The First Descendant Season 4 Episode 1, “The Great Clash,” went live on August 20, 2026, with Update 1.4.0. It ends the Karel storyline in a new Mega Dungeon, adds the roguelite Trials mode, introduces the shotgun Descendant Raven, and replaces Ultimate Weapons at the top of the gear ladder with an entirely new tier.
Transcendent Weapons are the change that reshapes every build in the game, and the Quality system behind them decides how much your farming time is worth.
1. Season 4 Start Date, Platforms, and Unlock Requirements
Season 4 Episode 1 launched on August 20, 2026, across Steam, PS5, and Xbox Series X|S. Every headline addition sits behind the main story progress, so the first thing to check is where your Main Quest line currently sits before you plan any farming.
- Update version: 1.4.0
- Season: Season 4 Episode 1, “The Great Clash”
- Platforms: Steam, PS5, Xbox Series X|S
- Story requirement: All Main Quests from Pre-Season through S03 EP04
- Story reward: Special Chest Attachment and Ultimate Alignment Device
- Conquest difficulty opens: September 3, 2026
1.1. How to Unlock Karel’s Mothership and Trials
Karel’s Mothership opens after you complete the Main Quest And, Tomorrow, while Trials unlocks the moment you reach Hard difficulty through the Main Quest The Stance of the Magisters. Both new activities have an Arche Activity gate that applies only to public matchmaking.
- Finish the S04 EP01 Main Quest. Clear every Main Quest from Pre-Season to S03 EP04 first, then run the new story to reach And, Tomorrow.
- Enter Karel’s Mothership on Normal. Select it on the Map or speak to the Tactical Transport Control NPC in Albion. Once Normal is unlocked, the NPC also appears in Axion Plains.
- Clear Normal once to open Hard. Public Operations on Hard require 81,580 Arche Activity, and Private Operations start at any level.
- Open Trials from the Map icon. Use the Trials icon on the right side of the Map or talk to Laboratory Manager Siena in Albion.
- Check your Arche Activity for Trials. Public Operations require 83,980, and Private Operations bypass the requirement entirely.
1.2. Season 4 Episode 1 Update Schedule
Nexon split Season 4 Episode 1 into three content waves, so several systems players are asking about arrive after the launch week. Planning your Transcendent Trait Element spending around these dates helps you avoid wasting weekly purchase limits.
- September 3: Conquest difficulty for Karel’s Mothership, Assemble event, Ancestor Module events
- September 17: Ultimate Hailey, Cradle of Evolution, Lounge storage trading, Transcendent Weapon trading
- October 15: Additional Transcendent Weapons, a Transcendent Weapon farming assistance system, Freyna skill improvements, a second Trials map
For the full picture of what lands after Episode 1 closes, our The First Descendant 2026 roadmap guide breaks down the remaining months, including the PvEvP mode planned for December.
2. How Transcendent Weapons Work in The First Descendant
Transcendent Weapons are the new highest weapon tier, and each one rolls a Quality value between 1 and 400 that sets its performance ceiling. You can equip three at once, and the same weapon supports completely different builds depending on how its Transcendent Ability points land.
2.1. Quality and Quality Range Tiers
Quality is divided into four Quality Ranges, and crossing a range boundary results in a large jump in performance rather than a smooth curve. A Quality 201 weapon outperforms a Quality 199 weapon by a wide margin, so treat 101, 201, and 301 as the real breakpoints.
- Range 1: Quality 1 to 100
- Range 2: Quality 101 to 200
- Range 3: Quality 201 to 300
- Range 4: Quality 301 to 400
2.2. Base Quality and Guaranteed Minimum Rolls
Base Quality is the guaranteed floor applied to every Transcendent Weapon you acquire, and it rises each time you obtain one. It caps at 400, at which point every drop lands at the highest Quality the content allows.
Purchasing Transcendent Weapon Boxes from Deslin also raises Base Quality, so box purchases count toward long-term progress instead of being a side purchase.
This floor is what makes low-tier farming worthwhile early. Running content with a 1 to 150 range still pushes your Base Quality upward, which raises the minimum roll you receive later in Onslaught and Karel’s Mothership.
2.3. Transcendent Ability and Sub Ability Readjustment
Every Transcendent Weapon carries a Transcendent Ability built from three Factors. At Quality 400, 150 points are distributed across those three Factors, and the split decides if the weapon specializes in area combat or single-target damage.
Readjustment happens at the Weapon Workbench in Albion or any Outpost. The preview shows the new roll next to the current one before you commit, and you can lock one Sub Ability so only the other reroll changes.
- Transcendent Wave Modulator: Redistributes the 150 Factor points. Costs 1,200 Transcendent Trait Element, limited to 3 per week.
- Sub Wave Modulator: Rerolls the two random Sub Abilities. Costs 600 Transcendent Trait Element, limited to 5 per week.
- Transcendent Trait Element source: Dismantling Transcendent Weapons, with higher Quality returning more.
- Merit Exchange top-up: 200 Transcendent Trait Elements for 100 Merit Tokens, 10 times per week.
2.4. How to Get Transcendent Weapons
Transcendent Weapons drop from mission completion rewards and monster kills across nearly all content, starting from Normal difficulty. Four Infiltration Operations also hand you a guaranteed weapon on your first clear, which gives brand-new and returning players an immediate starting point.
- Unknown Laboratory (Normal): Quality 25
- The Chapel (Normal): Quality 50
- Bio-Lab (Normal): Quality 75
- Heart of the Fortress (Normal): Quality 100
Deslin in Albion sells two boxes for players sitting on dismantle materials. The [All] Transcendent Weapon Box costs 400 Transcendent Trait Element with no purchase limit, and the [Range 4] Transcendent Weapon Box costs 800 Transcendent Trait Element with a limit of 10 per week.
Drop rate boosts stack on top of that. Battle Pass Premium grants a Transcendent Weapon Acquisition Boost that scales from 5% at level 1 to 20% at level 80, and the Shop sells separate 30% boosts in 1-hour, 3-hour, and 10-hour durations.
2.5. Best Farming Spots for High-Quality Transcendent Weapons
Onslaught Stage 4 is the single best farm at 376 to 400 Quality with a 7.11% completion reward chance. Karel’s Mothership carries the highest raw drop chance in the game at 14.5%, which makes it the better option if your Base Quality is still climbing and you want volume over ceiling.
| Content | Quality Range | Completion Chance |
|---|---|---|
| Onslaught – Stage 4 | 376 – 400 | 7.11% |
| Onslaught – Stage 3 | 351 – 400 | 7.11% |
| Onslaught – Stage 2 | 301 – 400 | 7.11% |
| Onslaught – Stage 1 | 276 – 400 | 7.11% |
| Karel’s Mothership (Hard) | 271 – 400 | 14.5% |
| Karel’s Mothership (Normal) | 251 – 400 | 14.5% |
| Forbidden Sanctuary | 251 – 400 | 5.64% |
| Bastion of Immortality | 251 – 400 | 5.06% |
| Medium-Sized Facility Zone (Hard) | 251 – 400 | 4.92% |
| Legion Laboratory | 251 – 400 | 4.78% |
| Exposed Underwater Base | 251 – 400 | 4.69% |
| Supermassive Receptor | 251 – 400 | 4.64% |
Monster kills bypass the listed ceiling in rare cases, so a Common or Elite enemy in lower-tier content still has a chance to drop a weapon above that content’s range. Trials add another route, with Rounds 1 and 2 rolling 271 to 400 and Rounds 3 and 4 rolling 281 to 400 at a 10% chance per round.
2.6. How to Implant Ultimate Weapon Module Settings
Four Transcendent Weapons are upgraded versions of existing Ultimate Weapons, and the Weapon Workbench lets you carry your finished Module setup straight across.
- Put the matching Ultimate Weapon and Transcendent Weapon in your inventory.
- Go to the Weapon Workbench in Albion or any Outpost.
- Spend a Transcendent Photon Imprinter to transfer the finished Module setup to the Transcendent version.
The implant consumes a Transcendent Photon Imprinter, and both weapons must sit in your inventory when you start. The supported matching pairs are:
- Malevolent to Malicious Dominator
- Thunder Cage to Storm Cage
- Piercing Light to Raging Light
- King’s Guard Lance to Emperor’s Guard Lance
Weapon skins transfer across the same four pairs, so a cosmetic you already own applies to the Transcendent version without an extra purchase.
A new Junk Filter category also lets you auto-mark Transcendent Weapons below a chosen Quality Value, which keeps your inventory clean during long farming sessions.
3. All 11 Transcendent Weapons in Season 4
Update 1.4.0 adds 11 Transcendent Weapons, split into four upgraded Ultimate Weapons and seven new designs. Five of the new weapons scale a specific Skill Power Amplification Rate, which makes them the first firearms built purely for skill Descendants rather than gunplay builds.
| Weapon | Type | Best For |
|---|---|---|
| Malicious Dominator | Hand Cannon | Malevolent builds |
| Storm Cage | Submachine Gun | Thunder Cage builds |
| Raging Light | Sniper Rifle | Piercing Light builds |
| Emperor’s Guard Lance | Beam Rifle | King’s Guard Lance builds |
| ARMIS | Assault Rifle | Firearm mobbing |
| Unleashed Instinct | Shotgun | Raven and close range |
| Sparky | Handgun | Electric skill builds |
| Frost Blossom | Machine Gun | Chill skill builds |
| Volcanic Heart | Scout Rifle | Fire skill builds |
| Nightmare Launcher | Launcher | Toxic skill builds |
| ATR-0 Prototype | Tactical Rifle | Non-Attribute skill builds |
3.1. Ultimate Weapon Upgrades
These four retain the identities of their Ultimate counterparts and add a second layer of damage on top. Because Module settings implant directly, they are the fastest Transcendent Weapons to bring to full strength if you already run the base version.
- Malicious Dominator: Creates Blade of Malice on hit, which bounces between enemies. Weak Point hits apply stacking Encroachment of Evil damage over time.
- Storm Cage: Triggers Electric Shockwave on firearm hits and Lightning Burst after repeated Critical Hits. Kills can spawn a Lightning Storm at the target’s position.
- Raging Light: Aimed hits create Brand of Light. Multi-Hits on the Brand trigger a bouncing Raging Light that deals more damage with every bounce.
- Emperor’s Guard Lance: Deploys lances while aiming. Enemies inside a lance’s range take Emperor’s Majesty area damage and Emperor’s Judgment on Multi-Hits.
3.2. New Firearm Descendant Weapons
ARMIS and Unleashed Instinct are the two additions built for pure gunplay. Both convert consistent firearm hits into area damage, which suits mobbing content such as Trials and Onslaught more than single-target Colossus fights.
- ARMIS: Fires Interceptor Missiles on hit and consumes Countdown stacks. Emptying Countdown launches a Small Warhead Rocket, and enemies tagged with Missile Fragment cause your shots to ricochet.
- Unleashed Instinct: Converts Reload Time Modifier into Load Capacity. Shotgun pellets apply Excessive Bleeding, and damaging bleeding enemies triggers explosions while Hunting Instinct raises Movement Speed.
3.3. New Skill Descendant Weapons
The five-attribute weapons share a single template. Holding the weapon raises that attribute’s Skill Power Amplification Rate, skill hits apply a debuff, and firearm hits on debuffed enemies deal bonus damage.
Additional damage from these effects does not feed other skill effects, so treat it as a flat damage layer rather than a scaling engine.
- Sparky: Electric. Applies Tingle and triggers Tingling Shock against high-HP targets in range.
- Frost Blossom: Chill. Applies Frost Seed and triggers Frost Explosion on kills.
- Volcanic Heart: Fire. Applies Pulsating Ember and grants Magma, which burns nearby enemies.
- Nightmare Launcher: Toxic. Applies Purple Nightmare, and Venom Explosion grants Enemies’ Nightmare plus one High-Power Round.
- ATR-0 Prototype: Non-Attribute. Skill use builds Arche Energy Bullets, which firearm hits spend for extra damage.
4. Karel’s Mothership Rewards and Difficulty Requirements
Karel’s Mothership is the Mega Dungeon that closes the Karel arc, and it runs longer than any existing Infiltration Operation. Three Commanders stand between you and the final fight, and the space and attack patterns shift across each stage of the encounter.
4.1. All Karel’s Mothership Commanders and Mechanics
Each Legion sends one Commander, and two of them leave behind a temporary buff for the Descendant who lands the kill. Learning which enemies drop that special ability shapes how you assign targets in a four-player squad.
- Torisar the Curse-Spreader: Order of Truth. Grants a timed special ability to the Descendant who defeats it.
- Pattern-Enhanced Arche Slayer: Legion of Immortality. Uses improved barrier placement and probe launch patterns.
- Reborn Alzaroke: Legion of Darkness. Also grants a timed special ability on defeat.
Two Champion effects debut here. Attribute Vulnerability raises a Champion’s defense against every attribute except its listed weakness, and inflicting the matching attribute effect strips the buff from the Champion and nearby Vulgus. Explosive Marker detonates in a half-moon shape, leaving the center safe.
The Propagate Nexus device raises Vulgus defense and grants Tow Immunity until you destroy the generator, and several structures have Weak Points that produce large area explosions when shot, so pulling enemies underneath them clears packs instantly.
4.2. Karel’s Mothership Normal and Hard Rewards
Mission completion rewards scale between the two difficulties, and Hard raises the Transcendent Weapon Quality floor from 251 to 271. Archive Shard payout stayed identical after a launch-day revision, which means Hard difficulty is worth running for the module and Quality gains rather than shard volume.
| Reward | Normal | Hard |
|---|---|---|
| Transcendent Weapon Loot | 14.5%, Quality 251-400 | 14.5%, Quality 271-400 |
| Ancestors Module Loot | 22.5% | 30% |
| Rare Alignment Device | 22.5% | 30% |
| Trigger Module Loot L | 22.5% | 30% |
| Collectible Coin | 102 | 135 |
| Superconductive Cooling Unit | 23 | 30 |
| Archive Shard | 68 | 68 |
Commander kills add a separate reward layer on top of mission completion. On Hard, Commanders drop 140 to 160 Superconductive Cooling Units, 3 to 12 Dimensional Stabilization Keys, and a chance at Transcendent Weapon Loot, a Trigger Module Selection Box, or an Ancestors Module Loot.
Karel’s Mothership: Hard also joined the weekly content list. Clearing it once per week awards 300 Merit Tokens and 150,000 Kuiper Shards through the Descendant Mission Board.
4.3. Conquest Difficulty Schedule and Rewards
Conquest is a limited-time difficulty above Hard, running from September 3, 2026, to October 14, 2026. It raises combat responsiveness and survival demands instead of inflating monster HP, and entry requires a single Normal clear rather than a Hard clear.
- Phase 1: September 3 to September 17 maintenance. Elite Squad Ranking Run, private four-player parties only, no duplicate Descendants. Top 10 squads earn the Radiant Dawn Hero Medal, Namecard, UI Theme, and Lounge Decoration.
- Phase 2: September 17 to October 15 maintenance. Leaderboard Ranking Run, open to solo and party play. Top 30 placements earn the Dawn Hero Medal of the Shining Squad and the Dawn Hero Medal.
- Participation reward: A single Conquest clear during either phase grants the Dawn’s Hero Namecard, UI Theme, and the Malicious Dominator weapon skin.
5. Trials and Merit Tokens
Trials is the roguelite mode built for repeatable farming, and it is the main uncapped source of Merit Tokens in Season 4.
Each run stacks Variable Codes that carry into later rounds, so the mode rewards committing to one damage identity instead of drafting whatever looks strong.
5.1. How a Trials Run Works
A round begins when the mission starts and ends when you defeat the Commander. Clearing a zone opens a portal to the next Combat Area, and those zones connect randomly, so no two runs follow the same route.
After each Commander kill, you choose to continue into a harder round or escape with your rewards. One full run covers seven zones, and you make a maximum of 20 Variable Code selections across four rounds.
Two new Commanders headline the mode, and both open a damage window when you destroy their summons at the right moment.
- Antithese: A tracker boss that closes distance and forces melee range. Uses Rampage Zone to leave exploding AoE along its path, and destroying its Security Core on time leaves it Dazed.
- Vorax: Layers Identification Code markers on you, and each stack raises the damage of later attacks. Destroying its Polluted Tentacles on time leaves it Dazed.
Weak Point Damage Adjustment Value does not apply to monsters in Trials or Karel’s Mothership, which restores full value to Weak Point-focused builds in both activities.
5.2. Best Variable Codes to Pick
Selecting a Variable Code raises the appearance rate of codes with similar traits, so your first two or three picks decide the shape of the entire run. Lock into one archetype early and take the stat-based tiers only when no strong Transcendent option appears.
Best Variable Codes for Firearm Builds
These have the highest ceiling in longer rounds because their bonuses scale with sustained fire rather than single-burst windows.
- Infinite Magazine: Reduces Firearm Rounds consumption to 0, eliminating reload downtime.
- Barrage Stacking: Raises Firearm ATK on Multi-Hit, stacking to 200. The strongest scaling option in the pool.
- Skill Enhancement: Weak Point Analysis: Makes every firearm attack hit a Weak Point after Skill 1.
- True Aim Full Auto: Raises Multi-Hit Chance while aiming and increases Multi-Hit Damage, feeding Barrage Stacking directly.
- Sympathetic Detonation: Deals area damage based on a defeated monster’s Max HP, which snowballs in dense zones.
Best Variable Codes for Skill Builds
Skill Descendants want cooldown compression first, then a scaling source that matches their stat spread.
- Limit Break: Acceleration: Lowers Skill Cooldown and raises the Skill Cooldown stat cap.
- Skill Enhancement: Acceleration: Reduces the longest remaining Cooldown every time Skill 1 lands.
- Overcharge or HP Advantage: Converts Max Shield or Max HP into Skill Power. Pick the one matching your Descendant’s scaling.
- MP Explosion: Raises Max MP and adds Skill Power damage tied to current MP, with higher damage on non-Critical hits.
- Hypernova: Adds a chance to trigger Executioner’s Thunderbolt at the target’s location on skill hits.
5.3. Trials Rewards and the Merit Exchange
Each completed round pays out immediately, and rewards improve from Round 3 onward. Trials is also the only unlimited source of Merit Token, since Karel’s Mothership caps its payout at once per week.
- Rounds 1 and 2: Transcendent Weapon Loot at 10% (Quality 271-400), 10 Merit Tokens, 10 Superconductive Cooling Units
- Rounds 3 and 4: Transcendent Weapon Loot at 10% (Quality 281-400), 15 Merit Tokens, 10 Superconductive Cooling Units
- Cracked Fissure: An optional Tyrant fight that spawns mid-run for 15 Merit Tokens and 60 Superconductive Cooling Units
Excavation Chief Reina in Albion handles the Merit Exchange. Buy boosts when you are actively farming that session. Buy the Transcendent Trait Element package first when your priority is long-term weapon ability rerolls.
| Item | Price | Weekly Limit |
|---|---|---|
| 200 Transcendent Trait Element | 100 Merit Tokens | 10 |
| Ancestors Module Loot II | 100 Merit Tokens | 5 |
| 50 Superconductive Cooling Unit | 100 Merit Tokens | Unlimited |
| 1-Hour Gold Boost (30%) | 100 Merit Tokens | 10 |
| 1-Hour Kuiper Shard Boost (30%) | 100 Merit Tokens | 10 |
| 1-Hour Weapon Proficiency Boost (30%) | 100 Merit Tokens | 10 |
| 1-Hour Descendant EXP Boost (30%) | 100 Merit Tokens | 10 |
5.4. How Rotational Build Works
Rotational Build lends you a fully configured Descendant when you enter Trials, covering Modules, Weapons, Reactors, External Components, Fellows, and the Arche Tuning Board. It activates automatically if your current Descendant sits below the required Arche Activity, and it places you in a separate matchmaking pool.
The trade-off is progression. You gain no Weapon Proficiency and no EXP while using it, and the Transcendent Weapon Quality range drops to 51 to 350 in early rounds.
In exchange, the reward list is far larger, paying out Precision Ion Accelerator, Dimension Analyzer, Nano Compound, Quantum Crystal, Energy Control Core, Archive Shard, Core Amplifier, and Void Abyss Metal Fragment every round.
Two build groups rotate weekly. Group 1 covers Ultimate Viessa, Ultimate Valby, and Ultimate Ajax, while Group 2 covers Ultimate Valby, Ultimate Blair, and Kyle. Opening Show Details reveals the exact setup and doubles as a build reference for the Descendants you own.
6. How to Get Raven in The First Descendant
Raven is farmed from the Infiltration Operation Legion Laboratory or Sigma Sector: Isolated Desert on High-risk difficulty, and Legion Laboratory has the better rate on every material. She is a Non-Attribute Fusion Descendant built around shotgun damage, fast repositioning, and the Trace debuff.
6.1. Best Raven Parts Farm: Legion Laboratory vs. Isolated Desert
Run Legion Laboratory as your default. It beats Isolated Desert on the Amorphous Material Pattern, the Complex Filament Seed, and both Transcendent Modules, and it also sits in the 251 to 400 Transcendent Weapon bracket, so every run doubles as weapon farming.
- Amorphous Material Pattern: Raven: 30% from Legion Laboratory, 20% from Isolated Desert (High-risk)
- Complex Filament Seed: 4 to 8 per Legion Laboratory Commander, with a chance at 16 to 18
- Complex Filament Seed alternative: 1 to 3 from each of the 2 Isolated Desert Commanders, with a chance of 6 to 7
- Transcendent Modules: 20% each from Legion Laboratory, 15% each from Isolated Desert (High-risk)
The S04 EP01 story missions also hand out Raven Amorphous Materials on completion, so clear the new Main Quest before you start grinding. Buying her outright from the Shop remains an option for players who want her immediately.
6.2. Raven Skills
Raven’s entire kit revolves around the Trace debuff and staying at shotgun range. Her passive raises Firearm ATK and Movement Speed while a Shotgun is equipped, adds damage based on the number of pellets that connect, and gives her a longer custom Roll.
- Shadow Shot (Skill 1): Deals more damage the closer the target is and applies Trace. Shotgun hits on a Traced enemy deal damage to every Traced enemy near Raven.
- Raven Feather (Skill 2): Creates a Blade Feather that inflicts Bleed. Reactivating pulls the feather back and teleports Raven to its position.
- Shadow Step (Skill 3): Dashes forward, applies Trace, and grants Veil of Night, which nullifies incoming damage a set number of times and boosts direct Shotgun hits.
- Vendetta (Skill 4): An area attack that chains for five streaks, dealing more damage at close range.
6.3. Raven Transcendent Modules
Her two Transcendent Modules pull her in opposite directions, and both are worth farming rather than picking one. They convert her from a shotgun specialist into either a summoner or an all-weapon debuffer.
- Nightfall: Converts Raven Feather into the attack skill Raven’s Claw, which strikes the strongest enemy in range at intervals. Buffs scale with the number of summoned claws, turning her into an area-focused skill Descendant.
- Law of the Back Alley: Adds the Edict debuff and lets Raven use every firearm type instead of Shotguns only. Firearm damage scales with Edict stacks, and Shadow Step grants a short window where rounds are not consumed.
7. New Trigger Modules in Update 1.4.0
Update 1.4.0 adds two Trigger Modules, both of which target specific playstyles rather than offering universal value. Karel’s Mothership is the primary source, dropping Trigger Module Loot L at 22.5% on Normal and 30% on Hard, with each box containing one of the two.
7.1. Perfect Positioning
This module rewards the new Redeployment skill type, a category that instantly moves a Descendant without dealing damage. Raven is the intended user, with Sharen as the secondary option.
- Maneuver stacks: Build from Roll, Grappling Hook, or any Redeployment skill.
- Perfect Positioning trigger: Use a Redeployment skill at maximum Maneuver stacks.
- Active effects: Raises Max Shield and Skill Power and removes bullet consumption for the duration.
7.2. Aesthetics of Violation
This module is built for Descendants who chain Clash and Neutralize skills, which covers Kyle, Keelan, Ajax, Valby, Sharen, and Esiemo. It turns boss encounters into a cooldown engine rather than a damage race.
- Brand of the Weak: Applied when a Clash skill damages a Colossus, Commander, or Tyrant.
- Neutralize follow-up: Attacking a branded enemy returns part of the longest remaining Cooldown and raises Skill Power.
Both modules also appear in the reworked Trigger Module Selection Box H, which now contains 40 types instead of 38. The Wall Crasher in Axion Plains reflects the same change, and our Axion Plains and Wall Crasher guide covers that fight if you have not run it yet.
8. Kyle, Keelan, and Inversion Reinforcement Changes
Update 1.4.0 delivers the largest numerical rebalance in months, with Kyle and Keelan receiving damage multipliers several times their previous values. Nine Descendants also received Ancestors Module synchronization adjustments, and most of those are buffs.
8.1. Kyle Skill Damage Buffs
Kyle’s Max Shield scaling is the core of the rework. Every damaging skill now converts 0.80% of Max Shield instead of 0.30%, and the cap on that conversion jumped from 81.9% to 560.0%, which is what lifts him into Onslaught viability.
- Superconductivity Thrusters: Skill Power multiplier raised from 28,324.6% to 36,792.0%, with reduced post-cast delay
- Magnetism Spurt: Raised from 2,864.5% to 8,186.1%
- Repulsion Dash: Main damage raised from 1,881.1% to 2,771.6%, and knockback now travels parallel to Kyle’s movement
- Self-Directed Eruption: Raised from 2,016.0% to 8,186.1%, and now increases Movement Speed while active
- Synchronization value: Lowered from 1.904 to 1.654
8.2. Keelan Skill Damage Buffs
Keelan gains Max Shield scaling for the first time at 0.25% with a 125.0% cap, alongside multiplier increases across his entire kit. The stated goal is a lower execution barrier with a higher damage floor, which makes him far more forgiving in group content.
- Void Corrosion: Raised from 687.1% to 3,950.8%
- Tremor: Damage per Acidic Decay stack raised from 4,258.2% to 9,793.9%
- Septic Gust: Raised from 1,623.9% to 5,602.5%
- Blood Rot: Raised from 1,268.7% to 4,377.0%
- Septic Torrent: A stacking bug on the effect is fixed, with continuous damage raised from 1,623.9% to 2,801.2%
On the synchronization side, Dia saw the largest increase, from 0.732 to 1.219, followed by Ajax, from 0.841 to 1.24. If you built her in Season 3, our Dia best build guide still holds up with the new value applied.
9. Season 4 Battle Pass Rewards and Premium Benefits
The Season 4 Episode 1 Battle Pass is called The Great Clash, and Premium still costs 500 Caliber. The exclusive Ultimate Weapon reward is gone, replaced by Transcendent Weapon acquisition boosts that stack with Shop boost items.
- Level 1: Transcendent Weapon Acquisition Boost 5%, plus an immediate 25% Transcendent Trait Element boost
- Level 30: Transcendent Weapon Acquisition Boost 10%
- Level 36: Nightfall (Women’s Skin)
- Level 50: Transcendent Weapon Acquisition Boost 15%
- Level 68: Nightfall (Men’s Skin)
- Level 76: Nightfall Syndicate (Orca Skin)
- Level 80: Transcendent Weapon Acquisition Boost 20%
- Level 100: Road Rage (Vortex Skin)
Only the biggest boost you have claimed applies, so there is no benefit to holding lower tiers. Premium also increases the Transcendent Trait Element you receive from dismantling, which compounds with heavy farming.
The Bonus Shop brings back Season 1 customization in selection boxes, covering head skins, emotes, a Name Card and UI Theme set, Grappling Hook and Ecive items, and attachments. Players who missed Season 1 can recover those items for the first time.
10. What to Do First in The First Descendant Season 4
The opening week has a clear priority order, and following it prevents wasted resources on weekly-limited purchases. Your goal in the first few days is to raise Base Quality as fast as possible, because every later drop inherits that floor.
- Clear the S04 EP01 Main Quest. It unlocks Karel’s Mothership, pays out Raven Amorphous Materials, and awards the special Chest Attachment plus an Ultimate Alignment Device.
- Collect the four guaranteed Transcendent Weapons. First clears of Unknown Laboratory, The Chapel, Bio-Lab, and Heart of the Fortress on Normal grant Quality 25, 50, 75, and 100 weapons.
- Clear Karel’s Mothership on Normal, then Hard. Hard adds the weekly 300 Merit Tokens and 150,000 Kuiper Shards and raises your Trigger Module and Ancestors Module rates to 30%.
- Farm Trials for Merit Token. Trials has no weekly cap, and Rotational Build lets you start immediately if your Arche Activity is short.
- Run Legion Laboratory for Raven. It has the best rate on every Raven material and drops Transcendent Weapons in the 251 to 400 range at the same time.
- Hold your Transcendent Trait Element. Readjustment modulators are weekly-limited, so save materials until you own a Range 4 weapon worth rerolling.
- Push Fellow levels toward the new cap of 40. Higher levels improve HP, ammo, and MP recovery intervals, and Infiltration Operation: Hard Commanders now drop extra Fellow materials.
Two quality-of-life changes also affect how you play from day one. All equipped weapons now gain identical Weapon Proficiency even when holstered, and Hard difficulty field missions pay between 20,000 and 150,000 EXP instead of a flat 2,000.


































