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PATCH NOTES 0.35.0 – JUNE 23RD, 2021 - Edited

Welcome one and all to update 0.35.0. As always, it's your good friend Aesop here to guide you through this chunky patch note. We're adjusting a lot of stuff and we're bringing tons of new stuff your way. New items, a new character, new skins, and more. I expect you to read EVERY SINGLE LETTER of these patch notes for you to fully grasp the changes.
Servers will go down to apply the patch on the 23rd from 7PM until about 11PM (PT).

[h3][Additional Patch Notes][/h3]

[Cloak]
You become transparent for 2/3.5 seconds and your movement speed increases by 20/35%, decaying over 2.5/3s.

[Dagger]
Using the skill again on a target will teleport you behind the enemy, dealing critical damage and 8% of the target's current HP as true damage and slow them by 15/30% for 3 seconds.

[Bug Fix]
Rio – Rio's normal attack delay applies correctly after the first arrow is fired by using attack move (Shift + MB2).

[h2]Patch Notes – Quick Look[/h2]


[h2]New Character – William[/h2]


Taking to the mound is number 29, William Benson!
William will cost 9,900 A-Coin for 2 weeks and he will be available in ranked matches starting from Sunday, June 27th 11:00 PM (PT).

[h3]No Hitter (Passive)[/h3]
William's normal attacks bounce a ball off his enemy every 2 seconds and remain on the ground for 2.5 seconds.
His movement speed is increased by 12/16/20% when walking towards the baseball. Picking up a baseball will cause his next normal attack to deal 15/25/35% extra damage.
No Hitters stack for 12 seconds after being picked up and a total 3 stacks can be obtained.

[h3]Fastball (Q)[/h3]
Fastball can only be used when No Hitter is fully stacked.
William's attack speed is increased by 20/25/30/35/40% for 5 seconds and he throws an additional baseball, dealing 15/20/25/30/35% damage.
Extra damage from No Hitter only applies to the first ball.

  • Cooldown : 0s

  • SP Cost : 50/60/70/80/90

[h3]Windup (W)[/h3]
William pitches in the targeted direction, dealing 50/75/100/125/150(+Attack Power 50%) damage and slowing enemies by 22/24/26/28/30% for 1.5 seconds. The ball returns to William, dealing the same damage and slow effects on its way back and grants him a No Hitter stack. Targets hit by the ball both on the way out and on the way back are stunned for 1 second.
Mound: William creates a mound for 5 seconds, knocking enemies back. While standing on the mound, No Hitter balls will return to William and his attack range is increased by 1m.

  • Range : 8m

  • Cooldown : 20/18/16/14/12s

  • SP Cost : 70

[h3]Sliding Catch (E)[/h3]
Passive: Retrieving a baseball increases William's defense by 8/12/16/20/24 for 2.5 seconds. (Does not stack)
William slides to the targeted baseball.

  • Range : 4.8m

  • Cooldown : 0s

  • SP Cost : 145/130/115/100/85

[h3]Signature Fireball (R)[/h3]
William leaps into the air and throws his signature fireball to the targeted area, dealing 150/250/350(+Attack Power 45%) damage and slowing enemies by 50% for 2 seconds. Enemies in the center of the impact are slowed by 80% for 2 seconds.
Four balls bounce out from the impact and remain on the ground for 3.5 seconds.

  • Range : 10m

  • Radius : 2.5m

  • Cooldown : 100/90/80s

  • SP Cost : 100/110/120

[h2]New Skin & Emotes[/h2]
Capo Lenox will be available for purchase!


Aya emotes will be available for purchase!

[h2]System[/h2]
[h3]Daily Missions Guide[/h3]
We're adding missions for new players to help them get up to speed.
Missions will be based on your account level and will have more of a description to help you out.

Tree of Life Mission Example



[h3]Replay System Closed Beta Test[/h3]
We're getting ready for replays, so we're running a closed beta test for the replay system.
Multiple players using the replay system at once may put too much stress on our servers. We're going to grant replay access to a handful of individuals first and monitor how much load it puts on the actual live servers.
If no significant problems arise, the full release should not be far off!

[h2]Character[/h2]
Changes for all characters Regen builds increased early survivability but made the late game slower. They've also resulted in a longer Time-To-Kill in the late game. We're addressing Regen builds directly (see Armor changes) and adjusting Defense mastery (see Mastery changes). We're looking to adjust the Time-to-kill to be healthier in both the early & late game.

  • Base HP +60

  • HP per Level -3

  • Attack Power per Level +0.3

  • Changes for Healing Reduction

    • Healing Reduction effects have been adjusted to give players better tools to fight against Regen builds and healing in general.

    • (Melee) 40% reduction for 3s → 45% reduction for 4s

    • (Ranged) 25% reduction for 3s → 30% reduction for 4s
Nadine Nadine needed to be tuned down, but the last patch hurt her a bit too much everywhere but higher tiers. We're going to give back some stacks but reduce Squirrel Trap's duration so that she doesn't return to form as a late-game raid boss or cause a full squad to explode before they make it out of the Forest restricted area.

  • Wild(P)

    • Stacks from Chicken 1/1/2 → 1/2/3

  • Squirrel Trap (W)

    • Trap Duration 60s → 45s
Lenox Lenox's name is engraved into the hotel Tree. Start Avenue → Build Gleipnir → Fight for Hotel Tree.
To increase the variety of Lenox, we're adjusting some stats and recipes for Whips and buffing Lenox's stats to make up for the changes.

  • Base SP Regen 1.8 → 2

  • Bait and Tackle (P)

    • Cooldown 20/16/12s → 20/15/10s

  • Blue Viper (R)

    • Delay between 1st & 2nd hit 0.26s → 0.23s
Leon Leon is currently strong in every tier, especially with his Frost Petal hand build. We're slighting toning down his burst play-style while trying to not harm his overall power.

  • Cannonball(W)

    • Damage 10/20/30/40/50(+ Attack Power 30%) → 10/15/20/25/30(+Attack Power 30%)

  • Duck Dive(E)

    • Damage 60/100/140/180/220(+Attack Power 35%) → 60/90/120/150/180(+Attack Power 35%)

    • When Leon resurfaces in a location with no pool due to using Duck Dive (E) in impassable terrain, Leon creates a pool where he resurfaces.
Rozzi Rozzi is looking better and better in higher tiers. We’re toning down her chase and firepower to improve matchups that are too dominant in the Enigma’s favor.

  • Movement Speed 3.1 → 3.05

  • Dual Wield(P)

    • 2nd hit damage Attack Power 60/70/80% → Attack Power 60/65/70%
Rio We took a long look at Rio following her release and concluded that her actual game play could use some adjusting. We're trying to avoid the 'nuke' and focus on her sustained damage for longer fights.

  • A-Coin Cost reduced

    • (9900 → 8020)

  • Base Attack Power 25 → 21

  • Base Defense 24 → 27

  • HP per Level 57 → 62

  • Hankyu normal attack frame 0.23s → 0.13s

  • Kyudo Instinct (Q) Hankyu

    • Damage (+Attack Power 40/43/46/49/52%)(+Attack Power 40/43/46/49/52%) → (+Attack Power 38/41/44/47/50%)(+Attack Power 42/45/48/51/54%)

  • Kyudo Instinct (Q) Daikyu

    • Attack Speed Reduction -0.3 → -0.25

    • Damage (+Attack Power 110/114/118/122/126%)→ (+Attack Power 104/108/112/116/120%)

  • Soar(E)

    • Cooldown on hit 5/4.5/4/3.5/3s → 6/5.5/5/4.5/4s

  • Fleeting Soul/Spirit Arrow (R)

    • Hit Range 1.2m → 1.5m
Magnus We're changing some items, so Maggie needs a bit of a change too.

  • 17 vs 1(W)

    • Damage 10/20/20/30/30(+Attack Power 40%)(+Defense 20%) → 10/20/20/30/30(+Attack Power 30%)(+Defense 20%)
Barbara Free-Electron Laser does a lot of damage and is hard to play around at times. We're making it a bit easier for people who get up close and personal with Barb.

  • Free-Electron Laser (W)

    • Damage when hitting with both parts of laser 130% → 120%
Sua We have nerfed Bookworm so that Sua can't pump out excessive damage when she misses her skills.

  • Bookworm (P)

    • Damage 30/75/120(+Attack Power 60%)(+Defense 60%) → 30/75/120(+Attack Power 45%)(+Defense 60%)
Sissela Sissela often uses Free at Last (R) to disrupt players based on luck and coincidence instead of being used for planned plays. We're removing the global damage effect for Free at Last(R) and giving back weapon mastery gain for compensation.

  • Free at Last(R)

    • Weapon Mastery Gain 30% → 100%

    • Now only damages enemies in the same area.
Silvia The reward for completing the Grand Prix was a little lacking, so we're giving better prizes to Silvia for her podiums.

  • Lumia Grand Prix (P)

    • Skill Amplification & Attack Speed Increase upon completion 5% → 10%
Adriana Cocktail Party was a little too good of an engagement and disruption tool.

  • Base Defense 27 → 29

  • Cocktail Party(R)

    • Casting Range 14m → 13m
Adela Similar to the Rio change, we're focusing on giving Adela sustained damage instead of straight burst.

  • Promotion(Q)

    • Pawn Damage 30/60/90/120/150(+Attack Power 60%) → 30/60/90/120/150(+Attack Power 65%)

  • Knight Fork(W)

    • Damage when hitting other pieces 55% → 50%

  • Castling(E)

    • Damage when hitting other pieces 55% → 50%
Aya Small adjustment to make Aya a little less oppressive early but helping her stay alive.

  • Base Attack Power 25 → 22

  • Base Defense 20 → 25
Isol Isol is one of the characters that benefits from a slower meta. Changes to Camouflage(E), Elegance, and some adjustments to trap mastery will bring down Isol's very noticeable late game strengths.

  • Camouflage(E)

    • Cooldown 22/19/16/13/10s → 22/19.5/17/14.5/12s

    • Roll time 0.46s → 0.4s
Alex Following the Infiltration adjustments from the last patch, Alex was kinda.. meh. We're going to try and bring him back up to speed while we prepare some improvements to his weapon swapping focused playstyle.

  • Infiltration (P)

    • Movement Speed Increase 10/15/20% → 10/17/24%

    • Defense increase when Melee 10/15/20 → 10/17/24

  • Incursion (Melee Q)

    • SP Cost 50/55/60/65/70 → 50

  • Gauss Pistol (Ranged Q)

    • SP Cost 50/55/60/65/70 → 50

  • Dead Drop (Melee W)

    • Damage 60/90/120/150/180(+Attack Power 50%) → 70/105/140/175/210(+Attack Power 50%)

  • Recognition Signal (Ranged W)

    • Damage 40/80/120/160/200(+Attack Power 40%) → 50/100/150/200/250(+Attack Power 60%)

  • Double Agent (Melee E)

    • Taunt Duration 1s → 1.2s
Emma We're rewarding landing Dove Dealer, but making Emma a bit squishier. Don't miss!

  • Defense per Level 1.3 → 1.1

  • Dove Dealer (Q)

    • Damage 40/80/120/160/200(+Attack Power 50%) → 40/80/120/160/200(+Attack Power 60%)

    • Movement Speed Reduction when hit by both cards 50% for 1s → 40% for 1.5s
Yuki Laevateinn & Dáinsleif have been adjusted, so we're taking away some of Yuki's burst and focusing more on sustained damage.

  • Base Attack Power 29 → 26

  • Perfect Fit (P)

    • Damage 15/30/45 → 20/35/50

  • From Head to Toe (Q)

    • Damage 20/50/80/110/140 → 20/40/60/80/100
Eleven Eleven skills are now a bit smoother for better gameplay. She's getting there, folks.

  • Ground Beef (P)

    • Slider HP Regen 25 for 4s → 35 for 3s

  • Burger Queen (Q)

    • Damage 100/140/180/220/260(+Attack Power 50%) →100/150/200/250/300(+Attack Power 50%)

    • Movement Speed decrease when charging 15% → 10%

    • Enhanced version now has a larger hit radius.

  • Food for Thought (W)

    • Movement Speed decrease when charging 15% → 10%

  • On Air!(E)

    • Eleven's jump path has been adjusted and she lands a little earlier than before.
Zahir New Bhargavastra (R) is better - but we still want to encourage putting more skill points into it.

  • Bhargavastra (R)

    • Follow-up Hit Damage 50/75/100(+Attack Power 65%) → 50/85/120(+Attack Power 65%)
Jackie Looks like the serial killer has got herself a new Chainsaw that has a little less burst but allows her to use it more often.

  • Chainsaw Murderer (R)

    • Attack Speed Increase 20/25/30% → 15/20/25%

    • Skill Damage 150~300/300~450/450~600(+Attack Power 70~100%) → 100~250/225~375/350~500(+Attack Power 70~100%)

    • Cooldown 120/100/80s → 100/85/70s
Cathy Cathy's had quite the fall from grace in higher tiers. We're going to give her a little late game buff to help out.

  • Defense per Level 2 → 2.3
Chiara We're adjusting some of Chiara's skills so that she can focus on using other skills rather than just relying on Mania (E).

  • Base Attack Speed 0.11 → 0.13

  • Hand of Corruption(Q)

    • Damage 60/100/140/180/220(+Attack Power 60%) → 60/100/140/180/220(+Attack Power 75%)

    • SP Cost 50/55/60/65/70 → 50/60/70/80/90

  • Depraved Prayer (W)

    • Cooldown 16/15/14/13/12s → 18/16/14/12/10s

    • Shield Health 90/125/160/195/230(+Attack Power 75%) → 60/100/140/180/220(+Attack Power 85%)

    • Damage 80/120/160/200/240(+Attack Power 60%) → 60/100/140/180/220(+Attack Power 60%)

  • Mania (E)

    • Root Damage 70/110/150/190/230(+Attack Power 70%) → 100/125/150/175/200(+Attack Power 70%)

    • Cooldown 17/15.5/14/12.5/11 → 14/13/12/11/10s

    • Root Duration 1.5s → 1.35s

  • Plague (R)

    • Damage per Second 10/20/30(+Attack Power 20%) → 5/15/25(+Attack Power 20%)
Hyejin Bow Hyejin is strong in every tier. We're toning down her power and zone control.

  • Charm of Despair (Q)

    • Slow 50% → 40%

  • Charm of the Nomad (E)

    • Re-activation Damage 50/80/110/140/170(+Attack Power 70%) → 50/75/100/125/150(+Attack Power 70%)
Hart Evolved Delay(Q) was hurting a little too much - even without charging. We're adjusting the slow so that it scales off charge time to encourage more thoughtful use.

  • Delay(Q)

    • Movement Speed reduction when evolved 30/50% → Based on charge duration 15~30%/25~50%
Hyunwoo Hyunwoo has been showing strong, regardless of what weapon he uses. We're nerfing his movement speed to stop his early griefability and addressing his regen builds through item changes.

  • Base Movement Speed 3.2 → 3.15

  • Bluff (W)

    • Now cancels normal attack delay upon usage (AA cancel)

[h2]Weapon[/h2]
Two new Unique effects have been added. (Smolder, Focused Impact) More Unique effects will be added in the future, and most Legendary and Epic gear will come to have significant or small unique effects. We're trying to keep development fast and smooth, so unique effects will be only available to some weapons at first. We'll be adding effects in close future updates to more weapons. Our goal is for every weapon to have at least one unique effect within the next two updates. We're also strengthening unique effects on armor so characters that can't take advantage of unique weapon effects will still be able to build strong armor with special material. We've also adjusted how the Dagger & Glove weapon skills work.

Glove

  • Uppercut(D)

    • Uppercut(D) is now a targeted skill.

    • This change is implemented to solve problems caused by multiple 'on-next-hit' skills queuing at the same time.

  • (NEW) Mark of the Phoenix

    • Rarity : Legendary

    • Recipe : Leather Gloves + True Samadhi Fire

    • Stats

      • Attack Power 48

      • (Unique Effect) Smolder

        • Normal attacks apply a debuff that deals true damage every second based on the enemy's current HP.

        • Damage per Second: 2% Enemy's Current HP

        • Duration: 4 seconds

        • Max Stacks: 4
Pistol

  • Elegance

    • Attack Power 90 → 60

    • (NEW) Attack Power per Level +2

  • Electron Blaster

    • Extra Normal Attack Damage 13 → 10

    • Movement Speed 0.12 → 0.1
Guitar

  • The Wall

    • Attack Power 72 → 75

  • Satisfaction

    • Attack Speed 30% → 40%
Dagger

  • Cloak and Dagger(D)

    • Cloak and Dagger(D) is changed to a targeting skill.

    • If you target an enemy within the time limit, teleport behind the enemy and attack.

    • This change is implemented to solve problems caused by multiple 'on-next-hit' skills queuing at the same time.

  • Fragarach

    • Attack Power 95 → 90

    • Movement Speed 0.22 → 0.2

    • (NEW)(Unique Effect) Focused Impact

      • The next Normal Attack deals critical strike damage.

      • Cooldown 3s
Rapier

  • Meteor Claymore

    • Critical Strike Chance 20% (REMOVED)

    • Critical Strike Damage 10% (REMOVED)

    • (NEW) (Unique Effect) Focused Impact

      • The next Normal Attack deals critical strike damage.

      • Cooldown 3s

  • Joyeuse

    • Attack Power 73 → 76

    • Movement Speed 0.15 → 0.1
Hammer

  • Weight of the World

    • Critical Strike Chance 10% (REMOVED)

    • (NEW) (Unique Effect) Focused Impact

      • The next Normal Attack deals critical strike damage.

      • Cooldown 4s
Bat

  • (NEW) Reinforced Club

    • Rarity : Rare

    • Recipe : Short Rod + Steel

    • Stats

      • Attack Power 40

      • Movement Speed -0.1

  • (NEW) Vajra

    • Rarity : Epic

    • Recipe : Reinforced Club + Glass Panel

    • Stats

      • Attack Power 100

    • (NEW) (Unique Effect) Focused Impact

      • The next Normal Attack deals critical strike damage.

      • Cooldown 3s
Crossbow

  • Skill Amplification per Weapon Mastery Level 1.8% → 2%

  • Ballista

    • Attack Speed -10% → -6%
Shuriken

  • Per Weapon Mastery Level

    • Normal Attack Amplification 4.3% → 4.0%

    • Skill Amplification 1.8% → 2%

  • Death Rune

    • Charging Time 24s → 20s

  • Azure Dagger

    • Attack Power 20 → 22

  • Petal Torrent

    • Attack Power 75 → 70

    • Extra Normal Attack Damage 140 → 135

    • Critical Strike Damage 30% → 25%

    • Max Charges 3 → 4
Two-handed Sword

  • Excalibur

    • HP Regen 200% → 150%

  • Dáinsleif

    • Healing Reduction (Normal Attack) 40% (REMOVED)

    • (NEW) (Unique Effect) Focused Impact

      • The next Normal Attack deals critical strike damage.

      • Cooldown 4s

  • Laevateinn

    • Attack Power 78 → 68

    • HP Regen 2 (REMOVED)

    • SP Regen 2 (REMOVED)

    • Extra Normal Attack Damage 25 (REMOVED)

    • (NEW) (Unique Effect) Smolder

      • Normal attacks apply a debuff that deals true damage every second based on the enemy's current HP.

      • Damage per Second: 2% Enemy's Current HP

      • Duration: 4 seconds

      • Max Stacks: 4
Sniper Rifle

  • NTW-20

    • Attack Power 92 → 90
Spear

  • Blazing Lance

    • Attack Power 115 → 90

    • HP Regen 2 (REMOVED)

    • SP Regen 2 (REMOVED)

    • Extra Normal Attack Damage 33 (REMOVED)

    • (NEW) (Unique Effect) Smolder

      • Normal attacks apply a debuff that deals true damage every second based on the enemy's current HP.

      • Damage per Second: 2% Enemy's Current HP

      • Duration: 4 seconds

      • Max Stacks: 4
Whip

  • Wind Whip

    • Recipe Change

      • Rope Cuffs + Fan → Rope Cuffs + Feather

    • Attack Power 24 → 36

    • Extra Skill Damage 20 (REMOVED)

    • (NEW) Movement Speed +0.1

  • Gleipnir

    • Extra Skill Damage 40 → 30

    • (NEW) Healing Reduction (Skills) 45% for 4s

    • (NEW) Movement Speed 0.1

  • Thunder Whip

    • Attack Power 50 → 60

    • Skill Amplification 15% (REMOVED)

    • Skill Amplification per Level 1% → 2%

  • Bloody Nine Tails

    • Recipe Change

      • Wind Whip + VF Blood Sample → Rope Cuffs + VF Blood Sample
Throw

  • Smokescreen(D)

    • Duration 5s → 4s

  • Per Weapon Mastery Level

    • Normal Attack Amplification 4.7% → 4.5%

    • Skill Amplification 2% → 2.3%

  • Smoke Bomb

    • Max Charges 24 → 30

  • Grenade of Antioch

    • Rarity Legendary → Epic

    • Attack Power 85 → 80

    • Extra Normal Attack Damage 85 → 60

    • Max Charges 9 → 12

    • Recharge Time 45s → 30s

  • (Name change) Signed Ball → Autographed Baseball

  • (NEW) Fireball

    • Rarity : Epic

    • Recipe : Autographed Baseball + Fire Trap

    • Stats

      • Attack Power 18

      • Extra Skill Damage per Level 3

      • Max Charges 50

      • Charging Time 3s

  • (NEW) Dyadic Prism

    • Rarity : Legendary

    • Recipe : Ball Lightning + Force Core

    • Stats

      • Attack Power 108

      • Attack Speed 25%

      • Max Charges 50

      • Charging Time 3s
Bow

  • Ancient Bolt

    • Extra Normal Attack Damage 40 → 36

[h2]Armor[/h2]
Unique Effects are enhanced, Biotic Infusion skill damage is divided into Ranged/Melee. Chest

  • Covert Agent Uniform

    • HP Regen 2 → 1

    • Cooldown Reduction 12% → 15%

  • Suit

    • Life Steal 5% → 15%

  • High Priest Robes

    • Cooldown Reduction 12% → 15%

  • Blazing Dress

    • HP Regen 1.5 (REMOVED)

    • SP Regen 1.5 (REMOVED)

    • SP Regen 75% → 100%

    • (NEW) (Unique Effect) Flame Barrier

      • (Melee) Damage per second

        • Max HP 2.5% → 3%

      • (Ranged) Damage per second

        • Max HP 2% → 2.5%
Leg

  • Maverick Runner

    • Tenacity 15% → 20%

  • Straitjacket Sneakers

    • Extra Skill Damage 14 → 16

  • Glacial Shoes

    • Out of Combat Movement Speed 0.35 → 0.3

  • Red Shoes

    • Life Steal 12% → 15%

  • Boots of Hermes

    • Tenacity 20% → 25%
Head

  • Motorcycle Helmet

    • Max HP 300 → 285

  • (NEW)Mohawk Headgear

    • Rarity : Epic

    • Recipe : Fire Helmet + Spiked Plank

    • Stats

      • Max HP +315

      • Normal Attack Damage Reduction +7

      • Healing Reduction (Normal Attack): 45%(Melee) 30%(Ranged) for 4s

  • Chinese Opera Mask

    • Out of Combat Movement Speed 0.1 (REMOVED)

    • Biotic Infusion

      • Damage 7.5*Level → 10*Level(Melee) 8.5*Level(Ranged)

  • Laurel Wreath

    • (NEW) Attack Power 10

    • HP Regen 2 (REMOVED)

    • Extra Normal Attack Damage 21 → 17

  • Elysian Halo

    • Biotic Infusion

      • Deals damage equivalent to the enemy's max HP 6% → 8%(Melee) 7%(Ranged)
Accessory

  • Hawkeye

    • Vision Range 1.5 → 2

  • True Samadhi Fire

    • (NEW) Attack Power 10

    • (NEW) Defense 10

    • HP Regen 1.5 (REMOVED)

    • SP Regen 1.5 (REMOVED)

[h2]Consumables[/h2]

  • Fried Chicken

    • HP Recovery 650 → 700

[h2]Trap and Other[/h2]

  • Meteorite

    • Rarity Uncommon → Rare

[h2]Mastery[/h2]
[h3]Level Difference experience bonus[/h3]
Experience bonuses for Level Difference when you are 3 levels lower than the highest level player
[h3]Trap Mastery[/h3]
Isol was easily gaining Trap mastery too easily by gathering up wild animals and making them step on his MOK Operational Mine(R).

  • Trap Mastery for trap damage dealt to wild animals: 50 exp per 40 damage → 50 exp per 60 damage.

[h3]Defense Mastery[/h3]

  • Normal Attack Damage Reduction per Mastery Level 1% → 0.8%

[h2]Area[/h2]
[h3]Item Frequency Adjustments[/h3]

  • Beach

    • Hammer 8 → 9

    • Turtle Shell 6 → 7

    • Stallion Medal 6 → 7

    • Carbonated Water 7 → 8

    • Bike Helmet 7 → 8

    • Mousetrap 6 → 7

    • Piano Wire 7 → 8

    • Steel Chain 7 → 8

    • Pickaxe 7 → 8

  • Forest

    • Pickaxe 8 → 9

    • Feather 9 → 11

    • Snare 3 → 4

    • Tights 7 → 8

    • Iron Ore 7 → 8

  • Pond

    • Hammer 7 → 8

    • Pickaxe 8 → 9

    • Short Rod 6 → 7

    • Ribbon 7 → 8

    • Flower7 → 8

    • Mousetrap 5 → 6

    • Hatchet 4 → 5

  • Uptown

    • Surveillance Camera 6 → 4

    • Lemon 5 → 4

    • Baseball +3

  • Alley

    • Garlic 8 → 7

    • Binoculars 8 → 6

    • Baseball +3

  • Hotel

    • Lemon 6 → 5

    • Needle 5 → 6

[h3]Starting Point Improvements (7th)[/h3]
Starting points & box distributions for Beach, Forest, and Pond have been improved.

Key:
Yellow – Regular Box
Blue – Box Change
Purple – Starting Point







[h3]Air Supplies Improvements[/h3]

  • Green Air Supplies during early game no longer drop 1 stack of food.

  • Increased the overall value for the Air Supplies during mid-late game.

  • Air Supplies will drop more 'situational' equipment, such as Battle Suit, EOD Suit, and Mithril based equipment during the late game.

  • Legendary Air Supplies will appear slightly more.

[h2]Mode Balancing[/h2]
Squad combinations using Rio along with additional bow characters were doing a bit too well. We're adjusting that a touch.
[h3]Team Mode Damage Adjustments[/h3]

  • Rio (Bow)

    • Damage dealt in Duo 98% → 93%

    • Damage dealt in Squad 96% → 89%

  • William (Throw)

    • Damage dealt in Duo 94%

    • Damage dealt in Squad 91%

  • Adriana (Throw)

    • Damage dealt in Duo 84% → 87%

  • Hyunwoo

    • Glove

      • Damage dealt in Duo 97% → 95%

      • Damage dealt in Squad 97% → 93%

    • Tonfa

      • Damage dealt in Duo 95% → 93%

      • Damage dealt in Squad 91% → 88%


You can find Features on watch and Bug fixes and Improvements on the official Eternal Return Website here: https://playeternalreturn.com/patch-notes/0-35-0/