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Patch Notes - July 8 2020



Greetings Adventurers,

Have you ever heard about the Rich Merchant's Ring? Rumor says this treasure can help you alleviate some taxes from the Central Market, however not many adventurers have discovered how to acquire this special item. This week, a new way to obtain this treasured item has surfaced. You can start your hunt for this legendary item, but you will need to be patient before all the missing pieces can be put together!

Also, we are really excited to bring you this quality of life update: Skill window revamp! From now on you will be able to see the different assets of skills more clearly and change from Awakening to Succession or the other way around in one simple click, if you have already completed the relevant quests!

In addition, we bring you a new adventure log, this time from Pavino Greko! This adventure log consists of books recommended for adventurers by Pavino Greko, the (in)famous novelist/storage keeper of Epheria.

Oh, and that is not everything! With today's update you will also be able to choose new hairstyles for some male classes!

What are you waiting for? This amazing update is waiting to be read about! We hope you enjoy the new contents and update. See you at the next patch!


[h2]Event & System[/h2]
  • Black Spirit's Adventure: Upgraded
    • Period: July 8 (after maintenance)–July 22 (before maintenance)
    • Roll up to 5 times a day and enjoy upgraded rewards including Caphras Stones, [Event] Shakatu's Shiny Box (Combat), [Event] Shakatu's Shiny Box (Life), and Mass of Pure Magic given in specific nodes.
    • Click < Here > to learn more about the event in detail.
  • Black Stone Drop Rate Boost
    • Period: July 8 (after maintenance)–July 22 (before maintenance)
    • During the event period, enjoy the increased drop rate of Black Stone (Weapon) and Black Stone (Armor) all over the world of Black Desert Online.
    • The drop rate boosts will run 24/7 during the entire event period.
    • This boost event will apply to all servers including Olvia, Arsha, and Season servers.


[h3]Ongoing Events[/h3]
  • Tapu's Golden Travel: July 1–July 15 (before maintenance)

  • Hot & Cool
    • Event 1: Weekend Hot Time in Season and Olvia Servers: July 1–Until further notice
    • Event 2: Cool Time: July 2–July 15 (before maintenance)
  • Season Special Attendance Rewards: June 25–July 15 (23:59 UTC)

  • Season Server Launch Events
    • Event 1: Summer Season Playtime Challenge: June 18–July 29 (23:59 UTC)
    • Event 3: Get Refined Magical Black Stones: June 18–July 15 (before maintenance)
  • Refer-a-Friend Promotion is Back!: June 17–July 15 (before maintenance)

  • Vell Extra Spawn: July 1–Until further notice


[h3]Ended Events[/h3]
  • Papu or Otter?

  • Papua Crinea Launch Events


[h3]Reward Distribution[/h3]
  • [SNS Event] Caption This!
    • Congratulations to all winners and thank you to all participants! Winner's announced . Please find your rewards via in-game mailbox (B) after maintenance today.


[h3]Content[/h3]

[h3]Major Update: 3 New Hairstyles for Male Classes[/h3]
  • Added 3 new hairstyles for the male classes.


[h3]Major Update: Revamped Rich Merchant's Ring[/h3]
The Rich Merchant's Ring is notoriously difficult, some say impossible, to obtain. Therefore, we have decided to add a new way to obtain this item. In addition, we also revamped the ring's effect. The new Market Silver Collection +5% effect is unique to the Rich Merchant's Ring and the new temporary item, Old Moon Trade Pass. We created the Old Moon Trade Pass, which will allow you to have a taste of the Rich Merchant's Ring's effect for one use, to motivate those of you seeking the Rich Merchant's Ring.

Although you can still attempt the old method of obtaining the ring, you might want to try your luck with the new method we are sharing with you below for obtaining the pieces of the Rich Merchant's Ring. You may not be able to get it all at first, but don't despair! We hope that eventually, the Rich Merchant's Ring will join the ranks of must-have treasures like the Archaeologist's Map or Lafi Bedmountain's Upgraded Compass.
  • The Rich Merchant's Ring will have an effect that increases market silver collection (tax reduction) instead of increasing marketplace bidding chance.
    • Using the ring will apply the effect permanently onto your Family. You can check the applied effect in the Central Market window.
    • The Rich Merchant's Ring won't disappear after use.
  • Sightings of the Rich Merchant's Ring Pieces have been reported all over the continent. One adventurer has compiled all of those reports into the following clues.
    • The Fourth Piece will be available with the O'dyllita update.
  • To motivate adventurers seeking the Rich Merchant's Ring, market directors from all over the continent have joined with the Old Moon Guild to create the Old Moon Trade Pass.
    • Bring a Shimmering Piece of the Old Moon to Chloe, the resident prankster of the Old Moon Guild, who will exchange it for the Old Moon Trade Pass.
    • You can obtain Shimmering Piece of the Old Moon through various means.
    • The Old Moon Trade Pass shares the same effect with the Rich Merchant's Ring, but its effect will only last one use.
    • Using the Old Moon Trade Pass will consume it, and you can confirm its effects on the Central Market window. Its effect will be applied when selling an item.
      • The Old Moon Trade Pass effect can be applied to one item, including cases when the same item is sold in a stack.
      • The effect will be applied even if you use the Partial Collect function.
      • Withdrawing listed items will negate the effect and it will be gone.
  • Added an icon on the lower left-hand side of the Central Market window to appear when the Rich Merchant's Ring is in effect.


[h3]Major Update: Revamped Skill (K) Window[/h3]
We've revamped the skill window with a new UI. We combined each skill's levels together to present each class' skills in a more intuitive structure, and added the Skill Preset function you can use to save skill configurations before making any changes. Skill Presets even saves Skill Add-On settings, and completing Succession and Awakening quests will award one preset slot each, while completing Talent and Ascension quests will award two preset slots each. This means there is a maximum of two preset slots available per class.

This new skill window is quite a big change from the previous version, and we fear you might find it awkward. Please share your feedback with us, so we can find ways to make any improvements, if needed.
  • You can view skill demos whenever you wish in the new skill window. Select the skill on the right, which will display the skill demo on the left along with detailed skill descriptions. You can also always hover your mouse over the skill icon to read the text bubble with the skill description.

  • Succession and Awakening skills can be accessed from the top right of the skill window once your character has completed their Succession or Awakening quests.


  • You can toggle displaying skill demos with the button on the bottom of the skill window.


  • Main Weapon skills have been divided into Main Skills, Secondary Skills, and Passive Skills.
    • Click each tab to see the skills in each category.
  • Skills are also divided into Main Weapon, Awakening Weapon, and Skill Enhancement categories.


  • Press LMB on a specific skill icon to learn the skill.

  • Hold Shift + LMB on a skill icon to learn the maximum level of that skill available to you.

  • Characters below Lv. 56 can freely reset all the skills learned to free up their skill points.
    • Press RMB on a skill icon to reset each individual skill.
    • Hold Shift + RMB on a skill icon to reset the skill to its lowest level.
  • Use the Toggle Black Spirit's Rage function to toggle Black Spirit's Rage skills.


  • Use Skill Cooldown Slot function to set how your skills' cooldowns will be displayed.


  • Added the Skill Preset function.
    • Skill Preset saves all currently learned skills and Skill Add-ons so you can restore them later.
      • There is a maximum of two preset slots available per class.
    • You can save Skill Preset anytime, but to load Skill Preset you will either need a Secret Book of Old Moon and be in a Safe Zone, or go find a skill instructor.
      • Using a Secret Book of Old Moon to load previously saved Skill Presets will lock you to a 1 hour cooldown, while talking to a skill instructor only has a 10 minute cooldown.
      • When loading a Skill Preset, your character will act out a special motion.
      • You can reset your skills without a Secret Book of Old Moon or Armstrong's Skill Guide item by clicking on a notification about skill reset if it pops up while you are saving or loading Skill Presets.
        • You cannot use the Skill Preset function if you do not reset your skills, so make sure to reset your skills by clicking on the notification.
  • Added the item Skill Preset Coupon.
    • Two coupons are available per class.
      • You can obtain one Skill Preset Coupon when you complete a series of Awakening or Succession quests.
      • You will get two Skill Preset Coupons when you complete a series of Talent or Ascension quests.
      • Characters that have already completed their respective Awakening, Succession, Talent, or Ascension quests series can talk to the Black Spirit to obtain the coupons via the [Skill Preset Coupon] Using a Variety of Skills quests.


[h3]Major Update: New Adventure Log[/h3]
  • Added the new adventure log "Pavino Greko's Collection."
    • This adventure log consists of books recommended for adventurers by Pavino Greko, the (in)famous novelist/storage keeper of Epheria. It is unique compared to existing adventure logs because each volume has a different theme.
    • To start this new adventure log, first use a character that is at least Lv. 56, accept the quest "Adventure Log: Reading Season" from the Black Spirit. Then accept the quests "Adventure Log: Pyresh's Formula" and "Adventure Log: Seeking Darkness" from Pavino Greko of Port Epheria and donate a certain amount of Gold Bars to him.
  • You can now change the Black Spirit's appearance.
    • Adventurers who at least Lv. 56 and have completed the Valencia main quest "Edana's Descendant" can summon the Black Spirit and change its look.
    • You can obtain a variety of different appearances for the Black Spirit from completing main quests and adventure logs.
    • You need to resummon the Black Spirit after selecting and applying a new appearance for the change to occur.
  • Fixed the issue where debuffs sometimes were not applying to enemies after being hit with a debuff-inducing skill.

  • Fixed the issue where enemies sometimes did not display debuff effects in their movements after being hit with a debuff-inducing skill.

  • Fixed the issue where enemies under debuff effects appeared in irregular locations.


[h3]System[/h3]
  • Fixed the issue where there was static in the first moments of speaking on the Voice Chat


[h2]Class Changes[/h2]

[h3]Warrior[/h3]
  • Increased Black Spirit: Absolute: Ground Smash's PvP damage by approximately 68%.

  • Changed the skill description of Black Spirit: Absolute: Ground Smash relating to the skill's damage and number of hits as follows.
    • However, the total amount of damage applied in PvE remains the same as before.
  • Reduced Black Spirit: Prime: Ground Smash's PvP damage by approximately 17%.


[h3]Ranger[/h3]
  • Increased Black Spirit: Prime: Descending Current I–III's PvP damage by approximately 32%.

  • Fixed the issue where Absolute: Charging Wind's PvE only knockdown effect was applied in PvP after charging the skill 4–5 times.


[h3]Berserker[/h3]
  • Increased Black Spirit: Absolute: Fearsome Tyrant's PvP damage by approximately 35%.

  • Reduced the following skills' PvP damage by approximately 34%.
    • Black Spirit: Raging Thunder I–VI
    • Black Spirit: Absolute: Raging Thunder
  • Reduced Black Spirit: Prime: Raging Thunder I–III's PvP damage by approximately 13%.


[h3]Tamer[/h3]
  • Reduced Black Spirit: Allround Spinner I–IV's PvP damage by approximately 21%.


[h3]Valkyrie[/h3]
  • Reduced Black Spirit: Prime: Judgment of Light I–III's PvP damage by approximately 11%.

  • Increased Black Spirit: Prime: Shining Dash's PvP damage by approximately 42%.

  • Fixed the issue where Black Spirit: Prime: Judgment of Light I–II's damage was equal to that of Black Spirit: Prime: Judgment of Light III.


[h3]Witch[/h3]
  • Improved Prime: Aqua Jail Explosion's graphical effects.

  • Reduced the following skills' PvP damage by approximately 32%.
    • Black Spirit: Meteor Shower I–III
    • Black Spirit: Absolute: Meteor Shower
  • Increased Black Spirit: Prime: Lightning I–III's PvP damage by approximately 26%.

  • Increased Black Spirit: Prime: Meteor Shower: Areal's PvP damage by approximately 36%.


[h3]Wizard[/h3]
  • Improved Prime: Aqua Jail Explosion's graphical effects.

  • Reduced the following skills' PvP damage by approximately 32%.
    • Black Spirit: Meteor Shower I–III
    • Black Spirit: Absolute: Meteor Shower
  • Increased Black Spirit: Prime: Lightning I–III's PvP damage by approximately 26%.

  • Increased Black Spirit: Prime: Meteor Shower: Areal's PvP damage by approximately 36%.


[h3]Musa[/h3]
  • Increased Black Spirit: Absolute: Rising Storm's PvP damage by approximately 40%.


[h3]Maehwa[/h3]
  • Increased Black Spirit: Absolute: Red Moon's PvP damage by approximately 39%.

  • Increased Black Spirit: Prime: Red Moon I–III's 1, 3, and last hit PvP damage by approximately 31%.


[h3]Ninja[/h3]
  • Improved Prime: Red Rain's graphical effects.


[h3]Kunoichi[/h3]
  • Increased Black Spirit: Absolute: Shadow Clone's PvP damage by approximately 43%.


[h3]Striker[/h3]
  • Increased Black Spirit: Absolute: Rage Hammer's PvE and PvP damage by approximately 42%.


[h3]Mystic[/h3]
  • Increased Black Spirit: Prime: Roaring Tiger's PvP damage by approximately 35%.


[h3]Guardian[/h3]
  • Reduced Black Spirit: Prime: Black Blood Circle I–IV's PvP damage by approximately 21%.


[h2]Item Changes[/h2]
  • For details on newly added Pearl Shop Update, please click < Here >!


[h2]Monster Changes[/h2]
  • Reduced green grade Shai main and sub-weapons drop rates by 50% and increased Dragon Scale Fossil drop rates by 25% for certain monsters at Tshira Ruins, Blood Wolf Settlement, and Sherekhan Necropolis.


[h2]Quests & Knowledge[/h2]

[h3]Quest[/h3]
  • Added the following Season Server exclusive quests.
    • Of the 8 weekly quests that have been added, you can pick and choose 1 to complete each week.
    • You can find these quests in both the New Quest Recurring tabs of the Quests (O) window, under "[Season] Stronger Tuvala Gear."
  • Added the quest "[Special III] Confronting Ancient Puturum (1/W)."
    • Accept the quest from the Black Spirit after completing part one of the Valencia main quests and gaining the knowledge "Reanimated Ancient Puturum."
    • The quest can be completed simply by talking to the Black Spirit, and you will get Ancient Puturum Summon Scroll x1 as the reward.
    • Added the knowledge Reanimated Ancient Puturum to the quest reward of [Special III] Divine Power (1/W). Once you have the knowledge, you can no longer accept [Special III] Divine Power (1/W), but can accept [Special III] Confronting Ancient Puturum (1/W) instead.
  • Changed one of the objectives of the quest "Frenzy-infested Jail" as follows.
    • Before
      • Take down Sordid Deportee x100
    • Now
      • Take down Sordid Deportee x20
  • Changed the following fishing quests.


[h3]Knowledge[/h3]
  • You can now talk to Freharau at Port Epheria after completing the Calpheon main quest "Looking for Adventurers" to get the knowledge "Monarch of Darkness, Belmorn."


[h2]Interface Changes[/h2]
  • Moved the "All" button to the bottom of the Mail (B) window.

  • Fixed the issue where the number of items in stock at a Trade Manager's did not immediately update after putting them in the cart to purchase.

  • Added commas as digit group separators for the market price of trade items in the Quotation Board window.

  • Changed the design of the durability gauge of Blood Relics.

  • Moved the name of Blood Relics to the bottom of their circular gauges.

  • Added icons representing the different ways to increase enhancement chance to the Enhancement window.

  • The following will no longer appear at the top of the Challenge (Y) tab.
    • [Combat Reward] Faster and Stronger I–VI
  • Changed the color of the explanatory text at the bottom of the Skill Cooldown Slot window to brown.

  • Changed the icon for Enhancement Chance in the Basic tab of the My Information window to that of a Black Stone.

  • Changed the text that appears when you try to register a mount without naming it first.

  • Changed the text of the button that appears when using the Realization of Energy function via Alchemist Alustin to specify which Energy Potion will be created.

  • Added a banner to the Inventory (I) window of season characters that leads to Black Spirit's Safe.

  • Changed mentions of "Summer Season" to just "Season" in-game.

  • Made separate buttons for assigning or removing a suboperator for the Arena of Arsha.

  • Added a banner to the Equipment window of season characters that leads to Black Spirit Pass.

  • Fixed the issue where certain effects appeared unnatural in the Skill (K) window.


[h2]Resolved Issues[/h2]
  • [Dark Knight] Fixed the graphical issue with the ornamental knot disappearing when using the skill Shadow Strike or Wrath of Vedir.

  • Fixed the issue where certain Grándiha and Papua Crinea daily quests did not appear as available.

  • Made the icons for the multiple-choice buttons that appear during the quest "The One Whose Voice Once Filled Grándiha" consistent.

  • Fixed the awkward camera angle that occurred when talking to the villa guard at Kunid's Villa.

  • Fixed the issue where the quest Hunt and Cook did not direct you to a good location for completing its objective.

  • Fixed the issue where certain structures looked unnatural in the following places.
    • Caduil Forest Path
    • Kunid's Shelter
    • Rhua Tree Stub
  • Fixed the issue where stopping your fishing boat caused the camera to shake and for the boat to stop unnaturally.

  • Fixed the issue where it was sometimes impossible to connect to the server with a trial character.

  • Fixed the issue where the color palette for hair and eye color in the Beauty window appeared white in a 32-bit setting.

  • [Valkyrie] Fixed the description of Black Spirit: Prime: Judgment of Light I–III to display the correct amount of hits.

  • Fixed the graphical issues with the following apparel.
    • [Guardian] Marine Romance



Reach us on the »forums« to share your feedback, opinions, and suggestions.

[Maintenance] Regular Maintenance July 8th 2020



Dear Players,

We will perform our weekly maintenance as follows:

[h3]Date: Wednesday, July 8th 2020[/h3]

[h3]Duration: 4 hours.[/h3]
  • Global 8:00 UTC ~ 12:00 UTC
  • Central (EU) 10:00 CEST ~ 14:00 CEST
  • West Coast (NA) 1:00 PDT ~ 5:00 PDT
  • East Coast (NA) 4:00 EDT ~ 8:00 EDT


[h3]Reasons:[/h3]
  • Pavino Greko's Collection, a new adventure log, will be added.
  • Rich Merchant's Ring will be revamped.
  • Skill Window will be revamped with a new UI .
  • New Hairstyles for Male Classes will be added.
  • Upgraded version of Black Spirit's Adventure will start.
  • Black Stone Drop Rate Boost event will start.


[h3]Ending Events:[/h3]
  • Papua Crinea Launch Events
  • Papu or Otter?
  • Fughar's Black Pearl


Follow us on Twitter & Facebook to stay up to date.

We apologize for the inconvenience and we ask for your generous understanding.


Best regards,
BDO Team

Heidel Ball: AT Home - Global QA [PART 4]



[h3]Part 1 of the Q&A <HERE>[/h3]

[h3]Part 2 of the Q&A <HERE>[/h3]

[h3]Part 3 of the Q&A <HERE>[/h3]

Q. Thank you for creating such a fun game! What I want to ask most about in Black Desert is PK. Not long ago, I was in the middle of a quest when I was suddnely interrupted by being PK’d. This is the biggest reason why I can’t recommend Black Desert to my friends. It’s a very unpleasant experience, because it’s a one-sided act of bullying/harassment. Can you at least change the normal field to be like mobile where you can only fight in PK mode? I don’t want to be on edge and wondering when I’ll be attacked. I just want to peacefully enjoy the beautiful scenery, background music, and wonderful stories! I believe Black Desert would become an MMO that’s worth more of my time and money than now.

A. Black Desert has fundamentally large penalties for PK, because we judged PK as a system where Adventurers could chase out other Adventurers. We don’t expect to change this direction much in the future (there are also Adventurers who want more PK, so we’ve released content with reduced PK penalties such as the Desert areas and Arsha server). Also, Black Desert has several ways to avoid PK, so we won’t be creating a separate PK mode.
On the other hand, we want to take the approach of showing you how to avoid PK instead when you experience unwanted PK. You can move servers, get guild protection, access private mode, or go to other similar hunting grounds to avoid PK in Black Desert, but it seems these ways might be unknown to newer Adventurers. We will make improvements to help Adventurers understand these ways better in this approach.


Q. Is there any hidden content in Black Desert that still remains undiscovered? For example, a hunting ground not on the map, a monster that appears at random locations for a short time that drops an artifact-like powerful weapon/armor, or something like that! If such things exist, I think even novice Adventurers will try for them to catch up to stronger Adventurers with better gear. Plus, it makes players dream for adventure!

A. When we developed Valencia, we created Aakman Temple and Hystria Ruins (which have no entrance, but a portal you need to discover instead) to give you that kind of feeling/experience. But since Black Desert is an MMORPG, it’s difficult to ignore the fact it’ll be repeated content instead of a one-time thing, and as a result, it is designed in a form that is available to everyone. Realistically, while it is very difficult to keep it hidden, we will consider expanding content in a similar manner to Aakman Temple and Hystria Ruins as you suggested. As for artifacts, this is something we are currently developing. While its direction is different from what you suggested, it’ll be something you can look forward to in the terms of the thirst and challenge for adventure.
Also, there exist some fun elements that are still hidden. For instance, the Rich Merchant's Ring still hasn't been obtained by any Adventure because the method to obtain it is difficult and remains unclear. There are also content regarding hints for monster drops through NPC lines or hidden caves, and some unique things like a buff from playing instruments that don’t impact the main gameplay, but many Adventurers haven’t discovered them yet. While we won’t set them at too high of a value, we’ll continue to create little by little these kinds of fun and hidden elements to add to the feeling of adventure and discovery.


Q. When will the door in the Ancient Stone Chamber guarded by Edana's descendant reopen? I’m really curious!

We’re also looking forward to the day the door reopens. We will update you when the time comes.


Q. Currently, there are several minigames for Life Skills such as Fishing and Lakiaro. Do you have any plans to make more?

A. Yes, we do plan on increasing the number of minigames, so please be patient a little longer. It might be a separate content expansion like Lakario or it could be for the purpose of increasing the quality-of-life in a Life Skill.


Q. While I’m always having fun playing, I want to know if there’s any progress on the “chariot” or “oil excavation in the desert” (guild content?) which was previously planned for development.

A. When Chariots were in the developmental stage, they were moving cannon platforms, but were too powerful balance-wise and would reduce the fun of Conquest War, so we ended up canceling their update. Currently, we have Ogre and Troll for each respective role instead of the chariot. As for the oil drilling content we announced at the opening of Valencia, it’s currently undergoing overhaul. At that time we couldn’t quite get the fun elements right and ensure it wouldn’t be exploitable, but we’re once again discussing it now to get it right and hope to deliver good results. The timing of this update will be around the same time as that of the Valencia story revamp.


Q. Characters currently don’t learn new skills after level 61. Are you at all considering having higher levels let us learn more powerful skills or make characters more powerful?

A. While this is similar to a previous answer, we didn’t put any big rewards after level 60 or make leveling a way to get stronger, because we wanted to reduce the pressure of having to level up. Even though expanding ways for your character to get stronger beyond just gear is our intended direction for development (one of these is Igor Bartali’s Adventure Log), we are not considering making your character suddenly more powerful based on level. Of course, this is something we can expand upon little by little with other content as time passes by, but for now, we will maintain the current state.


Q. Death is an important factor for changing a player’s playstyle or being a learnable moment. Also, it shouldn’t cause you to lose EXP or Crystals that you worked hard to get. But it’s not like this in Black Desert right now. For example, a player who dies can just resurrect 5 seconds later at a nearby node that is 5 meters away and or be “Karma Bombed” with the current system. Please take a look at the following possible solutions.
1) Make resurrection for the 1st time be 10 seconds and add more time for every death after the 1st death.
2) Reduce equipment durability by 20% for each death.
3) Make it no longer possible to resurrect at a nearby node and only allow resurrection at a nearby town (without consuming Elion’s Tear).


A. Rather than making immediate changes for the death penalties you’ve mentioned, we believe we could apply these penalties to the new regions or regions/content with clear concepts. Suddenly changing death penalties in PvP will make some Adventurers unhappy, especially since they’ve been in Black Desert for a long time. However, applying these penalties to content or regions with a clear concept could create new thrilling or fun elements.


Q. How about adding a Mentor-Mentee system? For example, after getting into a mentor-mentee relationship, you can complete mentor-mentee quests for rewards (silver, caphras, etc.) within a set period of time. In my opinion, this could create a new trend in Black Desert.

A. A mentor system is something we’ve internally discussed for several years and it even reached the development stage, but we couldn’t quite find a solution for rewards possibly being exploitable, so the system ended up being discarded. While it isn’t quite a Mentor-Mentee system, we currently run a Supporters program where many Adventurers (a big thanks to all of you) are acting as mentors. We will think of other ways beyond this to help new Adventurers learn and adjust to the game.


Q. Similar to character tagging, how about making it possible to tag another player’s character? Something like granting additional buffs while defeating monsters or gathering while tagged, or granting passives or skills when certain classes are in a party together (depending on the combination of classes tagged). Class combinations could really help diversify gameplay. Also, how about making it possible for party members to have their AP/DP set as the party average? This could really help new players learn the game faster and understand the AP/DP numbers better, and give new players a chance to play with friends in a party at mid-tier hunting grounds.

A. This is something we have to be really careful about answering as it is different from our direction for game development. Adding skills or buffs for certain class combinations could result in pressure to use them if they become a necessity or make them useless if their effects are insufficient. While we understand the importance of having many options, we believe it’s more important to reduce stress/fatigue from this kind of option. In a similar vein, it’s why most of the content (including hunting grounds) are designed for solo play rather than party play. We will look into using your feedback in specific content or within a limited-range. For now, we want to focus on making each class fun to play rather than connecting classes/characters.
As for setting your AP/DP to the average AP/DP of the party, this also doesn’t match our direction for game development. Black Desert is an MMORPG that we hope rewards you for your efforts. Instead, we are currently designing a form of cooperative play for stronger Adventurers to help not-so-strong Adventurers (as a brief example, one Adventurer has to keep moving and interact with objects, while another defeats monsters).


Q. In boss battles, instead of just surrounding the boss and hitting it, it’d be more fun if you could defeat the boss using tactical and objective-based attacks such as breaking shields, destroying totems, cutting tails, etc., which is similar to how you defeat Garmoth now. The new Dark Rift Helms boss is quite fun too.

A. We’ve continuously received similar suggestions from several Adventurers. We try not to over-design bosses unless we have a specific concept in mind, since they are usually something you challenge as a group. However, you might want to know that we are currently preparing the “Pit of the Undying,” which is in the concept of a PvE arena and emphasizes the importance of tactics/objectives over gear. We want to continue to add tactical/objective-based elements in this manner, so we hope you’ll look forward to them.


Q. In a similar concept to Igor Bartali’s Adventure Log, could you add a book/log that you complete/clear with guild members for permanent buffs? These books could have party/platoon requirements and gear score (AP+DP) requirements at higher tiers, thus creating extra guild PvP and PvE events catering to all levels. The participating guild parties and platoons could be rewarded with extra buffs for completing these guild missions.

A. An Adventure Log with guild members or party members isn’t something that we’ve thought about before. Since it has the advantage of being content that you only do once, it should be possible for us to prepare something that you enjoy with others as a major goal-orientated type of content. We’ll take your suggestion as a basis and try to develop it more. Thank you.


Q. Are there any plans to add minigames like the ones in the Kratuga Ancient Ruins or Abandoned Monastery to other hunting grounds? I feel like minigames make hunting grounds more engaging and fun.

A. We are going to continue to add these kinds of bonus/extra elements to hunting grounds However, we won’t be just shoehorning them in, but making sure they fit in naturally.


Q. I’m someone who doesn’t do any PvP, etc., but plays Black Desert because I enjoy Life Skill content. However, I feel like there isn’t an “end game” content for Adventurers who have maximized their Life Skills. Adventurers who play PvE/PvP can enjoy the search for “Treasure Items” or battle in Node War, but Life Skill Adventurers don’t have much else to do. Thus, I’d like to ask if there are any plans to add “end game” content for Life Skills?

A. We don’t really consider “end game” content for anything, and this isn’t something that is limited to certain content, but is the same across all content. In regards to Life Skill content, we will continue to expand on a variety of factors to make it more in-depth, so you can have more to delve into. While we’ve announced this before, we will start off by focusing on the Old Moon Grand Prix and make our way to Trading afterwards.

As for “treasure items,” these are also something that are already a part of Life Skills. There’s a strange fish that can only be caught by a character that is at least Guru Fishing, which is in fact an incredible item that can summon Vell, but unfortunately, no one has been successful in catching it yet. Likewise for Alchemy, characters that are at least Guru Alchemy can synthesize a summoning scroll for Kzarka, the Lord of Corruption. We’ll either give a little bit of hints or prepare other ways for these two items to get more attention.

Heidel Ball: AT Home - Global QA [PART 3]



[h3]Part 1 of the Q&A <HERE>[/h3]

[h3]Part 2 of the Q&A <HERE>[/h3]

Q. Before I ask my questions, I’d like to first explain why I have them. Due to the nature of the MMORPG genre, I believe the barrier of entry is something that is always on the mind of both the developers and players. I understand it’s not easy to preserve the value of the effort players put into growing a character, and at the same time, being able to offer a chance to new players to catch up. Black Desert previously implemented limits to AP/DP for Tier 1 Nodes to try to revitalize Node War, but I feel there are still a lot of problems. If you look at the guilds that are winning in Node War, you’ll mostly see a couple of guilds just holding a majority of the Nodes. While these guilds have invested time and effort into winning Nodes, over the course of time they’ve started to monopolize them and have just become a hurdle for guilds first starting out in Node War. So, here are my questions.

1. Thoughts on a specific guild holding multiple Nodes (Question regarding the possibility of 1 guild, 1 node)
2. Additional limitations besides AP and DP for closing the gap (limits on HP, resistance, etc.)
3. How to prevent guilds that sit on a Tier 1 Node for a long time and enter Node War (Possibly introduce Guild Fame that increases when a guild wins in Node War or gains several Nodes, and use this Guild Fame number to adjust profits from lower tier Nodes or just make participating in lower tier Node Wars not possible)

I hope to hear your responses regarding these 3, thank you.

Q. There are currently not enough guilds in Node/Conquest War. While I do believe that the introduction of the War Hero and Guild Alliance system brought a breath of fresh air to the somewhat stagnant Node/Conquest War, these systems also had several negative side effects once they became a fixture. First off, since War Heroes can participate in Node/Conquest War even if their guild isn’t, some players just participate in Siege War as War Heroes without a guild, and there are even mercenary-focused guilds for players who just participate as War Heroes. As a result, not only is the number of guild members who participate in Siege War decreasing, but the number of guilds that participate are decreasing as well. So every week, guilds that diligently participate in Node War only encounter the same guilds over and over again or stick guilds, which causes a cycle of declining interest. Not that long ago, the number of Nodes that Node War occurred in every day was reduced, but that seemed to only be a partial fix and there currently isn’t a lot of guilds properly participating in Node War. All these problems about Node War are getting worse and worse as time goes on.

The same is true for Conquest War. Since the attacking side can accept the maximum number of War Heroes, while the defending side can’t accept War Heroes, this makes the attacking side way too advantageous. Furthermore, guilds that usually have a small number of guild members can still accept a lot of mercenaries to fill their ranks. The problem is that guilds which accept the most powerful mercenaries are the ones that are most dominant in the Siege War. All this leads into incentivizing low guild membership and accepting as many mercenaries as possible, so the end result is a declining sense of accomplishment for winning Siege War as it becomes more about the strength of your mercenaries instead. Naturally this makes the number of guilds participating in Conquest War to decrease. So, I’d like to hear the developers’ thoughts on these problems regarding Node/Conquest War, and if possible, your plans on solving these problems.


A. Node/Conquest War is one of Black Desert’s characteristic content many guilds, big or small, take part in. With so many guilds taking interest and enjoying it, we’ve received and compiled a variety of feedback which we used to make our changes so far. While we will continue to make changes in this manner, let us speak about this topic a bit more today.
One of the biggest current issues of Node War is relatively powerful guilds joining Tier 1 Nodes and making it harder for “novice guilds” to participate in and have fun. (We tried to solve this problem by introducing limits on AP/DP and War Heroes, and while at first it was better, over time stronger guilds once again took over Tier 1 Nodes.) To solve this problem, we believe our first priority is to find a fundamental solution, so that stronger guilds will challenge higher-tier Nodes instead of Tier 1 Nodes. While we do have many ideas, we are examining ways to bring new change to Node War in the near future, including making the rewards better.

As for guilds that are having trouble in the beginning stages, we are considering making lower tiers that are PvE based. This will be akin to an introduction-based Node, and we plan to set it up as a fun goal for guilds that are starting out. But since this is an introduction-based node for a novice guild, guilds won’t be able to keep at it for a long time as it is just meant to encourage them to participate in the original Tier 1 Node Wars.

Of course, we also plan on changing the way you’ll take Nodes. Right now (if Conquest War isn’t the goal), a single guild can take a Node and comfortably try to take another Node over the course of the week. This is where we want to make some changes. We described it as a “hopscotch” or “capture-the-zone” at the Heidel Ball, where if Guild A takes Node B, then afterwards, Guild A can try to take Node C that is connected to B, but we plan to make it difficult or impossible to take the remaining unconnected nodes D and E. Guilds will be able to expand in this way and grow their influence, but it’ll also be more damaging if they lose control of a connecting Node. Additionally, this format will make it harder to defend 2 or 3 Nodes while attacking, so we are considering improving the already developed Alliance system to encourage cooperation when needed. These node connections will also be set up differently for each territory. (The changes are still under development and are subject to change.)

War Heroes, which many players call “mercenaries”, was first introduced as one of the ways you could participate in Node/Conquest War if you were a member of another guild or weren’t a member of a guild. We intentionally didn’t set a limit on more Adventurers participating, so that even weaker guilds could challenge Conquest War, but there have been cases where the strength of the War Heroes has gone beyond that of the guild itself, so as a result, we want to limit that. While we could just limit the number of War Heroes that could participate in Conquest War, we are also considering limiting the participation costs to enable more tactical management. We want to set maximum limits for participation costs according to guild or territory, and the total combat rating calculated for each War Hero’s level, gear, etc. would not be able to go over the maximum. Therefore, guilds that need a War Hero will need to weigh the cost of choosing a select number of the best Adventurers or just a bigger number of average Adventurers depending on the situation. Once we’ve tested and deliberated over this a bit more, we will make an announcement through the Black Desert Global Labs after we’ve finalized our direction. Also, we plan to allow the defending side to have War Heroes as well.

Lastly, adjustments to certain siege weapons. Siege weapons currently each have their own roles and are organized into a kind of rock-paper-scissors set up, but monster weapons, Troll and Ogre, are relatively too effective. Thus, we’re considering keeping their current direction, but adding limitations or changing their roles altogether, so that they can be utilized in other ways.

We understand we cannot 100% satisfy all the guilds and Adventurers who participate in Node/Conquest War. Nevertheless, even though we’ve continued to make improvements to problems to prevent them from becoming fixtures, we apologize for the state of the wars to have remained in its current state as long as it did. We will not be stopping our constant attempts at changes and our final goal is to make Node/Conquest War into something you can challenge and enjoy like a sport. What we mentioned today is only a part of the overall picture, and we will continue to take your feedback and make announcements as soon as our development is finished.


Q. Can you let us lower Guild Incentives to tier 0 for certain guild members?
Q. The Guild Incentive system is way too inconvenient to use. It’s a tiring process every time I give my guild members incentives.
Q. Could you make it possible to let us set allowances for mercenaries in batches or collectively? For instance, the guild master has to give out allowances after defeating Khan, but it requires them to click everyone one-by-one to send it out, which takes way too much time. Please fix this.


A. Regarding this UI quality-of-life change, we will work on this immediately once we’ve set a schedule, and we will do our best to update this as quickly as possible. Additionally, we are not considering a tier 0 for guild incentives yet. We know some guild members might not be able to play or have the best behavior, but they are still your guild members who share your guild mark. (We believe that adding a tier 0 payment will cause more attempts at exploitation)


Q. Are there plans for enhancements levels higher than PEN (V)?

A. We currently don’t have any plans to add higher enhancement levels than PEN (V).


Q. Are you going to expand upon content that uses musical instruments?

A. For Shai, we plan to improve upon her Talent and add more system features like musical/performance techniques & sound modulation effects. Once we’ve added this, you’ll be able to play the same instrument with a different kind of feel, and you’ll be able to tune your sound with audio effects. Beyond this we don’t have any other definite expansion plans yet, but we’ll let you know once we’ve finalized our development direction.


Q. Please let other classes use the Compose/Play system.

A. Since this is content created exclusively for Shai, we expect to keep it exclusive for Shai for now. Once we expand the musical instrumental content in the future and if Shai can treat her musical composition/performance more professionally, we will consider allowing other classes to be able to use it on a limited-basis.


Q. At the Heidel Ball: AT HOME, Adventurers worldwide were able to meet online without space constraints. Going a step further, I hope to see Pearl Abyss’ direct service bring Adventurers from all around the world in one server, so I’m wondering if this is a possible update if the technology is developed in the future.

A. This is a very difficult task, but it’s not a challenge we will not shy away from. Rather than try to accomplish this in one go, we will be trying our first attempts with Thailand and Southeast Asia, and go on from there using the experience we gain.


Q. I hope you’ll look into optimizing the game and servers a little more closely. There’s hunting grounds (e.g. Sycraia) where I get 30 FPS even with a i9 9900k and RTX 2080TI.

A. We plan to update certain areas of Sycraia where frame drop issues occur. If you experience frame drops in other areas, please let us know and we will carefully go over them again.


Q. Are there any plans to lower the Silver you can earn from Ocean Bartering and add more exchange amounts for Crow Coins? Currently, there aren't a lot of Manos accessories, so it’s difficult to get a supply in the Central Market and you can’t buy enhancement materials due to the large volume of Silver.

A. Recently, we’ve made an update to replace the Silver made from Bartering with Crow Coins by making it possible to exchange Level 4 Trade Goods for Crow Coins and introducing “Gold Items” to Material Bartering. We believe the main enhancement materials, including Manos, should be obtained through the original method, so we plan to keep Bartering as a supporting role.


Q. Are there any plans to add a larger variety of Carrack equipment similar to Ebenruth's Nol? For example, an equipment that lets you fire from the front of a ship! Instead of adding more mounts/ships, how about updating things like this?

A. We’re open to the possibility of adding more Carrack equipment, but we haven’t had any specific discussions yet on what kind of equipment we’d add (and what effects they’d have). We agree that there should be more ways to attack and we will keep this in mind when developing the next Treasure Item. However, considering the historical precedent, we would also like to say that placing a cannon at the prow of a ship might not be right for a Carrack.


Q. Will there be an outfit that allows Ninja to equip 6 great swords?

A. We feel that 6 great swords would be too out of character for Ninja, so we’ll do our best to create amazing outfits that really highlight Ninja’s theme instead of giving him 6 great swords.


Q. I’m someone who loves PvP. Will there be any new major content updates from a PvP perspective? Such as Territory War, more interesting Conquest and Node War System, which encourage more team play and objective-based playstyles, or different RBF game modes?
Q. Just like with Bartering, Gathering, and Defeating Monsters, PvP content also needs to be updated. (Letting Adventurers earn silver from PvP, etc.) The reward you get from Red Battlefield is basically just “Fame”. There are zero rewards for open world PvP, so it’s turning into content that feels like a waste of time, since defeated Adventurers can just come back right away. Please give us more reasons to participate in PvP content.


A. In regards to PvP content, we’ve added and improved Team Battle, Final Battle, and Arena of Arsha after the introduction of the Red Battlefield. As for Red Battlefield, we’ve added rewards, including Combat EXP, so you can still somewhat grow your character and farm while doing it. At the early stages of Black Desert, there were 1:1 and 3:3 matches akin to ranking matches, but they weren’t enjoyed by many Adventurers, so we ended up completely removing them. Recently though, more and more Adventurers have requested for the past ranking matches. We are currently developing Thornwood Battlefield, but afterwards, we will look into our Adventurers’ feedback, and promise to continue to gradually expand on more action-packed and thrilling content for PvP-loving Adventurers.


Q. Are there any plans for a PvP mode where players are equipped with the same level of gear?

A. We currently don’t have any plans for such a PvP mode yet. We want to focus on PvP content that rewards the effort Adventurers put into growing their characters. Black Desert is an MMORPG, which means it is a game where Adventurers strive to become stronger through their hard-work and efforts. We plan to continue to stay loyal to this basic philosophy. Of course, we will continue to implement a variety of features such as Olvia servers, Season servers, Tuvala gear, etc. to help new Adventurers starting out to get stronger faster, and if they put in a certain level of effort, be able to be on a similar playing field with existing Adventurers.


Q. The current skill system for classes seems too simple and mediocre. How about making the skill mechanisms a little more complex by introducing more unique skills to each class?

A. We don’t have any plans to make major changes to the skill system for all the classes. Black Desert at its core specializes in fast combat with a lot of room for freedom of choice. At first all skills had cooldowns, but this felt too limiting, so we made a number of skills be usable even during cooldown. We believe adaptation and assessment during this process are a part of the “Combat Method”. That’s why we won't implement skills that are more complex than what we have now.
Black Desert is meant to be a place where you can have fun with many other Adventurers. Instead of more complex systems, we will continue to look into and examine skills that are more intuitive or have new forms, functions, and abilities. Additionally, we will consider things to make certain classes feel a bit more demanding control-wise by clearly bringing out the concept of the class.


Q. Can you share your thoughts on changing up the current meta of PvP in Black Desert? Because I think that there should be a diverse choice on the stats that you put in on your character, unlike now where evasion is a step above. I think creating a diverse set of choices can make Adventurers choose their weapons, armors, and accessories more differently.
Q. The current meta is for evasion gear, which is stronger than damage reduction gear, so I want to ask your thoughts about the gap between evasion and damage reduction gear.


A. To be frank, this is what we debate about the most internally. Black Desert’s evasion system at its core will ignore an opponent’s attack all together, which makes accuracy incredibly important from the opponent’s perspective. However, while accuracy can be gained from gear, there also exists a discrepancy depending on the skill effects of each class. What we’re considering is giving all classes more basic accuracy, along with changing the accuracy number for skill effects, so there isn’t that much of a gap between skills, and changing evasion from avoiding all damage to some damage (e.g. evading takes only 1/10 of damage instead). As for damage reduction, we are discussing various possibilities, including supplementing defensive skills with additional effects like with accuracy or even a formula of maximizing damage reduction effects through add-ons.
However, we haven’t been able to easily come to a decision due to how much of an impact they have to the game. Even though we haven’t decided upon what exact method we’ll take, we won’t give up, and we’ll continue holding discussions until we come to an answer. If you have any good suggestions like these questions, please feel free to submit a ticket to our Support, and we’ll read them all closely.


Q. There are many theories and assumptions about RNG. Some Adventurers even think that certain accounts are “chosen” (horoscope, character creation date, enhancement date/time, etc.) So, is there anything that actually affects RNG? Or is RNG really just pure luck?

A. There are no “chosen” accounts. Everyone's the same and this will remain the same in the future. As the person writing this answer though… I always talk to Crio before enhancing. It makes me feel happier when I see his face, even though the end results are the same… Queek...

Patch Notes - July 1st 2020



Greetings Adventurers,

In this week's update we bring you the long awaited class balance that was previously announced during the Heidel Ball: AT HOME. We hope you like these changes and as usual we will keep an eye on your feedback to achieve a more equal balance in line with our goals to provide you with the best possible PvE/PvP experience.

We also hope you are enjoying the Seasonal Servers and the wonders of the new Tuvala gear! Starting today you will be able to rent a special type gear from the King of Valencia. This is the perfect alternative to gear your character if you haven't been lucky with your recent enhancements.

Lastly, we have several new events starting this week. You can acquire Tapu's Golden Coins and exchange them for big rewards, enjoy the Hot Time boosts in Season and Olvia servers, and get the chance to collect loyal attendance rewards again!

Do you want to know the details of these new events and additions? Go on and keep reading!


[h2]Event & System[/h2]

[h3]New Events[/h3]
  • Tapu's Golden Travel
    • Period: July 1 (after maintenance)–July 15 (before maintenance)
    • Collect [Event] Golden Troupe Coins by completing quests offered by NPC Tapu or via playtime challenges and exchange them for big rewards.
    • Click < Here > to find out more about this golden opportunity.
  • Hot & Cool
    • Event 1: Weekend Hot Time in Season and Olvia Servers
      • Period: July 1 (after maintenance)–Until further notice
      • Weekend Hot Time boosts have arrived at Season and Olvia Servers. Until further notice, weekend EXP boosts of Combat EXP +200%, Skill EXP +30% and Item drop rate boosts will apply to Season and Olvia Servers.
    • Event 2: Cool Time
      • Period: July 2 (00:00UTC)–July 15 (before maintenance)
      • Stack up on your boost items through playtime challenges and use them at your convenience.
  • Loyal Attendance Rewards Refreshed
    • Period: July 2 (00:00 UTC)–August 5 (23:59 UTC)
    • Check attendance daily and stack up on rewards including [Event] Shining Shakatu's Seals, Fine Accessory Box II, and so much more!
    • Click < Here > to find out more about the cool buffs and loyal attendance rewards.
  • Vell Extra Spawn
    • Period: July 1–Until further notice
    • Starting today, enjoy an extra chance to challenge Vell every Wednesday!
    • Click < Here > for details on the additional Vell spawn schedule.


[h3]Ongoing Events[/h3]
  • Papua Crinea Launch Events
    • Event 1. Let's Play Hide-and-seek: June 24–July 8 (before maintenance)
    • Event 2. Pa! Stab! Pu! Retrieve!: June 24–July 8 (before maintenance)
  • Season Special Attendance Rewards: June 25 (00:00 UTC)–July 15 (23:59 UTC)

  • Papu or Otter?: June 24–July 6 (23:59 UTC)

  • Fughar's Black Pearl (available in Season Servers only): June 24–July 8 (before maintenance)

  • Season Server Launch Events
    • Event 1: Summer Season Playtime Challenge: June 18–July 29 (23:59 UTC)
    • Event 3: Get Refined Magical Black Stones: June 18–July 15 (before maintenance)
  • Refer-a-Friend Promotion is Back!: June 17–July 15 (before maintenance)


[h3]Ended Events[/h3]
  • [SNS Event] Caption This!
    • Submission Date (Post on your SNS!): June 17 (after maintenance)–June 30 (23:59 UTC)
      Winner's Announcement: July 3
    • Reward Distribution: July 10 (during maintenance)
  • Season Server Launch Events
    • Event 2: Leveling Aid Challenge: June 18–July 1 (before maintenance)
    • Event 4: Hot Summer Time: June 17–July 1 (before maintenance)
    • Event 5: Time-filled Mysterious Knight: June 17–July 1 (before maintenance)


[h3]Reward Distribution[/h3]
  • Arsha Leaderboard Returns: The Grand Rewards have been sent via your in-game mailbox (B). Thank you for participating and your patience.


[h3]Content[/h3]

    The Simple Cron Meal and Energizing Cron Meal were combined into "Simple Cron Meal." As a result, the combined Simple Cron Meal's effects were adjusted accordingly.
    • The effects of [Event] Simple Cron Meal and [Oasis] Simple Cron Meal were also changed to include that of Energizing Cron Meal.
For our past update on September 4, 2019, we combined the Savory Cron Meal with the Seafood Cron Meal for the sake of adventurers who enjoy our Life Skills content. For those adventurers who enjoy defeating monsters, we felt that combining the effects of Energizing Cron Meal with Simple Cron Meal would make this the ultimate meal, hence we added all the effects of the Energizing Cron Meal into the Simple Cron Meal.
  • The Energizing Cron Meal item was changed into the Simple Cron Meal.
    • Any Energizing Cron Meal in your possession or in the Central Market will be dealt with as follows.
      • If it is inside your Inventory, Storage, Warehouse, or Mailbox, it will be changed to Simple Cron Meal.
      • If it was sold on the Central Market, yet you haven't collected the money, the Silver for selling the item will be sent via in-game mail.
        • For this instance, all adventurers will receive the "+30% Marketplace Sales upon Silver Collection" for the transaction and also receive any additional Silver collection benefits provided by Family Fame. This is regardless of whether or not you had a Value Pack in effect.
    • If it is waiting to be sold on the Central Market, the exact amount of meals as you listed on the Central Market will be mailed as Simple Cron Meals.
    • If your pre-order was completed on the Central Market, yet you haven't collected the item, the exact number of completed orders will be mailed as Simple Cron Meals.
    • If you have any pending pre-order at the Central Market, the pre-order will be canceled, and you will be mailed the Silver equivalent to the amount you used for the pre-order.


  • The items contained inside the Cron Meal Box and [Event] High-Quality Food Box, which used to contain the Energizing Cron Meal, were changed.
  • You can now make the Simple Cron Meal using the ingredients previously used for the Energizing Cron Meal.

  • The item description for the Ancient Cron Spice was changed due to the changed ingredients for making the Simple Cron Meal.

  • Knowledge entry for the Energizing Cron Meal was removed.

  • The Energizing Cron Meal will no longer be displayed in the Crafting Notes (F2).

  • Ellie the Oasis Vendor will no longer sell the [Oasis] Energizing Cron Meal.


[h3]System[/h3]
  • Fixed the issue where some web based windows in the game were not working as intended.


[h2]Game World, NPC & Effects[/h2]

[h3]Game World[/h3]
  • Improved the navigation in the region near Waragon Nest.


[h3]NPC[/h3]
  • Changed the text of the button that appears when using the Realization of Energy function via Alchemist Alustin.

  • Fixed the issue where you were sometimes guided to Ellie the Oasis Vendor when trying to navigate to a general goods vendor via the Find NPC function.


[h2]Class Changes[/h2]

[h3]Warrior[/h3]
  • Increased the Warrior's damage ratio by an average of approximately 3.1% and increased Awakening PvP damage.


  • Increased the PvP damage of the following skills by approximately 10%.


[h3]Ranger[/h3]
  • Increased the Ranger's damage ratio by an average of approximately 8.6% and increased Awakening PvP damage.


  • Increased the PvP damage of the following skills by approximately 5%.


  • Reduced Prime: Tearing Arrow I–IV' PvP damage amount when used while mounted by approximately 25%.


[h3]Sorceress[/h3]
  • Reduced the Sorceress' damage ratio by an average of approximately 11.3%.
This may seem like quite a big reduction, yet this was to balance the gap between Awakening and Succession skills. While the Sorceress' damage ratio did overall decline, her Succession and Awakening skills' damage amount were comparatively greatly increased.


Increased the PvP damage of the following skills by approximately 5%.


Increased the PvP damage of the following skills by approximately 16%.


Increased Dead Hunt I–IV's PvP damage by approximately 25%.

Increased the PvP damage of the following skills by approximately 26%.
  • Cartian's Nightmare I–IV
  • Flow: Cry of Darkness I–III
  • Violation I–III


  • Improved Night Crow to activate Black Wave more naturally when inputting S+RMB, then S+RMB+LMB, after using the skill.
    • When maintaining S+RMB+LMB after Night Crow, Dark Flame will be activated first.


[h3]Berserker[/h3]
  • Reduced the Berserker's damage ratio by an average of approximately 14.6%.
The Berserker saw a large gap between Succession and Awakening, and its PvP damage ratio was greatly reduced compared to other classes.

Thus, we greatly increased the skill damage amount of both Succession and Awakening.
In addition, while the Berserker may be a class that boasts the greatest number of grappling skills, we felt there was a bit of a gap regarding how useful such skills were in light of comboing into other skills.
Hence, we chose to improve Rock Smash to combo more smoothly in order to highlight the Berserker's unique trait.
  • Increased the PvP damage of the following skills by approximately 15%.


  • Increased the PvP damage of the following skills by approximately 25%.


  • Increased the PvP damage of Titan Blow I–IV by approximately 15%.

  • Increased the PvP damage of Flame Buster I–III by approximately 36%.

  • Increased the PvP damage of Devastation I–IV by approximately 37%.

  • Improved the Rock Smash to combo more smoothly into other skills.


[h3]Tamer[/h3]
  • Reduced the Tamer's damage ratio by an average of approximately 12.5%.
Like Sorceress and Berserker, the Tamer also saw quite the PvP damage ratio decrease, hence we greatly increased specific skills' damage amount in PvP, especially her Awakening skill damage.
  • Increased the PvP damage of the following skills by approximately 15%.


  • Increased the PvP damage of the following skills by approximately 30%.


  • Increased the PvP damage of the following skills by approximately 12%.


[h3]Valkyrie[/h3]
  • Increased the Valkyrie's damage ratio by an average of approximately 1.9% and increased the PvP damage of most of her skills.

  • Increased the PvP damage of the following skills by approximately 7%.


  • Increased the PvP damage of the following skills by approximately 7%.


  • Increased the PvP damage of the following skills by approximately 5%.


[h3]Witch[/h3]
For Witch and Wizard, although we have changed the PvP damage ratio, the actual damage per skill has remained mainly untouched. Therefore, these two classes have maintained similar power levels compared to other classes who had their damage ratios improved.

We also expect the improved version of Magical Evasion updated this week will bring about small changes to the battlefield.
  • Improved the effects of the following skills.


  • Fixed the issue where movement would be interrupted when using Magical Evasion depending on the surface level at which it was used.

  • Increased the Witch's damage ratio by an average of approximately 8.6%
    • Witch's PvP damage remains unchanged.
  • Fixed the issue of Skill Add-On not activating on certain Thunder Storm skill hits.


[h3]Wizard[/h3]