After a long development period, Old Glast Heim Hard has finally arrived! This exciting new instance challenges even the most seasoned players with a brand new storyline, mechanics, monsters and items! On top of that, we have introduced a new !getdps command, our Monthly Updates and much more! Read on for more information~ Enjoy!
For a duration of one week, you can now purchase this [Visual] Sakura Petals Costume at the Talon Shop for 5000 Talon Cash and the [Visual] Teaparty Wonderland Costume for 5500 Talon Cash! They both go in your Garment slot.
Disclaimer: even though it’s sold for a limited time, it may or may not return in the future to cater towards players from different timezones. Additionally, keep in mind that these visual effects only show up when effects in-game are enabled.
The long awaited expansion for the Old Glast Heim Instance is finally here! There’s a lot to unpack with this update including but not limited to Temporal Boots (and its expansive enchanting system), a new difficulty beyond the existing instance, brand new items, and so much more exciting changes. So how about we start with the changes for the Old Glast Heim Instance before we move on to all the new stuff?
Before we continue, we would like to make a disclaimer regarding all the content you’re about to see:
The Dev Team reserves the right to change any of the the items, values, or mechanics listed below for any reason at a future date according to how the content develops and the community responds after this patch. Several of these additions and mechanics can be or are experimental. Your feedback is highly appreciated. Thank you!
Note: the new as well as updated items generally cannot be used in Vanilla PvP. Everything can still be used in Vanilla Instances and Events, but not in PvP, WoE in BG. The MVP Cards (which are available in the Talon Shop) cannot be used in any Vanilla environment whatsoever.
The main event! As you may have noticed in our Dev Notes, there will be a new NPC in glast_01 next to Hugin named Oscar. A young Vanir whom has the ability to open time gaps. The version of Old Glast Heim that he can open has a lot of differences compared to the one you’re used to from Hugin. Of course, we will be going into detail (without spoiling everything) what you can expect from Old Glast Heim Hard.
Card Name | Phantom of Himmelmez Card | Phantom of Amdarais Card | Root of Corruption Card |
Prefix/Suffix | of Fallen Angel | of Magnify | of Creep |
Placement | Shoes | Headgear | Garment |
Effect | – 25% more damage with [Grand Cross] – 25% more damage when using holy or shadow element magical damage – Increases damage taken from all elements by 25% | – HIT + 25 [+ Amdarais Card] – STR + 5 – HIT + 25 [PvM Only] – Increases physical and [Cart Termination] damage inflicted on Ghost Element monsters by 25%. – Increases physical and [Cart Termination] damage inflicted on Neutral Element monsters by 15%. | – MATK + 15 – Receive 10% less damage from Small, Medium and Large size monster. – Increases magical damage towards earth property monsters by 10%. [+ Corrupted Soul Card] – Increases magical damage towards earth property monsters by an additional 10%. |
Card Name | Mutating White Knight Card | Mutating Khalitzburg Card | Cursed Raydric Card |
Prefix/Suffix | Spellblade’s | Spellblade’s | Exorcist’s |
Placement | Weapon | Shield | Accessory |
Effect | – MATK + 10 – Increases magical damage inflicted on Medium and Large size monsters by 5%. [+ Mutating Khalitzburg Card] – Reduces physical and magical damage taken from medium and large size enemies by 10%. – For each refine level of your equipped weapon, add an additional 2% magical damage against Medium and Large Size monsters. | – Reduces damage taken from medium and large size enemies by 15%. [+ Mutating White Knight Card] – Reduces physical and magical damage taken from medium and large size enemies by 10%. – For each refine level of your equipped weapon, add an additional 2% magical damage against Medium and Large Size monsters. | – Increases physical and magical damage against undead race enemies by 10%. [+ Cursed Raydric Archer Card] – Increases physical and magical damage against undead race enemies by additional 10%. |
Card Name | Cursed Raydric Archer Card | Cursed Butler Card | |
Prefix/Suffix | Undead Slayer’s | Unholy Cross | |
Placement | Accessory | Headgear | |
Effect | – Increases physical and magical damage against demon race enemies by 10%. [+Cursed Raydric Card] – Increases physical and magical damage against demon race enemies by an additional 10%. | – [Holy Cross] and [Soul Strike] Element becomes Shadow. |
Item Name | Royal Syringe | Guardian Knight Battle Axe | Royal Magician Wand |
Description | A strange liquid located in Glast Heim’s medical office, the labeling reads: Adminstered to Augat Von Walter | A heavy 2-handed axe used by the Knights of Glast heim. It has been infulenced by a magicial aura | A magical wand used by the wizards of Glastheim. A mediocre cane with no special points, it was influenced by an aura of magical power |
Effect | – MATK + 10% [Every Refine Level] – Add a (2 * Refine Level)% chance to auto-cast [Fire Bolt], [Cold Bolt], [Lightning Bolt], or [Earth Spike] at a random level between 1 and 5. | – 50% more damage with Cart Revolution. – Disable Knockback effect of Cart Revolution. [Every Refine Level] – 2% less damage from all size monsters | – MATK + 15% – DEX + 2 [Every Refine Level] – ASPD + 2% |
Element | Neutral | Neutral | Neutral |
Weapon Level | 3 | 4 | 4 |
Level Requirement | 70 | 70 | 70 |
Atk | 70 | 300 | 70 |
Slot | 3 | 2 | 2 |
Weight | 150 | 250 | 80 |
Job | Alchemist | Blacksmith | Mage/Acolyte/Soul Linker |
Type | Mace | 2 handed Axe | 1 handed staff |
Item Name | Guardian Knight Spear | Temporal Spell | |
Description | A heavy two-handed spear wielded by the White Knights. It’s a mediocre weapon with no special points, but it’s influenced by an aura of magical power. | Magicial Aura obtained during your travels in time. It seems to be capable of aiding your strength. | |
Effect | – Ignore Demon Race DEF. [Every Refine Level] – MaxHP + 3% | Increase physical and magical damage by 10% against Old Glast Heim mobs. | |
Element | Neutral | Consumable | |
Weapon Level | 4 | ||
Level Requirement | 70 | ||
Atk | 205 | ||
Slot | 3 | ||
Weight | 250 | ||
Job | Crusader | ||
Type | 2 handed Spear |
The second (some may even say the true) main event! What are the Temporal Boots in Talon Tales? How will they impact the game progression? How will they co-exist with Sleipnir? That will all be explained!
Of course, it all starts with the Temporal Boots themselves! After clearing Old Glast Heim Normal at least once (account bound), you can speak to Hugin about crafting a pair of Temporal Boots. He can make you 6 different kinds, and they all require a set amount of materials. Later, you can approach Oscar about improving these Temporal Boots with enchantments. These are the specifics for the base Temporal Boots:
Gear Name | Temporal Boots (STR) | Temporal Boots (AGI) | Temporal Boots (VIT) |
Slots | 1 | 1 | 1 |
Description | These boots are obviously old but they show no signs of wear and tear. | These boots are obviously old but they show no signs of wear and tear. | These boots are obviously old but they show no signs of wear and tear. |
Effect | – MaxHP + 300 – MaxSP + 30 [Every Refine Level +4~10] – Short Range ATK + 1% [Base STR >= 95] – HIT + 10 | – MaxHP + 300 – MaxSP + 30 [Every Refine Level] – FLEE + 1 [Base AGI >= 95] – ASPD + 5% | – MaxHP + 500 – MaxSP + 30 – Natural HP Recovery + 10% [Every Refine Level] – MaxHP + 100 [Base VIT >= 95] – DEF + 3 – Natural HP Recovery + 20% |
Class | Shoes | Shoes | Shoes |
Defense | 2 | 2 | 2 |
Weight | 150 | 150 | 150 |
Required Level | 99 | 99 | 99 |
Job | Every Job | Every Job | Every Job |
Requirements | Requirements | Requirements | |
– Temporal Crystals x 25 | – Temporal Crystals x 25 | – Temporal Crystals x 25 | |
– Carnium x 50 | – Carnium x 50 | – Carnium x 50 | |
– Bradium x 25 | – Bradium x 25 | – Bradium x 25 | |
– Black Leather Boots [0] x 1 | – Black Leather Boots [0] x 1 | – Black Leather Boots [0] x 1 | |
– Coagulated Spell x 30 | – Coagulated Spell x 30 | – Coagulated Spell x 30 | |
– Chivalry Emblem x 20 | – Withered Flower x 50 | – Fluorescent Liquid x 50 | |
– Elder Branch x 20 | – Spirit of Decision x 30 | – Angel Magic Powder x 100 | |
Gear Name | Temporal Boots (INT) | Temporal Boots (DEX) | Temporal Boots (LUK) |
Slots | 1 | 1 | 1 |
Description | These boots are obviously old but they show no signs of wear and tear. | These boots are obviously old but they show no signs of wear and tear. | These boots are obviously old but they show no signs of wear and tear. |
Effect | – MaxHP + 300 – MaxSP + 50 – INT + 2 – Natural SP Recovery + 10% [Every Refine Level] – MaxSP + 10 [Base INT >= 95] – INT + 3 – Natural SP Recovery + 20% | – MaxHP + 300 – MaxSP + 30 – Long Range ATK + 2% [Every Refine Level] – HIT Rate + 2 [Base DEX >= 95] – 5% Less Aftercast Delay | – MaxHP + 300 – MaxSP + 30 [Every Refine Level +4~10] – CRIT + 1 [Every Refine Level +5~10] – Crafting/Brewing Rates + 0.5% [Every 19 Base LUK] – Critical ATK/Skills + 3% |
Class | Shoes | Shoes | Shoes |
Defense | 2 | 2 | 2 |
Weight | 150 | 150 | 150 |
Required Level | 99 | 99 | 99 |
Job | Every Job | Every Job | Every Job |
Requirements | Requirements | Requirements | |
– Temporal Crystals x 25 | – Temporal Crystals x 25 | – Temporal Crystals x 25 | |
– Carnium x 50 | – Carnium x 50 | – Carnium x 50 | |
– Bradium x 25 | – Bradium x 25 | – Bradium x 25 | |
– Black Leather Boots [0] x 1 | – Black Leather Boots [0] x 1 | – Black Leather Boots [0] x 1 | |
– Coagulated Spell x 30 | – Coagulated Spell x 30 | – Coagulated Spell x 30 | |
– Mystic Horn x 50 | – Crystal Spirit x 50 | – Piece of Darkness x 50 | |
– Eye Drops x 50 | – Light Granual x 100 | – Eye Ring [1] x 1 |
After getting the Temporal Boots you want to make them more powerful, right? Oscar will be able to help you with this! Once you complete Old Glast Heim Hard at least once (account bound), you can ask Oscar to enchant Temporal Boots for you. Temporal Boots can receive up to 2 enchantments. Of course, you will be able to reset these enchantments at any point if you desire by speaking to Oscar. Keep in mind that you can’t remove the 1st Enchantment unless the 2nd Enchantment is removed first (or simply isn’t there). Resetting Enchantments will also reward you back Coagulated Spells and/or Contaminated Magics for each over-refine the Temporal Boots have. For each overrefine of the Temporal Boots, you will be refunded back 10% of the material costs (60% by +10).
Temporal Enchant 1
The first enchantment is capable of leveling up 3 additional times after you pick the initial one. When this enchantment is fully leveled up (level 4), you will be allowed to add the 2nd enchantment. Regardless of the 1st enchantment you pick, it will require the following items which you also need for every level up after the initial pick:
The Enchantments you can pick are any of these 6:
Enchant Name | Fighting Spirit | Berserker | Arcane | Vigor | Mysticism | Speed |
Enchant 1 | (Lv. 1) ATK + 4, HIT + 2 | Auto Physical ATK + 2% | MATK + 1%, MATK + 4 | MaxHP + 2%, HP Rec. + 5% | MaxSP + 2%, SP Rec. + 5% | ASPD + 1%, FLEE + 2 |
Enchant 2 | (Lv. 2) ATK + 6, HIT + 3 | Auto Physical ATK + 4% | MATK + 2%, MATK + 6 | MaxHP + 3%, HP Rec. + 10% | MaxSP + 3%, SP Rec. + 10% | ASPD + 2%, FLEE + 3 |
Enchant 3 | (Lv. 3) ATK + 8, HIT + 4 | Auto Physical ATK + 6% | MATK + 2%, MATK + 8 | MaxHP + 4%, HP Rec. + 15% | MaxSP + 4%, SP Rec. + 15% | ASPD + 2%, FLEE + 4 |
Enchant 4 | (Lv. 4) ATK + 10, HIT + 5 | Auto Physical ATK + 8% | MATK + 3%, MATK + 10 | MaxHP + 5%, HP Rec. + 20% | MaxSP + 5%, SP Rec. + 20% | ASPD + 3%, FLEE + 5 |
Temporal Enchant 2
Once you reach the 4th level of the 1st Enchantment, you can then ask Oscar about adding the 2nd Temporal Enchantment. Unlike the first enchantment, you won’t be able to pick it, as it’s random. However, we added an exponential resource spending system to increase the odds of getting the one you desire (until it’s eventually guaranteed). For starters, you need the following materials at the absolute minimum to attempt one of the six 2nd Enchantments:
Once you obtain that minimum, you then get the option to spend higher amounts of these to increase the odds of getting the enchantment you want. Each time you spend a bit more, it becomes 20% more likely. Spending the most extra materials makes it guaranteed that you’ll get the one you want. These amounts are as follows:
After spending these materials, there’s a chance that you will get 1 of 6 2nd Temporal Enchants as follows:
Bear’s Power | Speed of Light | Muscle Fool | Runaway Magic | Hawkeye | Lucky Day |
When using physical attacks, has a 2% chance of adding STR + 10 for 10 seconds. | When attacked, has a 2% chance to proc FLEE + 50% for 10 seconds, but decreases Defense and MDEF by half. | When attacked, add a 2% chance to resist All Elements except Neutral by 30% of the difference of 100 and current element resistance values for 10 seconds. | When using magical or misc attacks, has a 2% chance of adding INT + 10 for 10 seconds. | When using long range physical attacks, has a 2% chance of increasing Long Range ATK by 5% for 10 seconds. | When using physical attacks, has a 2% chance of adding CRIT ATK + 15% for 10 seconds. |
* Procs during physical attacks (short or long range). | * Procs when recieving any kind of damage. | * Procs when recieving any kind of damage. | * Procs only during magic attacks or misc attacks. | * Procs only during ranged attacks. | * Procs during physical attacks (short or long range). |
The “Final” Enchantment
There is another! While the Temporal Boots are fully completed with both unique enchantments, you can take this even further beyond, if you can even believe that. As some may have recalled in our previous Dev Notes, we showed a menu with Oscar, where we deliberately hid what the final option is, it’s now time to explain what this does. By selecting the option “What can you do with these shoes?”, and after clearing Old Glast Heim Hard successfully at least once, AND having SQI Bonus access unlocked on your account, while wearing either Sleipnir [1] or Eversong Greaves [1], you will be able to inherit the power of your Temporal Boots directly into your Sleipnir or Eversong Greaves! Here is what you need to know:
In order to begin the process of upgrading your Sleipnir or Eversong Greaves, you must have the following materials AND have only the Temporal Boots you want to use for the upgrade in your inventory:
After doing this, your Sleipnir or Eversong Greaves will receive the exact 1st and 2nd enchantments your Temporal Boots had, congratulations! But there’s more! Depending on the refine level of your Temporal Boots upon upgrading, your Sleipnir/Eversong will receive a final 3rd enchantment! These enchantments are as follows:
Temporal STR | Temporal AGI | Temporal VIT | Temporal INT | Temporal DEX | Temporal LUK |
– Short Range ATK + 1~7% (depending on Temporal STR Refine Level Used) [Base STR >= 95] – HIT + 10 | – FLEE + 4~10 (depending on Temporal AGI Refine Level Used) [Base AGI >= 95] – ASPD + 5% | – MaxHP + 400~1,000 (depending on Temporal VIT Refine Level Used) – Natural HP Recovery + 10% [Base VIT >= 95] – Short Range Resistance + 3% – Natural HP Recovery + 20% | – MaxSP + 40~100 (depending on Temporal INT Refine Level Used) – INT + 2 – Natural SP Recovery + 10% [Base INT >= 95] – INT + 3 – Natural SP Recovery + 20% | – HIT Rate + 8~20 (depending on Temporal DEX Refine Level Used) – Long Range ATK + 2% [Base DEX >= 95] – 5% Less Aftercast Delay | – CRIT + 1~7 (depending on Temporal LUK Refine Level Used) – Crafting/Brewing Success + 0~3% (depending on Temporal LUK Refine Level Used) [Every 19 Base LUK] – Critical ATK/Skills + 3% |
And that about wraps up the essentials of this new update! We hope that you’re excited about the Old Glast Heim expansion as much as we are. Of course, we apologize for the delays that came along the way, but we hope that these reveals made the wait worthwhile. Happy gaming and happy grinding all!
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