Black / White / Carmine 奖励:继续包含对应史诗首饰、三系意志书、High C / Top C / Low B 武器、防具、首饰,以及 3-5 本《神圣启示(手稿)》。
08Top B Raid Boss 与副职业 Boss
Top B Raid 共通规则
刷新时间:8 - 12 小时。
刷新后 2 分钟内免疫伤害与一切效果。
与 Boss 交互会进入 PvP Flag 状态;Boss 不可被拉离出生点 2,500 以上。
Boss 与护卫强度平均提高约 15% - 28%,EXP / SP 奖励同步上调。
守卫掉落标准化:Raid Boss 守卫过去常掉一堆价值不高的杂物,现在统一改为 Greater Healing Potion,掉率依等级大约在 15% - 45%。
Top B 击杀保底逻辑:
奖励结构对齐更高阶 Boss。
就算没直接掉成品,也必定会掉该成品的配方或部件,因此不会出现“辛苦打完却几乎白打”的情况。
通用奖励统一为 3 - 4 枚 Proof of Loyalty、普通或祝福 B 卷、《神圣启示(手稿)》与随机意志书 Jackpot。
主要 Top B 奖励池:
武器:Demon's Dagger、Bow of Peril、Bellion Cestus、Lance、Sword of Damascus、Guardian Sword、Wizard's Tear、Deadman's Glory、Art of Battle Axe、Star Buster、Kaim Vanul's Bones、Staff of Evil Spirits。
防具:Doom 与 Blue Wolf 系列的头盔、盾牌、重甲、轻甲、法袍、手套与靴子。
首饰:Black Ore Jewelry。
A 级 Raid Boss 等级再调整:
A 级 Boss 平均再提高 1 - 2 级,护卫也同比例上调。
这部分更新只会在 Gamma 于 2026年9月21日安装。
首批 Top B 登场时间:
Gamma:2026年9月14日随维护重启直接上线。
Black / White / Carmine:2026年9月21日 20:00 - 20:45,每 15 分钟一组。
Gamma,Black & White — 10:00 (UTC+3, Kiev/Moscow/Minsk)
Carmine — 04:00 (UTC−3, Buenos Aires/Montevideo/Brasília)
Dear friends,
The game worlds Gamma, Black, White and Carmine continue to develop actively, and alongside them the project's development is moving forward too. In this regard, large-scale changes await us in the very concept of working on the game.
We remind you that from 14 September we are switching to a two-week cycle of development and update releases. This cycle will allow us to bring together more interconnected changes in each release and bring them to a finished state before release. The usual maintenance restarts will take place every Monday.
The next step
Please take a few minutes to read this section. We understand that nobody likes long-reads, but we would very much like to convey our vision to you.
This patch — another important step in the development of Lu4. We continue not only to add new content, but also to improve the gaming experience itself, paying attention to what you see and use every day. In this update, much attention is paid to client features: the interface, combat information, working with the party and other important improvements. Many of them appeared precisely thanks to your suggestions and feedback. Gradually, we are turning what you asked for into actual game features.
A separate part of the update — the in-game store. We have added new options for personalizing and styling combat information, and with them another way to support the project's development.
Items that change the visuals are an excellent alternative. They help make the game more personal and enjoyable, without changing the gameplay or giving extra advantages. That is why we want to prioritize them over products that directly affect gameplay. Looking good — feeling good 😎
We believe that good visuals work in the long run: when you like how your character, weapon or surroundings look, the gaming experience itself becomes more enjoyable. After all, if you spend a lot of time in the game, why not spend it with something you really like?
From what you choose in the store, we understand what interests you and which direction we should move in next. This helps us develop the store so that it contains more things you want to use.
Purchases in the store directly help us continue development, create new content and devote more time to the quality of the game. We are proud of this patch: we have created many cool and awesome changes that together make the game more convenient, livelier and more enjoyable.
In these patch notes you will learn about all the main changes that will appear after maintenance on Monday, 14 September. Thank you for playing, helping us and remaining part of Lu4.
Daily limits Fatigue during the period from 14 to 20 September
More about the system Fatigue. In the article you will find detailed weekly limits for the new servers.
Gamma
Base experience: 60 000 000 per day.
Bonus experience: 15 000 000 per day.
Total: 75 000 000 per day.
BlackWhiteCarmine
Base experience: 10 000 000 per day.
Bonus experience: 2 500 000 per day.
Total: 12 500 000 per day.
Scroll horizontally for the full comparison
Period
Base experience
Bonus experience
Total
07.09–13.09
8 000 000
2 000 000
10 000 000
14.09–20.09
10 000 000
2 500 000
12 500 000
21.09–27.09
12 800 000
3 200 000
16 000 000
28.09–04.10
16 000 000
4 000 000
20 000 000
05.10–11.10
19 200 000
4 800 000
24 000 000
12.10–18.10
22 000 000
5 500 000
27 500 000
Game Client
We have added a whole set of new systems and tools at once, designed to noticeably change how you perceive combat, work with the party and interact with the game as a whole. Behind many of these features are complex solutions, a lot of work and additions to the familiar interface.
And yes, some things may not work perfectly here and there. Some of these systems are new to us too, so unexpected situations, minor errors or things we could not foresee are possible at launch. But we deliberately took this step, because we are confident: these features really make the game cooler and open up many interesting options for further development. We remind you that all this is appropriate and acceptable in the Alpha version of the game. This is the only way we can develop it.
Try, experiment, break things and tell us what went wrong. Write reports and share your impressions — we will collect feedback (Not only negative: do not forget to praise us too. That is always very nice 🙃), fix problems and gradually bring the new systems to perfection. This is only the first step, and we are very interested to see what all this will grow into together with you!
Grind Meter
In the window Fatigue the block has been fully implemented Grind Meter, which allows you to track farming progress and efficiency in real time.
Start/Stop — starts and stops the measurement. After starting, the button changes to Stop, and after stopping, the accumulated values remain on the screen.
EXP/h — shows the amount of experience gained since the measurement started, converted to an average hourly value.
Adena/h — similarly shows the amount of collected Adena converted to an hourly rate. Only received Adena — both from regular pickup and party distribution. Purchases, sales and moving Adena to the warehouse are not included in the calculation.
This stage clears in — shows the approximate time until the end of the current fatigue stage actually being consumed. The calculation uses the remainder of the current stage specifically (Battle Ready or Fatigue), and its current consumption rate.
If fatigue is not currently being consumed — for example, the daily limit has already been used up, the stage is active Weapon Won't Obey or the character is not gaining experience, then instead of the time, the display shows —.
The measurement continues even after closing the window Fatigue. You can start it, close the window, go farming and return later to view the accumulated statistics.
When logging back into the game, the current measurement is reset.
Initialize — completely resets the accumulated EXP, Adena and measurement time to zero. If the measurement was started, it will continue after the reset, but from zero values.
Party highlighting
Active party highlighting, allowing party members to be visually highlighted directly in the game world. When activated, each visible party member displays a special VFX-marker. This helps you find the needed party member faster in mass battles.
Party Highlight is enabled through the party window settings. Next to the setting there is a gear, which opens the window Highlight Settings.
For each role you can choose its own VFX type and color, as well as adjust the scale. Several types of effects are available, and the value None completely disables the marker for the selected role. The pool of available effects will gradually expand.
Available 10 roles: Leader,Knight, Warrior, Rogue, Archer, Mage, Summoner, Healer, Enchanter and Bard.
Leader takes priority over the class role. If a party member is the leader, the setting used for them is Leader, regardless of their class.
Settings can be applied separately for each role or you can use Apply for all, to set the same effect and color for the entire party with a single selection.
The marker color is configured through RGB or the color palette.
When using Hide and similar abilities the marker is hidden along with the character.
Settings Party Highlight are stored separately for the character and retained after logging back into the game.
Party sorting
Added the ability to manually change the position of character panels in the party. To do this, drag the panel to the desired position using the icon to the left of the character's panel in the party.
Added a system that automatically sorts party members in the party window according to a specified role priority. Once you configure the order, you no longer need to worry about who joined the party and when — the needed characters will always be in the positions you specified depending on their archetype.
Preset Windows is enabled through the party window settings. Next to the setting there is a gear, which opens the window Location by class type.
The settings display 10 roles: Leader,Knight, Warrior, Rogue, Archer, Mage, Summoner, Healer, Enchanter and Bard.
Leader takes priority over the class role. For example, a tank leader will be displayed according to the setting Leader, rather than Knight.
Role priority is configured by simple dragging. The selected order is saved and used to automatically sort party members.
If several members have the same role, their relative order is determined by the time they joined the party.
When the party composition changes — a member joins or leaves — the window automatically re-sorts the characters according to the specified priority.
When the leader or a character's class changes, their role is recalculated, and the order in the party window is updated automatically.
With enabled Preset Windows manual sorting of party members is disabled so that the two modes do not conflict with each other. After disabling the preset, manual ordering becomes available again.
The configured role order is saved separately for the character and retained after logging back into the game.
Color indication of party members
Added a new setting Party Nickname Style, allowing you to change how party members' nicknames are displayed to orient yourself faster in combat. Three modes are available: White names, White/PvP/PK and Color/PvP/PK. In the last mode, the nickname is displayed in the character's personal color if they are nearby.
White names — all nicknames are displayed in white, regardless of the PvP-flag and PK-status.
White/PvP/PK — regular nicknames are displayed in white, PvP-flagged ones — in purple, PK-characters — in red.
Color/PvP/PK — the character's personal nickname color is used, while special highlighting is retained for PvP and PK: purple for PvP and red for PK.
Display priority: PK > PvP > base color. Therefore PK-character is always displayed in red, even if they have their own nickname color set.
In this mode the nickname color also serves as an additional indicator that a party member is nearby. If the character moves away, their nickname returns to white. When they reappear, the color is restored.
The setting works entirely on the client side and is saved separately for the character after logging back into the game.
Damage text
A new system, which displays combat events directly above characters and targets. Now during combat you can immediately see damage dealt and received, critical hits, misses, blocks, Over-Hit, HP/MP/CP recovery, experience and SP gained, as well as drops and spoil.
Want to make combat text even brighter and more convenient for yourself? Now you can change the appearance and font of Damage Text, choosing the style that suits you best. In addition to the standard design, there are another 3 customization options — and there will be even more in the future. Choose your style. Details and available options — further in the section In-Game Store.
Damage to the target is displayed directly above the enemy. Normal and critical hits, magical critical hits, misses, blocks and Over-Hit are shown separately.
Damage received is displayed above your character, including information about the enemy's misses and blocked attacks.
Resists are displayed as a separate label, and the degree of resistance is additionally highlighted by color.
HP, MP and CP are displayed when resources are restored and consumed with the corresponding designation and color.
EXP and SP are displayed above the character. When several portions of experience are received within a short period of time, they are combined into one line so that the information remains readable even during mass farming.
Loot is also displayed directly in the game world. Picked-up adena and items are combined when identical rewards are received quickly, while equipment is highlighted separately with an increased size.
Spoil is displayed on a separate line and is visually distinct from regular loot pickup.
When items are received in bulk, they are arranged in a neat list and do not overlap each other, EXP and SP.
A separate setting is provided for each category. In the section Options > Damage Text you can enable and disable the desired categories yourself.
Setting changes are applied immediately, without logging back into the game.
Settings Damage Text are retained after logging back into the game.
If necessary, all combat text can be completely disabled with a single toggle.
Buff display
The system allows you to highlight important buffs and debuffs in the party window that need to be monitored during combat. The system forcibly displays the effects selected by the player on the party member and additionally signals that they will end soon, even if the party settings are set to display debuffs or rhythms.
In the settings you can select the group of effects you are interested in, and all similar effects from this group will be displayed on characters. For example, if you select the effect group P. Def., then the effects displayed for your party members will be Potion of Combat, Improved Combat, Combat of Pa'agrio and any other similar buffs.
Details
Selecting an effect group
Example result
The remaining duration is displayed for each selected effect.
After an effect is removed or ends, its icon disappears from the list.
As the remaining duration decreases, the icon border color changes automatically, allowing you to quickly assess the effect's state without having to constantly watch the timer:
Option Show completion animation adds border flashing when the effect is nearing its end.
Available 4 time thresholds, each of which uses its own border color. The default values are 15, 30, 45 and 60 seconds.
If a buff has been extended, its color is updated according to the new remaining time.
You can change the threshold values yourself in the settings. Each threshold's color remains assigned to the corresponding row.
Details
Timer color indication settings
The settings for selected buffs and debuffs, time thresholds and animation state are saved separately for the character and retained after logging back into the game.
Noblesse Blessing
Added display of the status Noblesse Blessing for party members.
When the effect is present, a special icon appears to the left of the character's nickname in the shape of a wing.
The icon is displayed when any effect that preserves buffs after death is present, for example: Salvation, Noblesse Scroll, Noblesse Blessing and other similar effects.
To Village button
After the character's death, the button To Village becomes inactive for 1 second. This prevents accidental clicks immediately after death.
VFX
For many skills VFX have been reworked and significantly improved
Sonic Buster
Sonic Storm
Force Burst
Force Storm
Diamond Dust
Seal of Disease
Shield Slam
Armor Crush
Death Shot
Eclipse
Hailstorm
Meteor
Star Fall
In-game store update
We have stocked the store with new ways to make your character even brighter and add a little individuality to the gameplay.
Meet the new accessories, damage text styles and character action animations! Now you can not only fight, but do it with a special style: pick out a funny hat, decorate the appearance of damage with a new font or effect, and dance a victory dance right in the middle of the battlefield. And if you want to tease your opponent a little — there is a suitable animation for that too 🤭
We believe that such details make the game livelier. Some put together the perfect build, some hunt for rare items, and some simply want their character to look and behave in a way that makes it impossible to confuse them with anyone else.
And, of course, the store — is not just a place for cosmetic items. Your purchases in the store help us fund further development of the game: create new content, improve existing mechanics and release more updates. Thank you to everyone who supports the project! Thanks to your support, we have more opportunities to make the game larger, more interesting and regularly release new updates.
New hats have been added to the game so that every character can emphasize their style.
In addition, all accessories now have their own value level and a unique description — explore the collection and find the most interesting pieces.
All new items are available in the Adventurers' Guide under Visuals > New Accessories. It is also now possible to preview both new and already available accessories to see how they look on your character in advance.
Important! We are aware of issues with the display of headwear on some races, especially those with long ears. Work on fixing them continues — we will consistently bring the new items to a perfect appearance. Your purchases help us develop the game and devote more resources to such refinements. If you notice an error — send a report, we will definitely check and fix it.
New actions are now presented in the form of playing cards. By obtaining a card, you unlock the corresponding action for your character.
The deck contains permanent and temporary cards — the latter allow you to use the action for just one minute. They are designed so that you can try different animations and purchase the one you like.
And hidden among the permanent cards is one available for a nominal fee. Examine the deck more carefully.
All cards are available from Adventurers' Guide in the section Visuals > Action Cards.
Important!
Some animations may differ slightly depending on the character's race — we take into account personality, behavior and movement characteristics. Therefore, the same effect may look slightly different on different races, while retaining the overall style and mechanics.
Some animations deliberately differ for male and female characters. Carefully study the animations before buying them (and for everything else there is the support service 🤪).
Greater Might Greater Shield War Motive Earth Motive
Changed the consumption of Spirit Ore depending on skill level — 1/2/3 Spirit Ore.
Mass Greater Might Mass Greater Shield War Motive Earth Motive
Changed the consumption of Spirit Ore depending on skill level — 4/8/12 Spirit Ore.
Double Shot & Burst Shot
The base critical attack chance of skills has been increased to 15% at early skill levels. It is now 15% at all levels.
Counter skills
Counter Snipe Shot (Hawkeye), Counter Rapid Shot (Silver Ranger) and Counter Power Shot (Phantom Ranger) have received a new activation mechanic — the effect now activates directly when dealing damage with regular bow attacks.
When a regular bow attack hits and deals 30 or more damage, there is a 15% chance to activate the effect.
Additionally, the effect can activate with a 50% chance when using Mark of Hunter.
Only regular bow attacks are counted — hits with skills do not trigger the effect.
The effect can activate no more than once every 60 sec.
Effect duration — 30 sec.
Counter Dash is not affected by the changes above — it is still activated when taking damage from an archer.
Activation chance increased to 15%.
B-grade Set Bonuses
C/B/A-grade Set Bonuses — to review the current bonuses and plan your character's future development.
WIT +3, INT -2
Max MP +210
MP Regeneration Bonus +16%
Resistance Stun +30%
Blue Wolf Light
No longer reduces WIT by -1
MEN +3, INT -2
Cast. Spd. +15%
P. Def. +6%
Resistance Stun +30%
Doom Heavy
No longer reduces STR by -1
CON +3
Max HP +350
Breath gauge +200
Resistance Sleep +30%
Resistance Hold +30%
With Shield: Shield Defense +24%
Doom Robe
No longer reduces WIT by -3
No longer grants Cast. Spd. +15%
Now increases INT by an additional +1 (for a total of +3)
INT +3, MEN +1
MP Regeneration Bonus +20%
Speed +7
Breath gauge +200
Resistance Sleep +30%
Resistance Hold +30%
Epic Bosses
Schedule of upcoming events
Attention! Times are given in the server's time zone.
Black & White — UTC+3
Carmine — UTC−3
BlackWhiteCarmine
Gamma
Queen Ant — 14 September, 2026, 21:00
Orfen — 16 September, 2026, 21:00
Core — 23 September, 2026, 21:00
Queen Ant — 14 September, 2026, 21:00
Orfen — 16 September, 2026, 21:00
Core — 23 September, 2026, 21:00
Boss Parameters
BlackWhiteCarmine:
Queen Ant Orfen
Level of bosses and guards — 56
Parameters adjusted
Core
Level of the boss and guards — 58
Parameters adjusted
Gamma
Queen Ant Orfen Core
Level of bosses and guards — 75
Parameters adjusted, survivability increased
Rewards
BlackWhiteCarmine:
— Jewelry corresponding to the boss
— one Will book of each type
— a random High C-grade weapon
— a random Top C-grade weapon
— a random Low B-grade weapon
— random pieces of High or Top C-grade armor
— random pieces of Low B-grade armor
— various High and Top C-grade, as well as Low B-grade jewelry
Ancient Book: Divine Inspiration (Manuscript) — 3-5 books
Raid Bosses
Items dropped by raid Boss guards have been standardized. Instead of various items of little use, a single reward is now used — Greater Healing Potion. The chance of obtaining it ranges from 15% to 45% depending on the guard's level.
Rewards for killing Raid Bosses have been standardized Top B-grade in line with higher-level Bosses
Now killing a Boss always yields a valuable result
Even if a valuable item did not drop this time, either a recipe for that item or its parts are guaranteed to drop
Thus, after a kill it is impossible to leave with absolutely nothing: you can receive a guaranteed reward in the form of a recipe or parts, and with luck additionally receive a finished item
General drops standardized — Scrolls,Proof of Loyalty, Will Books
Regular drops standardized (Weapons, Armor and Jewelry, as well as parts and recipes for crafting them)
Important! On the servers Black,White &Carmine Raid Bosses will be unlocked in stages, as the server develops, as happened on Gamma during launch
Top B-grade Bosses
Details
Respawn time from 8 to 12 hours
All Bosses after spawning are invulnerable to damage and any effects for 2 minutes
Flag (PvP) upon interaction
Bosses cannot be led more than 2500 from the spawn point
The levels of Bosses and their guards have been changed to match the value of the rewards received:
The stats of bosses and their guards have been changed proportionally. On average, they have become stronger and tougher by approximately 15–28%.
Increased rewards in the form of EXP and SP, so that completion remains more rewarding and matches the increased difficulty.
Rewards (Weapons, Armor and Jewelry) will be reviewed and improved by the time these Bosses are introduced on the new servers
22:00 — first Bosses for the subclass questDetails
Important! On the servers Black, White and Carmine the level of Bosses is temporarily set to 60, and their loot, including items A-grade, is temporarily disabled. At the current stage these Bosses are intended exclusively for obtaining a subclass.
In the update, we will introduce two complementary changes to the alchemy system at once. Since the system was introduced, we have accumulated enough statistics to identify an imbalance in reagent circulation: some resources are gradually building up a surplus and accumulating faster than they can be spent, while others, on the contrary, are being processed significantly faster and are more frequently in demand among players. Therefore, we will not address the issue from just one side — the changes will simultaneously affect resource acquisition, consumption, and processing.
Adjusted the drop rates of reagent chests. The goal is not to drastically change the economy, but to gradually bring the amount of resources obtained closer to their actual consumption.
Adjusted alchemy recipes. The ratio of required reagents for crafting the final items will change: some resources will be required slightly more often, while others — slightly less often. This will further bring resource consumption in line with their availability and reduce the accumulation of excess resources.
In one of the future updates, the current transmutation mechanics will be significantly improved — they will become more convenient, flexible, and useful for dealing with accumulated reagents.
The changes work together and should reduce the number of situations where there is literally nowhere to use one resource while another is insufficient even for current needs. The distribution will gradually become more balanced. This is primarily a tool for removing accumulated surplus. If a player needs to process a large stockpile of reagents right now and continue working on alchemy, they will not necessarily have to wait for market demand, look for a suitable trade, or try to get maximum value from every resource. Excess resources can simply be processed into more useful ones.
At the same time, processing should not be viewed as the most profitable way to handle resources in every situation. It is rather an opportunity to get a quick and convenient result in exchange for some of the potential value. For those who want to participate in the market and maximize the value of every reagent, trading and exchanging will remain relevant. And for those who need to obtain what they need here and now, a much simpler option will become available.
Thus, the changes work in several directions at once: fewer surpluses at the input stage, more balanced consumption, and an additional way to process accumulated resources. At the same time, we are primarily guided by actual statistics and will continue to monitor how the situation changes after the implementation.
Changes to alchemy recipes
Details
Tier D — Ashen
Scroll horizontally for the full comparison
Before
After
Ashen Distillate
Bitter Salt x 4 Cinder Tincture x 2 Mire Extract x 1
Bitter Salt x 4 Cinder Tincture x 1 Mire Extract x 1 Pale Infusion x 1
Cinder Tincture
Cinder Dust x 11 Bitter Salt x 4
Cinder Dust x 12 Bitter Salt x 4
Mire Extract
Mire Resin x 11 Bitter Salt x 4
Mire Resin x 12 Red Caustic x 4
Pale Infusion
Pale Ichor x 11 Red Caustic x 4
Pale Ichor x 12 Bitter Salt x 2 Red Caustic x 2
Pallid Oil
Red Caustic x 4 Mire Extract x 1 Pale Infusion x 2
Red Caustic x 4 Cinder Tincture x 1 Mire Extract x 1 Pale Infusion x 1
Potion of Acumen
Pale Ichor x 11 Red Caustic x 2 Ashen Tonic Base x 1
Mire Resin x 11 Red Caustic x 2 Ashen Tonic Base x 1
Potion of Berserker Spirit
Cinder Dust x 11 Bitter Salt x 2 Ashen Tonic Base x 1
Cinder Dust x 5 Pale Ichor x 6 Bitter Salt x 2 Ashen Tonic Base x 1
Potion of Movement
Mire Resin x 11 Bitter Salt x 2 Ashen Tonic Base x 1
Pale Ichor x 11 Bitter Salt x 2 Ashen Tonic Base x 1
Potion of Rampage
Pale Ichor x 11 Bitter Salt x 2 Ashen Tonic Base x 1
Cinder Dust x 11 Bitter Salt x 2 Ashen Tonic Base x 1
Tier C — Argent
Scroll horizontally for the full comparison
Before
After
Glass Infusion
Glass Ichor x 11 Pale Vitriol x 4
Glass Ichor x 11 Mercurial Salt x 2 Pale Vitriol x 2
Potion of Acumen
Glass Ichor x 13 Pale Vitriol x 3 Argent Tonic Base x 1
Verdigris Resin x 13 Pale Vitriol x 3 Argent Tonic Base x 1
Potion of Berserker Spirit
Argent Dust x 13 Mercurial Salt x 3 Argent Tonic Base x 1
Argent Dust x 6 Glass Ichor x 7 Mercurial Salt x 3 Argent Tonic Base x 1
Potion of Clarity
Argent Dust x 13 Pale Vitriol x 3 Argent Tonic Base x 1
Verdigris Resin x 13 Pale Vitriol x 3 Argent Tonic Base x 1
Potion of Condition
Verdigris Resin x 13 Pale Vitriol x 3 Argent Tonic Base x 1
Glass Ichor x 13 Pale Vitriol x 3 Argent Tonic Base x 1
Potion of Critical
Argent Dust x 13 Pale Vitriol x 3 Argent Tonic Base x 1
Argent Dust x 13 Mercurial Salt x 3 Argent Tonic Base x 1
Potion of Mental Shield
Glass Ichor x 13 Mercurial Salt x 3 Argent Tonic Base x 1
Glass Ichor x 13 Pale Vitriol x 3 Argent Tonic Base x 1
Potion of Movement
Verdigris Resin x 13 Mercurial Salt x 3 Argent Tonic Base x 1
Glass Ichor x 13 Mercurial Salt x 3 Argent Tonic Base x 1
Potion of Rampage
Glass Ichor x 13 Mercurial Salt x 3 Argent Tonic Base x 1
Argent Dust x 13 Mercurial Salt x 3 Argent Tonic Base x 1
Silver Distillate
Mercurial Salt x 4 Argent Tincture x 2
Verdigris Extract x 1
Mercurial Salt x 4 Argent Tincture x 1
Verdigris Extract x 1 Glass Infusion x 1
Verdigris Extract
Verdigris Resin x 11 Mercurial Salt x 4
Verdigris Resin x 11 Pale Vitriol x 4
Vitriolic Oil
Pale Vitriol x 4 Verdigris Extract x 1 Glass Infusion x 2
Pale Vitriol x 4 Argent Tincture x 1 Verdigris Extract x 1 Glass Infusion x 1
Tier B — Lunar
Scroll horizontally for the full comparison
Before
After
Black Sulfur Oil
Sulfur Bloom x 4 Nightglass Extract x 1 Umbral Paste x 2
Sulfur Bloom x 4 Moonstone Amalgam x 1 Nightglass Extract x 1 Umbral Paste x 1
Lunar Distillate
Quicksilver Bead x 4 Moonstone Amalgam x 2 Nightglass Extract x 1
Quicksilver Bead x 4 Moonstone Amalgam x 1 Nightglass Extract x 1 Umbral Paste x 1
Nightglass Extract
Night Resin x 11 Quicksilver Bead x 4
Night Resin x 11 Sulfur Bloom x 4
Potion of Acumen
Umbral Bile x 18 Sulfur Bloom x 2 Lunar Tonic Base x 1
Night Resin x 18 Sulfur Bloom x 2 Lunar Tonic Base x 1
Potion of Berserker Spirit
Moonstone Sliver x 18 Quicksilver Bead x 2 Lunar Tonic Base x 1
Moonstone Sliver x 9 Umbral Bile x 9 Quicksilver Bead x 2 Lunar Tonic Base x 1
Potion of Clarity
Moonstone Sliver x 18 Sulfur Bloom x 2 Lunar Tonic Base x 1
Night Resin x 18 Sulfur Bloom x 2 Lunar Tonic Base x 1
Potion of Condition
Night Resin x 18 Sulfur Bloom x 2 Lunar Tonic Base x 1
Umbral Bile x 18 Sulfur Bloom x 2 Lunar Tonic Base x 1
Potion of Critical
Moonstone Sliver x 18 Sulfur Bloom x 2 Lunar Tonic Base x 1
Moonstone Sliver x 18 Quicksilver Bead x 2 Lunar Tonic Base x 1
Potion of Mental Shield
Umbral Bile x 18 Quicksilver Bead x 2 Lunar Tonic Base x 1
Umbral Bile x 18 Sulfur Bloom x 2 Lunar Tonic Base x 1
Potion of Movement
Night Resin x 18 Quicksilver Bead x 2 Lunar Tonic Base x 1
Umbral Bile x 18 Quicksilver Bead x 2 Lunar Tonic Base x 1
Potion of Rampage
Umbral Bile x 18 Quicksilver Bead x 2 Lunar Tonic Base x 1
Moonstone Sliver x 18 Quicksilver Bead x 2 Lunar Tonic Base x 1
Simple Bulwark Elixir
Moonstone Amalgam x 4 Lunar Distiller's Salt x 1
Nightglass Extract x 4 Lunar Distiller's Salt x 1
Simple Clarity Elixir
Moonstone Amalgam x 4 Lunar Distiller's Salt x 1
Umbral Paste x 4 Lunar Distiller's Salt x 1
Simple Resolve Elixir
Moonstone Amalgam x 4 Lunar Distiller's Salt x 1
Nightglass Extract x 4 Lunar Distiller's Salt x 1
Umbral Paste
Umbral Bile x 11 Sulfur Bloom x 4
Umbral Bile x 11 Quicksilver Bead x 2 Sulfur Bloom x 2
Tier A — Gilded
Scroll horizontally for the full comparison
Before
After
Auric Infusion
Auric Cinder x 11 Gilding Salt x 4
Auric Cinder x 11 Gilding Salt x 2 Black Mercury x 2
Crowned Distillate
Gilding Salt x 4 Gilt Tincture x 2 Auric Infusion x 1
Gilding Salt x 4 Gilt Tincture x 1 Auric Infusion x 1 Dusk Extract x 1
Gilded Unsealing Catalyst
Crowned Distillate x 4 Gilt Tincture x 1 Lunar Trace x 1 Gilded Unsealing Base x 1
Crowned Distillate x 2 Gloaming Oil x 2 Gilt Tincture x 1 Lunar Trace x 1 Gilded Unsealing Base x 1
Gloaming Oil
Black Mercury x 4 Auric Infusion x 1 Dusk Extract x 2
Black Mercury x 4 Gilt Tincture x 1 Auric Infusion x 1 Dusk Extract x 1
Greater Bulwark Elixir
Gilded Trace x 1 Gilt Tincture x 1 Gilded Distiller's Salt x 1
Gilded Trace x 1 Dusk Extract x 1 Gilded Distiller's Salt x 1
Greater Clarity Elixir
Gilded Trace x 1 Gilt Tincture x 1 Gilded Distiller's Salt x 1
Gilded Trace x 1 Auric Infusion x 1 Gilded Distiller's Salt x 1
Greater Resolve Elixir
Gilded Trace x 1 Gilt Tincture x 1 Gilded Distiller's Salt x 1
Gilded Trace x 1 Dusk Extract x 1 Gilded Distiller's Salt x 1
Greater Vitality Elixir
Gilded Trace x 1 Gilt Tincture x 1 Gilded Distiller's Salt x 1
Gilded Trace x 1 Auric Infusion x 1 Gilded Distiller's Salt x 1
Potion of Acumen
Dusk Resin x 20 Black Mercury x 3 Gilded Tonic Base x 1
Auric Cinder x 20 Black Mercury x 3 Gilded Tonic Base x 1
Potion of Berserker Spirit
Gilt Flake x 20 Gilding Salt x 3 Gilded Tonic Base x 1
Gilt Flake x 10 Dusk Resin x 10 Gilding Salt x 3 Gilded Tonic Base x 1
Potion of Clarity
Gilt Flake x 20 Black Mercury x 3 Gilded Tonic Base x 1
Auric Cinder x 20 Black Mercury x 3 Gilded Tonic Base x 1
Potion of Condition
Auric Cinder x 20 Black Mercury x 3 Gilded Tonic Base x 1
Dusk Resin x 20 Black Mercury x 3 Gilded Tonic Base x 1
Potion of Critical
Gilt Flake x 20 Black Mercury x 3 Gilded Tonic Base x 1
Gilt Flake x 20 Gilding Salt x 3 Gilded Tonic Base x 1
Potion of Mental Shield
Dusk Resin x 20 Gilding Salt x 3 Gilded Tonic Base x 1
Dusk Resin x 20 Black Mercury x 3 Gilded Tonic Base x 1
Potion of Movement
Auric Cinder x 20 Gilding Salt x 3 Gilded Tonic Base x 1
Dusk Resin x 20 Gilding Salt x 3 Gilded Tonic Base x 1
Potion of Rampage
Dusk Resin x 20 Gilding Salt x 3 Gilded Tonic Base x 1
Gilt Flake x 20 Gilding Salt x 3 Gilded Tonic Base x 1
Proof of Gilded Mastery
Gilded Quintessence x 2 Crowned Distillate x 4 Gilt Tincture x 1 Gilded Proof Vellum x 1
Gilded Quintessence x 2 Crowned Distillate x 2 Gloaming Oil x 2 Gilt Tincture x 1 Gilded Proof Vellum x 1
Tier M — Aetheric
Scroll horizontally for the full comparison
Before
After
Aether Tincture
Aether Ash x 11 Void Salt x 4
Aether Ash x 12 Void Salt x 4
Aetheric Distillate
Void Salt x 4 Aether Tincture x 2 Ghostlight Infusion x 1
Void Salt x 4 Aether Tincture x 1 Ghostlight Infusion x 1 Veil Extract x 1
Ghostlight Infusion
Ghostlight Filament x 11 Void Salt x 4
Ghostlight Filament x 12 Void Salt x 2 Aether Mercury x 2
Hollow Sun Oil
Aether Mercury x 4 Ghostlight Infusion x 1 Veil Extract x 2
Aether Mercury x 4 Aether Tincture x 1 Ghostlight Infusion x 1 Veil Extract x 1
Potion of Acumen
Veil Resin x 22 Aether Mercury x 4 Aetheric Tonic Base x 1
Ghostlight Filament x 22 Aether Mercury x 4 Aetheric Tonic Base x 1
Potion of Berserker Spirit
Aether Ash x 22 Void Salt x 4 Aetheric Tonic Base x 1
Aether Ash x 11 Veil Resin x 11 Void Salt x 4 Aetheric Tonic Base x 1
Potion of Clarity
Aether Ash x 22 Aether Mercury x 4 Aetheric Tonic Base x 1
Ghostlight Filament x 22 Aether Mercury x 4 Aetheric Tonic Base x 1
Potion of Condition
Ghostlight Filament x 22 Aether Mercury x 4 Aetheric Tonic Base x 1
Veil Resin x 22 Aether Mercury x 4 Aetheric Tonic Base x 1
Potion of Critical
Aether Ash x 22 Aether Mercury x 4 Aetheric Tonic Base x 1
Aether Ash x 22 Void Salt x 4 Aetheric Tonic Base x 1
Potion of Mental Shield
Veil Resin x 22 Void Salt x 4 Aetheric Tonic Base x 1
Veil Resin x 22 Aether Mercury x 4 Aetheric Tonic Base x 1
Potion of Movement
Ghostlight Filament x 22 Void Salt x 4 Aetheric Tonic Base x 1
Veil Resin x 22 Void Salt x 4 Aetheric Tonic Base x 1
Potion of Rampage
Veil Resin x 22 Void Salt x 4 Aetheric Tonic Base x 1
Aether Ash x 22 Void Salt x 4 Aetheric Tonic Base x 1
Scroll of Experience (66-70) (Common)
Gilded Trace x 1 Crowned Distillate x 2 Gilt Tincture x 1 Blank Ascension Codex IV x 1
Gilded Trace x 1 Crowned Distillate x 1 Gloaming Oil x 1 Gilt Tincture x 1 Blank Ascension Codex IV x 1
Scroll of Experience (71-75) (Common)
Aetheric Distillate x 5 Blank Ascension Codex V x 1
Aetheric Distillate x 3 Hollow Sun Oil x 2 Blank Ascension Codex V x 1
Veil Extract
Veil Resin x 11 Aether Mercury x 4
Veil Resin x 12 Aether Mercury x 4
Reagents
Reagent box drop chances have been updated — the values have been adjusted based on collected statistics and the actual realities of the game.
Compared to the original values, the distribution has become more balanced. Reagents of the current tier will now drop more often.
Scroll horizontally for the full comparison
Monsters
D
C
B
A
M
20–39
100%
–
–
–
–
40–55
20%
80%
–
–
–
56–64
5%
20%
75%
–
–
65–69
5%
5%
20%
70%
–
70+
5%
5%
5%
20%
65%
Witch's Hut
Sa Izzuruk has gotten herself a pet. It is a chest named Chomp. He looks like an ordinary chest, but in fact he is a faithful guardian of your valuables, who swears not to eat anything and to return everything down to the last coin. With his help, you can access personal or clan storage right next to the hut.
The environment has been optimized and refined — improved LOD and collisions of some objects. This will reduce the load on the client and make locations higher-quality and more visually pleasing.
Alchemy Interface
Now when right-clicking on any reagent a separate window opens with detailed information about it.
The description displays all recipes and items, in whose creation the selected reagent is used.
Added a full-fledged link system: directly from the reagent description, you can navigate to other items and recipes, view their ingredients and continue exploring the crafting chain.
Thus, you can now literally trace the entire path of its use starting from a single reagent — see what it turns into, what resources are needed to create an item and how different recipes are interconnected.
Other changes
Siege alliance — now all clans registered to attack the same castle are temporarily considered allies of one another. This mode is in effect from the start of the siege until the first change of the castle's owner. After the first successful recast, the siege alliance ceases to exist — from then on, each clan acts for itself again.
While the siege alliance is in effect other attacking clans of the same castle are not considered full-fledged opponents for area attacks. AoE skills will not hit members of the situational alliance (attack skills and debuffs).
At the same time, this is not a full-fledged alliance: single-target attacks can still be used against such players.
After the first successful recast of the castle, the siege alliance ends, and all registered clans once again become independent parties to the conflict.
The mechanic allows several attacking clans to join forces directly during the siege and use area attacks much more effectively. Therefore, it is important to take registration into account in advance and choose a common castle to attack.
We want to remind you, that 20 September, at 18:00 server time on the servers BlackWhiteCarmine the second round of Sieges will take place. The information presented above may be useful to you in the upcoming confrontation.
Clan skills
Clan skills are no longer disabled when CRP goes negative — they continue to work regardless of the current number of points.
Sight into the future
Upcoming plans and changes that are already in active development
Subclass skills
A system of various skills that improve the character, regardless of the current class. Access to new skills is unlocked as you develop subclasses, allowing you to gradually build additional advantages to suit your playstyle.
Game client:
Aden Castle — refinement of the visual and technical aspects
Game chat — adaptation to the new interface, useful familiar functionality, modern appearance
Epic and raid Bosses:
Epic Boss update
New epic Bosses
New raid Bosses:
New bosses will appear in pools as the server develops.
Top A-grade boss pool (November/December):
Storm Winged Naga
Longhorn Golkonda
Cherub Galaxia
Death Lord Ipos
And many other Bosses with updated mechanics, Top A-grade loot and leveling SA up to level 13 for Top A weapons.
Quest to upgrade A-grade armor (shoulder)
Summoners:
Changes to various aspects of summoner gameplay.
Grand Olympiad:
Work is currently underway on creating and testing arenas for the future Olympiad
Development of the Olympiad is at an early stage, so the system is not expected to launch anytime soon. We want to thoroughly work through all elements to prepare a high-quality and balanced game mode
You will need to use our Launcherin order for the update to be displayed correctly. We strongly recommend that you use the function Check Files, as we regularly release various minor and major updates.
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