Welcome friends to patch notes version 0.34.0! Join me, your friend Aesop, as I guide you through this beefy major patch! There's a lot of (good) stuff in it, so let's just jump right into it.
Servers will go down to apply the patch on the 9th from 7PM until 11PM (PT).[h3]
[Additional Patch Notes][/h3]
Main Improvements
- If your inventory is full, you can still can craft items. The finished item will be dropped instead of canceling. (Ex: If you have 2 Bread 2 Meat with an full inventory, you can still craft it into a hamburger, which will drop on the ground when complete)
[h2]
Patch Notes - Quick Look[/h2]

[h2]
New Character - Rio[/h2]

Rio is now ready to pierce Lumia with her arrows.
Rio will cost
9,900 A-Coin for 2 weeks and she will be available in ranked matches starting from Sunday, June 13th 11:00 PM (PT).
Hassetsu (Passive)Rio's normal attacks and skills ignore 5/7.5/10% (+0.25% per 1% of Critical Strike Chance) of her enemies defense based on her critical strike chance.
Her normal attacks can't critically strike but deal increased damage.
Enhanced Normal Attack: 110%+{(Critical Strike Chance (%) + Skill Amplification (%)) - (75%+Critical Strike Damage increase)}.
The percentage for '(Critical Strike Chance (%) + Skill Amplification (%))' cannot exceed 100%.
Kyudo Instinct (Q)Passive: Normal attacks or skills grant her a stack of Flow. Upon reaching 3 stacks, dealing damage with Rio's next normal attack or skill triggers an effect depending on her current bow.
Hankyu:
2 arrows are fired with each normal attack, dealing 40/43/46/49/52% and 40/43/46/49/52% of Rio's normal attack damage.
Upon reaching 3 stacks of flow, damaging an enemy with Rio's next attack or skill increases her movement speed by 12/14/16/18/20% and attack speed by 10/15/20/25/30% for 2 seconds.
Daikyu:
Daikyu: 1 powerful arrow is fired with each normal attack, dealing 110/114/118/122/126% of normal attack damage.
Upon reaching 3 stacks of flow, damaging an enemy with Rio's next attack or skill deals an additional 0.5% damage per 1% of her target's missing HP and slows them by 10/15/20/25/30% for 1.5 seconds.
Toggle: Rio switches between her Hankyu and Daikyu.
Cooldown : 1s (Not affected by Cooldown Reduction)
SP Cost : 0
Hankyu Range : 4.2m
Daikyu Range : 6.8m
Daikyu's Attack Speed reduction: -0.3
Hanare (W)
Hankyu:Rio fires arrows in a cone shape, dealing 30/50/70/90/110 (+Attack Power 30%) damage to enemies in range. A breeze is created at the site where targets were hit for 1.5 seconds, slowing them by 30/35/40/45/50%.
Arrows fired: 5
Range: 7m
Width: 0.6m
Daikyu:Rio fires a single arrow in the targeted direction, dealing 45/90/135/180/225 (+Attack Power 55%) damage to enemies hit and 15/40/65/90/115 (+Attack Power 55%) damage to enemies behind the target in a cone shape. Hitting enemies reduces the cooldown of Hanare by 70%.
Cooldown : 10/9/8/7/6s
SP Cost : 50/60/70/80/90
Soar (E)
Hankyu:Rio lunges into the targeted direction, firing 2 arrows at up to 3 enemies in range each dealing 40/50/60/70/80(+Attack Power 30%) damage. Hitting an enemy reduces the cooldown of Soar to 5/4.5/4/3.5/3s.
Daikyu:Rio jumps into the targeted direction, firing 1 arrow at up to 3 enemies in range, dealing 50/70/90/110/130 (+Attack Power 40%) damage and 25/35/45/55/65 (+Attack Power 40%) damage around the target in a 2m radius. Hitting an enemy reduces the cooldown of Soar to 5/4.5/4/3.5/3.
Cooldown : 10s (Not affected by Cooldown Reduction)
SP Cost : 50/70/90/110/130
Movement range : 4m
Fleeting Soul/Spirit Arrow (R)
Hankyu:Rio fires 3 arrows in the targeted direction, dealing 40/70/100 (+Attack Power 30%) damage per arrow. Each hit reduces the cooldown of Fleeting Soul/Spirit Arrow by 5s. After firing 3 arrows, she fires an extra arrow, dealing 150/200/250 (+Attack Power 60%) damage and knocking enemies back 4m. Enemies knocked into a wall are stunned for 1 second.
Daikyu:Rio channels and fires an arrow in the targeted direction, dealing 300/350/400 (+Attack Power 40%) damage to enemies hit and slows them by 80% for 2 seconds. 0.8s seconds after firing, the arrow's speed increases by 20% and its damage is increased by 30%.
Range : 60m
Width : 1.2
Cooldown : 100/80/60s
SP Cost : 100/120/140
[h2]
New Skin & Emotes[/h2]
Hitman Shoichi will be available for purchase!
Aya & Jackie emotes will be available for purchase!
Aya emotes can be first claimed through coupons and will be available for purchase starting from June 23rd.

[h2]
System[/h2]
[h3]
Team Modes Revival & Pings Implementation[/h3]
Team modes will now have a Revival System to bring back fully dead teammates!
Collect Regeneration Cuffs from the corpses of your allies. (Collection time: 5s)
You can revive allies through a Revive Terminal in Hospital, Hotel, Dock using Regeneration Cuffs. (Revival time: 7s)
A Revive Terminal can only be used once per game and will be disabled after usage. (The icon will also disappear from the map)
Allies revive with full HP & SP and keep their weapon. However, everything else will remain on the corpse.
Team Modes Pings
Alt + left clicking an area when using the hyperloop map will trigger an Area Ping. Items and number of items will also be displayed if the area contains targeted items.
Alt + left clicking an ally portrait will display the teammate's current condition. (Alive, downed, dead etc.)
Alt + left clicking the ult indicator next to your teammate's portrait will display the ult's current status in the chat window.
When pinging a skill, cases such as stacking skills or out of SP are added.
When a teammate dies early, it can be a very hard obstacle to overcome. It just kind of results in running away and playing for placement.
We know that this feels bad for players.
We focused a bit of our resources on a revival system and are now implementing it a month early! There are, however, a few details that we wished were better. We don't foresee it being too strong in any modes, but we'll be keeping a close eye on it.
We'll also be improving the overall functionality of it in coming updates.

[h3]
Practice Mode[/h3]
Want to practice your combos? Calculate your DPS from a build? Try out a new character? Good news: now you can! All thanks to the new Practice Mode!Practice Mode will have the following features:
Map Adjustments
Night/Day Shift
Designate/Disable a Restricted Area
Teleport
Character Adjustments
Increase All Mastery Levels
Recover HP
Recover SP
Remove Cooldowns
Reset Character (Resets character and mastery levels)
Other Functions
Get item (Get item inside Crafting Menu)
Spawn Wild Animal
Spawn Dummy (Able to set HP, Defense, HP regen. Displays accumulated damage and Damage timer)

[h3]
Materials Placement per area[/h3]
Consider the following:
You spawn in Archery Range and you need oil. Your spawn is the building right in the center! Nice! You check the containers near you. You see: Nail x5, Iron Ball x2, Egg x2, Bow x1. Oil... x0. You go to the back of the Archery Range and you get Oil x5.
Annoying, right?
This was thanks to the true random distribution of items in zones.
Now, items are no longer truly randomly distributed. A new Pseudo Random Distribution algorithm will distribute items within an area so that materials are better divided!
[h3]
Kill experience & MMR adjustment[/h3]
One of the worst experiences in Eternal Return is getting griefed and dying early.
We're lowering the 'rewards' of early kills and reducing the penalty for early deaths so that players will be better prepared for fights.
Kill experience is decreased, especially when killing low level players.
Previous: (70 - Enemy Level) - 60 (When killing a 10 lvl enemy: 640)
Changed: (85 - Enemy Level) - 350 (Minimum: 50) (When killing a level 10 enemy: 500)
LP gain for early kills are decreased, LP gain for late game kills are increased.
Less LP is gained from killing lower level enemies.
More LP is gained from killing higher level enemies.
LP loss for dying is the same as original. (Only the original extra kill bonus has been adjusted.)
Through Low Placement Calibration, LP loss for fast deaths will be decreased.
Low Placement Calibration for Gold and below are strengthened. For example, in Silver, placing in at 13th~18th place will now be calibrated to 13th place. (Originally 15th place, varies based on rank)
Low Placement Calibration in Team modes are also slightly strengthened.
Low Placement Calibration for using new characters in ranked are strengthened. For the first 5 matches, placements for 12th~18th will be calibrated to 12th place. (Originally 14th place)
[h3]
Coupon System[/h3]
A new coupon system is now available. Get ready for some nice discounts!
Our very first coupon will be for Aya Emotes available for everyone!
Check the in-game notice to get the coupon and emotes!

[h2]
Character[/h2]
Nadine
Once Nadine gets those Wild stacks, she becomes very strong, especially in final restricted areas. We're adjusting her a bit to ensure that regular damage dealers aren't hopeless against her.
Wild(P)
Stacks from Chicken 1/2/3 → 1/1/2
Stacks from Bat/Boar 3/4/5 → 2/3/4
Stacks from Wild Dogs/Wolves 6/7/8 → 4/5/6
Stacks from Bears 11/13/15 → 11/12/13
Squirrel Trap (W)
Projectile Damage 100/170/240/310/380(+Attack Power 60%) → 50/100/150/200/250(+Attack Power 75%)
Attack Speed Reduction 70% → 30%
Trap HP 10 → 8
Cooldown 26/22/18/14/10s → 22/19/16/13/10s
Wolf Assault(R)
Attack Speed Reduction 35% → 20%
Cooldown 90/75/60s → 80/70/60s
Lenox
An early purple weapon plus Blue Viper made Lenox very oppressive early fights around Tree of Life. We're going to take away some strength but give her some more HP to compensate for it.
HP per Level 77 → 81
Blue Viper(R)
Damage 50/100/150(+Attack Power 80%) → 50/100/150(+Attack Power 70%)
Leon
Following the last few patches, Leon is in a much better place. He just needs a little bit more utility to chase/finish kills.
Pool Duration 4s → 5s
Human Torpedo (P)
Movement speed Increase 5/10/15% → 8/16/24%
Rozzi
Flutter was shredding a bit too much defense.
Flutter (W)
Defense Reduction 12/14/16/18/20% → 9/11/13/15/17%
Li Dailin
Following some previous nerfs, the Spirited Master was hurting. However, Glove Dailin has been noticeably improving. We're giving her a slight buff but will keep an eye on her over coming days.
Bottom Shelf(E)
Silence Duration when Tipsy 1.6s → 1.75s
Magnus
Magnus is toughening up.
Tough Body (P)
Defense Increase per 1% HP lost: 0.2/0.4/0.6% → 0.2/0.6/1.0%
Bernice
In lower tiers, Bernice has been abusing melee characters. We're toning down some of his strength against them, giving people more chances to outplay him, but brushing up his low-end strength of his passive.
Buckshot(P)
Damage: Attack Power 70/85/100%~91/115/133% → 74/87/103%~96/108/120%
Adela
Adela deserves just a slight buff for her later game mobility.
Castling (E)
Cooldown 20/18.5/17/15.5/14s → 20/18/16/14/12s
Adriana
Adriana's Flamethrower just needs to be a bit hotter.
Flamethrower(Q)
Damage:12/14/16/18/20(+Attack Power 10/15/20/25/30%) → 16/18/20/22/24(+Attack Power 10/15/20/25/30%)
Aya
Aya uses each weapon rather differently. These changes should round things out a bit.
Base Defense 18 → 20
Aya's Justice (P)
Cooldown Reduction when hit 2s → 1.5s
Moving Turn (E)
Cooldown 22/19/16/13/10s → 20/18/16/14/12s
Blank Cartridge(R)
Damage 200~400/300~600/400~800(+Attack Power 50~100%) → 175~350/250~500/325~650(+Attack Power 50~100%)
Cooldown 100/70/40s → 90/65/40s
Isol
The Guerilla has a low pick rate, but still performs well pretty much everywhere. We're lowering the damage of his Semtex Bomb but making it easier to attach to enemies.
Semtex Bomb(Q)
Latch Range 1.2m → 1.3m
Base Damage 50/75/100/125/150(+Attack Power 40%) → 20/40/60/80/100(+Attack Power 40%)
Cooldown 18/16/14/12/10s → 16/15/14/13/12s
Alex
Alex was designed to give players a fun and unique, but challenging and rewarding, experience by being able to use a variety of weapons. His passive, Infiltration, somewhat suppressed this. In order to make the overall concept of what we intended to do for Alex, we have changed his passive to work differently so that he can use various weapons intuitively.
Base Attack Speed 0.18 → 0.11
Attack Power per Level 2.4 → 2.1
Infiltration (P)
Enters Infiltration starting from level 6 (REMOVED)
(NEW) Enters Infiltration for 4s with a kill or assist
Actions that remove invisibility, such as crafting or collecting, stops Alex from entering Infiltration
HP increase in Melee Form 50/100/150 (REMOVED)
Defense increase in Melee Form 5/10/15 → 10/15/20
Dead Drop (Melee W)
Damage 60/90/120/150/180(+Attack Power 40%) → 60/90/120/150/180(+Attack Power 50%)
Cooldown 10s → 12s
Recognition Signal (Ranged W)
Damage 40/60/80/100/120(+Attack Power 40%) → 40/80/120/160/200(+Attack Power 40%)
Cooldown 13s → 15s
Double Agent (Melee E)
Able to swap weapons after 1s → Able to swap weapons immediately (4s duration)
Infiltration after skill use 5s → 4s
Infiltration & Weapon swap status occurs starting from level 6
Cooldown 18s → 20s
Blowback (Ranged E)
Able to swap weapons after 1s → Able to swap weapons immediately (4s duration)
Infiltration after skill use 5s → 4s
Infiltration & Weapon swap status occurs starting from level 6
Cooldown 22/20/18/16/14s → 20/19/18/17/16s
Emma
Emma was, overall, performing somewhat poorly - but is still powerful late game in higher tiers.
Attack Power per Level 2.2 → 2.0
Dove Dealer(Q)
Movement Speed Reduction when hit by both cards 40% → 50% for 1s
Yuki
Dual Sword Yuki hasn't been putting on much of a show for a while now, mostly following the removal of solo mod adjustments. We're adjusting how Cufflinks work to make him... better.
Perfect Fit(P)
Out of combat Cufflink recover rate: 1 cufflink per 4s → 1 cufflink per 3s
Normal attacking with Dual Swords now only uses up 1 cufflink.
The extra damage is applied for both hits.
Eleven
We have made her skill shots much more rewarding when hit and made her skill points more important to use.
Base HP Regen 1.1 → 1.3
Ground Beef(P)
Slider HP Recovery 20 for 8s → 25 for 4s
#11 Combo Meal HP Recovery 880 → 950
Burger Queen(Q)
Damage 100/130/160/190/220(+Attack Power 50%) → 100/140/180/220/260(+Attack Power 50%)
Movement Speed Reduction when Charged: 20/25/30/35/40% for 2s→ 25/35/45/55/65% for 2s
Food For Thought(W)
Taunt radius 2.0m → 2.25m
Taunt Duration 0.6/0.7/0.8/0.9/1.0s → 0.8/0.9/1.0/1.1/1.2s
Taunt Duration when Charged 1/1.2/1.4/1.6/1.8s → 1.4/1.5/1.6/1.7/1.8s
On Air!(E)
Cooldown 20/19/18/17/16s → 22/20/18/16/14s
Zahir
Even after lowering the cast time for Narayanastra, Zahir has been dominating in low tier games. (People are good at landing skill shots) We're increasing the cast time a bit and have reworked Bhargavastra(R) to help reward good play.
Eye of Azrael(P)
Damage 10/20/30(+Attack Power 25%) → 10/20/30(+Attack Power 15%)
Movement Speed Increase 18/20/22% → 15/20/25%
Narayanastra(Q)
Cast time 0.53s → 0.59s
Eye of Azrael Extra Damage 75/150/225/300/375 → 100/150/200/250/300
Bhargavastra(R) (REWORK)
Zahir channels his inner strength and unleashes multiple Chakrams in the targeted direction.
After the initial impact, the Chakrams rain down 4 times in a line every 0.75 seconds.
Target Range: 0m ~ 8m
Range: 6m
Radius: 2m (Original : 2.25m)
Initial damage: 80/110/140(+Attack Power 65%)
Follow-up Damage: 50/75/100(+Attack Power 65%)
SP Cost : 120/150/180
Cooldown 95/75/55s

If you do not choose a director, Bhargavastra will behave as the previous one.

Cathy
Late game Cathy has been struggling.
Fiora
Attaque Composée is better early but will be less of a menace in late game brawls.
Attaque Composée(W)
Cooldown 20/17/14/11/8s → 18/16/14/12/10s
Hyejin
Slight adjustment to the Star-Crossed Shaman to move away some of the attack speed strength but still helping her scale.
Base Attack Speed 0.12 → 0.09
Defense per Level 1.7 → 2.0
Hart
Following some adjustments to Hart in previous patches, she still needs a slight touch.
Base Attack Speed 0.12 → 0.09
Flanger(E)
3rd Dash Movement Range 4m → 3.6m
Hyunwoo
Hyunwoo needs just a touch more combat sustain.
[h2]
Weapon[/h2]
We have adjusted some weapons based on data we've gathered, such as item utilization.
Mount slicer is now a growth weapon in order to balance out its early and late game strengths.
Attack range for melee weapons has been extended to improve character control.
Glove
Attack Range 0.85m → 0.95m
One Inch Punch
Divine Fist
Movement Speed -0.1 → -0.05
Bloodwing Knuckles
Brasil Gauntlet
Movement Speed -0.07 (REMOVED)
Imperial Silk Gloves
Movement Speed 0.12 → 0.15
Pistol
Moving Reload(D)
Cooldown Reduction 5s → 4s
Cooldown 55/30s → 50/30s
Guitar
Bohemian
Teen Spirit
Attack Range +1 → +0.75
Extra Normal Attack Damage 12 → 10
Dagger
Attack Range 1m → 1.05m
Rose Knife
Movement Speed 0.1 → 0.08
Carnwennan
Extra Normal Attack Damage 29 → 26
Movement Speed 0.1 → 0.08
Mount Slicer
Extra Skill Damage 29 (REMOVED)
(NEW) +2 Extra Skill Damage per Level
Axe
Attack Range 1.35m → 1.45m
Rapier
Attack Range 1.2m → 1.25m
Per Weapon Mastery Level
Normal Attack Amplification 4% → 3.8%
Attack Speed 2.5% → 2.8%
Red Panther
Meteor Claymore
Hammer
Attack Range 1.25m → 1.35m
(NEW) Forged Destiny
Rarity : Rare
Recipe : Hammer + Flower of Fate
Stats
Attack Power +40
Cooldown Reduction +8%
Critical Strike Chance +8%
(NEW) Weight of the World
Rarity : Epic
Recipe : Forged Destiny + Buddha Sarira
Stats
Attack Power +88
Skill Amplification +8%
Critical Strike Chance +10%
Cooldown Reduction +12%
Bat
Attack Range 1.2m → 1.25m
Crossbow
Ballista
Attack Power 110 → 75
Attack Speed -8% → -10%
+1% → +2% Skill Amplification per Level
The Golden Ghost
Dual Swords
Attack Range 1.1m → 1.15m
Nunchaku
Attack Range 1.3m → 1.35m
Attack Speed per Weapon Mastery Level 2.1% → 2.5%
Shuriken
Flechette
Movement Speed 0.25 → 0.15
Charging Time 16s → 12s
Death Rune
Recipe Change
Charm + Powder of Life → Vintage Cards + Powder of Life
Sudarsana
Recipe Change
Throwing Stars + Force Core → Razor + Force Core
Two-handed Sword
Attack Range 1.6m → 1.65m
Normal Attack Amplification Per Weapon Mastery Level 4.3% → 4.6%
Monohoshizao
Aurora Longsword
Sniper Rifle
Attack Range 7.2m → 7m
Golden Rifle
Railgun
NTW-20
Attack Power 95 → 92
Vision Range 2.5 → 2
Spear
Attack Range 2.15m → 2.2m
Skill Amplification Per Weapon Mastery Level 1.2% → 0.9%
Halberd
Whip
Attack Range 2.35m → 2.4m
Thunder Whip
Gleipnir
Tonfa
Attack Range 1.15m → 1.2m
Skill Amplification per Weapon Mastery Level 3.7% → 3.3%
Plasma Tonfa
Attack Power 65 → 60
Vision Range 2.5 → 5
(NEW) Windrunner
Rarity : Epic
Recipe : Wooden Tonfa + Mithril String
Stats
Attack Power 70
Defense 20
Movement Speed 0.2
Throw
Smoke Bomb
Grenade of Antioch
Attack Power 80 → 85
Extra Normal Attack Damage 100 → 85
Max Charges 8 → 9
Bow
[h2]
Armor[/h2]
Three new unique effects (Flame Barrier, Biotic Infusion, Tenacity) have been added.
The damage taken from item effects such as Flame Barrier and Biotic Infusion is decreased by defense. Damage dealt from Flame Barrier and Biotic Infusion is not affected by critical strikes, skill amplification, normal attack amplification, Extra normal attack/skill damage.
Also, the global cooldown reduction cap has been reduced to 35%. This can be increased with High Priest Robes or Queen of Hearts.Chest
Extra normal attack damage has been removed from Blazing Dress, but will now have Flame Barrier to make the item more desirable for melee characters.
High Priest Robes
Defense 36 → 32
SP Regen 65% → 85%
(NEW) Cooldown Reduction Cap +5%
Butler's Suit
Attack Power 30 → 25
Normal Attack Damage Reduction 10 → 13
Tuxedo
Blazing Dress
HP Regen 2 → 1.5
SP Regen 2 → 1.5
Extra Normal Attack Damage 20 (REMOVED)
(NEW) Unique Passive: Flame Barrier
(Melee) Deals Damage equal to 2.5% of the wearer's max HP to nearby enemies in a 3m radius
(Ranged) Deals damage equal to 2% of the wearer's max HP to nearby enemies in a 3m radius
Queen of Hearts
Cooldown Reduction Cap +5% → +10%
Arm
Draupnir
Sheath of Shah Jahan
Burnished Aegis
Defense 15 → 20
Max HP 320 → 300
Leg
We have removed the out of combat movement speed for Maverick Runner. Maverick Runner and Boots of Hermes will now have Tenacity, which reduces the duration of crowd-control effects.
Maverick Runner
Rarity Rare → Epic
Recipe
Heelys + Electronic Parts → Heelys + Cell Phone
Attack Power -8 → 10
Movement Speed 0.3 → 0.33
Out of Combat Movement Speed 0.25 (REMOVED)
(NEW) Unique Passive: Tenacity
Reduces the duration of crowd-control effects by 15%
Boots of Hermes
Movement Speed 0.38 → 0.35
Out of Combat Movement Speed 0.2 → 0.1
(NEW) Unique Passive: Tenacity
Reduces the duration of crowd-control effects by 20%
Head
Biotic Infusion is now on Chinese Opera Mask and Elysian Halo.
Imperial Crown
Chinese Opera Mask
Maximum SP 300 → 200
Out of Combat Movement Speed 0.2 → 0.1
(NEW) Unique Passive: Biotic Infusion
After using a skill, your next normal attack within 4s deals (Your Level - 7.5) extra damage.
Cooldown : 3s
Elysian Halo
Attack Power 35 → 15
(NEW) Unique Passive: Biotic Infusion
After using a skill, your next normal attack within 4s deals extra damage equal to 6% of your target's Max HP.
Cooldown : 3s
Accessory
Moonlight Pendant
White Crane Fan
Movement Speed 0.12 → 0.1
Lunar Embrace
Defense 15 → 20
SP Regen 180% → 100%
Emerald Tablet
Cooldown Reduction 10% → 12%
[h2]
Consumables[/h2]
We carnivores out here on Lumia.
Meat
Steak
Fried Chicken
Amount Crafted 2 → 1
HP Recovery 510 → 650
You can find the rest of Patch notes in the official Eternal Return Website here: https://playeternalreturn.com/patch-notes/0-34-0/