[Update] 6/5 (Thu) Update Content [55]
Hello Heirs. This is GM Dominiel.
Let's take a look at what we have in store for you in this week's update.
The update details provided in this notice are subject to change.
Players will be able to view these updates after the maintenance on 6/5 (Thu).
1. New Content, “Trial of the Constellations” Beta Season Update
Trial of the Constellations, where players can go beyond the previous Nightmare difficulty and challenge the ultimate trial of Perdition, will be available.
After the update, the Beta Season will begin. When the regular season begins, two additional Constellations will be added along with even more refined content, so please look forward to it!
■ Entry
- Location: Battle > Trial of the Constellations
- Entry Condition: Account Rank 50 or above
■ Schedule
6/5 (Thu) after the maintenance – 8/1 (Fri) each server's reset time
■ Trial of the Constellations
- Trial of the Constellations is a season-based PvE content.
- The trial consists of a total of five Constellations and four difficulty levels (Hard/Hell/Nightmare/Perdition).
* 3 Constellations will be showcased during the Beta Season, with all 5 Constellations unlocking when the regular season begins.
- Each constellation requires a team of Heroes with specific elements. Depending on the difficulty level, players must place a minimum number of Heroes of a given element in their team to enter.
- Trial of the Constellations does not grant Account EXP, Hero EXP, Stigma, or Hero Friendship EXP.
■ Battle Rules
Team Formation and Battle
- Each constellation requires a team of Heroes with specific elements. If this condition is not met, the battle will not begin.
- Players must place a minimum number of Heroes of a given element in their team to enter. This number will vary, depending on the difficulty level.
- You can bring along Guardians and Pets, but supporters cannot participate.
Constellation Energy
- The Constellation Energy value changes upon meeting specific conditions for each constellation.
- When Constellation Energy reaches 100%, a negative effect will be activated, making the battle more difficult.
- When Constellation Energy drops to 0%, a beneficial effect will be activated, giving your team an advantage in battle.
Verdict
- In Trial of the Constellations, each trial has a different verdict's turn count.
- When verdict's turn count reaches 0, grants final verdict.
■ Trial Clear Rewards
- Clearing Trial of the Constellations grants rewards such as Lv. 88 Equipment, Starfall Coins, Slot Points, and more.
- The Trial of the Constellations clear rewards can be obtained once per month for each Constellation. This limit will reset on the 1st of each month.
- Challenging higher difficulties of the same Constellation will not grant trial clear rewards.
- Any Slot Points not earned from lower difficulties can still be obtained retroactively when clearing higher difficulties.
■ Blessing of the Stars
- Blessing of the Stars allows you to enhance Heroes for each Constellation or ease the difficulty of the trials.
- Use earned Slot Points to unlock Blessing of the Stars slots.
- The Slot Points required vary by slot.
- Heroes can be assigned to slots if their Constellation, element, and class match the respective slot requirements.
- Upon assigning Heroes, players can obtain total points per Constellation, based on the Hero Score. Assigned Heroes cannot participate in Trial of the Constellations.
* Growth from Grace of Growth does not contribute to Hero Score; only the Hero’s original growth values prior to receiving the buff are applied.
- Blessing of the Stars effects will be unlocked based on the total points.
- Hero Score is determined by Heroes' growth status, equipped Equipment, and equipped Artifacts.
- Unlocked Hero slots in the Blessing of the Stars can be reset using Skystone.
- When resetting Hero slots in the Blessing of the Stars, all slots will be cleared, and the points used for each slot will be returned.
- After resetting Hero slots in the Blessing of the Stars, they cannot be reset again for 7 days.
■ Exchange
- Players will be able to exchange the "Starfall Coins" collected from Trial of the Constellations for Starfall Items in the Exchange.
- Products are refreshed and reset every 3 months, while purchase limits follow a separate reset schedule.
2. New 5★ Hero, Disciplinary Prefect Aria
The committee member responsible for order at Shadewood High and a master of both fist and pen, Disciplinary Prefect Aria has arrived on Orbis!
Players will be able to meet a new 5★ Hero, Disciplinary Prefect Aria, in Covenant, Moonlight, and Mystic Summons.
■ Disciplinary Prefect Aria Mystic Summon Schedule
6/5 (Thu) after the maintenance – 6/26 (Thu) 02:59 UTC
■ Disciplinary Prefect Aria
Skill Introduction

■ Preview & Try Disciplinary Prefect Aria
1. Schedule: 6/5 (Thu) after the maintenance – 6/26 (Thu) 02:59 UTC
2. Details: Preview & Try Disciplinary Prefect Aria Event will be added to [Lobby > Special Event > Natalon Academy > Disciplinary Prefect Aria].
3. Rewards: 1 Leif per event
3. Ancient Inheritance Season 13
Ancient Inheritance Season 13 begins now!
An entrance to the hidden dimension has been discovered, where the history of Orbis and mysterious events await you.
Embark on an exploration with fellow Guild members as you delve into the hidden dimension in "Ancient Dragon's Tomb!"
■ Schedule
Server | Event Schedule |
Korea/Asia/Japan | 6/8 (Sun) 18:00 – 6/22 (Sun) 17:59 UTC |
Europe | 6/9 (Mon) 03:00 – 6/23 (Mon) 02:59 UTC |
Global | 6/9 (Mon) 10:00 – 6/23 (Mon) 09:59 UTC |
■ Location
Guild > Battlefield > Ancient Inheritance
■ Eligible Guilds
① Guild Condition: 16 or more members
② Member Condition: Account Rank 40 or above
* Guild members who satisfy the participation condition during the Ancient Inheritance season will be able to participate immediately.
* Guilds that had 16 or more members when the season started and lost members with the total number of current members below 16 will still be able to continue to play in Ancient Inheritance.
* Guild members who left a Guild and joined another during the Ancient Inheritance season will have their progress and Exchange currencies reset.
* Defeating multiple Boss monsters in different Guilds will not award the players multiple Equipment rewards.
* Players who have defeated the Boss and moved to the next zone through the portal will not be able to return to the previous zone.
■ Ancient Dragon's Tomb Basic Information
- Ancient Dragon's Tomb is divided into three zones.
- The Exploration Level and Battle Level are separated and each level increases according to its respective progress.
- Both Exploration Level and Battle Level have a maximum of 10 levels each.
Exploration Level
- Players will be able to obtain EXP when their character moves from tile to tile or interacts with objects in Ancient Dragon's Tomb.
- As your Exploration Level increases, you can acquire various effects including deploying more Heroes to expeditions.
- The Ancient Dragon's Key, required to open treasure chests, can be obtained as a reward for reaching certain Exploration Levels.
Battle Level
- Upon battling with monsters, you can acquire EXP for the element that is advantageous against the monster's element.
ㄴ Example: Winning a battle against an Earth element monster yields Fire element EXP.
- When Element Level increases, the stats of Heroes belonging to that element increase.
■ How to Proceed - Ancient Dragon's Tomb
- In the Ancient Dragon's Tomb, players need to undertake quests with their Guild members to proceed to the next zone.
- Upon completing the conditions of a quest, the following quest will begin.
- You can challenge the Boss appearing in Ancient Dragon's Tomb twice a day.
- Fulfilling the quest conditions summons a Boss. When the summoned Boss's Health drops to a certain level, they temporarily retreat, and Wardens appear to protect the Boss. After defeating all the Wardens that appear on the map, the Boss will reappear. Defeating the reappeared Boss allows you to proceed to the next zone.
■ Rewards
Instant Rewards
- Rewards for normal objects players discover or for defeating normal monsters in Ancient Inheritance will be given to the players immediately.
- Elite/Warden/Boss Monster battles are cooperative content where you have to join forces with other Guild members. Participation rewards will be given right after each battle.
- The Ancient Dragon's Key is required to open treasure chests and obtain rewards.
- The Ancient Dragon's Key can be obtained as a reward for reaching certain Exploration Levels, and there is a chance to acquire them as additional drops when battling normal monsters.
Guild History Reward
- Tap the "Notification" icon to see the Guild History in Ancient Inheritance.
- Event Tab: Information such as Elite Monster and Warden Defeat Notices, Boss Encounter/Defeat Notices, and Guild Treasure Chest Rewards will be listed in chronological order.
- Rewards from winning Cooperative Monster Battles and Guild Treasure Chests will be displayed here. Tap Receive Reward to receive the rewards.
* Clear Rewards are given to all Guild members via Notice regardless of their participation (Excluding Elite/Warden Monsters)
* Guild members who have not participated in Ancient Inheritance cannot receive the rewards.
■ Exchange
- Ancient Dream Shards collected in Ancient Inheritance can be exchanged for valuable items in the Exchange.
- Exchange will close a week after the current Ancient Inheritance season ends.
■ Main Reward
4. Hero and Artifact Balance Adjustments
Balance adjustments will be made to certain Heroes, facilitating better strategies involving them.
* The probability, number of turns, and cooldowns are based on fully enhanced characters.
* Other skills will not be changed unless stated.
* The World Arena Replays recorded before the update will no longer be playable after the maintenance on 6/5 (Thu).
■ Balance Adjustment Target
Hero
Grade | Name |
5★ Moonlight | Desert Jewel Basar |
5★ Moonlight | Straze |
5★ Covenant | Holiday Yufine |
5★ Covenant | Tywin |
5★ Covenant | Charles |
5★ Covenant | Fenris |
4★ Moonlight | General Purrgis |
4★ Moonlight | Assassin Cartuja |
Artifact
Grade | Name |
5★ | Indestructible Gaiters |
5★ | Glo-Wings 21 |
* The probability and number of turns are based on fully enhanced skills.
* Skill Cooldowns will not be changed unless stated.
* The skill descriptions mentioned in this preview may differ from the actual update.
1-1. Hero Balance Adjustments
1-1-1. Moonlight / 5★
Desert Jewel Basar
Desert Wind (Before) | Desert Wind (After) |
Attacks the enemy with wind, with a 35% chance to stun for 1 turn, before recovering Health of all allies. Amount recovered increases proportional to the target's max Health and the caster's Attack. | Attacks the enemy with wind and has a 35% chance to inflict stun for 1 turn, before recovering Health of all allies proportional to the target's max Health. |
Soulburn (20): Increases the amount recovered. | Soulburn (10): Increases the amount recovered. |
Desert Storm (Before) | Desert Storm (After) |
With a sandstorm, inflicts barrier inversion on all enemies and has a 85% chance to decrease Hit Chance for 2 turns. When the target is granted a barrier, grants an extra turn to the caster. | With a sandstorm, inflicts barrier inversion on all enemies before dispelling two buffs and a 100% chance to decrease Combat Readiness by 20%. When the target is granted a barrier, grants an extra turn. |
Bastet Roar (Before) | Bastet Roar (After) |
Bastet roars, dispelling all debuffs from all allies, before increasing Combat Readiness by 30%. When this skill is not on cooldown, a critical hit will grant 30% damage reduction. | Bastet roars, dispelling all debuffs from all allies, before increasing Combat Readiness by 30%. If this skill is not on cooldown, grants 30% damage reduction when attacked. |
Bastet Roar (Awakened) (Before) | Bastet Roar (Awakened) (After) |
Bastet roars, dispelling all debuffs from all allies and granting immunity for 2 turns, before increasing Combat Readiness by 30%. When this skill is not on cooldown, a critical hit will grant 30% damage reduction. | Bastet roars, dispelling all debuffs from all allies and granting immunity for 2 turns before increasing Combat Readiness by 30%. If this skill is not on cooldown, grants 30% damage reduction when attacked. |
Constellation (Before) | Constellation (After) |
Sagittarius | Taurus |
Straze
Destructive Gaze (Before) | Destructive Gaze (After) |
Attacks all enemies with a wave of force and dispels two buffs. Ignores Effect Resistance of any targets with Attack lower than the caster's Attack. When there are three or fewer enemies, damage dealt increases with fewer enemies. | Attacks all enemies with a wave of force and dispels all buffs. Ignores Effect Resistance of any targets with Attack lower than the caster's Attack. When there are three or fewer enemies, damage dealt increases with fewer enemies. |
Star Extinction (Before) | Star Extinction (After) |
Attacks all enemies with a sword. Penetrates Defense of the target with the highest max Health by 30%. When the caster's Attack is greater than the penetration target's Attack, penetration rate increases proportional to the difference, up to a maximum of 100%. This skill cannot trigger a counterattack. | Attacks all enemies with a sword. Penetrates Defense of the target with the highest max Health. This skill cannot trigger a counterattack. |
Star Extinction (Awakened) (Before) | Star Extinction (Awakened) (After) |
Attacks all enemies with a sword. Penetrates Defense of the target with the highest max Health by 30%. When the caster's Attack is greater than the penetration target's Attack, penetration rate increases proportional to the difference, up to a maximum of 100%. Grants invincibility to the caster for 1 turn. This skill cannot trigger a counterattack. | Attacks all enemies with a sword, and grants invincibility to the caster for 1 turn. Penetrates Defense of the target with the highest max Health. This skill cannot trigger a counterattack. |
1-1-2. Covenant / 5★
Holiday Yufine
Just One Bite! ♡ (Before) | Just One Bite! ♡ (After) |
Attacks the enemy by tearing up a food market, with a 75% chance to burn for 1 turn. When used on the caster's turn, Just One Bite! ♡ becomes an attack that targets all enemies. Changed attack is unaffected by elemental disadvantage and does not trigger a Dual Attack. | Attacks the enemy by tearing up a food market and has a 100% chance to inflict burn for 1 turn. When used on the caster's turn, Just One Bite! ♡ becomes an attack that targets all enemies. Changed attack is unaffected by elemental disadvantage and does not trigger a Dual Attack. |
Let's Eat Together! (Before) | Let's Eat Together! (After) |
Reduces the effect of Combat Readiness decreases inflicted on all allies by 50%. Increases Evasion by 35%, and when the caster is at max Health, increases Evasion by an additional 35%. | Reduces the effect of Combat Readiness decreases inflicted on all allies by 50%. Increases Evasion by 35%, and when Health is 50% or more, increases Evasion by an additional 35%. |
Yufine's ☆ Special (Awakened) (Before) | Yufine's ☆ Special (Awakened) (After) |
Dispels two debuffs from all allies and attacks all enemies in the middle of a night market. Increases Attack of all allies for 2 turns and Combat Readiness by 20%. | Dispels two debuffs from all allies and attacks all enemies in the middle of a night market. Grants increased Attack to all allies for 2 turns and increases Combat Readiness by 25%. |
Tywin
Sword Storm (Before) | Sword Storm (After) |
Attacks with a swordstorm, with a 75% chance to dispel one buff. Damage dealt increases proportional to the caster's max Health. | Attacks the enemy with a sword blast, with a 50% chance to inflict decreased Defense for 2 turns. Damage dealt increases proportional to the caster's max Health. |
Tactical Command (Before) | Tactical Command (After) |
Immune to debuffs which prevent movement. When the ally in the back row has a debuff which prevents movement after being attacked, activates Commanding Shout on the target. Commanding Shout: Dispels all debuffs from the ally and grants immunity for 2 turns. | Immune to debuffs which prevent movement. When the ally in the back row has a debuff which prevents movement after being attacked, activates Commanding Shout on the target. Commanding Shout: Dispels all debuffs from the ally and grants immunity for 2 turns. |
Commanding Shout can be activated once every 2 turns. | Commanding Shout can be activated once every 1 turn. |
Tactical Command (Awakened) (Before) | Tactical Command (Awakened) (After) |
Immune to debuffs which prevent movement. When the ally in the back row has a debuff which prevents movement after being attacked, activates Commanding Shout on the target. Commanding Shout: Dispels all debuffs from the ally and grants immunity and a barrier for 2 turns. Barrier strength increases proportional to the caster's max Health. | Immune to debuffs which prevent movement. When the ally in the back row has a debuff which prevents movement after being attacked, activates Commanding Shout on the target. Commanding Shout: Dispels all debuffs from the ally and grants immunity and a barrier for 2 turns. Barrier strength increases proportional to the caster's max Health. |
Commanding Shout can be activated once every 2 turns. | Commanding Shout can be activated once every 1 turn. |
In line with this balance adjustment, Tywin's Exclusive Equipment effect will be adjusted as follows.
Exclusive Equipment – Effect 1 (Before) | Exclusive Equipment – Effect 1 (After) |
Dispels one additional buff when using Sword Storm. | Increases Sword Storm's decrease Defense effect chance by 15%. |
Charles
Slash (Before) | Slash (After) |
Attacks with a giant sword, with a 60% chance to decrease Attack for 1 turn. After using this skill, has a 25% chance to activate Smash as an extra attack. Chance to activate Smash is doubled when the enemy is buffed. | Attacks the enemy with a giant sword and has a 75% chance to dispel one buff. After attacking, has a 50% chance to activate Smash as an extra attack, and when the caster is granted three or more buffs, doubles effect chance. |
Smash (Before) | Smash (After) |
Attacks the enemy repeatedly with a giant sword, with a 100% chance to dispel all buffs. Damage dealt increases proportional to number of buffs granted to the caster. | Attacks the enemy repeatedly with a giant sword, absorbing some of the damage as Health, and increases Combat Readiness of all allies by 15%. |
+10% damage dealt +10% effect chance +10% damage dealt +10% effect chance +10% damage dealt | +10% damage dealt +2% Combat Readiness +10% damage dealt +3% Combat Readiness +10% damage dealt |
Faithful Strike (Before) | Faithful Strike (After) |
Attacks all enemies with a swordstorm, increasing Attack of all allies for 2 turns. When there are three or fewer enemies, damage dealt increases as enemies become fewer. | Attacks all enemies by discharging a sword blast, and grants increased Attack to all allies for 2 turns. Grants counterattack to the caster for 2 turns. When there are three or fewer enemies, damage dealt increases as enemies become fewer. |
Faithful Strike (Awakened) (Before) | Faithful Strike (Awakened) (After) |
Attacks all enemies with a swordstorm, increases Attack of all allies for 2 turns. Additionally increases Defense of the caster for 2 turns. When there are three or fewer enemies, damage dealt increases as enemies become fewer. | Attacks all enemies by discharging a sword blast, and grants increased Attack and increased Defense to all allies for 2 turns. Grants counterattack to the caster for 2 turns. When there are three or fewer enemies, damage dealt increases as enemies become fewer. |
Soulburn (20): Extends duration of buffs granted by this skill by 1 turn. | Soulburn (10): Skill cooldown is decreased by 2 turns. |
In line with this balance adjustment, Charles's Exclusive Equipment effect will be adjusted as follows.
Exclusive Equipment – Effect 1 (Before) | Exclusive Equipment – Effect 1 (After) |
Increases Slash's chance to activate Smash by 10%. | Increases buff dispel chance of Slash by 25%. |
Exclusive Equipment – Effect 2 (Before) | Exclusive Equipment – Effect 2 (After) |
Increases Slash's chance to decrease Attack by 15% and damage dealt by 10%. | Increases damage dealt by Smash by 10%. |
Fenris
Magic Arrow (Before) | Magic Arrow (After) |
Attacks the enemy with a magic arrow, and increases Speed for 1 turn. When it is the caster's turn, gains 25 Fighting Spirit. | Attacks the enemy with a magic arrow, and grants increased Speed for 1 turn. |
| Gain 25 Fighting Spirit |
Unwavering Will (Before) | Unwavering Will (After) |
Starts the first battle with 50 Fighting Spirit. After an ally suffers an extra attack, counterattack, or Dual Attack, gains 50 Fighting Spirit and uses Soaring Arrow. Soaring Arrow: Attacks all enemies after leaping backward, before dispelling one debuff from all allies. Increases Combat Readiness of the caster by 30%. | Starts the first battle with 50 Fighting Spirit. After an ally suffers an extra attack, counterattack, or Dual Attack, gains 50 Fighting Spirit and uses Soaring Arrow. Soaring Arrow: Attacks all enemies after leaping backward, before dispelling two debuffs from all allies. Increases Combat Readiness of the caster by 30%. |
Strike of Fate (Before) | Strike of Fate (After) |
After granting increased Attack to the caster for 3 turns, attacks the enemy with an arrow of resolution. When the enemy's max Health is greater than the caster's max Health, damage dealt increases proportional to the difference, up to a maximum of 70%. | After granting increased Attack to the caster for 3 turns, attacks the enemy with an arrow of resolution, and increases Combat Readiness of all allies by 30%. When the enemy's max Health is greater than the caster's max Health, damage dealt increases proportionally, up to 70%. |
Strike of Fate (Awakened) (Before) | Strike of Fate (Awakened) (After) |
After granting increased Attack (Greater) to the caster for 3 turns, attacks the enemy with an arrow of resolution. When the enemy's max Health is greater than the caster's max Health, damage dealt increases proportional to the difference, up to a maximum of 70%. | After granting increased Attack (Greater) to the caster for 3 turns, attacks the enemy with an arrow of resolution, and increases Combat Readiness of all allies by 30%. When the enemy's max Health is greater than the caster's max Health, damage dealt increases proportionally, up to 70%. |
1-1-3. Moonlight / 4★
General Purrgis
Heroic Strike (Before) | Heroic Strike (After) |
Mows down the enemy with a great sword, with a 75% chance to provoke for 1 turn. Damage dealt increases proportional to the caster's max Health. | Attacks the enemy with a great sword, with a 100% chance to inflict provoke for 1 turn. Damage dealt increases proportional to the caster's max Health. |
Command to Charge (Before) | Command to Charge (After) |
Gives the command to charge, dealing damage to all enemies, with a 100% chance to stun two random enemies for 1 turn. Damage dealt increases proportional to the caster's max Health. | Attacks all enemies by giving the order to charge, and has a 100% chance to inflict stun for 1 turn. Damage dealt increases proportional to the caster's max Health. |
Command to Charge (Awakened) (Before) | Command to Charge (Awakened) (After) |
Gives the command to charge, dealing damage to all enemies, with a 100% chance to stun two random enemies for 1 turn, before increasing Attack of all allies for 2 turns. Damage dealt increases proportional to the caster's max Health. | Attacks all enemies by giving the order to charge, and has a 100% chance to inflict stun for 1 turn, before granting increased Attack to all allies for 2 turns. Damage dealt increases proportional to the caster's max Health. |
In line with this balance adjustment, General Purrgis's Exclusive Equipment effect will be adjusted as follows.
Exclusive Equipment – Effect 1 (Before) | Exclusive Equipment – Effect 1 (After) |
With Spearhead's effect, at the moment the caster is attacked, has a 20% chance to increase Defense of the caster for 2 turns. | Recovers Health of the caster proportional to max Health when using Heroic Strike. |
Assassin Cartuja
Shred (Before) | Shred (After) |
Attacks with sharp claws, with a 75% chance to provoke for 1 turn. | Attacks the enemy with sharp claws, with a 100% chance to inflict provoke for 1 turn. Damage dealt increases proportional to the caster's max Health. |
Sudden Assault (Before) | Sudden Assault (After) |
Dashes towards the enemy to attack, stunning for 1 turn. | Attacks the enemy by quickly dashing towards them, inflicting stun for 1 turn. Damage dealt increases proportional to the caster's max Health. |
Sudden Assault (Awakened) (Before) | Sudden Assault (Awakened) (After) |
Dashes towards the enemy to attack, decreasing Defense for 2 turns and stunning for 1 turn. | Attacks the enemy by quickly dashing towards them, inflicting decreased Defense for 2 turns and stun for 1 turn. Damage dealt increases proportional to the caster's max Health. |
1-2. Artifact Balance Adjustments
1-2-1. Artifact / 5★
Indestructible Gaiters
Effect(s) (Before) | Effect(s) (After) |
Increases Attack by 10%. If a non-critical hit is made when attacking with a Single Attack, has a 50-100% chance to burn for 1 turn. Can only be activated once per turn. | Increases Attack by 10%. If a non-critical hit is made when attacking, has a 50-100% chance to inflict burn for 1 turn. Can only be activated once per turn. |
Glo-Wings 21
Effect(s) (Before) | Effect(s) (After) |
After using a non-attack skill, grants a barrier equivalent to 10-20% of the caster's max Health to all allies for 2 turns. This effect can only be activated once every 3 turns. This Artifact's skill effect can only apply to one Hero within a team. | After using a non-attack skill, grants a barrier equivalent to 30-60 per Level to all allies for 2 turns. This effect can only be activated once every 3 turns. This Artifact's skill effect can only apply to one Hero within a team. |
As a result of this balance update, a temporary effect change feature will be provided, enabling players to modify the effects of Exclusive Equipment for certain Heroes affected by the adjustments.
Players can change the effects only once.
■ Exclusive Equipment Effect Change
1. Schedule: 6/5 (Thu) after the maintenance – 6/19 (Thu) 02:59 UTC
- Details
Hero Name | Eligible Option |
Tywin | Effect 1: Sword Storm |
Charles | Effect 1: Slash Effect 2: Smash |
General Purrgis | Effect 1: Spearhead |
■ Location
- Inventory > Exclusive Equipment Tab > Select a piece of Exclusive Equipment > Change Effect
- Hero > a Hero equipping Exclusive Equipment > Equipped Exclusive Equipment > Change Effect
■ Exclusive Equipment Effect Change
- After selecting the Exclusive Equipment eligible for Effect change, you can tap the “Change Effect” button to choose a different effect for that equipment.
■ Notes for Exclusive Equipment Effect Change
- The main effect value will not be changed.
- Players can change the effect of the eligible Exclusive Equipment only once.
- When a player changes the effects, the changes cannot be reversed.
- When a player changes the effects, the Equipment will be unequipped automatically.
- Equipment obtained after adjustments are not eligible for this effect change.
5. One New Exclusive Equipment
New Exclusive Equipment for 5★ Straze will be added to the Hall of Trials Exchange.
Players can obtain Exclusive Equipment from the Hall of Trials Exchange using Fate's Gaze.
Exclusive Equipment stats will be applied randomly upon purchase.
■ 5★ Straze’s Exclusive Equipment Info
Icon | Stats | Description |
(Straze) | Critical Hit Chance +6% — 12% | Star Extinction When the enemy is defeated by Star Extinction, extends buff durations of the caster by 1 turn and grants an extra turn. |
■ Cost
Exclusive Equipment | Required Currency |
Star Extinction (Straze) | Fate's Gaze x40 |
6. Taeyou & Spear of Purification Drop Rate Up
In this Drop Rate Up event, meet the Ice elemental Warrior, Taeyou, who becomes enraged for three turns when an enemy uses a non-attack skill and uses enhanced skills when he is enraged. Players can also obtain the Warrior-exclusive Artifact, Spear of Purification, that increases the caster's attack and increases the caster's Combat Readiness once per turn when an enemy uses a non-attack skill.
■ Schedule
6/5 (Thu) after the maintenance – 6/12 (Thu) 02:59 UTC
7. Mystic Summon Lineup Rotation
■ The Mystic Summon lineup will be updated as follows.
1. Schedule: 6/5 (Thu) after the maintenance – 6/26 (Thu) 02:59 UTC
5★ | 4★ |
Disciplinary Prefect Aria | General Purrgis |
8. Hall of Trials Boss Rotation
There will be a rotation of Hall of Trials Bosses.
■ Hall of Trials Boss Rotation
Starting Date | Bosses |
6/9 (Mon) | Harsetti, Rampaging Harsetti |
9. Other Improvements and Adjustments
■ Pack
- Growth Sprint 6 & 7 will be added.
■ Arena
- New Heroes and Exclusive Equipment will be added to the Draft Arena, and the stats of certain Heroes will be revamped.
Category | Heroes |
Newly Added Heroes | Boss Arunka, Rinak, Robin, Disciplinary Prefect Aria |
New Exclusive Equipment Added | Straze, New Kid Adin |
Stat Changes | Desert Jewel Basar, Straze, New Kid Adin |
Set Changes | New Kid Adin |
■ Event
- The Showdown Field Exchange closing schedule will be extended to 6/19 (Thu) 02:59 UTC.
* We are preparing to distribute any additional currency that was not obtained due to the issue in Showdown Field. We sincerely apologize for any inconvenience this may have caused and appreciate your patience.
■ Adjustments
- An issue where players could not proceed to the Stage “Skyblue Illusion Square” in The Holy Order of the Blue Cross and the Mysterious Island will be fixed.
- An issue where resetting the completion history of Hero Story after finishing all stories there did not reset the Exchange for certain Heroes will be fixed.
* Please note that following the Side Story update, if players do not complete Stage 10 during the free period, the Exchange will not reset when each story is added to Hero Story.
* We sincerely apologize for the inaccurate information previously provided through Customer Service, which caused additional confusion. We will take extra care to prevent similar issues in the future.
- Certain text and UI errors will be fixed.

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Smilegate.. hear me out..
this new mode is different and forces people to use units they haven’t used before which is good in a way HOWEVER, your system is so flawed and unfair to new/mid game players.
The gearing system is so garbage and yet we don’t have a way to properly gear all of the units we want. You guys are forcing us to use different units and constantly changing the meta for pvp but I shouldn’t need to constantly swap good gear between units. If I want a unit built a certain way, I will leave the gear on that unit until the day I feel like changing the build.
MAKE GEARING EASIER. Allow us to just pick the stats we want on a piece and have rng on the roll. Or something easier, you’re a big company so listen to our suggestions and fix the damn mod gems already. I shouldn’t be rolling 4% every time when using 4 gems like just what.
Hope you guys listen before you keep digging your hole further..
Great release of content, however please do NOT get rid of Azmakalis Cycle. Constellation should not be considered a replacement and instead should be considered an even tougher true late-end game content, where as Azmakalis is challenging but more doable midgame content. Having both would be a nice show of PVE progression in the game and also helps incredibly with the tough gearing aspect of this game. PLEASE keep azmakalis cycle. It is enjoyable!
Sg pls make Aria s3 get the pen buff before using s3 instead of after it ***** to have to use three s3 to get 70% pen in a character that doesn't even cycle that fast
Please don't remove Azmakalis Cycle, i was so proud of myself for finally being able to beat queen raid and I'm still working up to doing the others. Im sure there are many other players who are doing the same, please don't take that away from us.
Dont remove the lab mode. After you made the great change to remove labyrinth stam more players are now interested in it. Many are starting to invest in heroes for it, I know those people who invested are just going to get demoralized and want to quit. Dont push your players away to your competition.
Disciplinary Prefect Aria: Emergency buff ASAP!!!
No new or buffed specializations. No really good things to do at the end game, so they want to remove a f2p friendly one to just waste time with a new one that is really bad. The only good thing is the buffs. Seriously, when are you gonna do something for players? Where is Brinus? Where is ML Ras? Why is SG so money hungry that they don't even think of doing good things for us. 5 years in this game and it only disappoints me even further.
in the four years I've played this game, not missed a day, but it can be counted on one hand, how many times I've done raid content... (might actually be less than one full clear.)
Although it didn't bother me that it was there, I was simply never gonna do that content.
The "better" way to go about it, imho, I would suggest making most content "optional", by collecting daily "universal" capped points, which can be collected by doing any content you wish to do, even RTA.
Yet still keep the hunts, expeditions and rift, as the "traditional" stamina sinks so to speak.
Imgaine, if you will, that Smilegate decided to create a new type of PVP content. For argument's sake, lets say it was based on that minigame they did with Gala Lilias. They announce how great it is for PVP players to have another form of PVP to participate in.
Now imagine that SG announced the same day that they were getting rid of RTA.
What you are imagining right now is how PVE players feel at the moment.
Straze needed extinction as part of his S3, shouldve gotten undispellable invincibility upon S3 kill, and permanent attack % increase per any unit turn, it would keep him balanced. He could still get debuffed, would not get an extra turn, and would be a growing threat to neutralize. His S2 change is good maybe an extra turn on S2 instead ONLY if a certain amount of buffs are dispelled would be great. PVE needed more content not less.
DO NOT REMOVE AZIMAKALIS OF CYCLE.
THERE IS NO POINT IN REMOVING IT.
Yo! I have been playing for 5 years. Been a huge supporter for a long time. Please do not get rid of Azi Cycle, it might break the whole game. Lots of people take on the challenge, and need the rewards from it. It might be one of, if not the best(debatably) PvE content things to do in the game. It would be an absolute shame to see such a good, and hard, piece of content leave. Doesn’t make sense at all to remove it anyway…
Have both. Do not delete EITHER of them. We can have both, our phones and pc’s can take it (^-^)
I want to be excited about this content, but any excitement I might have is heavily dampened by the unintelligible decision to remove nightmare raid (Azmakalis of Cycle).
Why in the world would you get rid of one of the only repeatable PVE contents in the game? Why would you get rid of one of the only sources of high quality gear? Are you really convinced that 1 additional high quality gear set per month will break the game? Help it make sense for me, please!
Removing Azmakalis of Cycle is a terrible decision. Its a difficult late game mode that requires a lot of investment for good monthly rewards. It is not only challenging but rewards the players that put in the effort to clear it. Do not remove it, this is a massive mistake.
wow removing Azmakalis Cycle epic7 is always 1step forward 3steps back , bring back yuna kim pls
Please do not remove Azmakalis of Cycle. I want more things to do, not basically the same by having new content replace old content. They can both coexist like Hunts and Rift.
Please Do not remove azmakalis, its a terrible decision
Huh? For real are people complaining about them deleting the mode that gives u once per month a torrent atk% neck with double crit? KEKL. Idk, I dont see the point of complaining. We do this mode every month to get absolutely nothing, at least we get one ml summon per month + a piece of speed that always go full hp%. I dont get it. For example me, without missing any month ive never got the chest of the queen, and the other "god" pieces only once in what, almost 2 years? If they replace it means it would be prob the same difficult,we do the labyrinth once per month cause is "free stuff" but is boring as hell and noone gets the loot they want, so for me perfect if they change it to a mode that finnally is going to bring me something. And if u complaing about "we will need more units", bro, this game has 7 years, they exist other units besides tama brieg iseria etc. Maybe stop using the units as an exhibitor, and put them some gear to do something.
The modes don’t interfere with each other, if its boring for u, don’t do it, you basically prefer having absolutely nothing instead of galaxy summons, charms, and (possibly) very good pieces each month, to make it easier to understand for you, would you rather have a monthly allowance of $2 or nothing cuz $2 is just too little money?
It's more of a frustration over them not adding content with this, but replacing something I enjoy each month. I want more things to do at my own pace. It has also been a decent source of Galaxy Bookmarks over the years, even if you mostly get 3 stars, and if you gamble with the Queen Azumashik's Gift you usually walk away with a MolaGora or three, some more Bookmarks and Skystones from buying it daily as it refreshes. Why can't both modes exist? You don't have to do it if you don't like it. I have invested in more niche units for this mode to auto it and I like doing it every month.
Caidehttps://gyazo.com/5a786051f1660f0b885ce01d7ce32fe7 xD keep buying the box
Eldrich721Simple as that I dont want to spend more than an hour to do 5 bosses that most of the time, to not say always, give me nothing. Now they replace it to a mode that that brings u ALWAYS loot. Good if u pref to throw ur time into nothing, I pref modes that actually improve my account and respect my time. xD
PunpunツThen don't do them.
I don't think anyone is contesting that the new content SEEMS to be better (we will have to play it to see). What people are frustrated about is that there is no reason we can comprehend why the new content means that the old content needs to go away. As you already mentioned, the rewards from it were not game-breaking, so why did it need to be removed?
PLEASE DO NOT REMOVE Azmakalis Cycle PLEASE!!!
Removing Azmakalis is stupid, it is clear the new direction of the game forces players to roll for new units locked for these specific content, such as Rift and HoT (perhaps even the new content as conditions need to be met and you need to spend ss) -- Azmakalis and Abyss do not require this. The new director is pushing his limits...
PvP is already horrible by making horrible balance changes and decisions, why push deleting content that people enjoy?
Veo que mucha gente se queja con esto del ciclo azmakalis, que eliminen el laboratorio y hagan este nuevo sistema para la constelacion no soy muy conocedor de coml es el sistema de juego ya que no juego muchos rpgs si dicen que esto es una mala idea y que arruinara al juego entonces hare caso a la opinion general
nomas lloran por llorar, la mitad no sabe lo que dicen y la otra mitad le siguen el rollo porque tampoco saben nada
The update is overall good, but please do not remove Azmakalis Cycle. The Labyrinth content and the new Trials content do not in any way shape or form interfere with one another, removing one of them just means less content.You are making a mistake SG...
All in all I like the update, but the fact that you remove nighmare lab for the constellation pve makes absolutely no sense to me. Imagine if people that enjoy PvE got more than one thing to do that isn't auto-ing hunts and rift. I don't usually complain here, but that is BS. I see absolutely no reason why you would remove it. Also, someone correct me if I am wrong, but isn't Strazes biggest issue, that he can just not kill stuff with Elynav and Diene on the field?
I can already tell why lab is getting replaced. Lab has stable auto teams that have been stablished for months. Now this new content will require us to pull, upgrade and gear heroes only for it, in a non auto battle manner, just like the HoT revamp. This is a horrible take on what pve should be like and leads the game into a very p2w direction. HoT is already insufferable having to accomodate a team every two weeks, specially with equipment gold costs and having to remember which pieces you replace because theres no loadouts.