Patch Notes - August 19, 2026

August 19, 2026 · L2EVA

Eva's Subclass System

  1. One Shared Experience Pool. Every subclass on your character now draws from a single pool of experience instead of each one keeping its own separate total. What you kill counts once, toward everything you play.

  2. Your Pool Starts From Your Best Subclass. When this patch lands, your shared experience is taken from your furthest progressed subclass, meaning the one carrying the most experience. Every other subclass then inherits that level. Nothing is averaged and nothing is thrown away: your weaker subclasses come up to your strongest, never the other way around.

  3. Switching Subclass Costs Nothing. You keep your level and your experience straight through a switch and arrive with the full skill tree for the new subclass. A subclass you have never played before is available immediately at your current level.

  4. Level Rankings No Longer Reward Breadth. The level ranking board now ranks on your actual experience rather than adding up what you earned on every subclass separately. Characters who spread across many subclasses will drop, characters who focused on one will not move at all. Expect the board to look different.

  5. Eva's Gift Now Scales With Total Experience. Gift points are calculated from your overall progress instead of per subclass, with a high point mark so a point you have earned is never taken back by dying. Many characters' totals change with this patch, some up and some down. Some characters will gain a level from the recalculation, and none will lose one.

  6. Stat Points Recalculated. Allocated stat points are reset and reissued under the new rules so every character is on the same footing.

Eva's Mirror

  1. New Category: Shields & Sigils. 29 shield appearances and 17 sigil appearances have been added, including several that had no way to be obtained before.

  2. Classic Armour Sets Added. A and B grade sets are now available as appearances across the Heavy, Light and Robe categories: Dark Crystal, Tallum, Nightmare, Majestic and Hunter's, plus Zubei's, Avadon, Blue Wolf and Doom. Each comes with its matching glove and boot variants.

  3. Every Category Is Visible Again. A limit was quietly hiding the last category in the list, so Prestige Skins never appeared. All categories now show.

  4. Shield and Sigil Appearances Apply to the Right Slot. Shield appearances now only go on shields and sigil appearances only on sigils. Previously the two could cross over.

Honor Grounds

  1. No More Instant Kick on Arrival. Time spent waiting before a match no longer counts toward the idle timer, so players who just teleported in are not kicked the moment the fight begins. The idle window is measured from the actual match start.

  2. Idle Kick Now Carries a 90 Minute Penalty. If you are removed from a match for being idle, you cannot register again for 90 minutes. The registration message tells you how long is left.

  3. New Match Schedule. Registration opens at 15 minutes past the hour and the match itself runs from :31 to :41. The cycle was moved so it no longer lands on top of Eva's Bounty spawn windows.

  4. Team Division Spreads Clans. Team building now tries to split clanmates across both sides instead of producing the same line-up every time. It is a preference rather than a guarantee: if a clan brings a large share of the lobby, some of them will still end up together.

  5. Surveillance Icons Hidden in the Arena. Players on your watch list no longer show their marker above their head inside Honor Grounds, so the Combatant anonymity actually holds.

    Aden Laboratory

  6. Transcendent Research Is Now Working. The Transcendent tier can finally be attempted. Success chances are 4%, 2% and 1% for the three levels, and the window now shows those odds instead of 0%. Each level raises your Physical and Magic Attack and counts toward your gear score, and a bonus passive scales with the enchant level of an equipped Queen Ant's Ring.

Epic Jewels

  1. Every Epic Accessory Audited Against Its Description. All nine epic accessories were checked line by line against what their tooltips promise. Seven of the nine were granting something different from what they advertised, in both directions. All of them now match. Two of these corrections are reductions and are listed plainly below.

  2. Queen Ant's Ring: Critical Damage Corrected at +2. At +2 the ring was granting physical skill critical damage that its description never promised. It now gives exactly what the description says.

  3. Core's Ring: Accuracy Replaced With Evasion. The ring was granting Physical and Magic Accuracy, which its description never promised. It now grants evasion as advertised, and the evasion values at the middle enchant levels were corrected upward. It also gains fear resistance and skill evasion.

  4. Antharas' Earring Substantially Improved. The earring now grants Physical and Magic Attack at every enchant level instead of only at the highest ones. A +2 earring goes from granting nothing to +400 to both. It also gains critical resistance, fear resistance and Hold resistance at +6.

  5. Orfen's Earring Improved. MP consumption, MP regeneration, M. Atk, P. Def and damage resistance now match the description, with sizeable gains at the top enchant levels. It also gains fear resistance and PvE damage.

  6. Zaken's and Baium's Rings Corrected. The resistance both grant is Infection, not Bleed. It was being applied to the wrong condition entirely, so it now works where the description says it should. Both also gain fear resistance.

  7. Two Smaller Value Corrections. Hunter's Earring at +8 and Ferion's Necklace each had a single enchant level carrying the wrong number. Frintezza's Necklace needed no changes, every value already matched.

Combat & Stats

  1. Skill Evasion No Longer Stacks. When you have skill evasion from more than one source, the highest single source now applies instead of all of them added together. Certain passive and gear combinations could previously reach a point where almost nothing could land on you.

  2. Longer Immunity Window After Hard Crowd Control. After a paralyze or stun lands on you, the window during which another cannot land has been raised from 5 to 8 seconds. This is a server wide change affecting every source of hard crowd control, not one class or one item.

  3. Frost-dew Cooldown Corrected. The Frost-dew proc now has a 15 second cooldown, in line with every armour proc after last patch's sweep. At 10 seconds it was refreshing faster than the immunity window could cover.

  4. Pet's Protection - Master Chance Fixed. The buff now grants all three critical rate types its description promises. One of the three was being applied to the wrong stat.

  5. Detailed Stats Window Corrections. Critical rate percentages now account for gear that grants them multiplicatively, so equipping such an item moves the number. Cooldown now reads as a reduction (for example -43%) instead of a raw multiplier, and the MP potion effect row displays instead of always showing zero.

    Interface

  6. Skill Window Decluttered. Around 110 placeholder entries that equipment silently grants, most of them showing as "Not used", no longer appear in your skill list. The stats they provide are unaffected.

  7. Target Buff Bar Sorted by Ownership. Effects on your target are now ordered with the target's own buffs and debuffs first and everything you applied to them last, so your own debuffs are easy to find. This applies to both the compact bar and the expanded window.

  8. Gear Score on Your Own Status Window. Your gear score now displays on your character status frame, updating as you change equipment.

  9. Item Name Cleanup. Around 47 item names were tidied in the client: leftover "Not Available" tags, test names and stray stat suffixes removed, and a misspelled hat name corrected.

Items & Crafts

  1. Boss Jewel Crafts Now Have a Guaranteed Outcome. The six boss crystal crafts (Orfen, Queen Ant, Core, Zaken, Baium, Frintezza) now build progress on every failure, and the 21st attempt on a product is a guaranteed success. Progress is tracked per product and survives logging out.

  2. Tradable Jewels Now Come Only From the Special Craft. The crystal craft no longer has a tradable outcome. Its sealed chance was raised to compensate, so your overall chance of walking away with a jewel is unchanged, it is simply always the sealed one now. Tradable jewels still come from the separate special craft, the one that consumes crafting materials along with a +5 sealed accessory and adena, and that craft is untouched.

  3. Some Augments Have Been Removed. Augments created through a flaw in the Red Libra armour exchange, which let an augment move onto a piece that could never legitimately have carried it, have been removed. The exchange itself was corrected in an earlier update. Twelve items across eleven characters are affected.

Fixes

  1. Ghostly Duplicates With Race Skins Fixed. Players using a race skin could leave dark duplicate figures behind that built up on screen until the client struggled and dropped the connection. This no longer happens.

  2. Nearest Enemy Targeting Fixed. The nearest enemy command now cycles through the enemies actually closest to you. Flagged and red named players standing far away were being placed ahead of everyone else and could make someone right in front of you unreachable.

  3. Server Stability. Several internal fixes address a condition that could cause the server to stop responding.

Related systems:BountyMirrorSubclass

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