The Cobalt Protocol Revamp is bringing you a whole new experience.
Sometimes, revamping an existing mode is harder than creating a brand-new one. While we’re excited about what’s new, we completely understand the sense of loss longtime Cobalt Protocol players might feel. Honestly, even among our own team, those who loved the original mode felt conflicted about this decision.
But the truth is, Cobalt Protocol had long reached a point where it was difficult to maintain. It was designed as a light, beginner-friendly way to enjoy Eternal Return, but in practice, many new players ended up leaving after trying it. As Lumia Island gradually shifted in a more casual direction, Cobalt Protocol’s place within the game became even harder to justify.
So instead of letting it slowly fade away, we made the tough call to go all-in on a full revamp. We’ve done our best to preserve the spirit of what made Cobalt Protocol special, but also aimed to make it more accessible and casual, following true to the idea of a “light mode.” In doing so, some of the detailed mechanics from the original have been set aside.
We’ve received your feedback regarding the removal of the Random Character Selection system. While it was a unique feature of Cobalt Protocol and could be a strength for players familiar with Lumia Island, it often became a significant barrier for new players and discouraged them from trying the mode. We understand concerns about premade team compositions follwing the change to free character selection. However, 4P Premade Teams will now only be matched against other 4P Premade Teams, and with more frequent balance updates, we believe this will help address the concern.
We’ve also heard that the mode still feels complex. Since game depth is closely tied to long-term enjoyment, we did not want to remove it entirely. Instead, we focused on refining the experience so new players can approach that depth more naturally. We have maintained the depth of combat while restructuring non-combat elements to be more intuitive.
After Official Launch, Lumia Island also went through some early growing pains, but gradually improved through steady updates. The Cobalt Protocol Revamp is on a similar path. We’ll keep adjusting and improving through trial and error to ensure it becomes what it’s meant to be, a true light mode for Eternal Return that’s easy to pick up and fun for everyone who tries it.
We hope you enjoy it!
And as always, thank you for sticking with us.
Gameplay Detailed Changes
Items Sold in the Synthesizer & Price Changes
Legendary Extra Equipment Draft
50 Credits
Mythic Extra Equipment Draft
100 Credits
Available starting from Phase 3
Telephoto Camera
8 Credits
Gem of Evolution (Echion, Priya)
50 Credits
Gem of Evolution (Echion)
100 Credits
Available starting from Phase 3
Phase Duration
Phase 0
40s → 50s
Phase 1
120s → 140s
Phase 2
210s → 180s
Phase 3
750s → 720s
Phase 4
90s
Revival Wait Time
Revival Wait Time per Level
9 Level ~ 20 Level
7/7/8/9/11/13/15/16/18/20/21/21s → 12/12/12/13/14/15/16/17/18/19/20/20s
Additional Wait Time from being killed by the Defense Turret
6s → 0s
Deploying Loop Arrival Point Change

The loop can be used starting from Phase 2. When used, you will arrive at a random location near the enemy base from two possible spots. A noise ping will appear on the minimap upon your arrival.
Earned Credits Changes
Game Start
25 Credits → 0 Credits
Over time
1 Credit per 2s → 1 Credit per 1.6s
Enemy Character Kill (Self/Ally)
7/1 Credits → 5/0 Credits
Enemy Character Kill Assist (Self/Ally)
4/0 Credits → 3/0 Credits
Break an Enemy Character Consecutive Kill Strike (Self/Ally)
12/6 Credits → 15/5 Credits
(NEW) Power Beacon Capture & Recapture
5 Credits
(NEW) Life Points Difference
At the start of certain Phases, if your team's Life Points are lower than the enemy's, you gain a set amount of Credits.
Phase 2 Start
5 Credits per Point
Phase 3 Start
5 Credits per Point
Automated Robots
Drone
Spawn at the start of Phase 1 and will no longer respawn.
The number of Drones appearing in each Drone Room has also been adjusted
5 → 4
Credits Upon Destroying
3 Credits → 5 Credits
Omega
HP 6500 → 8000
Attack Power 175 → 300
Defense 225 → 200
Credits Upon Killing (Self/Ally)
23/23 Credits → 20/10 Credits
Gamma
HP 25000
Attack Power 200 → 400
Defense 275 → 200
Attack Speed 0.8 → 0.9
Credits Upon Killing (Self/Ally)
120/60 Credits → 40/20 Credits
Heal Pack / Enhanced Heal Pack Recovery
Heal Pack recovery has been slightly reduced and the recovery for the Enhanced Heal Pack, obtained by hunting Omega, has been significantly reduced.
Infusion
Infusion Probability per Level
Phase 1
Level 1: 60%
Level 2: 30%
Level 3: 10%
Phase 2
Level 1: 0%
Level 2: 50%
Level 3: 50%
Phase 3
Level 1: 0%
Level 2: 20%
Level 3: 80%
List of Infusions
*From left to right: Level 1, 2, 3
Level 1 Infusions
Attack Power
Attack Power increases by 25.
Defense
Defense increases by 25.
Attack Speed
Attack Speed increases by 38%.
Movement Speed
Movement Speed increases by 10%.
Cooldown Reduction
Cooldown Reduction increases by 10%.
Max Cooldown Reduction increases by 10%.
Skill Amplification
Skill Amplification increases by 45.
Critical Strike Damage
Critical Strike Damage increases by 15%.
Level 2 Infusions
Spirit Culling
Whenever you or your summons deal damage, recover HP equal to 30% and SP equal to 100% of the damage dealt.
Health Insurance
Heal Packs recover 40% more HP/SP and grant a 500 HP shield. While you have a shield from Health Insurance, your movement speed increases by6%.
Stopping Power
Armor Penetration increased by 14%.
Dulled Blades
After receiving a Critical Strike, take 40% reduced damage from subsequent Critical Strikes for 10 seconds.
Cooldown 7s
Steadfast
Tenacity increases by 40%.
Thorn Shackles
Immobilizing a target increases all damage dealt to them by 15% for 6 seconds.
Cooldown 10s
Overwatch
Your cooldown reduction is increased by 10%.
Upon reaching max cooldown reduction, every 5% additional cooldown reduction increases your Attack Power by 7 or Skill Amp by 14. (Max: 20%)
Unwavering Mentality
When using your ultimate, you gain (Character Level*40) Shield for 4 seconds.
Cooldown 20s
Painkiller
Your defense increases based on your lost HP.
It can increase gradually up to 35% when your HP drops below 40%.
Earthquake
Basic attacks release a shockwave, dealing skill damage to enemies in range.
Usable up to 3 times. The count resets after the cooldown.
Cooldown 5s
Melee Damage: 100 (+Attack Power 40%)(+Skill Amplification 20%)
Ranged Damage: 50 (+Attack Power 40%)(+Skill Amplification 20%)
Overcharge
Armor Penetration and Max HP increase 10 and 200 respectively.
Miasma Fog
Upon dying, create a swamp that slows enemies in it by 50% and lowers their defense by 15% for 5 seconds.
Per Team: 1
Money = Power III
For every 20 Credits you own, deal 3% additional damage to enemy test subjects and their summons.
(Up to 5 stacks)
Suspicious Experiment(REMOVED)Will no longer appear.
Level 3 Infusions
Barricade
Gain additional 40 Defense and 50% Omnisyphon when your current HP falls below 35% of your max HP.
Sadistic Nature
Whenever you deal damage to an enemy test subject with a skill, deal true damage and drain some of their HP.
Cooldown: 4s
(Melee) Drain 8% of target's current HP to recover 20% of your current HP.
(Ranged) Drain 6% of target's current HP to recover 15% of your current HP.
Martyr
Upon dying, create a blast after 1.5 seconds with a radius of 5m. All enemies hit are knocked airborne for 1.5 seconds and take 60% of their missing HP as true damage.
Introversion
If you haven't received combat damage in the last 5 seconds, recover 18% of your missing HP and SP per second.
Rise from the Ashes
Upon death, automatically revive with fully recovered HP and SP after 3 seconds. (Cooldown: 85s)
Cooldown 85s
During cooldown, gain an additional 35 Attack Power and 60 Skill Amplification.
Gag Order
2 seconds after casting your weapon skill, enemy test subjects within 4m are silenced for 2 seconds.
Cooldown 25s
Plasma Nova
1 second after using a weapon skill, deal 600 true damage over 3.5 seconds to all enemies within 4m.
Cooldown 20s
Time Efficiency
Casting your Ultimate reduces the cooldown of your normal skills by 70%.
Cooldown 15s
Each time you cast a normal skill during cooldown, Time Efficiency lll’s cooldown is reduced by 1 second.
Overwhelming Strength
Become CC Immune for 3s with 12% increased Movement Speed whenever you cast your Ultimate.
Cooldown 30s
Strike Force
Upon passing the Acceleration Influx Perimeter, deal 250 additional true damage to enemies hit by Basic Attack within 24 seconds. Slow the target by 50% for 3 seconds.
Scar Ripper
Basic attacks on enemy test subjects leave a scar. Scarred enemies take additional true damage per scar stack. (Max Stacks: 5)
Melee Damage: 25
Ranged Damage: 15
Melter
Your next skill or basic attack will deal a burst of true damage.
Cooldown 2s
Melee: Deals 35 True Damage per s for 4s.
Ranged: 30 True Damage per s for 3s.
Noxious Aftermath
Moving leaves a trail of poisonous footsteps that deal 35(+Target’s Max HP 1%) true damage over 3 seconds to enemies who step on the trail.
Per Team: 1
Double Trouble I
Your next basic attack will deal damage twice.
Cooldown 4.5s
Attack Power is permanently reduced by 7%.
Per Team: 1
Valkyrie Drive
While below 8.5% of HP, taking damage from an enemy character activates [Valkyrie Drive: Protection].
Cooldown: 60s
[Valkyrie Drive: Protection]: Immediately teleport to a random location away from combat. Then, gain a 1200 shield that lasts for 2 seconds and 60% movement speed.
Per Team: 1
A.M.D.S
Activates the A.M.D.S Barrier, making you immune to all skill effects and damage dealt by enemies for a short period of time.
Cooldown 40s
When the Barrier is broken by an enemy test subject, launch a homing missile that deals 125(+Target's Current HP 10%) true damage to all enemies within 4m from the target.
Per Team: 1
(NEW) Fatal Ultimatum
Hitting an enemy character with a basic attack deals 100(+Attack Power 100%) skill damage and increases Armor Penetration by 10% for 5 seconds.
Cooldown 10s
(NEW) The Nightmare
Hitting an enemy character with a skill reduces the target's defense by 12% for 5 seconds.
Cooldown 10s
It also deals 100(+Skill Amplification 50%) skill damage after the debuff ends.
(NEW) Kaartloz
Hitting an enemy character with a skill fires a laser at the target after 0.5 seconds, dealing 150(+Skill Amplification 60%) skill damage.
Cooldown 8s
(NEW) Rolling Thunder
Tactical Skill is exchanged to Rolling Thunder.
0.5 seconds after activation, buff all allies with [Rolling Thunder].
[Rolling Thunder]: Propelled by a wave of thunder, your Movement Speed gradually increases by 150% for 4.5 seconds. Colliding with an enemy knocks them back and deals 300 skill damage.
Cooldown 40s
Per Team: 1
(NEW) Gravitational Field
Tactical Skill is exchanged to [Gravitational Field].
Pull all enemy test subjects within 3.75m towards the caster, dealing 300 true damage and stunning them for 1 seconds.
Cooldown 60s
Per Team: 1
(NEW) Fissure
Tactical Skill is exchanged to [Fissure].
Create a Fissure forward, dealing 200 (+ 20% enemy's current HP) damage, stunning them for 1 second, and slowing them by 65% for 3 seconds after 1.75 seconds.
Cooldown 50s
Per Team: 1
Party Rocker(REMOVED)No longer appears.
Tactical Skills
Fixed Tactical Skills
(NEW) Lock On/Tracker
Fire the projectile in the targeted direction, dealing 50 skill damage to the first target hit and gaining vision of them.
Upon hitting your target, recast within 3 seconds to dash toward them and deal 50 skill damage.
Cooldown 30s
Blink
Teleport a short distance toward a targeted direction.
Cooldown 30s
Random Tactical Skills
Fantastical Punch
Summon the illusory fist of a genie in the targeted direction and deliver a swift punch, dealing 400(+25% of Target's Max HP) skill damage to targets hit and pushing them far away in that direction.
You and your allies do not take damage.
Cooldown 20s
Nullification
Activate to instantly cleanse debuffs or Crowd Control effects on you and increase movement speed by 60% for 2 seconds.
This excludes Airborne, Knockback, Grab, and Stasis.
You become immune to Crowd Control effects for 1s.
Cooldown 30s
Soul Stealer
Passive: Gain energy per 1% of HP lost during combat with nearby enemy characters.
Can be charged up to 99. Energy will dissipate if not charged for 10 seconds.
Upon use, all energy is consumed, nearby allies gain 20+Energy *0.4) Movement Speed and 11+Energy *0.1% Omnisyphon for 4 seconds.
Cooldown 45s
False Oath
Consume 200 HP to become Pledged for 10 seconds. While Pledged, you slowly recover (Melee 60~90 / Ranged 40~60) HP per second and all damage is increased by (Melee 11~22% / Ranged 8~16%) .
The effect becomes stronger the longer you are Pledged.
If you kill or kill assist an enemy character, the effect is renewed.
Cooldown 30s
Electric Shift
Upon use, move 2.5m toward the cursor. You become Electric for 12 seconds and your Basic Attack Range is increased by 15%.
You stop being Electric when the duration is over.
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Cooldown 24s
Quake
Release a quake around you, dealing 100(+Character Level*10)(+Additional HP 10%) skill damage to enemies nearby and slowing them by 50% for 2 seconds.
Deals 10(+Character Level*2)(+Additional HP 2.5%) skill damage to enemies within 3.5m range every 0.5 seconds for 6 seconds.
Cooldown 24s
Mythic
Obtain a shield worth(300+Additional HP 100%) for 3 seconds.
Gain 10(+Additional HP 3%) Tenacity for 3 seconds.
Cooldown 24s
Blade of Truth
Deal 100(+Character Level*20) skill damage to nearby enemies. Depending on the number of targets hit, Movement Speed increases by 20%~40% for 2.5 seconds.
Another blade of truth is summoned, dealing 50(+Character Level*10) additional damage.
Cooldown 15s
The Strijder - A13
Increases your movement speed toward the enemy by 30% for 4 seconds when used, and if you damage an enemy during the duration, you deal (100+Character Level*10) additional skill damage and your movement speed increases by (Melee 40% / Ranged 30%) for 5 seconds.
Enemies damaged by The Strijder are slowed by (Melee 50% / Ranged 30%) for 4 seconds.
Cooldown 24s
Healing Wind
All allies within range recover (200+Character Level*20) HP.
After recovery from Healing Wind, only 50% of recovery is applied for another Healing Wind effect for the next 30 seconds.
Defense is increased by 15 for 3 seconds for allies touched by the wind.
Cooldown 30s
Impulse
You temporarily stop for 0.5 seconds, then immediately dash toward the targeted direction when the effect is released.
Cooldown 60s
Meteor
A meteorite will soon spawn in the targeted location, dealing true damage.
Damage: 200(+Character Level*35)
Cooldown 20s
Per Team: 1
Prayer
Allies within 10m receive a 300(+Character Level*12) shield for 2 seconds.
Cooldown 55s
Per Team: 1
Totem
Upon use, enter Stasis for 2.5 seconds. You are not able to perform any actions while in Stasis.
Cooldown rapidly recovers to 150% while in Stasis due to Totem.
Cooldown 45s
Adjustments per Character
All Characters
Recovery Given 100%
Shield 100%
Shield Given 100%
Ult Cooldown Reduction 20%
Max SP 130%
SP Regen 130%
Garnet
Bat
Damage Dealt 103%
Damage Taken 98%
Nadine
Crossbow
Damage Dealt 91%
Damage Taken 93%
Bow
Damage Dealt 90%
Damage Taken 95%
Nathapon
Camera
Damage Dealt 90%
Damage Taken 93%
Nicky
Glove
Damage Dealt 95%
Damage Taken 90%
Daniel
Dagger
Damage Dealt 102%
Damage Taken 90%
Darko
Bat
Damage Dealt 96%
Damage Taken 94%
Debi & Marlene
Two-handed Sword
Damage Dealt 100%
Damage Taken 93%
Tia
Bat
Damage Dealt 94%
Damage Taken 93%
Laura
Whip
Damage Dealt 100%
Damage Taken 91%
Lenox
Whip
Damage Dealt 103%
Damage Taken 99%
Leni
Pistol
Damage Dealt 105%
Damage Taken 97%
Recovery Given 80%
Shield Given 90%
Leon
Glove
Damage Dealt 95%
Damage Taken 92%
Tonfa
Damage Dealt 97%
Damage Taken 92%
Rozzi
Pistol
Damage Dealt 93%
Damage Taken 93%
Luke
Bat
Damage Dealt 95%
Damage Taken 96%
Lenore
Guitar
Damage Dealt 90%
Damage Taken 93%
Li Dailin
Glove
Damage Dealt 100%
Damage Taken 90%
Nunchaku
Damage Dealt 100%
Damage Taken 90%
Rio
Bow
Damage Dealt 90%
Damage Taken 95%
Martina
Camera
Damage Dealt 90%
Damage Taken 93%
Mai
Whip
Damage Dealt 107%
Damage Taken 98%
Markus
Axe
Damage Dealt 103%
Damage Taken 100%
Hammer
Damage Dealt 103%
Damage Taken 100%
Magnus
Hammer
Damage Dealt 102%
Damage Taken 96%
Bat
Damage Dealt 95%
Damage Taken 90%
Vanya
Arcana
Damage Dealt 95%
Damage Taken 95%
Barbara
Pistol
Damage Dealt 90%
Damage Taken 96%
Bernice
Sniper Rifle
Damage Dealt 95%
Damage Taken 91%
Bianca
Arcana
Damage Dealt 97%
Damage Taken 90%
Charlotte
Arcana
Damage Dealt 105%
Damage Taken 100%
Recovery Given 70%
Shield Given 80%
Ult Cooldown Reduction 90%
Celine
Throw
Damage Dealt 90%
Damage Taken 93%
Xiukai
Dagger
Damage Dealt 107%
Damage Taken 94%
Recovery Given 120%
Spear
Damage Dealt 107%
Damage Taken 94%
Recovery Given 120%
Shoichi
Dagger
Damage Dealt 93%
Damage Taken 90%
Sua
Hammer
Damage Dealt 95%
Damage Taken 95%
Bat
Damage Dealt 95%
Damage Taken 95%
Sissela
Shuriken
Damage Dealt 90%
Damage Taken 94%
Ult Cooldown Reduction 90%
Throw
Damage Dealt 90%
Damage Taken 94%
Ult Cooldown Reduction 90%
Silvia
Pistol
Damage Dealt 95%
Damage Taken 90%
Adela
Rapier
Damage Dealt 98%
Damage Taken 93%
Bat
Damage Dealt 98%
Damage Taken 93%
Adriana
Throw
Damage Dealt 94%
Damage Taken 93%
Adina
Arcana
Damage Dealt 91%
Damage Taken 94%
Ult Cooldown Reduction 90%
Arda
Arcana
Damage Dealt 90%
Damage Taken 92%
Abigail
Axe
Damage Dealt 95%
Damage Taken 94%
Aya
Pistol
Damage Dealt 90%
Damage Taken 94%
Assault Rifle
Damage Dealt 90%
Damage Taken 93%
Sniper Rifle
Damage Dealt 90%
Damage Taken 94%
Isol
Pistol
Damage Dealt 90%
Damage Taken 95%
Ult Cooldown Reduction 90%
Assault Rifle
Damage Dealt 90%
Damage Taken 93%
Ult Cooldown Reduction 90%
Isaac
Tonfa
Damage Dealt 95%
Damage Taken 92%
Alex
All Weapons
Damage Dealt 95%
Damage Taken 93%
Alonso
Glove
Damage Dealt 106%
Damage Taken 100%
Jan
Glove
Damage Dealt 95%
Damage Taken 93%
Tonfa
Damage Dealt 95%
Damage Taken 93%
Estelle
Axe
Damage Dealt 105%
Damage Taken 100%
Aiden
Two-handed Sword
Damage Dealt 100%
Damage Taken 92%
Echion
VF Prosthetic
Damage Dealt 100%
Damage Taken 95%
Ult Cooldown Reduction 90%
Elena
Rapier
Damage Dealt 104%
Damage Taken 95%
Emma
Arcana
Damage Dealt 92%
Damage Taken 93%
Ult Cooldown Reduction 90%
Shuriken
Damage Dealt 92%
Damage Taken 93%
Ult Cooldown Reduction 90%
Johann
Arcana
Damage Dealt 108%
Damage Taken 98%
Recovery Given 85%
William
Throw
Damage Dealt 91%
Damage Taken 93%
Yumin
Arcana
Damage Dealt 90%
Damage Taken 95%
Justyna
Crossbow
Damage Dealt 92%
Damage Taken 95%
Yuki
Dual Swords
Damage Dealt 97%
Damage Taken 90%
Two-handed Sword
Damage Dealt 96%
Damage Taken 90%
Irem
Throw
Damage Dealt 97%
Damage Taken 93%
Eva
Throw
Damage Dealt 90%
Damage Taken 94%
Ult Cooldown Reduction 90%
István
Spear
Damage Dealt 96%
Damage Taken 93%
Ly Anh
Dagger
Damage Dealt 100%
Damage Taken 92%
Recovery Given 108%
Eleven
Hammer
Damage Dealt 105%
Damage Taken 100%
Zahir
Shuriken
Damage Dealt 95%
Damage Taken 91%
Throw
Damage Dealt 95%
Damage Taken 91%
Jackie
Dagger
Damage Dealt 98%
Damage Taken 95%
Axe
Damage Dealt 98%
Damage Taken 95%
Dual Swords
Damage Dealt 95%
Damage Taken 94%
Two-handed Sword
Damage Dealt 95%
Damage Taken 95%
Jenny
Pistol
Damage Dealt 100%
Damage Taken 93%
Tsubame
Shuriken
Damage Dealt 94%
Damage Taken 93%
Camilo
Rapier
Damage Dealt 100%
Damage Taken 96%
Dual Swords
Damage Dealt 100%
Damage Taken 96%
Katja
Sniper Rifle
Damage Dealt 90%
Damage Taken 97%
Karla
Crossbow
Damage Dealt 96%
Damage Taken 93%
Cathy
Dagger
Damage Dealt 96%
Damage Taken 92%
Dual Swords
Damage Dealt 95%
Damage Taken 92%
Kenneth
Axe
Damage Dealt 100%
Damage Taken 93%
Chloe
Shuriken
Damage Dealt 95%
Damage Taken 95%
Chiara
Rapier
Damage Dealt 95%
Damage Taken 92%
Tazia
Shuriken
Damage Dealt 100%
Damage Taken 95%
Theodore
Sniper Rifle
Damage Dealt 92%
Damage Taken 94%
Felix
Spear
Damage Dealt 95%
Damage Taken 94%
Priya
Guitar
Damage Dealt 97%
Damage Taken 97%
Shield Given 85%
Fiora
Rapier
Damage Dealt 100%
Damage Taken 90%
Two-handed Sword
Damage Dealt 100%
Damage Taken 92%
Spear
Damage Dealt 100%
Damage Taken 92%
Piolo
Nunchaku
Damage Dealt 95%
Damage Taken 92%
Hart
Guitar
Damage Dealt 95%
Damage Taken 93%
Haze
Assault Rifle
Damage Dealt 90%
Damage Taken 96%
Hyunwoo
Glove
Damage Dealt 95%
Damage Taken 95%
Tonfa
Damage Dealt 95%
Damage Taken 94%
Hyejin
Shuriken
Damage Dealt 98%
Damage Taken 93%
Bow
Damage Dealt 98%
Damage Taken 93%
Hisui
Two-handed Sword
Damage Dealt 95%
Damage Taken 94%