Hello. We are "Tree of Savior" development team. Our interview is on Game Webzine Inven (www.inten.co.kr). Link : http://www.inven.co.kr/webzine/news/?news=109604 There is a saying that trends are keep revolving around and this does not only apply to the world of fashion. Due to improvement in technologies, gamers can see the graphics in real time which were only available in CG videos before. However, there are many people who miss the memories of 2D dot graphics in the past. It may be due to the quality of the games that they had enjoyed in the past or it could be due to the recollections that are still in their minds from the communities in those game. The one thing sure is that they are missing those memories. Back in April 30th, when the information about the newest title from Hak Kyu Kim's imcGAMES was released, lots of people have shown their interest in the game which may be due to the reasons that I stated above. Due to the improvement in the game engines, the games that are being released these days are becoming more and more real, but the decision made by imcGAMES was somewhat different. Back to the past, but not old fashioned, concentrating on the feelings of the classics were the main themes that imcGAMES have emphasized while developing the game. To get the latest information about 'Tree of Savior", which features retro concept, we had an interview with the development team at imcGAMES. Let's listen to what they tell us about the game. 5 months have passed after the first information about the game was released at G-Star, but it seems that the attentions on the game are getting bigger and bigger. A1) We can't deny that we feel pressure on those attentions, but they also give us strength to work on. We are trying our best to release the game as soon as possible. Q2) I know that you had FGT for the first time back in February. What kind of feedback did you receive from the people who had participated FGT? A2) We received lots of feedback and advises on the matters such as balances between the classes, quest flows, difficulty level, controllability of a few classes, interfaces, and etc. Most of them told us that the game is very fun and they enjoyed a lot. They also told us that they will play the game again once the game starts it's service. However, since we had only invited a small number of users to our studio, most of the feedback that we received were concentrated on the first impression of the game and the contents in the game. Therefore, we haven't tested and verified the game's feasibility on the environment where lots of users are connected at the same time. We plan to test this when we launch our CBT which is scheduled within this year's summer. Q3) Are there any changes in the game after FGT? A3) We have identified that the current control system, which may confuse some people who play the game for the first time, may need some adjustments. Also we are adjusting difficulty level of the monsters and modifying some of the items in the game based on the feedback that we had received from FGT. Q4) After seeing the graphics of 'Tree of Savior', lots of gamers are remembering Ragnarok or Arcturus. A4) Our focus was to make the game which can give classical feelings, but not old fashioned, along with expressing the latest trends. As a result, we relied on as many hand drawings as possible instead of using the technology from the graphics engine and we emphasized shapes on designs to have fairy tale impression in the game. We are preparing to explain to all the fans about graphics concept soon at "Tree of Savior" Developers' blog so please wait for our explanation. Ragnarok and Arcturus are not our games. Therefore, those games do not have any relationships with our game. The art director for "Tree of Savior" is Anh Jung Won who has been with us for "Granado Espada" for a long time. [▲Graphics of Tree of Savior] Q5) Did you develop your own engine? A5) We are using the internally developed engine which has been in use and updated since the start of "Granado Espada". This engine was customized to meet the needs to express the impressions of 2D characters, hand drawn art and etc. Except for the graphics side of the engine, we are using the same engine which is being used to develop "Wolfknights", the other game that we are currently developing. Q6) After watching the video which was released at G-Star last year, we thought the sounds in the game are very impressive. We think that the sounds fit the game really well. Who made the sounds for the game? A6) Mr. Dong Il Kwak who was working in SoundTeMP team joined S.F.A team to participate "Granado Espada". And he is now in charge of sound directing for "Tree of Savior". Besides Mr. Kwak, many other artists including SoundTeMP team, Esti, Questrosound, Mr. Joon Sung Kim and the other artists are participating for this game. Among them, there are also some artists from the other countries and the new artists as well. As for "Granado Espada", sound concept was euro-trance genre and classics, and the predecessor's theme was electronic-pop genre. However, this time we are focusing on classical crossover. Please find more about it when we launch the game. Mr. Kwak's interview can be found on the following link. http://www.inven.co.kr/webzine/news/?news=49060 Q7) So you told me that you are planning 1st CBT this summer. How far has the development completed in terms of percentage for CBT version of the game? A7) We think that we are already ready to initiate CBT when we look at the sheer volume of contents inside the game, but we think there needs to be some adjustments on interfaces, game system, skills on each class and some other features in the game. I think we are about 70% complete for CBT. Q8) How diversely can a character move in the game? I know that there will be 8 directions and jump, but is it also possible to dash and run? A8) When we had our prototype version, it was possible to run by pressing the cursor keys fast enough, but after some tests, we had concluded that it's aching to press the cursor keys repeatedly so we changed that the basic movement will be running (instead of walking), but when stamina gets fully depleted, character will start to walk. Dash feature which enables players to avoid attacks instantaneously will be available on certain classes. Q9) I saw a fireplace in a game screenshot. What is it for? A9) We have some features including "Rest Mode" in the game in order to prepare for what players can do while they are not engaged in battles. The details of these features will be updated in the future. Q10) How does character customization work? A10) Since there are some limits on the characters' style, it is hard to freely customize the characters. You can choose class, gender and hair style. We are thinking about changing eye colors of the characters possible. Q11) I saw crafting system in the game from the video. How does crafting work? A11) All classes will be able to craft some items in the game. However, in order to craft an item, you have to first acquire a manual to craft a particular item. A manual will be automatically recorded on Adventure Journal once the manual gets used and after that the item can be crafted any time. Certain manuals can be taught to the others. When you collect all the ingredient items that are specified in a manual, you can craft the item. Crafting is only possible during Rest Mode, and it could take a few seconds, a few minutes, and more than 10 minutes depending on what kind of items you are crafting. Q12) How big is the world in "Tree of Savior"? A12) Our plan is to have more than 200 territories in the game when we launch OBT. It will include 3 major cities. Q13) I know that there are hair/head accessories. How many kinds of accessories do we have in the game? A13) At the moment, we have about 50 costumes that are not relevant to characters' stats. We will have more before we launch the game. [▲Crowns, hair bands, rabbit ears and etc are already present in the game.] Q14) When we look at the classes, there are clear distinctions between tanker, healer and dealer. When players form parties, are these roles clearly specified within each party? Or even if we don't care about the combinations of the classes, is it possible to clear dungeons in the game? A14) We are keep adjusting and modifying in terms of battle system. We will tell you more about it after our CBT. Q15) It was unique to see the texts that are being typed by the spectators during a tournament match are shown on the screen. What was your purpose on showing those texts? A15) Players who are waiting for the next matches, or the players who just want to watch the matches are all gathered around in the spectators' seats. They can watch those matches from the point of view of the players who are actually engaged in the matches. The texts that are being typed by the people who are gathered around will be shown anonymously on the screen and we think it will be more enjoyable to watch those matches when there are diverse comments coming from many people. A few people who are reading this may have already noticed. We got an inspiration from the one of Japan's famous video sites. Q16) When I look at Adventure Journal, there is something called Adventure Achievements. What is the purpose and when we complete high level Achievements, what kind of benefits can we receive? A16) There are some players who are mainly focused on leveling up their characters and complete only those quests that are mandatory and there are other players who want to enjoy all the hidden contents in the game. Adventure Achievements are for the latter players, but the Achievements in the game can not be achieved simply by killing lots of monsters. There are many Achievements such as collecting all the different kinds of items, searching and navigating all the maps, clearing all the quests including the hidden quests and many more. Your Achievements will be compared to the other players' Achievements and we will show which players have achieved higher points by ranking those players. Certain quests and certain upper level classes are only possible to do and aquire when your accumulated Achievement points are higher than certain level. [▲The latest build screenshot which was first revealed from Inven ②] Q17) We think community features and real life features (such as marriage, having a house and etc) would fit the game well. A17) It is hard to predict how the community in the game will turn out in the future. After collecting feedback from the testers from CBT and the tests after that, we will decide which system to add in the game. Q18) You have recently opened Developers' Blog for "Tree of Savior" and shared with us some information. When can we get the new information? A18) We will collect all the questions from the Facebook and the Blog and answer them from time to time. We will also update our development process. However, our updates will be non-periodic for a while. Q19) So finally, CBT which is scheduled within this summer, How much can we expect in the game in terms of the number of contents? A19) The main purpose of CBT is to test the game when a large number of people connect at the same time. Therefore, we will limit the number of contents that will be released at the CBT version of the game. Still, we will have enough contents so that the testers can play the game for full two weeks. We are collecting the questions that you have given us so far via Facebook and Developers' blog and we will soon answer your questions on Questions and Answers about TOS #2. Thanks.
1. When are we getting news about other Rank 8 classes? We expect to update the Dev Blog with a preview of Rank 8 Swordsman classes today. The remaining Rank 8 classes will also be gradually introduced through the Dev Blog, so stay tuned. 2. Do you have an exact date planned for the kTOS patch? We’ve been receiving many questions from players about when the kTOS patch will finally be applied to iTOS. We’re happy to announce that the kTOS patch is coming to Steam on our next scheduled maintenance, which is taking place on July 26th, 2016. 3. I’m wondering if you’re working to fix the weapon swap FPS drop issues. We’re currently working on the problem of FPS decreases with weapon swap; it’s an issue we’re testing internally. We expect our frame improvements to produce positive results concerning this issue, and we will apply them as soon as the testing process is finished. 4. Can you tell us about the reasoning behind allowing non-swordsman classes to wear plate armor? - There has been a lot of feedback from users saying that the swordsman class feels underpowered as tanking type characters. We are planning on bringing armor sets that will be unique to the swordsman class to iTOS as soon as we can. 5. Can we expect to see 1280*720 Screen Mode resolutions? - We have receive quite a bit of user feedback about having difficulty playing on certain devices or 720p resolution recordings as Tree of Savior did not support 1280*720 resolution. You will soon be able to play on that resolution as we will be able to support 1280*720 resolution soon.
Q1. The statement on trade restriction that we can retrieve our silver in 48 hours from the market. Will you consider making more comfortable for us? In-game market is inevitably tied to malicious criminal acts such as RMT because it is the main distribution channels in the in-game items and currencies. We are continuously monitoring the transactions of major RMT-items on the market and requires a period of delay to detect illicit activities and prevent such actions from significantly affecting iTOS. We sincerely apologize for the inconvenience you have experienced with the 48 hours restriction. It is difficult to remove 48 hours restriction, We are examining all the options for reducing the current waiting time more in the future patch. Q2. There is no function and system to change our companion even we typed wrongly. Is there any plan to allow us to change companion's name? We've usually received suggestion about changing companion's name. So we did make a plan to allow our players to change your precious companions. We firmly promise that it will be applied in a future patch. Q3. When can we meet any of new Gestures and Emoticons to express our characters as eating popcorn and etc ? We are planning to develop new Gestures and Emoticons for our players as possible as we can. However, we firmly focus on fixing bugs as the top priority.
Q1. It is very difficult to tell elite monsters from regular monsters. Do you have any plans to distinguish them with a certain clear indicative effect? We are currently in the process of making a method to highlight elite monsters. We understand that, at the moment, players may have trouble instantly recognizing elite monsters which might hinder intuitive gameplay. This may also reduce the fun factor of finding and defeating these relatively rarer monsters. What we are planning to do is indicate them visually on screen and also their names will reflect their elite status to add a sense of drama as well. Such features are on their way. Q2. The monsters run away so fast that it somewhat hinder the gameplay. Is the current speed of monster retreat intentional? Additionally, would there be other gameplay elements regarding the monster fleeing AI such as a monster running away to call for a backup? We also see that the monster fleeing AI can be improved in a variety of ways to improve gameplay. We have come up with some ideas and are now in the final testing and execution stage. Certain changes will be implemented to make the monster behave more organically, less intrusively and allow players to experience the thrill of the hunt. Q3. There is no clear indication of critical evasion and other chances through the character statistics. Are there any plans to make them more intuitive? The chance calculation of critical evasion and alike is based on not just the character’s statistics but also that of the target. Therefore, it is very difficult to have a fixed number representing such chances. However, that is not to say the status quo will remain completely the same. We are internally discussing and experimenting with some ideas to make the gameplay more informative such as displaying target monster’s critical evasion chances on the monster info UI.
- Part. 1: Arts System (Link) - Part 2: Guild Housing and Legend-grade Equipment - Part 3: Hunting Grounds & Field Boss (Link) Guild Housing 1. Introduction Guild Housing is a new casual content planned to be added in Tree of Savior where players can decorate their Guild Hangout using various knick-knacks. It also provides different methods by which players can develop their Guild for more Guild-oriented activities within the game. 2. Contents Players can now customize their Guild Hangout with decorations and add research facilities to earn extra in-game benefits through the Guild. Decorations - Guilds that have expanded their Hangout over Lv. 2 can purchase Housing decorations and related facilities through the Hangout Manager NPC. - Purchased goods can be placed in the Guild Hangout as decoration. <Purchasing of Decorations> There are 4 different Guild Housing Points available that you can use various decorations and facilities that can be installed in the Guild Hangout. Housing Points displayed in the [Hangout UI] Housing items can be purchased from the Hangout Manager NPC and they will be provided to the players as items placed in their character’s inventory. Various housing items available at the Guild Housing Shop A Guild Housing Item <Edit Mode> When your Guild Hangout is at Lv. 2 and above, you will be able to access the Edit Mode where you can place various housing decorations and facilities by clicking on the house-shaped icon to the bottom-left corner of the minimap. Edit Mode icon available in the Guild Hangout With Edit Mode activated, you will be able to install, move and remove various housing objects and facilities. A player installing a bench Guild Laboratory With the Guild Hangout Level at 3 or above, you will be able to install laboratories to conduct in the various fields of research that grant benefits to your Guild members. <Weapon Laboratory> Purchasing and installing a Weapon Laboratory can provide the following benefits. Research Effect Special Weaponry - Plant Increases damage against Plant-type enemies Special Weaponry - Insect Increases damage against Insect-type enemies Special Weaponry - Beast Increases damage against Beast-type enemies Special Weaponry - Mutant Increases damage against Mutant-type enemies Special Weaponry - Devil Increases damage against Devil-type enemies <Armor Laboratory> Purchasing and installing an Armor Laboratory can provide the following benefits. Research Effect Cloth Armor - Material Reduces damage from monsters in proportion to number of equipped cloth armor Leather Armor - Material Reduces damage from monsters in proportion to number of equipped leather armor Plate Armor - Material Reduces damage from monsters in proportion to number of equipped plate armor Cloth Armor - Function - Increases SP recovery in proportion to the number of equipped cloth armor - Grants chance for additional SP recovery in proportion to the number of equipped cloth armor every 20 sec Leather Armor - Function - Increases the maximum STA in proportion to the number of equipped leather armor - Reduces the cost of STA while dashing in proportion to the number of equipped leather armor Plate Armor - Function - Increases HP recovery in proportion to the number of equipped plate armor - Grants the chance for additional HP recovery in proportion to the number of equipped plate armor every 20 sec <Property Laboratory> Purchasing and installing a Property Laboratory can provide the following benefits. Research Effect Theory - Fire Increases the effect of additional Fire-property damage Theory - Ice Increases the effect of additional Ice-property damage Theory - Lightning Increases the effect of additional Lightning-property damage Theory - Poison Increases the effect of additional Poison-property damage Theory - Dark Increases the effect of additional Dark-property damage Theory - Holy Increases the effect of additional Holy-property damage Theory - Earth Increases the effect of additional Earth-property damage Theory - Psychokinesis Increases the effect of additional Psychokinesis-property damage Guild Laboratories can be expanded by using Guild Funds and Guild Mileage. The levels of laboratories can be increased through this process and the efficacy of the research results also increase with level. Laboratory Expansion UI Research levels can be increased through the Laboratory UI by investing Guild Funds. Laboratory UI The effects of research can be activated either for an individual member through the use of Guild Contribution points or for the whole Guild by spending Guild Funds. Effects activated for individual players only apply 50% of the effects. * Effects earned through Research is not applied in PvP environments. Individual and Group activation buttons Others <Crafting Workshop> Crafting Workshops can be added started from Guild Hangout Lv. 2 by using Guild Funds and Guild Mileage. Building a Crafting Workshop will also raise the maximum Housing Points that can be accumulated. We will also be adding items exclusive to the Crafting Workshop and more will be revealed with future updates. <Guild Farm> Players will also be able to grow crops in the Guild Hangout after reaching Hangout Lv. 2. * A single plot of farmland will be provided to the Guild inventory once the Guild Hangout level reaches 2. Additional farm plots can be purchased through the Hangout Manager and using the farm plot item will let you place the plot in any possible location of the Guild Hangout. * A maximum of 2 farm plots can be placed. Farming changes in the following ways when Guild Hangout Lv. 2 is reached. Guild Hangout Level Farming Method Lv. 1 Use seeds on pre-existing farm plots within the Hangout. Lv. 2 - Install farm plot items in desired locations - Use seed items on installed farm-plots Players will be able to purchase the Farm Manager NPC Contract from the Housing Shop. Having the Farm Manager NPC will give the Guild various bonuses in farming. We are planning to develop and introduce new farming related contents and systems in the future that we will reveal to you with future dev blog posts. <Guild Shop> A Guild Shop will be added and players will be able to purchase various items through the Hangout Manager NPC. Items can be purchased using Contribution Points at the Guild Shop Legend-grade Equipment In our earlier dev post, we have mentioned that we will increase the means for which our players will be able to obtain end-game equipment. We wanted to make Legend-grade equipment available to farm from each of the game’s different content in order to increase the ways in which the different types of players can enjoy the game. However, we have also come to acknowledge the fact that the current equipment upgrade system in Tree of Savior is plagued with a more fundamental problem where the myriad customization options available make the farming process overly fatiguing and hinders player enjoyment. So we have decided to head towards a different direction than previously announced. A flowchart of the current equipment system in Tree of Savior In the game’s current state, the addition of new gear causes more worry than intrigue for players. To alleviate the issue to a certain extent, we have decided not to add any more new “prefixed” gear during the current Episode other than the already existing Savinose Legva and Skiaclipse Varna gear. All rewards obtainable from the upcoming content additions will be either ingredient for equipment set stats, Unique-grade equipment or other core rewards such as talt, silver, shards, etc. New set stats that can be added using these ingredients will be applicable to both Savinose Legva and Skiaclipse Varna equipment. With the aforementioned changes, we hope to increase the accessibility for our Legend-grade equipment and also relieve the players from the stress that comes with upgrading their equipment. The ingredients obtained from Field Bosses and Solo Raids can be used to apply set stats on both Savinose and Skiaclipse Varna equipment. However, the set stats unique to each type of Legend-grade gear will not applicable to the other. Equipment Savinose Legva Skiaclipse Varna Basic Set Stats Rykuma Smugi Corup Goduma Bendrinti Gymas Apsauga Field Boss Set Stats Applicable for both equipment Solo Raid Set Stats Applicable for both equipment Equipment Customization Remnants of Bernice Remnants of Bernice dungeon currently provides players with Enchant Jewels as a reward but the amount of time and effort required to obtain one through the content far surpasses the item’s current market value due to the randomness of monster placement and other problems. We have decided to implement two major changes to Remnants of Bernice in order to resolve this issue which are: - To fix the monster-type of boss monsters that appear - To increase the weekly rewards obtainable through the content Golden Socket Golden Sockets are items that let players add a socket to their equipment regardless of the item’s remaining potential. Adding sockets to one-handed weapons are relatively cheap while adding a fourth or fifth socket to a two-handed weapon can cost players up to 20,000,000 silver. To combat this, we will be drastically reducing the cost of adding sockets through the use of Golden Sockets. Content Changes Increased Rewards Remnants of Bernice Enchant Jewel cost reduced (Unit: Remnants of Bernice Coins) Rare: 90 -> 40 Unique: 200 -> 150 Legend: 4500 -> 1200 Cost Reduction Golden Sockets Socket addition fee reduced 300% -> 100% * All features showcased above are works in progress and are subject to change with future developments.
Greetings, Saviors. This is Tree of Savior Developer Team. We would like to introduce the upcoming new World Map! The major changes in the world map are introduced in the video, and more features will be introduced below! World Map Guide after the Renewal 1. Bookmark Register the area of choice in the Bookmark and look them up easily from the Category. You can register up to 5 maps in the Bookmark. Include your most-visited maps in the Bookmark. Bookmark can be used by searching in the category of the World Map as well as in the warp map. If token benefits are applied, you can easily move around the areas you wish by connecting your free warp with the bookmarks. 2. Changes in Functions Connected to the World Map The World Maps (Shortcut: N) and the functions connected to the World Map before will be changed. The functions are as follows and the renewed world map is available when used. 3. Check Guild Territory Information You can check the guild territory areas, occupying guild, and the tax rate of the area set by the occupying guild from the world map. Prepare for battle and collect information before the Guild Territory War. The location of the guild tower of your guild can be checked from the category as well. 4. Check Spawn Location of Field Boss When Field Boss spawns, prepare for battle by checking the location and the name of the field boss from the World Map. The information of the Field Boss appears 10 minutes before the spawn of the monster and disappears along with the corresponding field boss. 5. Token Travel You can move to any location you wish at once if you have the token effect applied. When you move by using Token Travel, you will automatically move to the starting location of the area without any cost. (※ Starting location is equal to the location moved when using ‘Warpstone’) By using Token Travel, you can also move to an un-encountered location which makes it possible to move to the destination with speed when proceeding quests or contents. Use the Token Travel from the minimap in the world map. 6. Changes in Cost of Warping from Goddess Statue Travel costs of Goddess Statue set in proportion to the existing distance will be changed to (map level x 10 silver). Areas with low level will be available at low cost regardless of the distance. Silver is not consumed when moving to cities, and if token benefits are in effect, the cost of traveling by the Statue of Goddess will be exempted. As the World Map is reorganized, an additional section about what the World Map consists of and how to use them will be added in the Help. This can be found from the [Help] in the System Menu and [Help] on the top of the World Map after the World Map reorganization update.
Hello, this is the Tree of Saviors developer team. In this post, we will be introducing the adjustment on Archer class and a new class due to be updated in the future. Buff Independent Adjustment and Overall Class Balance Adjustment In order to ease the issue that only a few fixed builds of classes are used due to the buffs that require a certain weapon or property, factors will be adjusted and buffs will now become independent. Buff Independent Adjustment Buff skills used for battle can be sorted into 3 types; 1. Buffs that only apply to the casting class, 2. Buffs that only apply to the casting character, and 3. Buffs that apply to the party members as well. The condition of buffs applied to the caster will be changed to be applied when ‘attacking with skills of that class’, and value will be adjusted. The buff that lasts for 30 minutes will become passive skills to be applied constantly without having to use it every single time if it is learned. Not all buffs applied to the caster will be limited to class skills. Some buffs that define the character or that require precise control and decision strategically will be changed to apply on all targets. In this case, it will be free of all requirements after the update even if it was required to use a certain weapon or property in the past. However, because it will now be applied to all attack skills, it will have lower performance compared to the class-limited buffs. For example, Highlander’s Cross Guard is a skill that receives benefits for slash attacks for a moment after succeeding Block. This type of skill will now receive benefits in all types of attacks. However, the performance of the skill will also be adjusted. The chance of firing Arbalester’s Homing Arrow will also apply on all attacks but its frequency will be lowered. Dragoon’s Dragonoid will also be applied to all attacks since it is a skill that can make an interesting outcome that way, having short duration compared to the cooldown and a high returning benefit. The performance of the buff will of course become lower than the current value. Mechanism of skills that work as the party buff by buffing or debuffing the party will be maintained. The limits related to certain types of weapon or property will be excluded as much as possible. However, the damage dealt by the class with the party buff will be adjusted low or the performance of the party buff will be the lowest of all buffs due to two reasons. 1. The party buff applies on all attacks and 2. it is also applied to other party members. Some skills or attributes can be deleted during the process of reorganizing the buffs. Attack Property x Defense Property Adjustment Eased Even when we remove the weapon/property limits of the buff, using the same property is still favorable while "Increase in Final Damage according to Attack and Defense Offensive property" takes a big part. Therefore an update reducing the Offensive property damage will also carry out at the same time. Before After Property Cloth Leather Plate Property Cloth Leather Plate Slash Bow/Crossbow Fire Psychokinesis Dark +25% Slash Bow/Crossbow Fire Psychokinesis Dark +5% Pierce Pistol Ice Non Poison +25% Pierce Pistol Ice Non Poison +5% Strike Cannon Lightning Earth Holy +25% Strike Cannon Lightning Earth Holy +5% Total Skill Factor Adjusted The Skill Factor of every other skill will be readjusted according to the buff of the reorganized class. When higher the buff performance of the class is, lower the factor or number of skill will be. In addition, when setting the DPS of the attack skill, the reference values such as range, number of targets, additional effects, and duration are changed. Some skills or attack functions can be excluded during the skill adjustment as well. Stats and requirements of Vaivora Vision and Goddess’/Demon God’s Armor, which has a great impact on the skill factor, will be changed along with the skill factor adjustments. Equipment change and reset event The following reset/support event will be held with the update, due to the situation that requires a total rebuild of the existing classes. ▶ [Storage] Vaivora Vision Extract Voucher / Unlimited within the period ▶ [Storage] Goddess’/Demon God’s Armor Extract Voucher / Unlimited within the period ▶ Obtain Equipment Type Change Tome/ Unlimited within the period ▶ Obtain Skill, Attribute, Arts Reset Voucher& Class Change Voucher / 5 times per character - Selected Class Skill Reset Potion x 4 - Selected Class Attribute Reset Potion x 4 - Arts Reset Potion Selection Box x 4 - Class Change Voucher Lv 4 x 1 Vaivora and Goddess’/Demon God’s Armor registered in the Equipment Storage can be extracted to a Register Voucher of the same level. Lv 3 Vaivora Register Voucher will be given when unequipping Lv.3 Vaivora Vision - Fire Bolt and Lv 4 Vaivora Register Voucher will be given when unequipping Lv.4 Vaivora Vision - Outrage. Because this Register Voucher can level up a Vaivora to the level you wish even when you don’t actually have that Vaivora in possession, it will only be provided as a temporary item. The same steps can be taken for the Goddess’/Demon God’s Armor. The reset support items above will be automatically deleted at the end of the event. (Vaivora & Goddess’/Demon God’s Armor Extract Voucher will be deleted but unused Vaivora Register Voucher made by extracting will remain) Master’s Request - New Class [Hwarang] A new class “Hwarang” will be added. New Master's Request will also be added and Achievement Title and Common Costume can be received as a reward. Hwarang uses a two-handed bow and maximizes its ability when fighting with allies. Hwarang values camaraderie and collusion among its members and spends enough time cultivating their beauty. This culture of cooperation and self-management largely influenced the Hwarang’s tactics. A group composed of or led by a Hwarang is usually the first person to announce the victory on the battlefield. Hwarang is a two-handed bow class that can both attack and support the party. Skills can be used in a wider range in a party than when you are alone. They can also launch an additional attack on their own or give a beneficial buff to their allies after hitting an enemy with skill. Hwarang Hwarang is an archer class that can attack enemies from a distance and also support the party at the same time. All Hwarang’s skills can only be used with a two-handed bow. Hwarang uses the class-only buff [Unbending Spirit], and deals additional attacks or gives beneficial buff to party members by consuming [Unbending Spirit]. The key attack skill [Pyeonjeon] fires an unguided projectile with a long range after casting. [Unbending Spirit] can be obtained only by accurately hitting the Pyeonjeon skill, so hitting Pyeonjeon in the right place at the right time is the key to operating the Hwarang class. The [Dancing Arrow] is a skill that makes up for Pyeonjeon’s difficulty. It can be used without consuming [Unbending Spirit], and is designed as a skill that allows you to easily acquire the [Unbending Spirit] buff with a channeling AoE attack. Descriptions of Enhance and Enhanced Upgrade arts will not be mentioned in this post and the contents applied to the actual game may differ from the following. Hwarang: Prostration Increases Accuracy by 4% per attribute level (Maximum Level 5) Pyeonjeon Maximum Casting Time: 2 seconds Fires a long-range Pyeonjeon after loading it. It can be fired after 0.7 seconds of casting time, and the fired Pyeonjeon penetrates through the enemy according to the AoE attack ratio and gives damage. When Pyeonjeon is accurately hit, it leaves the [Vestige] debuff on the enemy for 6 seconds and 2 [Unbending Spirit] stacks on the caster (Maximum 2 stacks) The damage and range of Pyeonjeon increases in proportion to the casting time. If Pyeonjeon is not fired for 5 seconds after casting, casting is stopped and a half of the cooldown is applied. 2 seconds cooldown is applied when canceling the casting before 0.7 seconds. ※ The presence or absence of a specific buff will be displayed at the bottom of the character after the update Pyeonjeon: Moving Aim * After 0.7 seconds of casting Pyeonjeon, you can move while facing the front with a fixed movement speed of 20. * Increases SP consumption by 20% Pyeonjeon: Majority Specialized * Increases Cooldown by 5 seconds * Knockdown target when inflicting accurate hit after casting for 2 seconds * Removes 2 removable buffs on the target * Damage dealt by Pyeonjeon ignores enemy’s Evasion * Black and White Horn Bows that are cast within 3 seconds after hitting Pyeonjeon ignores the enemy’s Evasion Black Horn Bow Consumes 1 [Unbending Spirit] buff Targets with [Vestige] debuff applied by yourself receive instant damage the moment skill is cast. Cooldown of Dancing Arrow decreases by 2 seconds when it is cast within 2 seconds after White Horn Bow is cast. White Horn Bow Consumes 1 [Unbending Spirit] buff Targets with [Vestige] debuff applied by yourself receive instant damage the moment skill is cast. Cooldown of Dancing Arrow decreases by 2 seconds when it is cast within 2 seconds after Black Horn Bow is cast. [Arts] Sky Striking Grenade * Final Damage of Black, White Horn Bow -75% * When casting Black, White Horn Bow, unguided projectiles are fired at the target location, and deals AoE damage at 40 range around the target * AoE Attack Ratio of Black, White Horn Bow changed to 5 * Flight speed of Black and White Bow projectiles decreases Outbrave Consumes 1 [Unbending Spirit] buff Plant an Outbrave flag in front of you. The installed flag points to the direction the character was looking at when casting the skill. Critical damage increases when party members, including yourself, attacks in the direction of the flag inside the range of the flag. This is not applied to Magic Circle and Continual AoE skills. [Arts] Outbrave: Fight to Death * Existing functions are replaced with the effects below * When party members, including yourself, cast an attack skill in the direction the flag is pointing inside the flag’s range, fire supporting arrows forward. * Supporting Arrow Skill Factor n% (n% of Pyeonjeon skill factor) * Supporting Arrow Cooldown 5 seconds (Applied per character) Brotherhood Consumes 1 [Unbending Spirit] buff Gives buffs to party members nearby for the duration. Damage dealt increases according to the number of party members receiving the buff. When a party member moves out of the buff range, the buff is removed from that character. Dancing Arrow Channeling time: 2 seconds Scatters arrow on the ground and shows Dancing Arrows. Fires an arrow to the front for 3 times and damages the enemy in range. The 3rd arrow has a higher skill factor. When the Dancing Arrow begins, you obtain 2 stacks of [ Unbending Spirit] buff for 6 seconds and the enemy hit by the 3rd arrow receives [Vestige] debuff. Dancing Arrow: Leap * Increases SP consumption by 50% * Casts Leap in current level after channeling for 2 seconds. Vaivora Vision - Jusalnegi Lv1 Effect - Changes the Unbending Spirit buff to max. 4 stacks - Fires 2 consecutive times when casting Pyeonjeon Lv4 Effect - White Horn Bow Final Damage +50% - Black Horn Bow Final Damage ※ Item Stat will be announced later Archer Class Balance Adjustment With the addition of Hwarang and the independence of the buffs, some classes in the Archer will have skill reorganization. Targets are classes that use Two-handed Bow, Musket, and Cannon. Archer To give a temporary advantage when dealing with enemies with high Evasion stats, new attribute will be added to the [Concentration] skill. This will clear the whole Archer class concept and we expect Archer class can do their own role in PVP. Concentration: Hawkeye * Removes the [Concentration]’s effect that increases Critical Rate * Duration will be changed to 5 seconds * Unable to evade the enemy during the buff duration Ranger As buff independence improvement work that most of the buffs possessed by each class function only in the skill of that class progresses, the Ranger class, which has only relied on the powerful buff performance of [Critical Shot] and [Steady Aim], will be completely redesigned. Ranger have skill composition that is effective to increase the distance with the enemy, and will be reworked to a single-target damage dealer class that can be compatible with Two-handed bow and crossbow. Ranger: Swift Runner * Increases Stamina by 20 * Recovers Stamina by 5% when casting [Strafe] Barrage Maximum Lv: 15 Overheat: 3 times Cooldown: 15 seconds Place 3 arrows at once and fire at one enemy. Barrage: Knockback * When the third overheat is accurate, knocks back the target * Only applied to the medium target * Increases the range of Knockback according to the Attribute level * Increases SP consumption by 20% [Arts] Barrage: Wild Throw * Decreases Cooldown by 5 seconds * Decreases caster’s Accuracy stat by 70% when calculating the Barrage skill damage. Scan Maximum Lv: 15 Cooldown: 60 seconds Apply [Scan] debuff that can be removed to the target. When you damage the enemy under [Scan] with Ranger skill, the Critical Rate Stat will be additionally calculated. The Cooldown decreases when the character is dashing. Full Throttle Maximum Lv: 5 Applies at all times when learned Final damage increases when the Ranger attack skill is critical. Applied skill: - Barrage - Double Take - Strafe - Blazing Arrow Double Take Maximum Lv: 10 Cooldown: 15 seconds Can be used after learning the skill When the Ranger attack skill is accurate, fires the arrow to the target when it’s not during the Cooldown and applies Cooldown. Decreases Cooldown by 5 seconds when the Ranger’s attack skill is critical. Ranger attack skill: - Barrage - Strafe - Blazing Arrow Strafe Maximum Lv: 10 Cooldown: 0 seconds Can be used once for 3 seconds after [Barrage] and [Blazing Arrow] is accurate. Fires an arrow to the target and moves fastly to the right side. You can choose the direction with an arrow key. Temporarily increases the Evasion stat when the attack is accurate. [Arts] Strafe: Scud * Doubles total skill factor * Temporarily removes the effect that increases Evasion after use * Can be charged up to 3 times Blazing Arrow Maximum Lv: 5 Cooldown: 30 seconds Fires a slow speed arrow to damage the target. Character pushes back when firing. When the hit target is under [Scan] debuff you’ve applied, removes the [Scan] debuff and halves the Cooldown of this skill. [Arts] Blazing Arrow: Frozen Arrow * Changes [Fire] property to [Ice] property * Applies [Frozen] to the target for 3 seconds * Decreases total skill factor by 30% Vaivora Vision - Tempest Lv1 Effect - Decreases Cooldown of Double Take by 5 seconds - When Double Take is cast, a tornado is created around the target and damages within 70 range. - Knocks non-boss monsters into the air for 1 second (Skill factor is equal to current level of Double Take) - Targets: 10 Lv4 Effect - Blazing Arrow Final Damage +100% ※ Item Stat will be anounced later. <Using Ranger skill after fixing the target> Fletcher Fletcher consists of active attack skills which are not only inconvenient to use, but the attack skills had a dry concept with no features. Thus, the Fletcher class will be completely redesigned to simplify the control and give its own features. Adjusted Fletcher can use all 4 arrow skills with [Fletcher Arrow Shot] skill, and gains temporary AoE Attack ability with [Catena Chain Arrow] skill. Fletcher is a long-distance dealer class that can be a great choice when you lack attacking skill since Fletcher can use both Two-handed Bow and Crossbow. Fletcher Arrow Shot Maximum Lv: 5 Cooldown: 0 seconds Activates when you have 1 or more Fletcher Arrow buff Fires Fletcher arrow to single target. Fletcher Arrow skill buff with short Cooldown will be consumed first, and Cooldown will be applied to the fired Fletcher Arrow skill. Fletcher Arrow skill: - Barbed Arrow - Bodkin Point - Crossfire - Divine Machine Arrow Skill range: n (increases according to skill level) Every skill factor of Fletcher Arrow skill increases proportionally to the skill level Bodkin Point Maximum Lv: 15 Cooldown: 15 seconds Can be used after learning the skill Applies [Bodkin Point] buff to the character when it’s not during the Cooldown. You can fire Fletcher Arrow buff with [Fletcher Arrow Shot] skill. Bodkin Point ignores part of the enemy's Physical Defense. Barbed Arrow Maximum Lv: 15 Cooldown: 10 seconds Can be used after learning the skill Applies [Barbed Arrow] buff to the character when it’s not during the Cooldown. You can fire Fletcher Arrow buff with [Fletcher Arrow Shot] skill. Barbed Arrow ignores part of the enemy's Evasion. Cross Fire Maximum Lv: 10 Cooldown: 12 seconds Can be used after learning the skill Applies [Cross Fire] buff to the character when it’s not during the Cooldown. You can fire Fletcher Arrow buff with [Fletcher Arrow Shot] skill. Cross Fire applies AoE damage in Cross range around the target and strikes the enemy in the center of the range for 2 times. [Arts] Crossfire: Portfire * Increases Cooldown by 5 seconds * Pulls the struck enemy to the center of skill range * Target gets stunned for 2 seconds. Divine Machine Arrow Maximum Lv: 10 Cooldown: 20 seconds Can be used after learning the skill Applies [Divine Machine Arrow] buff to the character when it’s not during the Cooldown. You can fire Fletcher Arrow buff with [Fletcher Arrow Shot] skill. Divine Machine Arrow damages with AoE in a narrow area 3 times around the location of attack. Catena Chain Arrow Maximum Lv: 5 Cooldown: 40 seconds Fires Chain Arrow to the designated location to install the arrow and connects it with you. Applies AoE damage in a straight range where you and the chain are connected every time you use Fletcher Arrow Shot. Uninstalls the arrow when you use the skill while the arrow is installed or when you get far from the connected arrow in 300 or more distance. Cooldown of the skill starts from the moment when the installed arrow is removed. Duration: 20 seconds Targets: 10 Catena Chain Arrow: Promised Hit * Changes target to 1 * Ignores target’s Evasion, block. The attack becomes accurate unconditionally. [Arts] Catena Chain Arrow: Haken Leap * Decreases duration of arrow installation by 5 seconds * When the skill is used again while the arrow is installed and the installation is removed, the character leaps to the location of the arrow connected to the character. Vaivora Vision - Reinforced Bowstring Lv1 Effect - Applies 2 stacks when applying Bodkin Point buff - Applies 2 stacks when applying Barbed Arrow buff Lv4 Effect - Divine Machine Arrow Final Damage +100% ※ Item stat will be announced later. <Catena Chain Arrow - Fletcher Arrow Shot x 4 times - [Arts] Haken Leap> Mergen In order to In order to strengthen the identity of the AoE damage dealer class, the overall skill range will be increased, and the maximum level of skills will be changed and the skill factor will also be adjusted. Zenith skill will be changed to passive skill that increases the other skills so that it can provide a high value of AoE attack Ratio to the Mergen skill or increase the final damage. Also, Mergen’s Arts will all be redesigned. Mergen: Injury Rupture Attribute will be deleted. Mergen: Expanded Range Attribute will be deleted. New Arts will be added. [Arts] Mergen: Continue Hunting * Recovers 20% of HP Recovery when defeating Small, Medium, Large sized monsters with Mergen attack skill (Cooldown: 5 seconds) Spread Shot Effect that deals increased damage to the targets in Fear will be deleted. AoE Attack Ratio will be changed from 3 to 1. Skill factor will be adjusted. Down Fall Skill factor will be adjusted. Down Fall: Broaden Attribute will be deleted. [Arts] Down Fall: Rapid Shot Arts will be deleted. Zenith Can be learned from class lv.1 Maximum Lv: 5 Applied at all times when learned Increases AoE Attack Ratio of Mergen attack skill. Applied Skill: - Spread Shot - Homing Arrow - Triple Arrow Increases Mergen Skill AoE Attack Ratio by [3 * skill level] ON/OFF Attribute Zenith: Fire For Effect * Removes the effect that increases AoE Attack Ratio * Increases final damage of Mergen attack skill by [n * Zenith skill level]% Skill that increases damage: - Spread Shot - Triple Arrow - Homing Arrow - Arrow Rain - Down Fall Homing Arrow Overheat will be changed from 2 to 1. Cooldown will be changed from 25 seconds to 20 seconds. AoE Attack Ratio will be changed from -1 to -7. Skill range will be changed from 130 to 200. Skill factor will be adjusted. New Attribute will be added. (character with lv.350 or above can learn) Homing Arrow: Shackle * Apply [Unable to Move] for 2 seconds when the hit is accurate to non-boss monsters. * Increases SP consumption by 30% Arrow Sprinkle This skill will be changed to casting skill. Skill distance will be changed from 200 to 250. Skill range will be changed from 45 to 80. Range of one arrow falling down will be changed from 9 to 15. Size of the falling arrow’s effect will increase and the speed will become faster. Falling frequency of the arrow during the duration will increase. Maximum casting time: 1 second Duration increases by 0.5 seconds per 0.1 seconds of casting time Arrow Sprinkle maximum Duration: 5 seconds Skill factor will be adjusted. [Arts] Arrow Sprinkle: Barrage Arts will be deleted. Triple Arrow This skill will be changed to a skill that can be learned from class level 31. (Maximum Lv: 5) Cooldown will be changed from 20 seconds to 15 seconds. Skill range will be changed from 140 to 175. Range of explosion effect will be changed from 25 to 30. AoE Attack Ratio will be changed from 6 to 3. The way the explosive effect is applied will be changed. - Before: 10% of damage by Triple Arrow is applied as a basic attack. - After: Apply as a separate skill with 40% skill factor of Triple Arrow. Skill factor will be adjusted. New Arts will be added. [Arts] Triple Arrow : Zephyr * Removes explosive effect * Skill will be casted for 2 times at once when using the skill Vaivora Vision - Orbital Arrow Some of the Lv1 effect will be changed. Before After - Additional damage to 20 enemies within the range by descending a gigantic arrow every 1 second where Arrow Sprinkle is cast - Duration: 3 seconds (Skill factor of Orbital Arrow is equal to 1 hit of Arrow Sprinkle) - Additional damage to 20 enemies within the range by descending a gigantic arrow every 1 second where Arrow Sprinkle is cast (Skill factor of Orbital Arrow is equal to 1 hit of Arrow Sprinkle) - Duration is equal to that of Arrow Sprinkle Musketeer Although the Musketeer has high dependency on the [Sniper's Serenity] skill, the play experience was not good in terms of user perception and convenience since it has a mechanism where you have to repeat casting to maintain the buff. Thus, [Sniper's Serenity] will be deleted, and the responsiveness of using attack skills will be improved so that we can change Musketeer into an easy-to-operate and intuitive dealer class. Also, [Snipe] skill will no longer be a one-shot attack skill, but will be redesigned as a quick attack skill used between skill uses, serving as a measure of Musketeer operation skills. Musketeer: Ready for Battle Attribute will be deleted. Sniper's Serenity Skill will be deleted. [Arts] Sniper's Serenity: Large Caliber Arts will be deleted. Head Shot Skill will be deleted. [Arts] Snipe: Conceal Arts will be deleted. Covering Fire Function that increases the damage during [Sniper's Serenity] will be deleted. The skill will be changed from limiting the number of targets to AoE Attack Ratio skill. AoE Attack Ratio will be 14. Skill range will be changed from 60 to 80. The way of striking will be changed from 11 continuous hits to 11 continuous hits in motion. Cooldown will be changed from 20 seconds to 15 seconds. Skill factor will be adjusted. Penetration Shot Function that increases the damage and range during [Sniper's Serenity] will be deleted. Skill will be changed from targeting skill to skill that instantly hits a straight-line range in front of you. Skill range: 170, width: 35 This skill will be changed to AoE Attack Ratio skill. AoE Attack Ratio will be 10 Cooldown will be changed from 20 seconds to 15 seconds. Skill factor will be adjusted. Prime and Load Function that applied additional Cooldown according to the skill reset will be deleted. Cooldown will be changed from 25 seconds to 60 seconds. When using the skill, resets Cooldown of [Covering Fire], [Penetration Shot], and [Volleyfire] and removes [Sniper Exposed] buff applied to you. Grooving Muzzle Maximum Lv: 10 Receives 45 stacks of [Enhance Steel Wire] buff upon use. Consume 1 stack of [Enhance Steel Wire] buff when attacking with Musket, applies [Grooving Muzzle] debuff when accurate. Decreases Defense and Block stat per 1 stack of [Grooving Muzzle]. The Cooldown will be applied when the [Enhance Steel Wire] buff is removed and you cannot use the skill during the buff. Maximum number of [Grooving Muzzle] debuff stacks increases according to the skill level. Volleyfire Function that increases damage during [Sniper’s Serenity] will be deleted. This skill will be changed to single targeting skill. Cooldown will be changed from 20 seconds to 15 seconds. Skill factor will be adjusted. Snipe Function that increases damage during [Sniper’s Serenity] will be deleted. Function that increases damage of the enemy under Bleeding will be deleted. Function that inflicts Ricochet to the enemy nearby the struck enemy will be deleted. Function that applies [Snipe: Wound] to the struck enemy will be deleted. Function that inflicts a definite critical hit on an enemy under [Coursing] will be removed. Cooldown is changed from 15 seconds to 1 second. Receives 1 stack of [Sniper Exposed] buff when using the skill. (max. 10 stacks) Snipe’s damage and Accuracy rate decreases by 10% per 1 stack of [Sniper Exposed] buff. [Sniper Exposed] buff decreases every certain time. Skill factor will be adjusted. Attribute will be added. Snipe: Promised Hit * When there is no [Sniper Exposed] buff, you cannot evade the enemy * Increases SP consumption by 30% Arts will be added. [Arts] Snipe: Head Shot * When calculating the Snipe skill damage, decreases caster’s Accuracy stat by 50% * Unable to block opponent when the hit is accurate * Critical hit when the hit is accurate * Knockdown when the hit is accurate * Apply [Snipe: Wound] debuff when the hit is accurate and damages 10% of inflicted damage per second. (duration: 5 seconds) (Effect of Head Shot Cooldown: 15 seconds) Effect of Vaivora Vision will be changed. Vaivora Vision - Armor-piercing Shell All Musketeer skill level +1 Lv1 Effect - Ignores 15% of opponent's Defense when attacking with Musketeer’s attack skill or normal attack. (Ignores Defense by 20% when the opponent is a character) Lv4 Effect - Snipe Final Damage + 100% Tiger Hunter Removes the function that directly increased the damage to the monster, the dealing function to the single target will be improved. The skill will have a higher utility due to the condition to remove stealth of [Camo Shot] skill will be changed. The [Eye of the Tiger] skill will be deleted and a new skill [Tiger Hunting] will be added. [Tiger Hunting] can damage a long distance but long casting time is needed. Since [Tiger Hunting] can inflict strong damage from long distances, but requires a long casting time, you can inflict long-range damage in a relatively safe situation by linking it with the Camouflage effect of the [Camo Shot] skill. [Arts] Tiger Hunter: Bounty Hunter Arts will be deleted. Tracking This skill will be changed to the skill that applies [Tracking] debuff to the single target. [Tracking] debuff can be applied only to a single target and when you apply it to a new target, the previous target’s debuff will be removed. Increases Final damage and minimum critical rate from the Tiger Hunt skill to the target under [Tracking] debuff. Function that instantly removes the Camouflage buff when the target under debuff receives the [Camouflage] effect will be added. Function that increased the Movement Speed when approaching the enemy under debuff will be deleted. Tracking: Duration Attribute will be deleted. Piercing Shot Function that increases damage against boss monsters or enemies under [Tracking: Prey] will be deleted. The way of striking is changed from 6 continuous hits to 6 continuous hits in motion. Skill factor will be adjusted. Rapid Shot Function that increases damage against boss monsters or enemies under [Tracking: Prey] will be deleted. Skill factor will be adjusted. Eye of the Tiger Skill will be deleted. Ambush Function that applies [Stun] to the enemy by chance will be deleted. When the target is under the [Tracking] debuff you’ve applied, apply [Stun] for 3 seconds. Skill’s delay will decrease. Skill factor will be adjusted. Camo Shot This skill will be changed to the skill that can be learned from class lv.16. (maximum lv.5) Cooldown will be changed from 50 seconds to 25 seconds. Duration will be changed from 10 seconds to 6 seconds. The way of applying Camouflage removal chance will be changed .- Before : Checks the Camouflage removal chance when damaging while hiding - After : Checks the Camouflage removal chance when using the attack skill while hiding Camo Shot: Grasslands Attribute will be deleted. Camo Shot: Advantage Attribute will be deleted. New skill will be added. Tiger Hunting Can be learned from class lv. 31 Maximum Lv: 5 Cooldown: 25 seconds Activates when there is enemy under [Tracking] you’ve applied Casting time: 4 seconds Prepare distant shooting in a seated stance. While casting, the vision gradually expands and fires at the target under the [Tracking] debuff to inflict damage after casting is completed. When you cancel during the casting, half of the Cooldown will be applied. Stops casting when target’s [Tracking] debuff removes during the casting. <Use Tiger Hunting after Camo Shot> New Arts will be added. [Arts] Tiger Hunting: Commando * Increases casting time by 3 seconds * Resists on every debuff that require advanced removal while casting * Immune to Knockback and Knockdown while casting Arquebusier Removes an Attribute that deals higher damage in proportion to distance, which was difficult to use in actual battle. Also, the attacks enhanced by consuming [Clean Hit] buff will be deleted and the [Arquebusier Barrage] skill will be redesigned to make it easier to deal damage in AoE attacks so that the more Arquebusier attack skills you hit, the more often you will be able to activate the [Arquebusier Barrage] skill. The main change will be the [Desperate Defense] skill, which will be changed to have effect that decreases the damage received to the party. When using the [Desperate Defense] skill, a flag will be installed in the center and any party member can prolong the duration by interacting with the flag. Arquebusier Weapon Skill will be deleted. Every Arquebusier attack skill’s property will be determined according to the type of equipped weapon. (Pistol or Cannon) Sniper's Breathing Attribute will be deleted. Prediction Function that stacks [Clean Hit] will be removed. [Arts] Prediction: Perfect Hit Arts will be deleted. Arts will be added. [Arts] Prediction: Perspective Distortion * Removes effect that increases the Accuracy * Decreases Cooldown by 20 seconds * Appoint range and applies debuff up to 10 enemies within 75 range * Decreases debuff target’s AoE Defense Ratio by your AoE Attack Ratio (Does not decrease less than 1, debuff cannot be stacked) * Debuff Duration: [skill level * 3] seconds Pinpoint Fire Skill will be deleted. Skill name will be changed. Lucky Strike → Linear Shooting Function that stacks [Clean Hit] buff will be removed. Cooldown will be changed from 15 seconds to 5 seconds. This skill will be changed to casting skill. Casting time: 0.5 seconds Function that removes the limit of target during the [Defend Position] will be removed. This skill will be changed to AoE Attack Ratio skill. AoE Attack Ratio will be 2. Skill factor will be adjusted. Lucky Strike: Long-range Fire Attribute will be deleted. Attribute will be added Linear Shooting: Amplify Restraint * Apply [Stun] to the target for 2 seconds when the hit is critical * Increases SP consumption by 20% Skill will be redesigned. Arquebus Barrage Can be learned from class lv. 16 Maximum Lv: 10 Cooldown: 15 seconds Can be used after learning the skill After casting Arquebusier's attack skill, if it’s not during the cooldown, fires damage in front of you and applies Cooldown. Decreases Cooldown by n seconds when Arquebusier’s attack skill is accurate. Arquebusier Attack Skill: - Linear Shooting - Dusty Salute - Precision Fire AoE Attack Ratio: 17 Skill range is changed from 120 to 200. Skill’s delay will be improved. Dusty Salute Skill range is changed from 45 to 75. This skill is changed to the skill that can be learned from class lv. 1. (maximum lv: 5) Function that applies Silence by consuming a stack of [Clean Hit] will be removed. Cooldown will be changed from 30 seconds to 15 seconds. AoE Attack Ratio will be changed from 10 to 12. Function that applies [Slow] to the non-boss monster for 5 seconds will be added. Skill factor will be adjusted. Effect will be changed. Skill will be redesigned. Desperate Defense Can be learned from class lv. 16 Maximum Lv: 10 Cooldown: 50 seconds [Continous Area Effect] Install a protective wall to decrease the damage to the party member in range. Casts for 5 seconds when you or a party member interacts at the point marked in the center of the wall, and the remaining duration of the wall resets when casting is completed. Protective wall removes when you are out of the range. Cooldown of the skill will be applied from the time of when the wall is removed. Fails casting when the protective wall exists in nearby 150 range and 5 seconds of Cooldown will be applied. Decreases Physical, Magic Damage by n% (increases according to the skill level) Duration: 30 seconds Skill range will be changed from 60 to 80. Desperate Defense: Maintain Attribute will be deleted. [Arts] Desperate Defense: Courage Arts will be deleted. Precision Fire Function that stacks [Clean Hit] buff will be deleted. Function that decreases the Cooldown according to the [Clean Hit] buff will be deleted. Channeling time will be changed from 5 seconds to 3 seconds. Cooldown will be changed from 35 seconds to 25 seconds. Function that removes the limit of target during the [Defend Position] will be removed. This skill will be changed to AoE Attack Ratio skill. AoE Attack Ratio will be 3. Skill factor will be adjusted. Effect and sound will be changed. Precision Fire: Long-range Fire Attribute will be deleted. Arts will be added. [Arts] Shaped Charge * Decreases final damage of [Linear Shooting] and [Precision Fire] by 25% * Increases AoE Attack Ratio of [Linear Shooting] and [Precision Fire] by 10 Vaivora Vision - Lever Action All Arquebusier skill level +1 Lv1 Effect - Speed of firing Precision Fire doubles Lv4 Effect - Arquebus Barrage final damage +100% Cannoneer [Bazooka] skill will be redesigned into a skill that changes [Cannon Shot] and [Cannon Barrage] to casting skill. While using [Bazooka], those two skills’ Cooldown will double and casting will be increased, but they will receive suitable damage and AoE Attack Ratio which leads to compressing the time using the skill.. In addition, it will have all of the instant activation, casting, and channeling skills in the skillset, so it will become more flexible on choosing Goddess’/Demon God’s Armor, and the concept of using cannons to launch heavy attacks will be strengthened. Cannon Mastery: Penetration Condition to apply the attribute and value of the effect will be changed. * Decreases the chance of attack being Block by 3% per attribute level when attacking the enemy with Connoneer Increased Maximum Weight Attribute will be deleted. Cannoneer: Detonate Attribute will be deleted. Cannon Shot Skill distance will be changed from 130 to 160. Skill factor will be adjusted. Function that applies damage of 3 to the structure will be added. Cannon Shot: Chain Explosion Attribute will be deleted. Arts will be added. [Arts] Cannon Shot: Howitzer * This skill will be changed to firing projectile without inducing the targeting * Projectile speed will be slow * Changes the skill range of [Cannon Shot] to 85 * Increases AoE Attack Ratio of [Cannon Shot] by 5 Siege Burst Skill will be deleted. Skill will be redesigned. Cannon Blast Can be learned from class level 16 Maximum Lv: 10 Cooldown: 20 seconds Channeling time: 1.5 seconds Fires Cannon to the front while channeling to damage. You can change the direction while channeling and you are pushed back when firing Cannon. Knockbacks the enemy hit in short distance. Immune to Knockback and Knockdown while channeling. Skill factor: n% per 0.7 seconds AoE Attack Ratio: 12 Smoke Grenade Maximum Lv: 5 Cooldown will be changed from 25 seconds to 30 seconds. Skill range will be changed from 55 to 75. Targets affected by the debuff in range will be 20. Duration will be changed from 7 + (skill level * 1) seconds to 1 + (skill level * 1) seconds. Function that exceeds the maximum damage when dealing enemies within the range will be deleted. Decreases Accuracy and Evasion stat of enemies in range by n%. (increases according to skill level) Enhance attribute will be added. (increases effect that decreases Accuracy and Evasion according to attribute level) Cannon Barrage Can be learned from class level 1. (maximum lv:5) Skill distance is changed from 130 to 160. Overheat will be changed from 2 to 1. Cooldown will be changed from 30 seconds to 10 seconds. Skill Range will be changed from 45 to 60. Function that applies stun by chance will be deleted. Stun the enemy for 2 seconds while under [Bazooka] state. Skill factor will be adjusted. Cannon Barrage: Weight Reduction Attribute will be deleted. Skill will be redesigned. Bazooka Can be learned from class lv.16 Maximum Lv: 10 Cooldown: 5 seconds Turns to Bazooka status and changes part of Cannoneer attacking skill into casting skill and increases the skill’s AoE Attack Ratio, final damage, and Cooldown. Bazooka will be removed when you cast the skill while you’re under Bazooka state. Casting time of [Cannon Shot], [Cannon Barrage] will be changed to 0.75 seconds. Skill distance of [Cannon Shot], [Cannon Barrage] will be changed to 200. AoE Attack Ratio of [Cannon Shot], [Cannon Barrage] will be increased by n. Final damage of [Cannon Shot], [Cannon Barrage] will be increased by n%. Cooldown of [Cannon Shot] will be changed to 10 seconds. Cooldown of [Cannon Barrage] will be changed to 20 seconds. AoE Attack Ratio and Final Damage increase rate will be increased according to the skill level. [Arts] Bazooka: Nimble Arts will be deleted. Sweeping Cannon Function that creates an attacking area to continuously attack will be deleted. Skill factor will be adjusted. [Arts] Sweeping Cannon: Siege Shot Function that increases damage when attacking a boss monster will be deleted. Function that destroys installed [Magic Circle], [Continuous Area Effect] skills will be added. Cooldown will be increased by 10 seconds when activating the Arts. Name and effect of Vaivora Vision - Cannon Hold will be changed. Vaivora Vision - Air Burst All Cannoneer skill level +1 Lv1 Effect - When casting Smoke Bomb, [Air Burst] activates per second within the Smoke Bomb range (skill factor is proportional to that of Cannon shot) - AoE Attack Ratio: 20 - Struck target gets [Slow] for 2 seconds Lv4 Effect - Decreases Cooldown of Sweeping Cannon by 20 seconds <Cannon Blast -Cannon Barrage - [Arts] Cannon Shot: Howitzer> Matross Overall skill usage will be improved and skill factor will be adjusted. Also, new skill [Artillery Call] that will substitute the [Canister Shot] will be added. [Artillery Call] temporarily expands the sight and can damage in far distance. Fire and Run Skill range will be changed from 65 range around you to 50 range in front. Skill factor will be adjusted. Explosion Function that increases nearby targets when you’re in [Bazooka] state will be removed. Skill factor will be adjusted. Menace Shot Maximum Lv: 5 Targets will be changed to 5 + [skill level * 3]. Skill range will be changed from 80 range around you to 80 range in front of you. Effect of the attribute will be changed. Menace Shot: Achilles Heel * Increases Cooldown of Menace Shot by 10 seconds * Removes 3 removable buffs Crouching Strike Attack property will be changed from [Physical] - [Strike] to [Missile]- [Cannon]. Skill range will be changed from 100 range around you to straight range in front of you. Skill range will be set with 220 length and 50 width. Cooldown will be changed from 10 seconds to 20 seconds. Skill factor will be adjusted. Crouching Strike: Stun Attribute will be deleted. Crouching Strike: Remove Knockdown Attribute will be deleted. Name and effect of the Arts will be changed. [Arts] Crouching Strike: Lightning→ [Arts] Crouching Strike: Lightning: Quake * Removes Knockdown effect * Decreases Cooldown by 10 seconds * Increases AoE Attack Ratio by 6 * Decreases final damage of skill by 40% Roar This skill will be changed to passive skill. Damage of Matross skill will increase by n% according to skill level. Matross attack skill ignores Block and Evasion of the knocked down enemy by 50% chance. Canister Shot Skill will be deleted. New skill will be added. Artillery Call Can be learned from class lv.31 Maximum Lv: 5 Cooldown: 40 seconds Expand the sight and you can appoint the range up to a far distance. Requests a bombardment from a warship to a designated area to damage after 5 seconds, and the enemy in the center of the range receives 50% increased final damage. Does not damage the character who’s jumping. Skill maximum distance: 750 Skill range: 150 AoE Attack Ratio: 30 Artillery Call: Remove Knockdown * Removes knockdown effect of the center when activated * Increases SP consumption by 10% Vaivora Vision - Centerfire Lv4 effect - Decreases the Cooldown of Artillery Call by 20 seconds Next posting will be about new episode (14-1) , new raids and contents, and remake of Scout class.
1. When are you going to develop new content for Guild Battles and Team Battle League? Besides the Guild Battles currently available, we’re working on adding a new PvP gameplay mode. This mode is still in its early stages, but we’ll update you with more details as soon as it’s a little more developed. As for Team Battle League, we would like to expand the current stages in the future, and we’re considering different ways to use TBL features like the spectating mode. 2. Will you consider allowing premade parties into Team Battle League? Including premade parties into TBL isn’t a feature we intended to add initially, but we also recognize that doing so has the possibility to increase social content and allow friends to play together. Because of this, we will be considering the possibility of allowing premade parties to queue for TBL matching, and we will continue monitoring your feedback on this. 3. We noticed the companion UI includes equipment slots. Does this mean our companions are getting their own equipment someday? We’re reviewing different options for companion equipment at the moment. One option would be to have specific items that would alter the physical appearance of your companion when equipped. Another option would be to have the player equip their own items on their companion, similarly to when they are applied to your characters. We will keep actively considering these possibilities for a future update. 4. It would be nice if the guild UI included the times when each guild member is online. What do you think? We think that’s a great idea. We can see how being able to check when each guild member is online would be convenient for guild masters to manage their guild and plan for guild activities. We will most definitely be looking for ways to include a feature like this in an upcoming update. 5. Is the current party setting of 5 players meant to represent one of each class tree, and if so, does that mean we can expect another class tree in the future? We developed parties to be composed of 5 players for gameplay purposes. We found 5 players to be the optimal number that allows you to distinguish the movements of other players without filling up the screen too much. We didn’t really intend to have a different class tree represented in each individual team member when we thought of this number, and we have no plans to develop a new one any time soon. 6. I want to know why guild members can no longer use the guild invite function. We realize this is not the most convenient setting for guilds when the guild master is not logged in, that is why we are developing an alternative function that will allow the guild master to give guild members permission to invite others into the guild. We also plan to add a feature similar to a stand or stall for guilds that they can set up in the long term to recruit new members. 7. Any news about the bird companion? If you’re wondering about the Battlebird companion, we’re planning on releasing it on Steam very soon, so you won’t have to wait much longer. We will also be launching a Battlebird item package for the TP Shop, similar to what we did for the Penguin companion.
New Class: Lama Lama, a fighting class of Cleric class will be added. “Lama is a class that can cope with various situations according to the battle situation with main attacks and sub attacks.” Lama can cope with various situations by using attack skills that can be changed by combining main attacks and sub attacks. You can also have a chance to use another powerful skill by using the attack skill. If there is an enemy nearby, Lama becomes powerful. The power weakens temporarily when attacked, but if Lama understands the enemy's attack, Lama can avoid the attack by using the exclusive Defense skill and moving skill. ※ Details of Enhance and Enhanced upgrade will be posted later when applying to the live server, and may change. Icon Details Enhance Physical Performance - Stacks [Physical Boost] if the enemy is nearby (maximum 5) and increases final damage of Lama skill proportionally to the number of stacks. - Decreases 1 [Physical Boost] stack when struck. (decreases the stack once per 0.2 seconds) Vipashyana - Switch into Lama’s exclusive fighting stance. - Main attack (z) and sub attack (c) change and become immune to Knockback and Knockdown. - Stacks 1 [Fist] buff when attacking with main attack, 1 [Kick] buff when attacking with sub attack. Stacks up to 4 stacks and remains for a certain time. - Increases final damage of Lama. - When using Lycanthropy: Human Form during Vipashyana, does not change to basic attack of Human Form. Vipashyana: Spot Chance - [Muscle Pump] buff is applied by a certain chance when attacking the enemy with [Strong Fist], [Leg Trip], [Point Kick], [Break Mountain], [Sudden Kick], and [Flying Kick]. (treated as once even when striking multiple times) - Cooldown does not apply when using [Surging Wave] while [Muscle Pump] buff is activated. The cooldown resets if it already started Shamatha - Can be used during [Vipashyana] buff. - Resets [Fist, Kick] buff stack. [Arts] Shamatha: Recovery - Recovers HP, SP by 0.5% per 1 stack of [Fist], [Kick] removed by Shamatha. Glide - Can be used during [Vipashyana] buff. - Decreases damage received while casting and [Read the Flow] is applied for a certain period. - [Physical Boost] does not decrease when struck while [Read the Flow] buff is applied. [Arts] Glide: Spurt - Deletes the effect that decreases damage received but resets the Cooldown of [Langon] Langon - Can be used during [Vipashyana] buff. - Quickly moves a certain distance to the front. - Temporarily becomes invinclible when moving. Strong Fist/ Leg Trip Strong Fist - Can be used when you have 3 stacks of [Fist], and 1 stack of [Kick]. - Attacks the enemy in front. - The less enemy nearby, the more final damage of Strong Fist is increased. Leg Trip - Can be used when you have 1 stack of [Fist], and 3 stacks of [Kick]. - Attack the enemy in front arc area. - The more enemy nearby, the more final damage of Leg Trip is increased. Point Kick / Break Mountain Point Kick - Can be used when you have 2 stacks of [Fist], and 3 stacks of [Kick]. - Attacks the enemy currently targeting. - The less enemies nearby, the more final damage of the Point Kick is increased. Break Mountain - Can be used when you have 3 stacks of [Fist], and 2 stacks of [Kick]. - Attacks nearby enemies. - The more enemy nearby, the more final damage of Break Mountain is increased. Flying Kick / Sudden Kick Flying Kick - Can be used when you have 4 stacks of [Fist], and 2 stacks of [Kick]. - Grant Flying Kick to the designated area. - The more enemy near the targeted area, the more final damage of Flying Kick is increased. Sudden Kick - Can be used when you have 2 stacks of [Fist], and 4 stacks of [Kick]. - Attacks after teleporting to the behind of the currently targeted enemy. - The less enemies in a certain range near the caster, the more final damage of Sudden Kick increases. Surging Wave - Can be used during [Vipashyana] buff. - Attacks nearby enemy. - 1 second of casting time will be applied in PVP. Vaivora Vision - Principle of Emptiness Lv1 - All Lama Skill Level +1 - Final damage of Lama's Rank 2 skill increases by 33% Lv4 - Muscle Pump activation chance increases by 26% ※ Item stat will be announced later. Cleric Class Update With the Lama update, some of the Cleric classes will be adjusted as well. ※ The details may change when applying to the live server. Details about the change in skill factor will be announced via patch note before applying to the live server. ※ Skill factors of the stated class below will all be adjusted. Druid - New Vaivora Vision is added. - Casting time of Lycanthropy will be halved so that users can have a more satisfying game experience. Skill Details Chortasmata Duration of Rash is changed from [10+skill level * 0.6] seconds to 20 seconds. [Arts] Chortasmata: Healing Garden A maximum limit is added to the value at which half of the skill factor is added as a healing factor. - Healing factor: up to 350 Lycanthropy Casting time decreases by 50%. Vaivora Vision - Soul of Forest Lv1 - All Druid Skill Level + 1 - Activates [Soul of Forest] when casting Carnivory - [Soul of Forest] remains for 5 seconds and gives damages to the nearby enemies by the skill factor of [Carnivory] per 0.5 seconds. Lv4 - Additional increase in Final Damage of Human Form by 10.5% - Additional increase in Final Damage of Wolf's Spirit by 3.5% ※ Item stat will be announced later. Exorcist - Skill factor is adjusted. - Condition for the number of strikes for Gregorate is changed. Skill Detail Gregorate Duration of [Gregorate : Magic] is changed from 15 seconds to 60 seconds. Striking the party members within 150 range is changed to striking 5 times. Monk - Skill factor is adjusted. Skill Detail Monk: Nirvana Previous function will be deleted and will be changed as follows. - Apply Golden Bell duration as 30 seconds - Monk skill final damage additionally increases by 15% during Golden Bell buf The skill factor of the following class will be adjusted. ● Zealot ● Inquisitor ● Sadhu ● Crusader New Raid: Sinking Seizure Sinking Seizure The Savior arrived on a small island - not even marked on the map - guided by the request of the Goddess Jurate. This island, once a part of the land that Nijole destroyed to annihilate the humans and now bearing the shape of the sea where she was born, gradually became niether land or sea by the power of Jellyzele, a worshipper of Nijole. Jellyzele Jellyzele, who was once only a small coral reef demon, plots a plan to unlock Nijole's seal. Knowing that Ausrine has disappeared and Giltine's power has weakened, Jellyzele knew that now is the time for her to set Nijole free and destroy the land where all humans can stand according to her will. Sinking Seizure has Solo, Auto Match, Party (Hard), and you can obtain materials to craft the new equipment ‘Belt of Insight’. Party (Hard) - 2 times per character weekly ● Basic Reward ○ Belt of Insight Fragment (Untradable) x15 ○ Belt of Insight Fragment x15 ● Reward by Chance ○ High Belt of Insight Fragment (Untradable) x1 ○ Jellyzele card x1 Auto Match (Normal) - 2 times per character weekly, shares the count with Solo (Normal) ● Belt of Insight Fragment (Untradable) x7 ● Belt of Insight Fragment x3 Solo (Normal) - 2 times per character weekly, shares the count with Auto Match (Normal) ● Belt of Insight Fragment (Untradable) x8 Following item is added to the Mercenary Badge Shop. ● Recipe - Sinking Seizure (Auto/Solo) One Entry Voucher (Untradable) ○ Purchase Limit: 2 times ○ Exceeded Purchase Limit: 20 times Belt of Insight Collect 20 Belt of Insight Fragment from the raid and use them to obtain the new equipment, Belt of Insight. Random stats (1 main stat, 3 sub-stats) besides Physical/Magic Defense will be applied to the item when creating the Belt of Insight. When using the normal fragments, you can receive a High Belt of Insight or Superior Belt of Insight by a low chance. When using the High Fragment, you'll receive a High Belt of Insight or Superior Belt of Insight by a low chance. ※ The stats and the value on the tooltip may change when applying to the live server. You can reset only 1 stat for Belt of Insight. Stat will be changed within the same group, and if you select one stat to reset, other stats can no longer be changed. Belt of Insight with stat reset will be bound to the team. This concludes the posting about New Class: Lama and Sinking Seizure. Thank you. ※ Contents may change when applying to the live server.