Throne and Liberty January Update Breakdown: Tower of Greed, Artifact Stat Tuning, Housing Tools, and Key System Changes
Progression PvE Updates

Throne and Liberty January Update Breakdown: Tower of Greed, Artifact Stat Tuning, Housing Tools, and Key System Changes

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Throne and Liberty January Update Breakdown: Tower of Greed, Artifact Stat Tuning, Housing Tools, and Key System Changes

Learn how Tower of Greed works, what the Orb of Greed does, how artifact substats are changing, and which update features matter most for progression.

UpdatesPvEProgression
Throne and Liberty January Update Breakdown: Tower of Greed, Artifact Stat Tuning, Housing Tools, and Key System Changes - Adventurer raises the Orb of Greed to begin ascent
Adventurer raises the Orb of Greed to begin ascent

Overview

The latest January update for Throne and Liberty introduces a new seasonal PvE climb called Tower of Greed, plus long-requested artifact improvements, expanded Amatoi expedition options, and deeper housing customization. This guide breaks down how the tower’s floor progression and Orb systems work, what rewards to expect, and how to plan your weekly progression so the new artifact tuning materials actually translate into stronger builds.

What’s new in the January update (high-level overview)

  • Tower of Greed: A 50-floor, 1–6 player seasonal tower with floor-by-floor rewards and an Orb progression system.
  • Artifact upgrades: New ways to convert and grow rare artifact sub-stats (powered by new materials from the tower).
  • Amatoi expeditions: Increased simultaneous expeditions from 1 to 3, with a new fatigue/cooldown loop.
  • Housing: More control over walls/windows/doors and collaboration permissions for helpers.
  • System and UI: Combat analysis record saving, bank item merging, and clearer reward displays.
  • Cosmetics and styling: New outfit set(s), weapon skins, and extra appearance production options.

Tower of Greed: how entry, floors, and checkpoints work

Tower of Greed is designed as a structured progression activity: you climb through 50 floors split across five stages, with each stage averaging about 10 floors. The tower supports both solo players and groups, so it can function as a personal challenge mode or a compact party PvE loop.

Entry requirements and party options

  • Party size: 1 to 6 players (solo is allowed).
  • Matchmaking: Random party matchmaking is supported, including smaller group sizes.
  • Minimum combat power: 5,500 combat power is listed as the requirement.
  • Unlock condition: Completion of a related side story/adventure codex entry is required.

If you’re hovering near the combat power requirement, treat the tower like a mechanics check: consistent clears will matter more than bursty “one pull” damage. A stable setup (reliable sustain, defensive cooldowns, and clean target focus) tends to outperform risky glass-cannon approaches in climb-style content.

Stages, boundaries, and starting points

The tower includes boundaries that act like stage entry points. Instead of always starting at Floor 1, you can enter at the initial area of a stage boundary you’ve reached. This matters because it shapes how you plan daily attempts and how you use the Orb system described below.

Clearing a floor: the “greed requirement”

Each floor has a stated “greed requirement” you must handle before you can proceed. In practice, you should expect a floor objective that forces engagement (not just running past enemies). Think of it as a gate: complete the requirement, clear the floor, and then you’re eligible for rewards and Orb progression.

Rewards and progression: Breakthrough rewards vs Greed rewards

Tower of Greed uses two reward layers that feed into a new progression object: the Orb of Greed.

Breakthrough rewards (automatic)

When you successfully clear a floor, you receive breakthrough rewards automatically. These appear to include a mix of upgrade and progression materials such as:

  • Unlock/conversion-style stones (translation may vary)
  • Resonance fragments/stones
  • Other tower-linked currencies/materials

Even if you’re speed-clearing, these automatic rewards are the baseline value of each floor.

Throne and Liberty January Update Breakdown: Tower of Greed, Artifact Stat Tuning, Housing Tools, and Key System Changes - Party strikes a greed-wraith as the orb gathers fragments
Party strikes a greed-wraith as the orb gathers fragments

Greed rewards (optional, adds more to the Orb)

After clearing a floor, you can also obtain an optional Greed reward. Taking it increases the amount of “greed” that accumulates in your Orb of Greed. The key idea is simple: breakthrough rewards are guaranteed; Greed rewards are the extra layer that accelerates Orb growth.

If you’re optimizing efficiency, you’ll want to identify which floors or floor types are consistently safe for your build and prioritize claiming the optional reward there. Over time, the extra Orb accumulation is likely what separates “I cleared the tower” from “I cleared it and meaningfully improved artifacts.”

The Orb of Greed: engraving and purification explained

The Orb of Greed is the tower’s long-term progression hook. You’ll interact with it in two main ways: engraving (growth) and purification (resetting progress while preserving certain rewards).

Engraving: how Orb growth works

Engraving imprints the Orb, increasing its depth and “growing” it. Engraving consumes specific materials and goods, and there’s a maximum amount you can engrave.

  • Key material: Jar of Greed, obtained by clearing Tower of Greed floors.
  • Goal: Strengthen the Orb so your tower progression loop becomes more rewarding/meaningful over the season.

In practical terms, engraving is the system that turns repeated tower clears into a compounding advantage. If you’re the type of player who enjoys planned progression, it’s worth treating Jars of Greed like a priority currency and budgeting them rather than spending impulsively.

Purification: daily reset rules and what carries over

Purification removes accumulated greed from the Orb and resets your progress to a selected area, with that area restarting at its first floor.

  • Limit: Purification is only possible once per day.
  • Reset time: The count resets at 6:00 a.m. (server time as listed).
  • Important: Previously obtained breakthrough and Greed rewards are not reset by purification.

This is a classic “push vs reset” decision. If you hit a wall (punishing floor modifiers, bad matchup for your weapon setup, or group instability), purification can let you farm consistent floors for materials without losing what you already earned.

Seasonal rules: what resets at season end

Tower of Greed is seasonal content. At the end of a season, progress and tower state are reset, including:

  • Zones and floors reached
  • Engraved Orb progress
  • Rewards obtained within that season’s structure

Because of the seasonal reset, the best approach is to convert tower time into permanent account power as efficiently as possible—especially through artifact improvements that benefit your main weapon pairing.

Notable Tower of Greed rewards (and why they matter)

The reward list includes a broad set of upgrade items. The most important takeaway is that several rewards directly support the new artifact systems, which is likely the tower’s main long-term incentive.

  • Marind ores and polished crystals
  • Runes and chaos runes
  • Artifact chests and analysis materials
  • Advanced/“nebulous” style stones (translation may vary)
  • Weapon expert seals / mastery-linked items
  • Jar of Greed (Orb strengthening material)
  • Resonance stones/fragments
  • Relic/Artifact analysis crystal (new; used for artifact crafting)

If you’ve been stuck with “good artifact main stats but awkward sub-stats,” this update aims to give you a controlled path to tuning. It won’t remove RNG entirely, but it should reduce the number of dead-end artifacts you keep “just in case.”

Artifact updates: sub-stat conversion and sub-stat growth

The artifact changes are the most impactful progression layer in this update for many players because they address a common pain point: artifacts that are close to perfect but miss on one or two sub-stats.

Sub-stat conversion (rare artifacts)

You can convert the sub-stats of rare-grade artifacts into other stats of your choice. The exact value you roll after conversion is determined by probability, and the process consumes specific items plus Solant.

How to use this effectively:

  • Convert to fix build-defining gaps: prioritize sub-stats that unlock consistency (survivability thresholds, accuracy needs, or cooldown smoothness) over tiny damage gains.
  • Don’t chase perfection first: stabilize your artifact set to “good enough,” then revisit conversion once your tower materials are steady.
  • Budget your rolls: conversion systems can drain resources fast; set a cap per week.

This is also one of the few areas where having a little extra TL Lucent available for convenience purchases (or to smooth other progression bottlenecks) can indirectly help you stay on schedule—without changing the fact that the tower materials themselves come from playing.

Sub-stat growth (rare artifacts)

You can increase sub-stat values on rare artifacts. Growth is probability-based, but with an important safeguard: the resulting value is selected from numbers equal to or higher than your current stat. Stats marked with a star are already at maximum and can’t be increased further.

Practical tips for growth:

  • Grow “almost best” stats: if a sub-stat is already strong, growth has higher practical payoff.
  • Avoid wasting growth on capped lines: star-marked stats won’t move.
  • Plan around your content focus: PvE tower/dungeons usually reward consistent damage uptime and survivability; PvP may value different defensive lines.

Amatoi expeditions: 3 simultaneous runs and the new fatigue loop

Amatoi expeditions are expanding from one simultaneous expedition to three, with the rule that you can send one per region. This is a quality-of-life improvement for players who like passive progression and housing collection.

Fatigue/cooldown: what changes in practice

The update introduces a fatigue-style cooldown: after an Amatoi is sent to a region, it becomes less willing (or unable) to go right back to the same place immediately. The practical result is that you’ll rotate regions more often instead of repeating a single “best” route.

Boss appearance points

Expeditions also mention earning boss appearance points; once you have enough points, a boss can spawn tied to the expedition system. This suggests a new mini-loop: rotate expeditions, build points, trigger boss spawns, and collect rewards.

Reward focus

The listed rewards lean heavily toward housing-related items. If housing is part of your long-term goals, the expedition expansion is a quiet but meaningful win—especially since running three regions simultaneously should broaden your material variety.

Housing upgrades: deeper customization and collaboration permissions

Housing gets a major usability boost with improved wall and window editing. The key change is greater control over your home’s shape and structure, including door/window placement options.

Collaboration: letting others help without full access

You can add collaborators to help edit your house, but with restrictions (for example, they can’t use dyeing or warehouse functions). This is a smart middle ground for guildmates or friends who enjoy decorating without risking your storage security.

Costs and materials

Placing walls has a listed cost (10,000 Solant) plus required items. If you’re actively upgrading gear and artifacts, treat housing as a separate budget line so you don’t accidentally stall combat progression.

Throne and Liberty January Update Breakdown: Tower of Greed, Artifact Stat Tuning, Housing Tools, and Key System Changes - Engraver carves runes into the Orb of Greed
Engraver carves runes into the Orb of Greed

Weapon and skill notes: mostly tooltip clarity, plus a few fixes

Most weapon changes in these notes are described as tooltip updates and wording fixes—clarifying that certain effects apply as “weakening effects” (movement speed reduction, shield defense reduction, endurance reduction, and similar). Functionality is intended to stay the same, but clearer tooltips reduce misplays and build misunderstandings.

There are also a few functional fixes worth noting:

  • Shield behavior: a fix for cases where shields would enter standby incorrectly when the same shield effect was applied.
  • Staff: fixes for specific skill interactions (including cases where effects ignored weaken resistance).
  • Orb: basic attacks launched by a satellite effect will no longer be affected by additional damage and damage reduction modifiers.
  • Buff visibility: new buff icons for collision immunity and stun immunity from specific items.

If you’re testing damage changes after the patch, make sure you’re comparing like-for-like conditions. Some “my DPS dropped” reports after tooltip patches are actually caused by hidden interaction fixes (like the Orb satellite adjustment) rather than pure balance changes.

System and UI improvements that matter for optimization

Combat analysis saving (DPS records)

Combat analysis will save up to 20 records, with the option to delete records. This is a big deal for players who test rotations, compare weapon pairings, or evaluate artifact changes—especially now that artifact sub-stat conversion makes iterative testing more valuable.

Bank merging identical items

A new bank option to merge identical items helps reduce inventory friction, particularly when you’re stockpiling tower materials, crafting components, or housing items.

Reward display improvements

Improved display for guild rewards and materials makes it easier to track what you’re actually earning—useful for planning a weekly progression budget (including how much premium currency you keep on hand for cosmetics or convenience unlocks).

Cosmetics, styling items, and events

The update also introduces new styling categories such as teleportation animations, transformation animations, and footprints, alongside new outfits and weapon appearances. For players who like visual customization, this is where having Throne and Liberty Lucent available can matter—especially during limited-time rotations—though the core power gains in this patch still come from Tower of Greed and artifact tuning.

There’s also mention of a Lucky Mystic Portal-style event and new housing furniture additions, reinforcing that this patch mixes progression with lifestyle content.

Progression priorities: what to do first when the update lands

  • Unlock Tower of Greed: complete the required side story/adventure codex step so you can enter immediately.
  • Establish a consistent clear route: farm floors you can reliably clear and claim optional Greed rewards on.
  • Stockpile Jar of Greed: treat it as a priority material for Orb engraving.
  • Use artifact conversion sparingly: fix major stat problems first, then min-max later.
  • Leverage combat analysis saves: record before/after tests when you change artifacts.
  • Rotate Amatoi regions: plan around fatigue so you don’t waste expedition slots.

If your playtime is limited, the most efficient path is: tower floors for artifact materials, then targeted artifact tuning, then back to your main content loop (dungeons, guild activities, and events). That’s also the scenario where players sometimes look for where to buy Throne and Liberty Lucent for players with limited playtime—not to replace gameplay rewards, but to keep cosmetics and convenience spending from colliding with upgrade resources.

FAQ

Is Tower of Greed solo-friendly, or do you need a party?

It’s designed for 1–6 players, so solo is supported. A party can make clears more consistent, but solo players can progress if they meet the combat power requirement and play safely.

What’s the difference between breakthrough rewards and Greed rewards?

Breakthrough rewards are automatic for each cleared floor. Greed rewards are optional and add extra “greed” into the Orb of Greed, accelerating Orb-related progression.

Does purification delete the rewards I already earned?

No. Purification resets progress to the first floor of a selected area, but previously obtained breakthrough and Greed rewards are not reset.

What should I spend my artifact conversion attempts on first?

Start with rare artifacts that already have strong main stats but one weak sub-stat that hurts your build. Fixing a single “bad line” often improves performance more than chasing perfect rolls.

How does Lucent fit into this update without replacing progression?

The tower and artifact materials come from gameplay, but Lucent for cosmetics and convenience purchases can help you keep a clean progression budget—especially during new styling releases.

Alicia Mendez

About Alicia Mendez

A lifelong MMO player, Alicia writes about World of Warcraft, Final Fantasy XIV, Throne and Liberty, and New World from the perspective of someone who loves both the grind and the community. From endgame progression to casual exploration, she covers what keeps players invested in living online worlds.

View all posts by Alicia Mendez