
The 4.1 PV, A Death at Romenel Manor, went live on October 24 and introduced two new six-stars: Persa (Star) and Evelyn (Beast).
Both patches fill the same gap. 4.0 handed out a Star and a Beast; 4.1 hands out a Star and a Beast again. So the question this 4.1 preview has to answer is refreshingly concrete: do you still need somebody in that slot? If you do, there is something worth reading. If you do not, you can skip most of what follows. The rest is arranged in three parts: the new characters, the selector banner and your stockpile.

4.1 Preview: What the Two New Six-Stars Cover
Officially We Got Two Facts. That Is Enough
The PV confirms exactly two things: names and attribute slots. Persa is Star, Evelyn is Beast, and not a word about skills or mechanics.
Every multiplier floating around online right now is community guesswork. The skills are not out yet, so what exactly is being derived? Plan your pulls around those numbers and you will almost certainly end up redoing the math.
Two Patches, Same Slot: Two Kinds of Accounts, Two Outcomes
4.0 gave us Lilya (Star) and Drake (Beast); 4.1 arrives with another Star and another Beast. That is two versions in a row topping up the very same two slots.
The verdict depends heavily on your roster. If both slots are already built out, pulling in 4.1 is mostly redundant construction: you would own them and never field them. If you have only one usable Star or one usable Beast, waiting pays off, because going from one body to two in a single slot loosens up team-building considerably.
Both are worth spelling out for comparison. Lilya leans toward sustained pressure once the early board is set; Drake depends more on the rhythm of his skill cycle. New players are safer starting with Lilya, since Star is the more broadly useful attribute. Bring Drake in once your team has taken shape and you need Beast damage. The four-star Grundle is a Beast stopgap for low-budget transitions: if you do not have Drake he can hold the slot, but do not pour upgrade materials into him. A stopgap is a stopgap.
New Does Not Automatically Mean Stronger
This is where people trip up. The 4.1 six-stars will not necessarily outclass Lilya and Drake from 4.0. Within the same attribute slot, who comes out ahead depends on whether your team can fully exploit their mechanics. Same attribute, different mechanics: the difference lives in the teammates, not in the version number.

The Selector Banner Wraps Up: Your Call Before November 30
Set the new characters aside for now. The banner already in your hands is on a tighter clock.
Four Slots, One Deadline
The selector banner Bounty of the Lake: Until We Set Off Again, part of the Box Parade celebration, runs from 05:00 on October 26 to 04:59 on November 30. The four rated-up options are A Knight, An-an Lee, Melania and Voyager.
A normal rate-up banner boosts one character; a selector banner lets you choose which of four gets boosted. With the first you take whoever shows up. With the second you decide. That is the whole difference, and it is why the banner’s value depends entirely on which gap hurts most.
Short a main damage dealer? Look at A Knight. Short a support? Melania. Short a utility slot? An-an Lee or Voyager. Work out what you lack first, then look at the banner.

The Banner Outlasts the Version Update
That 04:59 on November 30 cutoff is longer than a standard limited banner, and the window runs straight past the 4.1 launch.
So you do not have to commit today: you can come back and settle it once 4.1 is live, and still have time to act.
Find Your Case
Open your character list, filter by attribute, and the answer is usually sitting right there.
Both Star and Beast empty? Wait for 4.1, because the two new six-stars fill exactly those slots. Only one slot empty? Pick the matching option from the selector; that is more certain than waiting on an unannounced character. Both slots already full? Skip it and save your pulls for whatever system follows 4.1.
How the Pity Counter Actually Works
There is one more trap. In Reverse: 1999 pity is tracked separately by banner type, and limited banners do not share it with standard ones. Any pulls you bank on the selector will not become pulls on the 4.1 limited banner.
Plenty of people pull on the it-all-counts-as-pity logic, then discover at 4.1 launch that the count did not follow them. By then the arithmetic is already too late.
When the Decision Becomes Mandatory
The selector closes at 04:59 on November 30, and that date is fixed. The 4.1 launch has not been announced. If you intend to wait and see what 4.1 brings, accept that you may miss the selector entirely.

Resource Planning: What to Stockpile Before 4.1
The slots and the timeline are settled; what remains is your inventory. Whether you have enough pulls and enough materials set aside is what decides how 4.1 launch day actually feels.
Pull Currency: The 40 Free Pulls Are the Patch’s Biggest Single Item
The 4.0 limited sign-in hands out 40 pulls, the largest single free resource of the patch. Claim every day and you will be holding a ready-made stash the moment 4.1 opens.
Miss a day and that day is gone. Nothing is reissued afterwards.
Psychube or Insight: Which Comes First
For characters like Lilya, who live and die by their skill cycle, the order is Psychube, then Insight, then level. Do not dump every material into levels before 4.1; hold some back for the new six-stars’ Psychubes.
I have seen plenty of accounts with maxed levels and an empty Psychube slot. The stat sheet looks excellent, yet the damage always falls just short, and what is missing is precisely that Psychube.

The Minimum Material Reserve
When a new six-star lands, what you will lack most is Insight materials and Psychube upgrade fodder, and both tend to jam up around a version change. Do not empty your inventory at the end of the patch: keep enough for one character to go from zero to Insight III, with exact amounts confirmed on the in-game progression screen.
Pulling the character and then waiting at the Insight gate is worse than not pulling at all.
What Is Left in 4.0: Finish the Main Story First
Of the two new systems, Rift Wonderland leans toward gameplay and Past Portrayal toward retrospective display, and neither affects main-story combat power. Come back to them after the story is done; do not stall your progress for either.
The most common late-patch mistake is spending time on the things that merely look content-rich, while the few resources that actually set your 4.1 starting line go uncollected.
The image below summarizes the whole article. If you cannot be bothered scrolling back up, just read that.

Frequently Asked Questions
When does 4.1 launch?
A: Not announced yet. Extrapolating from 4.0’s September 24 launch and a roughly six-week cycle puts it in early November, but that is an estimate rather than a confirmation.
How strong are Persa and Evelyn?
A: Officially we only have names and attribute slots, Star and Beast. Skills and multipliers are unreleased, so there are no citable 2026 Reverse: 1999 strength figures to quote.
Does pity carry between the selector and the 4.1 banner?
A: No. Pity is counted per banner type, so pulls banked on the selector never transfer to the 4.1 limited banner.
Can the 40 sign-in pulls still be made up?
A: No. Sign-ins accumulate daily, and nothing is reissued once the 4.0 event closes.
Who should new players build first?
A: Lilya. Star is the more universally useful attribute, and her damage profile is complete once the Psychube is in place.
For patch pacing and banner windows, GameHub’s guide section archives them by version number, which makes planning against a calendar straightforward.
Action Checklist
- Count how many usable Star and Beast characters you actually have, then decide whether waiting for 4.1 makes sense.
- Finish your selector decision before 04:59 on November 30. Do not drag it out.
- Do not empty your general materials at the end of the patch. Keep enough for one character to reach Insight III.
- Psychube before levels: upgrade materials go to the Psychube first.
- Do not pad pulls on the selector before 4.1. Pity does not cross banner types.
The reason to count slots before deciding is simple: the selector and 4.1 are both working the same two slots, and when you are short in only one of them, a selector gives you a certainty that waiting on an unannounced character cannot.