07/03 Patch Notes - Raid Improvements
06 July 2025
Maintenance
Duration: 6:30 AM ~ 11:00 AM KST (4h30)
Developer Notes
After we announced adjustments to switching items (avatars, accessories), adventurers provided us with feedback regarding other items, and it is currently under review.
Switching unnecessarily increases the difficulty of gameplay. The scope of switching item adjustments will be expanded in the future.
The items currently in review are Ice Burner avatars and accessories, as well as accessories and titles obtained from general dungeon content.
In cases where the title's effect is applied as a buff, we plan to change it so the buff does not remain after the title is switched out.
The list of items and titles scheduled to change will be listed in the update notice on Thursday, July 17th.
Regarding this update, various improvements are coming along the way to improve the playability of Serpentium and Doom Aporia raids. Additionally, the Hero in Battle buff application range will be expanded, and certain UIs will be adjusted. Please check the list below for more details.
Doom Aporia Improvements
Note: Monster stats on CoboDex can only be updated once changes appear on the NA server. Until then, they will display outdated values.
Cornerstone of Prophecy
Phase 1
Type-E Echidna's HP reduced and damage taken increased.
Core HP reduced and damage taken increased.
Hyper Active use count necessary to pass the Charge Stop pattern reduced from 3 to 2.
The damage dealt required to stop Type-E Echidna from charging during the Charge Stop pattern reduced.
Forced ultimate activation based on HP now only triggers twice.
During forced ultimate activation, Charge Stop pattern will not occur.
Core kill animation duration is shortened.
Phase 2
Barkat’s HP reduced and damage taken increased.
The number of discharges required to activate elevator console is reduced.
Visibility of held debuff types is improved during the Death Zone pattern.
The number of targeted characters during the Watching Black Hand pattern reduced from 2 to 1 over 3 turns.
Forced ultimate activation based on HP now only triggers twice.
Nightmare: Reset Room
Phase 1
Bifron's HP reduced and damage taken increased.
The size of the Hallucination Zone generated using dungeon interaction key is increased.
Max number of soul matching steps per stage is limited to 4.
Difficulty 2/3 - forced ultimate activation based on HP now only triggers 3 times.
Difficulty 1 - Scepter's HP reduced.
Phase 2
Scepter Swarm's HP reduced and damage taken increased.
Markers added to distinguish each hallucination zone.
Forced ultimate activation based on HP triggers once per pattern, up to 3 times total.
Forced teleport timing at the end of ultimate pattern is adjusted.
In the Hallucination Zone's Magic Circle Search pattern, in addition to the existing time-out, the Magic Circle's color can now be changed using the dungeon interaction button.
If all 3 correct Magic Circles are identified, the pattern ends immediately.
Only one incorrect Magic Circle will now appear per zone during the Magic Circle Search pattern.
Queen’s Throne Hall
Phase 1
Taris’s HP reduced and damage taken is increased.
The speed at which Taris/Apollyon turn toward targets is changed.
Apollyon can now be passed through.
Characters grabbed by Apollyon at the start of portal pattern temporarily become immune to other damage.
Phase 2
Taris’s HP reduced and damage taken increased.
The speed at which Taris / Type-Q Steel Queen turn toward targets is changed.
Type-Q Steel Queen can now be passed through.
Taris’s Brand pattern changed so explosion won’t trigger before bind, and both effects happen simultaneously.
Taris’s light pillar summon attack is removed at the start of the ultimate pattern.
If a character dies during the Sephirot Spear ultimate pattern by Taris and Steel Queen, the pattern no longer attacks all characters after completion nor applies groggy.
The Sniping pattern’s firing delay is increased.
Targeted characters become smaller during the Sniping pattern.
Wilting Tower: Flight
Phase 1
Undead Dragon Jabberwock’s HP reduced and damage taken increased.
The number of lightning rod activations required to counter the Final Attack pattern is reduced.
Time allowed to operate lightning rods during Final Attack is increased.
Wipe now occurs only after 2 failures to operate lightning rods in the Final Attack.
Mana bombs created during Final Attack now have the same charge.
After first Final Attack, charge becomes temporarily deactivated during position change.
Energy Orb firing delay is increased.
The Energy Orb pattern now generates from fixed positions instead of descending from the air.
Two charge types are removed from the Energy Orb pattern.
During the Energy Charge pattern, mana bombs appear above all living party members' heads.
Mana bombs generated have opposite charge of the party member’s own charge.
Wipe now occurs if two or more lightning rods remain deactivated when time expires in the Energy Charge pattern.
Note: Jabberwock’s groggy condition still requires all rods to be activated.
Phase 2
Opinionated Barkat’s HP reduced and damage taken increased.
Debuff visibility is improved during the Death Zone pattern.
The number of Magic Circles in the Magic Circle Search pattern is reduced, and their placement layout is changed.
Magic Circle symbols are now visible to all players.
During the Prophecy pattern, if the marked character steps into the wrong circle, only they are attacked.
If the wrong circle is entered twice, the whole party is attacked.
Wilting Spire: Fall
Energy Charging Device HP reduced.
Echoes of Doom’s HP reduced and damage taken increased.
Drone halts after being attacked 5 times.
Restart delay of halted drones is shortened.
Player size is reduced during the Whirlwind pattern.
Energy Sphere in the Energy Discharge pattern no longer grows when it touches Energy generated near characters with 5 debuff stacks.
In the Debris pattern, delay before next laser increases, and laser hitbox size is increased to help with attacking it.
The number of symbols to remove in the Symbol pattern is reduced.
The number of lightning strikes and the interval between them are reduced in the Symbol pattern.
Groggy duration is increased during the Berserk pattern.
Serpentium Adjustments
Difficulty 2 is removed, and Difficulties 3/4 become Difficulties 2/3.
Serpentium Tower
Phase 1
Security System Core’s HP reduced and damage taken increased.
Max debuff stacks triggering Internal Annihilation Mode increased from 20 to 30.
HP reduction requirement for overloading the Security System Core is lowered.
In the Core Charging pattern, absorbing 3 or more energy units now causes an explosion.
Phase 2
Defense System’s HP is reduced.
Damage taken on Defense System when hit by Energy Orbs is increased.
Max debuff stacks triggering Internal Annihilation Mode increased from 20 to 30.
Missile Explosion attack now hits only once.
Duration of Lever activation during the Scan pattern is increased.
Wait time before scan begins in the Consecutive Scan pattern is increased.
Input time for the Security Key pattern is increased.
Orchestra Hall
Phase 1
Conductor’s HP reduced and damage taken increased.
Max stacks of the “Agony of Creation” debuff increased from 3 to 5.
Number of notes in ultimate patterns now capped at 8 / 10 / 12 depending on difficulty.
Forced ultimate activation based on HP is limited to once per pattern, 3 times total.
In Difficulty 3, either a unique Diff. 3 exclusive pattern or an existing one will randomly trigger.The speed of the Note Check pattern slightly increased.
In Difficulty 3, the Note Check pattern now causes a wipe only after 2 failures.
In the Score Performance pattern, moving notes can now be swapped using the dungeon interaction key.
Damage from note explosions in the Score Performance pattern is reduced.
Base groggy time from successful pattern clear is increased.
Note reaction window in the Skill Check pattern is increased.
In Difficulty 2/3, the Repeat Sign pattern now occurs only when it is the last pattern.
Note generation and movement timing in the Score Performance pattern adjusted.
Phase 2
Maestro’s HP reduced and damage taken increased.
Immediate revive is applied before the start of the ultimate pattern.
The number of notes in the Solo Performance pattern is reduced.
The Group Performance pattern now involves only 4 of the living characters instead of all 6.
The number of notes required in the Group Performance pattern is reduced.
Sheet music visibility improved in the Piano Performance pattern.
The number of notes required to play in the Piano Performance pattern is reduced.
Forced ultimate activation based on HP is limited to once per pattern, 2 times total.
In Difficulty 3, either a unique Diff. 3 exclusive pattern or an existing one will randomly trigger.Base groggy time from successful pattern clear is increased.
Damage dealt by the Encore pattern is reduced.
In Difficulty 3, the Finale pattern and its exclusive extra movement are removed.
In Difficulty 1, the HP of Chorus Members is reduced.
Serpentium Dungeon Improvement
Madame Corae's Garden
Madame Corae’s HP reduced and damage taken increased.
Resurrection Stone limit is removed.
In Phase 3, if Madame Corae has used or is using the Energy Discharge even once, she will no longer forcibly use her ultimate when her HP drops.
Hero in Battle buff application range expanded
The Hero in Battle buff when starting a dungeon with the current party will be applied to all general dungeons (excluding raids, giant boss and special dungeons).
Monaterra
Palace of Gold Medovine
Hunter's Hideout
Torta Arena
Serpentium
Fabricated City
Android Factory
Madame Corae's Garden
UI Improvements
Transcendence Job Change guide and completion UI are improved.
Master Class Job Change guide and completion UI are improved.
Secret Dungeon guide UI that appeared upon reaching Lv. 99 is removed.
In Prof. Pho’s Growth Guide UI, the currently selected growth guide tab button now changes color.
In Prof Pho’s Growth Guide UI, unavailable tab buttons now display tooltips.
Events
Road to 10M Combat Power! (July 3 ~ August 28)
Free +10 R21 Tenebrous Equipment
Instant El Resonance Level 200
Other free items to help you grow
5 Additional Secret Dungeon entries per week
Players with El Resonance Level below 350 gain triple El Resonance EXP
Jump Event up to Master Class - 2 characters (July 3 ~ July 31, July 31 ~ August 28)
Free advancement tickets provided and shortened initial progression
For the first time ever! Free +11 Submergence of Abyss - Phantom Weapon once per account (July 3 ~ August 28)
Cash Shop Update
A new pack is added for the duration of the 10M Growth event.
Adventurer's Growth Boost Pack |
---|
El Resonance EXP Boost Buff: Lv. 500 Cap (30 Days) |
[Luriel] Adventurer Growth Boost Transparent Avatar (Full Set) (30 Days) ×1 |
[Luriel] Fishing VIP Service Ticket (30 Days) ×1 |
[Luriel] El Search Party Collection – Synergy Effect Ticket (30 Days) ×1 |
[Luriel] Resurrection Stone ×10 Cube ×1 |
[Luriel] Ultimate Skill Book ×1 |
[Luriel] Ultimate Skill Book (II) ×1 |
[Luriel] Inventory Expansion Ticket Selection Cube ×10 |
[Luriel] Master Class Skill Book (Stage 2) ×1 |
[Luriel] Master Class Skill Book (Stage 3) ×1 |
[Luriel] Master Class Skill Book (Stage 4) ×1 |
This pack can be purchased once per account, and it cannot be canceled.
Regarding the El Resonance EXP buff, you will receive a 300% buff for levels between 1 and 350, and 200% for levels between 350 and 500.
Transparent Avatar provides a fixed effect: Action Speed / Critical / Maximize +5%, All Skill Damage +4%, EXP +20%
Transparent Avatar 30-day countdown will start upon moving the item from the Cash Shop to the inventory.
Avatar: Ethnic Sea Breeze

Lithia Custom Sit Motion: Mini Pool

Fixes & Improvements
Common
Metalcore Carnival and Rising Festa Hair made dyeable.
Dark / Holy Priest set added to the Cash Shop and EP Shop (Elsword ~ Rose)
Character Gameplay
Elsword - fixed moving to an abnormal position when casting >>ZZZ or >>X.
Chung - fixed an issue where being hit midair in certain situations would cause falling below the platform.
Dius Aer - during Holy Nemesis, excessive flashing effects are removed.
Mad Paradox - fixed not being able to hit monsters with [Mod] Particle Accelerator: Entropy.
Twins Picaro - fixed skill cut-ins not displaying properly when using Hyper Active.
Dungeon
Fixed an issue where System Chips were incorrectly shown in the repeat reward UI for Serpentium Raid Difficulty 1 and 2.
(Difficulty 1's repeat reward UI has been updated with the Serpentium Raid difficulty patch.)Fixed an issue where the Sephirot’s Spear Magic Circle remained after clearing Phase 1 of Queen’s Throne Hall.
Fixed an issue in Queen’s Throne Hall Phase 1 where, if a character moved the moment the barrier was created, it would lock in an incorrect position.
Fixed an issue in Wilting Spire: Flight Phase 2 where dead characters would resurrect at abnormal positions.
17 Comments
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Is Orchestra Hall Title Now Requirement Clear Difficult 2 or Difficult 3? Since Difficult 3 Now Become Difficult 2.
Yes, everything that used to apply to D3 applies to D2 now.
well about the pack worth it if only the exp buff can stack with the existing event buff
It stacks because it's available only for the event.
everything i've seen and am hearing about the doom raid makes it sound more and more like it's absurd the devs thought this idea wasn't doomed to be dunked as dumb if they dared to go with it.
but speaking of raids, when may we enter prune and abyss story modes solo? and also when may we enter grotto and plugass through special solo modes? even if many can't do solo there very well, it's still kind of a major gap/oversight in gameplay modes when abyss normal (solo mode) is a thing people are allowed to do.
aside from that, these progression events seem alright, and it's good they're expanding the application range of the "start now with just us" buff.
I don't think Plegas and Grotto need a special Solo mode, they just die in an instant from one person...
Hyper Active use count necessary to pass the Charge Stop pattern
Wait, huh?! Is this required to clear the dungeon, or is it just a punishment for not using Hypers? I really hope it's the latter, 'cause I think the former is stupid.
Everything else is either something I like, something I don't know enough to have an opinion on, or something I don't care about. Though I do kinda hope the free +11 Abyss Weapon comes to NA (but I have a feeling it won't).
So currently every time the guard level goes up you have to either use 3 hypers to prevent wipe or do a dps check (for most parties, it's hard to pass without having freed shadow and green up), and it's one of the possible hp-threshold patterns. If a character in your party has a HA they need for their kit (like EtW, or CL or OM), it's not unusual to get a security mech into the same mech from a HP threshold and wipe the party due to pure rng
So Hypers aren't strictly necessary as long as your party can do enough damage?
trying to force hypers, masters, and combos into relevance in nearly every way they seek to do except for actually buffing them into regular useability that makes having them and learning to use them right a worthwhile thing in regular gameplay.
genuinely asking because i don't know/rember/recall: was there ever a time after the release of elrianode when a wep event like that wasn't eventually brought over from KR to NA in the usual ~1 month interval?
afaik, both +11 VoS events made it here, though given the differences with the extra steps for keeping this one and given the KR publisher we're dealing with, i guess the possibility of it not happening here is always >0%.
trying to force hypers, masters, and combos into relevance in nearly every way they seek to do except for actually buffing them into regular useability that makes having them and learning to use them right a worthwhile thing in regular gameplay.
Ikr? Hyper Actives are laughable at this point. I personally don't feel like combos or Master Skills are useless, but I still agree that they're pretty weak as they are.
What they need to do is make it so that Hyper Actives and Master Skills are affected by the All Skill Damage Stat, and also make their specific skill tier damage options easier to get.
was there ever a time after the release of elrianode when a wep event like that wasn’t eventually brought over from KR to NA in the usual ~1 month interval?
Eh, idk, I wasn't keeping track. All I know is, not all events (and I don't just mean free weapon events) come to NA from KR.
KR-only events are skipped on CoboDex. The weapon is part of the update, they are not skipping it.
Is the free +11 submergence of abyss weapon permanent or temporary?
Tempo but you have to play regulary to convert in perma
i'll add to this this little bit of info: that first +10 SoA from like a month or two ago? afaik, it's not dismantle blocked.
so say, if you're of a certain class that doesn't get taken into abyss raids often, and you find relying on job changing for progression to be an obnoxious idea, and if want the dinkiest boost in resources, well... that's an option if we want.
Pretty nice event overall. Maybe it's time to make an alt account as well.
And as for Global, it's fucked up that they made the Luriel version of Topiary set available while the original still can't be registered.
There's a lot of cool old accessories that still isn't in the MW.
That reminds me, I sent a suggestion ticket a while back to combine all permanent items with an appearance in the wardrobe into a single Wardrobe listing so that people could easily register said items. It was a long time ago, and clearly they chose not to do it. Which really sucks because I have some old items that can't be registered, but new items with the exact same appearance as my old items can be registered.