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Patch notes — October 27
Fixed Damage and Defense-ignoring Damage become separate rules, the skill core leaves gear and becomes a slot, and the entire calendar is recalibrated to the global standard
Oct 27, 202626 min read165 changesKorean Server (KR) · tl.plaync.com
Quick summary — 8 key points
Tap each seal
Fixed Damage stops being a wildcard
Fixed Damage and Defense-ignoring Damage get their own, written rules
6-hits-per-second cap on poison and six new tooltips on the punch
Impact · Medium
TL's two-factor authentication shut down
OTP, authenticator, device registration, and character password all cancelled
Impact · Medium
CHAPTER 01
Fixed Damage and Defense-ignoring Damage stop being the same thing
System
The notes open with the foundation: skill damage judgment was systematized. Until now, Fixed Damage and Defense-ignoring Damage lived tangled together in tooltips and in the code — now each one has its own, written rule.
This split is the reason half the patch exists: dozens of skill and item lines were rewritten just to point to the right category.
Defense-ignoring Damage (방어 무시 피해)
Skill damage judgment
⚙ Rule defined
Does not receive the effect of Defense or of skill damage amplification/resistance. Does receive the effect of every other attribute: on a critical hit or Heavy Hit, critical damage and Heavy Hit damage kick in; it also responds to additional damage and to damage reduction received.
Fixed Damage (고정 피해)
Skill damage judgment
⚙ Rule defined
Once the damage value is set, no attribute changes it. It's damage carved in stone — never more, never less.
Highlighted numbers in skill tooltips
Common to every weapon
⚙ General cleanup
Effects whose value changes per level now get a highlight marker in the tooltip. Effects whose value doesn't change lost the highlight they used to have.
!
Why this shows up in almost every chapter
⟡ Heads up
Most of the lines below aren't a number buff or nerf: they're a skill that used to say Fixed Damage and now says damage that ignores Evasion and Defense (or the other way around). In practice it changes a lot — Fixed Damage ignores your offensive attributes, while Defense-ignoring Damage still scales with critical hits and Heavy Hit.
CHAPTER 02
Longsword
Skill
Three lines, and the only one that actually moves a number is Agony Wave's radius — which grows by one meter.
Agony Wave (고통의 파장) — pulse radius
Effect description fixed · Hero level 5 reference
▲ +1 m
Before
Hits all targets under Taunt / Incision Roar within a 3 m radius, dealing 72% of base damage + 37
After
Hits all targets under Taunt / Incision Roar within a 4 m radius, dealing 72% of base damage + 37
Agony Wave (고통의 파장) — extension trigger
Effect description
⚙ Text fixed
Before
Every time damage is dealt by an attack on a target under Taunt / Incision Roar, remaining time increases by 0.4s
After
Every time damage is dealt by Agony Wave's own attack, remaining time increases by 0.4s
Annihilation Wave (전멸의 파장)
Basic attack completion effect
⚙ Text fixed
Before
Every time damage is dealt by an attack on a target under Taunt / Incision Roar, remaining time increases by 0.4s (max. 3 times per second)
After
Every time damage is dealt by Annihilation Wave's own attack, remaining time increases by 0.4s (max. 3 times per second)
Veil Shredder (장막 분쇄자) core
Certain Victory Chance · Blade of Extermination · Earth Strike
⚙ Reclassified
Before
If the target already has a shield, deals 900% of base damage as fixed damage
After
If the target already has a shield, deals 900% of base damage ignoring Evasion and Defense
CHAPTER 03
Greatsword
Skill
The Greatsword gets the only real mechanical gain in the weapons block: Wedge Charge's amplification now stacks twice.
Fixed the issue where the per-level growth values displayed Earth Cleave's own content. Also fixed the tooltip that didn't show the per-level scaling of damage applied to frozen targets.
The tooltip didn't show the attack speed increase effect. Fixed.
Fissure (균열) core
Target with active shield
⚙ Reclassified
Before
Deals 300% of base damage as fixed damage
After
Deals 300% of base damage ignoring Evasion and Defense
CHAPTER 04
Dagger
Skill
The Dagger is still the most-adjusted weapon of the year. This time the target is poison: Deadly Poison Swamp got a per-second trigger cap that simply didn't exist before.
Deadly Poison Swamp (맹독의 늪) core — trigger cap
Deadly Poison Edge
▼ Cap of 6/s
Deadly Poison Edge (맹독의 서슬)'s damage wasn't respecting the per-second trigger cap. Fixed: now at most 6 triggers per second for each source.
Deadly Poison Swamp (맹독의 늪) core — poison cloud
Effect description
⚙ Text detailed
Before
Deadly Poison Edge also triggers on melee critical hits, with a 5% chance to create a 3 m radius poison cloud for 3 seconds.
After
Deadly Poison Edge also triggers on melee critical hits, at most 6 times per second each. On trigger, 5% chance to create a 3 m radius cloud for 3s that deals 140% of base damage + 100 per second to targets inside the area.
When hitting a target with active Frost, the additional damage proportional to Weaken: Thundercloud stacks was being applied as fixed damage. Fixed.
Foreseen Pain (예견된 고통) core
The notes state the skill effect did NOT change
⚙ Text only
Before
Deadly Poison Edge triggers with 12% chance on melee hits. ~ With Creeping Death or Deadly Poison Swamp equipped, each trigger summons a poison cloud that deals fixed damage. Damage from the Edge and from the cloud ignores a player target's life shield and is applied as fixed damage.
After
Deadly Poison Edge triggers with 12% chance on melee hits. ~ With Creeping Death or Deadly Poison Swamp equipped, each trigger summons a poison cloud that deals damage (no longer tagged as fixed). Damage from the Edge and from the cloud ignores a player target's life shield and is applied as fixed damage that cannot be evaded.
CHAPTER 05
Crossbow
Skill
The Crossbow loses a bug that had been working in its favor: Mark of Mortality was paying out stacks above the intended value.
Mark of Mortality (필멸의 표식)
Accumulated additional damage
▼ Back to intended value
The skill was delivering accumulated additional damage above the intended value. Fixed.
In places like fences — where you can see through but not pass through — the skill was dealing damage through the wall while the projectile was visually blocked. Fixed.
Wild Elasticity (야성의 탄력)
Skill damage amplification from Legendary 1 onward
⚙ Tooltip fixed
The per-level scaling of the skill damage amplification increase added from Legendary level 1 onward wasn't showing in the tooltip. Fixed.
Here's the fix the Longbow had been waiting for since the October 6 notes: Abyss Mark finally delivers the buff to the party.
Abyss Mark (나락의 징표) — specialization 2 [Accuracy Boost]
Party buff
▲ Now works on the party
The Accuracy increase now also applies to party members, as it was always described.
Potential Enhanced Abyss Mark (나락의 징표 강화)
Party buff
▲ Now works on the party
The critical increase now also applies to party members.
Refraction Sanctuary (굴절의 성역) and Earth's Blessing (대지의 가호)
Attribute name in the level tooltip
⚙ Tooltip fixed
Before
Continuous Life Recovery Increase (생명력 지속 회복량 증가)
After
Continuous Skill Recovery Increase (스킬 지속 회복량 증가)
CHAPTER 07
Staff
Skill
Just one line — and it's one of the heaviest in the patch for PvP. Dark Cloud can now be blocked by defensive skills, and the text admits out loud what it always was: unable to be evaded and unable to be purified.
Dark Cloud (암운) core — block
Defensive skills
▼ Now blockable
Fixed the issue where defensive skills couldn't block Dark Cloud.
Dark Cloud (암운) core — core description
Inner Peace · specialization [Thunder's Blessing]
⚙ Text clarified
Before
The [Thunder's Blessing] skill turns into the [Dark Cloud] skill, applied to the enemy target. Damage increased by 60% and applies Weaken: Thundercloud. With 2 of 3 among Dark Cloud, Lightning Condensation, and Thundercloud Explosion active, only the highest amplification counts.
After
The [Thunder's Blessing] skill turns into the [Dark Cloud] skill, applied to the enemy target. This skill cannot be evaded or purified; lightning damage increases by 60% and applies Weaken: Thundercloud. With 2 of 3 among Dark Cloud, Lightning Condensation, and Thundercloud Explosion active, only the highest amplification counts.
[Thunder's Blessing] turns into [Dark Cloud], which hovers over the enemy target. Deals 120% of base damage per trigger to any enemy in the area for 6s and applies Weaken: Thundercloud. Mana regeneration +960% for 6s, doubled if I'm Wet; outside the Wet state, mana consumption efficiency +96% for 6s after it ends.
After
[Thunder's Blessing] turns into [Dark Cloud], which hovers over the enemy target and cannot be evaded or purified. The rest of the effect is identical. The lightning strike that follows the application is still subject to the Evasion attribute.
CHAPTER 08
Wand
Skill
Two fixes on the same core — and the second one used to lock up entire bosses.
With the [Incubus] (몽마) specialization active, Nightmare Melody applied to the target would sometimes not apply Incubus. Fixed.
Nightmare Melody (악몽의 선율) core — boss lockup
Boss monsters
⚙ Fix
Fixed the issue where boss monster behavior would be temporarily interrupted on receiving Nightmare Melody.
CHAPTER 09
Orb
Skill
Just one tooltip line — but it's information that was missing to plan the build.
Echo of the Stars (별의 메아리)
Per-level scaling
⚙ Tooltip added
Added the per-level tooltip for [Orb Effect Damage Increase] (구체 효과 피해량 증가).
CHAPTER 10
Gauntlet
Skill
The Gauntlet is the weapon with the most lines in the patch — and almost all of them are a per-level tooltip for damage amplification against monsters that simply wasn't written anywhere.
Mobility Strike (기동 타격)
Per-level scaling
⚙ Tooltip added
Added the per-level tooltip for [Monster Damage Amplification] (몬스터 피해량 증폭).
Single Strike (일격타) and Blood Wind (혈풍)
Per-level scaling
⚙ Tooltip added
Added the per-level tooltip for [Monster Damage Amplification] (몬스터 피해량 증폭).
Explosive Flurry (폭발연타)
Per-level scaling
⚙ Tooltip added
Added the per-level tooltip for [Monster Damage Amplification] (몬스터 피해량 증폭).
Inch Strike (일촌타) and Blood Explosion (혈폭)
Per-level scaling
⚙ Tooltip added
Added the per-level tooltip for [Monster Damage Amplification] (몬스터 피해량 증폭).
Flesh Rupture (살점 파열)
Advanced Tactic completion effect
⚙ Tooltip fixed
Before
With Fresh Blood Claw adopted, targets with bleed lose 4% Heavy Hit damage resistance for 6s
After
With Fresh Blood Claw active, targets under Weaken: Bleed lose 4% Heavy Hit damage resistance for 6s
Red Mark (붉은 각인) core
Blood Explosion
⚙ Reclassified
Before
Blood Explosion damage drops 40% and, on hit, turns into fixed damage distributed over 3s · max. 3 stacks
After
Blood Explosion damage drops 40% and, on hit, turns into continuous damage that ignores Evasion and Defense over 3s · max. 3 stacks
CHAPTER 11
Items and unique weapons
Buff
Eleven unique weapons were rewritten in the same wave. Most of it is damage reclassification — but four of them get a new number, and two gain a cooldown where there wasn't one.
Ancient Beast's Dark Bone Blade (고대마수의 암골도) — Ancient Beast Strike
Vampiric Strike · 70% chance
▲ 400% → 550%
Before
70% chance to deal 400% of base damage as fixed damage
After
70% chance to deal 550% of base damage as fixed damage that cannot be evaded
120% of base damage as continuous damage; −300 melee, ranged, and magic Evasion; +100% damage against monsters
After
120% of base damage as continuous damage that ignores Evasion; −300 melee, ranged, and magic Evasion; +100% damage against monsters
Morcus's Decay Sword (모르쿠스의 부패검)
Stun / Shock · 50% chance
⚙ Reclassified + fix
Before
600% of base damage; transfers to 2 more enemies within a 10 m radius, amplifying 50% with each transfer
After
600% of base damage; transfers to 2 more enemies within a 10 m radius as damage that cannot be evaded, amplifying 50% with each transfer. Also fixed the issue where, on transfer, the projectile came out of the player instead of the target.
Explosive Flurry · Deadly Dance of the Bloody Wind
▼ 18s cooldown
Before
On hit, pulls all targets within a 5 m radius ignoring their Evasion. No reactivation limit.
After
On hit, pulls all targets within a 5 m radius ignoring their Evasion. Reactivation cooldown: 18s.
CHAPTER 12
Skill cores drop more — on four fronts
PvE
The supply of skill cores (스킬 코어) goes up now, on October 27. It's the direct setup for what's coming on November 11: if the system is about to become a slot, cores need to be in circulation.
Tumgir and Abyss (심연)
Skill core drop
▲ Higher rate
Both the core drop rate and the higher-tier core rate went up.
Rift's Golden Chest (균열의 금궤)
Skill core drop
▲ Higher rate
The skill core drop rate went up.
Co-op Dungeon (협력 던전)
Skill core drop
▲ Higher rate + guaranteed floor
Both the core drop rate and the higher-tier core rate went up. And when no core drops, the reward now grants a Resin Core instead.
!
What's still coming for cores on November 11
⟡ Preview
The notes already preview three fronts for the November 11 update: new skill cores arrive, and the higher-tier core rate goes up on the Resin Flower (레진 플라워) — but the Resin Flower you already have in your inventory doesn't get the change. A new Resin Flower recipe also arrives that guarantees the desired core. And the sources for obtaining cores are expanded.
CHAPTER 13
The server clock was recalibrated to the global standard
System
With the global service integration, the schedule of the main content was recalibrated around two global criteria: keeping Origin Stone and Dimension Stone event times, and keeping guild-type field boss event times.
All times below are KST — Korean Standard Time.
Arch Boss and Tera Boss · Peace type
Daily
⚙ New schedule
Every day, at 19:00 and 22:00.
Arch Boss and Tera Boss · Guild type
Daily
⚙ New schedule
Every day, at one of two times: 19:00 or 22:00.
Guild Field Boss
Daily
⚙ New schedule
Every day, at 20:30 and 23:30.
Tax Transport (세금 수송)
Biweekly
⚙ New schedule
Every other Sunday, at 20:00.
Home Server Siege (홈서버 공성전)
Biweekly
⚙ New schedule
Every other Sunday, at 20:30.
Interserver Siege (인터서버 공성전)
On alternating Sundays
⚙ New schedule
At 20:30 on Sundays without a Home Server Siege.
Origin Stone · Home server (홈서버 기원석)
Weekly
⚙ New schedule
Monday and Friday, at 21:00.
Origin Stone · Interserver (인터서버 기원석)
Weekly
⚙ New schedule
Friday, at 21:30.
Dimension Stone · Home server (홈서버 차원석)
Weekly
⚙ New schedule
Tuesday and Saturday, at 21:00.
Dimension Stone · Interserver (인터서버 차원석)
Weekly
⚙ New schedule
Saturday, at 21:30.
CHAPTER 14
Every season resets on November 11
PvP
The global integration also restarts the competitive calendar: Battlefield, Corridor of Illusion, Challenge Dimension, and Infinite Gateway end the current season and open a new one. The dates aren't all the same — two end before the 11th.
Challenge Dimension (도전 차원진)
Early close
⚙ New season
Before
Current schedule ends on November 3
After
New schedule starts on Wednesday, November 11
Infinite Gateway (무한의 관문)
Early close
⚙ New season
Before
Current schedule ends on November 4
After
New schedule starts on Wednesday, November 11
Battlefield (전장)
Immediate swap
⚙ New season
Before
Current season ends on Wednesday, November 11
After
The new season starts at the same time, with no gap
Corridor of Illusion (환상회랑)
Immediate swap
⚙ New season
Before
Current season ends on Wednesday, November 11
After
The new season starts at the same time, with no gap
Tera Boss: Vegamont (베가몬트) — Peace type
Weekly event
⚙ New schedule
Now happens every Tuesday and every Saturday, at 19:00 and 22:00.
Tera Boss: Vegamont (베가몬트) — Guild type
Biweekly event
⚙ New schedule
Now happens on Thursdays, alternating biweekly between 19:00 and 22:00.
CHAPTER 15
Preview 11/11 — the skill core leaves gear and becomes a slot
System
This is the headline change of the notes, and it doesn't land on October 27 — it arrives in the November 11 update. The skill core stops being engraved on gear and becomes character-registered, slotted into a dedicated slot.
In practice: no more engraving or extraction cost, no more fear of burning a core on the wrong piece.
Core registration and equipping
New flow
▲ Zero cost to swap
Before
The core was engraved onto a gear piece, with an engraving and extraction cost
After
Using the core item registers the core to the character. Once registered, it can be equipped and removed at no cost at all.
Core engraving and extraction
Attribute conversion kept
⚙ Functions removed
The engrave and extract functions for cores will be removed. The attribute conversion function stays available as it is today.
Where to equip it
Skills menu
⚙ New interface
The core is now equipped under [Skills > Skill Core].
Activation condition
Unique gear
⚙ Category rule
The core's effect only applies with a unique piece of gear equipped, and with the core matching that piece's category.
Core sets
Swap by combat situation
▲ New
Skill core sets arrive, to swap the entire combination depending on the combat situation.
Arch Boss cores — how to obtain them
Arch Boss weapon line
⚙ Becomes an achievement
Before
Core obtained as an item, used as a material in Arch Boss weapon recipes
After
The core becomes the reward for the achievement of obtaining the matching weapon. Arch Boss weapon recipes that used a core as a material — and the Arch Boss core recipes themselves — will be removed.
Cores already equipped on a unique piece
Collection handling
⚙ Returned by mail
Cores engraved on unique gear will be unequipped and sent by mail.
Arch Boss cores already owned
Collection handling
⚙ Collected and swapped
Cores from the Arch Boss line will be collected, and the original weapon for that core will be sent by mail — see the full table in the following chapters.
Automatic achievement and registration
Whoever has or will receive the weapon
⚙ Already resolved
Characters who already own the weapon, or who receive it through this change, will have the achievement and the core registration reflected together. The achievement is granted already marked as claimed, and the gear items arrive untradeable.
!
Everything in this block is a preview
⟡ Heads up
The notes themselves warn: this is a preview announcement, and part of the content may change before it goes live. None of this applies in the October 27 maintenance.
CHAPTER 16
Preview 11/11 — conversion: Tevent cores
System
Ten Tevent cores are collected. Each one returns the source weapon by mail, untradeable, with the achievement already marked as claimed.
Receives by mail: Deluge Noah's Snowsoul Gauntlet (델루즈 노아의 설혼권갑)
CHAPTER 19
Preview 11/11 — conversion: Giant Brook cores
System
Twelve Giant Brook cores, across the three lineages — and this is where the Resurrection Stone sits, the only piece in the table that isn't an attack weapon.
Receives by mail: Giant Brook's Snowsoul Orb (자이언트 브룩의 설혼구)
CHAPTER 20
Preview 11/11 — conversion: standalone and dragon cores
System
The ten cores that don't belong to any of the four Arch Boss lineages close out the table — including the ones from the Last Dragon and from the Inverted Scale.
Skill Core: Dragon's Counterattack (스킬 코어: 용의 역습)
Standalone cores
⚙ Becomes a weapon
Before
Core collected on conversion
After
Receives by mail: Last Dragon's Thunder Greatsword (마지막 용의 천둥대검)
Skill Core: Wall of Bitter Frost (스킬 코어: 혹한의 성벽)
Standalone cores
⚙ Becomes a weapon
Before
Core collected on conversion
After
Receives by mail: Sword of the Scale Lord's Slaughter (비늘 군주의 학살검)
Skill Core: Atirat's Claw (스킬 코어: 아티라트의 발톱)
Standalone cores
⚙ Becomes a weapon
Before
Core collected on conversion
After
Receives by mail: Last Dragon's Thunderclap Dagger (마지막 용의 뇌명단검)
Receives by mail: Vengeance's Lightning Strike Mana Orb (복수의 낙뢰 마력구)
Skill Core: Last Dragon's Blessing (스킬 코어: 마지막 용의 가호)
Standalone cores
⚙ Becomes a weapon
Before
Core collected on conversion
After
Receives by mail: Snowfield Destroyer's Thunder Gauntlet (설원의 파괴자 뇌전권갑)
CHAPTER 21
Preview 11/11 — engraving and extraction scrolls leave circulation
System
If engraving and extraction cease to exist, the two consumables built for that purpose go too. Crafting and selling end, and whatever is in your inventory turns into a mailed item.
Skill Core Engraving Scroll (스킬 코어 각인서)
Per unit
⚙ Converted
Before
Skill core engraving consumable — crafting and selling ended
After
1,220,000 Solant per unit, sent by mail
Skill Core Extraction Scroll (스킬 코어 추출 주문서)
Per unit
⚙ Converted
Before
Skill core extraction consumable — crafting and selling ended
Preview 11/11 — TL's two-factor authentication is shut down
System
Outside the game, an account change worth your attention: all two-factor authentication registered for Throne and Liberty will be cancelled.
Two-factor authentication (2차 인증)
Account security
▼ Service discontinued
Before
OTP, NC Authenticator, device registration, and character password available for TL
After
All items registered for Throne and Liberty are cancelled, and the service stops being offered
Other NC games
Scope of the change
⚙ No impact
The change doesn't affect NC two-factor authentication registered for other games.
CHAPTER 23
Vegamont softened in phase 2, hardened in phase 3
Arch Boss
The Tera Boss Vegamont (베가몬트) got the patch's biggest round of combat adjustments — and the seven points don't all point the same direction.
Reward wait time
Arch Boss × Tera Boss
▲ Separate counters
Before
A single shared wait time
After
Arch Boss and Tera Boss now have independent wait times
Guild war phase 2 — Vegarion (베가리온)
Guild-type combat
▲ Difficulty reduced
Vegarion was removed from the second phase, easing the fight's difficulty.
Phase 2 — lower joint and ballista
Phase mechanic
▲ One shot is enough
Hitting the lower joint with the ballista just once now triggers the ice whirlwind.
Phase 3 — cave poison
Phase mechanic
▼ Unpurifiable and longer
Before
Poison applied inside the cave could be removed
After
The poison can no longer be removed, and its duration increased
Phase 4 — opening whirlwind
Phase mechanic
▲ Becomes an elevator
The whirlwind created at the start of phase 4 now lets you rise to Vegamont's own height.
Character stuck inside the boss's body
Post-kill
⚙ Fix
Fixed the issue where the character got stuck inside Vegamont's body after defeating it.
Ballista projectile
Visual effect
⚙ Fix
Fixed the issue where the ballista projectile's visual stayed on screen for a while.
CHAPTER 24
Optimization: freezing, character teleport, and disconnects on world switch
Fix
Four client and network fronts — two fixed, two only alleviated, according to the notes themselves.
Periodic screen freeze
Performance
▲ Fixed
Fixed the phenomenon where the screen would freeze periodically in specific situations.
Other players' movement
Network
▲ Alleviated
The notes say alleviated, not fixed: other characters' movement, which looked artificial, became smoother.
Connection drop on world switch
Network
▲ Fixed
Fixed the occasional disconnection when switching worlds for group matching or a field boss.
Movement lock after being hit
Combat
▲ Alleviated
Also alleviated, not fixed: the rare case where the character became unable to move after being hit by certain skills.
CHAPTER 25
Content fixes: field boss, Tumgir, Cradle of the Iron Cat, and more
Dungeon
Nine content fronts made the fix list. The most relevant for day-to-day play is the field boss one, which changes behavior instead of just patching a bug.
Field boss before combat reset
Routine change
⚙ New behavior
Before
The boss would reset from wherever it was
After
The boss now walks to the center and waits before the combat reset — and combat can be resumed during the wait
Solo Abyss Dungeon: Tumgir Vault (1인 심연 던전 : 툼기르 수장고): fixed the case where, with 1 to 2 seconds left, killing every monster on the floor wouldn't extend the time limit and the run simply ended.
Solo Abyss Dungeon: Tumgir Vault (1인 심연 던전 : 툼기르 수장고): fixed the case where, with monsters from the previous floor still alive, killing every monster on the current floor wouldn't extend the time limit.
Dimension: Cradle of the Iron Cat (차원진 : 철묘의 요람): fixed the issue where the character got stuck in certain pipes.
Corridor of Illusion: Lionhead (환상회랑 : 라이온헤드): on the seal stone pattern, the connection lines would sometimes not disappear after a soul of the same color was absorbed by the stone. Fixed.
Infinite Gateway (무한의 관문): fixed the issue where, in the challenge completion reward, the activity score would overwrite the completion flag.
Sudden event: Ice Floe Survival (돌발 이벤트 : 빙판 생존): on repeating the event, the ice would appear broken or simply not appear. Fixed.
Nix's Reflection (닉스의 잔영): fixed the issue where some puzzle treasure chests placed in the Akium Fortress couldn't be used.
Star Journey: Traces of Time and Space (별의 여정 : 시공의 흔적): the relic fishing spot's glow effect was adjusted.
Battlefield (전장): fixed the issue where, intermittently, resurrection wasn't possible.
CHAPTER 26
Interface, guild, visual, and trait item lock
Fix
The notes close with surface-level fixes — and a rule change worth checking before you organize your inventory: six trait stones stop accepting locks.
Locking trait items
Six items affected
▼ Lock disabled
Before
The items below could be locked in the inventory
After
Trait Opening Stone (특성 개방석) · Unique Trait Opening Stone (유니크 특성 개방석) · Trait Enhancement Stone (특성 강화석) · Unique Trait Enhancement Stone (유니크 특성 강화석) · Trait Resonance Stone (특성 공명석) · Conversion Stone (전환석) — none of them accept locks anymore
Guild (길드): fixed the rewards tab's score history, which was displayed incorrectly.
Guild (길드): fixed the case where, with a new item in the distribution history, the red dot wouldn't appear on the distribution tab, which is the parent category.
Map (지도): fixed the issue where the word 'online' (온라인) was displayed next to every icon in Icons and filters.
Appearance (의상): fixed the application of the part 3 gold color on the Moonlit Night Harlequin headpiece (달밤의 어릿광대).
CHAPTER 27
Known issues
Fix
The section exists in the notes and is declared empty: no confirmed issues as of publication. The official text keeps the commitment to quickly fix any anomaly that shows up afterward.
!
Empty list at publication
⟡ Heads up
A patch this size — damage reclassification across nine weapons, eleven unique items, and a full calendar rewrite — rarely goes by without a hiccup. Worth checking the notice page again after the servers come back up.
Opinion
Scaryel's take
Analysis
S
Scaryel comments
⟡ Creator's voice
“Whoever reads this patch looking for a buff will find little and close the tab — and miss the whole patch. What NC did here was fix the foundation: Fixed Damage and Defense-ignoring Damage had been treated as synonyms for too long, and half the "this item doesn't do what it says" complaints were born right there. From now on, Fixed Damage is carved in stone and doesn't scale with anything, and Defense-ignoring Damage still responds to critical hits and Heavy Hit. Go back over your items with that in hand, because some of them got better without a single number changing. The second message is the November 11 preview: pulling the skill core off gear and putting it into a slot with free swapping is the most important design fix of the year. The current system punished experimentation; the new one invites it. And the sixty-conversion table is NC admitting the Arch Boss core economy had turned into a knot. Just don't forget what's hiding in the footer of the maintenance notice: after the 27th, the marketplace closes.”
Final verdict⟡ Foundation patch · the 11/11 preview matters more than today's updateConfidence: 8.5/10
Impact
Impact on players
Community
What changes in practice
Korean server notes, applied in the October 27 maintenance from 10:00 to 18:00 (KST, 8 hours), with site maintenance from 12:50 to 15:50. After this maintenance, the marketplace and some paid products are suspended because of the global service integration. Everything marked Preview 11/11 only lands in the November 11 update and may change before then.
For guilds
Redo the whole schedule: sieges, Tax Transport, Origin Stone, and Dimension Stone all changed day and time, and the guild Vegamont is now every other Thursday.
For solo PvP
Staff's Dark Cloud became blockable, Queen Blendy's Gravity Field got a cooldown, and Longbow's Abyss Mark finally buffs the party.
For casual players
Skill cores drop more in Tumgir, Abyss, the Rift, and the co-op dungeon — and the co-op dungeon now grants a Resin Core when no core drops.
Meta
Reward for the player · Risk to the meta
System
⟡ Reward
Swapping skill cores costs zero starting November 11
Core sets let you swap the entire build depending on combat
Skill cores drop more from four distinct sources already on October 27
The co-op dungeon guarantees a Resin Core when no core drops
Longbow's Abyss Mark finally applies Accuracy and critical to the party
Greatsword's Wedge Charge now stacks the amplification twice
⟡ Risk to the meta
Fixed damage stops scaling with any attribute — several builds change value with no numeric warning
The Dagger's poison gets a 6-triggers-per-second cap that didn't exist before
Queen Blendy's Gravity Field goes from unlimited to a 34s and 18s cooldown
The Crossbow's Mark of Mortality returns to its intended damage, below what it was delivering
Vegamont's phase 3 now has longer, unpurifiable cave poison
All of TL's two-factor authentication is cancelled on November 11
Summary
1-minute summary
System
⟡ For those in a hurry
01:00
New rule: Fixed Damage doesn't scale with anything once calculated; Defense-ignoring Damage still responds to critical hits, Heavy Hit, additional damage, and damage reduction.
Nine weapons rewritten: Longsword, Greatsword, Dagger, Crossbow, Longbow, Staff, Wand, Orb, and Gauntlet — most of it damage reclassification, not numbers.
Dagger: Deadly Poison Edge gets a 6-triggers-per-second cap that simply didn't exist.
Longbow: Abyss Mark now applies Accuracy and critical to party members, as it was always written.
Staff: Dark Cloud becomes blockable by defensive skills, but stays unable to be evaded or purified.
Items: 400% → 550% on Ancient Beast's Dark Bone Blade, 2.8% → 3.5% on Giant Brook's Snowsoul Sword, and a new cooldown on Queen Blendy's Gravity Field.
Skill cores: drop rate rises in Tumgir, Abyss, Rift's Golden Chest, and the co-op dungeon — the last one with a guaranteed Resin Core when nothing drops.
Schedule: ten schedule lines recalibrated to the global standard, including a biweekly siege on Sunday at 20:30.
Seasons: Challenge Dimension ends 11/3, Infinite Gateway ends 11/4, Battlefield and Corridor of Illusion end 11/11 with an immediate swap.
11/11 preview: the core becomes a slot with free swapping, 60 Arch Boss cores become weapons by mail, engraving and extraction scrolls leave circulation, TL's 2FA is shut down.
Outside the game: maintenance runs from 10:00 to 18:00 KST, and afterward the marketplace and some paid products are suspended.
Verdict: foundation patch, 8.5/10 — the November 11 preview matters more than today's update.