When transferring gear, the old item's gained experience will be applied to the new item. You can transfer an item to another item of the same rarity and you will keep the level (as mentioned above); but you can also transfer a lower-quality item into a higher-quality it
Each rarity of item will max out at a certain point and no longer be upgraded . When items hit this point, they can then be sacrificed (transferred) to enhance a new item you have of the next tier / rarity. You can also transfer gear even if it hasn't hit the maximum enchanted level. When you transfer a gear piece to another item, the original item will be destroy
The Dagger is also an effective solo-target DPS weapon due to the focus it has on Crit Hit chance stats. Since many of the weapon's skills focus on stealth and movement, it is very suitable for mobile classes . Its weapon mastery tree is divided into Disguise, Poison, and Assassinat
Depending on the rarity level of your item, it will require different rarities of Growthstones. Here are all the Growthstones and which corresponding rarities they are used for. We have included the "Weapon" style growthstones, but the same goes for each item t
As for the game itself, one of the things that most interested me was the class system. Rather than a standard build of 'Rogue' or 'Warrior' or 'Mage', every character dual wields. You can choose to make this consistent (my preview character was an all magic build of Wand and Staff), or mix and match, pairing Dagger with Staff, Crossbow with Greatsword, Sword and Shield with Longbow, or any combination thereof. This makes playing the game more varied, and offers greater flexibility when approaching dungeons. As far as Amazon and NCSoft are concerned, it might be their ace in the h
Switching character classes, too, is as easy as switching your equipped weapons and associated skills; you can save up to three different equipment and skill sets at a time. Each time you level up, you increase one of your main stats, but every single one of them is helpful for every single class. Even greatsword wielders need mana, and even spellcasters need strength. For someone like me, who tends to be indecisive when it comes to RPG builds, this kind of flexibility amounts to a quality-of-life feature . It’s almost definitely inspired by Final Fantasy FFXIV ’s simple class-changing system , and I’m incredibly grateful for t
Upgrading weapons and armor in throne and liberty mounts and Liberty works a little differently in comparison to MMOs you may be used to. This guide will cover where to navigate to Equipment Enchanting Icon , the items you will need to consume in the upgrade process, and the mechanics and quirks of the system over
Overall, it’s difficult to give a score for Throne and Liberty based on what I’ve seen so far. I’ve been a bit too quick in the past to judge MMOs based on their leveling experience, where the real game begins when you’ve already invested dozens - potentially hundreds - of hours into the game. As it stands though, I can say that this is a game that I’m excited to play. There’s a real promise in what stands to be a modern successor to one of the all-time greats of the genre, NCSoft’s Lineag
"Everything about Throne & Liberty, from day one, was built with, I would say, the right word is 'massive'," Lafuente says. "Massive scale, everything about it, the world, the buildings, everything. And the tech being built is going to allow things like the castle sieges that have thousands of players participating in a castle siege. That's not an exaggeration, that's already something that has been seen in the Korean life service is thousands of players participating in this castle siege. That's probably the biggest event that we have. And then there'll be other things that have hundreds of players, going down even to guild vs guild battles, which will be more along the 50 v 50, 60. v 60 type of range. Scale is a big part of what we expect in Throne & Liberty, particularly when it comes to PvP battl
In many ways, **Throne and Liberty plays like a typical MMO ** . Players explore a variety of different fantasy environments, fighting a variety of different monsters with a variety of different class-specific abilities. There’s an extensive main quest, side activities like crafting and fishing, multiplayer dungeons, competitive player-versus-player matches, and everything else you’ve come to expect from the genre. It has a handful of unique ideas, but they don’t always go far enough to carry an otherwise generic
"Running games at this size and scale is very difficult, mostly because of the games as a service and the operational components" Lafuente says. "And I think we're setting ourselves up for success by starting with these more challenging titles, and then creating an infrastructure and a framework to support any of the other games we bring to mark
"I have a long history with Korean MMOs," Lee Kwai tells me. "There are certain expectations around classes based on that legacy. It's important to strike a delicate balance. But when you're fighting one v one, or one v six, or 50 versus 50, or 200 versus 200, the abilities are used in many different ways and the strategies of combat change drastically. And one thing that mage classes are known for is area attacks, so during combat like sieges or massive battles there's usually strategies that arise based on how to coordinate magic attacks, and that's where they really get a lot of that reputati