Update 5.5 Part 1 is one of those updates that looks small on paper but completely shifts how A Universal Time feels once you actually play it. The Devil May Cry crossover finally landed, bringing Beowulf as a free-to-play grind spec and Vergil as a premium-only powerhouse, alongside the Mirage Blades subpower. This guide breaks down how to get both abilities, what they actually do in real gameplay, and whether they’re worth your time or money.
Beowulf – How to Obtain It
Beowulf is the easier half of this update, and surprisingly so by AUT standards.
To start, go to West Park and interact with Devil Vergil. You’ll need 1 million UCoins and UShards just to begin the quest, so if you’re broke, farming comes first. Once the quest is active, the requirement is simply to defeat 100 Thugs.
That’s it. No rare drops, no multi-layer RNG, no server hopping. For most players, this takes around 10 to 15 minutes if you already know efficient spawn locations. Compared to older AUT obtainments, this feels almost suspiciously generous.
Once you return to Devil Vergil after killing all 100 Thugs, Beowulf is unlocked instantly as an EPIC ability.
Beowulf – Gameplay
Beowulf is a pure melee spec with zero fluff. No flashy beams, no screen-wide explosions, just punches, kicks, and relentless pressure.
The M1 string is basic and grounded, dealing consistent damage without any gimmicks. It feels intentionally plain, which makes the rest of the kit stand out more. Several moves act as combo extenders rather than finishers, meaning Beowulf thrives when you stay close and keep attacking instead of backing off.
One of Beowulf’s strongest traits is how safe certain moves are. Some abilities grant full invulnerability during their animation, which is even stronger than hyper armor. Combined with surprisingly large hitboxes, this makes Beowulf feel oppressive once momentum starts rolling.
The biggest downside right now is polish. Multiple moves launched without sound effects, and the idle pose is reused from Standless, which feels lazy. None of this affects performance, but it does hurt presentation.
Overall, Beowulf is strong, simple, and very effective, especially in PvE and casual PvP.
Vergil – How to Obtain It
Unlike Beowulf, Vergil is currently premium-only.
There is no quest, no grind, and no free-to-play method at the moment. The only way to use Vergil is by purchasing it from the Premium Shop. This may change in future update parts, but as of Update 5.5 Part 1, that’s the reality.
If you don’t own Vergil, the only way to test it is by borrowing it from another player.
Vergil – Gameplay
Vergil immediately feels like a different tier of design.
His M1 chain allows five hits instead of four, though the final hit slightly slows your movement. It’s not a huge drawback, but it’s noticeable if you spam M1s carelessly. His grab is standard, nothing special, but the rest of his kit is where things get serious.
Void Slash is one of his best tools. It has blue hitboxes, meaning it activates even while ragdolled, making it incredibly reliable in chaotic fights. Rapid Slash provides hyper armor and mid-range pressure, though landing it consistently takes practice.
Judgment Cut is stylish and unique but tricky to land in real PvP unless your opponent is already committed to an action. Upper Slash works as a clean combo extender and feels very familiar if you’ve played other sword-based specs.
Then there’s Judgment Cut End.
This is a cutscene move that deals 100 true damage, triggers instantly, and has no obvious counterplay once you’re in range. The impact frames, animations, and overall presentation are some of the best AUT has ever done. This single move alone pushes Vergil into top-tier territory.
Vergil doesn’t have an overwhelming number of abilities, but the raw power and reliability of his kit make every move matter.
Mirage Blades
Mirage Blades is a standalone subpower set tied to the Devil May Cry update and works especially well with Vergil.
The subpower includes multiple modes, ranging from projectile blades to sword rain-style area control and aura-based damage zones. Some modes deal low damage individually, but they excel at zoning, pressure, and forcing movement rather than raw DPS.
One interesting mechanic is how blade auras interact with positioning. Standing inside certain effects causes damage over time, which adds an extra layer of spatial awareness during fights.
Mirage Blades feels more tactical than explosive, and while it may seem underwhelming at first glance, it scales well in real combat scenarios.