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Eye on Solisium - May 2025

The new Omen of Chaos event, Earring equipment, and 4-Star Co-Op Dungeons are coming to Solisium. Join godspeed for the latest THRONE AND LIBERTY updates, plus insight into the tragically intertwined fate of Roen and Calanthia.

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[h3]Calanthia and Roen[/h3]
You may have noticed the appearance of a mysterious letter transcribed in Stellagram. Check out our social channels to take a peek. You might even receive rewards for any discoveries.

Speaking of mysteries written in the stars, there are two women eternally bound by Sylaveth's curse. Roen and Calanthia, each marked with legendary black wing patterns, share a connection that prevents them from dealing the final blow to one another. Their story is one of tragedy and destiny. While Roen fights for the Resistance's cause, Calanthia's path led her to become a literal star above the Tower of Greed.

As you decode the Stellagram's secrets, you might just uncover more about these two remarkable women whose fates are written in both blood and starlight.

Watch this episode of Eye on Solisium and share your Illusion Workshop outfits with the community in the THRONE AND LIBERTY Discord server.

Thanks for your support and we’ll see your styles in Solisium!

Color Craft: Amitoi Edition


This is your chance to directly influence future Amitoi. Color in the provided Growling Wolfie Amitoi images with your own personal touch before the May 22 deadline and then vote for your favorite. The most popular choice will be added to the game as a future reward.

[h2]How to Participate[/h2]

Follow these steps for a chance to determine the color palette of the upcoming Growling Wolfie Amitoi.
  1. Join the THRONE AND LIBERTY Discord and check out the Community News channel for more information.
  2. Download the provided image of Growling Wolfie.
  3. You can either physically or digitally color in your Growling Wolfie image. There are no guidelines, so we encourage you to choose your favorite colors.
  4. Submit your entry through the THRONE AND LIBERTY Discord before the May 22 deadline. Please note, the max file upload for Discord free users is 10MB.
  5. On May 26, we’ll share the 10 finalists. Vote for your favorite in Discord.

The winner will be announced on May 28 and added to the game in a future update. Terms and Conditions apply. All honorable mentions will be memorialized as stickers in the Discord. We can’t wait to see your colorful creations.

Thanks for your support and we’ll see you in Solisium!

THRONE AND LIBERTY Update 2.10.0

THRONE AND LIBERTY Update 2.10.0 downtime will begin at 10:30 p.m. PT (5:30 a.m. UTC) on May 14 and last approximately 3 hours. Queen Bellandir has been defeated countless times, but they’re ready for revenge from May 15 through May 29. Conquer new mechanics and discover altered loot tables as you take on a trickier variant of this familiar foe. Bonus weapon mastery points and expedited fishing progression will also be available from May 15 through May 22.

Find the full list of changes below.

[h3]Guild Call to Arms: Archboss Guild Raid Event[/h3]
  • Between May 15 and May 29, guilds will have access to a special version of the Queen Bellandir fight as a Guild Raid.
  • The Guild Raid version of Queen Bellandir has adjusted mechanics and is balanced for a smaller group of players to tackle.
  • Guilds may enter the Queen Bellandir guild raid up to twice per week while the event is active!
  • Defeating the Guild Raid version of Queen Bellandir will always drop a Tier 2 armor, a Tier 2 accessory, a non-boss Nebula Island accessory, and may drop Arch Boss Weapons or Accessories.

[h3]Fishing Bonuses: Special Bait Event[/h3]
  • Pick up special Fishing Bait from event NPCs in Kastleton, Vienta Village, and Herba Village between May 15 and May 22 and get to your nearest shoreline to put it to use!
  • Anglers of all levels can benefit from this bait, as it can catch special fish that provide bonus Fishing experience as well as additional items when reeled in.

[h3]War Games - Spectator Mode[/h3]
This update adds Spectator Mode cameras that allow anyone to watch the action during a War Games match.
  • Browse the list of upcoming War Games and join public matches as a Spectator. Match owners retain control over whether matches are public or private, and the access of individual participants including spectators.
  • Both Free Camera and Target Follow Camera options are available in Spectator Mode.
  • Free Camera allows you to fly around the match space to view any part of the action that most interests you, or set up to view critical map points.
  • You can also save specific camera angles to function keys and quickly swap between them later.
  • Follow Camera lets you select the player you wish to follow from the list of active players in the match to lock the camera to their movement.

[h3]General[/h3]
  • After reviewing player feedback and gameplay data, equipment drop rates will be slightly increased across a variety of content, with an emphasis on increased accessibility of Tier 2 equipment.
  • Boss-type content: Guild Raids, Field Bosses
  • Dungeon content: 3-Star Dungeons, Hall of Illusion
  • Open-world Content: Abyss Dungeons, Nebula Island (Blessing Pouches and Conquest Chests)
  • Material Transmutation rewards
  • All Things Workshop: Added a variety of miscellaneous crafting recipes that exist on other crafting merchants to the All Things Workshop.
  • Guilds: Added the option to teleport to zones currently controlled by the guild through the Guild UI.
  • Map: Added the ability to share your map pins to others via chat link, by either selecting the link button on the pin or by Alt-Left Clicking the pin.
  • Chat: Added a category for recently used stickers to make them more quickly accessible.
  • Party Board: Added the ability to Favorite individual Party Board categories and view them through the shorter Favorites list.
  • Codex: Players will no longer be stuck in an invisible state when exiting the instanced area during the One-Eyed Hawk Exploration Codex in Urstella Fields.
  • Crimson Manor: Adjusted the event area of 'Best Way to Prevent the Worst' so it no longer overlaps with the waypoint.
  • Grayclaw Forest: Wolf King Hill: Fixed a spot where players were blocked by unexpected collision.
  • Localization: Updated tooltips on several abilities for clarity on how they function.
  • Vanguards: Fixed an issue where the previous Vanguard leader would still be labeled as such after changing Vanguard leadership.
  • PlayStation 5: Controllers will now vibrate again when playing on PlayStation 5.
  • Controller: Cooking: Results are now immediately shown when using the search bar in the Cooking menu.
  • Morphs: A Swim Morph will no longer be entered when using a Dash Morph in shallow water.
  • HUD: Removed the red dot notification from the Upcoming Schedule widget.
  • Party: Party invitations are now automatically declined upon changing instances.

[h3]Combat[/h3]
  • Removed the camera shake effect when being hit by broad area effect abilities.
  • Staff: Fixed an issue causing the Mana Regen effect from Inner Peace to be lost upon receiving a CC effect while the Immune to CC Specialization was active.
  • Crossbow: Fixed an issue causing the incorrect icon to be shown in various locations when the Wild Barrage Specialization was active on Merciless Barrage.
  • Wand: Ray of Disaster now deals damage to moving targets.
  • Greatsword: Mastery: The Reckless Assault Mastery Node now grants the described effects.

[h3]Cosmetics[/h3]
  • Fixed an issue causing the VFX on the Dawnlight Crossbows weapon skin to be displayed in the incorrect position.
  • Fixed an issue causing lightning VFX to not be shown on parts of the Stormcaller Shroud outfit.
  • Fixed an issue causing the book to be held upside down when the Abyssal Wand weapon skin was equipped.
  • The Adventurous Pioneer outfit can now be dyed.

Thanks for your support! We'll see you in Solisium.

Battle Pass: Infernal Star

Turn up the heat with the Infernal Star Battle Pass, available now through June 5th, 2 p.m. PT. It features the Infernal Slayer armor, Infernal Slayer’s Shroud, Shoulder Shuffle Gesture, Ash Hound Morph, Minto Choco Pippin Amitoi, and more.

Want even more unique rewards for completing seasonal challenges? Battle Passes are an optional seasonal purchase that can turn your accomplishments into new cosmetics, crafting materials, items, and various in-game currency. Each Battle Pass features a free track and a premium track that can be unlocked with Lucent. Look forward to new spoils every season.

Learn more about the Infernal Star Battle Pass rewards below and then explore answers to your most common questions.

[h3]Rewards[/h3]

There are desirable rewards at every level, but the most ambitious adventurers will strive to achieve max level (level 50) for the following loot.
  • Level 1 (Premium Track): Ash Hound Dash Morph
  • Level 10 (Premium Track): Pose - Ponder
  • Level 20 (Free Track): Gesture - Shoulder Shuffle
  • Level 31 (Premium Track): Minto Choco Pippin Amitoi
  • Level 45 (Premium Track): Infernal Slayer’s Shroud
  • Level 50 (Free Track): Illusion Scroll
  • Level 50 (Premium Track): Infernal Slayer Armor

Don’t forget to use your Star Crystals for valuable items in the Infernal Star Point Shop. As you progress your Battle Pass, you’ll earn Star Crystals as free rewards at levels 5, 10, 15, 25, 30, 35, and 45. Additional Battle Pass experience upon reaching level 50 will be converted into Star Crystals. Be advised, at the end of the Battle Pass season, your Star Crystals will turn into Quality Recovery Crystals.

Here are some of the featured items from the Infernal Star Point Shop.
  • Rare Rune Category Selection Chest
  • Precious Processed Gem Selection Chest
  • Trait Extraction and Conversion Stones
  • Nebula Charge Stones
  • Rare Artifact Chance Chests
  • Weapon Mastery Experience
  • Skill Conversion Books
  • Trait Unlock Stones
  • Precious Parchment
  • and more!

Want to learn more about how the Battle Pass works? Check out our FAQ.

Thanks for your support and we’ll see you in Solisium!

Wilds of Talandre: World Design

THRONE AND LIBERTY: Wilds of Talandre introduces new diverse environments to Solisium. From an ancient library hidden within the cliffs of a lake to the ruins of a fallen ancient giant, NCSoft iterated on multiple concepts before doubling the size of their world. We caught up with the Development Team for insights into how they meticulously crafted some of the free expansion’s most memorable areas.

[h3]Herba Village[/h3]

Herba Village’s wind wheel lift is located at the highest point in the center of Talandre, allowing players to easily take in the landscape of the new zone. The wind car routes were also designed with this in mind. We spent a lot of time thinking about what a flying chariot in THRONE AND LIBERTY would look like. Using magical elements only felt too artificial and predictable, so we started with the concept of a modern-day cable car and explored ways to make it feel as medieval as possible.
  • An aerial transportation system using massive chains or ropes.
  • Operated manually or powered by wind, using cogs and pulleys.
  • A large rotating wheel that winds and unwinds the rope to create movement, similar to a quarry pulley system.

It’s not just a simple means of transportation, but an open-air design that allows players to fully appreciate the breathtaking vistas of Talandre.

[h3]Bercant Mansion[/h3]

We referenced the layouts of various castles and mansions to make Bercant Mansion feel like an actual home of a powerful noble faction. As a result, the Bercant Masion features a unique architectural style not seen in existing zones, designed with the goal of leaving a strong impact on players.

Inspired by the ornate exterior of the Louvre, we prioritized stylistic distinction over historical accuracy. The mansion tells the tragic story of Limuny Bercant. We reinforced this narrative visually by contrasting its elegant architecture with the dilapidated village and desolate farmland outside. Inside, we used red as a key accent color to create a sense of opulence, standing in stark contrast to the desaturated tones of the exterior.


In the audience chamber, where Limuny appears as the boss, the most beautiful red tree in the realm ironically emphasizes the theme of a cursed transformation into nature.

We aimed to create a dramatic contrast between the mansion’s interior and exterior for a truly memorable scene. This area serves as a key visual representation of the game’s story and themes, designed to leave a lasting impression and enhance player immersion.

[h3]Temple of Truth[/h3]

The Temple of Truth was inspired by an ancient library hidden within the cliffs of a lake. To emphasize the mystery of antiquity and the passage of time, it features a concealed entrance and ancient architecture.

We made the ancient and mysterious characters luminescent to express the mystical power of the library, while the crumbling and ruined appearance further emphasizes the passage of time. As for the theme of recording facts and history, what better choice than a library?


This is a place where ancient records transform into truth, surrounded by enormous inscriptions. Here players will confront knowledge long thought lost to time.
[h3]
Quietis’ Demesne[/h3]
This region originates from Quietis, a giant who ruled over water. We wanted to convey the events that took place here in the past. Said to be the most powerful of the ancient giants, Quietis lost his heart in a war against a coalition of humans, elves, and orcs. He was then petrified and became Conquest of Quietis, a land that still bears the scars of battle.


The concept for this area is a landscape of ruins intertwined with the undulating terrain formed when Quietis lost his heart and collapsed.

The Guardian’s Forest: This area represents the aftermath of Quietis’ fall, where the ground has cracked open, releasing powerful magical energy. We envisioned this mystical forest as a place where destruction and magic intertwine creating an awe-inspiring yet eerie atmosphere.


The Scream of Quietis: This area depicts Quietis turning to stone and merging with nature. The landscape reflects a forgotten history, where remnants of past wars and myths are woven into the terrain itself. I remember working on this area with the idea that players could engage in battle on the back of the fallen Quietis.

Conquest Battles: This stage features a steep ravine leading to a circular battleground. The ravine is filled with massive boulders, shattered by Quietis’ impact and tangled with vines and tree roots that have emerged through the cracks. We designed this area with a specific contrast in mind. After crossing the harsh and treacherous bridge, players will arrive at a calm and serene battlefield.

[h3]Black Anvil Forge[/h3]
The dwarves established a civilized settlement even in the harsh terrain, possessing their own unique culture and technological prowess. This explains the advanced transportation elements such as elevators and minecarts throughout the area. From their weapons and armor to their architecture, everything in this region was forged from powerful ores.


We wanted to use iconic colors to represent the harsh environment and strength of the dwarves:
  • Red soil symbolizes a land filled with both life and hardship.
  • Black stone architecture features sharp, angular, and geometric designs, emphasizing the dwarves’ strength and grandeur rather than soft, rounded shapes. We believed that incorporating stone and metal elements was essential to enhance the medieval fantasy aesthetic.
  • Green minerals, the source of both dwarven vitality and magic, serve as a striking highlight, adding depth to the overall concept.

Through these three symbolic elements, our goal was to create a distinct region that reflects the dwarves’ advanced craftsmanship and ingenuity.

[h3]Crimson Manor House[/h3]
The Crimson Manor House follows the same architectural style as the Bercant Mansion, but with a rougher and more grotesque emphasis. The basement laboratory within the mansion combines elements of a prison, laboratory, and bone-themed design, adding to the dark atmosphere of the Crimson family.


Through this eerie design, we strove to suggest that sinister and secretive experiments took place here. The Snowburn Highlands and Manor Fields are desolate regions abandoned by humans. Now they’re ruled by wild monsters, conveying the concept of a raw and untamed wilderness.

We drew inspiration from the Dolomite landscapes of Italy, and designed areas outside of the Crimson Manor with stone-carved objects, mushroom-like peaks, and lakes of awakening, making them appear as if overtaken by unusual flora. These design elements act as symbolic representations of nature’s beauty and the hidden dangers within, creating a powerful visual storytelling experience.



[h3]Swamp of Silence[/h3]
The Swamp of Silence is the game’s most frequently changing environment. The water level of the entire swamp fluctuates due to various factors such as day and night, clear skies, and rain, subtly altering the gameplay experience.

Long ago it was once a vast ocean, but became a swamp after the sudden disappearance of the seawater. The sharks that couldn’t escape in time endured years of suffering, but over generations of adaptation evolved into the dominant predators of the marsh. Based on this backstory, we designed the area to feel dark and desolate, emphasizing the harsh natural environmental and its bleak atmosphere.



The Swamp of Silence is divided into two distinct zones:
  • River Swamp: We aimed to capture the natural feel of green landscapes by incorporating vegetative elements such as ferns, moss, aquatic plants, and lotus flowers.
  • Sea Swamp: This area is shrouded in mist, limiting visibility and adding to its mysterious and desolate feel.

We placed wrecked ships that couldn’t escape when the seawater receded, and Minutrite creatures lying in pain and mud, partially obscured by the fog. This enhanced the sense of secrecy and abandonment.

Exploring this region, players will notice unique rock formations scattered throughout. Though the final in-game implementation changed slightly, the original concept featured large rocks with cavernous holes, each housing evolved sharks. To capture the texture of these rocks, we drew inspiration from naturally eroded and weathered stones, formed over thousands of years.


One final standout element in this area is the rotating ship. It was designed with the concept of a ghostly vessel drifting in the current, endlessly circling the same spot. This dynamic element was carefully integrated to balance the stillness of the marsh with motion. We wanted to create a harmonious yet eerie atmosphere.

[h3]Forest of the Great Tree[/h3]
Amidst countless trees in this region stands the majestic Ancient Tree of the Sage, the most magnificent of them all. Talandre is now a ruin and left with scars due to the long wars, but the ancient tree remains unchanged, preserving its timeless beauty.


The concept for the Forest of the Great Tree is based on a mystical and spiritual place where ancient elves once taught magic to humans. We designed the silhouette to ensure that the elven architecture and the grand ancient tree blend naturally, emphasizing the idea that this sacred tree protects the elves.

At night, the tree emits a soft, ethereal glow, further enhancing its mysterious aura. Inspired by Yggdrasil from Norse mythology, our focus was on showcasing the immense scale of the tree, avoiding overly complex structures to allow its grandeur to be immediately captivating.


Let us know which area in the new zone is your favorite. Thanks for your support and we’ll see you in Solisium!