What a year of Korean data says about your first 30 days
✍️ Alice・愛麗沙
⚠️ Every number in this article comes from the Korean (KR) or Taiwan (TW) server, labelled per claim. No global/Western release has been announced as far as this site tracks; if one arrives, expect the same systems, but treat every figure here as a preview until the live client confirms it.
The one mechanic that reorders everything else
Your class is your equipped weapon, not your character. Swap a greatsword for a staff and you are a mage; every class keeps its own level and EXP permanently, and switching is free. The first job change unlocks at character level 25 (TW/KR official, and the two official help texts match sentence for sentence).
This kills the biggest new-player anxiety on day one: you cannot pick “the wrong class” in any permanent sense. What you can misallocate is runes, gems and enhancement — those are per-line investments, and they are the real currency of your first month. So the honest version of “which class?” is “which line gets my resources for the next three months” — we wrote a whole decision guide for that one.
The daily skeleton (TW-official timings)
Taiwan’s game day resets at 06:00 Taipei time, weekly on Monday 06:00. The rhythm that a year of KR play settled on, confirmed against TW’s official guides:
| Cadence | Task | The detail that matters |
|---|---|---|
| Hourly | Summoning Wards | On the hour, ~10-minute window. Loot charges are weekly (reset Mon 06:00); TW never published the count — 7 is the KR community figure |
| Daily | Black Holes | 1 exploration count/day (expires next 06:00, official) + 7 weekly overflow counts |
| Daily | Tower of Spirits | 20 attempts, resets 06:00 (official) |
| Daily | Weekday dungeon | 1/day — Mon+Thu gold, Tue+Fri gems, Wed+Sat catalysts, Sun free pick. Requires the weekly part-time job |
| 12/18/20/22 | Field bosses | Enterable 10 min early, despawn 30 min after spawn (official). Weekly kill loot; repeat kills still pay basic tokens |
| Weekly | Abyss | Entry is unlimited; clear rewards 3×/week (TW official, verbatim) |
| Weekly | Raid | One clear reward per boss — and Entry/Hard share the counter: clearing Entry first burns that week’s Hard reward |
The pattern worth internalising: daily counters evaporate at 06:00; most weekly ones bank within their week. When time is short, spend it on the things that vanish. (Our tracker exists to make this a checklist instead of a memory exercise.)
The three quiet caps that cost KR players months
1. Silver coins stop regenerating at 100. They tick +1 every 30 minutes and are the entry currency for the dungeons that matter — and the regen simply halts while you hold 100+. Every hour parked at the cap is dungeon entries permanently lost, and the game never tells you. Same principle for Demonic Tribute (Lv55+): +1 per 12 h, stops at 10.
2. Enhancement +11 is a cliff. Stages +1 to +10 are near-100% success and cost next to nothing — push through them without thinking. At +11 the disclosed success rate drops to the 15% band and the pity points banked per failure halve (TW official disclosure, NEXON NOW, fetched 2026-08-17). Failure never destroys or downgrades gear, but this is where resource allocation starts. The TW free-to-play consensus line: weapon to +13, everything else +10.
3. Don’t promote gems early. The KR-tested rule: fill all 22 gem sockets at the crude tier before promoting any — promoting early is a net stat loss, not a shortcut.
What compounds: titles and off-class levels
Titles carry up to two effects, and the one people miss is the ownership effect: permanent the moment you earn the title, no equip slot needed, and shared by every character on the server. This is why the KR meta farms titles on alts, and why the single best free investment in the game is the cumulative-class-level chain — push your combined class levels to 675 and the “Versatile” title pays roughly ATK+275/DEF+275, permanently, for zero money. Off-class levelling feeds it: classes you never play still count. The full priority route is its own article.
What to do with money (including none)
- Free-to-play: your wall is accessory runes — elite-grade runes lack the “all skills +1” line, so check a class’s budget ladder before committing (Archer is the friendliest; Frost Mage is the most gated — KR consensus). Armor rune choices have survived KR’s patches far better than accessory ones: armor investment keeps its value longest.
- Light spender: TW’s official odds pages are unusually complete, and the pity systems arrived early on TW. Before buying anything, read the spending guide — every purchase there is ranked by the official probabilities, not vibes.
- Everyone: the daily free shop item and attendance check-in are real income. Claim them.
What we’d tell a day-one player in one paragraph
Pick a line by playstyle, not tier list. Clear the daily skeleton; never idle at the silver-coin cap. Push enhancement to the free +10s everywhere, weapon a little past. Fill gem sockets wide before deep. Start the cumulative class-level climb early, because it pays account-wide and costs nothing. And label every guide you read — including this one — with its server and date: KR and TW run different content eras, and half the bad advice in this game is a correct answer to the wrong server’s question.