07/17 Patch Notes - Gear & Giant Boss Improvements
16 July 2025
Maintenance
Date: Thursday, July 17, 2025
Duration: 5:30 AM ~ 11:00 AM KST (5h30)
Character Balance Patch
Exascale Armor Effect Improvements
Skill damage effects unified into one effect. All effects will be changed, regardless of their location. These options will no longer appear when appraising new circuits.
Before) Active Skill Damage Increase, Tenacity Skill Damage Increase, Strength Skill Damage Increase, Bravery Skill Damage Increase, Buff - Nearby Party's All Skill Damage Increase
After) Active, Tenacity, Strength, Bravery Skill Damage Increase
Exascale's Restore Set Effect changed: a new effect is added.
Added) Buff - Nearby Party's All Skill Damage Increase by [0.8 * sum of Skill Damage circuits]% (Cannot be overlapped)
Exascale Character Change Ticket added to the Cash Shop. This function is available through NPC Vasili (Magmelia) or Haivan (Camp: Steel Wall). After transfer, all properties of the piece are preserved.
Maestro Halo Improvement
Before | After |
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Adjustment to switch items that grant buffs
When unequipping an Ice Burner Avatar, Ice Burner Accessory, Content Accessory, or certain Titles, the buff granted is immediately removed. Affected items:
Versatility
Transcendent Key Code
Baryon's Fur Ornament
All Ice Burners
Check details [here] (Korean).
Giant Boss Difficulty Improvement
Note: Giant Boss refers to Titan's Grotto, Plegas's Labyrinth and The Great Steel Wall, or just the latter two due to timed entry.
Giant Boss can now be entered by 1~6 players.
Giant Boss can be entered at any time.
The number of daily free entries is changed to 5 due to the removal of timed entry.
In-game Giant Boss timers removed.
Some Giant Boss difficulty adjusted.
Plegas's Labyrinth
Phase 1)
Plegas's Heart's HP decreased and damage received increased.
Increased the time it takes for Plegas's Heart to settle down.
Phase 2)
Regenerating Plegas's HP decreased.
The amount of Overload Gauge gained by Regenerating Plegas increased.
Groggy duration increased.
Phase 3)
Colossus Plegas's HP decreased.
Applies the Jump Speed buff as soon as the phase starts.
The central platform will now be always active.
Time to kill the core after killing the head is increased.
Will no longer cast its ultimate move due to decreased HP if it has already been cast at least once.
The Great Steel Wall
Phase 1)
Type-B Vargr's HP decreased and damage received increased.
Players will have more time to defeat the boss's legs.
Phase 2)
D Drake's HP decreased.
Combat and Flying Drones' HP decreased.
Increased the amount of overload gauge from the Turrets.
D Drake's groggy duration increased.
Phase 3)
Type-L Lampery GT's, Type-L Lampery GT Hand - L/R's HP decreased.
Combat and Flying Drones' HP decreased.
Turret's HP decreased.
When only one of Type-L Lampery GT Hand - L/R is defeated, the other hand's respawn time is increased.
Each time Type-L Lampery GT Hand - L/R is reactivated, it will have less HP.
When hands are defeated, Type-L Lampery GT's groggy duration is increased.
Charging Rod pattern cooldown increased.
Shadow Earl's Castle Difficulty Improvements
Platforms will always be active, regardless of the state of the gargoyles.
The light on the gargoyle that must be hit to proceed to the next stage is now always activated.
Ran's attack power is reduced.
Damage from Ran's Slash and Charge attacks is reduced.
Damage from Torn Shadow Aren's Slash, Charge, and Sword Energy attacks is reduced.
Ran and Aren will now cancel their ultimate attack if they take a certain amount of damage.
Master Class Portrait Customization added
When you advance to Master Class, a Master Class portrait customization that matches your current path appears in the Customization UI.
This portrait will be automatically applied when advancing.
Master Class portrait settings only apply to what you see - others will still see regular 3rd job icons.
Bank UI Improvements
Personal Bank UI is updated.
When hovering over the membership tier, a tooltip showing bank usage tier info will appear.
Clicking the character selection button will display the list of currently owned characters,
allowing for quick and easy selection by clicking or searching for a nickname.
Shared Bank UI is updated.
When hovering over the membership tier, a tooltip showing bank usage tier info will appear.
Scrolling the mouse wheel now changes the page in the [Shared] tab.
When depositing or withdrawing ED, you can now adjust the amount using 100M, 1B, Max, and Reset buttons.
Other Improvements
System messages in chat will no longer appear when leveling up to lv. 99.
Events
Reach Master Class in Just 5 Steps! Quick Start Event Improvements
To make the Quick Start event more convenient for adventurers, quest rewards and guidance have been improved as follows:
If you cannot enter content due to low Combat Power during the event, the inventory window will open automatically,
along with a guide to help equip the [Adventurer's Growth Full Equipment Set Cube] from the Quick Start 1/5 quest.Upon completing Quick Start 4/5, a guide will be provided to help smoothly progress to the next quest.
This includes how to use the Cobo area transfer service, how to move to Elrianode Village, and how to check and proceed with Epic/Event quests.Upon completing Quick Start 4/5, guidance will also be provided to immediately participate in the Combat Power Boost Event and the +11 Abyss Weapon Giveaway Event.
Starting from the 2nd round of the event (after the July 31 maintenance), completing Quick Start 1/5 will also grant an additional reward:
[Ariel] Potion Package (5 types), to address common potion shortages in early content.
A guide for using the rewarded items from the inventory will also be included.
Senpai! Carry the Dungeon (Jul 17~Aug 28)
High CP (20M+) players can team up with lower CP players to earn "Senpai Points
" and rewards. Top 300 helpers every 2 weeks get bonus items.
A separate 10-clear quest gives a reward cube, available to any Lv. 99+ character. Can be received up to 6 times throughout the event.
Job Change Opportunity Event (Jul 17~Jul 31)
Two rounds of login time-based rewards (20/40/60 min) grant job change-related item cubes.
Cash Shop Update
Ice Burner - Crest Drain

Available accessories: Arm, Face (Middle), Bottom Piece, Necklace
Hair Color Palette Rerun (Violet Mood, Sugar Rush, Nocturne Aurora)

Fixes & Improvements
Common
Ignition Caligo hair can now be dyed.
Sweet Dream Hair and Hoodie can now be dyed.
Fixed an issue where summons did not recover MP or awakening charge when you are not the party's leader.
Character Gameplay
Rune Master: fixed Phoenix Power not applying properly when equipping Will Save You.
Daybreaker: fixed Vibration Shooting not applying the MP Recovery Increase effect properly.
Catastrophe:
Fixed Shackling Chain debuff icon.
Fixed 5 stacks of Terror Absorption not applying properly to Apollyon.
The Summon Darkness effect of Darkness Cutter will now activate correctly when using the skill.
Bluhen:
Improved Blatt Blume's Fire of Brave and Alchimie Eid's Eid: Mut buff icons to make them easier to distinguish.
Fixed an issue where Power Gauge is not consumed and the effect is not activated when using [Mod] Requiem: Mut in Creation Mode.
Nisha Labyrinth: fixed Awakening Charge Speed Increase from the passive Like This? not applying properly.
Liberator: fixed Awakening Charge Speed Increase from the passive Ocean Fog not applying properly.
Other UI Updates
The popup that appears when claiming Hot Springs or Camp buff will be improved to match the new UI design.
- Maintenance
- Character Balance Patch
- Exascale Armor Effect Improvements
- Maestro Halo Improvement
- Adjustment to switch items that grant buffs
- Giant Boss Difficulty Improvement
- Shadow Earl's Castle Difficulty Improvements
- Master Class Portrait Customization added
- Bank UI Improvements
- Other Improvements
- Events
- Cash Shop Update
- Fixes & Improvements
29 Comments
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I'm honestly kinda hoping NA will get the second page of Shared Bank with the UI update.
The second page exists because of their server merge. The same goes for double character slots. So I doubt it :(
I guess. But it is kinda unfair that they have double character and shared bank slots compared to some (if not all) of the other servers. I can at least kinda see a case for NA to merge with INT, but I don't think it'll ever happen.
The Gaia/Solace situation was a bit different than NA/INT anyway - you could have characters on both servers via one account, contrary to NA/INT where your account is either in one or the other server.
They basically had to do it because character slot and bank inventory space purchases over the regular limits would've gone to waste.
Hence why I said "kinda" instead of outright saying they could do that. Iirc, accounts for the NA and INT servers were still registered on the same website and were registered based on where your IP said you were.
Me too because as a LuCiel main, passing doble accs and IB throught bank is annoying I never have enough space, I always have to do 2 trips
I honestly just use the Representing Character system for my LuCiels (yes, I'm aware I'm probably not bringing out the full potential of my LuCiels this way, but I'm not a meta player anyway, so idc), but I kinda get a similar frustration when transferring over equipment for characters I'm trying to level up to 99. I have Secret Dungeon equipment, and it's better than growth gear, so I transfer it over, but I've got other stuff in my shared bank as well, so I don't have enough space to do it all in one go.
solo giant bosses
bank ui update
glad these are here now.
no more 99 message
i'll miss those, and i'm assuming bot-flooding likely partly had something to do with this.
Master Class portrait settings only apply to what you see - others will still see regular 3rd job icons.
... now there's something to bring up questions about the game's code: was making it so only we see our pics the less intensive thing, or did they actually have to go out of their way to make it like that? i don't mind it too much, but given the precedent we have, i can't dismiss either possibility. but also i might be misremembering how portrait customization works in the first place.
Portrait Customization was always a client-side thing. I'm just a little disappointed that they didn't put the MC portraits in the Party List.
ah, i see.
speaking of cosmetics on our end and coding, when can we revert our default awakening auras' colors back out of the gold from transcendence (whose icon gets replaced by the master symbol)? could make them the relevant el masters' colors. and also be deactivatable on their own separately from everything else.
along with having the portraits in party list, some other visual means of redundancy in letting players know who and what they're working with would be good.
when can we revert our default awakening auras’ colors back out of the gold from transcendence
When enough players complain about not having the option to revert it to its default color.
could make them the relevant el masters’ colors
I can see them doing that as a paid Awakening, but not as a default. And I sent in a suggestion to allow us to change our Master Class symbols, so if (and that's a big if) that happens, I can't see it meshing well with default Awakening being the color of the Master.
along with having the portraits in party list, some other visual means of redundancy in letting players know who and what they’re working with would be good.
Agreed. Probably never gonna happen, though.
It is how it works already.
waitaminute
to address common potion shortages in early content
- learn to play your dang classes outside of spamming their skills, consarn'd raid bloat dragging newer players into their anal munchkin cults.
but also
devs, for real, buff combos and now also increase their baseline mp gain. preferably the former first. make people learn to play the dang game with it's damn controls for their comdamned specific classes.
alchemists as a profession exist, it's a good time to put them back into the spotlight if this is such a damning concern. make people learn to work with that too since it exists and has options that really should be more viable.
Expecting them to bring back the combo meta is straight up not it, nobody wants it, and the debate has been going for far too long. Just accept that the game is all about spamming skills now. There's no denying it, and there's no going back.
It may be about spamming Skills now, but that doesn't mean that's a good thing. I agree with Qij here. I've always advocated that a reliance on potions was not a good way to play the game, or any game for that matter, and I still stand by that. Yes, they're there, and yes, it's fine to use them, but when all you know is "herp derp potion go chug chug and Skills go brrr", is that really good gameplay? I don't think so. Skill spamming is a more braindead way of playing than actually learning how to use your character.
Spamming commands is also fundamentally braindead. It just doesn't fit the new fast-paced standard of action games. Nobody wants to do it, sorry not sorry.
Spamming commands
Pardon? Was anyone here talking about spamming commands? Pretty sure I wasn't, and from what I see of Qij's comment, he was just talking about buffing them to make them worth using, not necessarily making them spam-worthy.
he was just talking about buffing them to make them worth using,
No idea what kind of a buff this would require. It would be very difficult to find a genuine use for them even if they started dealing 3 times the damage. The only possible solution I see is increasing their MP gain, but KoG likely intends the game to be played the way it is now.
Remember when you had to learn basic combos/loops for your commands because some shitehead would yell at you because you knocked down a mob in dungeon content and the (scaled) damage reduction meant that the run would take longer then it could of?
This is completely unrelated to the game's code. They're not changing the icons because there's no point. In a meta where specific characters are required for specific team compositions, changing the icons just to include the new artworks (so no design changes) would unnecessarily confuse players.
"others will still see regular 3rd job icons." ... I... don't fully know how to feel about this. Sure, it's not necessary for the party list UI to display the Master Class portrait, since it'll show the icon, but... idk. It kinda feels like they cheeped out here.
No point. Would cause chaos. It's just a client-side customization.
I don't mean the party list changing with the customization, I mean the party list showing the Master Class portrait for Master Class characters. They said that that other players still see the regular 3rd job icons, not the Master Class 3rd job icons.
Yeah so basically, it would cause chaos just like when the 3rd jobs released (although, back then, teaming up with specific classes wasn't the bread and butter of Elsword raids). People are used to the 3rd job ones by now, there's just no point. Master Class doesn't even change any designs, it's just a bunch of new artworks that players wanted to see on their UI. Nobody actually wants the icons to change at this moment.
it would cause chaos just like when the 3rd jobs released
Pardon? 3rd Jobs caused chaos? I know every new class needs some time for people to get used to the new artwork and designs, but I legit cannot picture that causing something like that.
But even if it did, most of this artwork isn't even new. Really, I'm pretty sure only a small handful of classes got entirely new art, and only because their Master Skill cut-ins used their Transformed states instead of their normal states. And considering people are already pretty familiar with 3rd Job designs, I doubt people are gonna struggle that hard to get used to the Master Class art. It's the same designs, just drawn a bit differently.
Master Class doesn’t even change any designs
Neither does Transcendence, so they could've gotten away with adding the Transcendence icons just like how Master Class just adds the Master Class icons. Instead, the Transcendence artwork is used. Did the release of Transcendence cause this "chaos" you mentioned? And keep in mind, normal 2nd Jobs had been the final stage in the class paths for a long time before Trans released (We've gotten Chung through Rose between the release of Lord Knight and the release of Transcended Lord Knight).
Everything else I get, and it's why I'm not really upset by the fact they didn't do it. But I still kinda expected them to since they were adding the new portraits to the UI anyway, so I am still a little disappointed.
Did the release of Transcendence cause this «chaos» you mentioned?
It was an entirely different meta, not my point. The MC portraits just don't make a good fit for small icons due to lightning and positioning issues on the artworks. They were never designed for this size.
And considering people are already pretty familiar with 3rd Job designs, I doubt people are gonna struggle that hard to get used to the Master Class art.
I guess that's valid, but I still don't see any reason to do it now if they decided not to on the initial release.
The MC portraits just don’t make a good fit for small icons due to lightning and positioning issues on the artworks.
I dunno, this kinda looks like it could work to me.
And honestly, it kinda seems like a lot of character/class portraits were designed to be used for clear screens/skill cut-ins before being party list icons, and they just end up working as the latter (at least, that's how I feel about them). But again, it's not like I felt they absolutely had to do it. It just feels like they just did the bare minimum, which is technically enough, but still feels like more could've been done.
the translation of the roadmap on this site does specifically say "use Master Class skill cuts as Character Portraits on the UI", so it's fulfilled by the barest minimum requirement of what they supposedly said (provided the translation is precisely literal/term-to-term enough).
soooo yeh kinda cheap, but probs can't be called not delivering on their... increasingly exasperating... word.
It isn't literal because that'd sound weird, but I assure you they were only ever talking about the portraits in top left.