
PLAY THE ANIMATION! Epic Seven!
Hello. GMTamarinnehere.
In this sweltering summer, what dessert comes to your mind first, Heirs?
Refreshing watermelon? Sweet ice cream? 🍉🍦
For me, GM Tamarinne, colorful parfaits are the first thing that comes to mind when I think of summer desserts~!
Eating sweet ice cream topped with plenty of fruits and cookies makes the heat feel like it's disappearing right away! 🍨✨
What toppings would you like to put on your parfait, Heirs?
Please let us know your own delicious parfait toppings in the comments according to the event participation form!
We will send "Leif x2" to all Heirs who participate~!
■ My Own Parfait Topping Pick! Event
[Event Schedule]
8/6 (Thu) ~ 8/12 (Wed) 23:59
[How to Participate in the Event]
- Leave a comment following the form below to complete your participation!
※ Form: Nickname/Server Name/Write your own parfait topping!
* If you use a different format or include special characters other than those listed in the form, you may be excluded from the event. Please make sure to leave a comment in the format above to ensure your participation is registered correctly!
[Event Participation Rewards]
- All participants: Leif 2
※ Rewards will be sent to your in-game mailbox on 8/14 (Fri) . (Storage period: 7 days)
[Please Note!]
- If you do not provide the correct nickname and server, you will be excluded from the event.
- Rewards will be sent based on the 'Nickname' you provided when participating in the event.
※ If you change your nickname, you may not receive the rewards properly.
- You can only receive the event reward once per account, and duplicate entries will be excluded from the reward list.
(You cannot participate in the same STOVE community event held in other language regions.)
- For more details, please check the [Event Policy].
Thank you.




+14 is white
At +15... it's golden... whether it's Legendary +10 or +15...
It's hard to tell unless you zoom in
Left: Legendary +10, Right: Legendary +15
I inquired and they replied that it was updated but the announcement was insufficient...



Check-in~!!!





First, the story goes like this.
Where anomalies and mutants appear Chernobyl Exclusion ZoneThe protagonist, who carefully observes while searching
Former stalkers or bandit members who have become zombies due to anomalies
*Stalker, Bandit: The two major factions clashing over Chernobyl in Stalzone.
Just kill them
Carefully observe your surroundings and farm useful items from boxes or corpses.
Then, the sky begins to twist due to the strange power of Chernobyl!
After many twists and turns, mission accomplished!
(As expected, the best way to end a mission is a helicopter escape)
Ugh, freeloaders.
The protagonist, who delivers the mission results to colleagues worried about him and looks forward to a reward vacation.
My precious!
??????????????????????????????????????
A scene I've seen somewhere before?
No way???
I'll curse you, suka.
The game begins.
An extraction MMO shooter that combines the world of the post-apocalyptic masterpiece 'S.T.A.L.K.E.R.' series with Minecraft's unique block graphics, known as 'Stalzone (STALZONE / Stalcraft-> old name. I think they changed it to avoid being mistaken for a Star-knockoff.)', is capturing the attention of FPS users with its unique, strange charm. The deadly survival mechanics and hardcore gameplay hidden behind the crude visuals offer a unique sense of immersion.
So, not Starzone, but Stalzone Let's start the review.
First, let's start by dying like a beginner.
■ The threat of 'The Zone', a land where the laws of physics have collapsed
The setting of Stalzone is 'The Zone', a dangerous area where the laws of physics collapsed and strange anomalies run rampant after the Chernobyl nuclear power plant accident. Players belong to factions such as 'Stalkers', explorers who gather for resources, or 'Bandits', outlaws, and engage in survival battles.
The in-game environment does not allow for even a moment of carelessness. Radioactive zones hidden in the bushes, invisible gravity anomalies,
and the constant attacks of bizarre mutants threaten the player.
■ The tension created by hardcore PvPvE and 'Lost Backpacks'
The core fun of Stalzone comes from the unpredictable PvPvE structure. In dangerous areas, battles occur frequently not only with AI enemies but also with players from other factions. Especially in PvE, the Bandits are not passive but extremely aggressive.
They set up fire zones and flank to surround you, so what if you camp?
The floor is cold.Suka!
When you die, your equipped main weapons and armor are kept, but the farming materials collected in that area are dropped on the field in the form of a 'Lost Backpack'. Raiders cannot open this backpack directly; a unique economic system operates where they can list it on the auction house or sell it to a fence NPC to sell it back to the original owner for a price.
Replaced with a shop screen because I couldn't kill anyone and only died.
Camping play targeting the path back to base and the psychological warfare between users trying to protect resources create extreme tension at every moment.
But! Nevertheless, poor this Stalzone is not just full of wolves targeting sheep.
There are also dogs that protect the sheep!
Lucky, a nameless good person, thank you so much.
■ Balance of convenience and growth: Integrated personal storage and barter system
A personal storage system is provided in major safe zones, including the initial base, 'Artiman Headquarters'. This storage, which can be used through the storage manager NPC or shelves at each base, is linked to global bases. Players can minimize resource loss due to death by storing barter materials and emergency supplies brought back from the field at the risk of their lives.
This safe-zone-centered routine forms a virtuous cycle leading to resource collection, base return, storage, and equipment crafting, presenting long-term growth goals.
Of course, there are times when you ruin everything by thinking, "I'll just farm a little more and then go."
Just like retail investors who go broke trying to sell stocks at a higher peak.
■ Clear likes and dislikes: Terrible repetitive farming and the limits of solo play
The downsides are also clear. The amount of materials required to craft high-tier equipment in the mid-to-late game is enormous, requiring a serious level of repetitive work (grinding).
Also, as you enter higher-level areas, users in parties (squads) tend to control farming areas. Because of this, the stress and entry barriers for solo players are quite high. Ping issues when connecting to overseas servers and some monetization (BM) elements are also considered disappointing.
And the worst downside. To add a part you must be careful about, Stalzone is an open world, but there are separate instances.
I
died here
??????????????????????????????????????????????????????????????????????
That's right, if you die in an instance, your remains don't stay, and all your items melt away. I don't know if it was intentional, but I almost quit the game here.
■ Overall Review
Stalzone is a masterpiece that precisely captures the dark and alluring atmosphere unique to the genre within crude block graphics. If you approach it lightly just by looking at the visuals, you might be frustrated by its bitter spiciness, but it provides irreplaceable enjoyment to users who enjoy precise gun mechanics and the hand-feel of hardcore extraction farming.
That's it for the review of Stalzone, a game I will continue to enjoy!
Finally, Stove is currently holding a launch commemorative event. If you click the photo below, it will link to the event page, so I highly recommend you get the benefits and enjoy it.
I'm off! Even though all my items are gone! Having overcome the reality check, I'll head back into Chernobyl!
This has been Kkemaseon! Thank you!

Yeah


Do you guys usually like games with a high degree of freedom?
I really like games that are incredibly playable and (as I feel) have a high degree of freedomso I enjoy them.
Games like Dark Souls where I have to break through various paths to experience the route I want to take,,
and games like Zelda where you explore are often intended to give the user more overall freedom in gameplay,right?
However, the game I'm reviewing today felt a bit different.
It felt more like a game where you follow a single plot enjoyably and meticulously than other games!!
<Loco Motive: The Royce Express Murder Thumbnail>
I bought Loco Motive: The Royce Express Murder to play a mystery game where you solve a murder case,
but rather than playing a game, it felt like watching a comedy mystery animation from start to finish, and it felt like the player's UX sense was tuned more to this.
It felt like the player's UX sense was tuned more to this.
<😶A murder has occurred, but the atmosphere is more cheerful than expected?😶>
The story begins on the luxury train 'Royce Express' in the 1930s.
Wealthy railway heiress Lady Unterwald gathers people on the train for an important announcement, but an unexpected murder case occurs, and
three people who seem completely unsuited for the case three people get involved.
They are Arthur, a fussy lawyer; Herman, a mystery novelist who accidentally became a detective; and Diana, who moves while hiding her identity..
<Spoiler Alert>
The player controls these three characters in turns, viewing the same event from different locations and perspectives.
'Murder on a luxury train', 'suspicious passengers', 'three people who must find the culprit'It has the familiar grammar of a mystery.
Doesn't it sound like a pretty classic locked-room murder mystery just from the setting?
But when you actually play it, the atmosphere is quite different.
The case is serious, but the people are strange, the conversations keep veering off in weird directions, and the characters show a lot of expressions and movements even in trivial actions.
So, from a certain point on, I think it's a game where you can be as curious about
the characters' lines as you are about finding the culprit!
This game is really talkative
(every single one of these diamonds is an interaction)
and so many things come back as dialogue,
if you talk to a person, there's dialogue, if you examine a strange object, they say something, and if you use a weird item, the character reacts!
(You can even interact with the trash can)
Plus, the characters' unique ways of speaking are strong in almost every conversation,
so it feels more like watching an animation than reading text.
(In fact, this game is also a work that received particularly good reviews for its dialogue, voice acting, and character animation.)
So I felt that the reason I clicked on objects in the game changed from
to solve puzzles
to 'What would they say if they saw this?'
little by little!
(I think you'll find that this combination and use of items is more about what the characters would think rather than how we would combine them in real life.)
And it is a UX-friendly game that is kind to the player.
You can easily identify interactive elements on the screen, the character's reaction itself can be a hint for the next action, and the controls and buttons used in the game are also very simple.
The controls and buttons used in the game are also very simple.
(Movement is done by moving left and right using A or D.)
If you get really stuck, you can even get hints by phone within the game.
It felt a bit like a developer's tip guide.
Of course, that doesn't mean every puzzle is perfectly intuitive.
Some puzzles have the unique logic of point-and-click games where you think, 'You use it like this?' (I actually felt it from the early tutorial.)
(If you combine them, do they get stronger..? Why?)
But these shortcomings don't feel overwhelmingly huge!
That's because I felt this game was 'like an animation'.
Unlike typical mystery games,
three characters move individually,
and events that happened in different places later connect into one,
and the space between them is filled with countless lines, expressions, gestures, and gags.
(This cutscene also moved in multiple frames to make one expression!)
(It's like an American animation)
So rather than feeling like I was creating the story,
it felt closer to walking through a very cheerful event that had already been created,
so this point-and-click logic didn't feel forced, but rather like finding the characters' tendencies.
<Then is it bad as a mystery game??>
The reason Loco Motive is fun is becauseit knows quite clearly what kind of mystery game it is.
The goal of this game seemed closer to putting the player on a train full of strange people, making them get involved in cases, and making them enjoy the conversations and situations that occur in the process, rather than making the player a master detective.
making them get involved in cases and making them enjoy the conversations and situations that occur in the process, rather than making the player a master detective.
So I think the intense sense of achievement when solving a difficult puzzle might be relatively weak.
Instead, the situation, dialogue, and characters followed each other quickly, so the story didn't feel boring even if the sense of achievement was weak.
<Target audience I want to recommend to>
1. People who like adventure games that follow characters and stories rather than being stuck on complex mysteries for hours,
2. People who like pixel art characters moving and reacting in detail, and people who enjoy reading the characters' banter one by one,
3. People looking for a game like a comedy mystery animation that you can play yourself.
Conversely, if the most important thing in a mystery game is
a strong sense of achievementthat 'I solved the case by combining clues myself without any help', please think carefully about the game!
<One-line summary>
It's a mystery game that sits you in the passenger seat until the case is over and keeps telling you fun stories rather than making you a master detective~
(Play this instead of anime)
What is the length of Kim Ddatsung's nose?
<3.9cm/5.0cm>
I really like American animation, so I played it enjoyably.
Thank you for reading~~



Hello STOVE members! This is Mojo Games.
With the 1.8.0 update, the new 'Hero-Trait' system has been added!
Choose traits for each hero and grow even further!
[1.8.0 Update]
-New System [Hero Traits]-
You can earn 1 trait point for every '1' Reputation Level, up to a maximum of 80 points.
Use the points you've earned to invest in your hero's trait build!
-Enemy HP and Attack Power increase by difficulty level.-
-Very Hard: Enemy Max HP +30%, Enemy Attack Power +5%
-Nightmare: Enemy Max HP +60%, Enemy Attack Power +10%
-Hell: Enemy Max HP +90%, Enemy Attack Power +15%
-Apocalypse: Enemy Max HP +125%, Enemy Attack Power +20%
-Apocalypse+: Enemy Max HP +150%, Enemy Attack Power +25%
-Ribo's [Hero Unique Effect] has been changed.-
Existing: Skill Haste +0.5% per level up
Changed: Skill Damage +0.5% per level up
-In the stage [Terrible Poison Cave], the poison puddle generation time is 10% faster.-
[Link]
https://store.onstove.com/games/103890


Upvoted










INFINITE CLASS MMORPG
尊贵的洛德,您好。
7月15日(星期三)LORDNINE更新笔记如下:
※ 本次更新内容须在Google Play商店(AOS)/ App Store(iOS)下载最新版本后,方可正常体验。
- AOS下载 [立即前往]
- IOS下载 [立即前往]
详细更新内容请查看以下项目。

[主要更新]
1. 新增内容
2. 活动
3. 新增商品说明
4. 错误修复
[新增内容]
■ 新增全新世界“赫蕾娜”
- 7月15日(星期三)更新后,服务器列表将显示“赫蕾娜”。
- 7月29日(星期三)19:00(UTC+8),全新世界“赫蕾娜”正式开放。
■ 第六轮服务器转移
- 开启可转移至其他服务器的第六轮服务器转移。
- 服务器转移活动仅限起源世界进行。
※ 起源世界:Horatio、Yvonne、Douglas、Santiago、Ricardo、Medea
- Sven世界不属于服务器转移对象。
1) 服务器转移时间
- 服务器转移时间:2026年7月15日(星期三)维护后~7月19日(星期日)22:59(UTC+8)
2) 服务器转移券
- 服务器转移券以阶段商品形式提供,首次购买消耗1,000,000金币。
→ 如需额外进行转移,第二次购买时消耗3,000钻石。
- 出售时间:2026年7月15日(星期三)维护后~7月19日(星期日)22:59(UTC+8)
- 限购次数:每服务器2次/武器精通55等级以上
- 有关服务器转移的详细内容,可通过预告及指南进行了解。[前往预告说明][前往指南]
※ 服务器转移前,请务必充分确认注意事项并谨慎操作。
3) 服务器转移注意事项说明
- 之前持有的服务器转移券无法在本次进行的全新服务器转移(第6季)中使用。
- 服务器转移前,请确认可转移/不可转移的数据。
- 服务器转移时,仅限相同活动,其活动进度将在转移后继续保留。
- 若在已使用昵称变更券的状态下进行服务器转移,转移后仍会保留可变更昵称的状态。
- 所有道具将以绑定状态进行服务器转移。
- 角色删除惩罚也会一并转移。
4) 服务器转移券制作配方结束及新增内容
- 第5季服务器转移券的常驻召唤券配方结束使用。
- 新增可消耗未使用的第6季服务器转移券进行兑换的制作配方。
※ 作为制作材料使用的服务器转移券将无法恢复。
制作 | 材料 |
11张常驻召唤券 | 1张第6季服务器转移券 |
■ 新增全新野外副本地图[隐藏的实验室]
- 新增全新野外副本[隐藏的实验室]。
※ 变更原秘密实验室传送石的部分位置及地点名称。
- 可通过使用[秘密实验室传送石]或在[秘密实验室]内前往全新野外副本[隐藏的实验室]。
■ 新增全新首领[卡玛莉雅]
- [隐藏的实验室]新增全新首领[卡玛莉雅]。
→ [卡玛莉雅]于每周星期四21:00(UTC+8)登场。
■ 新增2种全新道具
道具名 | 获取方式 | 用途 |
卡玛莉雅的心脏 | 隐藏的实验室首领“卡玛莉雅”掉落 | 特殊记录 |
卡玛莉雅的翅膀 | 隐藏的实验室首领“卡玛莉雅”掉落 | 特殊记录 |
- 交易所列表的道具分类中新增[卡玛莉雅的心脏]、[卡玛莉雅的翅膀]。
■ 新增全新道具记录
- 新增1种全新道具记录。
记录名称 | 记录道具 | 获得点数 |
卡玛莉雅的战利品 | 卡玛莉雅的心脏 | 1P |
卡玛莉雅的翅膀 |
- 特殊记录阶段最大值增加1。
特殊点数 | 获得能力值 |
71 | 对精英怪物伤害增加+0.5% |
■ 新增全新成就和称号
- 新增2种成就。
类别 | 成就名称 | 成就内容 | 奖励 |
首领 | 试炼的实验体 | 参与消灭卡玛莉雅1次(可重复) | 1个卡玛莉雅讨伐箱 |
10个冒险信物 | |||
250个誓约碎片 | |||
称号 | 试炼的实验体 | 用最后一击消灭卡玛莉雅1次 | 试炼的实验体称号兑换券 |
- 使用卡玛莉雅讨伐箱时,根据概率可获得其中1个物品。
内部物品 | 数量 |
华丽战利品 | 10~15个 |
时间的碎片 | 150~300个 |
狩猎油组合箱 | 10~19个 |
磨刀石组合箱 | 10~19个 |
熟练能力升级书箱 | 5~10个 |
核萌培养箱Ⅲ | 1个 |
饰品强化石箱 | 5~10个 |
纯粹的武器强化石 | 3~5个 |
纯粹的防具强化石 | 5~10个 |
生命之核 | 1个 |
- 新增1种称号。
称号 | 获得能力值 |
试炼的实验体 | 僵直命中 +12 |
[活动]
■ [起源世界]坐骑强化支援特别签到活动
- 可在[活动] - [活动信息]中查看。
- 活动时间:7月15日(星期三)更新后~8月4日(星期二)22:59(UTC+8)
※活动目标:起源世界[Horatio、Yvonne、Douglas、Santiago、Ricardo、Medea]
※ 本活动不在Sven世界进行。
天数 | 奖励名称 | 数量 |
1 | 生命之核 | 10 |
2 | 坐骑配件(稀有) | 8 |
3 | 强化的马甲 | 6 |
4 | 黑色奥勒 | 100 |
5 | 坐骑配件(稀有) | 8 |
6 | 生命之核 | 10 |
7 | 灿烂的生命之核 | 2 |
8 | 坐骑配件(稀有) | 8 |
9 | 强化的鞍座 | 6 |
10 | 时间的碎片 | 5,000 |
11 | 强化的马蹄铁 | 6 |
12 | 黑色奥勒 | 100 |
13 | 生命之核 | 10 |
14 | 灿烂的生命之核 | 4 |
■ [拓荒者世界]坐骑强化支援特别签到活动
- 可在[活动] - [活动信息]中查看。
- 活动时间:7月15日(星期三)更新后~8月4日(星期二)22:59(UTC+8)
※ 活动目标:Sven世界
天数 | 奖励名称 | 数量 |
1 | 生命之核 | 5 |
2 | 坐骑配件(稀有) | 2 |
3 | 强化的马甲 | 3 |
4 | 黑色奥勒 | 50 |
5 | 坐骑配件(稀有) | 2 |
6 | 生命之核 | 5 |
7 | 灿烂的生命之核 | 1 |
8 | 坐骑配件(稀有) | 2 |
9 | 强化的鞍座 | 3 |
10 | 金币 | 1,000,000 |
11 | 强化的马蹄铁 | 3 |
12 | 黑色奥勒 | 50 |
13 | 生命之核 | 5 |
14 | 强化碎片 | 5 |
■ [起源世界]卡蔓的坐骑强化任务活动
- 可在[活动] - [活动信息]中查看。
- 活动时间:7月15日(星期三)更新后~8月4日(星期二)22:59(UTC+8)
※ 活动目标:起源世界[Horatio、Yvonne、Douglas、Santiago、Ricardo、Medea]
※ 本活动不在Sven世界进行。
周数 | 任务名称 | 次数 | 道具名 | 数量 |
第1周 | 消耗金币 | 5,000,000 | 华丽的坐骑装备选择箱 | 1 |
鉴定道具 | 100 | 细胞培养箱 | 30 | |
公会捐献 | 20 | 核萌成长药水(中) | 20 | |
合成时装 | 15 | 生命之核 | 5 | |
合成神器 | 15 | 金币 | 1,000,000 | |
完成每日任务 | 70 | 坐骑配件(稀有) | 3 | |
第1周完成奖励 | 灿烂的生命之核 | 2 | ||
第2周 | 制作道具 | 50 | 金币 | 1,000,000 |
分解道具 | 50 | 高级艾尔塞拉食物箱 | 15 | |
消灭破坏者怪物 | 10 | 高涨的气息 | 20 | |
完成每日任务 | 70 | 凝缩的黑色奥勒 | 20 | |
获得高级时装 | 15 | 专家升级书 | 3 | |
获得高级神器 | 15 | 命运的时装召唤券11次 | 2 | |
第2周完成奖励 | 灿烂的生命之核 | 2 | ||
■ [拓荒者世界]卡蔓的坐骑强化任务活动
- 可在[活动] - [活动信息]中查看。
- 活动时间:7月15日(星期三)更新后~8月4日(星期二)22:59(UTC+8)
※ 活动目标:Sven世界
周数 | 任务名称 | 次数 | 道具名 | 数量 |
第1周 | 分解道具 | 25 | 华丽的坐骑装备选择箱 | 1 |
获得稀有道具 | 5 | 细胞培养箱 | 30 | |
培育核萌 | 10 | 核萌成长药水(中) | 20 | |
合成核萌 | 5 | 生命之核 | 3 | |
消灭怪物 | 20,000 | 金币 | 1,000,000 | |
完成每日任务 | 100 | 坐骑配件(稀有) | 3 | |
第1周完成奖励 | 灿烂的生命之核 | 1 | ||
■ 下架活动
- 蔚蓝海岸活动副本结束。
[新增商品说明]
■ 全新坐骑

- 商店内新增全新坐骑[预言神兽彼卡勒]。
- 时间:7月15日(星期三)更新后~另行通知为止
商品名 | 内部物品 | 限购次数 | 出售金额 |
预言神兽彼卡勒 | 200个钻石(付费) | 每服务器1次 | 10.99 USD |
1个彼卡勒鞍座(角色绑定) |
■ 全新时装召唤
- [沙漠的孤独者卡达尔]PICK UP召唤开启。
→ 时间:7月15日(星期三)更新后~7月29日(星期三)09:00(UTC+8)
商品名 | 内容 | 数量 | 钻石价格 |
沙漠的孤独者卡达尔 | [沙漠的孤独者卡达尔]时装召唤 | 1 | 300个钻石 |
[沙漠的孤独者卡达尔]时装召唤 | 11 | 3,000个钻石 |
■ 新增8种商品
- 商店内新增8种商品。
- 时间:7月15日(星期三)更新后~7月29日(星期三)09:00(UTC+8)
- 商品及内部物品将全部以角色绑定形式发放。
商品名 | 限购次数 | 内部物品 | 数量 | 价格 |
灿烂的时装助推礼包 | 10次 | 魔力的时装召唤券 | 1个 | 7.99 USD |
时装常驻召唤券 | 220个 | |||
光辉的时装助推礼包 | 10次 | 魔力的时装召唤券 | 1个 | 7.99 USD |
光辉的时装召唤券 | 75个 | |||
灿烂的神器助推礼包 | 10次 | 魔力的神器召唤券 | 1个 | 7.99 USD |
神器常驻召唤券 | 220个 | |||
光辉的神器助推礼包 | 10次 | 魔力的神器召唤券 | 1个 | 7.99 USD |
光辉的神器召唤券 | 75个 | |||
光辉的召唤全能礼包 | 5次 | 魔力的时装召唤券 | 2个 | 23.99 USD |
魔力的神器召唤券 | 1个 | |||
光辉的时装召唤券 | 120个 | |||
光辉的神器召唤券 | 120个 | |||
饰品强化支援礼包 | 3次 | 饰品强化石选择箱 | 1个 | 3.99 USD |
命运饰品重铸石 | 10个 | |||
破坏的饰品重铸石 | 10个 | |||
幸运的幸运抽奖礼包 | 5次 | 幸运抽奖券 | 11个 | 7.99 USD |
时间的碎片 | 10,000个 | |||
华丽战利品 | 50个 | |||
闪耀的升级书礼包 | 5次 | 专家升级书 | 20个 | 3.99 USD |
匠人升级书 | 2个 | |||
华丽战利品 | 40个 |
※ 光辉的时装/神器召唤券仅出现“高级~传说”品质的时装/神器道具。
※ 光辉的时装/神器召唤券中,高级以上品质的时装/神器出现概率高于常驻召唤券。
※ 详细概率信息可通过概率页面查看。
■ 5种全新进阶礼包
- 新增5种进阶礼包。
- 进阶商品需购买前一阶段商品后,才可购买下一阶段商品。
- 时间:7月15日(星期三)更新后~7月29日(星期三)09:00(UTC+8)
- 商品及内部物品将全部以角色绑定形式发放。
商品名 | 限购次数 | 内部物品 | 数量 | 价格 |
魔力的召唤进阶第1阶段 | 1次 | 光辉的时装召唤券 | 20 | 3.99 USD |
魔力的召唤进阶第2阶段 | 1次 | 魔力的时装召唤券 | 2 | 100金币 |
魔力的召唤进阶第3阶段 | 1次 | 光辉的神器召唤券 | 40 | 7.99 USD |
魔力的召唤进阶第4阶段 | 1次 | 魔力的神器召唤券 | 3 | 100金币 |
魔力的召唤进阶第5阶段 | 1次 | 魔力的时装召唤券 | 1 | 23.99 USD |
魔力的神器召唤券 | 1 | |||
光辉的时装召唤券 | 50 | |||
光辉的神器召唤券 | 50 | |||
紫水晶命运时装召唤券 | 1 | |||
紫水晶神器召唤券 | 1 |
※ 光辉的召唤券仅出现“高级~传说”品质的道具。
※ 光辉的召唤券中,高级以上品质的出现概率高于常驻召唤券。
※ 详细概率信息可通过概率页面查看。
■ 战斗通行证第21季
- 战斗通行证第21季开始出售。
→ 限购次数及金额:每服务器1次(1,500钻石)
→ 购买时间:7月15日(星期三)更新后~7月22日(星期三)09:00(UTC+8)
→ 奖励领取时间:购买后~7月29日(星期三)09:00(UTC+8)
商品名 | 阶段 | 道具名 | 数量 |
战斗通行证:第21季 | 第1阶段 | 时间的碎片 | 50,000 |
第2阶段 | 黑色奥勒 | 300 | |
第3阶段 | 神器确定召唤券 | 11 | |
第4阶段 | 堕落的防具强化石 | 4 | |
第5阶段 | 堕落的武器强化石 | 2 | |
第6阶段 | 时装确定召唤券 | 11 | |
第7阶段 | 强化碎片 | 30 | |
第8阶段 | 灿烂的生命之核 | 2 | |
第9阶段 | 神器确定召唤券 | 11 | |
第10阶段 | 华丽的坐骑装备选择箱 | 1 | |
第11阶段 | 匠人升级书 | 1 | |
第12阶段 | 时装确定召唤券 | 11 |
※ 战斗通行证商品以赛季制方式运营,赛季结束后重置。
※ 战斗通行证商品中除[时装确定召唤券(账号货币)]、[神器确定召唤券(账号货币)]外,其余奖励将以[角色绑定]道具提供。
※ 若奖励领取期间未领取道具,将无法获得该奖励,请务必及时领取。
※ 新增商品相关注意事项
- 公告中的商品及其内部物品,日后可能会以相同或相似的商品及内部物品形式重新出售。
- 商品出售时间可能会根据更新安排及服务情况进行调整,如有变动,将通过公告进行通知。
- 出售的商品在出售时间内只能按照规定次数进行购买。
■ 下架商品 - 召唤商店内[禽兽的手下戴恩]召唤结束。
→ 通过PICK UP召唤累计的召唤次数在该时装PICK UP召唤结束时一并重置。
- 商店内部分商品的出售时间结束。
→ 光辉的时装礼包(I&II)、光辉的神器召唤礼包(I&II)、闪耀的坐骑强化礼包、闪耀的升级书礼包
[错误修复]
- 修复了“童心引导者乔伊”的部分特效未激活的问题。

请尽情享受LORDNINE的精彩更新吧。
我们将不断努力,为大家带来更优质的内容和有趣的活动。
感谢您的支持。