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[Notice] Wednesday, 30 October Update Notes
news
Hello, this is THRONE AND LIBERTY.
We will be performing a routine maintenance on Wednesday, 30 October 2024 to inform you of the updates that will be applied.
For more information, please see below.
What's new
The special dungeon Nebula Island is now open.
- This is Interserver content that allows you to enter at level 55 and has a limited number of weekly playable hours.
- Field bosses will periodically appear in the hunting grounds and various events will occur.
- Added an exclusive trinket for Nebula Island.
How to enter
- Added Nebula Island, a lawless zone that can be entered at level 55.
- Nebula Island can be accessed via the 'Special Dungeons > Lawless Zone' tab.
- Interserver content, where multiple servers enter a single piece of content.
Two to three servers will be matched together, and the matching servers will change weekly.
- There is a limit to the number of people who can enter Nebula Island at the same time per matched server, and you will not be able to enter if it is full or if you have insufficient play time.
Default rules
- Default 7 hours of playtime per week, reset to 'Every Wednesday at 06:00 (KST)'.
Playable time is calculated from the time you travel to Nebula Island.
* Playable time is also reduced while in Nebula Island Village (Resistance Research Station).
- Playable time on Nebula Island can be recharged via the Nebula Charging Stones.
Nebula Charged Stones can be obtained from monster drops on Nebula Island, boss participation reward boxes, and by exchanging them with Nebula Stone vendors.
Configuring Nebula Islands
- Nebula Island consists of one 'Village' and five 'Hunting Grounds'.
> [Town] Resistance Scout Base
> [Peace] Region 'Misty Forest'
> [War] Zones 'Orc Clan', 'Archium Garrison', 'Temple of Devotion', 'Sanctuary of the Sealed'
Warzones are always open for PvP, regardless of the time of day.
* 'Fonsine's Protection' does not apply to teleportation and warp travel on Nebula Island.
- The 'Resistance Outpost' on Nebula Island has a number of portals that give you direct access to the hunting grounds, and you'll need to use them to return to Solsium.
> When 'Returning' from within Nebula Island, you will arrive at the Nebula Island town of Resistance Station.
> If you disconnect and reconnect while playing Nebula Island, you will be returned to the server you were originally playing on.
- Lower Nebula Stones and Higher Nebula Stones earned while playing on Nebula Island can be exchanged for various items at the Nebula Island Stone Vendor in Herba Village.
Nebula Island Field Boss
- Different events happen every hour in the Hunting Grounds, with Field Bosses appearing periodically.
The Field Boss of Nebula Island appears at 22:00.
> 24 Fieldbosses: Occurs once daily
> 60 fieldbosses: occurs once per week
- Fieldboss Spaces have a limited number of people that can enter them, and if you die in a Fieldboss Space, you will respawn in the Town on Nebula Island.
In the event of a vacancy in the number of entries due to death, additional entries will be accepted.
New equipment
- Added an exclusive trinket for Nebula Island.
Site
Item name
Options
Rings
Cravings Command Ring
40 bashing hits, 40 critical hits, 2.6% attack speed, 4 bonus damage
Fighting Ring of Rebellion
Max Health 150, Hit Dodge 60, Endurance 30, Damage Reduction 3
Eternal Binding Rings
Mana Cost Efficiency 3%, Wisdom 2, Attack Range Increase 3%, Skill Cooldown Speed 2.5
Judgement Song Ring
Wisdom 3, Prowess 2, Attack Range Increase 4%, Critical Strike 10
Commitment Ring
Collision Resistance 87, Damage Reduction 4, Max Health 225, Hit Dodge 20
Hunger's Command Ring
Close Range Hit 60, Attack Speed 3.3%, Insight 1, Hard Hit 20
Chastisement Song Ring
Ranged Hit 50, Attack Range Increase 6%, Prowess 1, Insight 1
Voidbind
50 Magic Hit, 3% Skill Cooldown, 1 Wisdom, 1 Insight
Necklaces
Berserker's Necklace
60 Close Range Hit, 2% Attack Speed, 2 Tenacity, 1 Finesse
Necklace of the Frost Dead
Attack Speed 4%, Insight 2, Finesse 1, Critical Strike 30
Necklace of Eternal Flame
Collision Resistance 75, Max Health 300, Magic Defence 60, Endurance 20
Necklace of Moonlight
Wisdom 3, Insight 2, Skill Cooldown 2%, Skill Damage Resistance 10
Bracelets
Chain of Slaughter
Fighting spirit 3, critical 40, hard hit 30, insight 1
Bracelet of Mercilessness
Prowess 2, Extra Damage 6, Critical Strike 30, Wisdom 2
Subbands of the Great Rift
3 Wisdom, 2% Skill Recycle Rate, 3% Mana Cost Efficiency, 1 Insight
Immortal's Subdivision
Insight 3, Max Health 300, Ranged Endurance 60, Melee Endurance 40
Waistband
Barbarian's Amulet Belt
Tenacity 3, Max Health 375, Slam Hit 20, Movement Speed 1.3
Frostbringer's Belt
Prowess 2, Attack Speed 4% ,Critical Strike 30, Tenacity 1
Guardian Apostle's Belt
3 Wisdom, 4% Mana Consumption Efficiency, 2% Movement Speed, 1% Skill Cooldown
Paladin's Belt
Insight 3, Damage Reduction 6 ,Max Health 225, Endurance 20
Nebula Island trinkets cannot be printed in hardcopy.
Added a new growth system, Artifact.
- You can drop artefact items in the Abyssal Dungeon in the Nebula Isles and Tolland regions.
- You can equip any combination of six Parts and Ranks in the slots, each with their own unique stats and effects.
- You can equip Solar Stones and Lunar Stones to unlock new skills.
- New artefacts can be obtained through transmutation.
Artifacts
- After completing 'Prelude to the Star' and arriving at Castler Harbor, the 'Artifacts' menu will open in the main menu.
Configuring artifacts
- The artefact consists of Tallystones 1-4, Solarstones, and Lunarstones, each with its own unique concept.
> Talistones 1-4 have their own stats, while Solar and Lunar Stones have stats and unique effects.
- Artifacts have classes, and as of the 30 October update, there are 14 sets in total.
> 2 Common, 4 Uncommon, 8 Rare
- Some stats on artefacts have stats and values determined by a set probability when they are acquired.
Where to get it
- Artifact items can also be found in the Abyssal Dungeon in the Nebula Isles and Tolland regions.
- Unneeded 'artefacts' can be changed into new artefacts through transmutation, with a set chance per transmutation step.
Set effects
- Equipping 2/4/6 Artifact Parts with the same concept triggers the set effect.
Rating
Item name
2 sets
4 sets
6 sets
Rare
Cursed Immortals
8% Shield Armour Penetration
Additional Damage 12
12% Shield Armour Penetration
Rare
Chaotic Killing Machine
Crit 100
9% Critical Damage
Crit 125
Rare
Hateful Beast
Hit 100
Aberrant Hits 75
10% increased attack distance
Rare
Defenders of the Wilderness
Avoidance 100
12% Critical Damage Reduction
Bash Dodge 150
Rare
Heart of Desire
Patience 100
Anomaly Tolerance 75
Skill Damage Resistance 125
Rare
Ancient King's Armour
Max Health 1,500
200% Amitoi Recovery
100% Spiritstone Recovery
7% max health
Rare
Priest who abandoned his god
Defence 150
Stamina 15
Stamina Regeneration 5
Defence 7
Rare
Demons of Judgement
Damage Reduction 12
6% shield defence chance
5% Shield Damage Reduction
Advanced
Grassland Goose
Critical 60
6% Critical Damage
Critical 75
Advanced
Enchanting Pyromancer
Hit 60
Ailment Hits 50
6% increased attack distance
Advanced
Warden of the Wastes
Defence 100
Stamina 10
Stamina Regeneration 3
Defence 4
Advanced
Enraged Forester
Max health 1,000
Amito recovery 100
50% Spiritstone Recovery
4% max health
General
Field projection
Crit 40
4% Critical Damage
Crit 50
General
Venomous Assassin
Defence 60
Stamina 6
Stamina Regeneration 2
Defence 2
Skill effects
- Solar Stones are given their own 'Use Skill' and Lunar Stones are given their own 'Active Skill'.
- The skills granted when the corresponding Solar Stone and Lunar Stone are placed in an artefact slot will be activated.
Unique skills are available via the [F5] key, and you can change the shortcut via Preferences.
You can also see the skills activated by an artefact under Gemstone Skills in [Skills > Weapon Skills].
Rating
Item name
Type
Skill Name
Features
Rare
Cursed Immortals
SolarStone
Corrupted Penetration Spell
25% increased Shield Armour Penetration for 10 seconds
Rare
Lunastone
Harsh Incision Spell
Each Critical Hit reduces the target's Shield Defense Chance by 1.4% for 3 seconds (max 5 stacks)
Rare
Chaotic Killing Machine
SolarStone
Critical Damage Schematic
Gain 100 Critical Damage for every attack hit for 3 seconds for 10 seconds (stacks up to 10, stacks unstack on critical hits)
Rare
Lunastone
Shield Shredding Schematic
Attacks against Shielded enemies deal 15% increased Critical Damage for 3 seconds
Rare
Hateful Beast
SolarStone
Flesh-tearing claws
For 10 seconds, every attack that hits reduces enemy Evasion by 60 for 3 seconds (max 5 stacks).
Rare
Lunastone
Biting teeth
Ailment skill hits deal 15 increased damage for 3 seconds
Rare
Defenders of the Wilderness
SolarStone
Canyon Mist Ingredient
250 increased Evasion for 10 sec. 20% increased Movement Speed for 3 seconds on successful Dodge during the effect.
Rare
Lunastone
Elements of Wedge Wind
Gain 30 Evasion for 3 seconds on each hit (stacks up to 10, clears stacks on successful dodge)
Rare
Heart of Desire
SolarStone
Predatory Gaze
Available when in the 'fallen' state.
(Ascending Slash/Ankle Strike/Mortal Clash) Breaks stun and deals 200% damage to nearby enemies
Rare
Lunastone
Eerie Gaze of Scheme
Gain 80 Skill Damage Resistance for 5 seconds whenever you suffer an Ailment effect (max 5 stacks).
Rare
Ancient King's Armour
SolarStone
Immortal Wraith Armour
5000 Max Health for 10 seconds.
Rare
Lunastone
Wraith Blade of Resentment
15% increased Attack Damage when below 40% Health
Rare
Priest who abandoned his god
SolarStone
Defence Against Hatred Spell
Gain 70 Armour for 3 seconds every time you take a hit for 10 seconds (stacks up to 10)
Rare
Lunastone
Restoration of Sadism Spell
5% chance to recover 30 Stamina when hit. (20 second cooldown)
Rare
Demons of Judgement
SolarStone
Out of Control Labyrinth
1500 increased resistance to all Ailments for 5 seconds
Rare
Lunastone
Indestructible Labyrinth
Successful Shield Block grants 2000 Shield for 3 seconds (20 second cooldown).
Advanced
Grassland Goose
SolarStone
Brutal Knife Beak
22 increased Attack Damage for 10 seconds
Advanced
Lunastone
Vicious Beak
3% chance to deal 8 increased Attack Damage on Hit for 3 seconds
Advanced
Enchanting Pyromancer
SolarStone
Delicate Flame Spell
200 increased Hit for 10 seconds
Advanced
Lunastone
Subtle Flame Spell
5% chance to hit with Attack, with 80 increased Hit Chance for 3 seconds
Advanced
Warden of the Wastes
SolarStone
Bizarre Epidermis
300 increased Defence for 10 seconds
Advanced
Lunastone
Tenacious epidermis
5% chance to gain 120 Armour for 4 seconds when hit
Advanced
Enraged Forester
SolarStone
Tree sap
Restores 3000 Life over 10 seconds on use
Advanced
Lunastone
Bark of the Guardian Tree
3% chance to heal for 150 Life when Hit
General
Field projection
SolarStone
Balled Fist
15 increased Attack Damage for 10 seconds
General
Lunastone
Angry eyes
3% chance to deal 5 increased Attack Damage for 3 seconds on successful Attack Hits
General
Venomous Assassin
SolarStone
Reinforced Scales
200 increased Armour for 10 seconds
General
Lunastone
Mystic Scales
5% chance to gain 80 increased Armour for 4 seconds when hit
We've balanced combat by weapon and fixed some skill errors.
- We've added new perks to some skills for each weapon, or changed the values applied to existing perks.
- Key values for some skills on the Dagger, Crossbow, and Staff have been increased.
[Dev Comment]
The main goals of this weapon rebalance were to improve coordination with party members and to improve underused skills.
Along the way, we've also made some improvements to weapon compatibility and some overly synergistic areas.
We've commented below on how we'd like to see each weapon improved.
<Longsword and Two-handed Sword
In group PvP situations, we want to give players the option to try to match up with their party members more often.
For two-handed swords, we've balanced out the unanswerable judgement by providing some means to counter it.
<Dagger
While we consider the performance to be acceptable, the bump was made to improve some of the less usable skills.
<Crossbow
The intention is to make the concept of the skill clearer, as there are too many features wrapped up in [Infiltration of the Unaware].
For crossbows, we feel they're doing a good enough job in large-scale battles, and we've given them some buffs to make them more useful in smaller battles.
<Longbow
We believe that the Longbow's 'Recovery' related performance is overly synergistic when used with Wand,
We've adjusted some skills to share their cooldowns, and tweaked the performance of unlimited skills.
<wand
We've added additional effects to some skills to make them more compatible with 'close range weapons'.
<Wand
Improved some of the less usable skills.
Longsword
- Added the new Talent <Reduce Cooldown> to [Iron Fortress].
Reduces Ironclad's cooldown by 15 seconds when Mastery is applied.
: Spend 5 Specialisation Points.
Two-handed sword
- Added a new Talent to [Bloodline of Devotion]: <Reduced Cooldown>.
Reduces Devotion's Bloodline cooldown by 15 seconds when Mastery is applied.
: Spend 5 Specialisation Points.
- Binding of Devotion has been updated to show the skill range when hiring the Sanctuary of Devotion specialisation.
- [Wedge Charge]
Fixed: <Bondage> Mastery now determines as [Rage Attack] when applied.
- [Momentum of Vitality].
New: Added notation to tooltip for maximum health that can be affected.
Dagger
- [Vampiric Strike].
: Base damage and skill healing increased.
Damage
Skill Recovery
Levels
Existing
Change
Existing
Change
Advanced Level 1
130%+5
210%+16
16
19
Advanced Level 2
130%+8
210%+19
17
20.5
Advanced Level 3
140%+10
225%+22
18
22
Advanced Level 4
140%+13
225%+25
19
23.5
Advanced Level 5
155%+15
240%+28
20
25
Rare Level 1
165%+18
250%+31
21
26.5
Rare Level 2
165%+20
250%+34
22
28
Rare Level 3
175%+23
265%+37
23
29.5
Rare Level 4
175%+25
265%+40
24
31
Rare Level 5
190%+28
280%+43
25
32.5
Hero Level 1
200%+30
290%+46
26
34
Hero Level 2
200%+33
290%+49
27
35.5
Hero Level 3
215%+35
305%+52
28
37
Hero Level 4
215%+38
305%+55
29
38.5
Hero Level 5
230%+40
320%+58
30
40
: <Additional Strike> talent damage increased.
Levels
Existing
Change
Advanced Level 1
39%+2
63%+5
Advanced Level 2
39%+2
63%+6
Advanced Level 3
42%+3
68%+7
Advanced Level 4
42%+4
68%+8
Advanced Level 5
47%+5
72%+8
Rare Level 1
50%+5
75%+9
Rare Level 2
50%+6
75%+10
Rare Level 3
53%+7
80%+11
Rare Level 4
53%+8
80%+12
Rare Level 5
57%+8
84%+13
Hero Level 1
60%+9
87%+14
Hero Level 2
60%+10
87%+15
Hero Level 3
65%+11
92%+16
Hero Level 4
65%+11
92%+17
Hero Level 5
69%+12
96%+17
: <Effect Amplification> talent vampirism amount increased.
Existing
Change
15
20
- Added a new Talent to [Frenzied Sword Dance]: <Area Damage>.
Mastery increases damage to all enemies within a 3m radius of your landing location by 60% of your base damage.
: Spend 3 Specialisation points.
- [Flying Bees].
: 'Reduced healing received' value has been increased.
Levels
Existing
Change
Advanced Level 1
26.5
33.5
Advanced Level 2
29.5
37.0
Advanced Level 3
32.5
40.5
Advanced Level 4
35.5
44.0
Advanced Level 5
38.5
47.5
Rare Level 1
41.5
51.0
Rare Level 2
44.5
54.5
Rare Level 3
47.5
58.0
Rare Level 4
50.5
61.5
Rare Level 5
53.5
65.0
Hero Level 1
56.5
68.5
Hero Level 2
59.5
72.0
Hero Level 3
62.5
75.5
Hero Level 4
65.5
79.0
Hero Level 5
68.5
82.5
Crossbow
- Removed the <Clear Ailments perk from [Infiltrate Mooa].
- Added the <Clear Ailments> Talent to [Mana Reduction].
Removes Bind, Movement Slow, and Stun and Sleep effects applied to you and other players when you apply this Mastery (cannot remove Stun and Sleep effects applied by monsters, environmental effects, etc.
: This specialisation costs 7 specialisation points.
- [Explosive Trap]
: [Explosive Trap] duration increased.
Existing
Change
15 seconds
20 seconds
: Increased the amount of duration increase for the <Duration Increase> talent.
Existing
Change
10 seconds
15 seconds
- [Multiple Shots].
: Reduce the cooldown of your [Nimble Leap] skill by 15 seconds when using the skill.
Longbow
- [Healing Touch].
: Changed to share cooldown with Wand [Rapid Healing] skill.
New: Skills now stack better when used on friendly targets, even when another player has Healing Touch applied.
- [Purifying Touch].
: Increased the maximum number of stacks that can be cleared when clearing 'Debilitated' ailments.
Existing
Change
1Nested
20Nested
- [Commitment].
Changed to: now creates a shield that lasts 3 seconds when hit at or below 30% health (60 second cooldown)
Cane
- [Fireworks].
New: Added <Cohesive Fireball> Talent with an 80% chance to reduce the amount of healing you receive for 6 seconds.
- [Wavelength of Heatwave].
New: The transition effect of the <Wave of Lightning> talent has been adjusted to have a 1-time base trigger and an additional 1-time wet/frost trigger.
- [Chain Lightning]
Fixed: Fixed an issue with the <Chained Stun> special effect triggering the Crossbow's Mother Nature's Demonstration effect.
- [Ice Spear]
: Fixed an issue with the frost effect of [Ice Spear] being short-lived.
Fixed an issue with the <Bondage> mastery where it would ignore armour and resistance and always apply bondage.
- [Judgement Lightning].
New: Added <Confirmed Continuous Use> Talent with an 80% chance to reduce Shield Block Chance by 30% for 4 seconds.
- [Infernal Meteorite]
: Damage increased.
Levels
Existing
Change
Hero Level 1
830%+51
930%+57
Hero Level 2
830%+66
930%+74
Hero Level 3
890%+81
1000%+91
Hero Level 4
890%+96
1000%+108
Hero Level 5
990%+110
1110%+123
: Increased the damage of the Infernal Downpour talent and adjusted the falling meteorite location to be more centrally located.
Levels
Existing
Change
Hero Level 1
332%+20
372%+23
Hero Level 2
332%+26
372%+30
Hero Level 3
356%+32
400%+36
Hero Level 4
356%+38
400%+43
Hero Level 5
396%+44
444%+49
: <Reduced Healing> talent healing reduction amount taken increased from 60% to 80%.
- [Lord of the Frost].
Basic Attack: On a successful hit, inflicts a frost effect within 3 metres of the target for 3 seconds.
: Does not stack on targets with Frost effects.
Wand
- [Clay's Salvation].
: <Disable debuffs> talent will disable 1 type regardless of stacks, instead of 1 stack (this will disable all incendiary, poison, etc.).
- [Time of Retribution].
New: Added 20% Shield Block Chance reduction to the <Burning Time> Talent.
- [Haze of Evil].
Fixed an issue where propagation would ignore probability and always apply.
: Adjusted to ignore shield defence chance when propagating.
- [Calamity Ray].
: If the target dies while the effect is active, it is granted once more to targets within 10 metres around them.
: <Expand Target of Use> perk bonus range increased from 5m to 10m.
: <Movement Speed Reduction> perk value increased from 15% to 30%.
- [Rapid Healing].
: Changed to share cooldown with the Longbow [Healing Touch] skill.
Improved the Ailment immunity system and adjusted some equipment skills.
- Added the ability to accumulate Immunity Gauge when additional AoEs are applied during an AoE.
- Adjusted some Akvos gear skills and improved the UI to show party buffs from armour set effects.
[Dev Comment]
If it
is determined that it is difficult to respond to 'consecutively applied condition anomalies'
, and the
condition anomalies
are consecutively
applied, the
We've made improvements to help you reach immunity faster.
This gives defenders the opportunity to reduce the amount of time they are helpless to react,
We want to give attackers the tension of having to use status anomalies a little more carefully.
Immune system with continuous dysfunction
- New: Added the ability to accumulate additional Immunity Gauge when additional AoEs are applied during an AoE.
: Different ailments accumulate different amounts of immunity gauge.
: Added the ability to accumulate Ailment Immunity gauge while the Ailment effect is still in effect, and to increase the amount when additional Ailments are applied.
Equipment
- Deluge Noir's Ice Tree
> [Icy Hail] skill changed to 'Deluge Noah's Hail' increased area from 4m to 5m and increased quantity from 12 to 18.
> Adjusted the drop location of the [Icy Downpour] skill to be more centred.
- Deluz Noah's Frost Bow
> Fixed an issue where the vortex area of the 'Chill of Deluz Noah' effect was being applied to 2 metres.
> Added an effect that transfers once to targets within a 5m radius.
- Deluz Noah's Frostblade
> Blade of Annihilation area of effect from Deluge Noah has been increased by 50%.
- Giantbrook's Corruption Blade
> 'Giant Brook's Spore Poison' duration changed to 4 seconds (5 seconds -> 4 seconds)
> "Giant Brook's Spore Poison" damage interval changed from 1 second to 0.5 seconds, and its damage has been buffed by 100% against monsters.
- Oracle Priest / Admiral / Forgotten Assassin / White Soldier Set
> Improved party buffs to be displayed in the UI.
- King Minbum's Mystic Halls
> Fixed the tooltip for 'Breath of Kang Minboom' to correctly display the skill requirement at 40%.
A new Guild Control Zone has been added within the Tolland region.
- Added 2 new stones and 1 new dimension stone.
BC, Dimensional Warfare
- Added the Vercant Manor Origin Stone, Crimson Manor Origin Stone, and Manticus Dimension Stone.
Adjusted the play experience of Siege.
- Improved the behaviour of 'Return', 'Teleport', and 'Spawn' during sieges.
- Siege rewards can now also be distributed to 'Friendly Guilds'.
[Dev Comment]
Following the last 'friendly' relationship change and the introduction of the 'anonymous system', this update to Siege introduces the
With four guilds joining forces, the goal was for players to experience the power of a "big group".
We want to ensure that friendly guilds are together from the start to the end of a siege,
Changed spawn and teleport locations to be shared.
Also, after a siege ends, friendly guilds can share in all siege rewards earned,
During the siege, we wanted to create an environment where you can focus on the battle.
Let's play a siege to work more closely together!
Changing behaviour in progress
- When 'returning' during a siege, the return location has changed.
> Legion Guilds and Friendly Guilds will return to the 'Castle Spawn'.
> The Siege Guild returns to 'Vienna Town'.
- Teleporting to 'Siege Ruins' and 'Spawn' captured by a friendly guild during a siege is now possible.
- Changed 'Spawn Zones' to be shared between friendly guilds during Siege.
> In the respawn options, the 'closest spawn' to your guild's spawn and a friendly guild's spawn will be displayed in the selection.
> However, for 'Legion Spawn', only 'Legion Guild' is available as before.
- Changed "Siege Ruins" captured by friendly guilds to transform into "Siege Golems".
Note that Legion Guilds and Legion Friendly Guilds cannot transform into Siege Golems by capturing Siege Ruins.
- Legion friendly guilds are not eligible to participate in Throne Claims.
Changing the distribution system
- Changed 'Siege Rewards' to be distributed to friendly guilds after the end of a siege.
> After the siege is over, the guilds that have earned rewards for capturing castles and plundering locations are displayed in the Siege Distribution UI.
> The guilds with distribution amounts are displayed in a separate tab, and the guild leader of each guild will distribute to friendly guilds.
> The amount distributed is displayed in each guild's [Guild - Guild Distributions] and can be distributed to guild members by the guild's distribution authority.
Changes to siege, tax transport anonymity system
- Changed the colour of allies in Siege, Tax Convoy from blue to green.
> Allies have also been changed to green markers, improving the way they were previously distinguished from party members.
Change some batches
- Some of the houses that were placed in upmarket neighbourhoods have been removed
- When transforming into a Siege Golem, a barrier is created that prevents you from entering the Siege Ruins.
> The barrier is only visible to targets who have transformed into a Siege Golem, and is invisible to non-transformed players, who can still enter.
Some content has been adjusted to improve the play experience
- Fieldboss-level pathway opening criteria based on number of connections has been adjusted.
- Mana regeneration stat cap in the Pumpkin Festival dungeon "Nightmare Pumpkin Patch" has been increased.
- A button has been added to view the walkthroughs for 1 and 2 star tiered boss monsters.
- We've made some changes to the way [Activity Ranking] is scored.
Field Boss: Dimension Passage
- Peace Field boss dimension passage quantities have been changed to open more than before.
> During times when fewer players are logged in, fewer will be open.
Nightmare Pumpkin Patch
- Increased the stat cap for Mana Regeneration in this dungeon to 5,000.
Rankings
- Removed activity points from ranking rewards for 'Regional Events' and changed to provide activity points in effort rewards.
> Activity scores are provided based on the level of effort reward.
> Activity scores are broken down by Co-operative < Peace < Faction Warfare < Guilds.
> Higher-level regional events are awarded more activity points.
Codex
- Added the "Treasure Hidden in the Waterfall" addendum codex, available upon completion of [Act 11: In the Wizard's Footsteps].
A guide to defeating Dimensional Bosses
- Added a button to view the boss monster's strategy during the 1-star and 2-star epic boss encounters.
> The View Cheats button will take you to the official Throne & Liberty YouTube page.
Other conveniences and improvements have been made.
- Improved UI for shield effects.
- Improved the way the dissolve and chat systems work.
Chat
- Improved guild/party leaving to keep separate viewers open when leaving.
Improved shields
- Improved the display of shield levels in the health gauge bar UI when a shield effect is in effect.
> The shield numbers will look like the image below.
- If you absorb damage while a shield effect is in effect, the 'Absorb' floater will be output as before.
- When a shield is destroyed or the duration of an effect ends, the display of the shield value in the Health Gauge Bar UI is removed.
> The 'Absorb Break' plotter is output when the shield is broken.
Dissolve
- Improved the dissolution filter to behave according to the tab it is printed from in inventory.
- Clicking the Rating button will add the items from that tab to the melting pot, and the Reset button can be used to reset the items in the melting pot.
The season schedule for Challenge Dimensionals has been adjusted.
- Season 1 of Challenging Dangerous has been extended by one week and the "Challenging Dangerous Double Up!" event has begun.
Challenge level
- The end date for Season 1 of Challenges is changing to 13 November.
- The 2x Rune Rewards event will be running for the remainder of Challenging Season 1.
> Event Calendar: From after maintenance on 30 October 2024 to before maintenance on 13 November 2024
For more information on the event, please check out the "Challenge: Double Up!" event.
Modifications
Fix content errors
- Fixed an issue where Maron from [Regional Event > Feifor Harvest Festival] in Vercant Manor would become submerged when it rains.
- Fixed an issue with ice breaking through terrain during [Regional Event > Seal the Frost Storm] in the Conquest of Quatreis.
- Fixed an issue where the [Zone Events > Froststorm Sealing] Interserver Origin Stone in the Conquest of Quatreis would not grant guild ranking rewards.
- Fixed an issue that prevented the [Zone Event > Colossus Ritual] Inter Server Origin Stone in Colossus Forest from progressing properly.
- Fixed an issue during [Silent Marsh BC] where using Penetrating Strike on the 'Archium Ship' would cause the visuals to display differently than the cast direction.
- Fixed an issue where poison clouds would intermittently disappear when Akvos Giant Brook breathes in.
- Fixed an issue in [Co-op Dungeons > Dimensional Realm > Nightmare Pumpkin Patch] where Jack Pumpkin would not levitate when crashing into the Pumpkin Legion as a Guardian during a battle.
- Fixed an issue in [Co-op Dungeon > Dimensional Realm > Nightmare Pumpkin Patch] where the safe zone area for the skill "The Eternal Blossom has Bloomed" would remain after resetting during a battle with Jack Pumpkin.
- Fixed an issue in [Regional Events > [Co-op] Festival of Fire] and [Co-op] Festival of Light where rewards would not be awarded for reaching Stage 3.
Fixing system errors
- Fixed an issue where selecting an uncompleted mission in the [Growth Journal] would not take you directly to the mission.
- Kill Log] Fixed character names being displayed in the kill log when PvP occurs during sieges and tax hauls.
Bug fixes
- Fixed an issue where applying cooldown reduction perks would not be reflected in the skill tooltip.
- Fixed an issue where using the Parry skill in mid-air / consuming a dish would incorrectly reflect your position.
Events
[Event] <Dare to Double Up!
- Event schedule: From after maintenance on 30 October 2024 to before maintenance on 13 November 2024
- During the event, you will receive double the amount of Rune Rewards for completing Season 1 of the Challenge.
[View event details].
About promotions
[Promo] Battle Pass: Rogue Star
- Battle Pass: Rogue Stars is now on sale.
[See promotion details].
Known issues
We will do our best to fix the following in-game issues as soon as possible.
We apologise for any inconvenience this may cause you.
Field Boss
- On some Field Boss events, the HP display of the boss does not decrease in the Notifications UI.
Co-operative Dungeons
- [Forest of Grudges] King Kanzaizin's "Thorns Surge" skill is intermittently invisible.
- Animations are being output incorrectly when un-crashing.
Interserver Planar Warfare
- The boss kill reward popup is displaying the final guild rank text twice.
Chat
- When using the Party/Guild Chat tab, if you leave and rejoin a party/guild, you may not be able to chat immediately.
> Select another chat tab and return to it.
Gathering
- There is a phenomenon where a Moon Ore appears to be a Nebula Moon Ore.
> You can still get items from hunting as normal.
Longbow
- There is an issue with the level boost not being applied to the 'Bond of Devotion'
We'll be back with more exciting updates in the future.
Thank you.
This article was translated from:
https://tl.plaync.com/ko-kr/board/update/view?articleId=6720c0307f296c6f44835e0f
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2024-11-05