Key Takeaways
- New solo dungeons like the Hall of Illusion and challenging 3-Star Dungeons are available for players seeking difficult content and desirable rewards like Tier 2 Gear Sets.
- A weapon mastery revamp introduces personalization, allowing players to select nodes, alter skills, and unlock special skills across their arsenal, with a maximum weapon mastery level of 200 per weapon.
- New content includes Nebula Island, a new interserver activity with exclusive Artifacts, and new lifestyle content such as fish, fishing rods, collectibles, cooking recipes, and Talandre Expeditions for Amitoi.
In simpler terms, an expansive update titled ‘Wilds of Talandre’ has been rolled out for version 31.101.664 of Throne and Liberty. This update introduces a fresh region, named Talandre, for players to delve into, complete with new dungeons to conquer. Additionally, numerous enhancements have been made to the gameplay experience.
Check out the official patch notes below.
Throne and Liberty Update 31.101.664 Adds ‘Wilds of Talandre’ Content
New Zone: Talandre
Located in the central region of Solisium, Talandre has long been an area inhospitable to human settlement due to its rugged terrain and unusually rampant demonic beasts.
The highest region served as a sanctuary for refugees escaping the tyranny of the Crimson Family, leading to the establishment of the village called Herba. A significant portion of the natural landscape has remained unaltered by human intervention, owing to its challenging terrain and dangerous creatures.
Level Progression Updates
Discover the next chapter in the story of THRONE AND LIBERTY, level up your character to 55, increase your lifestyle content levels to 25, and more.
As you progress, you’ll come across an array of fresh, varied experiences, hidden zone dungeons like the Temple of Truth, and formidable new field bosses. After the release of Talandre, regular milestones will unveil new events in zones, arch bosses, dungeon fields, and other exciting surprises.
Solo Dungeons
Want to make an even bigger impact in your next group or guild activity?
Conquer fresh solo dungeons such as the Hall of Illusion for a smoother progression into tougher challenges. You’ll also receive rewards for defeating adversaries, navigating hurdles, and mastering intricate mechanisms. Kailos, the Mastermind behind the Hall of Illusion, aimed to transform the halls from a mere art gallery into a self-contained, dynamic world. Watching adventurers conquer obstacles and develop within the paintings brought him immense satisfaction and fulfillment.
With one of Kailos’ invites now in your hand, the entranceways to the vast halls unfold before you, unveiling a labyrinth of corridors teeming with countless paintings that hint at realms of endless adventure tucked away within. Which tales will you pen within these enigmatic chambers?
3-Star Dungeons
For those that have mastered 2-Star Dungeons, we’re excited to see more experienced adventurers venture into our greatest challenge yet, 3-Star Dungeons.
Reach level 55, then you can unlock the 3-Star dungeons. Make sure your combat power is at least 3500 to access them. To conquer these 3-Star dungeons, gather your most powerful allies. Below are some of the initial ones you’ll face:
* The Abandoned Mines
* The Frozen Wastes
* The Haunted Forest
Rancorwood
Legend tells of a dispossessed ogre who, endowed with extraordinary intelligence and strength by an ancient elf, carved out his own realm in the heart of the forest. He mobilized his kind and vowed retaliation against humans. As those who dared to explore the woods met their demise, a task force was assembled to eliminate King Khanzaizin, the ogre king, but they too were discovered as gruesome casualties.
Hall of Tragedy
The Bercant Mansion conceals a clandestine area, initially crafted by its architect through magical means. Subsequent structures such as a prison, indoor garden, and an audience hall were constructed within this space according to the requirements of each succeeding lord. Beneath the hallowed walls of the Tragedy Hallways, Grand Commander Limuny Bercant of Spineflower and his valiant troops were transformed into grotesque creatures under the blight of Florification.
Chapel of Madness
In disguise, Skultus, the High Elder of the Sylavean Order, orchestrated a sinister demon summoning ritual, which appeared as a religious ceremony to his devoted followers. Deceitfully, he manipulated their minds, using hypnosis to make them believe it was a sacred rite. Unbeknownst to them, Skultus sacrificed these loyal subjects in an attempt to conjure the terrifying demon Grayeye. Overwhelmed by its immense power, Skultus failed to keep control and instead trapped Grayeye beneath the earth. Now, drawing nourishment from human dread, Grayeye coerces its minions to perpetually offer sacrifices as a means of shattering the seal.
Rewarding items such as Tier 2 Gear Sets, Weapon Mastery Seals, Amitoi, Abyssal Contract Token Points, and valuable crafting materials are on offer, along with rewards for creating items that yield Dimensional Soul Shards in every 3-Star Dungeon you conquer. Enjoy the spoils!
Weapon Mastery Revamp
Our weapon mastery revamp will introduce another layer of personalization as you progress your favorite weapons.
Refine your node selection, enhance or amplify abilities via crucial nodes, and test out various armaments and configurations to unveil unique talents throughout your entire inventory. In the revised setup, your weapon proficiency level will be transformed into experience points. Translated: Upgrading Weapon Expertise.
Instead of gaining weapon mastery based on the specific weapon you’re using, you now have the flexibility to decide which weapon will accumulate the Weapon Mastery points in the user interface. You can acquire Weapon Mastery Seals from a variety of content, and these seals can be used to increase the level of your preferred weapons at your discretion.
Weapon mastery can grow up to a maximum level of 200 per weapon.
Integrated Mastery Level
In simpler terms, the total proficiency you possess across all your weapons is what we call your Integrated Mastery Level. The number of skill slots for your Integrated Mastery abilities is determined by this level. As your Integrated Level increases, more Integrated Mastery skills can be activated. Depending on your Integrated Mastery Level, you can activate up to 4 Integrated Mastery skills. These abilities function regardless of the weapon you are currently using.
Nodes
Each node requires an initial activation fee. There are four different kinds of nodes: Common, Uncommon, Rare, and Heroic. The level of each node can increase up to a maximum of 10.
In this game, you can activate all nodes using mastery points, Sollant, and diverse kinds of precious ores. Given the necessary prerequisites, Common Nodes can be triggered and subsequently enhanced into Uncommon Nodes, and later on, upgraded to Rare Nodes. With further advancements, Heroic Nodes can be reached.
To activate one Heroic node, you must have at least one card with an Attack, Support, Defense, or Tactics effect and amass a total of 80 mastery points. Activating two Heroic nodes requires 120 mastery points. Simultaneously, you can only use a maximum of two Heroic nodes for enhanced passive benefits.
Achievement Effects
In each Offensive, Support, Defensive, and Tactical category, you can activate achievement benefits by investing at least 20 mastery points in that specific level. The area where you’ve invested the highest amount of points will be prioritized for activation. Each weapon allows up to 2 achievement effects per Common, Uncommon, and Rare grade, adding up to a maximum of 6 achievement effects altogether.
Changes to Weapon Mastery Related Items
Training Dew
The “Training Dew” item is now called “Weapon Mastery Seal”. Once obtained, it instantly provides mastery experience to a weapon of your choice via the Weapon Mastery – Level Up interface. Previously acquired Training Dew can still be used, but new Training Dew cannot be gained. Additionally, you’re unable to obtain items that exceed the maximum mastery experience limit.
Nebula Island
Nebula Island, releasing after maintenance on March 13, is a new interserver activity accessible to level 55 players through the Secret Dungeons’ Lawless Wilds tab.
At that location, players have the option to engage for up to five hours each week, and they can extend their stay using Nebula Charge Stones. The island features a main village and six unique areas, comprising one tranquil region and four battlefields where Player versus Player (PvP) is perpetually active.
On the island, players can navigate different hunting zones via portals in the main village. By gathering Lesser and Greater Nebula Stones, they can trade these for various items. The island hosts hourly events and occasional field boss fights with a limited number of participants. Additionally, an innovative system called Artifacts has been introduced as a unique feature for Nebula Island content.
New Artifact System
Redefine your playstyle through unique skills with Artifact item sets.
Artifacts can be found on Nebula Island and in the Abyss Dungeons within Talandre. The system has six components: four Talistones, a Solarstone, and a Lunarstone, each with distinct characteristics and abilities. There are 14 unique Artifact sets distributed across three tiers (two Common, four Uncommon, and eight Rare). When obtained, certain stats may vary at random.
Set bonuses are activated when players use two, four, or six identical items from the same collection. The Solarstone comes with an active ability, and the Lunarstone offers a passive one upon being equipped.
New Lifestyle Content
Enjoy the cozier aspects of Talandre with 24 new fish, 4 new fishing rods, and a variety of new collectibles, plus 10 new cooking recipes and forage items.
Now, players have an additional incentive to collect ingredients because they can now craft various Elixir items, such as the Excellent Attack and Defense Elixirs, the Rare Attack, Defense, and Purification Elixirs.
As you traverse the area in search of prized items such as the Cornelian Cherry Tree, your preferred companion, Amitoi, could embark on journeys known as Talandre Expeditions. These excursions may yield fresh bonuses for you.
Tier 2 Weapons
Master powerful Tier 2 Weapons with unique effects to bolster your abilities in any combat scenario.
Over the course of gameplay, players might find themselves acquiring fresh Tier 2 weapons and armor. These items could potentially appear as drops from newly introduced field bosses, abyss dungeons, or cooperative dungeons. Moreover, some equipment can be crafted using tokens obtained from diverse interactions.
Event Pass: Wilds of Talandre
Conquer event challenges and level up to obtain additional rewards like styles from the Lightbringer Weapon Set, “Let’s Go” emote, Sylvan Ferthur glide morph, and Phantom Thief Nick Amitoi through this limited-time, exclusive Event Pass.
Just like a Battle Pass, you’ll tackle event tasks to advance your levels and earn extra prizes.
Talandre Celebration Packs
Alongside the Wilds of Talandre expansion we’ll also be refreshing our popular launch celebration packs.
We’re going to maintain the current Bronze, Silver, and Gold structure while incorporating new cosmetic items. The three Talandre Celebration Packs will go on sale via the Shop starting March 6.
The Talandre Celebration Pack: Bronze contains the Detective Glynt Amitoi and 1,125 Lucent.
The Talandre Festive Bundle: Silver Edition comprises the speckled Lumicora dashboard variant, the steam-infused Tsarca swimming transformation, and a total of 2,875 units of Lucent.
The Talandre Festive Bundle: Gold Edition includes the Floating Clover Wolfshifter transformation, Dark Feathered Swan Attire, and a total of 6,000 Lustrous Coins.
Or more casually:
The Talandre Special Package: Gold offers the gliding Clover Wolf-transformer, black swan costume, and 6k shimmery coins!
If you’ve yet to grab the Throne and Liberty Launch Celebration Packs, you still have until March 20th to do so.
Milestones
Milestones are time-sensitive events that reward you and your guild with unique incentives.
The initial group who accomplish these target objectives first will be awarded exclusive prizes along with granting access to the following batch of content for all players to experience. On the other hand, should time expire without anyone achieving the Milestone goal, no rewards will be distributed and the subsequent content will become accessible at a later date in accordance with the Milestone’s schedule.
For the time frame between March and April, these achievements or events are applicable to both the U.S. EAST and U.S. WEST servers, unless specified differently:
or
During March through April, these milestones apply equally to the U.S. EAST and U.S. WEST servers, except in cases where different instructions are given:
March 6: (Dynamic Event) Quietis’ Demesne
March 7:
(Dynamic Event) Forest of the Great Tree
(Boonstone Unlocks) Quietis’ Demesne
March 8: (Field Boss) Daigon
March 9:
(Dungeon) Temple of Truth
(Dungeon) Bercant Estate
(Boonstone Unlocks) Forest of the Great Tree
March 10:
(Boonstone First Battle) Quietis’ Demesne
(Boonstone First Battle) Forest of the Great Tree
(Dynamic Event) Swamp of Silence
(Riftstone Unlocks) Daigon
March 11:
(Riftstone First Battle) Daigon
US EAST ONLY:
(Field Boss) Leviathan
(Boonstone Unlocks) Swamp of Silence
March 12:
US WEST ONLY:
(Field Boss) Leviathan
(Boonstone Unlocks) Swamp of Silence
March 13:
(Dynamic Event) Black Anvil Forge
(Riftstone Unlocks) Leviathan
March 14: (Boonstone First Battle) Swamp of Silence
March 15:
(Riftstone First Battle) Leviathan
(Field Boss) Pakilo Naru
(Boonstone Unlocks) Black Anvil Forge
March 17:
(Boonstone First Battle) Black Anvil Forge
(Dynamic Event) Bercant Manor
(Riftstone Unlocks) Pakilo Naru
March 18: (Riftstone First Battle) Pakilo Naru
March 19: (Boonstone Unlocks) Bercant Manor
March 20: (Dynamic Event) Crimson Manor
March 21:
(Boonstone First Battle) Bercant Manor
US WEST ONLY: (Dungeon) Crimson Mansion
March 22:
US EAST ONLY: (Dungeon) Crimson Mansion
March 23:
(Field Boss) Manticus Brothers
(Boonstone Unlocks) Crimson Manor
(Riftstone Unlocks) Manticus Brothers
March 24:
(Boonstone First Battle) Crimson Manor
US EAST ONLY: (Riftstone First Battle) Manticus Brothers
March 25:
US WEST ONLY: (Riftstone First Battle) Manticus Brothers
March 27:
(Arch Boss Unlocks) Deluzhnoa
(Arch Boss Unlocks) Giant Cordy
March 29: (Arch Boss First Battle) Deluzhnoa
April 2: (Arch Boss First Battle) Giant Cordy
Combat and Movement Improvements
Increased the basic attack range of short-range melee weapons.
Previously, certain abilities could be used immediately without a break, but now they will experience a brief (less than half a second) global delay before they can be used again after being activated.
In battle scenarios, altering or eliminating the effects of passive skills like Weapon Specialization bonuses will now cause a 15-second global cooldown on all abilities, much like switching out your equipment pieces does.
Skills that require a ranged casting time will now have an extra range safety zone. If your target leaves the casting range during this period, you’ll still be able to successfully cast the skill.
In this mode, I’ve introduced an option to prevent the character from automatically moving when you click both left and right mouse buttons at once. This change aims to ensure a more reliable application of the Defense skill.
While navigating targets with the Tab key, the priorities will adjust based on proximity and the current view of the camera.
Modernized Version: We’ve expanded the targeting range a bit, making it easier for you to hit your mark with just a click of the mouse.
Improved character movement during skill attacks for a more fluid combat experience, by eliminating any slowdown in speed.
Now, characters will be moving at a walking pace rather than always running. You’ll find a new option for switching between walking and running in the list of available shortcuts.
Reduced the amount of action lock after using movement skills.
Enhanced the smoothness of character movements across different terrains, reducing the likelihood of characters becoming stuck during gameplay.
Now, during specific movement abilities, you’re able to rotate the camera view – a feature that was previously fixed during their usage.
Improved directional control while jumping.
Added a setting that allows players to ignore friendly targets with using click targeting.
Reduced character inertia: While moving, directional changes will now take effect more quickly.
In a new development, Amitoi has the ability to retrieve fallen objects regardless if the owner is immobilized due to crowd control and unable to move.
To keep the same distance between attacks post-weapon adjustments, we’ve made slight modifications to the reach and bridge capabilities, ensuring they remain effective.
Revised Damage Text Style: We’ve updated the appearance of the floating damage text to make it more visually appealing. This includes a color change for both critical hits and heavy attacks, as well as adjusting their animation effects. Moreover, the text no longer stays in place after it’s been displayed at the point of impact.
Wilds of Talandre Siege Schedule
As an enthusiastic player, I’ve got some exciting news to share! The Castle Siege event that was initially planned for March 9th has been taken off the calendar. This move is giving us all a chance to explore the captivating Talandre content on the consolidated servers before we leap into the Castle Siege action. Can’t wait to dive in!
The upcoming Castle Siege is scheduled for March 23. Assignments for the Castle Defenders will start on March 21.
The Tax Delivery event scheduled for March 16 has been canceled, and the next opportunity to make a Tax Delivery will be available following March 23, once the siege is over.
Instead of relying on guilds for scheduling, Future Tax Delivery events will now occur automatically at a predetermined system time. These events take place every week that isn’t a Siege week, specifically at 8:00 PM in the server’s timezone.
New Weekly Mission System
Instead of the old Weekly Rewards system, a fresh Weekly Mission setup has been introduced, which presents over fifteen diverse tasks for users to engage in. By successfully completing these tasks, you’ll receive weekly reward points that can be redeemed for various items once you reach a certain point total.
Earning more Weekly Points than necessary for unlocking all weekly rewards allows for greater player flexibility in deciding which tasks to accomplish. Our intention is to provide players with additional choice and autonomy in their gaming experience.
Offered tasks encompass Player vs Environment (PvE), Player vs Player (PvP), and Life-style oriented content. More types of missions are set to be added gradually.
Token Consolidation
Instead of having separate Abyss Coins and Dimensional Soul Shard items, we’ll merge them into two categories of universal tokens: Level 1 Tokens (T1) and Level 2 Tokens (T2).
With the upcoming game update, your current Abyss Coins and Dimensional Soul Shards will transform into T1 Tokens.
1-star Soul Shards – 1x T1 token
2-star Soul Shards – 2x T1 token
Expected: 2x T1 tokens
Abyss Coins – 1x T1 token
Dimensional Essence: Salvation – 60x T1 tokens
1-Star random matchmaking reward – 1x T1 token, 7% chance at 60x T1 tokens
1-Star Soul Shard Selection Chests – 1x T1 token
2-Star random matchmaking reward – 2x T1 token, 7% chance at 24x T1 tokens
2-Star Soul Shard Selection Chests – 2x T1 token
2-Star Soul Shard Selection Chest (x12) – 24x T1 tokens
Completing cooperative dungeons and Abyss Dungeon Contracts will now grant you either Tier 1 or Tier 2 tokens, depending on the level of content you finish.
Tokens can now be acquired from the Arena Shop, as well as the new Weekly Mission menu.
Gear Sync
To encourage greater versatility in character development and allow for creative experimentation with equipment setups, a fresh Gear Sharing mechanism has been introduced. This system facilitates the transfer of progress related to the gear level, while ensuring that distinctive traits for individual items remain exclusive.
When a piece of equipment reaches its maximum level (Tier 1 at +9 and Tier 2 at +12), it can serve as a “Cornerstone Item” for other items of the same slot category.
As a gamer, I’ve got some good news! Each gear sync slot type allows me to unlock up to two slots, but remember, this is a one-time expense. To unlock these slots, I’ll need to spend a bit of Growthstone and Sollant, which are used only once for this purpose.
As a gamer, when I slot extra equipment into those sync spaces, they’ll automatically upgrade to their maximum level versions while active in my inventory.
Synced gear can be swapped out to slot different items at any time.
War Games
In the new setup, it’s not necessary for teams to appoint exactly three team leaders before starting a game. However, each team must designate at least one team leader.
Added a game start countdown at the beginning of battles.
As I eagerly anticipate the upcoming War Games, I’ll find myself automatically shuffled into a dungeon queue or arena match, rather than lingering in the War Games lobby. On top of that, should I happen to be waiting for party matchmaking or arena matches, my presence in the War Games lobby might lead me to exit those queues instead.
An enhancement has been made to the War Games statistics screen, displaying a more detailed breakdown of both damage inflicted and healing performed. Now, players who haven’t incurred or dished out any damage will also be shown on the list for a comprehensive view of the battle.
Additional improvements to team member and leader management through the War Games UI.
Weapons
Sword and Shield
Rectified a glitch that inappropriately triggered the heavy melee attack chance upon successful skill strikes. (Shield Strike, Piercing Strike)
Robust Defense Mechanism: This setup enables you to regain a bit of your mana each time you block using Shield Block or Shield Survival Technique. The recovery is limited to a maximum of 30 times when utilizing the Shield Survival Technique for both health and mana restoration.
Enhanced Durability: rectified a problem where the recovery rate of health was inadequate during periods of intermittent evasion from attacks, or while using Shield Block or Shield Survival Technique.
Revised Shield Defense Strategy: Health regeneration is now triggered solely upon blocking Furious assaults, instead of each time.
Strengthened Stronghold: Resolved a problem that prevented the Unyielding Spirit ability and the Regeneration ability from activating when the Stalwart Mindset specialization was in use.
Tactical Boost: Adjustments made so it inflicts damage on hidden opponents and disrupts their stealth upon attack. If the target is resistant to Forceful Shove, only the skill’s damage will be executed.
Enhanced Suffering Scale: The length of the effect has been expanded so that when causing damage to targets already afflicted by Provoking/Cleaving Roars, it can be amplified up to a maximum of thrice every second.
Aegis Shield: Magic Defense increase per shield block has been removed.
Greatsword
Improvement Made: Rectified a problem where the impact knockdown effects weren’t affecting the opponent when the Wand ability, Deep Nightmare, was being utilized.
Daggers
In the game Block Blade, we’ve rectified a problem where the character’s movement speed temporarily accelerates after successfully performing a Block Blade maneuver.
Umbral Spirit: The maximum number of applications per skill has been limited to 30.
Fatal Stigma: The AoE Damage specialization effect now ignores Shield Block Chance.
Shadow Walker: Effect duration has been changed to 4 seconds.
Crossbows
Detection: The Melee Evasion effect has been removed.
Staff
As a devoted player, I’m thrilled to share that I recently fixed an intriguing glitch! The problem was with the Range Increase specialization not activating when the target was eliminated during a round of Serial Fire Bombs or Focused Fire Bombs. Now, it should function flawlessly, enhancing the gaming experience for all!
Improved Meteor Strike: Resolved a problem where this skill sometimes missed enemies at varying altitudes.
Infernal Meteor: Infernal Meteor and Hellfire Rain now ignore Shield Block Chance.
The problem has been resolved that on certain occasions, the activation of this skill failed due to differences in elevation.
Wand and Tome
Issue Resolved: Now, multiple stacks of Burning are eradicated when utilizing Curse Explosion, as intended.
Cursed Nightmare: Adjusted so that it deals 100% of base damage as additional damage on hit.
Corrected Issue with Amplified Nightmare Specialization: Previously, the Time Bomb debuff was not being applied to targets correctly with the Amplified Nightmare specialization. This has now been resolved.
Improvement: Self-use of Swift Healing now avoids accidental activation due to the Healing Transfers specialization. Precise details have been provided for the description of the Healing Transfers specialization.
Saint’s Oath: The Healing Received bonus effect is removed.
Spear
Mortal Wrath: Fixed an issue where Mortal Wrath did not immediately reflect changes to base damage.
Phoenix Barrage Skill Modification: Boosted the power of Phoenix Barrage attacks, and amplified the Monster Damage multiplier from 1.8 to 1.25 times.
Javelin Inferno Update: Corrected a mistake in the skill description that showed the chain transfer distance as 5 meters; now accurately displays as 4 meters.
Javelin Inferno Update: Now, the burn time for the Ember resource utilized in Javelin Inferno has been reduced from 30 seconds to a quicker 10 seconds. Furthermore, we’ve tweaked the damage output of Javelin Inferno and boosted it by 33% when facing monsters.
Cataclysm: Cooldown changed to 27 seconds.
Longbow
In simpler terms, we resolved a problem where the base damage adjustments made on Roxie’s Arrowhead were not instantly updated.
Decisive Sniping: The Decisive Bombardment specialization now has Shield Block Penetration effect.
Arch Bosses and Field Bosses
As an enthusiast, I’m excited about the latest update! Now, when I face Field Bosses, I have three choices: Peace, Faction, and Guild. The Peace portal offers a standard PvE experience of the boss encounter, just like before. What makes these new portals special is that they use matchmaking from servers across my region, providing a more diverse and dynamic gaming experience!
Peace mode portals access an instance PvE fight that maintains pre-formed parties on entry.
In the Faction mode, portals lead to a battlefield that combines Player versus Player (PvP) and Player versus Environment (PvE) combat. Here, players are paired into one of two competing factions at random. However, any pre-arranged party groups will stay together within this faction assignment.
In this game mode, guild portals pair two guilds for a GvG battle that takes place within an instance. To participate, each guild should have between 36 and 48 members ready to engage in combat with other participating guilds. If the number of participating guilds is odd, it may result in a three-way fight (1 vs 1 vs 1).
Now, the Leaders of Arches possess Peace and Faction portals that operate similarly to the recent Field Boss Peace and Faction portals. However, they preserve the in-game rivalry between alliances, as the battle for dominance still takes place within the world itself.
In the scheduled Arch Boss slot, two leaders will appear simultaneously to enhance chances for players’ engagement.
Field Bosses now maintain tracked contribution even if the boss is reset during the fight.
The boss-tier weapons from Bellandir and Tevent have received enhancements, allowing them to keep pace with level 2 gear.
Daylight Savings Schedule Changes – North America
Daylight Savings Time will impact North American server regions on March 9.
As a keen enthusiast, I’d like to remind everyone: When we move into Daylight Saving Time (DST), remember to adjust your clocks one hour ahead. This means our local time will now align with 09:00 UTC instead of 08:00 UTC. Enjoy the extra daylight in the evenings!
In-game events such as Dynamic Events, Riftstone/Boonstone encounters, boss battles, tax collection, and castle sieges will continue at their regular timeslots based on your region. The specific timings for these events can be found on the game’s schedule.
In North American servers, Battle Pass, Arena, Weekly Missions, and NPC resets will move one hour later, adjusting to 4:00 AM Eastern Time (ET) instead of 3:00 AM ET. They will continue to be at 08:00 UTC.
Server Transfer Cooldowns
With the release of 2.0.0, all server transfer cooldowns have been reset.
You have the chance to buy server transfer passes, which are available until March 13. Once bought, these passes will be valid for only 24 hours.
Transfer operations must wait for 24 hours following the server maintenance on March 13, before another transfer can be initiated.
After the server upkeep on March 13, all transfer cool-down timers will be reset for the last time, causing transfer tickets to revert to their regular cost and subsequently trigger a standard 30-day wait period before another transfer can occur.
Abyss Chest Stacking Update
In the PvP battles that take place during the night on Saurodoma Island and Shadowed Crypt, there’s been a problem discovered where players can amass Abyss Chests in excess of the intended amounts.
To ensure a fair playing field through Talandre’s launch, the following changes have been made:
Players will be limited to a max quantity of 65 Abyss Chests.
Any chests exceeding this limit will be removed with this update.
For each removed chest, players will receive 1x Tier 1 Token as compensation.
Tier 1 Tokens are used in crafting Tier 1 gear or Trait Unlockstones.
The remaining up-to-65 chests will have an expiration date of Mar 13.
It’s unfortunate that some of you might find this information less than favorable. We apologize for any inconvenience or disappointment this may bring. The truth is, the chests weren’t meant to be stockpiled in such large amounts. We feel it’s essential to take this step to preserve balance and fairness among all players in the future.
Items
Increased the Dimensional Contract Token Selection Box timers from 1 day to 3 days.
Unified Active and Passive Skill Growth Books into a single growth book type.
As a devoted enthusiast, I’m thrilled to share that my favorite item, Marind, is now streamlined! Previously, there were two types – Processed Marind and Regular Marind. But in an effort to declutter my inventory, they have been combined into one unified type. This simplification makes it easier for me to manage my collection and enjoy the Marind even more!
The change made is that Dew Training has now been transformed into Weapon Mastery Seals within the revamp of Weapon Specialization.
General
The Storage inventory may now be upgraded to hold 500 item slots.
As an avid player, I’ve just made an adjustment to ensure my character doesn’t abruptly stop mid-action when performing a stationary skill while on the move. This should add a more fluid and immersive gaming experience for everyone!
Adjusted an option for controlling Morph’s functionality, allowing it to switch between a mode that toggles on and off, and one where it maintains its state while motion is sustained (known as “held” interaction). In toggle mode, the Morphs will persist even when movement stops.
Guild Bases now have training dummies inside.
Dynamic Events: Events below level 45 no longer have Dominion versions on the schedule.
Dynamic Events: Removed power scaling.
The process of Japanese language adaptation for the game has undergone refinements, emphasizing primarily on enhancing combat skill explanations.
Dungeons and Instances
Torture Chamber of Screams: Kaligras now only spawns 3 ghosts for the entire fight.
In the Haunted Chamber of Shrieks, we’ve made some adjustments to make it more user-friendly:
1. We’ve eliminated the Warden transformation sequence, so now every player can interact with the wall symbols freely.
2. As for the Scream Collection Devices section, we’ve ensured that these devices are no longer vulnerable to being destroyed by zombies.This way, everyone can enjoy the chamber without worrying about the complexities or potential destruction of certain elements.
Gate of Infinity: Increased the rewards granted by Gate of Infinity challenges.
To enhance the gameplay experience during the launch of Talandre, we’ve boosted the frequency at which main story and Abyss dungeon creatures appear. This is intended to accommodate the anticipated rise in player activity.
UI
Enhanced the user interface editor by incorporating a feature that allows adjusting the scale or size of specific UI components, including the minimap.
In simpler terms, we’ve decreased the initial amount of chats you see in your window interface. We’ve also provided a ‘New Tab’ button within the chat interface itself, allowing players to create and personalize extra chat sections as needed.
Added command auto-complete suggestions when entering /commands into the chat window.
In the Guild setting, clicking on specific regions of the Member List no longer brings up the ‘Leave Guild’ context menu option.
Guild: Added a history tab that keeps track of guild actions and activity.
Instead of clicking separately for each donation count, you can now donate your maximum remaining amount to a specific category with just one click.
Revised the hue of the Guild Skill’s status text to make it easier to identify which guild skill is currently activated.
Guild: Moved permissions for various guild actions beneath a single Manage settings menu.
In the Distribution area, you’ll see Lithograph Book icons for items that can be added to your Lithograph Book.
Added a shortcut keybind to open the Party Management window.
Enhanced Ring Menu functionality has been implemented for swift navigation to emotes, transformations, and social features. Personalize your Ring Menu using the newly introduced Ring Menu settings within the primary menu interface.
Check out the official website for more on the game.
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2025-03-06 14:12