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Hello, this is THRONE AND LIBERTY.
We will be performing a routine maintenance on Wednesday, 7 August 2024 to inform you of the updates that will be applied.
For more information, please see below.


What's new

Changed death respawn rules.
- During normal play, characters will no longer lose experience when they die, and there will be no 'recovery cost'.
- However, if you die in a combat space with other players, the respawn rules have changed and a 'respawn cooldown' applies.
[Dev Comment]
The existing 'death penalty' was accompanied by experience loss, which was a meaningless penalty at level 50, but a stressful one as you progressed. We want to improve the stacking of deaths, which was causing excessive penalties.
However, we're concerned thatremoving the death penalty will lead to "tension-free combat where death is irrelevant" within combat content, so we'd like to apply a separate respawn rule.
Changes to make it harder to play the so-called "zombie rush" by providing a"respawn cooldown". Death itself will still act as some sort of penalty while progressing through the content, but will change to remove that penalty after a period of time.
Removing the death penalty
- Under normal circumstances, when a character dies, there is no experience loss and no death penalty.
The previous accumulated number of recoveries will be deleted, and the existing lost experience will be automatically restored.
Changes to respawn rules in combat content
- If you die in an area where other player characters can fight, the new respawn rule "Death Aftermath" will apply.
> Capture the Origin, Capture the Dimension, Interserver Guild Wars, Siege
> Regional Events [Guild Wars], [Faction Wars]
> Field Duel (Night)
> Field Boss [Conflict], Arc Boss [Conflict]
* Non-combat content spaces such as 'Peace Zones', 'Safe Zones', and 'Duel Zones' are not penalised separately.
Death aftermath
- Changed the 'death aftereffect' when dying within combat content to 'choose a respawn location after a 10 second wait'.
- If 'Aftermath of Death' is applied more than 3 times, it will change to 'Severe Aftermath of Death' and the wait time will increase to 20 seconds.
> Recovery is possible while 'Severe Death Aftereffects' is applied, and the wait time is subtracted up to 10 seconds when recovering.
- You can find information about the 'Death Aftereffects' that are being applied to your character in the 'Effect Details' section.
Treating the aftermath of death
- The applied 'Death Aftereffects' and 'Severe Death Aftereffects' will automatically heal after 2 hourswithout any recovery process.
However, if you 'die an additional death in the battle space' while death aftereffects are applied, your auto-heal time will be reset.
- 'Death Aftereffects' can be treated for free by an 'Ainar Priest'in your base.
- 'Serious Death Aftereffects' require recovery costs for treatment, and areused in the order "Free Recovery Count > Recovery Coins > Solants".
* The 'Severe Death Aftermath' status costs money, but you can instantly recover from death without talking to Father Aynar.
Changed the cost of initialising Rune Sockets and the amount of Rune Fragments gained when dissolving them.
- The amount of Rune Hammers consumed for initialisation is fixed, regardless of how many times the Rune Socket is initialised.
- Changes the amount of Rune Shards gained when dissolving Runes.
- Added a drop location for the Runic Hammer.
[Dev Comment]
The current socket system is designed to increase in cost with the number of resets as the Rune Hammer becomes easier to acquire as you continue to play.
However, we recognise that it takes some time to get to that stage and that the hurdles are high, causing more discomfort than intended. We'd like to move forward with care to quickly resolve this discomfort.
We're changing the rune initialisation cost to a fixed one to make it less burdensome early on, and adjusting the amount of dissolution that increases as you move up to 'higher' runes, so that it's still beneficial towards the end, but not too much.
Rewards for attempting to reset the rune socket from 24 July, when the rune system was updated, until the 7 August maintenance will be paid after data verification.
Rune Socket Initialisation Cost
- Fixed the cost ofinitialising Rune Sockets without increasing over time.
Rune Initialisation Cost (Existing)
Rune Initialisation Cost (Changed)
Initialisation count
Heroic Tier 1
Heroic Tier 2
Initialisation count
Heroic Tier 1
Heroic Tier 2
Weapons
Jewellery
Weapons
Jewellery
Weapons
Jewellery
Weapons
Jewellery
1 to 9 times
2
1
4
2
Not relevant
2
1
4
2
10-20 times
4
2
8
4
21-30 times
6
3
12
6
31 times or more
8
4
16
8
Changing the Rune Dissolution Formula
- Changes the amount of Rune Fragments that can be obtained when dissolving a Rune.
- We've adjusted the drop variance between rune levels by increasing the drops for lower-level rune dissolves and slightly decreasing the drops for higher-level dissolves.
Please refer to the Socket System and Rune Probabilities shortcutfor the detailed probabilities of the changed rune dissolution formula .
Added and enhanced Rune Hammer drop locations
- You can purchase a Runic Hammer from the Custom Coin Vendor.
NPC
Item name and price
Purchase limits
Purchase restrictions
Custom Coin Trader
60 Runic Hammers / Custom Coins
10 per week
Level 50 and above
- Increased the number of 'Rune Hammer' rewards in Weekly Missions.
Weekly Missions
Existing
Change
Rune Hammer Rewards
10
15
Added a 'vote to expel' system.
- Added a voting system for suggesting banishments.
[Dev Comment]
In the case of a hand-created party, the party leader has the ability to 'kick out', but in the case of a party matched by 'party matching', the party is an unspecified number of people,
We weren't giving party bosses the ability to chase because they were being given to random players under equal conditions.
However, there is no solution for situations where normal play is not possible, such as when some players do not play.
You've been telling us about a lot of frustrations, and we'd like to offer a solution to some of them through the Kick Proposal Vote.
Kicking out parties
- Added a voting system where you can propose to expel other members of your party.
> Suggestions for expulsion can be made in 'Party Management'/'Character Business Card'/'Character Context Menu'.
> When proposing a deportation, a majority of party members must agree for the deportation to proceed.
> The existing party leader will retain the 'Kick Party' permission, while the party matching leader will only be able to 'Suggest Party Kick'.


Parties
- Improved party members who are logged out to show the time remaining before they automatically leave the party.

We've tweaked some content to improve the play experience.
- Adjusted the difficulty of some co-op dungeons.
- Changed the stamina regeneration rules for fishing and made some staging improvements.
[Dev Comment]
As we looked at the trends since the update, we noticed that people were finding Isle of Blood Fury difficult, so we checked the clear data.
We were expecting some fluctuation in clearance rates as more players actually entered the dungeon, but the clearance rate for Isle of Blood Rage was higher than that of Screaming Torture Chamber before the update,
After the update, we noticed that it actually dropped from the Screaming Torture Chamber to around 30%, so we decided that the difficulty needed to be reduced.
Co-operative Dungeon: Dimensional Dungeon
- [Bloody Fury Island]
> In "Finding the Cause of Madness in the Mists," the damage of the explosion from killing non-specified monsters has been reduced.
> Reduced the amount of time characters are stunned when Gaitan Bind is broken.
- [Void Wastes].
> The interval between darkness buildups is now twice as long as before.
- [Slayer's Canyon]
> Increased the area of effect of the shield generated by killing a Bighorn Sheep from 60m to 70m.
> Orc Shadow Elder now removes the explosion effect when killed.
Co-operative Dungeons: Challenging Dungeons
- The health of the Exploding Bighorn Sheep in the challenge tier [Slaughterhouse Canyon] has been significantly reduced from level 13.
Fishing
- Fishing Direction control no longer restores fishing stamina when performed quickly.
- Improved the fishing simulation elements (rod and fish movement).
- Fixed an issue where levels gained with the fishing rod were not reflected in the fishing minigame.
Adjusted attribute-related costs and UI.
- Talent enhancements have been adjusted to require the same cost regardless of material grade, and now cost less for lower grade materials.
- Changed the display of lists and probabilities when switching traits and resonances to make them a little easier to read.
Talent Enhancement Cost
- Reduced the cost of talent enhancements when using lower tier materials.
Rating
Material grade
Advanced
Rare
Heroes
Heroic Tier 2
Audience rating
Advanced
3,000
-.
-.
-.
Rare
3,600
15,000
-.
-.
Heroes
3,600
18,000
75,000
-.
Heroic Tier 2
18,000
90,000
150,000
Improving the Attributes UI
- Improved the display of the probability of trait and resonance transitions.

System and UI usability improvements.
- Increased stacking quantities for some items, and made dissolving and transmuting possible even when the 'bag is full'.
- Improved guild distribution results and skill specialisation UI.
- Fixed some UI errors and improved usability.
Bags
- Changed to allow dissolving and transmuting even when the bag is full.
> Dissolution and transmutation are possible if the expected acquisition result does not exceed the maximum number of dungeon slots (100).
- Changed the stacking quantity for Dimension Points, Abyss Points, and Scroll items to 1,000.
Cooking
- Changed the 'Increase Cooking Mastery' and 'Increase Fishing Mastery' recipes so that they can be applied at the same time.
Guild distribution
- Improved the Guild Distribution Results window to show the distribution target directly.
> For instant guild member acquisition, the initial acquirer is displayed.
> Characters acquired through transfers and bids, if any, are displayed.
> If it was an exchange sale, the total distribution amount is displayed.
Skill Specialisation
- Improved the list to be selected when clicking the skill icon in the skill specialisation window.
- Improved the display of skills registered in 'Quickslot Sets' in the Skills window and Skill Specialisation window
- Improved the bottom of the tooltip when hovering over a specialisation in the specialisation list to show the points spent/returned and a guide to activating/deactivating the skill.
Exchange
- In the search criteria, we refined the Hero filter to a 'Hero' / 'Hero2' filter.
> The existing Hero filter filters Hero/Hero2 tier items, but you can filter them separately as Hero/Hero2.
Skills
- Fixed the colour of skill ranks changed by skill enhancements not being updated in the quickslot.
Minimap
- Fixed the arrow UI for representing my position on the minimap to point in the direction of the character's movement.
Main menu
- Improved the main menu not to close automatically when entering a 'popup' or 'full window' menu from the main menu.
> This feature can be switched on/off via the main menu settings.
Preferences
- Intel® XeSS is enforced.
> Intel® XeSS is AI-enhanced upscaling and cannot be used with Nvidia DLSS/AMD FSR2.
> You can change it in [Preferences - Graphics - Screen].
Adventure Codex
- [Act 2: The Last of the Grey Fangs] - Trader Slay from the Bienta Town Guild is now available without completing [Appendix ▶ Gathering for Each Other].
Fixed some skill effects being applied incorrectly.
Longsword
- [Second Strike].
: Improved the display of Stamina recovery when using the 'Stamina Recovery' specialisation.
Dagger
- [Block Blade].
Fixed: Additional stamina cost for damage not being applied when defending.
Fixed: Rolling parrying could cause stealth to be released immediately.
- [Cloak of Stealth]
Fixed: Using stealth during the unstealth delay would not apply the stealth effect.
- [Smoke Screen of Illusion].
: Fixed a bug that prevented the [Streaking Fireball] and [Cluster Fireball] talents from being blocked.
Crossbow
- [Mother Nature's Protest].
: Fixed an issue with the extra damage plotter overlapping when triggering the 'Blitzkrieg' special.
Fixed an issue where the Frostfang boss would apply a movement speed reduction effect.
: Fixed an issue where the additional damage effect of [Thunderbolt] would not occur on targets affected by Frostbite.
: Mana cost is no longer displayed when activating the 'Gust', 'Fire', 'Frost', or 'Blitz' specialisation.
Two-handed sword
- Fixed an issue where [Bloodline of Devotion] and [Ascension Slash] shared cooldowns.
Cane
- [Highly focused].
> Changed the 'Expand Target' perk to a caster skill and made it cancelable on movement.
> Reduced the cast time of the 'Expand Target' perk by 20%.
- [Chain of Salvation].
> Fixed the 'Redemption Binding' talent to apply the buff duration effect.
Wand
- [Rapid Healing].
> 'Mana Recovery' perk description changed from 50% of base damage to -> 50% of base damage.
Equipment
- Fixed the 15% Critical Hit Damage figure for the Winged Wind 4-set effect to reflect the character information.
Operation
- New: Added Gameplay > Camera > Camera Rotation > Camera Rotation Delay, Camera Collision Zoom Delay options.
- Fixed an issue where attack distance was sometimes applied based on weapons with shorter ranges.
Other
- Fixed an issue in the character information window where the stat increase highlight would not disappear when applying stat points and resetting stats.
- Fixed an issue where all shields would be removed when transforming into Lady Knight Camarsia after triggering Binding of Devotion/Binding of Salvation.
- Fixed status ailment immunity gauge to only show when it is above 30%.
[Hyper Boosting] Changed the components of the 'Hyper Boosting Box' and added a dissolving formula.
- We've changed the component to minimise mistakes when using the 'Select Box'.
- If you accidentally purchase a Rare Equipment Chest, you can now recover it with Boosting Coins via Melt.
Hyperboosting box
- We've changed the components to minimise mistakes when using the Weapon, Armour, and Trinket selection boxes.
Separation
Configuration items before change
Quantity
Configuration items after changes
Quantity
Hyper Boosting Chest: Level 1
Level 6 Advanced Weapon Selection Box
2
Level 6 Advanced Weapon Selection Box
2
Level 6 Advanced Armour Selection Box
6
Level 6 Advanced Tops selection box
1
Blessing of Solisium (3 days)
10
Level 6 Advanced Shoe Selection Box
1
100,000 Solands
1
Level 6 Advanced Glove Selection Box
1
Level 6 Advanced Helm selection box
1
Select box under Level 6 Advanced
1
Level 6 Advanced Cloak Selection Box
1
100,000 Solands
1
Blessing of Solisium (3 days)
1
Hyper Boosting Chest: Level 10
Level 6 Advanced Trinket Selection Box
5
Rustic Wind Necklace
1
Superior Use Skill Progression
300
Crude Liberation Bracelet
1
Excellent active skill progression
200
Clunky wavy rings
1
200,000 Solands
1
Rustic Rock Rings
1
Rustic meditation waistband
1
200,000 Solands
1
Superior Use Skill Progression
300
Excellent active skill progression
200
Hyper Boosting Chest: Level 20
Level 6 Rare Weapon Selection Box
1
Level 6 Rare Weapon Selection Box
1
Level 6 Rare Armour Selection Box
3
Level 6 Rare Tops Selection Box
1
Level 6 Rare Trinket Selection Box
3
Level 6 Rare Shoe Selection Box
1
Rare Use Skill Scrolls
100
Level 6 Rare Gloves Selection Box
1
Rare Active Skill Scrolls
100
Level 6 Rare Helm Selection Box
1
Additional Resistance Referrals
10
Level 6 Rare Bottoms Selection Box
1
Fruits of growth
5
Level 6 Rare Cloak Selection Box
1
400,000 Solands
1
Level 6 Rare Necklace Selection Box
1
Level 6 Rare Bracelet Selection Box
1
Level 6 Rare Ring Selection Box
2
Level 6 Rare Belt Selection Box
1
Additional Resistance Referrals
10
Fruits of growth
5
400,000 Solands
1
Rare Use Skill Scrolls
100
Rare Active Skill Scrolls
100
Hyper Boosting Chest: Level 30
Level 6 Rare Weapon Selection Box
1
Level 6 Rare Weapon Selection Box
1
Level 6 Rare Armour Selection Box
3
Level 6 Rare Tops Selection Box
1
Level 6 Rare Trinket Selection Box
2
Level 6 Rare Shoe Selection Box
1
Rare Use Skill Scrolls
100
Level 6 Rare Gloves Selection Box
1
Rare Active Skill Scrolls
100
Level 6 Rare Helm Selection Box
1
Additional Resistance Referrals
20
Level 6 Rare Bottoms Selection Box
1
Hyper Boosting Supply Box
10
Level 6 Rare Cloak Selection Box
1
Fruits of growth
10
Level 6 Rare Necklace Selection Box
1
800,000 Solands
1
Level 6 Rare Bracelet Selection Box
1
Level 6 Rare Ring Selection Box
2
Level 6 Rare Belt Selection Box
1
Hyper Boosting Supply Box
10
Additional Resistance Referrals
20
Fruits of growth
10
800,000 Solands
1
Rare Use Skill Scrolls
100
Rare Active Skill Scrolls
100
Hyper Boosting Chest: Level 40
Rare Weapon Selection Box: 1 star
1
Rare Weapon Selection Box: 1 star
1
Rare Armour Selection Box: 1 star
2
Rare Armour Selection Box: 1 star
1
Rare Trinket and Cloak Selection Box: 1 star
3
Rare Armour Selection Box: 1 star
1
Additional Resistance Referrals
30
Rare Trinket and Cloak Selection Box: 1 star
1
Fruits of growth
15
Rare Trinket and Cloak Selection Box: 1 star
1
1 million solans
1
Rare Trinket and Cloak Selection Box: 1 star
1
Additional Resistance Referrals
30
Fruits of growth
15
1 million solans
1
Hyper Boosting Chest: Level 50
Rare Weapon Selection Box: 1 star
1
Rare Weapon Selection Box: 1 star
1
Rare Armour Selection Box: 1 star
3
Rare Armour Selection Box: 1 star
1
Rare Trinket and Cloak Selection Box: 1 star
3
Rare Armour Selection Box: 1 star
1
2 million Solands
1
Rare Armour Selection Box: 1 star
1
Rare Trinket and Cloak Selection Box: 1 star
1
Rare Trinket and Cloak Selection Box: 1 star
1
Rare Trinket and Cloak Selection Box: 1 star
1
2 million Solands
1
Add boosting coin melt formula
- Added a dissolve formula so that if you accidentally purchase an unwanted chest in the Boosting Coins Exchange Shop, you will receive the same amount of Boosting Coins when you dissolve the item.
Target items
Payout Items
Quantity
Rare Weapon Selection Box: 1 star
Boosting Coins
50
Rare Trinket and Cloak Selection Box: 1 star
Boosting Coins
25
Rare Helm Selection Box: 1 star
Boosting Coins
25
Rare Tops selection box: 1 star
Boosting Coins
25
Rare Bottoms selection box: 1 star
Boosting Coins
25
Rare Gloves Selection Box: 1-star
Boosting Coins
25
Rare Shoes selection box: 1 star
Boosting Coins
25


Modifications

Fixing system errors
- Challenge
Fixed: incorrect scores being displayed when viewing someone else's dungeon stages in Season Rankings.
- Monsters
Fixed: Chain Grappling Hook not being able to gain first strike on monsters.
- Cooking
Fixed: When cooking with ingredients stored in the warehouse, the slot quantity of the ingredient would not update.
Fixed: Cooking UI not looking right in certain situations.
Fixed: Fixed the Aurora Seafood Platter dish being crafted with white meat mortar when crafted with certain alternative ingredients.
We will compensate players who have previously made the wrong product by mailing them the correct product.
- Guild Skills
Fixed: Guild Summons and Guild Resurrection Stones no longer displaying the owning guild's crest.
- Item tooltips
Fixed an error in the output information for the equipment book icon in the item tooltip.
> Enabling the Equipment Catalogue icon when the Equipment Catalogue is available for registration
> About the number of copies of the Equipment Tablet Book available for registration
Fix content errors
- Fixed an issue where Field Bosses 'Kowanjukki' & 'Lycan Kowanjukki' would continue to execute their Execute skill when resuming combat after the battle reset.
- Fixed some monsters in [Isle of Blood Rage] and [Screaming Torture Chamber] not having dialogue.
- Fixed an issue where some Enrage skills used by monsters in Tower of Tydal and Gateway to Infinity would appear grey.


Promotions & Events
[Promo] <Toland's Emergency> Package
- Tolland's emergency packages are now on sale.
[Promo] <Summer Beach Story> Package & <Naias> Weapon Appearance
- Summer Beach Story Packages & Naias Weapon Looks are now on sale.
[Event] <Solissium Moonchuck Express
- The Solisium Wallchuck Express event is now live.
[Event] <Summer Vacation in Pongoo
- Pongu's summer holiday roll call event is now live.

Known issues

Initialising Rune Sockets
- When running runesocket initialisation, the wording is outputting differently to the actual initialisation cost.
> 'The required cost changes depending on the number of socket initialisations', when in fact it only requires a fixed cost.

We'll be back with more exciting updates in the future.
Thank you.