Greetings, Saviors. Today we would like to introduce you to the changes in the rank advancement system that will be implemented in the game with the upcoming [Re:Build] update. But firstly we would like to share with the TOS community the reasons why such a drastic change is necessary for the game to be improved. The Limitations of the Current Rank System The strength of Tree of Savior as a game is the wide variety of classes available for players to pick and choose from with which they can explore and overcome the many challenges presented to them in the game. This was, and still is, the central philosophy behind our game design. For such a potential to be fully realized, we believe that all choices that our players make in building their characters should be significant. However, player choice in character development is rather limited under the current rank system. With the vertical rank structure of the current system, classes of the lower ranks fundamentally fall behind the higher rank classes in efficacy. The lower rank classes are chosen on the basis of the availability of a useful buff/debuff and the classes that do not have such desired buff/debuffs are often overlooked despite the wide array of different skills and features they offer the player. As a result only 23 builds, on the basis of player preference, have proven themselves to be 'valid' builds for the game. In general, these 'valid' builds mostly consist of classes from ranks 7~8 with some lower rank classes added for support of the main higher rank classes. In its current state, the versatile character build is no longer Tree of Savior's strength because the remaining builds apart from the aforementioned 23 builds become a ‘regretful’ decision that players want to revoke. [Rank Reset] was introduced as the means for the players to revoke such decisions in developing their characters but it only deepened the problem at hand and further cemented the more powerful builds in their current place. New Direction The restructuring of the rank system, at its core, aims to re-value all available classes equally and further develop their feature characteristics and personality. In order for this to happen, we will be restructuring the convoluted rank advancement system and removing manual stat point allocation that did little to affect the direction of character growth. Furthermore, class trees will be expanded and rearranged to reinforce the role and the purpose of every class available in the tree. Overall, the new job advancement system will be more intuitive and convenient in comparison and the underutilized lower rank classes will be repurposed through the 'horizontal' restructuring of the rank system to provide our players with more versatile means to enjoy the game. Along with the restructuring, current in-game features will be improved upon and new content and balance tweaks will be made to compliment the changes in rank advancement. The summary of the changes in the rank advancement system are as follows: 1. The current rank system will be replaced with a new job advancement system. - Players will be able to choose any of the classes available in a given tree on advancement. - Players will be able to use the in-game [Class Change] system to readily switch between classes. - Level cap for each class will be extended to 45 and a single character will be given a total 4 classes(1+3) to choose from and combine.(For example, 560 different combination of classes can be made in the Swordsman tree) 2. New class tree and new classes will be added and existing class trees will be partly rearranged. - Players will be provided with a [Class Tree Change] for a limited time to compensate for the expansion and the rearrangement of available class trees. 3. With the removal of ranks, the power difference between skills of different ranks will be minimized and all skills will be adjusted so that every class will be able to more faithfully play the roles that match their available skill-set. - Magic attacks will be changed so that it is possible to land a critical strike, be dodged and blocked. 4. Attribute system will be changed. - The learning cost will be drastically reduced for all attributes. - New feature will be added where players can extract attribute points from their characters. 5. Stat system will be changed. - Stat allocation will be automated and increase with each level to better reflect class characteristics. - Extra stat points obtained through quests or Goddess Statues will be available for the players to allocate freely. The [Re:Build] update is currently in the process of being tested internally with the goal of being released mid-November for kTOS. A more detailed introduction of the changes made will be released in the coming weeks through the official TOS Developer’s Blog posts. Thank you.
Greetings, Saviors! The October issue of The Popolion Post is out now! Click the link below or the one in our homepage to read all about the newest content and dev insight. This issue features: - Rank 10 Q&A: Behind the Scenes A look into the devs' ideas for the new Rank 10 content and their reactions to your feedback! - Dev Comments: Territory Wars The devs comment on your GTW feedback after the latest beta tests and give you peek into their future plans! - Super Preview: NPC Hairstyles Have a look at some NPC hairstyles that are already being developed based on your ideas! - Interview with Crevox TPP's exclusive interview with long-known TOS contributor Crevox from [NA] Klaipeda! - And much more! Click [HERE] to start reading!
Asiomage's Testing Grounds Quipmage had many secret testing grounds. Some were destroyed during the incident at Nicopolis while others located outside Nicopolis decayed away in ruins as hundreds of years passed. But there were rumors of the testing grounds that the Quipmage had a special testing grounds hidden deep within the forests. The Quipmage currently has no memory of this testing grounds and only the Asiomage, who shares the Quipmage's memories, had revisited the testing grounds when he had returned from the Other Dimension. The Asiomage, certain that the Quipmage is oblivious to its location, has taken the Testing Grounds as his headquarters where he is scheming to overthrow the Quipmage. The Birth of the Asiomage Asiomage is a being born out of the Quipmage's failed experiment when he tried to fuse a wild magical animal with a gentle animal in order to tame it. Asiomage is much akin to the Quipmage as the two were merged and separated during the Quipmage's experiment where the Asiomage was his test subject. The two of them had fought over the control of their one body while they were merged as one in the Other Dimension, but since their return, only the Asiomage has the memory of this struggle in the Other Dimension. Asiomage: An Introduction The Asiomage has more memories of when he used to be an Owl and because of this, he holds a grudge against the Quipmage who experimented on him. But, since he does not know how much about him the Quipmage remembers, the Asiomage is laying low in the depths of the forests scheming to either eradicate or absorb the Quipmage. The Asiomage is recognized as a threat to humanity as the Asiomage's hatred is not only aimed at the Quipmage alone but the whole human race. New Equipment Players will be able to obtain recipes for new Lv 380 gear by completing the Novaha Unique Raid. ※ The content above is subject to updates and modifications.
Magic Research Facility The Magic Research Facility was the research facility shared by the three of the most powerful mages in Nicopolis: The Pervading Queen, the Teal Specter and the Quipmage. But when a collaborative research between the three of them went off the rail, the aftermath of the failed experiment spread throughout the entire city of Nicopolis as the result. The city of Nicopolis had since been off limits because of the experiment's aftermath and it was only after Medzio Diena that people could once again set foot in the ruined city. The Premise The Pervaiding Queen's ulterior motive in the research was to declare Nicopolis as an independent state and perhaps take over the world by destroying the capital and the Royal Palace. If her experiment had succeeded, all living beings on the land would have been either destroyed or exiled to the Other Dimension. Simultaneously, the Teal Specter was looking for a way to nullify magic effects and because of this the aftermath of the Pervading Queen's experiment only spread as far as the borders of Nicopolis. The Quipmage was working to find a way to amplify the effects of magic and this caused the whole of Nicopolis to be affected by the aftermath of the Pervading Queen's failed experiment. By sheer luck, the aftermath of the failed experiment had not spread beyond Nicopolis and all living beings of the magic city have perished during this time, including the three powerful mages. The Birth of the Wastrel The Wastrel was born when the two experiments of opposite natures clashed in the aftermath of the failed experiment. Because of this, the Wastrel drained all mana in its path and even the three powerful mages could not take control of this creature. Because the Wastrel had the potential to drain the whole world of mana, the three mages sealed the area off from the rest of the world. To this day, the Wastrel still remains a threat and must be stopped at all costs. The Wastrel: An Introduction The Wastrel is a creature made up of condensed mana leaked from the failed experiment at Nicopolis. Although he has low intelligence and agility, his skin is tough and he is highly resilient by nature. One example of his resilience would be where he spits out the mana in his possession in the form of eggs and consumes the creatures that hatch out of the egg to regenerate his health. New Equipment Players will be able to obtain the recipes for new Lv 380 gear by completing the Magic Research Facility Unique Raid. ※ The content above is subject to updates and modifications.
Greetings, Saviors! We would like to introduce the two new Rank 10 unique raids that will be implemented soon. Magic Research Facility - This unique raid will take place in Nicopolis. - Magic Research Facility is an area in Nicopolis where magicians used to experiment with the arcane arts during the city's heyday. - All mana had been eradicated from the area because of a failed experiment and no one has since set foot in the facility for years. - The Magic Research Facility will challenge the player with one gimmick after another that must be overcome with wits and reflexes. - The final boss of the Magic Research Facility raid is the Wastrel. - The Wastrel is a creature born out of the condensed mana that was leaked during the failed experiment at Nicopolis. Novaha Unique Raid - This unique raid will take place in Novaha. - The area used to be the Quipmage's secret magic testing grounds, but it is now currently occupied by the Asiomage. - Since the Quipmage has no memory of the testing grounds, the Asiomage is now using the area to prepare for his confrontation with the Quipmage. - The player will have to fight off hordes of attacking monsters in the Novaha Unique Raid. - The final boss of the Novaha Unique Raid is the Asiomage. - The Asiomage and the Quipmage were two beings that had been merged and separated in the Other Dimension during the Quipmage's experiment. - While the Quipmage has no memory of this ever happening, the Asiomage remembers and has vowed to have his revenge on the Quipmage and all of mankind. We will go further into detail about the Magic Research Facility and Novaha Unique Raid in our following posts. See you again, Saviors! ※ The content above is subject to updates and modifications.
Greetings, Saviors! Tree of Savior is undergoing a massive update this month with the arrival of the long-awaited Rank 10. Read below for details on our brand new content! The 10th Revelation will be in your hands! Are you ready? RANK 10 UPDATES -New 390 level cap and rank expansion -New areas to explore and new quests to complete -New skills and attributes
Greetings, Saviors! Here's our official Rank 10 trailer! New skills revealed for sixteen classes! Please stay tuned for more news! "Savior, are you ready to seize the 10th Revelation? "
Greetings, Saviors! Today we're sharing the Rank 10 Preview Please stay tuned for more news! The 10th Revelation will be in your hands! Are you ready to face them?
Greetings, Saviors! In today’s post, we’re going to talk about a few changes to the golden stat plans we mentioned in a previous blog and introduce the new attributes we’re developing for dealer classes in Ranks 6 and 7, as well as a couple of additional balancing adjustments. Remember that the final version of the contents we discuss here can look different when the patch is finally applied to the game. With that in mind, let’s get started. ENCHANT STAT SYSTEM Enchant Jewels We’re introducing a new item called the Enchant Jewel. Enchant Jewels will drop at a low rate from gear items of Rare or higher grades when those items are dismantled. The Enchant Jewel produced will match the grade of the item it dropped from. This will apply to all level 75+ Rare, Unique and Legend equipment items. Note: Any eligible gear items you may have in your possession before the update will also have a chance of dropping Enchant Jewels when dismantled after this patch is applied. Applying Enchant Stats Enchant Jewels will be used to create new Enchant Stats for your equipment. On average, higher-grade Jewels (Legend > Unique > Rare) produce higher stat values. However, the only difference between each grade will be their chance of applying said values, which means it will be possible for Unique and Rare Jewels to generate maximum stat values as well. Stats added through these Enchant Jewels will not affect the item’s original stats, and will instead be applied independently. Enchant Jewels can be added to equipment of up to 10 levels above the level of the item from which they dropped. E.g.: When dismantled, a Lv 350 Masinios item will drop a Lv 360 Unique Enchant Jewel, which can then be added to any equipment of Lv 360 and below. Enchant Jewels can be added to any eligible piece of equipment but, as mentioned earlier, their stats will apply independently from the item’s other stats (random stats, fixed stats, etc.). On the other hand, extracting and adding Enchanted Jewels comes at no cost to your characters (no Silver or consumables required, no Potential loss, etc.). Other Features Any item can only have a maximum of one Enchant Stat applied to it at any time. This means that, if you use a second Enchant Jewel on the same item, the latter stat and values will override the ones applied by the first Jewel. Also, having multiple items with the same Enchant Stat will not stack the corresponding effects. Instead, only the stat with the highest value will apply. E.g.: If you have [Enchant Stat] Critical Rate +12% on your weapon and [Enchant Stat] Critical Rate +8% on your boots, the total Critical Rate bonus applied from both your Enchant Stats will be +12%. As Enchant Stats are completely independent from random stats, they are not affected when an item is re-identified. Enchant Stats will also not transfer onto Ichors when they are extracted. RANK 10 ATTRIBUTES Doppelsoeldner NEW! [C3 Attribute] Doppelsoeldner: Tough (Character Rank 10+) Reduces Stamina by 5, but increases the Minimum Critical Chance and AoE Attack Ratio of all Doppelsoeldner skills in proportion to attribute level. When using any Doppelsoeldner skill: Lv 1 Minimum Critical Chance +1%, AoE Attack Ratio +1 Lv 5 Minimum Critical Chance +5%, AoE Attack Ratio +5 Lv 10 (max.) Minimum Critical Chance +10%, AoE Attack Ratio +10 [C1 Attribute] Deeds of Valor Duration is fixed to 120 seconds regardless of skill level, and cooldown is slightly reduced. [C1 Attribute] Cyclone Cooldown is reduced from 45 to 30 seconds. NEW! [C3 Attribute] Cyclone: Ravage (Cyclone Lv 11+) Doubles the radius of Cyclone and extends its cooldown by 5 seconds. Fencer NEW! [C3 Attribute] Fencer: Offensive Rapide (Character Rank 10+) Removes your ability to block regardless of shield use, but applies all Fencer skills as two consecutive hits. When using any Fencer skill: Lv 1 Fencer skill damage 52% x 2 (104%) Lv 5 Fencer skill damage 60% x 2 (120%) Lv 10 (max.) Fencer skill damage 70% x 2 (140%) The consecutive hits do not apply as two different attacks. They apply as one attack that is displayed in-game as the total damage divided into two hits. Dragoon NEW! [C3 Attribute] Dragoon: Courage (Character Rank 10+) Increases the damage of all spear skills in proportion to attribute damage. Applies to all skills casted with a spear, regardless of class. When using any spear skill: Lv 1 Skill damage +1% Lv 5 Skill damage +5% Lv 10 (max.) Skill damage +10% This attribute applies to both one-handed and two-handed spear skills. Basically, any skill that can be performed by a Dragoon with a spear. Warlock NEW! [C3 Attribute] Warlock: Darkness (Character Rank 10+) When using Dark property skills, generates additional Dark property damage in a value equal to a percentage (proportional to attribute level) of the caster’s maximum magic attack. Applies to all Dark property skills, regardless of class. When using any Dark property skill: Lv 1 Added Dark damage equal to 2% of max. magic attack Lv 5 Added Dark damage equal to 10% of max. magic attack Lv 10 (max.) Added Dark damage equal to 20% of max. magic attack Magic attack weapons don’t normally have random damage deviations, but equipping Red Gems can increase their maximum attack. Featherfoot NEW! [C3 Attribute] Featherfoot: Witch Doctor (Character Rank 10+) Increases the damage of all Featherfoot skills on enemies affected by debuffs in proportion to attribute level. When using any Featherfoot skill against enemies with debuffs: Lv 1 Skill damage +1.5% Lv 5 Skill damage +7.5% Lv 10 (max.) Skill damage +15% This attribute applies to enemy debuffs under the same conditions as skills like Blood Bath, Blood Sucking or Kundela Slash. Schwarzer Reiter NEW! [C3 Attribute] Schwarzer Reiter: Markmanship (Character Rank 10+) Increases the damage of Schwarzer Reiter skills in proportion to attribute level. When using any Schwarzer Reiter skill: Lv 1 Skill damage +1% Lv 5 Skill damage +5% Lv 10 (max.) Skill damage +10% Applies to Concentrated Fire, Caracole, Retreat Shot, Wild Shot and Marching Fire with no additional requirements. Does not apply to basic attacks. Falconer NEW! [C3 Attribute] Falconer: Hawk Eye (Character Rank 10+) Increases the minimum critical chance of all Falconer skills in proportion to attribute level. When using any Falconer skill: Lv 1 Minimum critical chance +3% Lv 5 Minimum critical chance +15% Lv 10 (max.) Minimum critical chance +30% Minimum Critical Chance is a value that works to apply critical when an attack fails to be considered as such. Cannoneer NEW! [C3 Attribute] Cannoneer: Detonate (Character Rank 10+) Allows all Cannoneer skills to ignore part of the enemy’s defense in proportion to attribute level. Increases SP consumption. When using any Cannoneer skill: Lv 1 Ignores 2% Cloth/Leather armor, 4% Plate armor Lv 5 Ignores 10% Cloth/Leather armor, 20% Plate armor Lv 10 (max.) Ignores 20% Cloth/Leather armor, 40% Plate armor Minimum Critical Chance is a value that works to apply critical when an attack fails to be considered as such. Musketeer NEW! [C3 Attribute] Musketeer: Ready for Battle (Character Rank 10+) Reduces movement speed by 1, but increases the attack values of musket attacks in proportion to attribute level. When using any musket attack (skills, basic attacks): Lv 1 Attack +1%, movement speed -1 Lv 5 Attack +5%, movement speed -1 Lv 10 (max.) Attack +10%, movement speed -1 Unlike Damage increases, Attack increases work to reduce the effects of the target’s Defense (which is also different from ignoring Defense) in combat calculation formulas. Because of this, even at similar values, Attack increases are much more effective. Druid NEW! [C3 Attribute] Druid: Wolf Spirit (Character Rank 10+) Extends the duration of Lycanthropy (including Human Form) in proportion to attribute level. Increases SP consumption. When using Lycanthropy: Lv 1 Duration +3 seconds Lv 5 Duration +15 seconds Lv 10 (max.) Duration +30 seconds SUMMON CLASS CHANGES Summon Maximum HP We will be changing the maximum HP of some summons to reflect a proportion of the caster’s own maximum HP. The exact ratio varies from summon to summon, but this change applies to the following: Sorcerer - Bosses summoned by Summoning (Morph included) - Salamion Necromancer - Shoggoth - Skeleton Soldier - Skeleton Archer Bokor - Zombie Sorcerer [C1 Skill] Summon Familiar The effects of bats self-destructing will now count as summon attacks. The current skill factor is removed, and instead the bats gain an attack value which is proportional to the caster’s SPR stat, as what happens for other summons. The skill will summon a fixed number of 5 creatures. Skill cooldown is reduced in proportion to skill level, and Familiar duration is set to 1 minute. [C1 Attribute] Summon Servant: Quick Order Attribute effects change to casting all Servant buffs at once. NEW! [C3 Attribute] Summon Salamion: Heat The Salamion steadily restores the HP of itself and its owner’s other summons. The cycle accelerates in proportion to attribute level. [C3 Skill] Evocation The caster will be able to select a spot to attack, and damage will increase in proportion to SPR. [C3 Skill] Desmodus Targets hit by Desmodus become afflicted with the Blood Sucking debuff. Enemies with the debuff receive increased damage from the caster’s summons in proportion to skill level. In this update, the change to summon attack includes not only Familiar summons but Necromancer Skeletons and Corpse Tower as well. Necromancer NEW! [Debuff] Necromancer Bane Enemies hit by skills that attack using corpse parts become afflicted with the Necromancer Bane debuff, which stacks in different values according to the type of skill and resets its 15-second duration whenever a new stack is applied. Necromancer Bane increases the damage dealt by Skeleton Soldiers and Skeleton Archers in proportion to the number of stacks. It also slightly decreases movement speed regardless of the number of stacks. [C1 Skill] Flesh Cannon Enemies hit by this skill have a chance of becoming afflicted with the Necromancer Bane debuff. The number of stacks applied is fixed. [C1 Skill] Flesh Hoop Enemies hit by this skill become afflicted with the Necromancer Bane debuff. The number of stacks applied is proportional to skill level. [C3 Skill] Flesh Strike Casting time is changed from skill level x 1 seconds to 3 seconds, while cooldown is reduced from 54 to 30 seconds. Enemies hit by Flesh Strike become afflicted with the Necromancer Bane debuff. The number of stacks applied is proportional to skill level. Stay tuned for more news and updates on upcoming content!