
Greetings, Rune Hunters.
I'm Seong Seop Song, the director of UNDECEMBER.
In our previous Director's Letter, we first shared the overarching direction of the New Age Season and the major skill overhaul.
Today, as an extension of that, we would like to share a more in-depth story regarding the Skill and Link Rune overhaul, which will undergo the most significant changes ever with this New Age Season.

1. Background and Purpose of the Rune Overhaul
Until now, UNDECEMBER has strived to mitigate the issue of extremely low pick rates of specific Rune builds and to provide diverse build options through numerous balance patches.
However, there were clear limits to changing the gameplay style itself through numerical adjustments alone.
Even if damage was slightly increased or scaling were adjusted, the experience and playstyle gained through gameplay did not differ significantly from before, and we judged that this was insufficient to meet the expectations for the new season.
Accordingly, the development team set a goal of 'Changing the play experience itself, not just adjusting strength and weakness,' and proceeded with a more extensive and fundamental Skill and Link Rune overhaul.

2. Problems with Current Runes
Looking at the currently unpopular Runes among UNDECEMBER's skills, there are common issues.
Runes that have high setting difficulty or require excessively strict conditions to achieve maximum efficiency have very low pick rates, regardless of their content performance.
While these Runes can be powerful in certain scenarios, the heavy setup and high-maintenance playstyle often drive Rune Hunters toward more consistent and straightforward options.
Because of this, some skills were not chosen due to design limitations, despite having sufficient potential.
In this overhaul, we are focusing most heavily on resolving these design problems.

3. Direction of the Balance Overhaul
The Skill and Link Rune overhaul for the New Age Season does not stop at simply buffing the numbers of unpopular Runes, but focuses on resolving the fundamental cause of 'Why is the adoption rate low?'
First, we are easing Rune usage conditions overall.
We are moving away from mechanics that require maintaining specific states or durations to reach peak performance, allowing these skills to be effective even during the natural flow of combat.
Accordingly, for some skills, key effects such as Cooldown removal—which were only provided at the Awakening stage—will be moved to the base effect, or the conditions to reach maximum effect will be drastically eased to lower the difficulty of build setting.
Second, we are strengthening Rune interactions and synergies.
We are adding new debuff effects to some Runes so that they are not just used as standalone skills, but can provide additional advantages when combined with other Runes.
Through this, we hope that Traps and Cooldown-based skills will not remain sidelined in a supportive role but can be utilized as the bread and butter that drives the efficiency of the entire build.
Third, we are expanding the mechanism where additional effects occur depending on the setting method.
We are improving Runes so that the same Rune can be utilized completely differently depending on the equipped weapon type, intending to more clearly reveal the difference in playstyle based on your choices.
Fourth, we are restructuring Rune tags and role definitions.
We plan to modify tags that did not match the actual usage method, or updating skill classifications to better reflect their roles, allowing players to make more intuitive choices at a glance when selecting Runes.
Fifth, we are proceeding with bold reworks for Runes where the design of the existing effect is deemed outdated.
We plan to redesign attack methods, hit registration, and damage applications so that each skill possesses a distinct identity and role.
We hope that through this overhaul, rather than a design that forces you to follow specific 'meta' builds, the process of understanding and combining the characteristics of each Rune itself will become another fun aspect of UNDECEMBER's combat.

4. Examples of Major Changes
To help you more easily understand the direction of this overhaul, we will introduce some examples of major skill changes applied in the New Age Season.
(The details provided may change depending on internal circumstances.)
■ Fire Torrent
- Changed from a Channeling Skill to a Cooldown-based skill, and reworked into a skill that scatters Flame Torrent projectiles around the caster for a duration upon casting.
□ Skill Description
- (Before) Channels to temporarily summon a Fire Torrent. Flames periodically spew out from the torrent to track down enemies. Attacks grow faster with longer channeling
- (After) Summons a Fire Torrent that persists for the duration, firing projectiles in random directions to deal Fire DMG
□ Skill Tags
- (Before) Spell, Focus, Strike, Fire, Projectile, Cannot Parallel Shot, Cannot Pierce, Cannot Split, Cannot Chain
- (After) Spell, Area of Effect, Strike, Fire, Projectile, Cannot Parallel Shot, Cannot Pierce, Cannot Split, Cannot Chain
□ Skill Effects
Lv.45 (Before) | Lv.45 (After) | Source | Origin | Verity |
Mana Cost 23 Triggers Immediately Fire Element Summoned Torrent Count 3 Fire DMG 157% Fire DMG +291 Max Stage +8 Attack Cycle when Channeling 20% Attack Cycle per Stage 4% Decreases DMG Taken by 5% per stage Decrease stage every 2 s upon canceling (Magic Effect) Projectile Count +1 (Magic Effect) Attack Cycle when Channeling 10% (Rare Effect) Projectile Count +1 (Rare Effect) Attack Cycle when Channeling 20% (Legendary Effect) Projectile Count +2 (Legendary Effect) 40% Attack Cycle Amplification when Channeling (Legendary Effect) 10% Fire DMG Amplification | Mana Cost 23 Cooldown 20 s Fire Element Summon Fire Torrent for 5 s when using a Skill Summoned Torrent Count 3 Fire DMG 157% Fire DMG +291 Burn Chance +20% (Magic Effect) Projectile Count +1 (Magic Effect) Skill Rune Duration +10% (Rare Effect) Projectile Count +1 (Rare Effect) Skill Rune Duration +20% (Legendary Effect) Projectile Count +2 (Legendary Effect) Skill Rune Duration +40% (Legendary Effect) 10% Fire DMG Amplification
| Decrease stage every 1 s upon canceling Attack Cycle per Stage [10~15]%
▼
[10~15]% Skill Rune Cooldown Dampening
| Burn Chance +[10~15]% against Burning enemies Critical DMG +[15~25]% Critical Rate +[50~70]%
▼
against Burning enemies Critical DMG +[15~25]% against Burning enemies Critical Rate +[50~70]%
| Projectile Count +1 Projectile DMG +[25~40]%
|

■ Burn Arrow
- A new [Brutal Poison] effect is added, dealing additional Explosion DMG when inflicting Burn on an enemy that is affected by Venom.
□ Skill Description
- (Before) Shoots a Fire arrow that causes Burn and inflicts damage on the enemy
- (After) Shoots a Fire arrow that causes Burn and inflicts damage on the enemy. When target is affected by Venom, it causes additional Explosion DMG that inflicts damage and removes Venom
□ Skill Tags
- (Before) Attack, Strike, Fire, Projectile, Bow, Overheat, Shadow, Cannot Split
- (After) Attack, Area of Effect, Strike, Fire, Projectile, Bow, Overheat, Shadow, Cannot Split
□ Skill Effects
Lv.45 (Before) | Lv.45 (After) | Source | Origin | Verity |
Mana Cost 17.6 Triggers Immediately Overheat Accumulation 40 Fire Element 5% Base Speed Amplification Arrows: 3 Projectile Speed 3000 Fire DMG 740% Fire DMG +506 Burn Chance +75% 40% Burn DMG Amplification Gains High Fever Effect upon inflicting Burn Max Stacks 30 +6% DoT per stack Burn DMG Multiplier on Critical Hit +6% -1 High Fever stacks every 1 s without hitting within 2 s after hit (Magic Effect) Burn Chance +10% (Magic Effect) 5% Burn DMG Amplification (Rare Effect) Burn Chance +15% (Rare Effect) 20% Burn DMG Amplification (Legendary Effect) Burn Chance +20% (Legendary Effect) 30% Burn DMG Amplification (Legendary Effect) +150% DMG against Burning enemies (Legendary Effect) +20% High Fever Effect
| Mana Cost 17.6 Triggers Immediately Overheat Accumulation 40 Fire Element 5% Base Speed Amplification Arrows: 3 Projectile Speed 3000 Fire DMG 740% Fire DMG +506 Burn Chance +75% 40% Burn DMG Amplification Gains High Fever Effect upon inflicting Burn Max Stacks 30 +6% DoT per stack Burn DMG Multiplier on Critical Hit +6% -1 High Fever stacks every 1 s without hitting within 2 s after hit Trigger Brutal Poison effect when Burn is applied to a target with Venom status Brutal Poison Explosion Radius 200 Brutal Poison Fire DMG +348 Brutal Poison Fire DMG 276% Remove Venom status from the target upon afflicting Brutal Poison (Magic Effect) Burn Chance +10% (Magic Effect) 5% Burn DMG Amplification (Rare Effect) Burn Chance +15% (Rare Effect) 20% Burn DMG Amplification (Legendary Effect) Burn Chance +20% (Legendary Effect) 30% Burn DMG Amplification (Legendary Effect) +150% DMG against Burning enemies (Legendary Effect) +20% High Fever Effect | Gain Multishot Link Rune Effect Projectile Count +4 [1~3]% Projectile DMG Amplification Cannot link Multishot Link Rune
▼
+[5~15] Venom Rate Additional Poison DMG on DMG equal to [1~10]% of DMG on every hit
| [10~15]% Fire DMG Amplification Chain Count +1 1 Projectile Curve Pierce All on Projectile Curve
| 60% Strike DMG Multiplier Dampening [350~400]% Additional Skill DMG Amplification
|

■ Spinning Dagger
- Improved to throw one more dagger when used while Dual Wielding.
□ Skill Description
- (Before) Throws a spinning dagger at enemies in its path to inflict damage
- (After) Throws a spinning dagger at enemies in its path to inflict damage. Throws the dagger again when Dual Wielding Weapons
□ Skill Tags
- No Change
□ Skill Effects
- No Change

■ Frost Bomb
- Changed from a throwing-type skill to an placement-type skill that is created at the cursor location.
□ Skill Description
- (Before) Fires a Frost Bomb that explodes after a period of time. Upon explosion, shoots several Ice Shards to deal Cold DMG on the enemy
- (After) Places a Frost Bomb that explodes after a period of time. Upon explosion, launches Ice Shards that deal Cold DMG to enemies
□ Skill Tags
- No Change
□ Skill Effects
Lv.45 (Before) | Lv.45 (After) | Source | Origin | Verity |
Mana Cost 22 Triggers Immediately Cold Element Cannot Pierce Frost Bomb Speed 1100 Frost Bomb DMG 541% Frost Bomb DMG +694 Shard Count 9 Frost Shard Speed 2500 Frost Shard DMG 541% Frost Shard DMG +868 +20% Chill Chance +50% DMG Multiplier against Chilled enemies (Magic Effect) Projectile Speed +10% (Magic Effect) +10% Chill Chance (Magic Effect) +50% DMG Multiplier against Chilled enemies (Rare Effect) Projectile Speed +10% (Rare Effect) +20% Chill Chance (Rare Effect) +100% DMG Multiplier against Chilled enemies (Rare Effect) Projectile Count +1 (Legendary Effect) Projectile Speed +15% (Legendary Effect) +30% Chill Chance (Legendary Effect) +150% DMG Multiplier against Chilled enemies (Legendary Effect) Projectile Count +2 | Mana Cost 22 Triggers Immediately Cold Element Cannot Pierce Shard Count 9 Frost Shard Speed 2500 Frost Shard DMG 1082% Frost Shard DMG +1388 +20% Chill Chance +50% DMG Multiplier against Chilled enemies (Magic Effect) Projectile Speed +10% (Magic Effect) +10% Chill Chance (Magic Effect) +50% DMG Multiplier against Chilled enemies (Rare Effect) Projectile Speed +10% (Rare Effect) +20% Chill Chance (Rare Effect) +100% DMG Multiplier against Chilled enemies (Rare Effect) Projectile Count +1 (Legendary Effect) Projectile Speed +15% (Legendary Effect) +30% Chill Chance (Legendary Effect) +150% DMG Multiplier against Chilled enemies (Legendary Effect) Projectile Count +2
| Chill Rate +[30~50] +[30~50]% Chill Effect +[20~30]-[40~60] Cold DMG against Chilled enemies
| 60% Strike DMG Multiplier Dampening [450~500]% Additional Skill DMG Amplification
| +[30~50] Freeze Rate [10~20]% DMG Amplification against Frozen enemies [5~10]% DMG Amplification against enemies that are not affected by Cold Status Effect
|

■ Electric Sentry
- Changed to continuously fire, and the base projectile count is increased to 6.
□ Skill Description
- (Before) Electric Sentry has the Strike, Lightning, Projectile tags. Summons a Sentry that fires Lightning arrows that Chain upon hitting an enemy. Has a maintenance cost upon summoning
- (After) Electric Sentry has the Strike, Lightning, Projectile tags. Summons a Sentry that continuously fires Lightning arrows that Chain upon hitting enemies. Has a maintenance cost upon summoning
□ Skill Tags
- No Change
□ Skill Effects
Lv.45 (Before) | Lv.45 (After) | Source | Origin | Verity |
Mana Cost 49 Triggers Immediately Lightning Element Sentry Level 110 Sentry Duration 16 s Sentry Count 1 Max Sentry Count 2 Projectile Count 1 Projectile Speed 3000 Cannot Pierce 220% Lightning DMG +45 Shock Rate +56.8% Sentry HP +19 Sentry Critical Rate (Magic Effect) +20% Sentry HP (Magic Effect) +100% Sentry DMG against Debuffed enemies (Rare Effect) +40% Sentry HP (Rare Effect) +150% Sentry DMG against Debuffed enemies (Rare Effect) 15% Sentry DMG Amplification (Legendary Effect) +40% Sentry HP (Legendary Effect) +200% Sentry DMG against Debuffed enemies (Legendary Effect) Simultaneous Sentry Count +1 (Legendary Effect) 30% Sentry DMG Amplification
| Mana Cost 49 Triggers Immediately Lightning Element Sentry Level 110 Sentry Duration 16 s Sentry Count 1 Max Sentry Count 2 Projectile Count 6 Projectile Speed 3000 Cannot Pierce 220% Lightning DMG +45 Shock Rate 5% DMG Dampening when hitting the same target repeatedly +56.8% Sentry HP +19 Sentry Critical Rate (Magic Effect) +20% Sentry HP (Magic Effect) +100% Sentry DMG against Debuffed enemies (Rare Effect) +40% Sentry HP (Rare Effect) +150% Sentry DMG against Debuffed enemies (Rare Effect) 15% Sentry DMG Amplification (Legendary Effect) +40% Sentry HP (Legendary Effect) +200% Sentry DMG against Debuffed enemies (Legendary Effect) Simultaneous Sentry Count +1 (Legendary Effect) 30% Sentry DMG Amplification | +[30~50]% Sentry Duration [80~90]% Lightning DMG Taken by Sentry Dampening [10~25]% Sentry Lightning DMG Amplification for 3 s when Sentry is Shocked Deals Lightning DMG to self with a +50% chance to Shock when Sentry inflicts Shock Sentry Lightning DMG dealt to self 100%
| +[1~2] Simultaneous Summon Count +2% Sentry Critical DMG per summoned Sentry
| +[20~40] Sentry Shock Rate Sentry Hit Rate +[32~40]% +[9~11] Sentry Critical Rate
|

■ Summon Fire Orb Abyssling
- Improved so that additional projectiles are generated centered on the Strike target.
□ Skill Description
- No Change
□ Skill Tags
- No Change
□ Skill Effects
Lv.45 (Before) | Lv.45 (After) | Source | Origin | Verity |
Mana Cost 95 Cooldown 3 s Fire Element Summon Level 110 Summon Count 1 Max Summon Count 2 Summon Duration 74 s Projectile Count 1 Explosion Range 150 Basic Attack DMG 230% +19 Minion Critical Rate +56.8% Abyssling HP +30 Abyssling Burn Rate (Magic Effect) +30% Abyssling HP (Magic Effect) +50% Abyssling DMG against enemies affected by DoT (Rare Effect) +50% Abyssling HP (Rare Effect) +20 Abyssling Burn Rate (Rare Effect) +100% Abyssling DMG against enemies affected by DoT (Rare Effect) 10% Abyssling DMG Amplification (Legendary Effect) +80% Abyssling HP (Legendary Effect) +36 Abyssling Burn Rate (Legendary Effect) +150% Abyssling DMG against enemies affected by DoT (Legendary Effect) 30% Abyssling DMG Amplification
| Mana Cost 95 Cooldown 3 s Fire Element Summon Level 110 Summon Count 1 Max Summon Count 2 Summon Duration 74 s Fire Orb Count 1 Explosion Range 150 Basic Attack DMG 230% Additional Fire Orb Count 4 Explosion Range 80 Basic Attack DMG 230% +19 Minion Critical Rate +56.8% Abyssling HP +50 Abyssling Burn Rate (Magic Effect) +30% Abyssling HP (Magic Effect) +50% Abyssling DMG against enemies affected by DoT (Rare Effect)+50% Abyssling HP (Rare Effect) +100% Abyssling DMG against enemies affected by DoT (Rare Effect) +1 Abyssling Projectile Count (Rare Effect) 10% Abyssling DMG Amplification (Legendary Effect) +80% Abyssling HP (Legendary Effect) +150% Abyssling DMG against enemies affected by DoT (Legendary Effect) +2 Abyssling Projectile Count (Legendary Effect) 30% Abyssling DMG Amplification | Amplifies Minion Max HP by [8~15]% Skill Rune Cooldown Recovery Speed +[30~50]%
| +1 Abyssling Max Chain Count [0~8]% Minion DMG Dampening
▼
+[1~2] Abyssling Projectile Count
| +[30~40] Abyssling Burn Rate +[40~52]% Abyssling DMG against Burning enemies
|

■ Summon Poison Arrow Abyssling
- Projectiles are changed to explosions, and improved to create an area dealing Poison DoT at the explosion point.
□ Skill Description
- (Before) Poison Arrow Abyssling has the Spell, Strike, Poison, Projectile tags. Summons an Abyssling that fires Poison Arrows that Chain upon hitting an enemy.
Has a maintenance cost upon summoning
- (After) Poison Arrow Abyssling has the Spell, Strike, Poison, Projectile tags. Summons an Abyssling that fires Poison Arrows which explode to create a Toxic Zone.
Has a maintenance cost upon summoning
□ Skill Tags
- No Change
□ Skill Effects
Lv.45 (Before) | Lv.45 (After) | Source | Origin | Verity |
Mana Cost 95 Cooldown 3 s Poison Element Summon Level 110 Summon Count 1 Max Summon Count 2 Summon Duration 74 s Projectile Count 1 Projectile Speed 1800 Max Chain Count 2 Cannot Pierce Basic Attack DMG 230% +19 Minion Critical Rate +56.8% Abyssling HP +30 Abyssling Venom Rate (Magic Effect) +30% Abyssling HP (Magic Effect) +50% Abyssling DMG against enemies affected by DoT (Rare Effect) +50% Abyssling HP +20 Abyssling Venom Rate (Rare Effect) +100% Abyssling DMG against enemies affected by DoT (Rare Effect) 10% Abyssling DMG Amplification (Legendary Effect) +80% Abyssling HP (Legendary Effect) +36 Abyssling Venom Rate (Legendary Effect) +150% Abyssling DMG against enemies affected by DoT (Legendary Effect) 30% Abyssling DMG Amplification | Mana Cost 95 Cooldown 3 s Poison Element Summon Level 110 Summon Count 1 Max Summon Count 2 Summon Duration 74 s Poison Arrow Projectile Count 1 Poison Arrow Radius 150 Poison Arrow Poison DMG 230% Toxic Area Range 250 Toxic Area Poison DMG 172% +19 Minion Critical Rate +56.8% Abyssling HP +50 Abyssling Venom Rate (Magic Effect) +30% Abyssling HP (Magic Effect) +25% Abyssling DMG against enemies affected by DoT (Rare Effect) +50% Abyssling HP (Rare Effect) +50% Abyssling DMG against enemies affected by DoT (Rare Effect) 10% Abyssling DMG Amplification (Legendary Effect) +80% Abyssling HP (Legendary Effect) +75% Abyssling DMG against enemies affected by DoT (Legendary Effect) 30% Abyssling DMG Amplification (Legendary Effect) +1 Abyssling Projectile Count
| Amplifies Minion Max HP by [8~15]% Skill Rune Cooldown Recovery Speed +[30~50]%
| +[15~20]% Abyssling Cast Speed +[40~52]% Abyssling DMG
| +1 Abyssling Max Chain Count +[20~30] Abyssling Venom Rate
▼
+1 Abyssling Projectile Count +[20~30] Abyssling Venom Rate
|

■ Deadly Poison Claw
- The [Vesper's Destruction] Unique effect is added to the skill, and improved to trigger an additional Strike when Dual Wielding.
□ Skill Description
- (Before) Swings a Dagger to deal Area DMG. Has a chance to gain Poison Energy upon dealing DMG to enemies, and amplifies DMG per stack
- (After) Swings a Dagger forward to deal Area DMG. Has a chance to gain Poison Energy every time it deals damage to enemies, and amplifies damage per stack
Attacks twice when Dual Wielding Weapons
□ Skill Tags
- No Change
□ Skill Effects
- No Change

■ Deadly Poison Skewer
- The [Additional Deadly Poison Crown Trigger] effect, previously only provided in Verity Awakening, is changed to the skill's base effect.
□ Skill Description
- (Before) Stabs forward while charging. Consumes Poison Energy to deal DMG and applies DMG Amplification and Critical DMG per stack.
- (After) Stabs forward while charging. Deals Poison Area DMG upon inflicting Venom. Consumes Poison Energy to deal damage
and applies DMG Amplification and Critical DMG per stack
□ Skill Tags
- No Change
□ Skill Effects
Lv.45 (Before) | Lv.45 (After) | Source | Origin | Verity |
Mana Cost 13.5 Triggers Immediately Poison Element Area of Effect 380 861% Poison DMG Poison DMG +427 +20% Critical Chance 30% DMG Amplification against Elites 20% chance of -2 Poison Energy on hit at Max Poison Energy Gain the following effect(s) when at Max Poison Energy 5% DMG Amplification per Poison Energy stack +8% Critical DMG per Poison Energy stack (Magic Effect) +30% Strike DMG Multiplier (Magic Effect) +10% Area of Effect (Rare Effect) +60% Strike DMG Multiplier (Rare Effect) +20% Area of Effect (Rare Effect) 5% Strike DMG Amplification (Legendary Effect) +120% Strike DMG Multiplier (Legendary Effect) +30% Area of Effect (Legendary Effect) 10% Strike DMG Amplification
| Mana Cost 13.5 Triggers Immediately Poison Element Area of Effect 380 861% Poison DMG Poison DMG +427 +20% Critical Chance +30% Venom Chance 20% chance of -2 Poison Energy on hit at Max Poison Energy Gain the following effect(s) when at Max Poison Energy 5% DMG Amplification per Poison Energy stack +8% Critical DMG per Poison Energy stack Additionally triggers Deadly Poison Crown upon inflicting Venom Deadly Poison Crown Range 350 173% Poison DMG Poison DMG +313 (Magic Effect) +30% Strike DMG Multiplier (Magic Effect) +10% Area of Effect (Rare Effect) +60% Strike DMG Multiplier (Rare Effect) +20% Area of Effect (Rare Effect) 5% Strike DMG Amplification (Rare Effect) 5% DMG Amplification against Elites (Legendary Effect) +120% Strike DMG Multiplier (Legendary Effect) +30% Area of Effect (Legendary Effect) 10% Strike DMG Amplification (Legendary Effect) 10% DMG Amplification against Elites | [15~20]% Poison DMG Amplification
▼
[5~8]% Poison DMG Amplification
| [10~15]% Poison DMG Amplification 50% chance to additionally trigger Spread Deadly Poison on hit Spread Deadly Poison Range 500 126% Poison DMG Poison DMG +211
▼
+[10~15]% Venom Chance +[10~20]% Area of Effect
| Gain Poison Penetration Link Rune Effect +[17~20] Poison Penetration Poison DMG +[40~52]% +[20~30]% Venom Chance Additionally triggers Deadly Poison Crown upon inflicting Venom Deadly Poison Crown Range 350 138% Poison DMG Poison DMG +211 Cannot link Poison Penetration Link Rune
▼
+[17~20] Poison Penetration Poison DMG +[40~52]%
|

■ Bloodshed
- Changed from placing a Domain of Blood on the ground to an Aura that activates centered on the caster.
□ Skill Description
- (Before) Chance to afflict Bleed to targets hit and creates a Domain of Blood upon inflicting Bleed
- (After) Chance to afflict Bleed against targets hit and create a Domain of Blood that persists for a set duration while Bleed is inflicted
□ Skill Tags
- No Change
□ Skill Effects
Lv.45 (Before) | Lv.45 (After) | Source | Origin | Verity |
Mana Cost 12.5 Triggers Immediately Physical Element No equipped weapon range +254 Physical DMG Physical DMG 934% 30% DMG Amplification against Elites +30% Bleed Chance Domain of Blood Range 450 Domain of Blood Duration 6 s 15% DMG Taken Dampening for allies within Domain of Blood 14.4% Bleed DMG Amplification for allies within Domain of Blood 5% Attack Speed Amplification for allies within Domain of Blood Domain of Blood Cooldown 5 s (Magic Effect) +30% DMG against Elites (Magic Effect) +15% Bloodshed Domain of Blood Effect (Magic Effect) DMG 5% Amplification to Bleeding Targets (Rare Effect) +50% DMG against Elites (Rare Effect) +30% Bloodshed Domain of Blood Effect (Rare Effect) +5% Bleed Chance (Rare Effect) DMG 10% Amplification to Bleeding Targets (Legendary Effect) +100% DMG against Elites (Legendary Effect) +50% Bloodshed Domain of Blood Effect (Legendary Effect) +10% Bleed Chance (Legendary Effect) DMG 20% Amplification to Bleeding Targets | Mana Cost 12.5 Triggers Immediately Physical Element No equipped weapon range +254 Physical DMG Physical DMG 934% 30% DMG Amplification against Elites +40% Bleed Chance Creates a Bloodshed Domain that lasts 6 seconds upon inflicting Bleed with Bloodshed Domain of Blood Cooldown 5 s Domain of Blood Range 500 Domain of Blood Effect Attack Speed 7% Amplification 20% DMG Taken Dampening DMG 15% Amplification to Bleeding Targets All Speeds of Enemies in Domain of Blood Reduced by 15% (Magic Effect) +30% DMG against Elites (Magic Effect) +15% Bloodshed Domain of Blood Effect (Magic Effect) DMG 5% Amplification to Bleeding Targets (Rare Effect) +50% DMG against Elites (Rare Effect) +30% Bloodshed Domain of Blood Effect (Rare Effect) DMG 10% Amplification to Bleeding Targets (Legendary Effect) +100% DMG against Elites (Legendary Effect) +50% Bloodshed Domain of Blood Effect (Legendary Effect) DMG 20% Amplification to Bleeding Targets | Weapon Range +[30~50] +[20~30]% Bleed Chance
▼
Weapon Range +[50~70] +[20~30]% Bleed Chance
| +[30~60]% Bloodshed Domain of Blood Duration +[20~40]% Bloodshed Domain of Blood Effect
▼
+[30~60]% Bloodshed Domain of Blood Duration +[20~30]% Bloodshed Domain of Blood Effect
| [10~15]% Melee DMG Amplification +[10~30]% Melee DMG
▼
[13~17.5]% Melee DMG Amplification
|

■ Cold Outburst
- The Cooldown removal effect from Verity Awakening is changed to the skill's base effect.
□ Skill Description
- No Change
□ Skill Tags
- No Change
□ Skill Effects
Lv.45 (Before) | Lv.45 (After) | Source | Origin | Verity |
Mana Cost 73 Cooldown 20 s Cold Cold Outburst Cold DMG 769% Cold Outburst Cold DMG +1345 +1 Max Use Count Ice Shard Range 200 Ice Shard Cold DMG 669% Ice Shard Cold DMG +505 +6% Chill Chance (Magic Effect) +50% DMG against Chilled enemies (Magic Effect) +10% Chill Chance (Rare Effect) +150% DMG against Chilled enemies (Rare Effect) +12% Chill Chance (Legendary Effect) +250% DMG against Chilled enemies (Legendary Effect) +15% Chill Chance | Mana Cost 27.5 Triggers Immediately Cold Cold Outburst Cold DMG 538% Cold Outburst Cold DMG +942 Ice Shard Range 200 Ice Shard Cold DMG 468% Ice Shard Cold DMG +354 +6% Chill Chance (Magic Effect) +50% DMG against Chilled enemies (Magic Effect) +10% Chill Chance (Rare Effect) +150% DMG against Chilled enemies (Rare Effect) +12% Chill Chance (Legendary Effect) +250% DMG against Chilled enemies (Legendary Effect) +15% Chill Chance
| +[15~20]% Cold Penetration Projectile Count +2
| +[75~100]% DMG against Elites | Skill Rune Cooldown 100% Dampening 75% DMG Dampening [20~40]% Resource Cost Dampening Cannot link Time Warp Link Rune Is repeatable
▼
[7~12]% DMG Amplification against Chilled enemies
|

■ Guardian
- A Defense Enhancement tag is added, and it is improved to grant increased Armor and Status Effect Dodge Chance when the skill is used.
□ Skill Description
- (Before) Deals Physical DMG to nearby enemies and inflicts Stun or Slow on hit
- (After) Increases Armor and Status Effect Dodge Chance for the duration. Deals Physical DMG to nearby enemies upon casting and inflicts Stun or Slow to targets hit
□ Skill Tags
- (Before) Attack, Melee, Area of Effect, Strike, Physical, Duration
- (After) Attack, Melee, Area of Effect, Defense Enhancement, Strike, Physical, Duration
□ Skill Effects
Lv.45 (Before) | Lv.45 (After) | Source | Origin | Verity |
Mana Cost 31.3 Cooldown 20 s Physical Element +31.5% Control Status Effect Chance +50% Pull Chance +1 Max Use Count Area of Effect 400 Physical DMG 2552% +926 Physical DMG Cannot Pull movement disabled enemy 100% chance to inflict Disturb effect on hit Applied as Vulnerable effect Disturb Duration 5 s Movement Speed Dampening 15% 15% Attack Speed Dampening 15% Cast Speed Dampening (Magic Effect) +30% Status Effect Duration (Magic Effect) +30% Skill Rune Effect (Magic Effect) +30% DMG against Disturbed enemies (Rare Effect) +75% Status Effect Duration (Rare Effect) +60% Skill Rune Effect (Rare Effect) +5 Stun Rate (Rare Effect) +60% DMG against Disturbed enemies (Legendary Effect) +100% Status Effect Duration (Legendary Effect) +90% Skill Rune Effect (Legendary Effect) +10 Stun Rate (Legendary Effect) +90% DMG against Disturbed enemies | Mana Cost 44.2 Cooldown 30 s Physical Element +100% Stun Chance Area of Effect 400 Physical DMG 2552% +926 Physical DMG 100% chance to inflict Disturb effect on hit Applied as Vulnerable effect Disturb Duration 5 s Movement Speed Dampening 15% 15% Attack Speed Dampening 15% Cast Speed Dampening Guardian Duration 3 s +230% Armor +100% Status Effect Dodge Chance Shares Cooldowns between Defense Enhance Skills (Magic Effect) +30% Status Effect Duration (Magic Effect) +5% Enhance Skill Rune Effect (Rare Effect) +75% Status Effect Duration (Rare Effect) +10% Enhance Skill Rune Effect (Legendary Effect) +100% Status Effect Duration (Legendary Effect) +25% Enhance Skill Rune Effect
| Skill Rune Cooldown Recovery Speed +[10~30]% 50% chance to active Shield of Determination upon using Skill Shield of Determination Duration 2 s +[50~100]% Armor while Shield of Determination is active
▼
[15~30]% Skill Rune Cooldown Dampening
| [15~20]% Resource Cost Dampening +100% Status Effect Dodge Chance for 1 s upon using Skill
▼
+[40~65]% Enhance Skill Rune Duration +[5~10]% Enhance Skill Rune Effect
| +100% Pull Chance +[10~40]% Area DMG
▼
+[15~25]% Enhance Skill Rune Effect
|

■ Whirlwind Barrage
- Improved to generate double the projectiles when used while Dual Wielding.
□ Skill Description
- (Before) Shoots a barrage of rounds around you while moving when maintaining Focus
- (After) Moves while channeling and fires countless projectiles at random. Projectiles are doubled when Dual Wielding Bowguns
□ Skill Tags
- No Change
□ Skill Effects
- No Change

■ Electric Shell Shot
- Instead of the Split Projectile effect, changed to have the Chain effect as a base action.
□ Skill Description
- (Before) Shoots an Electric Round that explodes behind the target on Hit
- (After) Fires an Electric Round that Chains, causing an explosion on each target it hits. The Chain and explosion of the Electric Round cannot exceed the skill's Max Range
□ Skill Tags
- (Before) Attack, Area of Effect, Strike, Lightning, Projectile, Bowgun, Overheat, Shadow, Cannot Multishot, Cannot Parallel Launch, Cannot Chain
- (After) Attack, Area of Effect, Strike, Lightning, Projectile, Bowgun, Overheat, Shadow, Cannot Multishot, Cannot Parallel Launch, Cannot Split
□ Skill Effects
Lv.45 (Before) | Lv.45 (After) | Source | Origin | Verity |
Mana Cost 16.6 Triggers Immediately Overheat Accumulation 40 Lightning Cannot Pierce Projectile Count 1 Projectile Speed 3000 Lightning DMG +562 641% Lightning DMG Split Projectile +1 Split Projectile Count +15% Shock Chance Explosion Range 350 (Magic Effect) +50% Lightning DMG (Magic Effect) +10% Area of Effect Amplification (Magic Effect) 5% Lightning DMG Amplification (Rare Effect) +100% Lightning DMG (Rare Effect) +20% Area of Effect (Rare Effect) 10% Lightning DMG Amplification (Legendary Effect) +150% Lightning DMG (Legendary Effect) +30% Area of Effect (Legendary Effect) 20% Lightning DMG Amplification
| Mana Cost 16.6 Triggers Immediately Overheat Accumulation 40 Lightning Projectile Count 1 Projectile Speed 3000 Cannot Pierce Max Chain Count 1 Lightning DMG +562 641% Lightning DMG +20% Shock Chance 10% DMG Amplification against Shocked enemies Explosion Range 200 10% DMG Dampening when hitting the same target repeatedly (Magic Effect) +50% Lightning DMG (Magic Effect) +10% Area of Effect (Magic Effect) 5% Lightning DMG Amplification (Rare Effect) +100% Lightning DMG (Rare Effect) +20% Area of Effect (Rare Effect)10% Lightning DMG Amplification (Legendary Effect) +150% Area of Effect (Legendary Effect) +30% Area of Effect (Legendary Effect) 20% Lightning DMG Amplification | [10~15]% DMG Amplification against Shocked enemies +[10~20] Shock Rate
| +2 Split Projectile Count -15 Split Projectile Angle [10~15]% Area of Effect Dampening
▼
Chain Count +[1~2] [10~15]% Area of Effect Dampening
| 0.4% DMG Amplification per 1% Overheat Accumulation +[20~50]% DMG
|
In addition to this, numerous Skills and Link Runes will be adjusted to more clearly define their respective roles and identities.
Detailed numerical values and additional changes will be provided through future update notes.

To conclude,
The Skill and Link Rune overhaul for this New Age Season is not simply a process of finding a strong build, but aims to be a change that makes you reconsider how you will approach each fight.
We hope this serves as an opportunity for familiar skills to feel completely different, and for skills that were forgotten for a while to show new possibilities.
The development team will continue to prioritize the play experience of our Rune Hunters and strive to present better combat and more diverse builds.
Thank you.

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