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THRONE AND LIBERTY News

Solisium’s Awakening Update (3.00.0)

[p][/p][previewyoutube][/previewyoutube][p]THRONE AND LIBERTY Solisium’s Awakening Update (3.00.0) downtime will begin at 6:00 p.m. PT (1:00 a.m. UTC) on September 17 and last approximately 13 hours. Servers will not open before 7:00 a.m. PT on September 18.[/p][p][/p][h3]A Note from Tico:[/h3][p]What's up Gamers, I am absolutely bursting with excitement as we prepare to unlock the biggest chapter yet in Throne and Liberty's journey![/p][p][/p]
[p]This massive update isn't just about new content—it's about building a home together, literally and figuratively, as we introduce Housing where you can finally put down roots in Solisium. We're orb-solutely thrilled to put a new weapon in your hands, while Battlegrounds will let you prove your worth against fellow players, and our revamped Dimensional Trials will challenge even the most seasoned warriors. With Hyperboost welcoming both familiar faces and fresh blood into our growing community, plus Tier 3 gear to chase and new dungeons to conquer, I can honestly say we're just getting started on this incredible adventure.[/p][p]Thank you for being the heart and soul of this community—together, we're not just playing a game, we're building a world, and the best is yet to come![/p]
[p][/p][p]Read on for the full list of new content, events, store offerings, and other changes here. Thanks for your support and we'll see you in Solisium![/p]

Dimensional Trials Revamp

[p]Our ultimate goal is to transform Dimensional Trials from an exclusive challenge for top-tier players into a feature that everyone can gradually grow into and enjoy together. This is not just about adjusting difficulty, it's the result of a structural redesign that takes into account the growth and experience of each individual player. We want to ensure that Dimensional Trials live up to their name — a deeply immersive experience where each player can take on challenges in their own way, compare their performance, and grow from it.[/p][h3]More Rewards, less Repetition[/h3][p]To start, Tier 1 now maintains a difficulty level similar to that of standard co-op dungeons, but with enhanced rewards. This allows players to jump in without pressure and still feel a sense of achievement from the rewards alone, even in the early stages.[/p][p]While the content retains its replayable structure, each trial is now built with strategic variety through affixes and specific conditions, offering more than just repetition. Players familiar with co-op dungeons can now learn through actual gameplay without needing perfect knowledge beforehand, making for a more intuitive, hands-on approach to mastery.[/p][p][/p][p][/p][p][/p][p]An ideal level of difficulty is one where both the possibility of success and the risk of failure coexist. It’s a point where players can create meaningful differences in outcomes through their own choices, combinations, and playstyle. We want to foster a structure where this naturally leads to a sense of accomplishment and healthy competition.[/p][h3]Affix System Changes[/h3][p]Each trial round now offers unique affixes and challenge conditions, requiring players to adapt their strategies. Each attempt is designed to feel like a self-contained, rewarding experience. One of the biggest shifts is that the affix system is now central to the content’s design. Affixes don’t just increase difficulty, they encourage players to think critically about which weapon and role combinations are most effective.[/p][p]This naturally enhances both the strategic depth and variety of party play. The shorter the clear time, the more difficult affixes you select, the fewer times you die, and the more affix monsters you defeat, the higher your score will be. The new system evaluates how efficiently players clear challenges under the same conditions. It’s no longer just about who is on top. It’s also about reflecting on your own gameplay and optimizing your approach for the next attempt.[/p][p][/p][p][/p][p][/p][p]That said, we haven’t removed replayability entirely. For players who enjoy repetition, there are still pathways to engage with the content, but we’ve reworked the reward structure to move beyond rune-focused incentives. Now, repeated runs offer more meaningful opportunities for growth.[/p][h3]More than just a Revamp of a Single Piece of Content[/h3][p]Dimensional Trials serve as a platform to explore and establish the future direction of PvE-focused competitive structures we aim to pursue.[/p][p]The most noticeable change for players will be the need to adopt different strategies and compositions with each attempt, even when repeating the same content. Moreover, those outcomes are now recorded through objective metrics and performance tracking. This design shifts the focus from simply whether a challenge is cleared to how it’s cleared. It’s a deliberate change in how we shape the player experience.[/p][p]We’ve also built this new structure with scalability in mind. Elements such as affix-based conditional content, reward scaling based on challenge conditions, and maintaining strategic depth within a repeatable format are all systems we believe can be applied to a variety of environments.[/p][p][/p][p][/p][p][/p][p]While Dimensional Trials are competitive in nature, they are open to everyone. It is a space where the challenge lies not in simply entering, but in how effectively you can solve the content using your own approach. We hope this update becomes the first step in evolving Dimensional Trials into a system that rewards both creativity and mastery.[/p][p]Thanks for your support! We’ll see you in the new Dimensional Trials on September 18.[/p]

Eye on Solisium - September 2025

[p][/p][previewyoutube][/previewyoutube][p]
Godspeed is back with another Eye on Solisium, and this week’s episode shines a spotlight on some of the features coming with the Solisium’s Awakening update on September 18. From the brand-new Housing system to the first-ever THRONE AND LIBERTY merchandise line, there’s plenty to look forward to.[/p][p][/p][h2]Build Your Dream Home[/h2][p]Housing arrives in Solisium with a progression system of its own. Start small with a basement hideout and work your way up to larger properties, unlocking more options as you grow your Housing Power. With furniture placement, decorative bundles, and the new Artisan Pass, your home can be as cozy or as grand as you want it to be.[/p][h2]Official Merchandise Launch[/h2][p]For the first time, you’ll be able to pick up official THRONE AND LIBERTY apparel. Shirts, hoodies, hats, and more go live in the new store in September. Later this year, keep an eye out for achievement-tied exclusives that bring in-game milestones into the real world.[/p][h2]Summer Games Winners[/h2][p]Three contests wrapped during the Summer Games, and your creativity will soon be seen in-game: Amitoi Coloring Contest – Maintenance Percy stole the show, and you can unlock this design through Twitch Drops.[/p]
  • [p]Percy Amitoi Coloring Contest Winner - Veneneux[/p]
[p][/p][p][/p][p][/p][p]Profile Frame Contest – winning frames will be added to the Achievement System.[/p][p]Profile Frame Contest Winners:[/p]
  • [p]NuB[/p]
[p][/p][p][/p][p][/p]
  • [p]Yukichu[/p]
[p][/p][p][/p][p][/p]
  • [p]Funna[/p]
[p][/p][p][/p][p][/p][p]Chat Emoji Contest – three fan-made emotes will also arrive via the Achievement System.[/p][p]Chat Emoji Contest Winners:[/p]
  • [p]ʚEclipsαɞ[/p]
[p][/p][p][/p][p][/p]
  • [p]Sakura[/p]
[p][/p][p][/p][p][/p]
  • [p]Gracie[/p]
[p][/p][p][/p][p][/p][p]Thanks again to everyone who submitted, voted, and supported. We can’t wait to see your homes and your community creations in action when Solisium’s Awakening goes live on September 18.[/p]

Battlegrounds and Stonegard Siege Map Rework

[p]Capture objectives, wipe out enemy players, and complete special missions to dominate the battleground in a new 24v24 mode. However, Battleground isn’t the only new PvP update coming in the Solisium’s Awakening update on September 18. Alongside a behind the scenes discussion on Battlegrounds, NCSOFT is also excited to share more about the development of the Castle Siege map rework.[/p][h2]Battlegrounds[/h2][h3]Learning from Players and Familiarity[/h3][p]Our goal was to create PvP content that involved a broader range of players compared to existing THRONE AND LIBERTY PvP modes. Currently, some high-end PvP content is only accessible to players who meet certain conditions. With Battlegrounds, we wanted to capture the fun and excitement of those experiences while lowering the barrier to entry.[/p][p]We drew inspiration from the various PvP styles that TL players already enjoy, combining them to shape this new mode. Part of that was playing existing PvP content and closely observing player behavior. That led us to believe that a more accessible PvP mode like Battlegrounds was something TL truly needed.[/p][p]Initially, we felt that familiarity was key. We considered directly applying TL’s existing dominion mode rules. However, we realized that for a new PvP experience, familiarity alone wouldn't be enough to deliver fun or satisfaction. So, we listed out every element used in existing PvP content and carefully selected the ones that could be reimagined. Through this process, we were able to create a mode with entirely new rules that offers a fresh experience rooted in TL’s core PvP gameplay.[/p][p][/p][p][/p][p][/p][h3]Victory Beyond Combat Alone[/h3][p]We want to strike the right balance between gameplay elements so that victory isn’t decided by combat alone and even those with unique playstyles can enjoy Battlegrounds. While some players enjoy fighting directly, others may not feel confident in combat, but if they have other ways to contribute meaningfully to the team, we believe they’ll find PvP content more engaging.[/p][p]In many PvP experiences, once players feel that the match is lost, they tend to give up or leave early. That’s why we plan to include more comeback opportunities in all future game modes, so players feel motivated to keep pushing until the end and experience the thrill of turning the tide. Even if a team falls apart, we’re working to ensure that those who give it their all can still be properly rewarded.[/p][p]Of course, given the nature of PvP, it won’t always be easy. However with every new mode we introduce, we plan to ensure that factors beyond just fighting will play a meaningful role in determining the outcome. We hope you'll continue to follow the evolution of Battlegrounds as it grows.[/p][h3]A Collaboration with Players[/h3][p]We consider Battlegrounds a collaboration with all of the players who’ve enjoyed TL’s existing PvP modes because your gameplay has been a constant source of inspiration for us. We’d like to take this opportunity to sincerely thank you.[/p][p]We hope you enjoy a blend of familiarity and freshness in Battlegrounds and would greatly appreciate your feedback. New game modes will continue to be added to Battlegrounds over time. As the mode evolves, expect challenges with new and more complex rules beyond what the initial release offers. We look forward to hearing your thoughts along the way.[/p][p][/p][p][/p][p][/p][h2]Stonegard Siege Map Rework[/h2][p]NCSOFT shared additional insight into the goals and inspiration behind the Castle Siege map rework.[/p][h3]New Goals for an Old Map[/h3][p]We’ve been closely monitoring player behavior, feedback, and approaches every weekend during siege events, gaining valuable insights along the way. In the current Stonegard Siege, many areas of the terrain naturally lead to prolonged standoffs, which can make gameplay feel dull. We aimed to improve these terrain features as much as possible to keep the action flowing.[/p][p]Next, we wanted to encourage strategic variety. By now, most players are familiar with each other’s strategies. Fighting under the same conditions for extended periods of time reduces the overall enjoyment.[/p][p]While TL’s combat has evolved rapidly, Stonegard Castle hasn’t kept up with those changes. We felt it was necessary to revise the structure and strategic points to deliver a fresh experience. Ultimately, our goal is to increase the frequency of throne takeover attempts and make sieges far more dynamic and engaging.[/p][h3]Challenges Between Both Sides of Stonegard[/h3][p]In the early phases of siege monitoring, combat dynamics shifted so rapidly that it was difficult to confidently say, “This is the right direction.” However, as more data accumulated, a clear vision began to emerge. From that point on, we were able to move forward with a focused plan.[/p][p][/p][p][/p][p][/p][p]We started with the belief that siege battles needed to become more offense-driven, but we also had to ensure that defending teams who fought hard to claim the castle wouldn’t feel unfairly punished. Striking the right balance between active offense and rewarding defense was one of the toughest parts of the process.[/p][h3]Reworked Playstyles[/h3][p]With the addition of elements that actively trigger combat and more diverse attack routes, we anticipate team positioning and player distribution to become far more important. In the original version, once a team secured a specific entrance or respawn point, there wasn’t much need to pay attention to other areas simply because those “key” points held disproportionately high strategic value. Now, with the introduction of multiple valuable routes and respawn zones, teams will need to respond more dynamically, often splitting into smaller groups and moving quickly across the battlefield.[/p][p]This is only the beginning of more changes to come. We’ll keep listening to your feedback and the inspiration for how Siege should evolve in the future. Beyond strategic adjustments, we’re also exploring new ways to make Siege Battles more accessible and enjoyable for a wider range of players.[/p][p][/p][p][/p][p][/p][p]Thank you for being part of this journey! We’ll see you on the Battlegrounds of Solisium on September 18.[/p]

THRONE AND LIBERTY Update 2.26.0

[p][/p][p]THRONE AND LIBERTY Update 2.26.0 downtime will begin at 10:30 p.m. PT (5:30 a.m. UTC) on September 3 and last approximately 6 hours. Find the full list of changes below.[/p][p]
[/p][h3]GUILD ALLIANCE SIZE REDUCED[/h3]
  • [p]The maximum number of guilds that can be joined in an Alliance is now 2 instead of 4.[/p]
  • [p]We will be monitoring the ongoing impact of this change and feedback from the community as we understand there are a range of opinions on Alliance limits, and will consider additional modifications if necessary.[/p]
  • [p]To support this change, existing Alliances will be disbanded to allow guild leaders to re-form alliances with the second guild of their choice.[/p]
[h3]AVAILABLE NAME REFRESH - Deleted Characters and Guilds[/h3]
  • [p]Names previously used by characters or guilds that have been deleted will be available again for use after this maintenance.[/p]
[h3]SERVER TRANSFER COOLDOWN RESET[/h3]
  • [p]The 30-day cooldown period after performing a Server Transfer has been reset in preparation for upcoming content releases.[/p]
[h3]OREMONG HIDE AND SEEK[/h3]
  • [p]Coming soon: Mischievous citrus have been spotted popping up in Laslan, Stonegard, and Talandre regions.[/p]
  • [p]Roll out and find the hiding Oremong to ponder their prize list![/p]
  • [p]Rumor has it, these friendly citrus are selling Rainbewe morphs, titles, portrait frames, fishing rods, and more.[/p]
[h3]GENERAL[/h3]
  • [p]Arena: Season 3 is now scheduled to end on September 17 with the start of maintenance.[/p]
  • [p]Console: Fixed an issue causing players to get automatically kicked shortly after joining a Party or Vanguard.[/p]
  • [p]Wand: Players who are tethered with Ray of Disaster now properly take damage when moving.[/p]
  • [p]Wand: The Ray of Disaster's "Concentration Effect Time" specialization now properly grants a damage boost.[/p]
  • [p]Wand: Ray of Disaster now properly deals damage to a 2nd target after the 1st target dies.[/p]
  • [p]Wand: Fixed an issue causing Vampiric Contract to occasionally stop providing its benefits.[/p]
  • [p]Greatsword: Blood Devotion's "Damage Transfer Increase" specialization no longer displays 2 different values for how much it increases transferred damage.[/p]
  • [p]Spear: Updated the description of the Mortal Wrath skill from "...the attack always becomes a Heavy Attack" to "...the attack always triggers from a Heavy Attack", matching it's functionality.[/p]
  • [p]Localization: Fixed an issue causing Korean text to display in the Heroic Accessory Trait Info page.[/p]
  • [p]Cosmetics: Fixed an issue with the Azure Moon Weapon skins causing the 3rd dye slot to not update the expected areas.[/p]