • Improved to combo more smoothly into other skills.
 
To Shreds You Say?!, Move Outta My Way!, Once Again!
  • Increased All AP Increase when not in the Fighting Buddha state: +16 → +24.
 
Extend Longer!, Fighting Buddha: Extend Longer
  • Changed Knockback to apply in PvE only.
  • Improved skill execution speed.
 
Tormenting Spike, Fighting Buddha: Tormenting Spike
  • Changed Bound to apply in PvP as well.
 
Golden Gaze: Incomplete
  • Changed All Evasion Increase: +16 → +28.
 
Monkey See, Monkey Do
  • Changed the Stamina cost: 300 → 500.
  • Changed cooldown: 1 min → 30 sec.
 
Class Changes
  • [Warrior] Prime: Scars of Dusk - Fixed the issue where the character would rotate based on camera direction after the skill ends.
  • [Ranger] Wind Step - Fixed the issue where the movement distance varied while the skill was on cooldown.
  • [Ranger] Black Spirit: Elven Rage - Removed the description on increased attack area as the skill's attack area has been adjusted to match its visual effects.
  • [Valkyrie] Verdict: Lancia Iustitiae - Fixed the issue where All Damage Reduction +20 was not applied when using the skill.
    • The All Damage Reduction effects and stats gained while on Guard are now consistent.
      • Verdict: Lancia Iustitiae now grants All Damage Reduction +30 for 10 sec when using the skill.
  • [Valkyrie] Terra Sancta - Fixed the issue where Super Armor would not last until the skill could combo into another skill.
  • [Maehwa] Frost Pillars (I to II) - Fixed the issue where a slow-motion effect would trigger when using the skill while on cooldown.
  • [Maehwa] Black Spirit: Flow: Cloud Stab - Fixed the issue where the Accuracy stat was still displayed in the skill description.
  • [Maehwa] Moonbreak - Fixed the issue where the "Push the target on hits (PvE only)" text was missing from the skill description.
  • [Lahn] Prime: Blade Dance - Fixed the issue where the visual effect for the Noble Sword attack's 3rd hit was not displayed.
  • [Lahn] Prime: Crescent Barrage - Fixed the issue where the amount of HP recovered on last hit did not match the description.
  • [Corsair] Fixed the issue where Labao's "All Damage Reduction Rate +50% for 5 sec" effect (triggered under 50% HP) would activate repeatedly even while the "First into the Fray!" effect was active.
  • [Drakania] Fixed the issue where certain Succession skills would recover 1 Ion when the Back Attack Damage Increase skill add-on was active.
  • [Woosa] Prime: Cloudrise - Fixed the issue where the last attack would not deal damage in certain situations when comboed after other skills.
  • [Dosa] Prime: Cloud General - Fixed awkward phrasing in the skill description.
  • [Scholar] Reduced the forward momentum at the start of a fall when falling from a High Spot.
  • [Seraph] Rage Absorption - Fixed the issue where using the skill via a Quick Slot without Black Spirit's Rage would apply Super Armor.
    • Seraph will now perform the same motion as other characters when doing so.

 

Scheduled Additional PvP Balance Adjustments

This week's update marks 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.


CONTENTS

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.
  • A new Arena of Solare regular season has begun.
Season Period
Apr 30, 2026 (Thu) after maintenance - June 25, 2026 (Thu) before maintenance
Ranked Match Weekdays (Mon-Fri): 17:00 ~ 25:00
Weekends (Sat, Sun): 13:00 ~ 25:00
Practice Match
Weekdays (Mon-Fri): 10:00 ~ 25:00
Weekends (Sat, Sun): 10:00 ~ 25:00

※ You can choose either match during the times both are available.

Arena of Solare is matchmade 3v3 PvP content where Adventurers can compete using provided gear.
You can play either Ranked match or Practice match.

Ranked Match
- Gain or lose Solare points based on match results.
- Exchange the Seal of Solare obtained after a match for various in-game items.
- Ranked match is only available during scheduled times.
※ Teams will not be formed with 3 duplicate classes in ranked matches.

Practice Match
- A more casual experience without point deductions on losses.
- Displays the opponent's defensive effects to assist in combat. Supports party matchmaking with 2-3 members, allowing you to experience 3v3 PvP with friends or guild members.
※ Teams can be formed with 3 duplicate classes in practice matches.

Practice Match Party Matchmaking
- Begin matchmaking with a party of up to 3 members.
- All party members must be on the same server for the party leader to begin matchmaking.
- Any member can cancel the ongoing matchmaking.
- You cannot invite, make someone a party leader, or leave party while matchmaking. The queue will automatically cancel if any member changes servers, goes to character selection, switches a character, or disconnects.

Custom Match
- A custom lobby for Arena of Solare to play with friends.
- Invite all members and assign teams to start the match.

 
  • Unequipped all exclusive gear and crystals with the start of the new season.
  • Reset the starting points for the new season based on the highest emblem achieved in the previous season as follows:
Previous Season Emblem (Points) Season Starting Emblem (Points)
Solare Incarnate - Radiant Spear
(2101+ points)
Apprentice Soldier III
(601 points)
Twilight Spear
(1801 - 2100 points)
Apprentice Soldier II
(551 points)
Shining Spear
(1501 - 1800 points)
Apprentice Soldier II
(501 points)
Dawn Spear
(1201 - 1500 points)
Apprentice Soldier I
(451 points)
Skilled Soldier
(801 - 1200 points)
Apprentice Soldier I
(401 points)
Apprentice Soldier - Beginner Soldier
(800 points or less)
No Ranked Match History
  • Updated the Arena of Solare battlefield.
    • The arena now takes place in a total of 6 zones, including the existing Olun's Valley, Kermelun Wilds, Gyfin Rhasia Temple (Upper), and Neftak Outpost.
올룬의 계곡
Olun's Valley
켈모른 황야
Kermelun Wilds
가이핀라시아 사원(지상)
Gyfin Rhasia Temple (Upper)
네프타크 전초지
Neftak Outpost
어둠 추종자 침소
[NEW] Yolu's Teeth
어둠 추종자 침소
[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.
  • Changed the point rules as follows:
    • Base points gained or lost upon victory and defeat are now applied based on ranks.
Rank Before After
Beginner Soldier - Skilled Soldier
(1200 points or less)
+20 (Victory) / -20 (Defeat) +35 (Victory) / -25 (Defeat)
Dawn Spear
(1201 - 1500 points)
+31 (Victory) / -25 (Defeat)
Shining Spear
(1501 - 1800 points)
+27 (Victory) / -25 (Defeat)
Twilight Spear
(1801 - 2100 points)
+25 (Victory) / -25 (Defeat)
Radiant Spear
(2101 - 2400 points)
+23 (Victory) / -23 (Defeat)
Solare Incarnate
(2401+ points)
+20 (Victory) / -20 (Defeat)
  • Adjusted the point multiplier for victory in placement matches.
    • Before: 1.8x
    • After: 1.5x
  • Revamped the requirements for acquiring and maintaining the top rank, Solare Incarnate.
 Point Requirement Must have at least 2401 points
Number of Players Must be among the top 30 out of the Adventurers with at least 2401 points.
※ Example: If 100 Adventurers have at least 2,401 points, only those ranked 1st to 30th will keep the Solare Incarnate rank, while those from 31st onwards are ranked as Radiant Spear III.
Rank Change The rank changes based the rankings every day at 02:00 after the end of Arena of Solare.
※ The rank only changes if the ranking between Adventurers with at least 2,401 points changes.
 
  • Changed the win streak bonus points and added lose streak penalties.
    • A percentage of the base points gained/lost are added to the point calculation starting from a 3-game win or lose streak.
      • The win streak bonus increases based on your rank with each win up to a 7-game win streak, after which the maximum bonus is applied.
Win Streak Bonus
Rank 3-Win Streak
4-Win Streak 5-Win Streak 6-Win Streak 7-Win Streak
Beginner Soldier - Skilled Soldier
(1200 points or less)
+10% +20% +30% +40% +50%
Dawn Spear
(1201 ~ 1500 points)
+10% +20% +30% +40% +50%
Shining Spear
(1501 ~ 1800 points)
+10% +15% +20% +25% +30%
Twilight Spear
(1801 ~ 2100 points)
+10% +12.5% +15% +17.5% +20%
Radiant Spear
(2101 ~ 2400 points)
+10% +12.5% +15% +17.5% +20%
Solare Incarnate
(2401+ points)
None
      • Lose streak penalty is applied to Twilight Spear, Radiant Spear, and Solare Incarnate. Maximum penalty is applied at a 3-loss streak for Twilight Spear, and at 4 for Radiant Spear and Solare Incarnate.
Lose Streak Penalties
Rank 3+ Lose Streak
Twilight Spear
(1801 - 2100 points)
-5%
Rank 3-Lose Streak 4-Lose Streak
Radiant Spear
(2101 - 2400 points)
-5% -10%
Solare Incarnate
(2401+ points)
-5% -10%
※ Example of how Win Streak Bonus is Added (1501 - 1800 point range)
- 3-Win Streak: Basic 10% bonus
- 4-Win Streak: 3-win streak bonus (10%) + 1 Win (5%) = 15% bonus applied
- 5-Win Streak: 4-win streak bonus (15%) + 1 Win (5%) = 20% bonus applied
- 6-Win Streak: 5-win streak bonus (20%) + 1 Win (5%) = 25% bonus applied
- 7+ Win Streak: 6-win streak bonus (25%) + 1 Win (5%) = Max limit of 30% applied (30% maintained for subsequent wins)
  • Changed the ranked match's dormancy penalty rules.
    • Points are periodically deducted based on rank for inactivity in higher point brackets (1801+ points) including Solare Incarnate, Radiant Spear, and Twilight Spear.
    • Inactivity is calculated based on the last played scheduled period (Weekdays: 17:00 - 25:00), and points are deducted when rankings are calculated.
Rank Penalty Condition  Point Deduction Interval Points Deducted
Solare Incarnate (2401+ points)
3 or more days of inactivity Every Day 50 points
Radiant Spear (2101 - 2400 points)
3 or more days of inactivity Every Day 40 points
Twilight Spear (1801 - 2100 points)
4 or more days of inactivity Every 2 Days 30 points
※ Dormancy Penalty Example
1. The last ranked match ends on Monday.
(If no further Arena of Solare ranked matches are played)
2. A dormancy penalty will be applied and your points will decrease during the ranking calculation time on Thursday.

 

  • Changed the rules for point decrease resulting from an Arena of Solare Deserter Penalty.
    • 0 - 2,100 points: Decrease by 35 points
    • 2,101 - 2,400 points: Decrease by 32 points
    • 2,401 and above: Decrease by 28 points

 

  • Changed how the match MVP and Ace are selected.
    • Decreased the weight of kills.
    • Increased the weight of other metrics such as CC.

 

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.
  • Improved the rewards that could be obtained upon victory or defeat.
Before
After
Shining Spear - Solare Incarnate
(1501+ points)
Twilight Spear - Solare Incarnate
(1801+ points)
Victory
Elated Solare Box (Obtain Gold Bar 1,000G x2)
Seal of Solare x50
Victory
[NEW] Enthusiastic Solare Box (Obtain Gold Bar 1,000G x3)
Seal of Solare x70
Defeat
Courageous Solare Box (Obtain Gold Bar 1,000G x1)
Seal of Solare x30
Defeat
[NEW] Indomitable Solare Box (Obtain Gold Bar 1,000G x2)
Seal of Solare x50
Skilled Soldier - Dawn Spear
(801 - 1500 points)
Dawn Spear - Shining Spear
(1201 - 1800 points)
Victory
Exultant Solare Box (Obtain Gold Bar 1,000G x1)
Seal of Solare x50
Victory
Elated Solare Box (Obtain Gold Bar 1,000G x2 and Gold Bar 100G x5)
Seal of Solare x60
Defeat
Rallying Solare Box (Obtain Gold Bar 100G x6)
Seal of Solare x30
Defeat
Courageous Solare Box (Obtain Gold Bar 1,000G x1 and Gold Bar 100G x5)
Seal of Solare x40
Beginner Soldier - Apprentice Soldier
(800 points or less)
Apprentice Soldier III - Skilled Soldier
(601 - 1200 points)
Victory
Seal of Solare x30
Victory
Exultant Solare Box (Obtain Gold Bar 1,000G x2)
Seal of Solare x50
Defeat
Seal of Solare x15
Defeat
Rallying Solare Box (Obtain Gold Bar 1,000G x1)
Seal of Solare x30
 
Beginner Soldier - Apprentice Soldier II
(600 points or less)
Victory
Seal of Solare x30
Defeat
Seal of Solare x15
  • Improved the Seal of Solare exchange list.
Item Required Seals Exchange Limit
Family Exchange
Main Weapon Exchange Coupon x1
x5,000 Once per Family
Awakening Weapon Exchange Coupon x1
x5,000 Once per Family
Sub-weapon Exchange Coupon x1
x5,000 Once per Family
Weekly Exchange
[NEW] Gold Bar Box x1
(Obtain Gold Bar 1,000G x3 - 10 according to a set probability)
x150 3 times per week
Corrupt Oil of Immortality x3
x35 Once per week → 3 times per week
Sturdy Forest Tread x3
x30 Once per week → 5 times per week
[Event] Enhancement Help Kit III x1
x30 3 times per week
Chilling Fragment x10
x30 Once per week → 5 times per week
Item Collection Increase Scroll x3
x20 3 times per week
Tough Whale Tendon Elixir x5
x20 Once per week → 2 times per week
Superior Whale Tendon Potion x25
x20 Once per week
Old Moon Alchemy Catalyst x30
x20 3 times per week
[NEW] Sealed Black Magic Crystal x10
x20 10 times per week
[NEW] Resplendent Lightstone of Fire x1
x5 10 times per week
[NEW] Resplendent Lightstone of Eart x1
x5 10 times per week
[NEW] Resplendent Lightstone of Wind x1
x5 10 times per week
Daily Exchange
Essence of Gallantry x1
x20 Once per day
Essence of Honor x1
x20
Always Exchangeable
Perfume of Courage x1
x15 No Limit
Perfume of Khalk x1
x15
Perfume of Deep Sea x1
x15
[NEW] Gold Bar 100G x1
x10
Marni's Unstable Fuel x1
x5
Whale Tendon Elixir x1
x2
Box of 3 Whale Tendon Potions x1
x1
Gold Bar 10G x1
x1
 
  • Challenges (Y) related to Arena of Solare ranked match victories can be continued this regular season.
    • Check the Goal category in Challenge (Y) to view these challenges.
Challenge Objective Reward
Win 10 Ranked Solare Matches Cron Stone x500
Win 20 Ranked Solare Matches Cron Stone x700
Win 30 Ranked Solare Matches Cron Stone x1,000
Win 50 Ranked Solare Matches Cron Stone x1,500
Win 100 Ranked Solare Matches Cron Stone x2,000
Win 150 Ranked Solare Matches Cron Stone x3,000
Win 200 Ranked Solare Matches Cron Stone x4,000
Win 300 Ranked Solare Matches Cron Stone x5,000
Win 400 Ranked Solare Matches Cron Stone x7,000
Win 500 Ranked Solare Matches Cron Stone x10,000
Win 1000 Ranked Solare Matches Cron Stone x20,000
Win 2000 Ranked Solare Matches Cron Stone x30,000
  • The graduation rewards for the new Arena of Solare season remain the same as the previous season.
 

Notice on 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 today. We will provide a follow-up announcement via the Global Lab as soon as the HUD function is ready. Thank you.
 

ITEM

  • Added recipes to craft Immortal: Perfume of Courage/Deep Sea into Immortal: Perfume of Tenacity/Envy.
    • The Caphras Essence item description has been updated to include these recipes.
 
Normal Processing
(Obtain 1)
Mass Processing
(Obtain 10)
Immortal: Perfume of Envy
++
Immortal: Perfume of Courage x1
Shining Powder x3
Caphras Essence x10
+++
Immortal: Perfume of Courage x10
Shining Powder x30
Caphras Essence x100
Ibellab's Essence x1
Immortal: Perfume of Tenacity
++
Immortal: Perfume of Deep Sea x1
Shining Powder x3
Caphras Essence x10
+++
Immortal: Perfume of Deep Sea x10
Shining Powder x30
Caphras Essence x100
Ibellab's Essence x1
 
  • Changed the following pre-revamp Altar of Blood items to no longer be obtained or craftable.
    • Flare of the Ancients
    • Dim Origin of Clear Water
    • Dim Origin of Crimson Flame
    • Dim Origin of Earth
    • Nightmare Fragment
※ A chat option has been added to learn knowledge of the above items from [Ahib] O'Arma in the Mountain of Sanctity.
※ During the Apr 30, 2026 (Thu) maintenance, if you owned these items, they were removed. The crafting materials used were sent to your Heidel Storage.
 

 
  • Changed the system so that Black Shrine and Altar of Blood weekly rewards are not sent to the Black Spirit's Safe during the reward calculation period (approximately 10 min from Sunday 00:00).

 


MONSTER

  • [Altar of Blood - The 6th Illusion] Improved the fight against Ronin.
    • Ronin's illusions now spawn and charge more frequently.
    • The mechanic that required destroying Ron's Mirror under specific conditions has been reworked.
  • [Altar of Blood - The 4th Illusion] Reduced the number of monsters.
 

 
  • Changed Sycraia's Memory to not destroy Ancient Weapons that are not chasing an enemy when it glows.
  • Increased the drop rate of Sycraia Shards by 35% for the following monsters in the Sycraia Ruins Lower Zone.
    • Pirash
    • Lykin
    • Kureba
    • Elmermol
    • Tower of Restoration
    • Eyes of the Deep Sea
    • Force Field Defender
  • Changed certain mechanics so Sycraia's Memory no longer destroys nearby Ancient Weapons and continue to grant the Time of Sycraia buff.
 

QUEST & KNOWLEDGE

  • Added auto HP and MP recovery to the cutscene of the quest, [Dosa Awakening] That Day in Sangdo School.
  • Decreased the DP of the following monsters in the cutscene of the Dosa Awakening and Land of the Morning Light - Seoul main quests:
    • Centipede Ruffian
    • Centipede Hooligan
    • Centipede Strongman
  • Added the "Mystical Aura" NPC to Shinhyang as a way to exit the area during the Woosa, Maegu, and Dosa Awakening quests.
    • Locate this NPC by following the bridge in the center of Shinhyang.


NODE/CONQUEST WAR

New Node War Territories

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.
  • Added Ulukita and Edania as new Node War territories.
    • Removed Mediah and Kamasylvia from Node War following the addition of the new territories.
    • Changed certain server names to Edania and Ulukita accordingly.
Before After
Kamasylvia-1, Mediah-2 Edania, Ulukita
※ As a result, your Main Server setting and Last Server Connected may change, and Guild Base Server has been reset.
  • Changed the Edana's privilege, "Return (Instantly move to the castle)" to not be available on servers with an ongoing Node War.
  • Changed certain nodes in Ulukita as follows:
    • Changed Atessahra from a safe zone to a combat zone.
    • Decreased the node size of Sezec Mercenary Camp, Asparkan, and Barhan Camp.
  • Locations for Occupation Node Wars in Edania and Ulukita are as follows:
Edania
Tier 5 - Great White Spot
Tier 5 - Neftak Outpost
Tier 4 - Escar Mountains
Tier 4 - Crossroads of Defiance
Tier 3 - Great Red Spot
Tier 3 - Azure Battlefield
Ulukita
Tier 5 - Neruda Plain
Tier 5 - Atessahra
Tier 4 - Karasi Canyon
Tier 4 - Tungrad Ruins
Tier 3 - City of the Dead
Tier 3 - Shakhtar Wilds
  • Changed the Occupation/Construction nodes and their tiers as follows.
    • Decreased the total number of nodes per territory from 9 to 6, and expanded the area for the Construction mode accordingly.
Balenos Node War Area Serendia Node War Area
Calpheon Node War Area Valencia Node War Area
Edania Node War Area Ulukita Node War Area
  • Changed Node War Territory Groups for each tier as follows following the addition of new territories:
※ Territories in tiers 2 and 3 Node War Groups will rotate on a regular cycle.
Node War Tier/Group Node War Territories
Tier 1 (Limited) Group Balenos, Serendia
Tier 2 (Limited) Group Calpheon, Ulukita
Tier 3 (Unlimited) Group Valencia, Edania
 

 

 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.
  • Changed the participant limits by day for Occupation Node Wars as follows:
Territory
Sunday Monday Tuesday  Wednesday Thursday Friday
Tier 1
Balenos/Serendia
30 25 30 25 30 25
Tier 2
Calpheon/Ulukita
50 40 40 40 40 50
Tier 3
Valencia/Edania
75 55 55 75 55 75
  • Nodes per each territory are as follows:
Territory
Tier 3 Tier 4 Tier 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 Sentry Post
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
Sunday Monday Tuesday Wednesday Thursday Friday
Calpheon
(Max Gear Score 720)
Quint Hill
(Tier 5, 55 Players)
Khuruto Cave
(Tier 3, 35 Players)
Longleaf Tree Sentry Post
(Tier 4, 45 Players)
Hexe Sanctuary
(Tier 4, 40 Players)
Trina Fort
(Tier 3, 40 Players)
Calpheon Castle Site
(Tier 5, 50 Players)
Ulukita
(Max Gear Score 720)
Neruda Plain
(Tier 5, 45 Players)
Karasi Canyon
(Tier 4, 45 Players)
City of the Dead
(Tier 3, 35 Players)
Atessahra
(Tier 5, 50 Players)
Shakhtar Wilds
(Tier 3, 30 Players)
Tungrad Ruins
(Tier 4, 40 Players)
Valencia
(Unlimited)
Valencia Castle
(Tier 5, 80 Players)
Rakshan Observatory
(Tier 3, 55 Players)
Altas Farmland
(Tier 4, 60 Players)
Ancado Coast
(Tier 4, 60 Players)
Pilgrim's Sanctum: Fast
(Tier 3, 60 Players)
Areha Palm Forest
(Tier 5, 75 Players)
Edania
(Unlimited)
Neftak Outpost
(Tier 5, 65 Players)
Crossroads of Defiance
(Tier 4, 60 Players)
Azure Battlefield
(Tier 3, 50 Players)
Great White Spot
(Tier 5, 75 Players)
Great Red Spot
(Tier 3, 50 Players)
Escar Mountains
(Tier 4, 60 Players)
 


 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.
  • Changed the number of participating guilds (alliances) required to split territories for Occupation Node Wars.
    • Before: 5 or more guilds (alliances)
    • After: 6 or more guilds (alliances)
※ Note on Territory Splitting
Guilds with fewer than half of their registered participants active 15 minutes before the war begins will not affect territory splitting.
(Therefore, such guilds will not be counted for territory splitting)
- Example 1: 5 participating guilds (alliances) = All enter Balenos
- Example 2: 6 participating guilds (alliances) = 3 enter Balenos, 3 enter Serendia
- Example 3: 7 guilds, but 2 have fewer than half of their registered participants = Counted as 5 guilds (alliances), and all 7 enter Balenos
※ At least 10 guild members must be online to apply for the Node War as before. If fewer than half of the participants press the participation button 10 minutes before the war, the guild may still join the war but will not affect territory splitting.
 


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.
  • Changed Occupation Node War and Blue Battlefield so if the last fort has more than 10 minutes left, its remaining time is readjusted and displayed as a question mark.
    • Example: At 21:30, if the last fort is set to end at 21:45, its remaining time changes to a question mark and a new random end time will be set between 21:40 and 22:00.
      • Occupying the fort that has changed to a question mark grants extra rewards.
 

 

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.
  • Increased the Construction Node War duration from 1 hour to 2 hours.
    • Participation/victory rewards and Family buffs remain the same. (Occupation Node War duration also remain at 1 hour.)
    • Changed the time at which the system reveals enemy fort locations from 30 minutes to 1 hour after the start of the war.
    • Following this change in duration, the restriction for functions such as create/disband guild, leave guild, create/disband alliance, Apply for Vacation, and War Hero has been changed to 2 hours. This also applies to Occupation Node War.
      • For Conquest War, these functions are restricted for 4 hours, and all affiliated guild members will not be able to leave the guild.
Functions Restricted during Node War (2 hr)
Create or Disband Guild
Leave Guild (applied to all guild members)
Create or Disband Alliance
Invite War Hero or Join/Leave as War Hero 
Apply for Node/Conquest War 
Apply for Vacation
    • Changed the fort construction to be available between 1 hour after Node War ends, and 1 hour before the next Node War starts.
  • Changed the conditions for Participation Opportunity returns and rewards in Construction Node Wars as follows:
    Category New Conditions
    Participation Opportunity Return Destroy an enemy fort or achieve a total K/D count of 100+
    Participation Reward Your guild/alliance fort remained standing, and your guild/alliance achieved either of the following:
    - Destroyed an enemy fort, or
    - Achieved a total K/D count of 100+
 

 

Node War Max HP Rule Change

  • Changed the Node War Max HP rule (for both Occupation and Construction).
Before After
Current HP is reduced according to the HP Limit Max HP is reduced according to the HP Limit
  • Fixed the issue where Injury applied from Black Spirit skills was calculated based on actual Max HP instead of the limited Max HP.
    • Example: If a character with 13,000 Max HP receives a 50% Injury effect in a Tier 1 Node War (6,500 HP limit), the Injury will now correctly be applied as 50% of 6,500 HP rather than 13,000.
 

 

Node War Reward Improvements

  • Increased victory rewards for Node Wars.
Valencia/Edania (Unlimited)
Item
Blazing Triumph Reward (Tier 3) Content
Blazing Triumph Reward (Tier 4) Content
Blazing Triumph Reward (Tier 5) Content
Gold Bar of the Glorious Battlefield 10,000G 3 3 3
Gold Bar of the Glorious Battlefield 1,000G - 2 5
Essence of Honor 10 10 10
Essence of Gallantry 10 10 10
Item Collection Increase Scroll 2 2 2
Glorious Item Drop Rate Increase Scroll 2 2 2
Trace of Thunderbolt 2 2 2
Blazing Loot Box 2 3 3
Chilling Fragment 10 10 10
Medal of Glory 35 37 40
Calpheon/Ulukita (Max Gear Score 720)
Item
Kindling Triumph Reward (Tier 3) Content
Kindling Triumph Reward (Tier 4) Content
Kindling Triumph Reward (Tier 5) Content
Gold Bar of the Glorious Battlefield 10,000G 2 2 2
Gold Bar of the Glorious Battlefield 1,000G 3 5 7
Essence of Honor 7 8 8
Essence of Gallantry 7 8 8
Item Collection Increase Scroll 2 2 2
Glorious Item Drop Rate Increase Scroll 1 1 1
Kindling Loot Box 2 3 3
Chilling Fragment 5 5 5
Medal of Glory 27 30 32
Balenos/Serendia (Max Gear Score 616)
Item
Determined Triumph Reward (Tier 3) Content
Determined Triumph Reward (Tier 4) Content
Determined Triumph Reward (Tier 5) Content
Gold Bar of the Glorious Battlefield 10,000G 1 1 2
Gold Bar of the Glorious Battlefield 1,000G 8 9 -
Essence of Honor 6 6 6
Essence of Gallantry 6 6 6
Item Collection Increase Scroll 1 2 2
Glorious Item Drop Rate Increase Scroll 1 1 1
Determined Loot Box 2 3 3
Medal of Glory 20 22 25
  • Increased participation rewards for Node Wars. As before, rewards can be obtained upon meeting the participation requirements.
Item
Balenos & Serendia
Mediah & Valencia
Calpheon & Kamasylvia
Trace of Thunderbolt - - 1
Gold Bar of the Glorious Battlefield 10,000G - 1 1
Gold Bar of the Glorious Battlefield 1,000G 8 - 2
Medal of Glory 15 22 30
Calpheon & Kamasylvia (Unlimited)
Item
Blazing Triumph Reward (Tier 3) Content
Blazing Triumph Reward (Tier 4) Content
Blazing Triumph Reward (Tier 5) Content
Gold Bar of the Glorious Battlefield 10,000G 2 2 3
Gold Bar of the Glorious Battlefield 1,000G 5 7 -
Essence of Honor 10 10 10
Essence of Gallantry 10 10 10
Item Collection Increase Scroll 2 2 2
Glorious Item Drop Rate Increase Scroll 2 2 2
Trace of Thunderbolt 2 2 2
Blazing Loot Box 2 3 3
Chilling Fragment 10 10 10
Medal of Glory 30 32 35
Mediah & Valencia (Max Gear Score 720)
Item
Kindling Triumph Reward (Tier 3) Content
Kindling Triumph Reward (Tier 4) Content
Kindling Triumph Reward (Tier 5) Content
Gold Bar of the Glorious Battlefield 10,000G 1 2 2
Gold Bar of the Glorious Battlefield 1,000G 9 - 3
Essence of Honor 7 8 8
Essence of Gallantry 7 8 8
Item Collection Increase Scroll 2 2 2
Glorious Item Drop Rate Increase Scroll 1 1 1
Kindling Loot Box 2 3 3
Chilling Fragment 5 5 5
Medal of Glory 22 25 27
Balenos/Serendia (Max Gear Score 616)
Item
Determined Triumph Reward (Tier 3) Content
Determined Triumph Reward (Tier 4) Content
Determined Triumph Reward (Tier 5) Content
Gold Bar of the Glorious Battlefield 10,000G 1 1 1
Gold Bar of the Glorious Battlefield 1,000G 5 6 7
Essence of Honor 6 6 6
Essence of Gallantry 6 6 6
Item Collection Increase Scroll 1 2 2
Glorious Item Drop Rate Increase Scroll 1 1 1
Determined Loot Box 2 3 3
Medal of Glory 15 17 20
Item
Balenos & Serendia
Mediah & Valencia
Calpheon & Kamasylvia
Trace of Thunderbolt - - 1
Gold Bar of the Glorious Battlefield 1,000G 6 7 9
Medal of Glory 15 20 25
 



 

 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.
  • Changed the Conquest War territories.
    • The Balenos Conquest War is no longer an offensive vs. defensive battle. Instead, all participating guilds (alliances) are enemies. To achieve victory, only one guild (alliance) Command Post must remain by the end of the match.
      • As a result, the point system will not apply. If more than 2 guild (alliance) Command Posts remain when the time ends, the territory will be liberated.
Tier Before After
1 Valencia Balenos
2 Calpheon Valencia
Unlimited Mediah Mediah
 

 

 Conquest War - Schedule and Rule Changes

  • Decreased the maximum duration for Conquest War from 4 hours to 2 hours.
  • Updated the rules for each territory as follows:
Category Before After
Balenos/Serendia (No Castle) 1. All participating guilds are enemies.
2. Victory is achieved if only 1 guild's Command Post remains by the end.
3. If more than 2 Command Posts remain at the end, the winner is determined by points.
1. All participating guilds/alliances are enemies.
2. Victory is achieved if only 1 guild/alliance's Command Post remains by the end.
3. (Changed) If more than 2 Command Posts remain at the end, the territory is liberated.
Calpheon/Mediah/Valencia (Castle) 1. Guilds/alliances are divided into offensive and defensive sides. Offensive guilds can attack each other if Forced PvP is active.
2. The defensive side wins if the Command Post/Field HQ is defended for 2 hours.
3. If no defensive guild exists or the Command Post/Field HQ is destroyed within 2 hours, the remaining offensive guilds fight until one remains.
4. If 2 or more offensive guilds/alliances remain when the battle ends, the winner is determined by score.
1. Guilds/alliances are divided into offensive and defensive sides. Offensive guilds can attack each other if Forced PvP is active.
2. The defensive side wins if the Command Post/Field HQ is defended for 2 hours.
3. (Changed) The offensive side wins if the defensive Command Post/Field HQ is destroyed within 2 hours (winner determined by points).
4. (Changed) If there is no defensive side, the last guild/alliance with a remaining Command Post/Field HQ at the end wins.
* If 2 or more offensive guild/alliance Command Posts/Field HQs remain at the end, the winner is decided by points.
 

 

 Conquest War - Participation Requirement

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.
  • Changed the participation requirement as follows:
Before After
Occupy a node of any tier at least once per week Occupy a Tier 2 (Limited) to Tier 3 (Unlimited) node at least once per week
 

 

 Expanded Annex Construction Area and Hwacha Limit Adjustments

  • Expanded the area where defensive guilds/alliances can build annexes inside the castle following the Conquest War rule changes.
    • All annexes, including Flame Towers, Hwachas, Supply Depots, and Recovery Centers, can now be placed freely within the castle.
    • Installation remains restricted on rooftops, hidden spaces beneath roofs, entrances, and pathways.
    • The location of Dekrogda's Artifact has been adjusted to reflect the expanded installation area.
    • Revival locations for the following Inner/Outer Gates have been adjusted:
Mediah Castle (Inner Gate)
Mediah Castle (Outer Gate)
Valencia Castle (Outer Gate)
Calpheon Castle (Outer Gate)
    • Improved so that defensive annexes can be installed anywhere within the available installation area, regardless of grid position.
      • Offensive annex installation remains unchanged.
 
  • Changed so the Lord's Guild can no longer install Medium or Large Siege Tower Factory via the Node/Conquest War Annex Assembly Tool.
  • Changed so annexes that cannot be installed by the Lord's Guild no longer appear in the Assembly Tool list.
  • Increased the number of Hwachas the Lord's Guild can install by 1.
 
Before After
Command Post, Field HQ 2 3

 

  • The full list and quantities of annexes that can be built for offensive and defensive sides are as follows.
Offensive Side
Annex Command Post Field HQ
Siege Defense Tower 40 60
Recovery Center 10 5
Cannon Observatory 3 10
Elephant Nursery 3 3
Flame Tower/Enhanced Flame Tower 3 3
Hwacha/Big 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 50
Defensive Side
Annex Command Post Field HQ
Siege Defense Tower 40 60
Recovery Center 10 5
Cannon Observatory 3 10
Elephant Nursery 3 3
Flame Tower/Enhanced Flame Tower 3 3
Hwacha/Big Hwacha 3 3
Supply Depot 2 2
Indomitable Flag Factory 1 1

Field Conquest War (Field Command Post)
Siege Defense Tower 20
Recovery Center 10
Cannon Observatory 3
Elephant Nursery 3
Flame Tower/Enhanced Flame Tower 2
Hwacha/Big 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

 


 

 Conquest War - Gate Durability UI

  • Added a UI for the defensive side to monitor Gate Durability during Calpheon, Mediah, and Valencia Conquest Wars.
    • The UI appears below the minimap on the right side of the screen, along with Command Post Durability.
    • The UI now refreshes every 30 seconds after a Fort, Command Post, or Gate is hit (previously 60 seconds).
 

 

 Conquest War - Point System Rules

  • Updated the point system rules for Calpheon, Mediah, and Valencia Conquest Wars.
    • Balenos is excluded from these changes as it follows different rules.
Before After
1. With a Defensive Guild:
- Points earned by killing any non-allied participant or destroying annexes (Flame Towers, Hwachas, etc.)
- Points lost when killed by any non-allied participant
※ Combat between offensive guilds (K/D/Destruction) affects points.
 
2. Without a Defensive Guild:
- Points earned via K/D/Destruction between offensive guilds
※ The highest-scoring guild/alliance wins and becomes the new Lord.
1. With a Defensive Guild:
- Points earned by killing defensive members or destroying defensive annexes
- Points lost when killed by defensive members
* Combat between offensive guilds (K/D/Destruction) does NOT affect points while a defensive guild remains.
 
2. Without a Defensive Guild:
- Points earned via K/D/Destruction between offensive guilds
※ The highest-scoring guild/alliance wins and becomes the new Lord.
 

 

 Conquest War - 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.
  • Adjusted the points for Calpheon, Mediah, and Valencia Conquest Wars following the rule changes.
 Conquest War - Point System
Category Before After
Remaining Command Post/Field HQ Durability 50 points per 1% remaining Durability Removed
Enemy kill 1 Point 3 Points
Death by enemy 1 Point No Change
Flimsy Barricade destroyed 1 Point No Change
Barricade destroyed 1 Point No Change
Iron Barricade destroyed 5 Points 3 Points
Flimsy Wooden Fence destroyed 10 Points 3 Points
Wooden Fence destroyed 20 Points 5 Points
Wooden Fence Gate destroyed 20 Points 10 Points
Siege Defense Tower destroyed 1 Point No Change
Enhanced Flame Tower destroyed 100 Points 40 Points
Flame Tower destroyed 50 Points 20 Points
Hwacha destroyed 50 Points 20 Points
Big Hwacha destroyed 100 Points 40 Points
Supply Depot destroyed 80 Points 15 Points
Recovery Center destroyed 70 Points 15 Points
Cannon Observatory destroyed 50 Points 15 Points
Elephant Nursery destroyed 50 Points 15 Points
Indomitable Flag Factory destroyed 50 Points 15 Points
Medium Siege Tower Factory destroyed 50 Points 15 Points
Large Siege Tower Factory destroyed 50 Points 15 Points
Ballista Workshop destroyed 50 Points 15 Points
Indomitable Flag destroyed 30 Points 10 Points
Conquest War Fort/Command Post/Field HQ destroyed 150 Points No Change
※ Any items not listed above remain unchanged.
 
  • Changed to allow summoning siege weapons (Cannon), Ogre, and Troll inside the castle during Conquest Wars.
    • All guilds/alliances participating in Conquest Wars can now summon and use them inside the castle.
  • Updated the War Installation Info on the World Map (M) to display "0" for annexes that cannot be installed when hovering over the Command Post icon.
 

 

 Conquest War - Merit Reward and 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.
  • Added a Conquest Merit Reward system that grants additional rewards based on participation time and contribution.
    • A total of 200 billion Silver is distributed among participating guild/alliance members based on contribution. Amounts are rounded up to the nearest 10,000 Silver, so the total payout may slightly exceed the base reward pool.
    • Rewards are automatically sent to the Black Spirit's Safe under "Collectible Silver" upon the conclusion of the Conquest War. You can check the details in the Reward Log.
    • This system applies only to Calpheon, Mediah, and Valencia Conquest Wars (Offensive vs. Defensive structure). Balenos and Serendia are excluded.
    • Merit Rewards are only available to members (including War Heroes) who pressed the "Participate" button and actively joined the battle.
      • Rewards are not distributed if there is no defensive guild.
      • Rewards are not distributed if the war ends instantly with a defensive victory because only a defensive guild was present.
      • Rewards are only distributed to guilds/alliances whose Command Post/Field HQ remains standing when the war ends.
      • Even if an offensive guild has high contribution, they will not receive Merit Rewards if their Command Post/Field HQ is destroyed before the end of the war. You can attack both offensive and defensive sides with Forced PvP enabled during Conquest Wars without penalties.
Merit Reward Distribution Rules
Defensive Success The defensive side receives 100% of the Merit Reward (distributed equally among members).
Defensive Failure The defensive side receives a portion of the reward based on the time they held out (distributed equally among members).
Offensive Success The reward pool (minus the amount earned by the defensive side) is distributed among surviving offensive guilds based on their points.
Merit Reward - reward based on the time the defensive side held out = remaining Merit Reward
(The remaining Merit Reward is distributed to offensive guilds/alliances based on points, then split equally among participating guild/alliance members.)

※ Defensive Success: All offensive Command Posts/Field HQs are destroyed, or the defensive Command Post/Field HQ survives until the end.

※ Offensive Success: The defensive Command Post/Field HQ is destroyed before the end.

Merit Reward Ratio by Defense Time
Category < 30 min 30+ min 40+ min 50+ min 60+ min 70+ min 80+ min 90+ min 100+ min 110+ min 120 min
Defensive 0% 10% 20% 30% 40% 50% 60% 70% 80% 90% 100%
Offensive 100% 90% 80% 70% 60% 50% 40% 30% 20% 10% 0%

If 7 offensive guilds participate and the defense lasts 70 min, the 200 billion Silver pool is split 50/50 (100 billion each) between the defensive and offensive sides.

  Points Distribution % Amount
Offensive Guild A 10000 28.58% 28,581,230,000
Offensive Guild B 2400 6.86% 6,859,500,000
Offensive Guild C 3000 8.57% 8,574,370,000
Offensive Guild D 4500 12.86% 12,861,560,000
Offensive Guild E 6288 17.97% 17,971,880,000
Offensive Guild F 7800 22.3% 22,293,360,000
Offensive Guild G 1000 2.86% 2,858,130,000
Total 34988 100% 100,000,030,000

- Defensive Side (50%): 100 billion Silver is split equally among defensive members.
- Offensive Side (50%): 100 billion Silver is split among offensive guilds by point.
- Each guild/alliance then split that amount equally among its members.

 
  • Added powerful Family buff benefits to Conquest War participation and victory rewards.
    • These buffs are applied immediately after the Conquest War ends. The effects and durations vary based on the result.
    • The Item Drop Rate buff from Conquest War rewards stacks beyond the maximum cap (+300%).
Condition Target Buff Effects Duration
Conquest War Victory
(Lord's Guild/Alliance)
All members
(including non-participants)
Extra AP Against Monsters +25
Item Drop Rate +25%
Life Skill Mastery +100
Life EXP +50%
165 hr (6 days 21 hr)
※ Does not stack, and duration does not increase.
※ Not refreshed by a Node War victory and remains active.
Conquest War Victory
((Offensive side, but not Lord)
48 hr (2 days)
※ Does not stack, and duration does not increase.
※ Refreshed by a Node War victory.
Conquest War Participation/Defeat
(Command Post destroyed or Defense failed)
Participants only Extra AP Against Monsters +20
Item Drop Rate +20%
Life Skill Mastery +80
Life EXP +45%

※If you were not logged into the participating server when the buff is granted, please change server or go to the Character Selection screen to receive it.

  • Expanded the monster zone Item Drop Rate benefit for Lord's Guilds to cover the entire territory.
Before After
Monster zones within the occupied territory only All monster zones across all territories
※ This expansion now includes the Ulukita and Edania territories.

Item Drop Rate Benefit by Territory
Category Effect

Tier 1 Limited (Balenos/Serendia)

All monster zones across all territories
Item Drop Rate +20%

Tier 2 Limited (Valencia)

All monster zones across all territories
Item Drop Rate +30%

Unlimited (Mediah)

All monster zones across all territories
Item Drop Rate +50%

 

  • Adjusted the taxes obtainable by tier as follows.
    Tier Lord's Collected Taxes
    1 30,000,000,000 ~ 40,000,000,000
    2 50,000,000,000 ~ 60,000,000,000
    3 60,000,000,000 ~ 70,000,000,000

 

 


 

Node/Conquest War Common Changes

Siege Weapon and Annex Balance Adjustments

  • Adjusted balance for Node/Conquest War annexes and mounts as follows:
Type Before After
Doomcaller
(Flame of Doom)
AP-scaling damage applied, 100 Damage over Time
All Damage Reduction -40 / Evasion -72
1,000 fixed damage (ignores DP), 300 Damage over Time
All Damage Reduction -150 / Evasion -200
Doomcaller
(Hellfire Blaze)
AP-scaling damage applied, 100 Damage over Time 2,000 fixed damage (ignores DP), 300 Damage over Time
All Damage Reduction -150 / Evasion -200
Ogre Unlimited Max AP
HP: 6,000,000
Max AP Limit: 395
HP: 900,000 / DP increased by approx. 7x
Troll Unlimited Max AP
HP: 7,000,000 / DP: 40
Max AP Limit: 395
HP: 1,200,000 / DP increased by approx. 9x
Medium Siege Tower HP: 2,000,000 / Back Attack applied HP: 4,000,000 / Back Attack removed
Large Siege Tower HP: 3,000,000 / Back Attack applied HP: 6,000,000 / Back Attack removed
Install Annex HP 1% at Start / Recover 0.1% per sec HP 5% at Start / Recover 0.15% per sec
Hwacha/Big Hwacha Damage dealt to Siege Towers increased by 1,000%
  • Fixed the issue where Doomcaller's Damage Reduction and Evasion debuffs stacked.
    • The duration of Damage Reduction and Evasion debuffs has been reduced from 15 sec to 10 sec.
  • Doubled the amount recovered when repairing Wooden Fences/Wooden Fence Gates with Usable Scantling x2.
 


Node/Conquest War Quality of Life Improvements

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.
  • Changed so annexes can now be upgraded in advance before Construction Node Wars and Conquest Wars begin.
    • Applicable Annexes: Barricade, Flame Tower, Hwacha.
    • ※ For Occupation Node Wars, installations and upgrades are still only available after the war starts.
  • Improved the Elephant Nursery so you can now select and take out specific elephants during Node/Conquest Wars.
  • Improved the "Show Location to Guild Members" function in the World Map (M) so your location is now shared with all alliance members, regardless of whether a Node/Conquest War is in progress.
  • Changed the Guild Skills "Command to Gather" and "Battle Command to Gather" so they can now be used in the desert.
  • Improved the system so the message appears immediately when your installed traps exceed the maximum limit.
    • Before: The message "You cannot install any more traps" appeared only after the installation wait time.
    • After: The message appears instantly upon the installation attempt.
 

 

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.
  • Added a Node War/Conquest War exclusive category to Chat settings.
    • Enable Battle (Node/Conquest War) in Chat Window Settings → System to view specific war status updates, such as annex destruction and hits, in a separate feed.
  • Improved the system notifications for Node/Conquest Wars to be more detailed.
    • These messages will display once the war begins.
Trigger Notification Example
Cannon hits building [Family Name] hit [Guild Name]'s [Annex] with a Lynch Cannon.
Cannon destroys building [Family Name] destroyed [Guild Name]'s [Annex] with a Lynch Cannon.
Kill with Siege Weapon [Family Name] killed [Family Name] of the [Guild Name] guild/alliance while on a [Siege Weapon].
Ally died to Siege Weapon [Family Name] was slain by [Family Name] of the [Guild Name] guild/alliance on a [Siege Weapon].
Annex Install/Complete [Family Name]'s [Annex] has been completed.
Upgrade Complete [Family Name]'s upgraded [Annex] has been completed.
 

 

Killing Streak Notifications and Detailed Results 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".
  • Added a Killing Streak notification UI, similar to Guild League (lasts 15 sec, visible only to yourself).
  • Added a detailed results UI to view your personal performance after a Node/Conquest War ends.
    • This UI appears immediately after the battle and can be reviewed again via the Guild UI - Node War/Conquest War Status.
    • You can track specific contributions such as DMG Dealt, CC Hits, Ally HP Healed, Cannon Hits/Destructions, and Traps Triggered.
    • Because forts and annexes have very high Durability, the "Total DMG Dealt to Fort/Command Post" may appear significantly higher than other stats.
Category Description
Enemy Kills Number of enemy guild members killed
Deaths Number of times killed by enemy guild members
Max Killing Streak Highest number of kills achieved without dying
DMG Dealt Total damage dealt to enemy guild members
DMG Taken Total damage received by your character
CC Hits Number of times CC was successfully applied (counts each target hit)
HP Healed HP recovered via potions and skills
Ally HP Healed HP recovered for allies (excluding yourself)
Total DMG Dealt to Fort/Command Post Total damage dealt to enemy Forts and Command Posts
Cannon Hits Number of successful cannon hits (counts as 1 even if multiple targets hit)
Objects Destroyed by Cannon Number of enemy objects destroyed by cannon
Max Cannon Hit Distance The furthest distance at which a cannon hit was successful
Traps Triggered Number of your installed traps that were triggered
Time Dead Total time from death to revival
Time Survived Total Time - 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.
  • Added a feature that allows enemy traps to be destroyed using Flare and Quick Flare.
    • Using a Flare reveals enemy traps within range. You can then attack and destroy them for approximately 10 sec.
    • Trap effects will not trigger while the Flare effect is active.
    • During Conquest War, you can also destroy ally traps if Forced PvP (Alt+C) is enabled. (This also applies outside of Node/Conquest Wars).
 

 
※ The following guide outlines the Family buffs, reward requirements, and conditions for a Participation Opportunity return for Node/Conquest War and Blue Battlefield.
[Occupation Node War]
Category Condition Target
Personal Reward 1. Final occupation of the node
2. Your guild/alliance achieved a total K/D count of 100+ AND occupied a fort at least once (kills from Flame Towers/Hwachas excluded).

※ Granted if either condition 1 or 2 is met
Participating members
Family Buff (Victory) Final occupation of the node All members of the victorious guild/alliance (including non-participants)
Family Buff (Participation) 1. Occupied a fort at least once
 
2. Your guild/alliance achieved a total K/D count of 100+ (kills from Flame Towers/Hwachas excluded)

※ Granted if both conditions 1 and 2 are met
Participating members
Participation Opportunity Return 1. Occupied a fort at least once

2. Your guild/alliance achieved a total K/D count of 100+ (kills from Flame Towers/Hwachas excluded)

※ Returned if either condition 1 or 2 is met
Guild/Alliance
[Construction Node War]
Category Condition Target
Personal Reward 1. All enemy forts destroyed while ally fort remains standing

2. Your guild/alliance fort remained standing for at least the first 10 minutes after the war began, and your guild/alliance achieved either of the following:
- Destroyed an enemy fort, or
- Achieved a total K/D count of 100+ (kills from Flame Towers/Hwachas excluded)

Granted if either condition 1 or 2 is met
Participating members
Family Buff (Victory) Final occupation of the node All members of the victorious guild/alliance (including non-participants)
Family Buff (Participation) 1. Destroyed 1+ enemy fort

2. Your guild/alliance achieved a total K/D count of 100+ (kills from Flame Towers/Hwachas excluded)

Granted if both conditions 1 and 2 are met
Participating members
Participation Opportunity Return 1. Destroyed 1+ enemy fort

2. Your guild/alliance achieved a total K/D count of 100+ (kills from Flame Towers/Hwachas excluded)

※ Returned if either condition 1 or 2 is met
Guild/Alliance
[Conquest War]
Category Condition Target
Personal Reward (Lord) Victory in Conquest War (becoming Lord) Participating members
Personal Reward (Victory) Victory in Conquest War Participating members
Personal Reward (Participation) Defeat or failure to defend Participating members
Family Buff (Lord) Victory in Conquest War (becoming Lord) All members of the victorious guild/alliance (including non-participants)
Family Buff (Victory) Victory in Conquest War -
Family Buff (Participation) Defeat or failure to defend Participating members
Participation Requirement Final occupation of a Tier 2+ node during Node wars held Sun-Fri Guild/Alliance
[Blue Battlefield]
Category Condition Target
Personal Reward 1. Final occupation of the fort

2.
Your guild/alliance achieved a total ship destruction count (ally/enemy) of 10+ AND occupied a fort at least once

Granted if either condition 1 or 2 is met
Participating members
Family Buff (Victory) Final occupation of the fort All members of the victorious guild/alliance (including non-participants)
Family Buff (Participation) 1. Occupied a fort at least once

2. Your guild/alliance achieved a total ship destruction count (ally/enemy) of 10+

Granted if both conditions 1 and 2 are met
Participating members
Participation Opportunity Return 1. Occupied a fort at least once

2. Your guild/alliance achieved a total ship destruction count (ally/enemy) of 10+

Returned if either condition 1 or 2 is met

Blue Battlefield and Node War share participation opportunities (Max 1). Consuming it for one prevents participation in the other.
Guild/Alliance


NPC, BACKGROUND, SOUND

  • Improved the flight patterns of seagulls and other birds to fly in more natural formations.


UI

  • Added a display at the bottom of the Guild Member list in the Guild (G) UI to show members participating as War Heroes in Node Wars, Conquest Wars, and the War of the Roses.
 

WEB

  • Fixed the issue where search results in the Adventurer's Guide appeared awkward when using terms containing slashes or spaces.
 
  • Improved the following for the Oasis of Knowledge when a reply is deleted or hidden:
    • Deleted or hidden replies will no longer disappear completely. Instead, a notice regarding the deletion will remain in their place.
    • Clicking a deleted or hidden reply in the My Replies section of the Community Activities will now correctly direct you to the relevant question page.
 

CHANGES & FIXES

  • [Atoraxxion - Yolunakea] Fixed the issue where Yolu's Eye occasionally failed to appear after Tuntaros rose into the sky, preventing further progress.
  • Changed the species of the Sordid Deportee and Dark Eyes Warder in the Pila Ku Jail and Pila Ku Jail [Dehkia's Lantern] to Humans, matching the other monsters in those zones.
  • Corrected the ingredient descriptions for Fish Fillet Salad in the [Cooking Course] Calpheon Meal - Fish Fillet Salad quest summary.
  • Fixed awkward dialogue for Adventurer during the [Combat Course] The Straggler quest.
  • Fixed the issue where some awkward structures were visible in the Land of the Morning Light.
  • Fixed the issue where Adventurers occasionally failed to join a party when matching for Altar of Blood.
  • Increased Spook's attack area in Altar of Blood by approximately 66%.
  • Fixed collision detection for certain monster attacks in Hexe Sanctuary [Elvia].
  • Fixed the issue where Ancient Creature's Scale could be obtained by defeating certain monsters in the Sycraia Ruins Lower Zone.
    • Ancient Creature's Scale and Form of an Ancient Creature have been removed during the Apr 30, 2026 (Thu) maintenance. Silver equal to their value has been distributed as compensation.
    • Expired Form of an Ancient Creature items are removed without Silver compensation.
  • Fixed the Durability+ option to no longer appear for items with a 100% Enhancement Chance.
  • Fixed the issue where interaction with certain NPCs that grant Atoraxxion knowledge was occasionally unavailable.
  • Adjusted the camera angle during conversations with Maonil, the Trade Manager on Iliya Island to provide a better view of the NPC's face.
  • Improved the description for Red Essence in the Battlefield Token exchange list in the Manage Currency UI.
  • Improved some unnatural descriptions for Level 6 and Level 7 Barter items.
  • Relocated structures that obstructed ship movement during Bartering in the Land of the Morning Light.
  • Improved a specific spot near the Abyssal Well exit in Mediah where Auto-run (T) was not smooth.
  • [Boss Info UI] Fixed the issue where the appearance status of certain World Bosses was displayed incorrectly.
  • [Boss Info UI] Fixed the issue where World Bosses Quint and Muraka were displayed as "Appeared" while still in statue form.
  • [Boss Info UI] Changed the text color for the Enable Boss Notification button when it is unavailable to make it more distinguishable.
  • [Boss Info UI] Adjusted the key guide so the Close button is positioned at the end.
  • [Boss Info UI] Added tab names to clearly indicate the currently selected tab.
  • [Boss Info UI] Fixed the issue where boss names were difficult to read against white portrait backgrounds.
  • [Dark Rift UI] Updated the icon (bottom right) to include the count of currently appeared World, Field, and Hunting bosses.
  • [Dark Rift UI] Updated the visual effects for the icon in the bottom right.
  • [Dark Rift UI] Changed the icon (bottom right) to "Boss Info," which now opens the World Boss tab by default.
    • The title and description for this button have been updated to "Boss Info".
  • Updated the explanation for Devour in the Enhancement UI to be more accurate.
  • Improved the Mount Status descriptions in the Stable and Wharf UI.
  • Fixed the issue where Vell was shown as appeared in the World Boss Info UI starting 10 minutes before its actual appearance.
  • Fixed the issue where empty equipment slot icons for mounts looked awkward in the Wharf UI.
  • Fixed the issue where certain gear at HEX (VI) or higher did not appear in the Find My Item search.
  • Fixed the issue where worker tasks could not be canceled in the Investment Bank UI under World Map (M) - Production Node.
  • Updated the system message displayed when moving a tagged character via the View Family Characters menu on the World Map (M).
  • Fixed a client crash that occurred when moving an item's location while using the Storage Keeper's item sale function.
  • Improved the search rules for Family Name searches in Customization Album - Gallery.
    • Search results now only show exact matches (previously partial matches).
    • The search period for displayed results has been changed from 1 year to all time.
    • Fixed the issue where search would not work properly in certain situations.
  • [Gamepad Mode] Fixed the Boss Info UI so item reward tooltips can be easily viewed using the left D-pad.
  • [Gamepad Mode] Increased the text size in the Skill Guide UI.
  • [Gamepad Mode] Fixed the issue where the Special Barter key guide was displayed even when a Value Pack was inactive.
  • [Gamepad Mode] Removed the Score tab from the Owner List opened via Visit in Blue Maned Lion's Manor.
  • [Gamepad Mode] Fixed the awkward scrolling in the Storage by Territory feature of the Find NPCs UI.
  • [Gamepad Mode] Adjusted the Red Battlefield UI to snap focus to the Find Match button upon opening.
  • [Gamepad Mode] Fixed the issue where the Enable Boss Notification settings were visible even when not viewing the World Boss tab in the Boss Info UI.
  • [Gamepad Mode] Adjusted the Durability alert UI in the Altar of Blood to prevent it from overlapping with the Altar of Blood gauge UI.
  • [Altar of Blood - The 6th Illusion] Fixed the issue where characters could not move at certain locations.
  • [Altar of Blood] Fixed the issue where pressing hotkeys to open Storage or the Central Market displayed an awkward message.
  • Renamed [Level 7] Tarif Magic Pot to [Level 7] Tarif Magic Jar.
  • Fix the issue where incorrect information appeared in the description when checking a territory with Node War in progress on the World Map (M).
  • Updated the Conquest War Family buff info shown when hovering over territory icons on the World Map (M) to include that it now affects all regions.
  • Fix the issue in Node War Information on the World Map (M) where the color of occupied node areas in some regions did not appear and was shown as transparent.
  • Fixed the issue where Elephant info displayed incorrectly after registering an Elephant with a Guild Mount Manager.
  • Fixed the issue where the crossroad UI for main or simplified quests appeared for certain characters.
  • Fixed the issue where Nampo Gate geographic knowledge was obtained when activating the Crow's Nest node while the Nampo Gate node was inactive.