Patch-Notes (English)
DirectX 11 [BETA] - Graphics Update Now Available & More!
Our major graphics update has been released and is available now.
(Thanks to Kiko / Ichan for the Video!)
Beta Phase Notice
The new DirectX 11 version is initially being released in a beta phase.
We have successfully tested the update on our own hardware as well as on our testers' systems. However, because every player has a different hardware configuration, different drivers, and individual graphics settings, we cannot yet completely rule out possible errors or compatibility issues on individual systems.
If you encounter errors, graphics issues, or crashes, please report them in as much detail as possible. If you receive a Bugsplat, please submit it and include a detailed description of what you were doing immediately before the crash.
This information helps us reproduce possible issues more quickly and continue optimizing the new DirectX 11 version.
You can switch back from DirectX 11 to DirectX 9 at any time if DirectX 9 is initially more stable on your system during the DirectX 11 beta phase.
Activating DirectX 11 in the Launcher
DirectX 11 must first be activated manually in the launcher.
To do this, open the Options in the launcher and change the DirectX version from:
DirectX 9 to DirectX 11
The game will then start using the new DirectX 11 rendering version.
A separate client or an additional Neuz.exe is not required. Both graphics versions are integrated directly into the same client.
New Lighting System

When using DirectX 11, you can also enable the new Custom Lighting option in the settings.
The new lighting system is optional and can be enabled or disabled independently of the DirectX 11 selection.
Additional graphics options and visual improvements will be added in future updates. These will include new lighting features, ambient lighting, higher-quality water, reflections, shadows, shaders, and other modern effects.
What Changed Technically?
This update represents several months of intensive development work, with the first preparations having already begun last year. Alongside our other work, we first thoroughly cleaned up and optimized the existing DirectX 9 version, making it significantly more stable and performant. Only after establishing this revised foundation did we manually expand large parts of the game engine and prepare it step by step for DirectX 11. We deliberately invested a great deal of time, care, and attention to detail to create not just a superficial conversion, but a stable technical foundation that can be expanded over the long term.
Despite these optimizations, DirectX 9 remains limited by its outdated technology. Certain DirectX 9-related errors cannot be fully and reliably resolved within the old rendering structure. One example is the well-known “Device Lost” error, which can occur under certain circumstances when switching or tabbing between the game and other windows and may cause an unexpected client crash. In the long term, DirectX 11 is intended to help us reduce this technical legacy and further improve client stability.
Special attention was given to the following areas:
- higher and more stable FPS,
- fewer stutters and performance drops,
- more efficient use of modern hardware,
- fewer rendering errors,
- improved client stability,
- a stronger foundation for future graphics updates.
In addition, we developed our own graphics wrapper. Put simply, this is a technical intermediary layer between the game engine and the graphics system being used. This allows the same Neuz.exe to load different rendering backends and currently use both DirectX 9 and DirectX 11. Separate clients or different executable files are therefore not required.
At the same time, this architecture creates a more flexible technical foundation for the future. It generally makes it easier to integrate additional rendering systems into the same client without having to rebuild the entire game engine from scratch again. However, this does not mean that switching to a completely different game engine would automatically be possible.
We deliberately chose to implement DirectX 11 first. Compared with DirectX 9, it already represents a major technical upgrade, offers broad hardware compatibility, and allows us to improve performance, stability, and graphics quality step by step. This foundation can support additional rendering technologies and graphics features in the future.
You can therefore switch between DirectX 9 and DirectX 11 at any time without downloading a separate client or launching a different executable file.
DirectX 9 has also been further optimized and stabilized. Players with older hardware or possible initial issues with DirectX 11 can therefore continue using the previous version.
Why DirectX 11?
DirectX 9 is now heavily outdated and has numerous technical limitations.
DirectX 11 can use modern graphics cards more efficiently and offers significantly more possibilities for improving the client's performance, stability, and visual quality over the long term.
An important technique for this is instancing. It allows the same model geometry to be displayed multiple times with only a few render calls. Instead of sending 100 identical trees to the graphics card individually, for example, the model is prepared once and then rendered in multiple locations using different position, rotation, and scale data.
This means the CPU has to prepare and process fewer individual draw calls. Especially in areas with many players, monsters, or repeated objects, this can reduce CPU-side management overhead and provide more stable FPS with fewer performance drops. The actual performance gain still depends on the hardware being used and the scene being rendered.
Upgrade Goals
By switching from DirectX 9 to DirectX 11, we are pursuing the following long-term goals:
- better performance and more stable FPS,
- fewer stutters and unnecessary performance drops,
- fewer rendering issues and client crashes,
- more efficient use of modern graphics cards,
- higher visual quality,
- more possibilities for modern graphics effects,
- a future-proof technical foundation for additional client updates.
This update is therefore not only about better-looking graphics—that is simply an additional benefit we can provide. Our goal is to make the entire client more modern, stable, powerful, and easier to expand over the long term.
DirectX 11 - Summary
You can now choose between the following versions in the launcher options:
DirectX 11
The new rendering version with modern hardware utilization and support for future graphics features.
DirectX 9
The familiar and additionally optimized version for older hardware or systems on which DirectX 11 does not yet run optimally during the beta phase.
When DirectX 11 is active, the new Custom Lighting option can also be enabled in the settings.
Please report any errors in as much detail as possible or submit any Bugsplat you receive with an exact description.
Your feedback helps us optimize DirectX 11 for as many different systems as possible and reliably integrate future graphics features into the client.
Gameplay & Quality of Life
New search features, improved controls, and additional display options.
New Search Features
- Exchange windows now include an item search function.
- A teleport search function has been added.
- When using the inventory search, the searched item is temporarily moved to the first inventory slot.
Target Selection and Action Slot
- Skills and the Action Slot can now take two monsters into account: the current target and a preselected next target.
- Movement now takes priority over skill activation. This allows you to continue moving with W, A, S, and D while holding the Action Slot key or the F-tool.
- Example: If “Eva Storm” is in the Action Slot, movement remains possible; the skill is only executed once you stop moving.
Options and Game World Cycle
- A new DirectX 11 tab is available in the options. It is only visible when DirectX 11 is active.
- The in-game day/night cycle now lasts twice as long.
Level Boost Token
Upon first activation, suitable INT, STR, or DEX Diamonds are now awarded depending on the class.
Early Level Up Rewards
Reaching Level 175 now rewards Shiny Entropia Items again.
Record Book & Statistics
Corrections and clear conditions for recording values.
Additional Record Book Correction
The Record Book has been revised again and another error has been fixed.
Recording PvE and PvP Statistics
- PvE statistics are recorded only when you attack Royal Monsters.
- PvP statistics continue to count exclusively during actual PvP activities.
Guild Siege, Guild War & Battleground
A trial balancing concept, new labels, and adjusted rewards.
Maximum of One Player per Guild in Guild Siege
The maximum number of participants per guild has been set to one player. The goal is to attract more individual players back to Siege and reduce the previous dominance of very strong multi-player lineups.
Test phase: This change may be reverted or adjusted at any time. For now, it is intended solely as a trial.
Winner Buff Removed
The winning guild no longer receives an additional winner buff in Siege. All participants receive only the participant buff.
Background: Because teams could split across multiple guilds, removing the winner buff is intended to prevent teaming and competitive distortion. Instead, the reward structure will place greater emphasis on Guild Siege Coins.
Enemy System
All players in Guild Siege are now displayed with a red name and the “Enemy” label. This is intended to make Siege clearer and less susceptible to manipulation.
Fashion remains individual: Outfits are deliberately not being standardized again, as this did little to improve the player experience in the past.
Rewards and Boxes
- The number of Guild Siege Coins in the Battleground Participant Box has been increased from 50 to 70.
- Siege/GW Boxes contain an additional buff.
- The description of the Guild Siege Reward Box has been adjusted.
GW Ranking at Davia
The GW ranking window at the NPC Davia has been repaired. A related crash issue has also been fixed.
Ultimate Systems
Ultimate Beads, Ultimate Treasure, recycling, and the new Ultimate Entropia Flask.
Four New Permanent Ultimate Beads
- Four new permanent Ultimate Beads have been added.
- As a general rule, only one of the four attribute Beads can be used per pet.
- Exception: The Ultimate STA Bead can be combined with exactly one Ultimate STR, DEX, or INT Bead.
- An Ultimate Bead replaces one white Bead slot. This means, for example, that three White Royal Beads plus one Ultimate Bead can be used instead of four White Royal Beads to activate Royal Beads.
- The combination of Ultimate STA and one additional Ultimate attribute Bead counts as two white Bead slots in total.
Pet Soul: When inserted, the Pet Soul becomes bound as “Cursed.” If all Ultimate Beads are removed, the Pet Soul curse is also lifted.
Ultimate Treasure and Pity System
- The new Ultimate Entropia Fire Treasure will soon be available in the shop.
- The new Ultimate Treasure contains Beads that can be used in place of White Royal Beads.
- A guaranteed Safe Pull after 300 pulls has been added for the Ultimate Entropia Fire Treasure.
- When receiving the guaranteed reward, you can choose which Bead you would like to receive.
Ultimate Entropia Flask – Complete Overview
The Ultimate Entropia Flask is a permanent power-up crafted through an alchemy recipe. The recipe is available in Celestara from the quest NPC Aurelios for 1 Black Perin.
Ultimate Dust Through Recycling
Eligible older Ultimate, Omega, and associated Spirit Pet items can be recycled. The yield depends on the item type:
| Item Type | Ultimate Dust |
|---|---|
| Fashion Part | 250 |
| Cloak or Mask | 500 |
| Other Complete Ultimate/Omega Items | 1.000 |
Note: Omega items intentionally do not provide more Dust than comparable Ultimate items. For fashion sets and matching cloak/mask items, the designated complete item groups are taken into account.
Crafting Costs
- Perin 25,000
- Ultimate Dust 5,000
- Upgraded Ether Smithing Stone Chest 25
- Upgraded Light Smithing Stone Chest 25
- Upgraded Cardia Smithing Stone Chest 25
- Entropia Chip Perin 500
Additional recipe cost: Purchasing the recipe also requires 1 Black Perin.
Activation: The Ultimate Flask can only be activated from Royal Level 10 onward. This requirement is clearly displayed in bold red text both in the recipe and on the Flask.
Pets, Pet Auras & Rippers
New aura rules, preview features, and additional Entropia Ripper systems.
Ultimate Bead Aura

- Ultimate Beads grant the Buff Pet an exclusive Ultimate Bead Aura.
- Black and White Rippers have their own exclusive aura. If an Ultimate Bead is inserted into either one, the Ultimate Bead Aura remains hidden.
- The aura of the Black or White Ripper remains visible even after a Model Change.
- Separate Pet Aura items take priority over the Ultimate Bead Aura and the Black/White Ripper Aura.
Pet Aura Preview and New Auras

- Pet Auras can be previewed on your own pet directly in the game world through the Item Wiki as long as the Item Wiki remains open.
- The preview is visible only to you.
- Twelve new Pet Auras have been added and are expected to become available in the Premium Shop soon. Each new aura lasts for 30 days.
New Entropia Rippers

- Two new Entropia Rippers have been added: the White and Black Rippers.
- Both Rippers have an exclusive Pet Aura that is active by default.
- Older Rippers will not receive an additional aura, as it is intentionally exclusive to the two new Rippers.
- If you use a Pet Aura, the item-based Pet Aura takes display priority and hides the exclusive Ripper Aura.
Entropia Ripper Coin and Recycling
- The Entropia Ripper Coin for the first-place Top Donator has been added to the Rank 1 Top Don Treasure.
- At the NPC Wafor, the Coin can be exchanged for one of six Entropia Rippers of your choice.
- All Entropia Rippers can now be recycled into an Entropia Ripper Recycle Coin.
- Two Recycle Coins can be exchanged at Wafor for a White or Black Entropia Ripper.
- The first-place Top Donator can also use the new Coin to choose a White or Black Ripper directly, without having to recycle two existing Rippers.
Shops, NPCs, Items & Rewards
New acquisition sources, additional shop offers, and adjusted prices.
Black Guild Furniture at Multiple NPCs
| Vendor | Price |
|---|---|
| [Secret Room Manager] Roland | 3,500 SecretRoomCoins |
| [Monster Clash Manager] Dova | 10,000 MonsterClashCoins |
| Donation Shop | 9,000 Red Diamonds |
Goal: More guilds should be able to obtain the highest-tier guild furniture without being required to participate in PvP.
[Guild Siege Manager] Alan Reworked
| Item | New Price |
|---|---|
| Kogarashi-Box | 100 Siege-Coins |
| Heaven Scale | 80 Siege-Coins |
| Heaven Bag | 80 Siege-Coins |
| Cove Map-Tube | 30 Siege-Coins |
| Bloomcore | 10 Siege-Coins |
| Gleamcore | 10 Siege-Coins |
| Infinity Loot-Orb | 10 Siege-Coins |
| Infinity Stone (Chance +5 %) | 100 Siege-Coins |
| Astral Loot-Orb | 200 Siege-Coins |
| Cardia Map-Tube | 10 instead of 30 Siege-Coins |
| White Loot-Orb | 10 instead of 30 Siege-Coins |
| Golden Loot-Orb | 15 instead of 45 Siege-Coins |
Power-ups, Boxes, and NPC Offers
- [Rare] Crafted Flask (Critdmg) has been added to the green and red Power-Up Bundle Boxes.
- Secret Room Flask (Cast) is now available from the Secret Room NPC.
- Permanent Bonus Reroll Stones have been removed from the Heroic Azmore Treasure.
- Using “Gvur Tialla” on Dread Cove Isle now grants twice the amount of Penya.
- Shiny Entropia Items are once again awarded upon reaching Level 175.
Bug Fixes & Display Adjustments
Corrected tooltips, icons, effects, and item displays.
Items and Descriptions
- Items that were active in the J window but were not marked as active in the inventory are now displayed correctly. One example is “Scroll of Auto Element Change.”
- The description of the Potion of Wrath incorrectly showed 0% ATK and has been changed to the correct 10% ATK.
- An issue with the Crackshooter Royal jewelry set has been fixed where STR could incorrectly be rolled as an additional bonus effect.
- Enchanted Lady Book models can now be transferred as an appearance to other books.
- Power-Up Boxes now contain 30× Blueberry of Attack.
Icons and User Interface
- The icon of the “Obsidian Oni Horn Treasure” has been changed.
- The blue Vote Buff icon in the Vote Shop has been updated. Due to the browser cache, it may take some time before the new icon becomes visible.
- The display of skill cooldowns in the taskbar has been corrected. In rare cases, cooldowns were previously not displayed properly.
- Animated badges in APNG format now use their intended animation timing. Previously, they were displayed four times faster than intended.
- Pet auras can now be disabled through the J Window.
- The Bank can now be opened again in Venux’s former PvP/PK zone.
World, Graphics & Performance
Shader adjustments, map changes, and optimized effect rendering.
Fixed an issue with custom quests where progress was sometimes not saved correctly and reset to 0 out of XX after a server restart. This patch caused one final automatic reset. However, the issue should no longer occur during future restarts, as progress is now saved correctly.
Shaders, Fog, and Daylight
- The “Dark Nebula” and “Black Noise” textures for model shaders have been changed.
- Improved shader model loading times in both DirectX 9 and DirectX 11.
- General performance improvements for the DirectX 9 client, particularly for players who still use the older graphics engine.
- The turquoise fog in Cardia has been reworked.
- The permanent daytime mode in Cardia has been removed.
- Pet auras are now displayed immediately and no longer require the pet to be resummoned.
- The PvP Rumble on Channel 2 has been fixed and should now be able to start normally again.
- Fixed a World Server (Channel) crash related to Astral Spirits.
- Significantly improved World Server performance.
Quests
- Fixed an issue with custom quests where progress was sometimes not saved correctly and reset to 0 out of XX after a server restart. This patch caused one final automatic reset. However, the issue should no longer occur during future restarts, as progress is now saved correctly.
Optimized Visual AoE Effects
Once at least 30 monsters are chasing a character, only approximately 7 to 11 visual effects are displayed per tightly grouped monster cluster. Range and damage remain completely unchanged.
Example: Instead of displaying 100 individual skill effects for 100 monsters per skill use—or up to 500 effects through the Action Slot—the display is reduced to around 7 to 11 effects per monster group. If other party members attack the monster group with AoE skills, one additional visual effect is shown for each of them (provided it is the same AoE skill). For different skill attacks by other players, the visual attack effects are also displayed, but in a limited number for the monster group.
Reduced the number of visual effects generated by Cleave Damage when attacking groups of 20 or more monsters.
Reduced the visual stacking of Merkaba Hanzelrusha effects when attacking groups of 10 or more monsters.
Reduced the number of hit and miss effects, as well as monster shadows, displayed when multiple monsters overlap in the same location. This improves FPS and overall performance.
Reduced the number of monster names rendered in large groups to improve FPS.
Optimized the visual stacking of Merkaba effects to improve FPS.
Updated the visual effect of the Maximum Crisis Skill.
Monster Behavior
All monsters in Blossom and Infinity Castle (Infernal Dragonspire) are now aggressive.
GM Tools, Bot Protection & Sanctions
New server-side mechanics and improved evidence collection.
New Commands for Game Masters
Game Masters receive additional commands for events as well as further tools against bot usage. This allows evidence to be collected more precisely and avoids unnecessarily long discussions about bans that have been clearly proven.
Detection, Review, and Ban Pool
- Suspicious players continue to be detected (now even more effectively), flagged, and initially recorded in an internal list or ban pool.
- New server-side mechanics support detection and documentation and cannot be circumvented by bot developers.
- A ban is issued only when the usage is 100% unambiguous and has also been manually reviewed.
- Additional evidence is secured for borderline cases. However, when bot usage has been clearly proven, the reason for the ban will not be debated.
Important Notice: Updates from bot developers do not protect against detection. Automated routines cannot reliably imitate human behavior.
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