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Throne and Liberty November Update Targets Farming, Hit Chance, Skill Cores

Throne and Liberty cover art
The Completionist
The Completionist
Published
10/2/2026
Read Time
5 min

Amazon and NCSoft are preparing November changes for Throne and Liberty gear drops, hit chance, Skill Cores, and Dagger balance after player feedback on progression and combat friction.

Throne and Liberty cover art

Image: IGDB

Store links: Throne and Liberty on Steam

A November patch is aimed at the grind after item level 90

The most concrete promise in the next Throne and Liberty update cycle is a correction to max-level gear farming. According to MMOHuts’ summary of the October 2026 Resistance Report, Amazon and NCSoft say an earlier drop-rate error made max-level gear appear more often than intended, while the subsequent fix pushed the rate too far in the other direction. In November, max-level gear obtained after reaching the maximum gear level is set to have its drop rate increased again.

That framing matters because the developers are not describing a simple buff back to the mistaken rates. MMOHuts reports that the stated goal is to make farming feel less flat without returning to the launch-era error. MassivelyOP similarly characterized the report as a promise to address hit chance, Skill Cores, and “the fun of farming” in November, which neatly captures the tension: Throne and Liberty’s progression loop needs rare rewards to retain long-term value, but it also needs enough visible movement to keep repeat farming from feeling punitive.

The timing follows September’s Update 4.12.0, where the official Throne and Liberty patch notes raised the maximum equipment Item Level from 80 to 90, added new armor and accessories, and updated rewards across Nix Contracts, Purification, Archbosses, Field Bosses, Co-op Dungeons, Hall of Illusion, Dimensional Trial Golden Chests, Battlegrounds, Raids, Crafting, and Material Transmutation. That expansion gave players a higher ceiling to chase. The November change appears designed to make the chase less stingy once players are already operating at that new ceiling.

The gear-drop fix is really about trust in the endgame loop

For an MMO built around repeated events, dungeons, field bosses, contracts, and guild objectives, gear-drop rates are not a background tuning issue. They define whether an evening of play feels like account progress, economic activity, or dead time. The October report, as relayed by MMOHuts, acknowledges a particularly dangerous progression pattern: players experienced a generous rate, then a correction that felt like an overcorrection.

That is a difficult needle to thread. If Amazon and NCSoft raise Throne and Liberty gear drops too much, high-end equipment can lose scarcity and shorten the lifespan of the item-level expansion. If they raise them too little, the Item Level 90 chase risks feeling like a wall after the more visible growth from Item Levels 51 to 80, where the official 4.12.0 notes say equipment growth rates were significantly increased and Inheritance costs reduced.

There is also a technical wrinkle already documented by the official support site. The Throne and Liberty known issues page, last updated September 24, 2026, lists a problem where gathering or destroying objects throughout Nix can reward Epic Redfrost items granting equipment with an Item Level cap of 80 instead of 90. That is separate from the November drop-rate promise, but it illustrates why players are sensitive to reward reliability right now. When a system asks for repetition, even a narrow reward mismatch can make players question whether the game is respecting their time.

Hit Chance is being pulled out of Evasion’s shadow

The planned Throne and Liberty hit chance changes are aimed at a different pain point: PvP stat logic. MMOHuts reports that Hit Chance will be reworked so it has value beyond simply countering high-Evasion builds, with the first changes beginning with key weapon types and adding weapon-specific benefits for investing in the stat.

That is a meaningful design direction, though the exact strength of the change is still unannounced. The available source material does not include numerical values, affected weapon names, or a final patch date beyond the November window. MMOHuts notes that the studio says exact numbers and timing will be shared in future release notes, so any build planning before those notes should be treated as provisional.

The current problem, as described in the Resistance Report summary, is efficiency. If Hit Chance is valuable only when answering Evasion, then it becomes a reactive tax rather than an attractive build choice. In a weapon-pairing game, stats need to compete for identity. A stat that only says “do not miss the evasive player” can feel mandatory in some matchups and disappointing everywhere else. Weapon-specific benefits could give Hit Chance a positive role in rotations and pressure patterns, assuming the final values are strong enough to matter without forcing every PvP build into the same answer.

Dagger Evasion is being preserved, but easy synergy is under scrutiny

The Dagger changes sit beside the Hit Chance rework rather than apart from it. MMOHuts reports that Daggers will keep their Evasion identity, but some of the easier Evasion synergy when paired with other weapons is being toned down. More of that power is expected to move toward actively using Dagger mobility skills.

That is a careful distinction. The developers are not described as removing Dagger’s defensive personality. Instead, the reported goal is to make that defensive value depend more on active Dagger play. For players who enjoy Daggers as a high-mobility, slippery weapon, that could preserve the fantasy while reducing passive stat stacking that makes certain pairings too efficient.

The practical consequence depends entirely on implementation. If the November update meaningfully rewards well-timed mobility, Dagger players may still feel evasive when they are making decisions under pressure. If passive synergy is reduced without enough compensation in active tools, mixed-weapon builds that leaned on Dagger for survivability could feel abruptly exposed. Until the release notes define which synergies are changing and how mobility skills are being adjusted, the safest advice is to avoid expensive, one-way investment decisions built around today’s Evasion math.

Skill Core acquisition is getting both more drops and a safety valve

Skill Cores are the other major November progression target. MMOHuts reports that Skill Core drop rates are going up in Tumgir Hollow and Co-op Dungeons, and that a guaranteed crafting system for specific Skill Cores is also planned. The same report says each weapon will receive three new Skill Cores, giving players additional build options around existing skills.

This addresses two different frustrations at once. Higher drop rates help players who simply need more chances at the system through regular play. Guaranteed crafting matters for players chasing a particular build-defining Core, because random acquisition is most painful when the item you need is narrow and non-interchangeable. For a buildcraft-heavy RPG audience, that distinction is important. A random useful Core can be exciting early on, but a random pile of almost-right pieces becomes friction once a player has committed to a weapon pair and role.

The official September 4.12.0 patch notes also show that Skill Cores have been an active area of system growth. That update added 10 crafting recipes that use corresponding Enraged Skill Cores to create Ruthless Skill Core variants. The official support site’s recently resolved issues also lists multiple Skill Core-related fixes, including cases involving Greatsword, Crossbow, Prismatic Beam, and Wand interactions. Those fixes are not the November system changes, but they show the surrounding ecosystem is still being tightened. Adding three new Cores per weapon will increase build choice, while also increasing the burden on balance, tooltips, and reward targeting.

Colossus changes arrive sooner, while November carries the progression load

Not every announced adjustment is waiting for November. MMORPG.com reports that the Throne and Liberty team is responding to feedback on gear progression, combat stats, and the recently added Colossus encounter, with changes outlined for different windows. MMOHuts provides the clearest split: Colossus Vegamor event scheduling changes and Guild Battle adjustments are planned for “this month,” while gear drops, Hit Chance, and Skill Core updates are slated for November.

For Colossus Vegamor, Peace and Guild events will alternate between 7:00 PM and 10:00 PM local server time every other week, according to MMOHuts’ report. More weekend scheduling changes are also planned. Guild Battle stages 1 through 3 in Colossus content are set to be made easier later this month, with lower completion requirements so guilds can reach the final boss faster.

Those changes target access rather than long-term character power. A recurring MMO event can fail even with strong rewards if its schedule excludes too many players or if early-stage requirements cause guilds to stall before the centerpiece fight. By contrast, the November package is aimed at the daily and weekly progression fabric: whether max-level gear drops feel attainable, whether Skill Cores can be pursued with a plan, and whether PvP stat investment produces healthier combat choices.

How players should prepare before the November release notes

The confirmed window is useful, but the details are not complete enough for final build decisions. MMOHuts reports November for the gear, stat, and Skill Core updates, while noting that exact numbers and timing will come in future release notes. Players should treat the current information as a planning signal rather than a finished balance document.

If you are already at the maximum gear level, the reported Throne and Liberty farming changes are the clearest reason to watch the November patch notes closely. The developers have acknowledged that max-level gear drops became too scarce after a correction, so players who felt the post-correction farm flatten out are the direct audience for that change. If you are still climbing toward Item Level 90, September’s official 4.12.0 changes to growth rates and Inheritance costs may be more relevant to your immediate path.

For PvP players, the safest short-term move is patience. Hit Chance is slated to gain weapon-specific value, and Dagger Evasion synergy is being adjusted, but the absence of numbers makes it impossible to say which weapon pairs will rise or fall. For Skill Core hunters, November looks more actionable: higher drop rates in Tumgir Hollow and Co-op Dungeons, plus guaranteed crafting for specific Skill Cores, should make targeted build completion less dependent on luck if the system lands as described.

The larger story is that Amazon and NCSoft appear to be tuning three connected forms of friction at once: reward scarcity, stat efficiency, and build acquisition. Those are the systems that decide whether Throne and Liberty’s endgame feels like a set of meaningful routes or a set of chores. The November update will be judged less by the promise of improvement than by the final numbers, the crafting costs, and whether the new Skill Cores widen player choice without creating another dominant template.

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