Table of Contents 1. Rank System Changes Pt. 1 2. Rank System Changes Pt. 2 (Click here) 3. New Content: Borutas Kapas & Astral Tower Closed Quarters (Click here) 4. FAQ (Click here) 5. Compatibility Issues & Solutions (Click here) 6. FAQ 2 (Click here) Greetings, Saviors! Today we would like to continue our dev blog series on the upcoming [Re:Build] update! Here, we will be overviewing the changes made to the game’s rank and stat systems. As there is a lot of content to cover, we are breaking this post down into two parts, the second of which you can read here (click to go to the post). <A player hunting monsters using the new Pyromancer and Warlock skills.> The New Class Advancement System <New class advancement UI.> The current rank system allows players to pick their classes, each subdivided into three circles, and advance their character in rank by 9 times, reaching the maximum of Rank 10. The new class advancement system allows each character to advance their class three times, but each advancement is equal to reaching Circle 3 of the chosen class on the current rank system. Classes that only have Circle 1 skills (i.e. Shinobi, Rune Caster, Chaplain, Miko, Appraiser and Nak Muay) will have their skill sets expanded with the [Re:Build] update. In [Re:Build], players are able to choose a total of 4 different classes similar to how they can currently pick one base class and three different Circle 3 classes (total of 10 ranks). As much as it will be difficult for players to become a jack-of-all-trades with the new advancement system, our ultimate goal is to reinforce the strengths and weaknesses unique to each class/build, as well as to enhance party interaction and create synergies between the different builds available in the game. To adhere to the lore of the game, hidden classes can be chosen starting from the character’s second class advancement. This is because the unlocking of hidden classes is closely related to the lore of the game. Hidden class quests require the player to be somewhat knowledgeable about the game world, and Class Masters and quest locations are located in mid- to high-level areas. Class Level Maximum class level will be expanded to 45, as one class advancement is equal to advancing 3 Circles in [Re:Build]. However, the maximum class level for base classes such as Swordsman and Wizard will remain at 15, with part of their their current skills either transferred to a different class or removed from the game. Class Change System <Points can be earned for Class Change by completing in-game tasks, as shown above.> Similar to [Rank Reset], a [Class Change] system will be implemented into the game to alleviate some of the difficulties that players may experience in creating their unique character build. Players can earn up to 1,000 points per week and save up to 3,000 points in total by completing various tasks in-game. These points can be consumed for a single Class Change, which costs 1,000 points. Upon Class Change, the players’ class attribute points are reset to be spent again on the new class of choice. Existing Rank Reset Vouchers are repurposed as Class Change Vouchers that give players points for class change when used. Rank 8 Class Prerequisites Removed <Rank 8 classes that will no longer have prerequisites for advancement.> Prerequisites for advancement into Rank 8 classes will be removed, while hidden classes (i.e. Shinobi, Rune Caster, Miko, Appraiser, Nak Muay) will continue to require an unlocking process just as before, with the exception of the Chaplain class, which is no longer a hidden class. All characters that have already unlocked Rank 8 classes prior to the update will earn a title for each of the Rank 8 classes that have been unlocked. Even after the [Re:Build] update, players can still earn the Rank 8 titles by completing the corresponding class quests. Rank Reset for All Characters With [Re:Build], all rank advancements are reset and characters are returned to their base classes. Attribute points are refunded to the player to spend again, and class EXP is also returned to the player as new EXP Cards that correspond to the newly updated system. Characters that have already used Rank Reset Vouchers prior to the [Re:Build] update are also issued new EXP Cards of equal value. The ranks of Templar characters are also reset, as the system will allow for any Templar to reset their ranks, regardless of Guild Master status. New Class Tree and Class Reassignment Class Tree Reassignment The [Re:Build] update reassigns the classes from their original class trees in order to reestablish and further solidify the key characteristics that define each class tree. Including the newly introduced Scout class tree, there are 5 class trees in total. The changes in class tree composition have been made with factors such as the type of weapon used by each class and the class’ ability to mount in mind, and with the goal of maximizing the compatibility between the different classes within a single class tree, as well as the synergy between the different players within a single party. <Names in blue are classes that have been assigned to a new class tree.> The Swordsman tree consists of classes that utilize bladed melee weapons such as swords, spears and rapiers, as well as classes that are able to combat while mounted on a Companion. Hackapells originally belonged to the Archer tree due to the historical records that they used both swords and bows. The decision to move this class to the Swordsman tree was made because one-handed swords have become the natural weapon of choice for Hackapell players. The Hackapell class was moved to the Swordsman tree to maintain the overall consistency of the Archer tree at the cost of historical accuracy. Also, to fit in better with the Swordsman tree, Hackapells become able to equip one-handed swords as their main weapon, and equip daggers and shields in the subweapon slot. The Wizard tree includes all DPS-focused magic users, summoners and support classes that have spell-related buffs. The grouping was made with the focus on how different attack spells available within the tree can be combined for maximum synergy, and also on whether a candidate class’ skill set consists of offensive, defensive and self-targeting buffs. Following these guidelines, the summon-focused Bokor class and the DPS-focused Taoist classes are being moved to the Wizard tree along with some skill adjustments. Archer tree classes specialize in ranged attacks and wield bows and crossbows as their main weapons. Cannons are now two-handed weapons and their attack value is being increased to reflect this change. See the ‘Items’ section in part 2 of this post for more details on cannon changes. Also, we have a new class that uses muskets and cannons as main weapons planned for reveal in the first half of 2019. Cleric tree classes specialize in blunt weapons but, like the Wizard tree, they are not heavily restricted by weapon type. As the tree includes many different classes that play the roles of physical and magic DPS, healer and support, the classes within this tree are unified by the theme of being either healers or devotees of different religions within the game world. New Class Tree: Scout The new Scout tree will include classes from other trees, as well as two brand new classes (Assassin and Outlaw). The classes in the Scout tree are grouped by their main weapons of choice, which are daggers and pistols, and also by the availability of support spells that affect the player’s party as a whole. The key characteristics of support classes within the Scout tree is that they have no affiliation with religion or healing. Hence, the Linker and Thaumaturge classes have been moved to the Scout tree, as their skill set is optimized for party support. Newly introduced classes that major in support roles will be added to either the Cleric or Scout trees in the future. Another key feature of the Scout class tree is their focus on attack speed. They will be optimized for offensive roles with skills that have shorter animation and casting time in comparison to classes of the other trees. The Bullet Marker and Schwarzer Reiter classes have been moved to the Scout tree because of their focus on normal attacks, and the Enchanter is also transferred over from the Wizard tree because of its DEX-focused build. Scout tree classes wield one-handed swords as their main weapon, but most of their skills make use of the daggers and pistols equipped in their subweapon slot. As is tradition, the name given to each tree is identical to that of the tree’s base class. In the case of the new tree, the Scout class was chosen to become the base class with the compatibility with the other classes within the tree in mind. The base class for the Scout tree needed to be compatible with daggers, pistols and support spells. At first, the Rogue class was considered as the candidate for this tree’s base class, but it was ultimately abandoned because of the fact that the Rogue class’ skills are based almost exclusively on daggers. As the Scout class did not specialize on any specific weapon and had many skills that were in need of a rework, it was a better choice overall to be elected as the new tree’s base class. [Re:Build] reworks the Weapon Swap attribute in order to increase compatibility between the skills that utilize different types of weapons within a single class tree. The Weapon Swap attribute, formerly obtainable in the player’s second rank, will now be a default feature for all characters. Weapons will be swapped automatically upon using two different skills that require different weapons when the two skills are used consecutively, as long as the alternative weapon is registered for Weapon Swap. With the aforementioned changes, many classes that were formerly neglected will find a place in many players’ builds. The Taoist, as an example, was a class typical of this problem and was not fit to be neither a dealer nor a supporter, being used only as a support class in conjunction with the Krivis class skill, Zaibas. The [Re:Build] update moves the Taoist class into the Wizard tree and introduces new Lightning spells for the Taoist so as to repurpose it as a DPS class. <The Taoist’s Storm Calling skill can be used to maximize the efficiency of Electrocute.> Players will be able to use Quick Cast to overcome long casting times and also make use of Upper Level to reinforce tiled offensive skills such as Flame Ground or Toyou. These are just some of the examples of enhanced class compatibility that can be found in the Wizard tree with the [Re:Build] update. <Players can use Upper Level to reach flying enemies with tile-based skills like Flame Ground.> The skills of classes that have not changed trees, for example the Hunter, have been adjusted to improve the various aspects of the class. More details on classes and their skills will be revealed through the official patch notes. Class Stat Specialization Swordman Max HP Max SP Phys DEF Mag DEF Block HP Recovery 100% 60% 300% 300% 150% 120% Wizard Max HP Max SP Block Penetration SP Recovery 65% 100% 150% 120% Archer Max HP Max SP Accuracy Move Speed 70% 70% 150% 110% Cleric Max HP Max SP Phys DEF Mag DEF Critical RES HP Recovery SP Recovery 80% 80% 150% 150% 150% 120% 120% Scout Max HP Max SP Dodge Critical Rate ATK Speed 75% 60% 150% 150% 110% Each class tree will have specialized stats, and these stats will increase in proportion to the class tree stat specialization. With specialized stats, classes with similar skill sets will be played differently in combat and require different equipment settings. Apart from the stat differences as shown above, class trees will differ considerably in terms of skill AoE ratio, range and overheat rates. Along with specialized stats for different class trees, different classes within a tree will also affect character stat growth, which will be explained further in detail in the second part of this announcement. Class Tree Change <Players can change their character class tree with the help from the Class Tree Helper NPC.> We are providing a temporary Class Tree Change for all players in order to give the players the chance to experiment in the event that their favorite class has been removed from the player’s current class tree. More information about the Class Tree Change will be detailed in a future announcement. Templar <New Templar costume.> All guild-related functions are removed from the Templar class. Guild Masters will no longer be required to have a Templar character in order to gain access to guild functions. Templars’ skill set is also reworked so that their role becomes more GvG-focused. Skills With the new horizontally-structured class system in [Re:Build], skill factors are no longer determined by the rank at which the skills are acquired. Skill factor standards after the [Re:Build] update are as follows: Category Skill Factor Class Ranks Removed The skill factors are now independent of the skill’s rank and circle and all skills have consistent skill factors. AoE / Number of Targets Skill factor increases with smaller AoE and lower number of targets. Skill factor decreases with larger AoE and higher number of targets. Singular / Multiple Hits The casting time and the number of hits during casting are adjusted, along with new values that determine how the number of hits changes over skill duration. All skills have a skill factor that fits into a balanced range of DPS. Overheat / Cooldown Time Overheat and skill cooldown factors are reworked. Channeling Spells and Magic Circles Skill factors will be influenced by aspects such as threat levels while casting, difficulty in casting and maintaining the spell, the duration in which the player is inactive after the spell is cast, etc. Others If the skill has crowd control functions, its skill factor will be deduced. Item consumption will be taken into account on determining skill factor. The delay time present before and after casting a skill will also influence the skill factor. Do keep in mind that there are exceptions influenced by factors such as technical difficulties and continuity of the lore where the above rules either don’t apply or are applied in a different manner. BEFORE AFTER The overall damage produced by skills is reduced with these changes in skill factor, but the overall HP of monsters have also been decreased to reflect the changes made to the game’s balance. On the other hand, the difficulty of Saalus Convent and Mercenary Post missions will be increased, while the difficulty of Hunting Grounds is lowered in order to match the changes implemented in the [Re:Build] update. Buff Skills <The Swordsman’s Gung Ho skill changes from a fixed-value damage increase to a percentage-based increase.> Buff skills are being adapted to include new effect factors or ratios. In the current game, fixed-value effects stop many of these skills from performing satisfactorily at later levels, so this change is here to help their buff effects stay relevant even as the character levels up. Skills Being Added/Deleted and Moved With the [Re:Build] update, new skills will be added to reinforce the role and characteristics of the different classes and, in return, others will be deleted from the game due to their incompatibility with the class’ concept or negative influence on game balance. A new skill, ‘Elemental Essence’, is a good example of this change, as it emphasizes the Wizard’s character role as a master of the elements. Some skills will also be moved to a different class, again to fit into the target class’ role and characteristics. Another example would be ‘Quick Cast’, a cast time-reducing skill currently in the Wizard class, which aptly becomes a Chronomancer skill after the update. Quicken, a support skill that affects the caster’s entire party, is moved from the Chronomancer to the (soon-to-be Scout tree) Thaumaturge class skill repertoire. A full list of all the skills affected and how they change will be included in the patch notes corresponding to the [Re:Build] update. Multiple-use Skill Recharges Skills that can be used more than one time will change the way they recharge after cooldown. BEFORE AFTER +1 use recharged after cooldown All uses recharged after cooldown In the current game, when a player doesn’t exhaust all the uses of a multiple-use skill, that skill recharges one use at a time after the cooldown. With the [Re:Build] update, all uses of the skill are recharged simultaneously after cooldown, so there is no need to expend them unnecessarily. Party Member-Targeting Skills <Players will target specific party members with the ‘Heal’ skill instead of generating Heal tiles.> Buff skills applied to a single party member become targetable. Buffs like Healing Factor, for example, require the caster to place the skill tile on the ground for the intended party member to use them in the current game. With the new targeting function, Plague Doctors are able to cast Healing Factor on the desired party member directly. This feature also allows you to direct buffs towards yourself and avoid having them “stolen” by fellow players. Attributes Attributes are one of the base systems of TOS combat, one that so far has suffered from excessive costs and enhancement attributes skewed towards dealer classes. We’re setting out to solve this by significantly decreasing attribute costs and correcting the most inconvenient and unfair aspects of this system. Attribute Costs and Buff Enhancements <Graph comparing the accumulated costs of attribute points before and after Re:Build> Overall enhance attribute costs are readjusted to a standard similar to that of current Rank 7 skills. This change means you can raise two enhance attributes to level 100 with the same number of points used to level one Rank 10 enhance attribute to level 100 in the current game setup. Other attributes have reduced in cost as well. The overall attribute points spent per character has been decreased but the attribute points for skills below Rank 7 have been raised also. So, depending on the build, the total attribute cost that you may have required could be higher overall. Besides the cost reductions, one important change is the addition of Enhance attributes to buff skills. Important enhancing attributes will no longer be an exclusive feature of attack skills, becoming useful to support classes as well. With the enhance attributes that are made for buff skills in the Re:Build update, supporters can further increase the effectiveness of their build. Attribute Point Extraction <Attribute point extraction UI. For a given period after the update, all players will be given the one time chance(per character) to extract attribute points without silver costs.> A new feature is introduced that allows you to extract attribute points from one character in the form of scrolls, then pass them onto another character in your team. This function lets you extract attribute points in batches of 1,000, and it comes with an extraction fee (paid in Silver) equivalent to 10% of their original price. If one attribute point costs 1,000 Silver, that means a fee of 100 Silver per point. The items extracted cannot be traded to other players 1:1 or via the Market; they can only be transferred to same-team characters through the Team Storage. Also, you can extract only from your total of unused attribute points, not from points already consumed by attributes. Extracting used attribute points is only possible after changing classes or using other functions that automatically reset attribute points. Armor Mastery Attributes Armor mastery features assigned to characters are undergoing a few significant changes. Same-type equipment effects will trigger whenever a character equips not 3, but 4 items of the same group. Some effects will be altered, and their values will apply based on the effects of the lowest-grade armor item. For example, if 3 of your armor items are Unique and 1 is Rare, your overall armor grade will be Rare. Armor mastery effect changes are as follows. Armor Type BEFORE AFTER Cloth Magic damage taken -10% Normal Magic damage taken -5% Magic Magic damage taken -7.5% Rare Magic damage taken -10% Unique Magic damage taken -12.5% Legend Magic damage taken -15% Leather Critical rate +50 Accuracy +50 Normal Critical chance +4% Max. critical chance +10% (all grades) Magic Critical chance +8% Rare Critical chance +12% Unique Critical chance +16% Legend Critical chance +20% Plate Physical damage taken -10% Normal Physical damage taken -5% Magic Physical damage taken -7.5% Rare Physical damage taken -10% Unique Physical damage taken -12.5% Legend Physical damage taken -15% As you can see, Cloth and Plate armor effects remain the same, but apply in different degrees according to item grade. Leather effects, on the other hand, are adjusted to fit into the new critical formulas and add +10% to maximum critical chance limits, increasing the 50% threshold to 60%. Critical chance here corresponds to the actual ratio applied when the character attacks. If you have a 30% chance of critical, for example, that percentage is increased by 20% with Legend-grade armor, becoming 36%. After the [Re:Build] patch, we plan to introduce new class-specific types of armor mastery, including effects that are relevant to the characteristics of each class. Each type of armor will continue to be compatible with different class trees, namely Plate for Swordsmen, Cloth for Wizards, Leather for Archers and Scouts, and Cloth/Plate for Clerics. ※ Note that the above content is still under development and may be subject to changes before it is finally applied to the game. Head on over to part 2 of this blog post, where we discuss even more details of the [Re:Build] update (click here)!
Greetings, Saviors! We'd love to introduce our 4ever update in detail. Today's post will cover this large-scale update from A to Z. Content 1. Equipment and Stat Revision - Random Stats - Ichor Difficulty Adjustment - Dismantlement and Stat Transferring - Weapon Attacks by Type - Leather Armor Adjustment 2. New Items - New Sub-weapon: Weapon Accessories - New Equipment: Ark - New Legend Equipment and Set Stats - New Unique Equipment 3. Combat System Revision - Combat Formula - PvP Combat Formula 4. New Content - Merge of Mercenary and Saalus Mission: Lv.400 Instanced Dungeon - Challenge Party Benefits - Goddess' Blessing Event 1. Equipment and Stat Revision Random Stats Currently, there are 4 kinds of equipment rarities (magic, rare, unique, legend) which grant random stats to the equipment when identified by a magnifying glass item. Magic and rare equipment is often neglected by MMORPG players because lower rarity typically means lower bonus stats for the equipment. Effective from the update of Episode 12, the upper limits of random stats are now equal regardless of rarity. On the other hand, the lower limits are set differentially. You can view the upper/lower limits in the chart below: Item Rarity Stat Range (Min~Max)% Magic 10 ~ 100% Rare 40 ~ 100% Unique 80 ~ 100% Legend 80 ~ 100% Now that the lower grades have a chance to receive maximum stats, we anticipate the saviors’ burden of spending hours in the field in order to obtain higher-grade equipment to be eased. Equipment with Unique rarity has become far harder to obtain from looting, but the increased chance to gain better stats will compensate your efforts and time. Our dev team has been working on this modification of the random stat system to ensure pleasurable farming for players. Types and Max Value of Random Stats The dev team has also decided to reduce the value deviation of random stats. As a result, formulas using random stats are modified and there will be newly introduced stats on unidentified equipment while some of the pre-existing stats are deleted. Additional Damage/DEF by type will no longer be granted on equipment and new stats ‘Additional Damage/Additional Damage Resistance’ will replace them. Existing Additional Damage/DEF by type stats on your equipment will be integrated into ‘Additional Damage/Additional Damage Resistance’ stats. The new stats and the max value of them for equipment dropped after the 4ever update and Episode 12 are as follows: Stat/Part Attack Defense Ability Support Attack by Type Add. Damage Attack Offset Critical Resistance Add. Damage Resistance Stat Stamina Looting Chance Critical Rate and 7 Others Max SP Armor 530 794 530 265 794 80 19 80 265 530 Shield/Sub/ One-handed 993 1489 993 497 1489 149 35 149 497 994 Weapon Accessory 497 745 497 249 745 75 18 75 249 498 Two-handed 1489 2233 1489 745 2233 224 53 224 745 1490 Please refer to the follow-up [Supplement] post for detailed stat information. * Attack value differs based on targets' armor (cloth, leather, plate), size (small, medium, large), and creature type (ghost, plant, beast, demon, mutant, insect). * Attack Offset effect depends on targets' armor type and size. (Medium-type only) * There are 5 kinds of ability stats. * Critical Rate and 7 others: Critical Rate, Block Penetration, Block, Accuracy, Evasion, HP Recovery, and SP Recovery 2 New Magnifiers: Sandra's Magnifier, Sandra's Detailed Magnifier 2 new magnifier items will be introduced into the game. There will be ‘Sandra's Magnifier’ which allows you to re-roll the selected random bonus stats and ‘Sandra's Detailed Magnifier’ which allows you to re-roll the 'value' of the selected random stat. These items are to become obtainable from [Goddess' Grace]. With the new magnifiers, we intend to ease saviors' burden of constantly re-identifying their equipment for better performance. Ichor Difficulty Adjustment The Ichor system currently plays a large role in enhancing equipment performance. Unfortunately, this is often considered an obstacle to progress by saviors who face difficulty obtaining the desired Ichors. The system will become more player-friendly upon Episode 12 update. Ichor Extraction The chance of successful Ichor Extraction will be increased two-fold. This revision will facilitate acquiring Ichor from equipment with random bonus stats. We hope this can bring you a better experience with the Ichor system as Lv. 430 unidentified equipment offers far better stats. Ichor Transmutation The number of items required for Ichor Transmutation will be reduced 3 to 2. Although transmutation was designed to offer players a concrete chance to obtain the Ichor that player desire, Ichor Extraction has always been the alternative. We anticipate more players to utilize Ichor Transmutation after this change. Dismantlement Dismantling transcended equipment now provides bonus items depending on its transcendence level. 10% bonus rate will be added per transcendence level and you can obtain extra Nucle Powder and Sierra Powder. Stat Transferring As you know, awakening and enchanting equipment do not secure the certain stats and effects you wish to gain, but grant random effects. Therefore, replacing equipment can be a tough decision as bonus stats and effects are not transferable. We are introducing a new system to transfer the additional effects gained from awakening and enchantment from one to another without any losses. You will soon be able to transfer equipment effects via the NPC in Miners’ Village, Vaidotas. Bonus stat transferring will cost a little silver. The receiving equipment must have the identical rarity, availability level, and part with the equipment you are extracting stats from. Weapon Attacks by Type Currently, each weapon type in ToS has a different average attack value. As we have noticed irrational imbalances among classes after the recent balance patch, there will be adjustments to weapon attack value. Weapon Weapon Type Avg. Attack Ratio (Current) Avg. Attack Ratio (After Change) One-handed Sword One-handed Weapon 1 1.1 Rod 1 1.1 Crossbow 1 1.1 One-handed Blunt Weapon 0.9 1.1 One-handed Spear 1 1.1 Rapier 1 1.1 Dagger One-handed/ Sub-weapon 1.1 1.1 Pistol 1.1 1.1 Two-handed Sword Two-handed Weapon 1.2 1.3 Bow 1.2 1.3 Two-handed Blunt Weapon 1.08 1.3 Two-handed Spear 1.2 1.3 Staff 1.2 1.3 Cannon 1.3 1.3 Musket 1.3 1.3 Weapon Accessory Two-handed/ Sub-weapon - 0.66 We categorized weapons into 2 groups by one/two-handed and increased the average attack ratio based on the weapons with the highest value from each category. Also, there will be changes which make the attack value ranges even wider to secure the unique feel of each weapon, which could have become less prominent in the case of equalized attack value. Weapon Weapon Type Attack Min~Max Range (Current) Attack Min~Max Range (After Change) One-handed Sword One-handed Weapon 5% 3% Rod None None Crossbow 10% 3% One-handed Blunt Weapon 5% 1% One-handed Spear 5% 10% Rapier None None Dagger One-handed/ Sub-weapon 5% 8% Pistol 5% 8% Two-handed Sword Two-handed Weapon 10% 20% Bow 10% 20% Two-handed Blunt Weapon 10% 10% Two-handed Spear 10% 30% Staff None None Cannon 15% 50% Musket 15% 35% Weapon Accessory Two-handed/ Sub-weapon - None One-handed weapons will be more reliable, dealing damage to foes steadily under any combat conditions with a small gap in the attack range. Two-handed weapons will be more effective with certain conditions met. For example, a player with a musket can actively reduce the large min ~ max attack range with the skill ‘Sniper's Serenity’. Plus, splash damage effect that attacks up to 3 foes is planned for cannons. We set the attack range wide so the weapon has a high potential with the effect. Leather Armor Adjustment Leather armor was originally designed to allow players to utilize rather aggressive combat styles while providing the lowest defensive performance compared to cloth and plate armor. As a new combat formula will be applied on PvP mode upon Episode 12 update, which does not include Critical limit value, leather armor will lose its strength in PvP mode. Leather armor’s DEF will be increased by 1.5 times to compensate its lost tactical feature. Physical Defense Magic Defense Set Effect As-is To-be As-is To-be PvE PvP Cloth 100% 100% 200% 200% Magic Damage received -15% Magic Damage received -15% Plate 200% 200% 100% 100% Physical Damage received -15% Physical Damage received -15% Leather 100% 150% 100% 150% Damage +15% Critical Chance +20% Critical Chance Limit +10% Damage +15% Critical Chance +20% 2. New Items New Sub-weapon: Weapon Accessories A new sub-weapon, Weapon Accessories will be added. A Weapon Accessory can be equipped on the sub-weapon slot while holding a two-handed weapon. This sub-weapon boosts the combat performance of the main two-handed weapon by providing extra Physical and Magic Attack stats. With Weapon Accessories, reinforce your two-handed weapons as you can for a one-handed weapon with a shield. Ichor and Set Stats are available for a weapon accessory. When applying Set Stats, the weapon accessory is considered as a ‘weapon’ just like shields. In addition, the cost for applying Set Stats on a weapon will decrease by half. New Equipment: Ark A new equipment, Ark will be added. An Ark can be equipped on an Ark Slot and provide diverse additional stats. You can upgrade Arks by spending in-game materials and when it is upgraded to a certain level, it unlocks its special effects to help the player. You will have your very first Ark as you go through Episode 12 and are soon able to acquire other uncommon Arks from content rewards. New Legend Equipment and Set Stats A new Lv.430 Legend equipment will be added. NPC Teliavelis in Fedimian will help you craft the new equipment if you bring the material item ‘Brikynite’ obtained from the newly introduced area. This new Legend equipment will embrace a higher level of attack and other random stats compared to Savinose Legva. You can visit NPC Vidotas to apply new Set Stats on your equipment. Set 3 Parts equipped 4 Parts equipped 5 Parts equipped Sauk STR +66 INT +66 Block Penetration +331 Deals damage and knocks out nearby enemies for 1 sec. Increases damage you deal by 150% for 4 sec on landed skill. - Skill Attack 5330% - Overheat 3, Cooldown 30 sec Unequipping Sauk set increases skill cooldown of other set stat skills by 100 sec. Dragon Strength Lv 1 - Damage Increase Effect Duration +2 sec Essera CON +68 Critical Resistance +265 Gain a 40-sec 'Essera’s Composure' buff which resists all debuffs that require advanced removal. Buff duration decreases by 5 sec and gain 'Essera’s Will' buff every time debuff resistance effect is activated. - -4% damage taken per Essera’s Will stacked - Up to 5 stacks for Essera’s Will - Essera’s Will follows the Essera’s Composure duration Cooldown 100 sec Dragon Strength Lv. 1 - Duration +10 sec Balinta Physical Critical Attack +1286 Magic Critical Attack +1286 HP Recovery +248 SP Recovery +248 Restore HP equaling to 50% of HP Recovery on landed Slash, Pierce, and Strike attack for 30 sec. Restore HP equaling to 25% of HP Recovery on other landed attack for 30 sec. Cooldown 100 sec Dragon Strength Lv. 1 - Balinta Cooldown -2 sec every second when HP is at 100% New Unique Equipment New Unique equipment with fixed stats will be added. The equipment is obtainable at a low chance by hunting Elite monsters in the new Episode 12 areas. The Elite monsters in stage 6-7 of the new Challenge also drop the Unique equipment. The drop rate is fairly low but it has better Ichor as compensation. 4. Combat System Revision 4-1. Combat Formula Attack by Type Formula We have thought that the formula for attack by type needs to be adjusted as the current formula tends to make players’ efforts to increase the attack value meaningless. Some attack values such as Slash attack rely on the equipment available for only certain classes, which results in an increasing burden for players to set more equipment. In order to prevent the issue and let players set equipment based on their tastes, all attack stats now depend on the armor, size, and creature type of the target. Attack by type will be added to the damage increase value as +% form. The modified formula is as follow. Formula (1) Example Conditions: Defender Lvl 420, Attacker ATK Value 2,000, Defender DEF Value 500 Steps: 1. 2,000(ATK Value) - 500(DEF Value) = 1,500 2. 1,500(from step 1) / (420(Defender Lvl) * 30) = 0.119 3. 0.119(from step 2) * 100 * 0.5 = 5.95% Result: Damage Increase: 5.95% The following type stats are applied to Formula (1). Offensive Stat Defensive Stat Attack against Cloth armored Target Attack Offset against Cloth armored Target Attack against Leather armored Target Attack Offset against Leather armored Target Attack against Plate armored Target Attack Offset against Plate armored Target Attack against Small-type Target None Attack against Medium-type Target Attack Offset against Medium-type Target Attack against Large-type Target None Attack against Ghost armored Target None Attack against Plant-type Target None Attack against Beast-type Target None Attack against Demon-type Target None Attack against Mutant-type Target None Attack against Insect-type Target None Add. Damage Formula All additional damage stats will be merged. 8 different values for additional damage and resistance each will be integrated into Additional Damage and Additional Damage Resistance. The property effects against additional damage will also be removed and if the target is not ‘non-property’, it receives +10% more damage and the formula has been simplified. Formula (2) The following type stats are applied to Formula (2). Offensive Stat Defensive Stat Add. Damage Add. Damage Resistance HP/SP Recovery Formula HP/SP Recovery now depend on your max HP/SP. The higher max HP/SP you have, the more healing efficiency you can gain. The modified formulas are as follows. Formula (3) Formula (4) In short, the maximum HP/SP you can restore at once is 20% of your total HP/SP. 4-2. PvP Combat Formula Heal Control Currently, the only way to interfere healing in ToS PvP mode is using CC skills directly upon the healing characters. Supporting characters are intended to take an important role in battle but we decided it is too restricting to interfere healing, so we are introducing new skill effects for some classes to inflict debuffs to reduce received healing. The skills will allow players prevent healing indirectly. Meanwhile, the victims can lift the debuffs with their skills making the whole battle more interesting. The Classes to receive the heal control effect are 39, including new classes, and the detailed information for the skills can be viewed at the follow-up [Supplement] post. Profession No. of Classes No. of Skills Max Effect Max Duration Swordsman 10 12 50% 10 sec Wizard 6 7 50% 15 sec Archer 9 11 69% 20 sec Cleric 3 3 30% 7 sec Scout 6 6 34.5% 7 sec Buff/Debuff Control There are abundant skills to grant buffs and debuffs in ToS and we decided to introduce skill effects into existing skills to nullify or worsen buffs/debuffs to enrich battle tactics. The skills to receive buff control effects are 47, including skills for new classes, and the detailed information can be viewed at the follow-up [Supplement] post. Profession No. of Classes No. of Skills Max Effect Max Removal Swordsman 14 15 75% 2 Wizard 4 5 50% 2 Archer 6 6 50% 1 Cleric 13 15 100% 2 Scout 6 6 100% 2 The skills to receive debuff control effects for allies are 29, including skills for new classes, and the detailed information can be viewed at the follow-up [Supplement] post. Profession No. of Classes No. of Skills Max Effect Max Removal Swordsman 3 3 100% 1 on Self, 2 on Allies Wizard 3 3 100% 1 on Self, 2 on Allies Archer 8 8 100% 2 on Self Cleric 6 6 100% 2 on Self, 1 on Allies Scout 8 9 100% 1 on Self, 1 on Allies Formulas for Critical Rate, Block, and Evasion The current formula is significantly imbalanced and advantageous to the attacker. This leads players to except defensive elements when selecting equipment. To resolve this issue, we redesigned the formula as a symmetrical function. We anticipate a wider range of settings and tactics in PvP situations. The modified formulas for [Critical Rate/Critical Resistance], [Block Penetration/Block], and [Accuracy/Evasion] as follows. Formula (5) Also, Block damage reduction rate will be changed to 30% from 60% and it will be 60% only while putting up a guard. The attack stats [Critical Rate, Block Penetration, Accuracy] now have basic chances of activation. The chances are as follows. Basic Chance of Activation Critical Rate 10% Block Penetration 70% Accuracy 90% The formula to calculate the final value is as follows. Formula (6) Example Conditions: Defender Lvl 420, Attacker Critical Rate 3,000, Defender Critical Resistance 1,500 Steps: 1. 3,000(Critical Rate) - 1,500(Critical Resistance) = 1,500 2. 1,500(from step 1) / (420(Defender Lvl) * 15) = 0.238 3. 0.238(from step 2) * 100 = 23.8 [Item Stat] 4. Plug in formula (6) = 21.9 4. 10(Basic chance of Critical Rat) + 21.9(from step 4) = 31.9% Result: Critical Chance: 31.9% The following type stats are applied to Formula (6). Offensive Stat Defensive Stat Critical Rate Critical Resistance Block Penetration Block Accuracy Evasion Evasion - Level Advantage The dev team wished to raise the value of character leveling by offering more benefits to high level characters in order to encourage players to level up. There will be an advantage granted for Evasion of the character with a higher level than the opposing character based on their level difference. This additional Evasion value will be applied on the final value with a multiple operation. Here are examples of additional evasion value. Attacker Defender Lvl Attacker Lvl Lvl Difference Add. Evasion Player 430 400 30 60% 410 400 10 20% 405 400 5 10% 401 400 1 2% 340 310 30 60% 320 310 10 20% 315 310 5 10% 311 310 1 2% 5. New Content New Instanced Dungeon added Saalus and Mercenary Post Missions will be merged with a Instanced Dungeon for easy and quick access to the content. 1. Admission The new Instanced Dungeon is for characters with Lv. 400 or above and you can enter via the Level Dungeon NPC in each city. Each character can clear the dungeon 3 times a day and you can reset the count by using [Instanced Dungeon Reset Voucher]. 2. Locations Fields for the added instance dungeon differ each day. Day of the Week Sunday Monday Tuesday Wednesday Thursday Friday Saturday Dungeon Royal Mausoleum Crystal Mine Seven Valley Catacombs Canyon Belt Castle (Saalus) Siauliai 3. Rewards The new instanced dungeon rewards players with EXP, Talt, and Blessed Pieces. The rewards will be given depending on the completion rate, except Blessed Piece. The reward items from [Mercenary Mission] will now be obtainable from field. The reward items from Crystal Mine Mission are obtainable from Lv.270 field dungeons. Challenge Party Benefits A drop bonus is given depending on the number of members participated in the party. The modified reward system for challenge will be applied on the new Episode 12 areas. Challenge Stage No. of Members Item Drop Bonus Remarks Under 5 3 2x Apply to locations for Lv.420 4 3x 5 4x Above 6 2 2x 3 3x 4 4x 5 5x The Elite monsters appearing in Challenge Mode Stage 6 in the new areas will drop the new Unique equipment, providing players more chance to acquire fine equipment and to enjoy group plays. Unique Casual Mode: Goddess' Blessing A casual mode was added for single players. However, the rewards from it were not satisfying enough, resulting in a low motivation for players to participate in the mode. Now that Goddess’ Blessing Event will be added, which begins upon clearing a dungeon for 60 seconds offering more rewards, players would acquire more valuable items from the content. The new event is available via the icon at the top right corner of the screen. We expect to raise the interest in consuming the content by offering a chance to obtain valuable items with a little silver spent. The event will not continue once the player leaves the dungeon. That will be all for this post. We appreciate your interest in our 4ever update. Thank you. * The information disclosed above relates to works currently in progress and are subject to change with future development.
Greetings, TOS dev team here. Our general goal for the year, besides system stabilization, has been creating and revising contents as a way to develop the gameplay of Tree of Savior into a more pleasant one for every player. The first big aspect we have in mind is PvP play, especially in terms of Team Battle League rules and general environment, and GvG stabilization. The second aspect we want to focus on are ways to connect the main storyline of TOS with future field, dungeon and raid updates. The combat system changes we’re discussing today are deeply related to several aspects of the game we’re trying to improve with our plan, so we feel like they’re crucial when trying to produce noticeable results. NOTE: These contents are still under development and can change before they are implemented. 1. Log Scale Down Formula The current attack/defense-based damage formula of TOS, for example, doesn’t always engage with our initial idea of class/stat customization, physical/magic defense separation and high-rank attack in the most effective way. It also creates issues with not only PvP but also high-rank skills, items and monster balance. To improve on this, we decided to try a new ‘log scale down’ formula. The log scale down formula is useful for calculating damage in an environment such as TOS where stats and items become stronger as the game is updated. The specific numbers will be different depending on the situation, but under this formula the new value for damage is calculated as follows. damage = (% factor) x attack x log10 ((attack / defense + 1)^0.x + 1) + additional damage : attack = current attack stated under Character Info and attack applied from buffs, items and attributes : defense = current defense stated under Character Info and defense applied from buffs, items and attributes : % factor = damage increase in a percentage value (+00%) : + additional damage = damage increase in a numerical value (+00) : log10 = log base 10 The subtraction formula used to calculate damage so far can produce some extreme results, especially considering that stats are customizable and attacks are divided into properties. This meant that, unless your character had some degree of defense, you could end up taking damage in the order of the thousands, but amp up your defense over a certain level and your character’s attack would drop dramatically. Also, even if you did manage to balance your defense, facing an enemy with a higher attack than you would still take a very significant toll on your HP, further polarizing the extremes. This tied in with the problem of physical vs. magic defense, where if you invested solely on physical defense you would have no trouble dealing with a physical attack monster, but taking two or three hits from a magic attack monster in the same map would leave your character incapable of combat. Finally, there was the issue of balance differences between single- and multiple-hit skills. In conclusion, this is what we expect to achieve with the new damage calculation formula: - Provide a consistent damage system that takes into account the continuous increase of character and item stats. - Increase the effectiveness of attack stats (STR, INT) and related items. - Set a better foundation for future PvP (including GvG) and high-rank contents. 2. Skill Attack & Stat Calculation In a system where it is possible to invest in low-rank classes even at higher ranks, our goal here was to support the efficacy of low-rank skills and preserve the value of attack stats (STR, INT) all the way to higher levels. To do this, we decided to change the current ‘simple addition’ calculation formula to a ‘skill factor’ formula. 2-1. Skill Attack Calculation In the charts above you can see that, currently, in high-rank skills the attack depends largely on the skill’s attack itself, without much influence from level, stats or weapons. With the new calculation formula, the importance of level, stats and weapons is evenly distributed in skills of all levels. We expect to change most attack skills to the new formula, making the performance of each skill take into account the skill’s range (no. of targets, width, AoE attack ratio) and casting time (moving/static), hit duration, channeling, SP/item consumption, cooldown time, overheat, added effects, etc. With this, we can expect to reduce the performance gap between high- and low-level skills, letting high-rank characters make better use of skills learned in lower ranks. Buff skills that increase your attack/defense by a fixed number, like Blessing or Aspersion, will also change to a +% calculation. In doing so, single-hit skills, which got little effect from fixed-number buffs compared to multi-hit skills, can now get a better payoff from buff skills. However, we’re keeping fixed-number calculations for property skills where the attack value is influenced by item options and other sources, meaning the use of single- and multi-hit skills can change according to the enemy’s defense. We also want to revise the performance, price etc. of buff, attack and “functional” skills to match the calculation changes discussed here. Any update details should be announced here in the dev blog or on future patch notes. 2-2. Stat Changes First, we’re getting rid of “hidden” modifiers like the factors of physical defense, block and double-handed sword skills in the Swordsman tree; magic defense in the Wizard tree; and accuracy, evasion, critical chance and basic attack defense-reducing debuffs in the Archer tree. We’re also eliminating the bonus factor obtained from allocating points in the same stat to avoid promoting excessively disproportionate stat investment. More specifically, here’s how we want to change each stat: With broadened STR and INT attack increase ranges and new skill attack calculations, both STR and INT can maintain a steady influence on attack even in high-rank classes. Accuracy and critical chance, which only apply to physical attack, get removed from DEX and are replaced by normal attack speed, making DEX a more general stat and preventing it from becoming useless to certain classes. INT, another stat which wasn’t always advantageous to invest in, gets boosted with higher efficiency in skills, and we’re also thinking of ways to have it influence status ailment resistance and summon stats. 2-3. Attribute Reset & Point Exchange In an effort to address the burden of pricy high-rank attributes and prepare for future class updates, we want to allow players to reset their attributes and exchange them for attribute points. Under this system, the silver you invested in attributes can be converted according to a set rate into points, which you can then use to learn other attributes. The point exchange is done at the class master NPC, the same place where you learn your attributes. We’re also planning to eliminate a few impractical and structurally ineffective attributes, and change the effects of the corresponding skills accordingly. Again, any updates will be announced here in the dev blog or on future patch notes. 2-4. Reset Event Plans - To compensate players for the balance changes, we want to prepare an event where you can reset your stats, skills and class ranks at an event NPC. The NPC will provide one stat, skill and rank resetting item per day that can be used a single time and for one day only. - We’ve solved the problem of the character’s EXP not carrying over after a rank reset, so the new item should let you reset your rank under class level 15 without going back to class level 1. - During the event period, players will be exempt from advancement quests, so you’ll be able to advance ranks directly without a quest. This applies to all characters, including those who don’t use the reset item. 3. Item Stats & Enhancement/Transcendence System Changing the skill calculation formula to a percentage-based one means we have to change item values as well. With the [(stat + item) x skill factor] attack formula as the foundation, equipment item attack/defense values will also be matched to the new balance changes. The scale of each value gets readjusted according to level and grade, growing to more than twice that of the current values, and particularly reducing the wide attack gap between one- and two-handed weapons. Besides this, we’re also introducing two new level 315 rapiers (rare, unique), but any changes regarding items will be announced via the patch notes when they’re ready to be implemented. 3-1. Equipment Production & Maintenance Costs We’re planning a few changes to the production and maintenance costs of all equipment items. There will be differences in enhancement costs, required amount of gems for transcendence and repair fees according to the level and grade of the item. Additionally, we’re reducing production and maintenance costs for one-handed weapons and subweapons equipped by the same character. 3-2. Item Enhancement While the chances of enhancement remain the same, the effects of enhancing an item are improved. After enhancement stage 6, when the chance of enhancement failure is introduced, there’s a slight increase in enhancement values with every fifth stage achieved (+11, +16, and so on). Besides this, the “safe enhancement” range of subweapons is increased from stage 3 to 5 and overall enhancement costs are reduced. 3-3. Main Armor Stats & Accessories Currently, the main stat offered by upper/lower body armor is physical defense (magic defense being merely an added option), with gloves providing accuracy and boots evasion. This doesn’t always allow for a good stat distribution, so our plan is to apply physical and magic defense as main stats to all upper/lower body armor, gloves and boots, while removing the extra magic defense from plate armor and the additional physical defense from cloth armor. Plate armor will offer higher physical defense, while cloth armor will provide better magic defense; meanwhile, leather armor will have lower physical and magic defense, but include other attack-focused features. These changes are also expected to affect existing attributes related to armor types. This concept of duality is applied not only to armor, but to one-handed blunt weapons as well. The attack of these weapons may be lower than that of specialized physical attack one-handed swords or magic attack rods, but they’ll feature both physical and magic attack as main stats, allowing you to boost them via enhancement and transcendence similarly to armor items. As for accessories, the Agny Necklace, an item with rather peculiar options, will now increase the factor of fire property skill attacks by 50%. Say, if Fireball has an attack factor of 230%, with an Agny Necklace equipped it will expand to 280%. Along with this, we also want to readjust the attack factor of a few fire property skills to be more effective even without depending on the Agny Neckalce. We expect to follow the same approach with future attack type-specific accessories, although we don’t intend to base any balancing plans around specific items. 3-4. Transcendence Following the new skill attack calculation changes, we expect item transcendence to have a higher influence on attack; here’s how we plan to readjust the system. The increase in attack after transcendence stage 4 may have been reduced, but with the higher attack factor obtained from items and the new skill attack calculations, the influence of transcendence on overall attack remains a strong one. The main difference is simply the higher impact of character level and stats. Another big change coming to the transcendence system will be the unification of the three varieties of Blessed Gems into a single item that can be used to transcend all types of equipment. To transcend a Lolopanther Two-handed Sword (level 270, unique, two-handed) to stage 10, for example, you won’t see much difference in the amount of Blessed Gems required; one-handed weapons and subweapons, however, will see a more visible reduction in the number of Blessed Gems needed for transcendence, as well as items of lower level and grade. On the other hand, items of level 270 and up (we’re talking ‘unique’ items here) will actually require more Blessed Gems to transcend. The price of Blessed Gem recipes is also expected to increase. Furthermore, upon extracting Blessed Gems from an item, characters will get back 90% of the amount of gems used in transcendence attempts, instead of a percentage based on the item’s current stage of transcendence. The amount of Blessed Gems extracted will no longer reduce according to the remaining potential of the item. Now, given the immeasurable amount of effort and funds already invested in the current transcendence system by so many players, we can’t simply apply the changes without compensation. Our plan is to, after resetting all transcended equipment, convert all the materials invested into the new unified Goddess’ Blessed Gems and distribute them back to the players. Any recipes and Blessed Gems you may have saved will also be exchanged for the new versions. 4. Field Balance Changes We’ve done some tweaking to general field difficulty before with a mid-to-high-level monster stat reduction patch, so this time we want to match those changes to the revised combat formulas. As a lot of you have already experienced, questing for EXP or farming items in Rank 8 fields (level 280 and up) as a solo player is not an easy task, making it almost mandatory for parties in those areas to be comprised of characters with specific builds and equipment. More often than not, this can turn regular solo players away from the fields, relegating them to instanced dungeons and missions. We figured that using the same field design on the high-rank regions currently being developed (levels 330 and up) would only aggravate the problem, so we decided to rebalance a series of field features as well. So, to all existing fields, and those to be added in future updates, our plan is to apply the following principles. 4-1. Regular Field Difficulty First, we want to readjust the difficulty of regular quest and subquest fields in a way that doesn’t make the contents too demanding to solo characters near the recommended level. We’re improving on the excessive distribution of ‘special’ monsters with high HP by eliminating the distinction between ‘regular’ and ‘special’ monsters. The HP of monsters will instead be determined by the level, meaning current Rank 8 region monsters, for example, are getting a big reduction in their HP. Also, monsters until level 100 will now provide more EXP, allowing early-level characters to quest their way to the higher levels without depending on instanced dungeons alone. Besides theses changes, our general goal is to improve the gameplay in general fields so that regular solo players can engage with all contents even without previous in-depth knowledge of the game’s systems. 4-2. Hunting Grounds & New Equipment The monsters in Hunting Grounds are designed to be stronger than those in regular fields, with these hunting-focused regions serving mostly as a means to provide particular items. Characters with stronger equipment configurations can usually play solo at Hunting Grounds without much difficulty, while more common equipment setups may require parties of around 3 players. Along with the updates discussed here, we’re planning to introduce 3 new Hunting Grounds for levels 280 to 330, providing a series of unidentified weapon and armor items with 270 and 315 minimum level requirements. The features in these new equipment items may be less flashy as those in other 270 and 315 rare/unique items, but they still offer decent attack and defense that are level-appropriate. Finally, we’re adding normal 270 and 315 level items to an NPC shop in the Saalus Convent, in order to help balance out combat for high-level characters without identified items, and also prepare for post-level 330 content. 4-3. Monster Skills & Elite Monsters With our planned update in effect, regular monsters that spawn in large numbers will no longer use “advanced skills” in combat. By “advanced skills”, we mean skills that affect your character’s movement (stun, knockdown, freeze, etc.) or those with a long duration that inflict poison, burn, slow and others. They will also stop running away for no apparent reason (we know that was a pet peeve for many…). Simple attack skills and buffs remain the same for these types of monsters. Instead, we’re introducing new ‘elite’ monsters that accompany regular monsters and act as a sort of leader, with stronger combat features and more varied advanced skills. The content revisions explained here are all part of our yearly plans to make TOS a friendlier game for players in the long run. The success of these plans will of course depend on whether players find them satisfactory or not, which is why we wanted to lay them out for you here. These updates are going to be applied to our kTOS test server in April of 2017, and will likely arrive in iTOS in the early summer of 2017. We’ll make sure to announce any further details or modifications as they come up. Thank you for sticking with us through this long post. Please let us know your thoughts or any questions you may have in the forum thread: [link] We'll be gathering your feedback from the forums, so make sure to add your two cents! The answers should be published here at the dev blog a few days after we compile a good amount of questions.
Greetings, Saviors! It’s finally time to talk about the next character rank and the brand new classes that are coming along with it. This time around we’re doing things a little differently, so we wanted to take our time to explain how the rank system is changing, and what you can expect when the update arrives. We’re also continuing the last post on intense class balancing with another round of Cleric tree overhauls, this time affecting the Krivis and Oracle classes. As always, don’t forget that the changes discussed here aren’t final and can look different by the time they’re added to the game. As for class-specific plans, keep in mind that there are more updates in store for other classes and class trees, so don’t be too disheartened if yours hasn’t been mentioned yet. Horizontal Expansion of New Classes First, we’re going to reorganize the way class ranks work and how they’re updated. Starting from this update, any new classes will be considered as Rank 8 classes in order to provide numerous character progression paths. The maximum character rank will still increase from 8 to 9, meaning each character will be able to advance into a maximum of 9 classes, including the Circle 2 of current Rank 8 classes. They will be implemented separately from the level expansions and other new content updates. In other words, we’re making a distinction between Character Rank and Class Rank. Character Ranks will continue to increase, allowing each character to advance into one more class whenever they reach Class Level 15. The maximum Class Rank, on the other hand, is fixed at Rank 8, which will include all the new classes added to the game in the future. This means that all classes in Class Rank 8 (both current and future) will provide equal combat abilities (attack skill factors) and will be hierarchically equivalent to one another. The reason we decided on this model was that, no matter the total number of class ranks, the classes that pack the most punch are usually the ones in the last one or two ranks, which ends up limiting your class build choices. We wanted to create a system that was fairer to future updates. If, in the current game, your rank (your highest ranks’ skill attack) is the big decisive factor in your combat ability, after the update that role is being taken by your level (basic stats) and items. Because of this, besides the ongoing development of new items, our goal is to increase the amount of tactical skills unique to each class and create an environment where players can more freely make up their character builds according to their own preferences. For lower-rank classes, which skill factors remain relatively low, we have plans to introduce a Master Circle (name undecided) which will expand their combat power and abilities to a level similar to those of higher-rank classes. New Classes As you can guess, this character rank expansion is bringing with it a new set of classes, but here too the system through which they’re updated is going to change. Here’s a summary of how it works: Current system - Once-a-year update with 8 new classes (2 per class tree) introduced at the same time. - New classes added to a class rank +1 higher than the previous maximum. - New farming content and level expansion added at the same time. New system - One new class introduced periodically (4 classes this time only). - All new classes added to Class Rank 8. - Farming content and level expansions updated independently from new ranks. To sum up, until now we aimed for a once-in-a-year rank update with 8 new classes and additional high-level content all at once, but this time we’re releasing a smaller set of 4 new classes (1 per class tree). This is because, in future rank updates, our goal is to start introducing one new class each time. Aside from that, we’re also updating maximum level expansions and new high-level content independently from new ranks. To the current Rank 7 and 8 classes, of course, we’ll be adding Circles 3 and 2 respectively. Plus, we’ve developed brand new attributes for some of those classes. We expect to share more details about the new classes and skills at a later date through the dev blog. Class Rollback System The class system in Tree of Savior is one of our game’s most unique characteristics, but it can also be one of the hardest to approach by players. The high degree of freedom goes hand in hand with a certain burden – and sometimes regret – about class build choices. To improve this, we want to create a system that will allow all characters to revert their latest advancement decision (one character rank) at any time. To understand how this would work, take for instance a character with the following class build: Cleric 2 – Priest 2 – Monk 3 – Inquisitor 1 (Rank 8). For this character, the rollback system will put them back in Rank 7, Class Level 15, before the advancement into Inquisitor 1. Any Class EXP acquired during Rank 8 will be reset as well, and because the highest rank this character has achieved was Rank 8, they won’t be able to rollback one more time to a Rank lower than Rank 7 (in other words, you can’t rollback more than one character rank). Any class advancement requirements will be maintained in the case of rank rollback, so players won’t have to fulfill them again if they want to advance into the same class. Advancement Quest Changes We’re doing away with advancement quests for any new classes to come. Instead, we’re opting for a system where your character will have to fulfill certain requirements before talking to the Class Master in order to advance. This is similar to how current hidden classes work, although the requirements won’t be as difficult to achieve. Existing classes, as well, will no longer require advancement quests; after reaching Class Level 15, you can simply select a class from the menu to advance automatically. At this point you will also be given the option to warp to the corresponding Class Master. As for the advancement quests currently in the game, we have plans to renew them and add them as regular subquests offered by the Class Masters. For the new classes, however, after your character has advanced, you’ll be able to receive a Specialization Quest from your Class Master. This class-specific quest can consist of high-difficulty missions, retrieval quests and other challenging activities. As what happens with current existing classes, by advancing into one of the new classes you automatically get the basic costume corresponding to it. The difference is that, with the new classes, you can also get different variations of the costume with alternative colors or additional accessories depending on the difficulty of the Specialization Quests you complete. Krivis Changes Time to get specific again. Following our previous “Intense Class Balancing” post, which covers classes like Paladin, Priest, Pardoner and other Cleric tree folk, this time we’re introducing some Krivis-specific improvements expected to arrive with the next rank expansion. In a nutshell, we’re restructuring Krivis into a low-rank magic attack class, one worthy of standing between the basic skill-savvy Cleric C2 and the support-heavy Priest. Divine Stigma Added DOT (damage over time) attack function and damage bonus to Zaibas. Aukuras: Attribute Attribute changes Aukuras to a Fire attack buff with added property damage. Daino Maximum buff limitations removed; Daino effects changed. The new Aukuras: Goddess of Fire attribute (Circle 2) allows you to reduce the duration of Aukuras by 80% and the cooldown to 30 seconds, while adding Fire property damage to magic attacks on nearby enemies based on your INT/SPR. To Divine Stigma, now with a fixed duration of 15 seconds and cooldown reduced to 6 seconds, we’re adding a DOT attack function that applies additional Fire property magic damage every second. Not only that, enemies affected by the Divine Stigma debuff receive 1.5 more damage from skill Zaibas. Along with these changes, Divine Stigma is also getting a new Demon Slayer attribute, which increases damage on Demon-type enemies, and a regular Enhance attribute. Finally, we’re removing all limitations of the maximum number of buffs and turning Daino, which so far served to increase that number of buffs, into a skill that changes your basic attacks into magic ones. Attacks performed under Daino will have no block, evasion or critical, and they will rely on your INT stat for added value. Oracle Changes Next up, here’s what we’re preparing for our Oracle skill overhaul. Arcane Energy Will no longer reduce SP or STA when moving to a map. Counter Spell Changed to remove nearby enemy tiles and apply immunity to magic attacks. Prophecy Duration fixed at 25 secs, no. of targets reduced by 50% and cooldown changed to 40 secs. Death Sentence Changed to apply set percentage of additional damage on enemies affected by the skill. Foretell Chance of invincibility changed to regular invincibility within the circle; changed duration and movement speed. The Oracle class is getting its fair share of buffs, nerfs and simple modifications this time. First, Arcane Energy will no longer reduce SP or Stamina, while Counter Spell will now remove all enemy tile skills nearby and provide immunity to magic attacks. We are also changing the duration of this skill to 10 seconds, with a cooldown of 60 seconds and no limitations to the maximum number of targets. Prophecy, on the other hand, is getting a fixed duration of 25 seconds instead of the current variation of 10-80 seconds. Meanwhile, the number of targets is being reduced from 2 to 1 per skill level, with cooldown increasing from 25 to 30 seconds. Death Sentence is turning into a skill that applies additional damage to enemies affected by it. This additional damage increases from +40% on 1 target at level 1, to +130% on 5 targets at level 10. Besides this change, we’re expanding the skill’s range by 4 times and setting the duration at a fixed 15 seconds, with cooldown reduced from 200 to 60 seconds. An important change to note about Death Sentence is that, unlike the current effects, enemies affected by the skill will not be instantly defeated after its total duration. They will receive additional damage as explained in the paragraph above, but that damage is then applied to the caster after the skill’s duration. To reduce this handicap, Oracles can invest in the new Death Sentence: Reduce Penalty attribute (Circle 2), which reduces the damage returned in proportion to the attribute level. Finally, the effects of Foretell are changing from a mere 43-45% chance of invincibility to full invincibility when moving inside the skill’s magic circle, plus 100% accuracy for ally attacks. On the other hand, Foretell duration is being changed from 15 seconds at all levels, to 5 seconds on level 1 gradually increasing to 15 seconds at level 5. Its cooldown is also being revised, changing from 42 to 50 seconds. The default movement speed under Foretell is set at 50, but the new Decrease Movement Speed attribute allows you to reduce that number by a good amount. That's it for today's updates. We know the new rank system changes we have planned are quite significant, so don't hesitate to leave your feedback about them or the second round of class balancing introduced here. We would love to know what you think!
Greetings, Saviors! We’re very excited to introduce you to two new interesting features that should be coming up in the game with our next major content update: Hunting Grounds and Item Identification. Hunting Grounds Hunting Grounds are a new map concept focused on hunting and farming. Unlike instanced dungeons and missions, hunting grounds don’t have a specific goal to complete, and you won’t find any boss monsters in them. On the other hand, one advantage of hunting grounds is that they can be accessed at any time without restrictions by both solo players and parties. Plus, they provide higher silver and item drops when compared to regular maps. You see, hunting grounds are also inhabited by glowing Giant monsters (a heftier version of regular TOS monsters) that give you twice as much silver and EXP and up to twice as many items as the monsters you see elsewhere. We’re going to add four portals spread throughout different regions that will grant you access to each of the hunting grounds. All you need to do is stand close to the portal to be transported inside. The list of hunting grounds to be added is as follows: - Narcon Prison (Gytis Settlement Area; rec. level 150) - Natarh Watchtower (Dina Bee Farm; rec. level 170) - Tatenye Prison (Ruklys Street; rec. level 190) - Neighport Church East Building (Stogas Plateau; rec. level 210) We wish our saviors to find 'Giant Monsters' on each map. ▲ You can get double EXP, items and silver by defeating Giant monsters, which only appear on Hunting Grounds. Item Identification One type of items you can obtain from the new hunting grounds are what we call Unidentified Items. These consist of weapons and armor with a maximum equip level requirement of Lv 120 or Lv 170 (characters above Lv 170 can, of course, equip them just the same). Unidentified items can’t be equipped, enhanced, added sockets, transcended or awakened. To unlock all these options, you will need to take these items to the new Identifier NPC located in Fedimian to get them identified for a silver fee. The advantage of unidentified items is that, once they become identified, their number of sockets and potential can grow a maximum of two times that of regular items. All you need to keep in mind is that they can only be identified once. We can’t wait to bring in the new features, so don’t miss out and make sure to keep an eye on our weekly patch notes to find out when these are added.
Welcome back, Savior! The Goddess will be delighted to hear of your return! Here are some of the main changes that happened in recent months. Read through them and you will feel your power returning to you. Returning Player: Main Changes Welcome Savior, and thank you for taking time out of your busy schedule to talk with us. Are you enjoying things so far? At this stage in your adventure, we bet you have seen and heard many tales but we bet you still have some lingering questions. As a rising Savior the world can appear quite dangerous but there is no need to fear as we have the tips and know-how to ensure your first few steps are successful. So let's get to it. These are the major updates that have come to TOS! NEW Rank Expansion, NEW Challenge Mode, NEW Unique Raid Dungeon, 4 New Classes Added to Class Rank 8 ► Click <<<here>>> to read more information A lot has changed in TOS with the latest Rank update: new classes, new features, revised content… it can be a lot to take in at once. So, to get you up-to-date with the newest version of TOS, we put together a little FAQ list that hopefully will help clear any doubts on what’s changed and how it’s changed. Keep in mind that this list only contains information on some of the main aspects of the update. please check the 2017 Rank Update FAQ. ► 2017 Rank Update FAQ And don’t forget to collect your special event rewards that can only be obtained through ► Returning Savior Event: Homecoming Gift (Dec ‘17) and, NEW Rank Reset Event! If you tell us your level, we can provide you with more specific trade secrets. [Level 1-100: Developing Your Character] Well, Savior, you are still in the early stages of your adventure. Cherish those first memories. Here we will provide you with a few more guides to 'guide' your journey. Click to see more details! ► Status/Rank/Class Circle ► Adventure Journal [Level 101-200: Useful Functions For Everyone] Time to join a guild! Time to party with friends! It must have seemed like a long trip but wait, there's more! Click to see more details! ► Guild System (Emblems & Guild Funds) ► Instanced Dungeon Improvements [Level 201-360: Other Gameplay Features] Let's check what level 201-360 players are up to! Making items stronger? Sounds like a plan! You have almost reached the final stage, but this doesn't mean that this is the end of your adventure! What else can do you? Let us find out! Click to see more details! ► Monster Card Equip System (Monster Card Albums & Card Effects) ► Team Battle League Rebalancing (only applies inside TBL) We’ll make sure to keep releasing more details here on the dev blog, so stay tuned. Quick Advancement Guide: New Classes If you’re looking to become a Matador, Shadowmancer, Bullet Marker or Zealot after the latest Rank update, take a look at our quick guide below to see how you can get started on the freshest classes in TOS. Matador (Swordsman) The Matadors are bullfighters known for their flashy combat moves. Attacking the enemy in swift, short movements is their signature style. [Advancement] 1) Read the Matador Notice Board located in the city of Orsha. 2) Ask about the Matador Master’s notice to the people of Escanciu Village. 3) The Matador Master appeared in in Fedimian! Talk to her to start the advancement. Shadowmancer (Wizard) Shadowmancers are masters in the magic of shadows. They use shadows to conceal themselves and deliver powerful attacks against their enemies. [Advancement] 1) Get familiar with the shadows inhabiting the Library Annex Roof at the Taniel I Memorial. 2) Ask the Chronomancer Master about the shadows. She is located in Stele Road. 3) Go to Rasvoy Lake as instructed and meet the Shadowmancer Master to start the advancement! Bullet Marker (Archer) Bullet Markers are a gun-wielding class that uses special bullets with different properties and effects in combat. [Advancement] 1) Find information on the Bullet Marker Master through Manager Rota at the Mercenary Post (warning: you will have to ask several times). 2) Find the Bullet Marker Master at the Greene Manor to start the advancement. Zealot (Cleric) The Zealots specialize in making the most out of their skills. Their buffs are particularly beneficial to close-range physical attacks. [Advancement] 1) In Vera Coast, beyond Khanka Sentry, find the tombstone surrounded by corals. 2) Read the information on the tombstone and ask the Inquisitor Master about it. 3) Then ask the Oracle Master and Paladin Master as well, until… 4) The Zealot Master appears at the Inner Enceinte District! Talk to her to start the advancement. First Time Player: What type of combat do you prefer? Here in Tree of Savior, you can customize a unique character by progressing on a course based solely on your own design! However, before you can run, you have to learn how to walk, aka. you have to choose a base character to begin your adventure. And don’t forget to collect your special event rewards that can only be gained through the Rookie Savior Event: Get Ahead (Dec ‘17). [CLASS BUILD RANKING] If you're planning out your next classe advancement, have a look at our most popular builds! Selecting a Class in Tree of Savior doesn’t mean you will carry that Class until the very end. Instead, for every 15 class levels, you can change your class via Class Advancement. ► TOP 100 : The most popular TOS class builds of all time. ► RARE 100 : The most unique TOS class builds of all time. ► HOT 10 : Ten TOS class builds that are moving up in the ranks.
Greetings, Saviors! TOS has undergone extensive changes since the arrival of our Re:Build update and still continue to change to this day. So we have prepared a comprehensive guide for all Saviors returning to the game after a long hiatus. Have a read to see all the new features that you may be missing out on! SYSTEM CHANGES 1. Class Level / Equipment / Attribution Points - All characters’ Class Levels have been reset and the Class EXP of all characters have been refunded as [Class EXP Recovery Cards], which can be found in your character’s [Market Retrieve] tab along with the character’s previously equipped items. - All invested Attribute Points have also been refunded so you can re-invest them to suit the changes made to different class’ skills. 2. Instance Dungeon Usage Report - Entry counts for instance dungeons will now be displayed on the [Instance Dungeon Usage] UI for each of your characters in your Team Lodge. - The Instance Dungeon Usage window displays the remaining entry counts for each of the instance dungeons for each of your character from the moment of your character’s last log-in. - Please take note that the entry counts displayed here will not be automatically updated unless you log-in with the specific character. 3. Quest UI [F5] - You can now better sort your available quests using the new quest view filter and also choose which quest objectives you want to be displayed by ticking the box to the left of the quest list. Previous Quest UI / New Quest UI 4. Exclusive Rookie/Returning Savior TP Shop - You will be able to gain access to the exclusive Rookie/Returning Savior TP Shop if your account is new, or you do not have a log-in history for over a 30-day period. - The Rookie/Returning TP shop is available for a 30-day duration from the moment you first log-in or the moment return to the game. CONTENT CHANGES - PVE 1. Level Dungeon The entry requirement for Level Dungeons have been streamlined to levels 50, 130, 200, 270 and 330. PROTIP Level Dungeon cubes will now only drop [Talt] and [Monster Cards] of boss monsters. Other items previously available from Dungeon Cubes can be acquired by hunting field monsters instead. 2. Uphill Defense You can now enter the Uphill Defense mission 4 times a week. - Uphill Mission now has two difficulty modes available to choose from: Normal and Hard. Completing the Uphill Defense mission in Hard difficulty will reward players with more Uphill Defense points and higher grade Gem Abrasives. Difficulty Reward Normal 5-Star Gem Abrasive x2 Hard 6-Star Gem Abrasive x1 - Players no longer have to retrieve rewards for every stage they clear and instead be rewarded after the mission has ended. - The entry count for Uphill Defense mission will only be deducted when the mission is over (either complete or failed), at the point which you can claim your reward from [Sister Lhasa] Uphill Defense Entry Count will be deduct once the Uphill Defense is over (cleared or failed), and you can retrieve clear reward from [Sister Lhasa] NPC. 3. Remnants of Bernice Dungeon The participation reward for Remnants of Bernice Dungeon has been changed. Before After Dimensional Potion Remnants of Bernice Coin - The Remnants of Bernice Point Shop has been added and can now be accessed through the [Oracle Master] NPC in Klaipeda where you can spend your Remnants of Bernice Coin to obtain various reward items. 4. Challenge Mode - Challenge Mode can now only be entered when in a party and there is also a 10-party entry limit per channel. - If you or all other party members abandon a party during Challenge Mode, the Challenge Mode will end and you will not be able to re-enter the Challenge Mode session you were participating in. - Entry Count is only deducted after your rewards have been obtained and the items and EXP points will be issued all at once after the Challenge Mode has been ended. - Note that you will not be able to receive any rewards when failing a Challenge Mode session and your entry count will remain unchanged. - Players can now randomly obtain [Recipe - Legend Raid Portal Stone] by completing the Challenge Mode up to stages 6 and 7. PROTIP [Legend Raid Portal Stones] are items that grant you additional entry to Legend Raids after your weekly entry counts have been used up. 5. Earth Tower - Earth Tower is now divided into 4 Lolopanther and 4 Solmiki areas. You can now freely choose which area of the Earth Tower you want to enter. - Players will no longer be able to obtain Silver for defeating Earth Tower bosses and Lolopanther bosses will no longer reward players with Symbol items. CONTENT CHANGES - PVP 1. Gemstone Feud - The level required for entering Gemstone Feud is now 300. - You will be allocated into a random Gemstone Feud session regardless of the area you’ve entered from and will be returned to the city in which you entered the Gemstone Feud session. Entry Time Feud Time Session 1 21:10~21:15 EDT 21:10~21:25 EDT Session 2 21:30~21:35 EDT 21:30~21:45 EDT - Bonus [Mercenary Badges] are now issued to top 5 ranked players in a session but players will not be able to receive Mercenary Badges if they have failed to gain at least 10 points. - The points earned by defeating the boss monster will not be added to the player’s individual points. 2. Borutos Kapas - Borutos Kapas is a GvG raid where you and your Guild must fight against opposing Guilds in a free-for-all battle to bring down the terrible Dragon Boruta. - Borutos Kapas sessions are open daily from 22:00 ~ 02:00 server time in Sulivinas Lair, which can be accessed through the Kupole Kaze NPC in Vedas Plateau. - Each Team is given a 1-hour entry limit per day and will be automatically returned to Vedas Plateau after their 1-hour duration is over. - The 1-hour entry limit begins counting down once the player enters Sulivinas Lair and the duration count is continued even while the player is outside of Sulivinas Lair. - Players will be returned automatically to Kupole Kaze in Vedas Plateau when failing to select a respawn point for a 30-second duration after becoming incapable of combat Guild Rewards Individual Rewards - Rewarded to the top 5 Guilds with the highest contribution points. 1) Shining Boruta Cube 2) Boruta Seal (random class) - Participation rewards can be obtained by earning individual contribution points. - Special rewards are given to players with the top 30 individual contribution points. 1) Boruta Cube 2) Medal of Honor: Boruta CONTENT CHANGES - Equipment 1. Ichor Transmutation - Ichor Transmutation is a system that lets players extract Ichors with a 100% chance. - The success rate of the Transmutation process depends on the potential of the items used as ingredients. - If you use 3 items with full potential, the success rate will be 100%. - Failing the transmutation process will destroy all items used as ingredients. - Using 3 different items will yield a random Ichor from one of the 3 items used for the transmutation. Transmutation Requirement: Magic, Rare, or Unique items of Lv. 350 and above. Location: [Teliavelis] NPC in the city of Fedimian Required Items: [Ichor Transmutation Kit], [Sierra Powder] 2. Unequipping Ichors - Players can now remove equipped Ichors from items. - The bonus stats from Ichors will also be removed from the item and Ichors will be extracted into their original forms. Location: [Teliavelis] NPC in Fedimian Cost: [Item Level x 10,000 Silver] 3. Awakening - The new [Awakening Abrasive] item has been added to the game. - You can gain higher stat bonuses when an [Awakening Abrasive] is used to Awaken an item. [Lv.400 Awakening Abrasives] can be randomly obtained by hunting monsters in fields or in Challenge Modes. [Locations] Barynwell 27 Waters Maven 31 Waters Maven 32 Waters Northern Parias Forest Central Parias Forest Southern Parias Forest Inner Wall District 10 Outer Wall District 11 Outer Wall District 13 Outer Wall District 14 Outer Wall District 15 * Locations in gold are accessible through Goddess Statue warps. 4. Item Set Stats - Players can use the [Pamoka Solution] to add set stats to Velcoffer or Savinose set equipment. - Adding set stats to items now has a 100% success rate as long as you have the required number of Pamoka Solution. Purchasable from: [Alchemist Master Vaidotas] NPC in the Miner’s Village NEW CONTENT 1. Guild Hangout Raid - Players can now participate in the Guild Hangout Raid through the Sage Envoy NPC who appears in the Guild Hangout once a Guild reaches Guild Level 5. - Players will need to be the Guild Master or be given the authority by the Guild Master in order to start the Guild Hangout Raid. - Silver can be claimed as the raid reward from the Sage Envoy NPC and can be earned in amounts proportionate to each player’s accumulated contribution. - The total amount of Silver acquirable is dependent on the Guild level and contribution rank. 2. Hunting Grounds - Irredian’s Shelter - New Lv. 390 Hunting Grounds has been added in the northern area of Spell Tome Town in the [Magija Slove Square] area. - Players can defeat a certain number of monsters to open a portal leading to a boss monster for a Solo Raid. - The Solo Raid can be played 5 times per week per Team. 3. Tomb of the White Crow: Unique Raid Name Tomb of the White Crow: Unique Raid Entry [Shadowmancer Master] NPC at [Rasvoy Lake] Level Requirement Character Level 400 Cost Raid Portal Stone x6 - Players must complete the prerequisite Lv. 400 quest [From a Mistake to a Threat] before being able to participate in the Tomb of the White Crow raid. - Each additional entry consumes 1 extra Raid Portal Stone and the amount of Raid Portal Stones required is reset every Monday at 6 AM server time.
Greetings, Saviors. Today we would like to introduce you to the changes in the rank advancement system that will be implemented in the game with the upcoming [Re:Build] update. But firstly we would like to share with the TOS community the reasons why such a drastic change is necessary for the game to be improved. The Limitations of the Current Rank System The strength of Tree of Savior as a game is the wide variety of classes available for players to pick and choose from with which they can explore and overcome the many challenges presented to them in the game. This was, and still is, the central philosophy behind our game design. For such a potential to be fully realized, we believe that all choices that our players make in building their characters should be significant. However, player choice in character development is rather limited under the current rank system. With the vertical rank structure of the current system, classes of the lower ranks fundamentally fall behind the higher rank classes in efficacy. The lower rank classes are chosen on the basis of the availability of a useful buff/debuff and the classes that do not have such desired buff/debuffs are often overlooked despite the wide array of different skills and features they offer the player. As a result only 23 builds, on the basis of player preference, have proven themselves to be 'valid' builds for the game. In general, these 'valid' builds mostly consist of classes from ranks 7~8 with some lower rank classes added for support of the main higher rank classes. In its current state, the versatile character build is no longer Tree of Savior's strength because the remaining builds apart from the aforementioned 23 builds become a ‘regretful’ decision that players want to revoke. [Rank Reset] was introduced as the means for the players to revoke such decisions in developing their characters but it only deepened the problem at hand and further cemented the more powerful builds in their current place. New Direction The restructuring of the rank system, at its core, aims to re-value all available classes equally and further develop their feature characteristics and personality. In order for this to happen, we will be restructuring the convoluted rank advancement system and removing manual stat point allocation that did little to affect the direction of character growth. Furthermore, class trees will be expanded and rearranged to reinforce the role and the purpose of every class available in the tree. Overall, the new job advancement system will be more intuitive and convenient in comparison and the underutilized lower rank classes will be repurposed through the 'horizontal' restructuring of the rank system to provide our players with more versatile means to enjoy the game. Along with the restructuring, current in-game features will be improved upon and new content and balance tweaks will be made to compliment the changes in rank advancement. The summary of the changes in the rank advancement system are as follows: 1. The current rank system will be replaced with a new job advancement system. - Players will be able to choose any of the classes available in a given tree on advancement. - Players will be able to use the in-game [Class Change] system to readily switch between classes. - Level cap for each class will be extended to 45 and a single character will be given a total 4 classes(1+3) to choose from and combine.(For example, 560 different combination of classes can be made in the Swordsman tree) 2. New class tree and new classes will be added and existing class trees will be partly rearranged. - Players will be provided with a [Class Tree Change] for a limited time to compensate for the expansion and the rearrangement of available class trees. 3. With the removal of ranks, the power difference between skills of different ranks will be minimized and all skills will be adjusted so that every class will be able to more faithfully play the roles that match their available skill-set. - Magic attacks will be changed so that it is possible to land a critical strike, be dodged and blocked. 4. Attribute system will be changed. - The learning cost will be drastically reduced for all attributes. - New feature will be added where players can extract attribute points from their characters. 5. Stat system will be changed. - Stat allocation will be automated and increase with each level to better reflect class characteristics. - Extra stat points obtained through quests or Goddess Statues will be available for the players to allocate freely. The [Re:Build] update is currently in the process of being tested internally with the goal of being released mid-November for kTOS. A more detailed introduction of the changes made will be released in the coming weeks through the official TOS Developer’s Blog posts. Thank you.
Greetings, Tree of Savior dev team here. After our introduction of the new Wizard classes last week, Today we’re bringing you a preview of what you can expect from Rank 8 Swordsman types. Dragoon (Circle 2) The team play aspect of the Dragoon class is reinforced in Circle 2. ▲ With this new attribute, “Serpentine” gives a bonus of 100% to all melee physical attacks. We expect this attribute to be useful for parties where there is another warrior class character. The new skill “Dethrone” is going to inflict occasional debuff effects on boss monsters by reducing their movement and attack speed. This skill will also give you three possible types of bonus according to monster size: “small”, “medium” or “big”; as well as bonuses specific to flying-type monsters. ▲ This skill works with both short and long ranges, meaning it can be used to slay multiple monsters at once or target opponents in PvP battles. Doppelsoeldner (Circle 3) Power-grinder Doppelsoeldner is becoming even stronger in Circle 3. ▲ With the attributes we’re adding to up the number of multiple hits in the skills Zucken and Redel, the Circle 3 Doppelsoeldner is going to be pulverizing enemies like a human blender. ▲ A new skill, “Zwerchhau”, adds a temporary bonus to slash attacks which, when used in conjunction with other techniques, can become a powerful grinding tool. ▲ We’ll be introducing a new attribute for expanding the area of the “Punish” skill, used on knocked down enemies, as well as other attributes for upgrading lower-level skills. Fencer (Circle 3) Circle 3 Fencers will use their quick, consecutive attack style to build up on the power of earlier circles. Fencers will be able to use the “Epee Stance” skill in Circle 3. This stance does come with its disadvantages, like neutralizing the effect of any shields equipped, but on the other hand… … the “Epee Stance” dramatically increases the critical damage of pierce attacks in proportion to the skill level. If the Doppelsoeldner is like a raging blender, the Fencer is more akin to an unstoppable sowing machine. “Balestra Fente”, which temporarily reduces the critical resistance of enemies, is going to be useful for Fencers who invested their points in stats other than DEX. “Attaque au Fer” is a new skill that disarms PvP opponents, throwing their weapon to the ground. This skill makes it so that, until they pick up their weapon again, the opponent will not be under their effects. Templar (Circle 2) Circle 2 Templars will be the class of choice for guild masters who wish to operate a battle-oriented guild. Circle 2 Templars are capable of setting up new structures in the Guild Hideouts. The “Forge” enhances the physical attack of guild members in proportion to how many are established. The “Shield Charger” accumulates 100 shields per minute (6,000 per hour, 144,000 per day). Guild members who take the shield buff will receive a protective shield that protects their HP for as much shield they have taken and will not lose HP while that shield exists. Only one guild member will be able to take this shield and will start to replenish from 0, so make sure that all the guild members have agreed to use it. The shield is also usable during Regional Guild Battles. (However, it cannot be used in the Team Battle League.) The new “Share Buff” skill allows guild members within range to share their buffs regardless of how many they have. However, please note that the Templar will not be able to move while using this skill. Lancer (Circle 1) The Lancer, which first appears at Rank 8, is a cavalry class that has powerful anti-personnel skills. It is capable of using buff type skills that drastically increase resistance against magic circles while moving, and counter-cavalry type skills that allow you to deal three times the normal amount of damage. The “Crush” skill that temporarily decreases the effectiveness of the opponent’s equipment also has an ability that allows you to push aside summoned enemies so it is extremely useful for charging through enemy defenses in Guild battles. The “Joust” skill which shocks and silences the enemy at the same time also allows you to destroy enemy magic circles, which means that you will be effective against mage classes as well. (This ability will also be added to the Circle 2 Cannoneer) Murmillo (Circle 1) The Murmillo is a Gladiator class that has a good balance between offense and defense. The Murmillo is capable of equipping a “Cassis Crista” that is a helmet with a visor. The effects of the helmet are as follows. - Decreased movement speed and melee evasion. - Increased block chance against physical and magical ranged attacks. - Peltasta and Rodelero skills along with other skills that use shields to attack will become much more powerful by learning certain abilities. Another small benefit is that you will no longer be able to become stunned when using the “Head Butt” skill with this helmet. ▲ The revival of forgotten skills. They will also be able to utilize a surprise attack type AoE skill that works in tandem with skills that deal extra damage to stunned enemies, such as “Head Butt” etc. ▲ Hit them very hard! The Murmillo is the most offense-oriented of all the classes that use shields.