Patch Notes 0.29.0 (2021. 03. 31)
Eternal Return will undergo temporary maintenance starting Tuesday, March 30th from 7 PM to around 11 PM PT to apply the 0.29.0 update.
Aesop here with what may be the thiccest update we've ever had. We're rolling out the first updates for Season 2, which brings a ton of improvements and sick new features. We've got a new character in the Mechanist, an awesome Skin in Bandleader Hart, and a myriad (cool word) of improvements. Let's get started.
[h2]New Character - Barbara[/h2]
The Mechanist is setting up her sentries on the island. I'm pretty sure if the red laser is pointing at you, you should run.
For the first week, she'll cost 9,900 A-Coin and will not be available in Ranked matches.
[h3]Retrofit (Passive)[/h3]
Barbara's Sentry Gun gains 7.5% Attack Power and 4% defense depending on her level. Whenever a Sentry Gun is hit by Free-Electron Laser, or Magnetic Cyclone or Photon Storm are activated, its attack speed is increased by 15/20/25% up to 3 stacks.
[h3]BT Sentry Gun Mk.II (Q)[/h3]
Barbara installs a Sentry Gun with 150 (+Barbara's Max HP 21/24/27/30/33%) HP in a targeted location, dealing 15/30/45/60/75 (+Attack Power 15%) damage to enemies hit. The Sentry Gun remains for 15 seconds, dealing 15 (+Barbara's level * Barbara's Attack Power 7.5%) damage to enemies hit. When a new Sentry Gun is set, the old one is dismantled. If Barbara is far from the Sentry Gun, she collects it, reducing the cooldown by 50%. Sentry Gun HP is proportional to Barbara's maximum HP.
[h3]Free-Electron Laser (W)[/h3]
Barbara fires a two-part Free-Electron Laser, dealing 40/80/120/160/200(+Attack Power 35%) damage per laser to each enemy hit. Enemies hit are slowed by 20% for 1.5 seconds. Hitting an enemy with both parts of the laser deals 35% less damage and reduces the cooldown of Overclock by 1 second. Sentry Guns are enhanced when hit by the laser, causing the sentry to use Free-Electron Laser, dealing 55/100/145/190/235(+Sentry Gun Attack Power 50%) damage to enemies hit.
[h3]Magnetic Cyclone (E)[/h3]
Barbara creates a Magnetic Cyclone with her sentry gun that lasts up to 4 seconds, dealing 5/8/10/13/16 (+Attack Power 5%)(+enemy's max HP 1/1.5/2/2.5/3%) true damage every 0.5 seconds to enemies in range and increasing her movement speed by 20%. Reactivating the skill or waiting until max duration causes the Magnetic Cyclone to explode, dealing 60/80/100/120/140 (+Attack Power 35%) damage to enemies in range and granting her a shield based on 30% damage dealt by Magnetic Cyclone, up to a maximum of 50% HP. At the same time, enemies taking damage from it are stunned for 0.75 seconds.
[h3]Overclock (R)[/h3]
Barbara overclocks, giving her basic skills extra effects.
Short Circuit (Q): Barbara sets a sentry gun and teleports to its location. An already installed sentry gun will immediately self-destruct, dealing 50/75/100(+Attack Power 40%) damage. Barbara teleports, dealing 50/75/100(+Attack Power 60%) damage to enemies nearby, increasing the Sentry attack speed per enemy hit by 10% for 4 seconds.
Photon Resonance (W): For the next 7 seconds, the damage of Free-Electron Laser and Sentry Gun is increased by 5/15/25% and Free-Electron Laser has no SP cost and its cooldown is reduced by 97%. Sentry Guns attacks become Free-Electron Lasers while Photon Resonance is active.
Particle Storm (E): Magnetic Cyclone radius grows over time. Reactivating the skill or after 4 seconds causes the storm to explode, dealing 60/80/100/120/140 (+Attack Power 35%) damage to enemies in range and stunning them for 1.25 seconds.
Reactivating the skill once more cancels Overclocks, allowing Barbara to use it again after 3 seconds.
[h2]New Skin[/h2]
Bandleader Hart will be available!

[h2]System[/h2]
[h3]Season 1 Wrap-Up & Pre-Season Introduction[/h3]
It's the end of Season 1. We made it! Congrats to all of you that clawed your way up the ladder.
[h3]Changes to the Last Restricted Area[/h3]
The system for the final restricted area in Solo mode has changed.
Through a "Temporary safe area", we want to provide a better experience when 3+ players remain in the final area. This is an initial step into solving the teaming issues that plague battle royales.
It's hard to entirely predict what will happen, especially in the upper tiers, since this is such a big change. After the change goes live, we URGE you to give us your feedback. Be as detailed as possible about processes, stats, safe areas locations, and literally anything else so we can improve the pre-season.
Once the final restricted area is announced, the game will proceed as follows:
It's definitely a little confusing in text, but once you play it, you'll understand it!
Two Safe Zones Before the Final Zone

Two Players in a Safe Zone

Safe Zone By Region

[h3]Damage Formula Changes[/h3]
We're introducing some big changes to the damage formula. This is simplified to be a little mathy.
[h3]Improvement of Normal Match Matchmaking[/h3]
Normal matchmaking is now separate for each server. The top ranks will be subdivided.
[h3]Player Target Priority[/h3]
You guys have been asking for it. We did it!
[h3]Information Overlay[/h3]
You can see your information for pretty much everything by pressing ALT. We created this function to help players, new and experienced, find objects and get more info quickly.
[h3]Pick up overlapped objects[/h3]
You can see the names of corpses or items on the ground by keeping the ALT key pressed and can use right click to pick them up. This will make it easier to click on targets that are overlapping and are hard to select.
[h3]New Ping communications[/h3]
You can now use this function to provide more information to your teammates in Duo and Squad modes by holding the ALT key and clicking.
New Pings:
[h3]Spectator Mode Improvements[/h3]
[h3]Gameplay vision increased (Camera location)[/h3]
[h2]Character[/h2]
We looked at last week's performance and are adjusting character balance while considering the changes that we're making to the final restricted area system and damage. I know that balance is probably the biggest point of contention you all have with us, so I'm also working on a big writeup on balance, like our own balance framework, to give more details behind the scenes on what we do. Stay tuned for that.
A lot of the smaller character changes are anticipatory for the upcoming system revamps, so you may not see the context in those.
Broad changes
Rozzi
Magnus Magnus's passive is kind of ignored and uneventful to level. This will give a slight incentive to put another point in it but making sure that 17 vs 1 doesn't shift too much because of it.
Bernice Bernice was still doing a ton of damage to melee characters.
Shoichi
Silvia
Adela Adela's passive was giving her a bit too much mobility for free, so we're shifting this around to give her a more active playstyle.
Adriana
Isol Semtex Bomb's early game burst was a bit oppressive. We'd like to tone that down but keep Isol's strength. A Rebel Assault buff should help that and let it scale a little better.
Zahir Zahir can now see better and fight in the late game a bit easier.
Jackie Instead of using Hack and Slash as an easy kill stealing button, we're adjusting it so that the bleed is a little more potent and toning down the active damage.
Fiora Garde is more of a toggle. Attaque Composee rewards patience!
Hart 30% defense shred? Maybe consider evolving W for once!
Hyunwoo Glove weapon skill buff from the last patch made the highschool heavyweight a touch too strong. This should bring him back and also help him sustain in shorter skirmishes. We're also adjusting glove a bit. Check below in weapons.
Hyejin
[h2]Weapons[/h2]
Due to changes in the Damage formula, Critical Strike, Skill Amplification, and Extra Normal Attack Damage have been adjusted.
There has also been some change in nomenclature to things like Flat Skill Amp (now called Extra Skill Damage) and % ENAD (now Normal Attack Amplification)
Pistol
Glove
Guitar
Dagger
Assault Rifle
Rapier
Hammer
Bat
Crossbow
Dual Swords
Nunchaku
Shuriken
Two-handed Sword
Sniper
Spear
Whip
Throw
Tonfa
Bow
[h2]Armor[/h2]
Due to changes in the Damage formula, Critical Strike, Skill Amplification, and Extra Normal Attack Damage have been adjusted.
Healing reduction has been divided into 25%/40% for Ranged and Melee.
Chest
Head
New items call for recipe changes.
We have removed all Critical Strike damage reduction that was applied to Head Armor.
Arm
Leg
Accessory
[h2]Consumables[/h2]
Food
Base HP has gone up, so the delicious meals will as well. Also, Adhesive Bandage was kinda bad for its rarity.
Drinks
The researchers of Lumia have filtered the water before giving it to you. It's better now!
[h2]Traps[/h2]
The number of Traps will be adjusted for the new restricted area system.
[h2]Area & Drop Items[/h2]
Item value for all air supplies has been increased. Starting from Night 2, the chance to get Epic air supplies has been increased.
Due to the sheer length of these patch notes, Steam rejects any further words from us.
https://playeternalreturn.com/patch-notes/0-29-0/
(Check those out, they're really good)

Steam disallows larger file sizes, so the quality of the .GIFs has been modified accordingly.
Aesop here with what may be the thiccest update we've ever had. We're rolling out the first updates for Season 2, which brings a ton of improvements and sick new features. We've got a new character in the Mechanist, an awesome Skin in Bandleader Hart, and a myriad (cool word) of improvements. Let's get started.
[h2]New Character - Barbara[/h2]
The Mechanist is setting up her sentries on the island. I'm pretty sure if the red laser is pointing at you, you should run.
For the first week, she'll cost 9,900 A-Coin and will not be available in Ranked matches.
[h3]Retrofit (Passive)[/h3]
Barbara's Sentry Gun gains 7.5% Attack Power and 4% defense depending on her level. Whenever a Sentry Gun is hit by Free-Electron Laser, or Magnetic Cyclone or Photon Storm are activated, its attack speed is increased by 15/20/25% up to 3 stacks.
[h3]BT Sentry Gun Mk.II (Q)[/h3]
Barbara installs a Sentry Gun with 150 (+Barbara's Max HP 21/24/27/30/33%) HP in a targeted location, dealing 15/30/45/60/75 (+Attack Power 15%) damage to enemies hit. The Sentry Gun remains for 15 seconds, dealing 15 (+Barbara's level * Barbara's Attack Power 7.5%) damage to enemies hit. When a new Sentry Gun is set, the old one is dismantled. If Barbara is far from the Sentry Gun, she collects it, reducing the cooldown by 50%. Sentry Gun HP is proportional to Barbara's maximum HP.
- Cooldown: 12s
- SP cost : 60/70/80/90/100
- Range: 7m
- Turret Base Attack Range: 4.2m
[h3]Free-Electron Laser (W)[/h3]
Barbara fires a two-part Free-Electron Laser, dealing 40/80/120/160/200(+Attack Power 35%) damage per laser to each enemy hit. Enemies hit are slowed by 20% for 1.5 seconds. Hitting an enemy with both parts of the laser deals 35% less damage and reduces the cooldown of Overclock by 1 second. Sentry Guns are enhanced when hit by the laser, causing the sentry to use Free-Electron Laser, dealing 55/100/145/190/235(+Sentry Gun Attack Power 50%) damage to enemies hit.
- Cooldown: 4s
- SP cost : 50/60/70/80/90
- Range: 7m
[h3]Magnetic Cyclone (E)[/h3]
Barbara creates a Magnetic Cyclone with her sentry gun that lasts up to 4 seconds, dealing 5/8/10/13/16 (+Attack Power 5%)(+enemy's max HP 1/1.5/2/2.5/3%) true damage every 0.5 seconds to enemies in range and increasing her movement speed by 20%. Reactivating the skill or waiting until max duration causes the Magnetic Cyclone to explode, dealing 60/80/100/120/140 (+Attack Power 35%) damage to enemies in range and granting her a shield based on 30% damage dealt by Magnetic Cyclone, up to a maximum of 50% HP. At the same time, enemies taking damage from it are stunned for 0.75 seconds.
- Cooldown: 20/18/16/14/12s
- SP cost : 80/90/100/110/120
- Radius: 2m
[h3]Overclock (R)[/h3]
Barbara overclocks, giving her basic skills extra effects.
Short Circuit (Q): Barbara sets a sentry gun and teleports to its location. An already installed sentry gun will immediately self-destruct, dealing 50/75/100(+Attack Power 40%) damage. Barbara teleports, dealing 50/75/100(+Attack Power 60%) damage to enemies nearby, increasing the Sentry attack speed per enemy hit by 10% for 4 seconds.
Photon Resonance (W): For the next 7 seconds, the damage of Free-Electron Laser and Sentry Gun is increased by 5/15/25% and Free-Electron Laser has no SP cost and its cooldown is reduced by 97%. Sentry Guns attacks become Free-Electron Lasers while Photon Resonance is active.
Particle Storm (E): Magnetic Cyclone radius grows over time. Reactivating the skill or after 4 seconds causes the storm to explode, dealing 60/80/100/120/140 (+Attack Power 35%) damage to enemies in range and stunning them for 1.25 seconds.
Reactivating the skill once more cancels Overclocks, allowing Barbara to use it again after 3 seconds.
- Cooldown: 100/85/70s
- Range: 2m
- SP cost : 100
- Cyclone Damage Range: 4.5m
- Hyperloop Damage Range: 4.5m
- Particle Storm Range: Min 2m ~ Max 2.75m
[h2]New Skin[/h2]
Bandleader Hart will be available!

[h2]System[/h2]
[h3]Season 1 Wrap-Up & Pre-Season Introduction[/h3]
It's the end of Season 1. We made it! Congrats to all of you that clawed your way up the ladder.
- Your LP for Season 1 will be finalized at the start of this update.
- Season 1 rewards will be given out on April 28th based on your final rank of Season 1.
- Your rank throughout the pre-season will not affect your season rewards.
- On April 28th, the beginning of Season 2, your placement will be soft reset based on your rank in the pre-season.
[h3]Changes to the Last Restricted Area[/h3]
The system for the final restricted area in Solo mode has changed.
Through a "Temporary safe area", we want to provide a better experience when 3+ players remain in the final area. This is an initial step into solving the teaming issues that plague battle royales.
It's hard to entirely predict what will happen, especially in the upper tiers, since this is such a big change. After the change goes live, we URGE you to give us your feedback. Be as detailed as possible about processes, stats, safe areas locations, and literally anything else so we can improve the pre-season.
Once the final restricted area is announced, the game will proceed as follows:
- Temporary Areas will be announced in 2 places.
- All players gain 20 seconds to their timer. (Max 50)
- Kills here do not grant extra time to timer
- After 60 seconds, players will move to a new area.
- Temporary safe areas are set in each area, so many can be found inside buildings.
- Temporary safe areas and final safe area (near the security console) change.
- If only 2 test subjects remain, the temporary safe areas will be skipped.
- All players gain 20 seconds to their timer. (Max 50)
- Temporary Safe Areas are activated.
- All areas beside the Temporary Safe areas are restricted areas.
- Each temporary safe area can hold only 1 player.
- If 2+ get in one Temporary safe area, it will be deactivated. If only 1 player stays, it will be reactivated.
- Temporary safe areas remain for 60 seconds.
- All areas beside the Temporary Safe areas are restricted areas.
- Temporary Safe Areas disappear and the final safe area is announced.
- All players gain 10 seconds to their timer. (30 max)
- Final safe area remains as usual.
- After 30 seconds, players move into the new location
- All players gain 10 seconds to their timer. (30 max)
- Final Safe Area is activated.
- The rules for the final safe area remain untouched. (2 people can stay)
- Area remains for 60 seconds.
- The rules for the final safe area remain untouched. (2 people can stay)
- All safe areas disappear.
It's definitely a little confusing in text, but once you play it, you'll understand it!
Two Safe Zones Before the Final Zone

Two Players in a Safe Zone

Safe Zone By Region

[h3]Damage Formula Changes[/h3]
We're introducing some big changes to the damage formula. This is simplified to be a little mathy.
Damage now calculates % increasing items first, and then adding the flat value.
Critical hit damage will be scaled from 200% to 175%.
Percentage amplification does not affect the true value of Skill amplification. The calculation method is the same as for Extra normal attack damage. Fixed value is not affected by % amplification. (The calculation method is the same as the basic attack additional damage.)
Term changes name change
The term "Extra Normal Attack Damage (%)" changes to "Normal Attack Amplification".
The term "Skill amplification (Flat)" changes to"Extra Skill Damage"
When all the true values for Normal attacks and Skills increase we will use the term "Extra Damage". When the percentage increases, we will use the term "Amplification". For both basic attack and skill, if the fixed value increases, it is expressed as additional damage, and if the percentage increases, it is expressed as amplification.
[h3]Improvement of Normal Match Matchmaking[/h3]
Normal matchmaking is now separate for each server. The top ranks will be subdivided.
Top solo ranks on the Seoul server will be subdivided.
Top duo/squad ranks across all servers will be subdivided.
Depending on the status of each server in the future, we hope to apply these changes to all servers with each new update.
[h3]Player Target Priority[/h3]
You guys have been asking for it. We did it!
Press F4 to toggle the mode. You can only target players with it active - you will not target objects such as surveillance cameras, traps, etc.
You can press the F4 key again to return to default settings.
You can reassign this shortcut in your settings.
[h3]Information Overlay[/h3]
You can see your information for pretty much everything by pressing ALT. We created this function to help players, new and experienced, find objects and get more info quickly.
Boxes, collectible items, and air supplies are marked for resources. You can specially identify boxes that you haven't opened yet.
Objects like security console, hyperloop, and others also show icons.
Information about enemies, like weapon mastery and kills are also shown. You can also easily check how strong a player is by holding ALT.
This information overlay function is always on during tutorials.
[h3]Pick up overlapped objects[/h3]
You can see the names of corpses or items on the ground by keeping the ALT key pressed and can use right click to pick them up. This will make it easier to click on targets that are overlapping and are hard to select.
[h3]New Ping communications[/h3]
You can now use this function to provide more information to your teammates in Duo and Squad modes by holding the ALT key and clicking.
New Pings:
Air Supplies
Mastery details in the Mastery window (V)
Test Subject/Wild animal corpses
Skill (Cooldown, usable, not ready, not learned yet, etc)
Stats (Attack Power, Defense, HP, etc )
Rest button (rest request)
[h3]Spectator Mode Improvements[/h3]
Different colors used to display each team's HP bar in Team modes.
If a custom game room owner becomes a spectator, they retain authority over the room.
Skins are now normally displayed to spectators during spawn point selection
[h3]Gameplay vision increased (Camera location)[/h3]
As the camera moves away, the screen becomes wider.
Vision range extensions will now be easier to use with skills that affect them.
[h2]Character[/h2]
We looked at last week's performance and are adjusting character balance while considering the changes that we're making to the final restricted area system and damage. I know that balance is probably the biggest point of contention you all have with us, so I'm also working on a big writeup on balance, like our own balance framework, to give more details behind the scenes on what we do. Stay tuned for that.
A lot of the smaller character changes are anticipatory for the upcoming system revamps, so you may not see the context in those.
Broad changes
All character HP increase
Melee Characters +30
Ranged Characters +20
Defense Mastery Adjustments
Normal attack damage decrease per mastery level 1.2% → 1%
Skill Damage Reduction per mastery level 1.0% → 0.8%
Experience received
Damage taken from test subject 70 per 100 → 60 per 100
Slaying test subject 200 → 100
SP 350 → 380
HP per level 75 → 80
Blue Viper(R)
Duration 3/4/5s → 4/4.5/5s
Cooldown 120/100/80s → 100/90/80s
Damage dealt in Duo mode 92% → 90%
Damage dealt in Squad mode 89% → 87%
Rozzi
Easy Shot (Q)
Damage 30/70/110/150/190(+ Attack Power 35%) → 30/70/110/150/190(+ Attack Power 25%)
Magnus Magnus's passive is kind of ignored and uneventful to level. This will give a slight incentive to put another point in it but making sure that 17 vs 1 doesn't shift too much because of it.
Tough Body (P)
Defense increased per 1% HP reduction 0.2/0.35/0.5% → 0.2/0.4/0.6%
17 vs 1(W)
Damage 10x6/20x6/20x7/30x7/30x8 (+Attack Power 30%)(+Defense 30%) → 10x6/20x6/20x7/30x7/30x8(+Attack Power 40%)(+Defense 20%)
Cooldown 10s → 8s
Movement speed decrease 20% → 15%
Bernice Bernice was still doing a ton of damage to melee characters.
Buckshot (P)
Attack Power Damage 70/80/90%~91/120/144% → Attack Power 70/85/100~91/115/133%
Foothold Trap (W)
Recharge Time: 24/20/16/14/12 → 20/18/16/14/12
Falconry (E)
Vision increased 3/3/3.5/3.5/4 → 3/3/4/4/4.5
Shoichi
Defense per level 1.7 → 2.2
Silvia
Lumia Grand Prix (P)
[NEW] Skill amplification for reaching a new area 0.6/0.8/1%
Skill amplification for reaching all 15 areas 15% → Attack speed 5%, Skill amplification 5%
Shift Gears (R) Off-bike→ On Bike Cooldown 20/11/2s → 24/13/2s
Adela Adela's passive was giving her a bit too much mobility for free, so we're shifting this around to give her a more active playstyle.
Base Movement speed 3.05 → 3
Control the Center (P)
Critical Strike Chance increase 2/6/10% → 4/8/12%
[REMOVED] Extra Movement speed when dealing Critical Strike 4/8/12%
Promotion (Q)
SP cost 60/70/80/90/100 → 50/65/80/95/110
[NEW] Extra movement speed when Queen is ready Movement speed 4/6/8/10/12%
Castling (E)
Range for reactivation Reusable distance 10m → 8m
Cooldown 22/20.5/19/17.5/16s → 20/18.5/17/15.5/14s
Adriana
Damage dealt in Duo mode 86% → 84%
Isol Semtex Bomb's early game burst was a bit oppressive. We'd like to tone that down but keep Isol's strength. A Rebel Assault buff should help that and let it scale a little better.
Semtex Bomb (Q)
Damage 50/75/100/125/150(+Attack Power 50%) → 50/75/100/125/150(+Attack Power 40%)
Extra Damage 8/12/16/20/24(+Attack Power 30%) → 8/12/16/20/24(+Attack Power 20%)
Rebel Assault (W)
Damage 18/27/36/45/54(+Attack Power 50%)x4 → 18/27/36/45/54(+Attack Power 65%)x4
Zahir Zahir can now see better and fight in the late game a bit easier.
Attack Power per level 2.5 → 2.7
Bhargavastra (R)
[NEW] Creates an Eye of Azrael with the initial damage.
Jackie Instead of using Hack and Slash as an easy kill stealing button, we're adjusting it so that the bleed is a little more potent and toning down the active damage.
Hack and Slash(Q)
First Strike Damage 45/80/115/150/195 (+Attack Power 25%) → 30/65/100/135/180(+Attack Power 25%)
Second Strike Damage 30/55/80/105/130 (+Attack Power 65%) → 20/45/70/95/120(+Attack Power 65%)
Bleeding Damage every 5s 80/110/140/170/200 → every 5s 105/135/165/195/225
Amputation (W)
Damage 70/105/140/175/210 (+Attack Power 50%) → 40/75/110/145/180(+Attack Power 40%)
[NEW] Extra damage when hitting with the outer edge 40 (+Attack Power 10%)
Fiora Garde is more of a toggle. Attaque Composee rewards patience!
Compound Attack (W)
Cooldown reduction time when proccing Touché 4s → 5s
Garde
Damage 20/35/50 → 20/40/60
Cooldown 6s → 1s
Hart 30% defense shred? Maybe consider evolving W for once!
Overdrive(W)
Evolution effect: Defense reduction 25/35% → 30/40%
Flanger (E)
Evolution effect: Skill amplification 18/25% → 16/23%
Hyunwoo Glove weapon skill buff from the last patch made the highschool heavyweight a touch too strong. This should bring him back and also help him sustain in shorter skirmishes. We're also adjusting glove a bit. Check below in weapons.
Base Attack Power 36 → 34
Dogfight (P)
Activation stacks 70 → 55
HP recovery: 7/10/15% → 4/8/12% of Max HP
Stomping Foot (Q)
Damage 100/150/200/250/300 (+Attack Power 40%) → 100/150/200/250/300 (+Attack Power 30%)
Cooldown 10/9/8/7/6s → 9/8/7/6/5s
Hyejin
Five Omens (R)
Omens Damage 80/130/180 (Attack Power 40%) → 80/140/200 (Attack Power 40%)
[h2]Weapons[/h2]
Due to changes in the Damage formula, Critical Strike, Skill Amplification, and Extra Normal Attack Damage have been adjusted.
There has also been some change in nomenclature to things like Flat Skill Amp (now called Extra Skill Damage) and % ENAD (now Normal Attack Amplification)
Pistol
Normal Attack Amplification per weapon mastery level 4.5% → 4.1%
Devil's Marksman
Attack speed 10% → 15%
Extra Skill Damage 38 → 42
Magnum-Boa
Attack Power 95 → 90
Life Steal 20% → 22%
Electron Blaster
Extra Normal Attack Damage 27 → 31
Movement speed 0.1 → 0.12
Glove
Uppercut (D)
Extra Attack Power Damage 140/240% → 140/200%
Cooldown 12s → 12/10s
Divine Fist
Extra Normal Attack Damage 33 → 39
Frost Petal Hand
Attack Power 30 → 35
White Claw Punch
Critical Strike Chance 25% → 30%
Buddha's Palm
Attack Power 39 → 43
Cooldown Reduction 18% → 19%
Skill amplification 18% → 19%
Guitar
Love & Peace (D) Damage Attack Power 150/250% → Attack Power 120/200%
Normal attack amplification per weapon mastery level 1.5% → 2.0%
Skill amplification per weapon mastery level 2.5% → 2.2%
Satisfaction
Extra Normal Attack Damage 11 → 13
Stairway to Heaven
Skill amplification 20% → 18%
Cooldown Reduction 8% → 5%
Teen Spirit
Extra Normal Attack Damage 20 → 22
Dagger
Mount Slicer
Cooldown Reduction 10% → 15%
Carnwennan
Cooldown Reduction 8% → 12%
Fragarach
Attack Power 90 → 95
Movement speed 0.2 → 0.22
Assault Rifle
Skill amplification per weapon mastery level 2% → 1.5%
[NEW] Type 95 (Epic)
Recipe: AK-47 + Steel
Stats
Attack Power 72
Vision 1.5
Base Attack Range +0.5 Base Attack Range
Ammo 30
Gatling Gun [REMOVED] / Machine Gun name changed to Gatling Gun
[NEW] Agni (Legendary)
Gatling Gun + Heated Oil
Stats
Attack Power 55
Attack speed 33%
Vision Range 2.5
Extra Normal Attack Damage 16
Ammo 30
AK-12
Critical Strike Chance 17% → 20%
XCR
Attack Power 60 → 63
Rapier
Durendal Mk2
Critical Strike Chance 10% → 12%
Cooldown Reduction 8% → 6%
Volticletto
Attack speed 35% → 45%
Meteor Claymore
Critical Strike Chance 17% → 20%
Hammer
Hammer of Dagda
HP Regen 150% → 200%
Extra Normal Attack Damage 20 → 22
Fang Mace
Extra Skill Damage 28 → 33
Bat
Full Swing (D) duration 0.66s → 0.42s
Statue of Soteria
SP Regen 60% → 80%
Spy Umbrella
Extra Skill Damage 28 → 30
Crossbow
The Golden Ghost
Extra Normal Attack Damage 37 → 44
Dual Swords
Skill amplification per mastery level 0.8% → 1.3%
Nunchaku
The Smiting Dragon
Extra Skill Damage 16 → 20
Shuriken
Mystic Jade Charm
Extra Skill Damage 10 → 15
Death Rune
Recharge Time: 40s → 30s
Icon changed!
Azure Dagger
Extra Normal Attack Damage 29 → 33
Extra Skill Damage 21 → 24
Fuhma Shuriken
Attack Power 55 → 58
Extra Normal Attack Damage 36 → 40
Flechette
Max Charges 20 → 24
Petal Torrent
Extra Normal Attack Damage 130 → 150
Extra Skill Damage 25 → 30
Recharge Time: 70s → 66s
Two-handed Sword
Arondight
Attack speed 25% → 30%
Laevateinn
Attack speed 8% → 10%
Extra Normal Attack Damage 20 → 25
Hovud
Critical Strike Chance 25% → 28%
Sniper
The Deadly Ray
Movement speed -0.07 → -0.03
Spear
Fangtian Huaji
Movement speed -0.1 → -0.07
Blazing Lance
HP Regen 1.5 → 2
SP Regen 1.5 → 2
Eighteen Foot Spear
Icon changed!
Whip
Gleipnir
Extra Skill Damage 35 → 40
Plasma Whip
Attack speed 30% → 40%
Extra Normal Attack Damage 12 → 15
Bloody Nine Tails
Attack Power 65 → 70
Throw
David's Sling
Extra Normal Attack Damage 27 → 33
HP Regen 150% → 200%
Grenade of Antioch
Extra Normal Attack Damage 85 → 95
Recharge Time: 50s → 45s
Tonfa
Quick Spin (D) Cooldown 30/25s → 25/20s
Bow
Elemental Bow
Movement speed 0.1 → 0.13
Ancient Bolt
Extra Normal Attack Damage 40 → 45
[h2]Armor[/h2]
Due to changes in the Damage formula, Critical Strike, Skill Amplification, and Extra Normal Attack Damage have been adjusted.
Healing reduction has been divided into 25%/40% for Ranged and Melee.
Chest
Sunset Armor
Defense 22 → 20
Optical Camouflage Suit
Defense 15 → 18
Rocker's Jacket
Extra Normal Attack Damage 11 → 15
Ranged characters: 25% healing reduction is applied.
Mithril Armor
Defense 62 → 60
Skill Damage Reduction 10 → 14
Battle Suit
Defense from Normal Attacks 12 → 15
Crusader Armor
Movement speed -0.02 [REMOVED]
Butler's Suit
Movement speed 0.1 → 0.12
EOD Suit
Defense from Normal Attacks 8 → 10
Max HP 270 → 250
Blazing Dress
Attack Power 16 → 20
Extra Normal Attack Damage 18 → 20
HP Regen 2.5 → 2
Head
New items call for recipe changes.
We have removed all Critical Strike damage reduction that was applied to Head Armor.
Crown
Recipe: Circlet + Gold → Beret + Gold
Defense 16
Max HP 160
Skill amplification 8%
Imperial Crown
Defense 18 → 20
Max HP 300 → 330
Skill amplification 8% → 10%
Chinese Opera Mask
Defense 16 → 10
Out of combat Movement speed 0.3 → 0.35
Crystal Tiara
Critical Strike Chance 20% → 22%
Imperial Burgonet
Defense 8 → 10
Max SP 200 → 300
Laurel Wreath
Defense 18 → 20
HP Regen 1.5 → 2
Extra Normal Attack Damage 15 → 21
[NEW] Elysian Halo (Legendary)
Recipe: Circlet + Force Core
Attack Power 40
Defense 30
Max SP 300
Critical Strike Damage Reduction 10%
Arm
Cube Watch
Rare → Epic
Recipe: Watch+Moonstone → Broken Watch+Moonstone
Defense 22 → 20
[NEW] Cooldown reduction 6%
Sword Stopper
Defense 30 → 33
Ranged characters: 25% healing reduction is applied.
Radar
Defense 15 → 18
Bracelet of Skadi
Extra Skill Damage 20 → 24
Leg
Straitjacket Sneakers
Movement speed 0.35 → 0.33
Mithril Boots
Defense 26 → 22
Movement speed 0.45 → 0.5
Bucephalus
Attack Power 5 → 10
White Rhinos
Ranged characters: 25% healing reduction is applied.
Glacial Shoes
Extra Skill Damage 15 → 20
Accessory
Fan
Extra Skill Damage 6 → 9
Gilded Quill Fan
Extra Skill Damage 7 → 12
Healing Reduction 40% → 25%
Moonlight Pendant
Attack Power 20 → 24
Life Steal 20% → 16%
White Crane Fan
Movement speed 0.1 → 0.12
Extra Skill Damage 16 → 18
Ranged characters: 25% healing reduction is applied.
Uchiwa
Life Steal 17% → 14%
Extra Skill Damage 21 → 23
Veritas Lux Mea
Skill amplification 8% → 10%
Decorative Flintlock
Life Steal 8% → 6%
Buccaneer Doubloon
Life Steal 8% → 6%
True Samadhi Fire
Extra Normal Attack Damage 13 → 15
Emerald Tablet
Attack Power 12 → 15
Defense 12 → 15
[h2]Consumables[/h2]
Food
Base HP has gone up, so the delicious meals will as well. Also, Adhesive Bandage was kinda bad for its rarity.
Adhesive Bandage HP Recovery 200 → 325
Oriental Herb HP Recovery 200 → 300
Chocolate HP Recovery 200 → 275
Bread HP Recovery 225 → 275
Dry Ramen HP Recovery 200 → 275
Curry Powder HP Recovery 250 → 200
Bun HP Recovery 600 → 650
Citrus Cake HP Recovery 360 → 380
Curry Bun HP Recovery 400 → 450
Curry HP Recovery 520 → 550
Curry Croquette HP Recovery 550 → 600
Stir Fried Ramen HP Recovery 550 → 600
Drinks
The researchers of Lumia have filtered the water before giving it to you. It's better now!
Water
SP Recovery 100 → 200
Soju
SP Recovery 350 → 400
Boiling Water
SP Recovery 200 → 300
Iced Coffee
SP Recovery 500 → 550
Hot Chocolate
SP Recovery 450 → 500
White Russian
SP Recovery 660 → 700
[h2]Traps[/h2]
The number of Traps will be adjusted for the new restricted area system.
Broad changes
Maximum trap stack 5 → 4- Epic trap damage -20
- Uncommon/Rare damage - 15
Clang Clatter- Set number 5 → 3
- Damage 40 → 60
- Set number 5 → 3
[h2]Area & Drop Items[/h2]
Item value for all air supplies has been increased. Starting from Night 2, the chance to get Epic air supplies has been increased.
Uncommon Air Supplies: uncommon food, materials to craft rare food (Heated Oil, Heated Stone)
Rare Air Supplies: Rare food, rare equipment, rare materials (Mithril, etc)
Epic Air Supplies : Epic equipment, Epic special materials such as Force Core, Epic items like Fish And Chips.
Legendary Air Supplies: Legendary equipment, legendary items like Remote Mine.
Due to the sheer length of these patch notes, Steam rejects any further words from us.
Bug Fixes and General Improvements
can be found at the official Eternal Return Website here:https://playeternalreturn.com/patch-notes/0-29-0/
(Check those out, they're really good)

Steam disallows larger file sizes, so the quality of the .GIFs has been modified accordingly.