Public Test Server Announcement (February ~ March)
26 February 2026
Developer Notes
Hello. This is Elsword director, Dong-Shin Lee.
The Public Test Server will open on February 26 at 5:00 PM KST.
The Test Server page is scheduled to open on February 26 at 10:00 AM KST and can be accessed via [Homepage > Archive > Test Server] on the official website.
The Public Test Server will include a Balance Patch, monster stat adjustments reflecting the Balance Patch, and Combat Power revamp updates.
In addition, the game will be available in a DirectX 11 version.
Balance Patch
The Balance Patch standardizes overall party synergy among characters. For support characters, certain synergies have been converted into shared synergies, and adjustments have been made to prevent overlapping effects.
Based on synergy adjustments, each character’s offensive capability has also been modified using raid play data as reference.
For some characters, skill rotation flow has been adjusted to allow smoother overall usage.
Since party synergy has a significant impact on raid clears, the HP values of raid and giant boss monsters have been adjusted accordingly.
After the Public Test Server period ends and synergy values are standardized to a certain level, we plan to review whether characters that previously had high party synergy lack offensive capability, and whether characters that previously had low synergy display excessive offensive capability. Offensive power will be reviewed accordingly before the final live update.
As balance adjustments focus on top-tier dungeons, Doom Aporia Raid play data will primarily be referenced, and we are also reviewing the option of checking clear data from the recently updated solo content, High Entropy.
Combat Power Revamp
The Combat Power system will be improved so that the value better reflects a character’s growth.
The weight of stats with minimal impact on actual combat performance has been reduced or partially removed.
Stats with high impact on combat but previously low weight have had their influence increased, and the Combat Power calculation formula has been reorganized accordingly.
The Detailed Stats UI will also be improved to provide more in-depth information.
Previously unlisted but important stats (such as Continuous Damage and Cooldown Reset Chance on Skill Use) will now be viewable.
As more stat categories will be displayed, a Favorites feature will be added so players can quickly check frequently viewed stats.
Combat Power value units are expected to change significantly compared to before. As a result, entry and restriction Combat Power requirements across content will also be adjusted.
In some cases, dungeons that were previously accessible may temporarily become inaccessible. Therefore, on the Test Server, the entry Combat Power tolerance range has been widened.
Based on Test Server results, the Combat Power calculation formula or entry requirements may be further adjusted before the live update.
We look forward to your feedback.
DirectX Version
On the Public Test Server, you may choose to play using either the existing DirectX 9 version or the DirectX 11 version.
If you wish to try DirectX 11 and already have the Test Server client installed, no additional client installation is required.
Simply click the "DirectX 11 ver" game start button on the Public Test Server participation page to play.
Public Test Server Environment
To ensure smooth testing, the following environment settings have been prepared:
All characters on the logged-in account will have their ED set to 10 billion ED.
Stamina will be unlimited.
To help players prepare their character setups for the Test Server environment, Test Support Cubes containing Atma Magic Stones, Blessed Time and Space Scrolls, Enhancement Amulet Lv.11, and various consumable items will be provided.
Additionally, in Ariel’s Epic Point Shop, items required for Job Change, Resurrection Stones, Essences, and Potions will be available for purchase at 0 EP.
Public Test Server Participation Event
A special event has been prepared for players participating in the Public Test Server.
Based on the number of "Test Server Participation Certificates" obtained through event quests, rewards such as Experience Booster Items, Bloomed Atma Magic Stones, and Brilliant Lotus World Fragments will be distributed to the live server after the Test Server ends.
There will also be a raffle event where Nexon Cash and Undead Dragon's Will - Mortal Weapon-only Enhancement Amulet Lv.11 will be awarded on the live server.
The Test Server page will open on February 26 at 10:00 AM KST, and through [Check Test Server Notice & Submit Feedback], players may freely submit bug reports and suggestions based on their experience.
If additional adjustments are made based on feedback, they will be announced through Test Server notices.
We look forward to your participation.
Character Combat Power Revamp
Changes to Combat Power Calculation
The stats included in Character Combat Power and the calculation method will be changed.
The Combat Power calculation formula may be further adjusted based on Public Test Server results.
Dungeon Entry Requirement Adjustments
Dungeon entry Combat Power requirements will be adjusted.
Entry Combat Power requirements may be further adjusted based on Public Test Server results.
Guild Expedition
Guild Expedition HP will be adjusted.
Public Test Server Entry Condition
On the Public Test Server, dungeons can be entered with 70% of the required entry Combat Power.
Raid and Giant Boss Dungeon Stat Adjustments
Monster HP Adjustments
Monster HP in Raid, Challenge Mode, and Giant Boss dungeons will be decreased.
HP adjustment values may be further modified based on Public Test Server results.
Detailed Stats UI Revamp
Category Changes
Before: Combat, Defense, Support
After: Basic Stats, Attack, Skill, Support, Defense, Party Buff, Master Skill
Basic Stats
Attack
Skill
HP
MP
Physical Attack
Magical Attack
Physical Defense
Magical Defense
Adaptation
Hyper Adaptation
Critical
Critical Damage
Maximize
Polarize
Damage to Boss Monsters
Damage to Normal Grade Monsters
Ignore Enemy Physical Defense
Ignore Enemy Magical Defense
Additional Damage over Time on Hit
Additional Damage
Damage Increase Based on HP Condition
Increase Normal Command Attack Damage
Increase Active Skill Damage
Increase Tenacity Skill Damage
Increase Strength Skill Damage
Increase Bravery Skill Damage
Decrease Tenacity Skill Cooldown
Decrease Strength Skill Cooldown
Decrease Bravery Skill Cooldown
Increase All Skill Damage
Cooldown Reset Chance on Skill Use
Increase Hyper Active Skill Damage
Support
Defense
Party Buff
Increase EXP Gain
Increase ED Gain
Increase Item Drop Rate
Action Speed
Movement Speed
Jump Speed
Decrease MP Cost on Skill Use
Increase MP Recovery on Hit
Increase MP Recovery on Being Hit
Increase Awakening Charge Speed
Increase Awakening Duration
Damage Reduction
Damage Taken from Boss Monsters Decrease
Increase Recovery Item Effect
Decrease Consumable Item Cooldown
Increase Nearby Party Members' Physical Attack
Increase Nearby Party Members' Magical Attack
Increase Nearby Party Members' Physical Defense
Increase Nearby Party Members' Magical Defense
Increase Nearby Party Members' Critical Chance
Increase Nearby Party Members' Maximize
Increase Nearby Party Members' Critical Damage
Increase Nearby Party Members' All Skill Damage
Increase Nearby Party Members' Additional Damage
Increase Nearby Party Members' Action Speed
Increase Nearby Party Members' Movement Speed
Increase Nearby Party Members' Damage Reduction
Master Skill
Stage 1 Master Skill (Damage Increase/Cooldown Decrease/MP Cost Decrease)
Stage 2 Master Skill (Damage Increase/Cooldown Decrease/MP Cost Decrease)
Stage 3 Master Skill (Damage Increase/Cooldown Decrease/MP Cost Decrease)
Stage 4 Master Skill (Damage Increase/Cooldown Decrease/MP Cost Decrease)
Increase All Master Skill Damage
All Master Skills Ignore Enemy Defense
Favorites Feature
A 'View Favorites Only' feature will be added to the Detailed Stats UI.
You can register Favorites by clicking the star icon on the left side of each stat.
Tooltip Improvements
Tooltip descriptions displayed when hovering over stats will be improved and partially expanded.
DirectX 11 Version
The following features will have limited availability in the DirectX 11 version:
Colorblind Mode
Skill Preview Videos during Character Creation and Quest Videos
Event Browser in the Menu
Fullscreen Resolution (operates as Borderless Window instead)
Balance Patch
Thank you to Amerih and Kalmias for contributing to the translation!
37 Comments
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This patch sucks.
Group buffs guttered, several stronger debuffs as well, all for added diversity on said debuffs to target atk and matk at the same time?
Ya know which skill had that? Heavy Field, it got nerfed, made magical only and still costs 300mp on a class with NO good mp/s regen.
They made the game terrible and overreliant on supports and now throw a hissy fit at players for figuring out a new meta for an easier time.
Can… can we go back to a more pleasant time? I really don’t like the present and luring future…
I felt that so much lol. Look at what happened to Pandemonium.
Could you help me find an image for each raid that includes the "(BOSS RAID)" text shown when connecting?
Additionally, when can we expect to see information on the dungeons that have been added and changed in recent updates?
Could you help me find an image for each raid that includes the "(BOSS RAID)" text shown when connecting?
For any images, you can just unpack data[xxx].kom files using KOMView.
information on the dungeons that have been added and changed
Monaterra, Serpentium, latest Secret Dungeon & Mirror Del monster stats - soon but no eta, as it depends on the courtesy of our source.
Test server monster stats - probably never, we foreigners don’t have access to it. Any updates for those only when it gets applied to the NA server.
On the test server, the only change was "HP," which was easily identifiable. Based on the first baseline, it was down 40%. Will High Entropy stat information be available in the future? Compared to before, the damage reduction value for High Entropy monsters seems different.
Additionally, on the second test server, HP increased by 30% compared to the first test server (a 22.23% decrease compared to the live server).
Will High Entropy stat information be available in the future?
Not sure. Even if we obtain the stats, they might be different depending on the stage (works like this in normal Henir).
Fortunately, in ‘High Entropy,’ I didn’t notice any difference in the monsters’ stats between stages. Whether they appear in Stage 1 or Stage 5, they seem to be the same. So I think it’s something we can look forward to.
+
I see, so that’s why the general Henir information wasn’t provided. Thank you. In that case, do you have any plans to provide the information for ‘Ovezar,’ which has fixed stats?
Kind of late for this but, hell i just noticed the nerf on Eternity Winner like why the hell? they changed her mighthy laby pasive effect and what they gave her? a way to nerf herself… not only she now has to chug even more potions if you use that “V” command key you will now have to use more as you will not get to doble cast.More or less she ended with one less pasive than all the other characters. At this point im not sure how this are given green light by the Devs and players…
like whats the point why would i want myself my skills cost double ? with it being the regular for them to be able to be casted 2 times with her hyperactive… like thats just adding to the potion chugging problem myself
Uh… I think you’re looking at an old patch. That happened in July of last year.
I’m not entirely sure why they did it, but it might be due to some players having trouble comprehending the whole “command activation” thing. And it’s your choice if you use it, it’s not forced on you.
After looking through the balance changes…..first off, seems like they want to not have a party just buff the hell out of each other to just steamroll dungeons with how much they seem to have gutted support. However it would make more sense to then buff everyone so they can stand on their own two feet rather than the rather mixed balancing being shown (the classes I have for the most part got off alright)
It will be interesting to see how Combat Power actually changes. It will be nice if it’s something meaningful in terms of being able to actually progress when otherwise some players are stagnating. Adaptation has become a very tiring thing, though.
oh they better be paying attention to their temporary playgrounds, because their barely-functioning data wankery certainly isn’t doing anyone any favor, not if this balance patch is what comes from that farce passed off as assessment.
waitholup i might be parsing that wrong, but that patch is for the test server or for the live servers or both?
still applies either way but at least it’ll be happening where they can see how jank their decisions are. i’m sure that this is walking back a lot of their earlier statements and decisions, but what stands out is the de-relevancy of the phys-mag split and the healer dunking.
oh also those instances of lowering atk power increases in favor of skill damage increases are entirely festering septic spillage and i will verbally trash on them.
excess offense power from anyone
is effectively based on rng-wrung gear stonking, and otherwise even with the disparity in offense between classes, it was never sufficient and at this point all nerfs are a bad decision.
which would be observable in the live gameplay of most players and not in the result screen navel-gazing that would make even ai-generated attempts at observation look passable. maybe.
perhaps they can spare one of their current dev staff to play in the test server as though they were a regular player.
combat power mystery sorcery
is… actually that i’ll have to see what happens, especially with the hp adjustments.
directx11 no color-blind help mode
one of the things i could compliment these people on implementing and it’s not going into the place that’s supposed to be “moving forward”. of course.
so i recently found myself taking a look into the namu-wiki rabbit hole.
they’re the sort of pseudo-intellectual dupes who buy into the pretentious swill that the story and a lot of the character lore has been for a while now, and the sheer lack of self awareness on those editors is… standard idiocy for internet encyclopedic content, but normalized stupid is still stupid.
but, they’ve also pretty much said much of what i’ve whined about in regards to the gameplay and how things have been handled. like, almost point for point what i’ve been going on a tirade about, but with actual insight into home-region details. and though i take it with a boulder of salt, i saw some fascinating info on homeland drama that i was only vaguely aware of.
… but there’s no reason to go for the director’s physical appearance. there’s other wilting fruit that hangs lower, c’mon. yeah these are defo the people who let fake-deep let them feel smarter than they are.
overall, the attempts at math depth aren’t helping the gameplay, because try as they might, this is not the usual mmorpg gameplay and trying to treat it like one is only making things up-the-ass-convoluted, but it seems on some level that might be because at this point, the staff might effectively see the game’s engine as a black-box from ancient tech that they have to feign understanding and insight with.
… huh.
been on zzz. for reasons. the story’s just as up-its-ass pompous even with the attempts at humor, but the sheer QoL difference is nuts.
look, something’s wrong when a literal gacha game, generous as it may seem (pretend?) to be, doesn’t have as much sheer predatory pressure as an older generation mmo.
… that might be more normal than i’m aware of tho.
removed the animation once skill duration ends.
that thing was skippable by other means and there are better ways to make it more skippable, just like with the other animations they amputated outright, these devs need to learn some actual creative decision-making and also Fuck These DipShits.
yes that’s actually probs what offends me the most.
This entire post is test server-only. Nothing from it is on live servers yet.
oh ok then, ty for the clarification.
This is just…wow. So many classes got royally screwed over with nerfs for no reason. Look at ES: she’s practically dead at this point. Meanwhile, classes that are considered the best are power boosted further or are left completely untouched (TP’s Twitter Whistle still has the same percentage of debuff, yet CC’s Pande/Iron Howling (which didn’t get a compensation in damage for losing its shred in Iron Howling’s case, Pande going back to 12% once again). This was supposed to make up for that insane wonder wall nerf? (50%→30% PVE 25%→15% PVP) This is just doing the bare quality of life, which CC should’ve been gotten after his support was gutted. Also, why haven’t we changed his Metabolic Boost passive from getting more MP from potions when it is completely useless at endgame? It’s been like this for an entire four years now. just change that to MP reduction or something. It’s better than just having a passive that doesn’t do anything for you. Otherwise, the quality of life is appreciated on CC to help him actually cast skills more often: it just should’ve came way earlier.
It’s just the same thing over and over: the top tier biased classes/Chars(Eve, Laby, Ara to a lesser extent) are given more stuff, while the weaker classes are gutted further or left in limbo. I pray this test server actually does get a revision so classes like ES isn’t left completely dead.
As an ES player, it fucking sucks lol. I wish they actually revert the nerfs they gave to her defense reduction skills. Going from 20 to 10% is literally crippling.
It’s ridiculous honestly, that’s barely noticeable at all. It’s like they change the darn numbers randomly to see what sticks.
Removing CDRs but giving out Cooldown Acceleration like candies on Halloween is a pretty funny decision KoG.
I mean… It makes sense. They are giving DPS classes CDA so they can be more self-sufficient, and supports receive a standardized 1.2x buff that does not stack among them.
i hope this patch doesnt go live
What did AV do to deserve such a brutal nerf rape? 💔🥀
Adaptation: Stat limit increased to 60%.
You serious? Just a 5% increase? Bro, we've got 90%+ debuffs now, 60 ain't good enough. And why is it even capped at anything below 100% in the first place if they’re gonna make demon realm debuffs eat up almost all of your stats anyway?!
I like that the defense decrease debuffs and attack increase party buffs now apply to both Phys and Mag... but wth is with the inconsistent values?! Especially since they’re changed to not overlap?! Power Aura is now an objectively worse version of Wisdom Aura! Hell, even Acceleration Aura is objectively slightly better than Power Aura now since, despite having the exact same attack increase as Power Aura, it also gives All Speed Increase. Or at least I think it still does, since I saw no mention of said speed increase on Acceleration Aura's change notes. And keep in mind that all three Skills HAVE THE EXACT SAME MP COST!!
And yeah, I'm stopping at Antithese's changes. Can’t be bothered to read past that.
How is 60% adapt not good enough :v
How is 60% adapt not good enough
I already said.
Bro, we've got 90%+ debuffs now
Imo, if you can’t get Adaptation high enough to completely cancel out the environment debuffs, it’s not good enough. Honestly, I think the cap should’ve been 100% from the start.
if this goes through live the NA server would feel this so much since that servers party compo has always been slave x5 whale 1
Some of the balance changes are… questionable, at best, honestly.
In some cases, dungeons that were previously accessible may temporarily become inaccessible. Therefore, on the Test Server, the entry Combat Power tolerance range has been widened.
This is just kind of crazy though. I know they’re trying to balance some things but to this extent? Just… weird.
Just hoping they actually take the feedback they get from the test server.
I’ve been rereading the balance notes for all characters and it’s insane.
The parity between Magical / Physical attack and/or defense buffs & debuffs is fine, necessary, even. But like, almost every class got royally fucked up with nerfs.
I wonder how the KR players are taking these changes.
i really hope they take feedback from the test server but the overall time to play on those days is too short to give a conclusion. Like this is a complete overhaul of all characters system and gameplay and Kog will give only 2 days for each TS to give out comments about the next update sounds like a coming disaster.
I mean, yeah, 2 days for an entire overhaul is kind of crazy. But, I’m guessing and hoping that the people that are in the server know how to actually play and can tell the difference between the balance on the test server and the balance on the normal server.
There’s also another test starting march 6 through march 8, but if Nexon does what most game companies that have a test server do, is probably adjust the skills and balance for the second test.
I love how little by little they’re gutting the MP-management of all the characters that could avoid potion spam.
First it was the Luciels with the absurd change of combination skills, now it’s Shakti.
They really want to absolutely make you spend as much money as possible for consumable (so you have much less money to get stronger)+begging for events with consumable as rewards (so you don’t ask for proper events with proper rewards)
So basically Anemos, Oz, Aether Sage, Twins Picaro and Prime Operator are on suicide watch since they are the remaining ones with proper MP gain.
Watch them delete their MP gain too patch after patch
and your piss-ant self-harm vomit can please fuck right off along with whatever barbed mental parasite lets you be that unappealing ass.
And this is kinda the reason why I chose to max out the Tenebrous Armor’s HP/MP restoring barrier.
We got Elsword Support Lobotomy before GTA 6.
Jokes aside, glad we managed to tackle this beast of a patch.