<Item developers P&Y> As soon as I entered their office, the sounds of voices in heated discussion mixed with the keyboard clicks of overzealous typers filled my ears. A lively workspace with numbers and formulas flashing from screen to screen and empty energy drinks littered from desk to desk. Amongst this chaos, I could find today’s interviewees, P & Y, aka. the Doppel Glasses. Recent developments -- including the Combat System Changes -- seem to have put an extra toil (and an extra spotlight) on them. Despite all this, after offering me a seat, I had their undivided attention and my interview began. Yuri: Item Farming. The core of RPGs. It’s quite addictive, don't you think? Sometimes item farming, itself, becomes my own personal short-term goal outside of the normal activities in the game. But how this work exactly? To answer these questions I go to you, our item developers P and Y. P&Y: Hey, how’s it going. :) Yuri: Good, good! So farming for items, making my character stronger, defeating bosses are all experiences we have while playing RPGs. But today, I brought some questions about DPK. Our Saviors are looking forward to your answers. Y: Sure, ask away. Yuri: So let's start with the first one: what exactly is DPK? And why do we have it? Y: Top-down would be a more precise term than drop-per-kill for our game. The reason why we chose this system, rather than DPK, is because if we simply did DPK the worst case scenario would be players hunting for a single item for as long as one or even two months. That’s the downside. To prevent this from happening, with our new system we can at least guarantee that the item will drop. Yuri: So, this means people don't need to pray to the great RNGesus? As a gamer, I think this is a thoughtful concept, but my questions don’t end here. Our Saviors are also interested in the recent adjustments. We’ve received a lot, and I mean A LOT, of feedback that the drop rate is worse than before. Care to comment? P: Yes, there have been some adjustments to item values. We manage the item rate by considering both the players' feedback and the real numbers in the game. In other words, we take into consideration comments from the community and compare them with the in-game logs. If item drop rates need to be changed, then we change them. And, yes, it is true that the drop number has become higher but, when looking at the data, the actual drop rate has increased about 50%. For example, in the previous formula... let's say DPK is 500. This means you must kill 500 monsters to get an item. But with the new formula, each time you kill a monster starting from 1/500, the drop chances increase. Also, the previous system was a little unfair, no? If Player A is trying to get an item from a monster with a 500 DPK rate and they get to 499 kills, but Player B comes along and kills the last one… Well, Player B gets the item and all of Player A's hard work is put to waste. We want to avoid this problem with the new system. Yuri: That’s great to hear. So, what can we expect about the future of this top-down formula? Is it set in stone or will there be a few more changes? Y: Oh, the general structure is going to stay, but we are also going to grant players new ways to acquire items. These items will become available through new content rather than just by killing monsters. This will give players easy and convenient access to certain items. Yuri: I see. I see. Then can you tell me – when does this top-down system reset? P: Haha! When the item drops, of course! :D Yuri: Ah-ha! I almost forgot that this top-down system is all about counting. Well then, is it bound user-wise? Or map-wise? Y: It’s a secret but… it's bound map-wise. For example, if there is a monster with 500 DPK on Map Z and User A kills 100 monsters on channel 1 while User B kills 100 monsters on channel 2, both players have a 1/300 chance of an item drop. Yuri: So this would be the last thing to ask about, plans! What can you tell us about that? P: One of the things we can tell you about is the new material shop system we're considering. You'll probably see them in future events. In this type of shop, you can purchase materials that you need for your recipe. Yuri: So there will be a special kind of shop to do this. P: Right; the list of items sold will be random and it will periodically resupply the products, too. But this will be bound to your account, not a character. Yuri: And the list of items is different for each player? P: I'm afraid not. All players will have the same list, of course. Also, the shop will not sell core items like Practonium but something like all the xxx~niums, shells which require a certain amount of farming but gives user low motivation. and that kind of stuff to cut down the effort of farming for an item. Yuri: Since this is a shop, I think asking for the price is also important. P: Items in these shops will be available for silver. Since this shop is for events, the price is not going to be that expensive. Also, we will coordinate our efforts with iToS staffs to decide when the shops should be reset and how much the items should cost. Yuri: I see. When can we expect to see this in the game? P: We're still ironing out the details. We cannot tell you the exact date at this moment, but we will see this gets updated as soon as possible. Yuri: I understand. Can you tell us what the main reasoning is behind these improvements, so users can have an idea of the direction you're aiming for? P: Our main goal is to relieve the stress of obtaining drop items and also improve convenience for the players. Yuri: Alright, well I think those are all of my questions. Thank you for today's interview. Short, sweet, and to the point. I think it will give our Saviors a general ideal of our new item formula. P&Y: We are looking forward to show off more interesting items to the players. We would be love to talk about that in the future.
Greetings, Saviors! Now that the main combat system changes we’ve been discussing in the Dossier series have been applied to iTOS, the dev team is back for the final installation of the Combat System Changes Dossier, where we’ll reveal some of the improvement plans we have for the future. Keep in mind that the updates we talk about here haven’t been decided on yet and some aspects may change. Life After the Combat System Changes The big combat system rework came with a character reset event (open until May 30, 2017!) to match all the big and small changes it brought about. We love seeing how players are involved in testing out different builds in the freshly revised combat system, and we're glad most seem to be taking full advantage of the event. Our plan after this big rework is to assess the problems of specific classes in order to readjust and improve them. Our main focus is going to be on classes that are hard to fine-tune through general formulas alone, particularly those with skill set restrictions or problems related to summon AI, stat calculation, etc.; in other words, classes with very specific concepts that can be tricky to approach by your average player. Some classes may take longer to readjust than others, but we hope to release a few patches containing changes for multiple classes at once. And by the way, we’re excluding Rank 7 and Rank 8 classes, which don’t have their upper skill set fully formed yet, from these plans. Tree of Savior has a few classes with very particular structures and functions you don’t commonly see in an MMORPG, and it isn’t easy fixing them all overnight. We at the dev team feel truly grateful to all the players who decided for a class because they admire the concept despite that class’ lower combat performance, and we certainly want to work towards a TOS where no class is forgotten. Field Boss Improvements One update regarding combat systems we already hinted at in a previous video was field boss improvements. First, we expect to lower the combat power and rewards of all bosses that appear after a certain period of time, effectively excluding them from the category of field bosses. Our plans are to divide field bosses into two grades. One grade of field boss will be powerful enough to face multiple parties at once, and drop as main rewards recipes for new unique accessory items, with cubes providing other exciting items. These bosses will be the strongest types of monster existing in Tree of Savior Defeating this type of boss will distribute rewards to all party members according to the damage contribution ranks (within the party), plus a bonus reward to the first and last characters to attack the boss (they’ll have to be present when the boss is defeated to receive these rewards). We believe these bonus rewards will be a fun incentive for players who dare to risk their safety to deal that first hit or the finishing blow. The other grade of field boss will be a slightly toned-down version worthy of facing one-on-one with any character that has a decent combat build. These smaller bosses will appear in various fields of different levels and drop material items that can be used to craft equipment obtained from field bosses. This lower grade of boss will appear at random times in random locations, but we want to avoid having it appear right before scheduled maintenance and remove any restrictions that keep characters from temporarily receiving rewards. Along with these boss changes, we also intend to reduce the frequency of knockdown, omnidirectional and single-target attacks in boss monsters, as well as revise their normal attacks. Team Battle League For our PvP sports content, the Team Battle League, we’re focusing on improving synchronization issues between server/client and location, as well as server speed. First, we want to change Team Battle League matches from the current 2:2 and 5:5 formats to a single 3:3 setup. We also intend to balance out a few skills and systems that hinder the concept of TBL as sports content. Some of the aspects we’re thinking of including in this rebalance are the immunity to multiple target devices (knockdown, stun, freeze and other ailments that cause the inability to control your own character), the duration and effect of long buffs/debuffs, and the stat gaps between different items. Any changes we make related to these, however, will only apply to TBL or other battle-type contents played in similar instanced zones. Finally, regarding TBL, we also feel inclined to add some improvements to the current point and ranking rewards. Guild Communities One of the obvious differences between MMORPGs and games you play alone are the communities players create in the former. This aspect is especially encouraged by the guild communities present in most MMORPGs, a genre which established itself nearly 20 years ago. With this in mind, the somewhat restrictive and closed-off guild systems of TOS can seem to fall a little short of other games with user communities. Currently, guilds in TOS cannot be created without a Templar character. The fact that Templar is a Rank 7 class is enough of an obstacle; add that to the relatively lower combat power and the lack of any noticeable benefits for Templars in the recent reset event, and you can see why guild masters are currently left in a bit of a tough spot. The changes we want to bring to guilds include allowing anyone to create a guild consisting of a simple social community. Guilds led by Templar guild masters, on the other hand, will be able to use skills to access extended guild functions and participate in guild wars. Following these changes, of course, we intend to provide reset items to all guild masters for either skill or class reset options. To match these guild system revisions, we also want to update guild wars (we’re not talking about the seasonal Regional Guild Battles, but the GvG play that takes place in open fields). Here, unlike what we’re doing for Team Battle League, we don’t intend to readjust level differences, skills/buffs or the number of participants, however. These changes don’t mean that every guild will have to go to war, either. We very much appreciate the contribution of players who gladly take part in GvG contents, but not all players join a guild for the same purpose. Finally, we want to push the aspects that differentiate Tree of Savior from more rugged MMORPGs by introducing new friendly living and productive activities, and our plan is to include these in guild contents, too. Thank you to everyone who stuck with us throughout the Dossier series. We at the dev team want to make sure that TOS continues to grow into a fun game for all players.
Greetings, Saviors. We will soon be doing a short maintenance in our [SA] Silute server in order to improve lag issues. This maintenance is expected to take place during the following period: [EDT] 23:00 to 23:30 (May 16, 2017) / [BRT] 00:00 to 00:30 (May 17, 2017) Please note that this maintenance will only affect the [SA] Silute server. Other servers will remain open during the period above. Thank you.
Greetings Saviors, We would like to announce that the Official Forums will be temporarily inaccessible as it will be undergoing maintenance. - Maintenance Period : (EDT) 22:30 - 23:00 May 16, 2017 Please note that access to the other sections of the Official Website will not be affected in any way during this maintenance period. Sincerely, IMC Staff
Greetings, Saviors! We regret to inform that today's scheduled maintenance has been extended for 2 hours in [SA] Silute. This server is then expected to open at the following times: [EDT] 07:00 / [BRT] 08:00, May 16, 2017 Please note that the extension will only affect the [SA] Silute server. Other servers are expected to open at the time initially announced. We will update this announcement when maintenance is complete in Silute. Thank you.
Doesn't time fly? As we mentioned, the entry for Fan Art Festival is now officially Over!! (May 15th 23:59 EDT) Starting from 0:00 16th of May 2017 until 22th of May 2017 we will have a vote on going and grace period for checking IP theft! Now it is the time for us to choose for the champions! ※After this grace period, if the artist confirmed to be related to IP theft, we will deprive the title. Again, at this festival, total 13 pieces will be chosen. - 7 pieces will be picked by User Vote by receiving the most "Like" by the Forum Users. - 6 pieces will be picked by Staffs but with each Staff's personal decision. - The Staff pick will be made after the User pick is completed and will not overlap each other. You could find the list to give a like vote "here" When voting for the art piece, don't forget the general rules! (requirements etcs) Art Requirements Format: JPG/PNG/PSD Size: 1920*1080px, 300dpi The art related to the Theme - Illustration - Comic panels - The image that utilizes in-game screenshots or material. - EXCEPT for the real-life photography or image that utilize such. Policies and Disclaimers imcGAMES will not be held responsible for (a) any contest disruptions, injuries, losses or damages, caused by events beyond the control of imcGAMES; (b) damages caused by plagiarized work submitted by the artist; or (c) inconvenience caused by human error or typographical errors in the rules or promotional material. ImcGAMES reserves the right to change, suspend, or cancel the contest if, in imcGAMES discretion, intervening circumstances warrant such action. Contest Overview: This contest is held by imcGAMES and is open to all Tree of Savior fans. Artist interested in participating may submit a design of fan artwork. General Contest Conditions: By entering this competition, you are granting us a non-exclusive perpetual license to reproduce images of your artwork into in-game loading screens and in posts on the forums (forum.treeofsavior.com) when introducing the works selected. Artworks selected might undergo modification when applying them to loading screens. Artworks will not be used for any other purpose than that which is stated here. Loading screen images are subject to change without prior notification. When selected artworks will be displayed in-game shall be announced at a later date. Original Work of Authorship: By submitting your work you hereby warrant and represent that your submitted art is, in fact, original works of authorship on your part and have not been copied, in whole or in part, from any other work and do not violate, misappropriate or infringe any copyright, trademark or other proprietary rights of any other person or entity. You may not post materials that are sexually explicit, offensive to certain groups, or generally inappropriate for the game’s T rating. Artists who violate these policies are subject to disqualification from entry and should plagiarism or IP theft is confirmed, imcGAMES holds the rights to revoke all benefits and prizes given to the artist.
Important: All the Goddess' Blessed Cubes follow the updated item list regardless of the date it was purchased. This policy will be standard unless stated otherwise. e.g. Goddess' Blessed Cube A (purchased on November of '16), B (purchased on January of '17) and C (purchased on May of '17) will all follow the item list the most current.
#patchnote0.1 @(May 15-16, 2017) $[EDT] 22:00 to 05:00 @(May 15-16, 2017) $[EXTENDED][BRT] 23:00 to 08:00 @(May 16, 2017) $[CET] 04:00 to 11:00 @(May 16, 2017) $[SGT] 10:00 to 17:00 +IMPORTANT !/uploads/ckeditor/e9f4ce3a0ecfed1d2665ebd23ce544cd.jpg ?<b>ALL GODDESS' BLESSED GEMS RETURNED</b> - There will now only be <b>1 type of Goddess' Blessed Gem</b>. - All the Goddess' Blessed Gems you have your possession will be <b>extracted and returned to your character(s)</b>. - You will also receive an amount of <b>Goddess' Blessed Gems corresponding to the current transcendence stage</b> of your transcended items. - Any Goddess' Blessed Gems you had in your <b>Team Storage</b> will be sent to the Market's Retrieve tab of the <b>first character in your lodge character list</b>. - Any Goddess' Blessed Gems you were keeping in your <b>personal inventory or storage</b> will be returned to the <b>corresponding character's Market Retrieve tab</b>. - Make sure to check the Market's Retrieve tab of your character(s) to get back the Goddess' Blessed Gems. ?<b>ALL ATTRIBUTES CONVERTED TO POINTS</b> - <b>Attributes will be reset</b> and the silver invested will be returned in the form of <b>Attribute Points</b> in accordance to a preset calculation method. - You will be able to purchase more Attribute Points at the respective Class Masters, where you can also check your current amount of Attribute Points. +MAIN CHANGES ?<b>New Damage Calculation Formula</b> - The damage calculation formula has changed to a <b>'log scale down formula'</b> from the previous 'attack/defense-based damage formula': <space><space>Damage = damage = (% factor) x attack x log10 ((attack / defense + 1)^0.x + 1) + additional damage ?<b>Reworked Attribute System</b> - <b>Attributes will be reset</b> and the silver invested will be returned in the form of <b>Attribute Points</b> in accordance to a preset calculation method. - <b>Attribute Points will be purchasable from Class Masters</b>, while certain attributes may have been removed or changed to be basic skill functions. - Rank 8 attributes will cost approximately 20% less. - Attributes from below Rank 4 that do not exceed 1,000 silver will have their prices reduced. ?<b>Transcendence Changes</b> - There will now only be <b>1 type of Goddess' Blessed Gem</b>. - All the Goddess' Blessed Gems you have invested and/or in your possession will be extracted and returned to your character(s). - Any Goddess' Blessed Gems you had in your Team Storage will be sent to the Market's Retrieve tab of the first character in your lodge character list. - Any Goddess' Blessed Gems you were keeping in your personal inventory or storage will be returned to the corresponding character's Market Retrieve tab. - Gem requirements for transcending have been adjusted. - <b>90% of Goddess' Blessed Gems will be returned in the form of Blessed Shards</b> depending on how many times you have succeeded in transcending your item (the number of Blessed Shards will be calculated by rounding down to the nearest number). <space><space>For example: <space><space>Transcendence Stage 1 = Used 1 Blessed Gem = Succeeded <space><space>Transcendence Stage 2 = Used 3 Blessed Gems = Succeeded <space><space>Transcendence Stage 3 = Used 1 Blessed Gem = Failed <space><space>- In the case above, the item was transcended to stage 2 by using 4 Blessed Gems. <space><space>- 90% of 4 is 3.6 which means that 30 Blessed Shards will be retrievable. - Transcendence will now increase item abilities as follows: <space><space>Stage 1 = <b>+20%</b> <space><space>Stage 2 = <b>+20%</b> (cumulative +40%) <space><space>Stage 3 = <b>+20%</b> (cumulative +60%) <space><space>Stage 4 = <b>+20%</b> (cumulative +80%) <space><space>Stage 5 = <b>+20%</b> (cumulative +100%) <space><space>Stage 6 = <b>+20%</b> (cumulative +120%) <space><space>Stage 7 = <b>+20%</b> (cumulative +140%) <space><space>Stage 8 = <b>+20%</b> (cumulative +160%) <space><space>Stage 9 = <b>+20%</b> (cumulative +180%) <space><space>Stage 10 = <b>+20%</b> (cumulative +200%) ?<b>Enhancement Changes</b> - <b>Enhancement costs have been drastically reduced.</b> - Cost and increased stat numbers will look different depending on the type of equipment. - Enhancement <b>STATISTICS</b> will increase as follows, compared to Normal-grade items: <space><space>Magic: 120% <space><space>Rare: 150% <space><space>Unique: 200% <space><space>Legend: 250% - Enhancement <b>COSTS</b> will increase as follows, compared to Normal-grade items: <space><space>Magic: 133% <space><space>Rare: 167% <space><space>Unique: 200% <space><space>Legend: 233% ?<b>Equipment Balance Reworked</b> - Armor, Pants, Gloves and Boots will all have <b>physical and magic defense as main features</b>. - Attack/defense statistics of equipment items have been modified due to changes in the combat system. ?<b>Team Storage Available For All</b> - <b>Team Storage will now be usable without a Token.</b> However, Token Benefits will be required to deposit/withdraw silver (must be at least Rank 2 to deposit/withdraw silver). - 5 slots will be initially provided per team. - Token Benefits will provide an additional 10 slots per team. - Up to 30 slots can be used per team. +ITEM CHANGES ?<b>New Hunting Grounds</b> - Rancid Labyrinth (Recommended Lv 280): Accessible via Grynas Hills. Lv 280 armor can be obtained from the Unidentified Cubes gained from this map. - Balaam Camp Site (Recommended Lv 300): Accessible via the Rancid Labyrinth. Lv 270 weapons can be obtained from the Unidentified Cubes gained from this map. - Michmas Temple (Recommended Lv 320): Accessible via the Balaam Camp Site. Lv 315 weapons and Armor can be obtained from the Unidentified Cubes gained from this map. ?<b>New HP and SP Potions</b> - Large HP/SP Potions, Huge HP/SP Potions have been added to NPC Shops. - Large Potions will allow characters to recover 80% of what they would be able to when using a potion created by a Lv 8 Tincturing skill Alchemist. - Huge Potions will allow characters to recover 80% of what they would be able to when using a potion created by a Lv 15 Tincturing skill Alchemist. ?<b>Enhanced HP and SP Potions</b> - HP Potions will now allow you to recover 20% more HP. - SP increase due to character levels/stats has been increased by 50%. - The recovery over time ratio of HP and SP potions has been changed from 3:7 to 5:5. ?<b>Tincturing Potion Changes</b> - Potions from NPC shops and potions made via the Alchemist [Tincturing] skill will now have different cooldown periods and can be used together. - Potions will share cooldown periods according to the following categories. <space><space>1) Potions bought from the TP Shop or Exchange Shop (Cooldown period of 20s). <space><space>2) Potions crafted by Alchemists using the [Tincturing] skill (Cooldown period of 30s). <space><space>3) Potions bought from the NPC shops, consumable normal items, event items (Cooldown period of 45s). - Potions that recover HP and SP at the same time (e.g. Keistas Recovery Potion Lv1). - The cooldown period for Keistas Bravery Potions, Keitrys Recovery Potions and Keitrys Protective Potions will be increased by 60s from 120s to 180s. ?<b>Alchemist Potions Reworked</b> - Condensed SP Boost Potions crafted by Alchemists will have 80% less SP increase and 90% less SP recovery. - Condensed Protection Potions crafted by Alchemists will have 50% less HP increase and physical/magical defense. - Condensed SP Boost and Protection Potions will now be tradable via Team Storage, Market and Personal Trading. ?<b>New Item Grade: Legend</b> - Added 'Legend' grade items. - Legend grade items will include equipment from the Earth Tower, such as the Lolopanther and Solmiki item sets, and will have additional changes made to their statistics. ?<b>New Rapier Weapons</b> - Black Horn - Elga Rapier ?<b>Reduced Cube Reopening Costs</b> Molich Cube: 60,000 >> 20,000 Rafene Cube: 50,000 >> 20,000 Armaos' Cube: 75,000 >> 30,000 Red Lavenzard's Cube: 75,000 >> 30,000 Kalejimas Cube: 50,000 >> 20,000 Sicarius Cube: 50,000 >> 30,000 Attok Suspicious Box: 60,000 >> 10,000 Forest Cube: 50,000 >> 20,000 Sausys Cube: 300,000 >> 250,000 Violent Cerberus Cube: 50,000 >> 10,000 Noisy Mineloader Cube: 50,000 >> 10,000 Forest Keeper Ferret Marauder Cube: 50,000 >> 10,000 Kubas Cube: 50,000 >> 10,000 Burning Fire Lord Cube: 100,000 >> 30,000 Wrathful Harpeia Cube: 100,000 >> 30,000 Necroventer Cube: 100,000 >> 30,000 Glackuman Cube: 100,000 >> 30,000 Ellaganos Cube: 200,000 >> 50,000 Marionette Cube: 200,000 >> 50,000 Dullahan Cube: 200,000 >> 50,000 Prison Manager Prison Cutter Cube: 200,000 >> 50,000 Mirtis Cube: 500,000 >> 60,000 Helgasercle Cube: 500,000 >> 60,000 Rexipher Cube: 500,000 >> 60,000 Marnox Cube: 500,000 >> 60,000 Nuaele Cube: 600,000 >> 70,000 Blut Cube: 600,000 >> 70,000 Zaura Cube: 600,000 >> 70,000 ?<b>Other Item Changes</b> - Repair costs for equipment will be affected by requirement levels and the enhancement/transcendence stage of the equipment in question. - Higher potential items will have lower chances of being identified via an Appraiser. - All unidentified items will now be obtainable from Unidentified Cubes from Hunting Grounds. Unidentified Cubes cannot be re-opened. - Rank Reset Vouchers will now return all character EXP based on when they were used. - The enhancement effectiveness of the Manamana has changed from +180% to +120%. - Gem EXP will be affected by equipment levels when being used in gem enhancement. - EXP Card rewards from Wings of Vaivora have been reduced by 1/3. - The Power Staff will now be able to have additional damage equal to the character's magic attack instead of doing twice the damage of its magic attack when attacking with the C button. - Geras Spear effects changed to 50% additional attack when using the Spear Throw skill (50% additional multiplier instead of 50% additional damage). - Agni Necklace effects changed to 50% additional attack when using the following skills (50% additional multiplier instead of 50% additional damage): Fireball, Firewall, Flare, Fire Pillar, Hell Breath, Flame Ground, Meteor, Incineration, Prominence. - Karacha Set effects changed to 150% additional attack and evasion reduced by 188 when using the Backstab skill from behind an enemy. +OTHER CHANGES ?<b>Monsters</b> - Monsters will now be graded by the following system: <space><space>Normal Monsters: Most monsters that appear on maps while questing. <space><space>Special Monsters: Stronger monsters that appear in Hunting Grounds and Instanced Dungeons. <space><space>Elite Monsters: Monsters that appear on maps or Hunting Grounds that are bigger, use a variety of skills and have minion monsters (minion monsters that follow Elite Monsters will only provide half the EXP of normal monsters and will not provide any items as they will be 50% weaker). - Monsters between Level 15~100 will now provide up to 1.85 times more EXP. - Elite Monsters over Level 100 will drop 10 times more silver. - HP and EXP will be readjusted on all monsters and bosses. This includes those in Hunting Grounds and Earth Tower. - Monster difficulty has been reworked. - There will be no penalties for level differences smaller than 30 between the monster and character. After 30 levels, there will be a 5% reduction per level. - Normal Monsters will no longer use advanced crowd control skills such as Knockback, Knockdown, Stun or Freeze. - Certain enhanced monster properties will be weakened (for instance, Hogma Warriors will no longer be able to ignore block penetration and block your attacks). - Certain types of monsters will have weakened physical/magical defense (for instance, Plant-type monsters will no longer be specialized in magical defense and Mutant-type monsters will no longer be specialized in physical defense). - Armaos and Red Lavenzards will provide less silver when defeated, but the other monsters will provide more per drop. - Berserkers will now deal 200% damage instead of having 200% attack. ?<b>Skills and Attack</b> - Skills have been readjusted to include damage multipliers. - Missile attacks have been categorized into Bow, Gun and Cannon type attacks. - Different attack types will have different effects against various equipment types. <space><space>Slash to Cloth = 25% <space><space>Pierce to Leather = 25% <space><space>Strike to Plate = 25% <space><space>Magic to Spirit = 25% <space><space>Bow to Cloth/Leather = 12.5% <space><space>Gun to Cloth/Leather = 12.5% <space><space>Cannon to Plate = 25% - Property attack values will now be displayed as 'Additional Property Damage' - Minimum attack values will no longer be able to be greater than maximum attack values. - [Leather Mastery: Dexterity] will now have +30 Accuracy (3 set piece option) and +50 Accuracy (4 set piece option) benefits. - Additional status ailment resistance will be applied when the level difference is greater than 10. - Attack ranges will change according to the following information: <space><space>One-hand Sword: ±5% <space><space>Two-hand Sword: ±10% <space><space>Rod: ±0% <space><space>Staff: ±0% <space><space>Crossbow: ±10% <space><space>Bow: ±20% <space><space>Pistol: ±10% <space><space>Cannon: ±20% <space><space>Musket: ±25% <space><space>One-hand Mace: ±5% <space><space>Dagger: ±5% <space><space>Rapier: ±5% <b>- NOTE: Specific skill-related details will be announced in a future update.</b> ?<b>Maps and Questing</b> - Orsha will be removed from the starting city selection screen and will result in the following changes: <space><space>a) Using Goddess Statues between Klaipeda and Orsha will no longer cost any silver. <space><space>b) The Mercenary Post NPC will be relocated to Klaipeda. <space><space>c) There will be a pop-up asking for confirmation before moving indoors. <space><space>d) The Blacksmith NPCs in both Klaipeda and Orsha will now be able to identify items. - Exploration of the World Map and individual maps will be shared within the team. - Different sub-quests will now be shown according to the character's level: <space><space>Lv 1-10: quests shown are up to 5 lvs lower or 2 lvs higher <space><space>Lv 11-20: quests shown are up to 5 lvs lower or 3 lvs higher <space><space>Lv 21-30: quests shown are up to 5 lvs lower or 5 lvs higher <space><space>Over Lv 30: quests shown are up to 5 lvs lower or 10 lvs higher - Certain quest requirements have been changed across all maps. - Quest completion conditions changed according to adjusted monster placement and levels. - Increased chances for collecting quest items. - The Plague Doctor's Advancement quest has changed due to changes in monster skill usage. ?<b>Additional In-game Tooltips</b> - Added tooltips to the following functions: status point distribution, attributes, Mercenary Post, item identification, Hunting Grounds, mercenary missions. +EVENTS !/uploads/ckeditor/fc7549c6d8d3476b3edb7d935148be01.jpg ?<b>NEW: Daily Character Reset Event</b> - For two whole weeks, we're giving you the chance to reset your characters' stats, skills and rank every single day! Experiment, be creative and create your best character build. - Read the details {{here|https://treeofsavior.com/page/news/view.php?n=971}}. - This event is open until May 30, 2017. ?<b>NEW: First-Time Player Event: Steps to 100</b> - New to Tree of Savior? Make sure to take advantage of our first-time player event to get special rewards every time your characters reach a level milestone! - Read the details {{here|https://treeofsavior.com/page/news/view.php?n=972}}. - This event is open until June 13, 2017. ?<b>NEW: Returning Player Event: Welcome Back, Savior</b> - Returning players, we're glad to have you back. There's a special Gift Box waiting for you that will drop a prize of your choice every day! - Read the details {{here|https://treeofsavior.com/page/news/view.php?n=973}}. - This event is open until June 13, 2017. ?<b>NEW: Wild Tales of the Masters</b> - Ever wondered what the Class Masters' lives are like? There's a girl in town who seems to know a lot about them. Listen to her stories for 23 sets of daily rewards! - Read the details {{here|https://treeofsavior.com/page/news/view.php?n=974}}. - This event is open until June 13, 2017. +GODDESS' BLESSED CUBE ?<b>New Goddess' Blessed Cube Edition</b> - A new edition of the Goddess' Blessed Cube will be available at the TP Shop until May 30, 2017. - See the full list of items available {{here|https://treeofsavior.com/page/news/view.php?n=976}}. ?<b>New Costumes</b> - Bad Kids Red School Uniform (F/M) - Bad Kids Black School Uniform (F/M) - Bad Kids Blue School Uniform (F/M) - Bad Kids White School Uniform (F/M) - Cherry Blossom Sailor Costume (F/M) <space><space><b>NOTE:</b> <space><space>1) The costumes above can be worn by characters of all classes. <space><space>2) The costumes above cannot be exchanged in the Exchange Shop. <space><space>3) The costumes above are tradable and can also be moved via Team Storage. ?<b>Archer Costumes in the Exchange Shop</b> - The Archer Sailor Costume and Archer Heavily Armed Costume will now be tradable for medals at the Exchange Shop. +BUG FIXES ?<b>Monster Bug Fixes</b> - Black Liverwort: Fixed the issue where the [Sleep] ailment would not be properly applied to characters and would not be removed after its duration had ended. - Blue Elet: The Blue Elet monsters in Kalejimas Visiting Room will now have more natural knockdown animations. - Liverwort: Fixed the issue where the [Sleep] ailment would not be properly applied to characters and would not be removed after its duration had ended. ?<b>Item Bug Fixes</b> - Ceremonial Costumes: Using certain gestures while wearing the Archer Ceremonial Costume (Male) will no longer cause it to glitch. - Cockatrice Head: Equipping a Kepa Doll while wearing this will no longer allow the Kepa Doll to be shown on the outside. - Long Layered: Using the Call skill while wearing the Archer Circle 3 Costume will no longer cause part of the hairstyle to disappear. - Natural Ponytail: Using certain skills or attacking with a sub-weapon will no longer make a character's face invisible while using this hairstyle. - Monster Cards: Using potions will now properly activate related Monster Card effects. - Prince Waves: Equipping Mirtis Helmets while using this hairstyle will no longer cause glitches when looking in diagonal directions. - Rank Cards: Fixed the issue with remaining Rank Cards when a character is Rank 8 and Class Level 15. - Simple Color Costumes: <space><space>a) You will now be able to use the Simple Costume Box to obtain the costumes within instanced dungeons. <space><space>b) Using certain gestures while wearing the Cleric Simple Color Costume (Female) will no longer cause it to glitch. <space><space>c) The Cleric Simple Color Costume (Male) will no longer cover certain hairstyles. <space><space>d) Fixed certain gestures to be more natural when used while wearing the Wizard Simple Color Costume (Female). - Stackable items: Will now behave as intended when traded. - White Flower Hairpin: It will now be properly represented when worn with the Gilt Helmet. - Wonderland Costumes: Using the 'Sulk' gesture while wearing the Cleric Wonderland Costume (Male) will no longer cause graphical glitches. ?<b>Graphics and Sound Bug Fixes</b> - Fixed the issue where the click area of Automatic Party Matching was larger than the UI shown on screen. - Fixed the issue where the additional EXP UI would not be shown in certain fields or cities. - Updates in the Character Information screen(F1) will no longer cause automatic scrolling to the top. - Party and Guild information will now properly implement any changes you make to your Team name in the lodge. - Fixed the issue where the TP Shop preview function would only work while facing forwards. - The Chat UI will no longer return to its default state when logging out or moving maps. ?<b>Skill Bug Fixes</b> - Archer - Kneeling Shot: Attack speed will no longer be abnormally enhanced while using Kneeling Shot. - Quarrel Shooter - Scatter Caltrops: The skill animation has been fixed to make it appear more natural. - Oracle - Gender Switch: The reflection will now show the proper hairstyle while using the Gender Switch skill. - Sadhu - Out of Body: You will now be able to toggle the 'Hide' function for hair accessories while using the skill. ?<b>Miscellaneous Bug Fixes</b> - Fixed the issue where only 6 Red Infrorocktor monsters would appear making it impossible to continue the Lunatic Wizard (1) quest. - The stamina increase due to Plate Mastery: Defense and equipped items will now properly be applied once the items are unequipped. - Movement keys will now match the image when checked in [Game Settings] - [Joypad Settings]. - Using skills when used after the end of a Team Battle League round will no longer cause them to be activated in the next round. - The UI will no longer only show 1 item being sold when more than 1 stackable item has been sold on the Market. - Fixed the issue where selecting the 'Respawn at the nearest Revival Point' option would not allow movement to Novaha Annex, Novaha Assembly Hall or Novaha Institute. - Equipping and removing untradable Gems & Monster Cards will no longer allow them to be traded.
Greetings, Saviors! A mysterious girl has arrived in town, and she has a lot to say about the Kingdom's Class Masters. Listen to her stories every day and be rewarded with the power of knowledge; and heaps of useful items, of course! 1. Event Period FROM the scheduled maintenance on May 16, 2017 TO the scheduled maintenance on June 13, 2017 2. Who Can Participate - The event is open to all characters 3. How to Participate STEP 1. Talk to the Knowing Girl NPC in the cities of Klaipeda, Orsha or Fedimian and listen to her stories about the Class Masters. STEP 2. With each daily story, the Knowing Girl will reward you with a gift (see Rewards). STEP 3. You can receive the Girl's rewards once per day (per team), but you can also keep hearing more stories about the Masters after you have received your prizes. STEP 4. On the first day you visit the Knowing Girl, she will gift you the rewards corresponding to Day 1. On the second day you visit her, you will obtain those corresponding to Day 2, and so on. You can receive a total of 23 rewards (see list below). 4. Rewards - DAY 1 -. Basic Red Ox x5 Lv15 Basic Condensed HP Potionx20 - DAY 2 - EXP Tome (14 Days) x1 Lv15 Basic Condensed SP Potion x20 - DAY 3 - Soul Crystal x3 Megaphone x10 - DAY 4 - EXP Tome (14 Days) x1 Golden Anvil x1 - DAY 5 - Old Enhancement Card x1 Enchant Scroll (14 Days) x3 - DAY 6 - EXP Tome (14 Days) x1 Highly Condensed Movement Speed Potion x10 - DAY 7 - Basic Gem Abrasive x1 Flag of OTL x1 - DAY 8 - EXP Tome (14 Days) x1 Lv15 Basic Condensed HP Potion x20 - DAY 9 - Instanced Dungeon Multiply Token (14 Days) x1 Lv15 Basic Condensed SP Potion x20 - DAY 10 - EXP Tome (14 Days) x1 Soul Crystal x5 - DAY 11 - Intermediate Gem Abrasive x1 Urgent Repair Kit x3 - DAY 12 - EXP Tome (14 Days) x1 Instanced Dungeon Multiply Token (14 Days) x2 - DAY 13 - Old Enhancement Card x1 EXP Tome (14 Days) x1 - DAY 14 - EXP Tome (14 Days) x1 Title - Knowledgeable Savior x1 - DAY 15 - Advanced Gem Abrasive x1 Lv15 Basic Condensed HP Potion x20 - DAY 16 - EXP Tome (14 Days) x1 Lv15 Basic Condensed SP Potion x20 - DAY 17 - Enchant Scroll (14 Days) x3 Wedding Costume Box x1 - DAY 18 - EXP Tome (14 Days) x1 Instanced Dungeon Multiply Token (14 Days) x3 - DAY 19 - Superior Gem Abrasive x1 Silver Anvil x1 - DAY 20 - EXP Tome (14 Days) x3 - DAY 21 - Enhancement Card Lv1 x1 EXP Tome (14 Days) x1 - DAY 22 - EXP Tome (14 Days) x1 Instanced Dungeon Multiply Token (14 Days) x3 - DAY 23 - Cardboard Box x1 4. Important - The Knowing Girl's rewards can be received once per day, per team. - The daily timer for participation in the event resets at midnight (EDT). - Items with time limits, potions, old enhancement cards and advanced gem abrasives cannot be moved via Team Storage. Make sure to give retrieve those items with your desired character. - Title rewards will be applied to the character that receives them and cannot be moved to another character. Make sure to retrieve your title with the desired character.