Servers will be temporarily offline for an estimated time of 4 hours on July 4th from 2 AM to 6 AM (UTC) to update Patch 1.25.
New Skins & Emotes
Ravenwing Katja (Rare) will be available.
“Shhh. Everyone's sleeping.”
New Hyunwoo Emoteswill be available.
Kiosk/Tactical Emotes Prices
- Regular Price: 1,000 A-Coin each
- Discounted Price for 2 Weeks (50%): 500 A-Coin each
*The price for individual Kiosk/Tactical Emotes will be discounted for 2 weeks during the duration of the 1.25 Version from July 4th, after maintenance until July 18th, before maintenance.
Mileage Exchange Changes
We’re adding and removing some items exchangeable for Mileage on the Exchange menu during July 4th’s maintenance.
New Skins Added
Scarlet Vampire Shoichi (Epic) - 600 Mileage
Widriana (Epic) - 450 Mileage
Housekeeper Corp. Bernice (Rare) - 300 Mileage
Housekeeper Corp. Aya (Rare) - 300 Mileage
Street Fighter Piolo (Rare) - 300 Mileage
Housekeeper Corp. Rozzi (Epic) - 450 Mileage
Cozy Camper Silvia(Rare) - 300 Mileage
Maid Adela (Rare) - 300 Mileage
*Skins exchangeable for Mileage are non-refundable.
Skins Removed
Rebel Magnus (Rare) - 1,485 NP
Rebellious Nicky (Rare) - 1,485 NP
Nightmare Holder Vanya (Rare) - 1,485 NP
*Skins removed from the Mileage store will be available for purchase in the regular Store.
1.25 Update Item Probabilities Changes
We’re changing the items list and probabilities in Boxes, Disassembling and Personal Store on Thursday, July 4th during maintenance.
Box Items and Probabilities
We’re changing the probabilities and items included in 8 types of boxes including Skin Data Boxes, Research Data Center Boxes, etc.
You can check the changes to items and probabilities in our [Box To-Be Probabilities] website page.
Disassemble Items and Probabilities
We’re changing the probabilities and items received upon disassembling 16 types of Designs and Complete Items.
You can check the changes to items and probabilities in our [Disassemble To-Be Probabilities] website page.
Personal Store Items and Probabilities
We’re changing the probabilities and items placed in the 1st and 2nd slots.
You can check the changes to items and probabilities in our [Personal Store To-Be Probabilities] website page.
*To-Be Probabilities will be applied on July 4th.
System
New Achievements
We’re adding 26 new achievements related to Weather and Eco-Objectives.
Survival
It's Cloudy Outside! Level 1 & 2
Little Ms. Sunshine Level 1 & 2
You Can Stand Under My Umbrella Level 1 & 2
Dudududu Level 1 & 2
A Year Without Wind Level 1 & 2
The Fog Level 1 & 2
Gone with the Wind Level 1 & 2
When Thunder Roars, Go Indoors! Level 1 & 2
Extra! Extra! Exotic Flowers Take Over the Island! Level 1 & 2
Step Inside! Level 1 & 2
Smells like Salvation Level 1 & 2
The Importance of Angles Level 1 & 2
BOOM! Level 1 & 2
Enable/Disable Minimap and Expanded Map Icons
You can now select which icons you want to see on your Minimap and Expanded Map!
You can enable/disable the icons for Security Consoles, Kiosks, Tree of Life, Meteorites, Alpha/Omega, Dr. Wickeline, Campfires, Air Supply Boxes.
We’ll also add the option to do the same with Wild Animals icons in the future!
Random Lobby Screen
You will now be able to select this option so all the Lobby Screens you’ve collected through ER Passes and Achievements can get randomly displayed!
Gameplay: Mid-Season Update
Temporary Safe Zone Process Changes
Areas will now be completely blocked off to ensure that teams will be unable to access the other Temporary Safe Zone in any way.
Day 6
2 areas will be announced as Temporary Safe Zones.
If only 2 teams remain, Day 6 will last only for 30 seconds.
Duration 60s → 50s
Night 6
Each temporary safe zone will be blocked off for entry until only 1 team remains in each zone.
Test subjects that either enter or exit the safe zone during this duration will be immediately terminated.
Once a winning team is determined in each temporary safe zone, all eliminated teammates from the winning team are revived.
Test subjects recover 100% of their Max HP and 100% of their Max SP upon revival.
Safe Zones and Restricted Areas will stay activated until the end of Night 6.
If there is only 1 team in each Temporary Safe Zone at the start of Night 6, time will be accelerated to Day 7.
In this situation, each team will automatically be declared as the winner, and will revive all teammates.
Test subjects recover 5% of their Max HP and 20% of their Max SP upon revival.
All Wild Animals will be terminated and will no longer respawn.
Hyperloop, Kiosk, Launch Pads and White Lilies are deactivated.
Restricted Area Timer Recover 0s → 10s
Duration 70s → 90s
Day 7
The Final Safe Zone will be announced.
Restricted Area Timer Recover40s → 20s
Night 7
The Final Safe Zone is designated.
Restricted Area Timer Recover 40s → 0s
Wild Animals Location Displayed in the Security Console
You will now be able to hunt more efficiently if you use the Security Console well.
Activate the Security Console to display the location of Wild Animals in your area for 5 seconds.
However, the Security Console displays the location only at the exact time it is activated and does not update once wild animals have been hunted.
Wild Animals Spawn Points Changes
We're significantly changing the spawn points of wild animals. First, we’re relocating animals that were initially placed in hard-to-reach corners that were detrimental to hunting routes, thus diversifying the hunting routes. Additionally, we’re adding 3 mutant packs to bring significant changes to the Night 1’s hunting routes.
Due to the extensive changes, it's hard to show you all locations through images, so here’s a table on the changes by region instead.
Area | Chicken | Bat | Boar | Wild Dog | Wolf | Bear |
Temple | -3 +2 | -2 +2 | -2 | -2 +2 | -1 +2 | |
Alley | -1 +2 | -1 | ||||
Police Station | -2 | -2 +3 (Mutants) | -2 +2 | +1 | ||
Stream | -2 | +2 | ||||
Gas Station | +2 | -1 | ||||
Fire Station | -1 | -1 +1 | -2 +1 | +1 | ||
Pond | -2 +2 | -1 +1 | -4 +1 | +2 | +1 | |
Hospital | +1 | |||||
Archery Range | +2 | -2 | ||||
School | -1 | -1 | -1 | +2 | +1 | |
Cemetery | -1 +3 | +1 | -2 | |||
Hotel | +2 | +1 | -2 | -2 +5 -4 +4 (Mutants) | -4 +2 | |
Forest | -1 | +1 | ||||
Chapel | +1 | -4 | +2 | |||
Factory | +1 | |||||
Beach | +2 | -2 +1 | +1 | -1 | +2 | -1 |
Uptown | -1 +3 | +4 (Mutants) | -2 +4 | -2 | ||
Warehouse | +9 (Mutants) | +1 | -2 +2 | -1 | ||
Dock | +1 |
Examples
Meteorite Collision Points
We’re also rearranging meteorite collision points.
We’re removing all original collision points and adding 3 new collision points per area.
Each area will have three collision points spaced apart, so even if a meteorite collides in the same area, you can can face much more varied situations each game.
Most collision points, with a few exceptions, will be far from area entrances.
Examples
Collecting Items & Time Improvements
We’re improving collecting routes and reducing the burden of collecting all over the place by adding collecting points near Campfires.
Stones, Flowers Respawn Time 5s → 1s
Collectable Resources Added near Campfires
Stones - Warehouse, Cemetery, Fire Station
Branches - Fire Station, Alley
Flowers - Stream
Other Collectable Resources Added
Branches
Police Station (On the way to Alley)
Gas Station (On the way to Hyperloop)
Stones - Gas Station (On the way to Fire Station)
Weather Effects
We’re changing the “negative” basic effect of Sandstorm to a “positive” effect. Additionally, we’re also incrasing the possibilities for actively utilizing whirlwinds.
For Normals, where Foggy still is a weather variable, information restrictions on nearby enemies won’t be as strict.
Main Weather: Sandstorm
Healing Reduction during Combat 20%(REMOVED)(NEW) Tenacity 10%
Whirlwind
Duration 2s → 1.5s
Movement Range 6 m → 8 m
Location and route changes
Located in areas that facilitate interaction with walls
Located a little further away from Temporary and Final Safe Zones
(Normals) Sub-Weather: Foggy
Noise pings will now be displayed in the minimap and expanded map.
Eco-Objectives: Plants
We’re making improvements to the color and design of plant eco-objectives!
We’re also changing the location of some collectables and plants eco-objectives, following the changes in to wild animals, weather variables, etc.
Downed Skills
We've increased the HP cost for the Downed Skills, making it remain difficult to use during combat. However, we’re also making Q - Fission Blast available more quickly, and made it easier for R - AED to be cancelled, enhancing its utility during out of combat situations like being hit by Lightning.
Fission Blast(Q)
HP Cost 20% (NEW)
Cast Duration 5s → 4s
AED(R)
HP Cost 80% of Current HP → 90%
Cancelation: (Before) Taking Damage → (After) Channeling
Battle Zone
We’re bringing back Acceleration’s cooldown as previously promised!
Battle Zone - Acceleration
Cooldown Reduction 0% → 20%
Adaptability Calculation Changes
Now, Adaptability will be applied based on predetermined stats for each Character and Weapon types, without taking into account the Character's current Attack Power and Skill Amplification values.
Mastery
Out of Combat SP Regen per Search Mastery Level 20% → 30%
Earning Credits Animations Improvements
We're making the animations for earning credits clearer!
Kiosk Items Order Change
READ THIS!!!!
We are reorganizing items in the Kiosk according to their Credit price.
(Before) Tree of Life - Meteorite - Mythril - VF Blood Sample - Force Core
(After) Tree of Life - Meteorite - Mythril - Force Core - VF Blood Sample
vs. AI Bots Improvements
Bots are now more quickly equipped with items.
Matchmaking Improvements
NA & EU & SA Servers
Matchmaking for normal games has been adjusted so that experienced players are more likely to be matched with others of a similar skill level.
EU & SA Servers
The minimum queue time required before bots enter the lobby has been increased. This change reduces the likelihood of bot lobbies, except during longer queue times.
Asia 1 Server
Mythril players will no longer be matched with Diamond players.
Mythril players will have a higher chance of encountering players with a similar MMR.
Augments
Chaos
Stellar Charge
Basic Skill Cooldown Reduction 40% → 35%
Wild Animals
Basic Skill Cooldown Reduction 20% → 15%
Character
Nadine
We’re making it easier to stackP - Wild.
Defense per level 2.3 → 2.5
Wild(P)
Wild Stacks from killing
Bats, Boars 1/2/3 → 2/3/4
Wild Dogs, Wolfs 2/3/4 → 3/4/5
Bears 4/5/6 → 5/6/7
Nicky
Nicky hasn’t been performing well so we’re increasing her damage.
Skill Amplification per Glove Mastery Level 4% →4.2%
Slugfest(Q)
Min Damage 20/35/50/65/80(+Skill Amplification 70%) → 30/45/60/75/90(+Skill Amplification 70%)
Max Damage 40/70/100/130/160(+Skill Amplification 140%) → 60/90/120/150/180(+Skill Amplification 140%)
Body Blow(Q2)
Damage 30/55/80/105/130(+Skill Amplification 60%) → 30/55/80/105/130(+Skill Amplification 65%)
Darko
Darko is currently showing a strong performance with a very high pick rate. So, we are adjusting his Q - Loan Shark to reduce the power in its strongest phase and we’re also reducing the power of his R - Intimidation Tactic.
Loan Shark(Q)
Damage 20/40/60/80/100(+Attack Power 45%)(+Target’s Max HP 5%) → 20/40/60/80/100(+Attack Power 45%)(+Target’s Max HP 1/2/3/4/5%)
It's Pay Time!(E)
Damage 80/135/190/240/300(+Attack Power 85%) → 80/130/180/230/280(+Attack Power 85%)
Intimidation Tactic(R)
Damage 75/150/225(+Attack Power 40%)(+Slammed Target's Max HP 30%) → 75/150/225(+Attack Power 40%)(+Slammed Target's Max HP 25%)
Debi & Marlene
We are reducing the power of Debi & Marlene’s W - Whirl Dance, who are showing a very high pick rate and decent performance.
Whirl Dance (Debi W)
Damage 40/70/100/130/160(+Extra Attack Power 60%)(+Target's Max HP 6/6.5/7/7.5/8%) → 40/70/100/130/160(+Extra Attack Power 60%)(+Target's Max HP 5/5.5/6/6.5/7%)
Luke
Luke has been showing overall high stats, so we’re reducing his base durability to encourage more cautious gameplay.
Base Defense 56 → 53
Li Dailin
Li Dailin has good stats so we’re reducing the power of her E - Bottom Shelf to decrease its instant power.
Base Defense 54 → 52
Bottom Shelf(E)
Damage 80/135/190/245/300(+Attack Power 85%) → 80/130/180/230/280(+Attack Power 80%)
Martina
Martina has been showing a strong performance in top tiers so we’re reducing her overall power.
Basic Attack Amplification per Camera Mastery Level 1.4% → 1.2%
Mai
We are reducing the power of Mai's Q - Drape and increasing the cooldown of her W - Shawl Veil to reduce her momentarily high durability and power.
Drape(Q)
Damage 40/80/120/160/200(+Defense 40%)(+Skill Amplification 40%)(+Max HP 7%) → 40/75/110/145/180(+Defense 40%)(+Skill Amplification 40%)(+Max HP 7%)
Shawl Veil(W)
Defense Increase 12/14/16/18/20% → 10/12/14/16/18%
Cooldown 4s → 5s
Vanya
Although Vanya's strategy typically involves prolonging fights using her shields for sustainability, she has been struggling to do so recently. We are enhancing her sustainability to help her out.
HP per Level 79 →83
Bernice
We are increasing Bernice’s overall damage, who is currently showing a weak performance, and reducing the initial cooldown of his E - Falconry to allow it to be used more frequently even at lower levels.
Attack Power 30 → 33
Basic Attack Amplification per Sniper Rifle Mastery Level 2% → 2.2%
Falconry(E)
Cooldown 14/12/10/8/6s → 10/9/8/7/6s
Charlotte
There are instances where early on Charlotte becomes significantly weaker without her R - Divine Intervention, so we are reducing its initial cooldown.
Divine Intervention(R)
Cooldown 100/80/60s → 90/75/60s
Celine
Celine is not earning a lot of points and her pick rate is quite low so we’re reducing her E - Blast Wave’s initial cooldown so she can use it more frequently, and we’re also increasing the damage of her R - Magnetic Compulsion.
Blast Wave(E)
Cooldown 16/14/12/10/8s → 14/12.5/11/9.5/8s
Magnetic Compulsion(R)
Damage 50/60/70/80/90(+Skill Amplification 40%) → 60/70/80/90/100(+Skill Amplification 40%)
Shoichi's Minor Rework Update
Shoichi, known for his flashy plays utilizing his Dagger and Bottom Line (W), required quick thinking and execution to find and perform the optimal combo in any given situation, making him a highly challenging character to play. However, if Shoichi successfully executes everything perfectly, his opponents have little to no chance to counter, making them feel helpless.
Shoichi will now have two weaknesses. Firstly, his Phony Deal (P) stacks will no longer be generated by throwing Daggers. While successfully hitting his skills will still allow him to gain stacks, enabling his passive to activate at least once, his ultimate alone will no longer guarantee recharging his passive as before. This means there will be an opening where Shoichi might run out of Daggers in extended fights. Additionally, Shoichi's ultimate activation will have a significant delay, giving opponents more opportunities to disrupt him with crowd control or evade his attacks.
The intention behind Shoichi's rework is not to completely change his playstyle. Shoichi will remain a stylish assassin who excels with his utilization of Bottom Line (W). Skilled Shoichi players will still pose a significant challenge. However, the goal is to introduce timing windows where Shoichi has vulnerabilities, allowing opponents to have opportunities to counter his skill combos.
Creating these openings may inevitably disrupt the established feel and rhythm of Shoichi's combos and gameplay. While we aimed to introduce these openings without affecting core skills like Bottom Line (W), it might still feel like a substantial downgrade to Shoichi players. On the other hand, opponents might feel that these new openings are not sufficient to punish Shoichi. This change is just the first step, and we will continue to monitor gameplay to consider further adjustments and improvements.
Skill Amplification per Dagger Mastery Level 3.8% → 4.1%
Phony Deal(P)
Now, tossing a dagger with Phony Deal will no longer stack Phony Deal.
Phony Deal Max Stacks Extra Basic Attack Damage 10/20/30(+Skill Amplification 30%)(+Target's Max HP 2/3/4%) → 10/20/30(+Skill Amplification 40%)(+Target's Max HP 2/3/4%)
Dagger Damage 10/40/70(+Skill Amplification 25%) → 10/40/70(+Skill Amplification 30%)
Bottom Line(W)
Damage 40/60/80/100/120(+Skill Amplification 60%) → 60/80/100/120/140(+Skill Amplification 60%)
Ruthless(R)
Pre-delay 0.15s → 0.4s
Sua
We are increasing the recovery amount of Sua's E - Don Quixote to enhance her combat sustainability when it hits.
Don Quixote(E)
Min HP Recovery 20/30/40/50/60(+Skill Amplification 30%) → 40/50/60/70/80(+Skill Amplification 30%)
Max HP Recovery 30/45/60/75/90(+Skill Amplification 45%) → 60/75/90/105/120(+Skill Amplification 45%)
Cooldown 20/18.5/17/15.5/14s → 18/17/16/15/14s
Memory(R)
Don Quixote(R-E)
Min HP Recovery 40/80/120(+Skill Amplification 30%) → 60/100/140(+Skill Amplification 30%)
Don Quixote(R-E)
Max HP Recovery 60/120/180(+Skill Amplification 45%) → 90/150/210(+Skill Amplification 45%)
Sissela
We will ensure that Sissela deals higher damage when she manages distance well when she has low HP.
Defense per level 2.1 → 2.4
Agony(P)
Skill Amplification Increase 3/6/9~15/26/37 →4/7/10~20/31/42
Silvia
We are helping Silvia out by increasing the overall power of her Q - Radar Gun, since she’s showing a low pick rate and win rate
Skill Amplification per Pistol Mastery Level 3.9% → 4.1%
Radar Gun(Q)
Damage 60/90/120/150/180(+Skill Amplification 50%) → 60/90/120/150/180(+Skill Amplification 60%)
Adriana
Adriana continues to show a weak performance after the recent patch, so we will increase the damage of her Q - Flamethrower when it hits.
Flamethrower(Q)
Damage 10/20/30/40/50(+Skill Amplification 20/22/24/26/28%) → 10/21/32/43/54(+Skill Amplification 22/24/26/28/30%)
Adina
We’re reducing Adina’s overall power, since she’s has been showing a strong performance in top tiers.
Skill Amplification per Arcana Mastery Level 4.4% → 4.1%
Arda
Arda’s RE - Nimrod's Gate will now be able to reach longer distances.
Defense per level 2.1 → 2.4
Unleashed Power(R)
Nimrod's Gate(R-E)
Range Increase 3/4/5m → 4/5/6m
Abigail
Abigail is showing a very weak performance in early battles when she hasn’t yet mastered her skills. We are adjusting her initial cooldown to enable better performance even when she’s still early in the game.
Binary Spin(Q)
Cooldown 10/8.5/7/5.5/4s → 8/7/6/5/4s
Quantum Leap(E)
Damage 100/125/150/175/200(+Skill Amplification 30%) → 120/140/160/180/200(+Skill Amplification 30%)
Cooldown 14/13.5/13/12.5/12s → 13/12.5/12/11.5/11s
Aya
Assault Rifle and Sniper Rifle Aya are quite strong at the moment so we’re reducing Aya’s and her Weapons power. (See Assault Rifle, Sniper Rifle)
Basic Attack Amplification per Assault Rifle Mastery Level 1.6% →1.4%
Skill Amplification per Sniper Rifle Mastery Level 5% → 4.8%
Isol
We are increasing the power of Pistol Isol, who has been showing very weak performance.
Skill Amplification per Pistol Mastery Level 4.4% → 4.6%
Aiden
Although Aiden's play is impressive, it easily collapses even with slight mistakes. So, we are helping his durability to enable better gameplay.
Basic Attack Amplification per Two-handed Sword Mastery Level 2.1% → 2.2%
Max HP per level 91 → 94
Echion
Currently, Black Mamba Echion is performing well in top tiers, but other weapons are not as effective. To compensate, we are lowering the HP with Black Mamba weapon but increasing his HP per level. We are also increasing the power of other weapons. (See VF Prosthetic)
HP per Level 94 → 96
VF Plague(R)
Call of Cadmus - Black Mamba
HP Recovery based on damage dealt from skills 30/35/40/45% → 25/30/35/40%
Call of Cadmus - Death Adder
Damage 70/160/205/250(+Attack Power 80/95%) → 90/180/225/270(+Attack Power 85/100%)
Call of Cadmus - Sidewinder
Damage 75/165/205/250(+Attack Power 80/100%) → 95/190/230/270(+Attack Power 85/105%)
Elena
Elena will be able to freeze enemies a bit more effectively.
Winter Queen's Dominion(P)
Chill needed to apply Frozen 120 → 110
Johann
We are reducing the cooldown of his Q - Radiant Brilliance to help him out during battles since he has been showing low pick rates.
Radiant Brilliance(Q)
Cooldown 11/10/9/8/7s → 10/9/8/7/6s
Transcendent Censer(W)
Slowed inside the smoke 35% → 40%
Irem
We are increasing the damage of Irem's Q - Cat Pawnchand R - Pet Me!, as she’s been showing a weak performance.
Cat Pawnch (Cat Q)
Damage 30/60/90/120/150(+Skill Amplification 55%) → 30/60/90/120/150(+Skill Amplification 60%)
Continuous Strikes Damage 6/9/12/15/18(+Skill Amplification 5%) → 6/10/14/18/22(+Skill Amplification 6%)
Pet Me!(Irem R)
Extra Basic Attack Damage 10/50/90/130(+Skill Amplification 25/30/35/40%) → 10/50/90/130(+Skill Amplification 30/35/40/45%)
Eleven
Eleven’s been earning a lot of points as well as having a high win rate so we are reducing the taunt duration of her W - Food For Thought.
Food For Thought(W)
Min Taunt Duration 0.5/0.6/0.7/0.8/0.9s → 0.4/0.5/0.6/0.7/0.8s
Max Taunt Duration 1/1.2/1.4/1.6/1.8s → 0.8/1/1.2/1.4/1.6s
Zahir
We are increasing the damage of Zahir's Q and W to help him out with his performance, as he has been recording very low pick rates.
Narayanastra(Q)
Damage 30/70/110/150/190(+Skill Amplification 50%) → 30/70/110/150/190(+Skill Amplification 55%)
Enhanced Damage 60/120/180/240/300(+Skill Amplification 60%) → 60/120/180/240/300(+Skill Amplification 65%)
Gandiva(W)
Damage 20/45/70/95/120(+Skill Amplification 55%) → 40/65/90/115/140(+Skill Amplification 55%)
Jackie
We are making it easier for Jackie to approach enemies with herW - Adrenaline Burst. We’re also reducing the cooldown of her R - Chainsaw Murderer to reduce the time she’s vulnerable for when she can’t use Chainsaw Murderer.
Adrenaline Burst(W)
Movement Speed Increase 5% → 8%
Movement Speed Increase when chasing Bleeding enemies 5/8/11/14/17% → 8/11/14/17/20%
Chainsaw Murderer(R)
Cooldown 80/70/60s → 65/60/55s
Jenny
Jenny is currently performing super well so we’re reducing her overall power.
Skill Amplification per Pistol Mastery Level 4.6% → 4.2%
Cathy
We are pushing Cathy to use P - Under the Knife efficiently in order to create a good play.
Under the Knife(P)
Wounded Damage Skill Amplification 18% →20%
Shield 50/100/150(+Skill Amplification 45%) → 50/100/150(+Skill Amplification 50%)
Movement Speed Increases when chasing enemies 3/8/13% → 5/10/15%
Kenneth
Kenneth has been showing a slightly weak performance, so we are helping him out so he can hold fights longer during combat when he uses Q - Fury Strike and W - Inferno.
Fury Strike(Q)
Damage 10/20/30/40/50(+Attack Power 145/150/155/160/165%) → 20/30/40/50/60(+Attack Power 150/155/160/165/170%)
HP Recovery based on lost HP 10% → 12%
Inferno (W)
Damage Taken Reduction 1(+Attack Power 5/5.25/5.5/5.75/6%)% → 3(+Attack Power 5/5.25/5.5/5.75/6%)%
Tazia
We are increasing Tazia’s Q - Stiletto damage, since she has been recording low pick rates.
Stiletto(Q)
Damage 40/55/70/85/100(+Skill Amplification 40%) → 40/60/80/100/120(+Skill Amplification 40%)
Theodore
Theodore’s E - Sparknade has strong CC and deals high damage, so we are lowering its damage side.
Sapphire Protocol(P)
Shield Max HP 10/17/24% → 10/15/20%
Sparknade(E)
Additional Damage from next basic attack 30/60/90/120/150(+Skill Amplification 80%) → 30/60/90/120/150(+Skill Amplification 70%)
Haze
We are increasing the power of Haze's P - Weapon Caseand W - Shotgun, as she’s been showing a weak performance, to help her out with power when she’s actively attacking enemies.
Weapon Case(P)
Extra Basic Attack Damage 25/55/85(+Skill Amplification 50%) → 40/70/100(+Skill Amplification 50%)
Shotgun(W)
Damage 80/120/160/200/240(+Skill Amplification 70%) → 80/120/160/200/240(+Skill Amplification 75%)
Hyejin
We are increasing the damage of Hyejin’s Q - Charm of Despair of Hyejin, as she’s been quite weak during early game.
Charm of Despair(Q)
Damage 60/90/120/150/180(+Skill Amplification 85%) → 80/110/140/170/200(+Skill Amplification 85%)
Weapon
Assault Rifle
Judgement
Attack Power 84 → 81
Hellfire
Attack Power 37 → 34
Hellfire - Crimson
Attack Power 39 → 36
Dual Swords
Spring and Autumn
Attack Power 63 → 66
Starsteel Twin Swords
Attack Power 61 → 64
Phantom Blade - Crimson
Attack Power 20 → 22
Sniper Rifle
Tac-50
Critical Strike Chance 22% → 26%
The Deadly Ray
Skill Amplification 92 →89
Intervention
Critical Strike Chance 27% → 33%
Whip
Bullwhip
(NEW) Skill Amplification 15
Attack Power 30 → 10
Lightning Whip
(NEW) Skill Amplification 33
Attack Power 35 → 20
Gleipnir Skill Amplification 65 → 72
Thunder Whip
Attack Speed 12%(REMOVED)(NEW) Cooldown Reduction 15%
Skill Amplification 75 → 62
Cathode Lash
Attack Speed 25%(REMOVED)Cooldown Reduction 10%(REMOVED)(NEW) Skill Amplification 50
(NEW) Max HP 100
Attack Power 54 → 28
Plasma Whip
(NEW) Skill Amplification 75
Attack Power 65 → 40
Sword of Scales
Movement Speed 0.06(REMOVED)(NEW) Cooldown Reduction 15%
Skill Amplification 92 → 83
Ouranos
(NEW) Skill Amplification 88
Attack Power 66 → 42
Attack Speed 35% → 40%
Biotic Infusion - [Unique Passive](REMOVED)(NEW) Burden: Magnetic Midnight - [Unique Passive]
Your next basic attack deals Character Level*8(+Skill Amplification 25%) additional skill damage and slows your target by 20% for 1.5 seconds.
Cooldown 5s
Bloody Nine Tails - Crimson
Biotic Infusion - [Unique Passive](REMOVED)(NEW) Streamlined: Charge Carrier- [Unique Passive]
Hitting a single enemy with a basic attack or skill 3 times within 4 seconds grants you a shield of 180 and increases your movement speed by Character Level*1% for 2 seconds.
Cooldown 12s
Throw
Fireball
Skill Amplification 80 → 84
VF Prosthetic
Black Mamba King
HP per Level 8 → 4
Black Mamba King TL
HP per Level 10 → 6
Black Mamba King FC
HP per Level 12 → 8
Black Mamba King VBS
HP per Level 14 → 10
Armor
Chest
(NEW LEGENDARY) Ghillie Suit
Recipe: Cloth + Tree of Life
Attack Power per level 3
Defense 15
Attack Speed 28%
Critical Strike Chance 33%
Optical Camouflage Suit
(NEW) Attack Power 7
Defense 16 → 10
Tuxedo
(NEW) Defense 10
Attack Speed 24% → 15%
Critical Strike Chance 27% → 24%
Guardian Suit
Defense 45 → 43
Enlightenment - Spearhead- [Unique Passive]
Cooldown 8s → 10s
Specter
Attack Power 6 → 13
Defense 21 → 15
Racing Suit
Defense 31 → 33
Battle Suit
Defense 36 → 38
Shooting Star Jacket
Defense 19 → 20
Ghost Bride's Dress HP per Level 26 → 24
Tactical Armor Armor penetration 10 → 12
Head
(NEW EPIC) Welding Helmet
Recipe: Chain Coif + Iron Sheet
Attack Power 20
Defense 10
Attack Speed 15%
(NEW LEGENDARY) Blue Flames
Recipe: Iron Sheet + Glacial Ice
Attack Power 30
Defense 10
Attack Speed 15%
SP Regen 100%
Lich's Grasp - [Unique Passive]
Dealing damage to an enemy with a skill slows them by 20% for 1 second.
Cooldown 3s
Helm of Banneret
Defense 12 → 14
Plasma Helmet
Attack Power 33 → 35
The Black Death
Skill Amplification 78 → 80
Dwarf's Helmet
Max HP 50(REMOVED)
Mythril Helm
HP per Level 18 → 17
Crusader Helmet
Defense 14 → 17
The Dragon’s Fury
Skill Amplification 69 → 65
Arm/Accessory
(NEW LEGENDARY) Emerald Tablet
Recipe: Hardcover + Force Cores
Skill Amplification 80
Cooldown Reduction 15%
SP Regen 100%
Streamlined - [Unique Passive]
Hitting a single enemy with a basic attack or skill 3 times within 4 seconds increases your movement speed by 20% for 3 seconds.
Cooldown 12s
(NEW LEGENDARY) Psyche's Blade
Recipe: Nail + Mythril
Attack Power 46
Movement Speed 0.06
Armor penetration 13
(NEW LEGENDARY) Burning Heart
Recipe: Iron Ball + True Samadhi Fire
Defense 10
HP per Level 16
SP Regen 100%
Flame Barrier - [Unique Passive]
Deals skill damage based on your Max HP to enemies in a 2.5m range every second when in combat.
Melee: Max HP 2.5%
Ranged: Max HP 2%
Sword Stopper
Defense 14 → 15
Max HP 100 → 120
Moonlight Pendant
Attack Power 30 → 35
Pharaoh's Artifact
Skill Amplification 102 → 105
Auto-arms
Defense 20 → 25
Cobalt Protocol
Tactical Skills Rotation Changes
Removed from Rotation: False Oath, The Strijder - A13, Quake, Soul Stealer, Protocol Violation
Added to Rotation: Gravitational Field, Blade of Truth, Force Field, Totem, Fissure
Still in Rotation: Electric Shift
Cobalt Protocol Balancing
Nathapon
Camera
Damage Dealt 87% → 84%
Tia
Bat
Damage Dealt 101% →97%
Aya
Sniper Rifle
Damage Dealt 85% → 82%
Elena
Rapier
Damage taken 90% → 93%
Eva
Throw
Damage Dealt 82% →80%
Eleven
Hammer
Damage taken 91% → 93%
Jackie
Axe
Damage taken 95% → 93%
Tsubame
Shuriken
Damage Dealt 102% → 99%
Karla
Crossbow
Damage Dealt 100% → 102%
Cathy
Dagger
Damage taken 97% → 100%
Hyunwoo
Tonfa
Damage taken 101% → 99%
Bug Fixes & Improvements
Gameplay Improvements
You will now be able to correctly continuously attack wild animals that are out of combat.
Augments will now work normally when used with Battle Zone - Acceleration’s cooldown reduction effect.
Food items will no longer keep remaining in the inventory when you’ve used them with the Dine n' Dash Augment.
The camera and sound will no longer lock into allies instead of yourself upon revival.
Vision Range will be properly applied at all locations within the Forest.
Borders will now be correctly applied when using the Item Skill Debilitating Fog.
Lightning icon and damage will be correctly displayed in the Death Overlay.
Deaths outside of combat situations will no longer be displayed between players. (Only displayed in Spectator mode).
Crafting guide message after collecting all Saved Plan’s targeted items will no longer be displayed in Korean.
Traps will no longer unintendedly activate Eco-objectives.
The location of skill uses will be correctly displayed on the minimap.
Cobalt Protocol: The button to select equipment will now correctly work when Extra Equipment Draft is displayed at the end.
Character & Weapon Improvements
Characters will no longer stop moving when presetting a skill while moving towards enemies.
Attacking a target while using the VF Prosthetic Weapon Skill VF Stabilization (D) will no longer stop characters.
Leon: Surf's Up(R)'s knockback will no longer incorrectly affect tenacity.
Rozzi’s Dual Wield(P) and Irem’s Catitude(P) will now recognize healing by Xiukai’s Juggernaut Chef(P).
Li Dailin: She’ll be able to normally go over walls with Spirited Kick (Q) in the Fire Station.
Magnus: 17 vs 1 (W) hit count will be correclty displayed.
Echion: Envenomization - Black Mamba (R)'s damage and airborne effects will be correctly applied.
Chloe: Nina will normally deal damage when activating the eco-objective Bomb Fruit.
Theodore: Sparknade (E) and Power Screen (R) projectiles will hit enemies correctly.
Piolo: Figure Eight (W1)'s Invulnerability will be normally applied.
Piolo's: Figure Eight (W1)'s should be able to normally deflect enemy projectiles.
Tutorial 2: Hyejin’s Japanes voice has been replaced.
Lobby Improvements
Played matches will now be properly recorded in Match History and points will be correctly earned.
Practice mode will now work as intended when accessing it from the character’s lobby page’s Try Character button.
The Emote Store has been updated to display items in the order of their most recent release.
XP gained upon reaching the maximum level of the ER Pass will no longer be incorrectly converted into EP Tokens.
The profanity filter has been tweaked to censor less words that may be critical to gameplay.
Cobalt Protocol: Text during the preparation phase of will no longer be incorrectly displayed in Korean.
A more intuitive loading indicator has been implemented to improve user experience during delayed menu navigation.