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New Regional Guild Battle Format

Greetings, Saviors! First, we know that it came as a rude surprise when we rather suddenly removed Guild Battles without proper prior notice, and for that we would like to apologize. This had to do with a few reasons, mainly issues related to stability and the rewards. We felt that we were not able to stabilize Regional Guild Battles at a satisfactory rate, and that the rewards should be more about honor and showing off your guild's victories in a way that is recognizable to other players. However, we know that many players still enjoy the contents, and we would like to see them return. As such, we would like to announce that we are bringing back Regional Guild Battles [next week], but in a different format. Since we are still working on ironing out the kinks, we will avoid any automation that might cause more issues. Also, we will be continuously analyzing the data and feedback from the new seasons in order to improve playability. The major differences will be as follows:  1. Regional Guild Battles will be open for 3 weeks with intervals between each season. 2. There will be 2 Regional Guild Battle sessions per day. 3. There will be major changes in the rewards, as TP will no longer be provided as reward.     The rewards will be provided to the relevant guild’s members individually via GM message to the postbox.    Below are the rewards planned to be given after the first season. They will be usable until the next season ends, after which they will be deleted.    Please note that later seasons may have different rewards. A. First Place (per guild member, per region) ► Regional Guild Battle Armband (1st Place) : Covers the wearer and the surrounding area with a sparkling effect.  ► Paper Box : A box for your character to sit in. Use it when you need attention. ► Potion of the Victor : +100 Physical & Magical Attack, +80 Attack Speed, +1 Movement Speed. Not usable in TBL & Regional Guild Battles. B. Second Place (per guild member, per region) ► Regional Guild Battle Armband (2nd Place) : Covers the wearer with a sparkling effect. ► Paper Box : A box for your character to sit in. Use it when you need attention. ► Potion of the Victor : +100 Physical & Magical Attack, +80 Attack Speed, +1 Movement Speed. Not usable in TBL & Regional Guild Battles. C. Third Place (per guild member, per region) ► Regional Guild Battle Armband (3rd Place) : Has no special effect besides looking pretty. ► Paper Box : A box for your character to sit in. Use it when you need attention. ► Potion of the Victor : +100 Physical & Magical Attack, +80 Attack Speed, +1 Movement Speed. Not usable in TBL & Regional Guild Battles. We’re looking forwards to seeing who will manage to get the very first ‘shiny’ accessory items in Tree of Savior. Which guild do you think will manage to come out on top in the new Guild Battle format? Let us know what you think about the new seasonal system and rewards.

Developer's Blog
February 24th, 2017
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Combat System Changes QnA Session 2

Greetings, Saviors! Today we bring you another round of answers from the dev team about the ‘Plans for Combat System Changes’ post. Please keep your questions and suggestions coming in [this thread] for the next Q&A session! Rank Reset Q1. If I’m a Templar, will I need to transfer the position of guild master to someone else or disband the guild to reset my rank? A1. Yes. We know it’s not the most convenient solution, but you will have to transfer the position of guild master or leave the guild in order to reset your rank. We want to continue to work on improving the rank reset system while taking into account the issue of Templar guild masters. Q2. What happens if I don’t immediately advance into higher ranks and just leave my character as it is after the rank reset? A2. After you reset your rank, you receive rank-up cards that can restore your EXP to the rank you had before the reset. If you choose not to use these cards, you can still keep playing the game to increase your EXP and advance ranks the way you would normally do. There’s no advantage in saving the rank-up cards, however, since they can only take your character up until the rank you had before the reset. Also, you won’t be able to reset your character’s rank if you still have any rank-up cards left over from the previous rank reset. Q3. What if I was a Kannushi before the reset and want to advance into Kannushi again after the reset? A3. We mentioned last time that players who have advanced into hidden classes will not have their hidden class advancement requirements reset. To become a Kannushi, however, you will still need to use Switch Gender again after the reset. Q4. Can I only reset one of my characters each day? Or only once during the rank reset event? A4. During the reset event, you will be able to reset you rank, stats and skills one time per day, per character. This means that, during the event, you can reset all your characters on the same day if you wish, but to reset one or more of them again you will have to wait until the next day. Stats and Skill Attack Q5. If I wait until Circle 3 to start increasing my skill levels, will that make the skills stronger? A5. No. The performance of skills will be proportional to the skill level; the timing at which you rank up will not have an effect on it. Q6. How will the use of single- and multi-hit skills change according to item stat boosts and the enemy’s defense? A6. Because damage will be calculated on a division system, a single-hit skill with 500% attack and a five-hit skill with 100% attack, for example, will offer the same basic damage. However, you’ll also have to consider additional property attack factors and buffs, which can change the way in which single- and multi-hit skills are used. An enemy with high defense will likely take a toll on your damage, but since additional attack factors and buffs are calculated as true damage (independently from the enemy’s defense), skills which hit multiple times can turn out more advantageous. Miscellaneous Q7. Since the effects of the Glass Mole Card are based on the attack of the main weapon, we barely get to see any effect in the subweapon. Will this be improved, too? A7. Yes, with the new combat system changes, the effects of the Glass Mole Card will apply to subweapons as well. Q8. When is Rune Caster going to be patched? A8. There are still a few Rune Caster improvements we want to implement that unfortunately were a little pushed back by the plans for the new combat system changes. We will introduce them in a future patch though, so stay tuned! Q9. I’m worried about players using the rank reset event to abuse the Varnalesa and Lettuce items, since they can just advance into a class that can get those items to purchase them in large quantities, then reset into their actual desired class. A9. We have no plans to keep players from resetting into another class after advancing into Alchemist to purchase herbs. We’re in the process of readjusting the performance, cooldown time, etc. of all herbs and potions, however, so keep that in mind.

Developer's Blog
April 20th, 2017
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Weekly Question and Answer – September 23rd, 2016

Q1. It's almost the end of September. When is Rank 8 coming to iTOS? A1. We are aware that many of you are waiting for the Rank 8 update.  That is why we are being extremely thorough in the testing process so you will be able to fully enjoy the new contents. We also know that many of you at Rank 7 will love to focus on leveling your characters as soon as the update arrives in order to experience the new classes and skills. As such, we are also preparing a few extra treats that will help you do so near the update's release date. Q2. Swordsman type classes are finding it extremely difficult to complete quests at higher levels due to the high damage from monsters. Having to find a party every time makes questing hard for soloing players. Can you give us any ideas on what you are planning for the Swordsman in the future? A2. We are constantly testing various ideas with regards to re-balancing the Swordsman class.  Some of the things we are considering are adjusting monster parameters, Swordsman exclusive items, the fifth type of gem for melee type classes etc. We'll let you know as soon as we have found a combination of changes that works well. Q3. There's only one way to trade Monster Cards, but it's really inconvenient. Would it ever be possible for us to trade them?  A3. We are considering the removal of trading restrictions on Monster Cards. Further Info. would be released via announcement. Q4. Many of us have chosen to become a Templar in order to create guilds to enjoy the game with others. However, there currently aren't any attributes for Templar skills making the class otherwise less interesting. Is there any chance that we will be able to invest in attributes as well? A4. We deliberately developed the Templar class in such a way so that it would only have to focus using resources on the management of guilds. However, we have received much feedback with regards to the class and are testing various options to see if we can't add attributes to enhance the Templars. Q5. When will we be able to try out the Wonderland Costumes? A5. We are in the final preparations of bringing the new 8 types of Wonderland Costumes to a TP shop near you! We hope that you will enjoy the fantasy themed costumes. Please note that the wings on the costumes do not grant you the ability to fly. On a happier note, you don't have to worry about your hair becoming messed up from the desserts on the hats either.    

Developer's Blog
September 23rd, 2016
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Introducing: Guild Territory Wars

Greetings, Saviors! We at the dev team have hinted about wanting to develop new formats of PvP content before, particularly when it comes to guild wars. Well, we’ve been working away on a bunch of new ideas ever since, and today we’re ready to introduce you to a different kind of GvG experience we’re developing called the Guild Territory Wars. Our goal with the Territory Wars is to create a guild activity that’s challenging and highly rewarding, one that requires optimal team work from the guild members and strong leadership from the guild master. Everything is still in the works for now, but we’re going to continue focusing on this and other projects to advance and diversify guild content.   So… What Are Territory Wars? Guild Territory Wars are a large-scale PvP challenge in which guilds can battle each other to seize areas of territory in a field. We believe Territory Wars – and the hefty rewards we have planned for them – can help promote healthy competition, creating a real purpose for guilds to grow and develop. Before the War   The plan is to have Guild Territory Wars begin every Sunday at 8 PM and last a total of one hour. Before the schedule begins, players will be able to select whether to take part in the wars or not through an option in the Guild window. Only the guild master will have the authority to opt in or out of Territory Wars. This is in line with a series of other updates we have planned for guild content, which aim to solidify the role of leader for guild masters. Spot Areas   Spot Area Genar Field Galeed Plateau Inner Wall District 8 Grade B B A   Spot Areas are maps where players can fight in Territory Wars, with Spots being the sections of land you can seize. According to the grade of the Spot Area, the rewards for seizing the corresponding Spot will be different. As of now, we have a total of three Spot Areas planned out (the ones in the table above), but we will consider adding more areas to the game depending on how they perform. The War Begins!   When the Territory Wars schedule starts, entering a Spot Area will require you to select one of two options at the green arrow in adjacent fields. Here you can jump right into the war zone, or skip the battle and enter the map as you normally would. After moving to the Spot Area, guild members can battle in true PvP style to either protect their seized Spot or seize the one held by the rival guild. Members of the guild that seized the Spot in the previous Territory Wars will be allowed to enter the Spot Area 5 minutes before the war begins to plan out their strategy. Seizing/Protecting a Spot   During the war, each Spot Area will contain a Territory Tower, with the land around it forming the Spot that can be seized by a guild. To gain hold of a Spot, guild members will need to earn points by advancing into the perimeter of the tower. The guild that currently holds the Spot, on the other hand, can fight back by reducing the points of the invaders. The final score will then determine which guild will hold that Spot during the next Territory Wars. 1) Earning Points (Invading Guild)   The invading guild earns points every second according to the number of members within the perimeter of the Territory Tower. Below is a table that shows the amount of points earned by invading the Spot of the guild that holds it.   No. of members in the Spot 1 member 2 members 3 members 4 or more members Points earned per second 3 5 7 9 2) Taking Points (Protecting Guild)   The guild protecting their Spot can deduct points from the invading guild, also according to the number of guild members within the perimeter of the Territory Tower. Here, too, the amount of points taken from the invading guild every second increases proportionally to the number of members of the protecting guild inside the Spot.   No. of members in the Spot 1 member 2 members … 9 members 10 or more members Points taken per second 1 2 9 10 3) Final Score   The first guild to score exactly 1,000 points in the war seizes the Spot. In certain situations, however, the guild may not be able to gain any more points, like in the example below.   Guilds My guild (1 member in the Spot) Guild A (1 member in the Spot) Guild B (2 members in the Spot) Guild C (1 member in the Spot) Score 999 999 995 850 If, like in this example, two or more guilds have gathered all the conditions to reach 1,000 points, their score will no longer increase. Instead, those guilds will need to gather all of their members inside the Spot in order to win. We should note that there’s still room for improvement in the point system, but we will keep you notified of any changes. 4) Protector Buff   Guilds that succeed in seizing a Spot will receive a special Protector Buff that boosts their members’ combat abilities. Not only that, the more wars a guild manages to keep hold of a Spot, the more intense the effects of the buff will be. Strategic Bosses     Territory Wars have one more tactical element to them: boss monsters. During the war, a powerful boss monster will appear, which guild members can defeat in order to receive temporary beneficial effects. These boss monsters can make a big difference in the amount of points you earn or take, becoming an important part of your guild’s strategy. We do, on the other hand, understand that there could be aspects about this feature we haven’t fully predicted, so we’re open to adjusting any rules necessary to make the system as fair as possible. The Rewards     Winning the Territory Wars and securing a Spot is certainly worth a generous reward. After every period of war, guilds that succeeded in seizing a Spot will receive a set percentage of the amount of Market fees they paid during the past week. This prize is delivered in the form of items to the Guild Storage. Again, this a feature we are still polishing. Any changes we make to the rewards should be announced separately.

Developer's Blog
September 19th, 2017
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NEXT Project #2 : New / Adjusted Contents and System

    As we mentioned in the last post, we are going to talk about the contents in this posting.   NEXT Project #1: Details about Goddess Equipment System       Episode 13-2     Tremendous Kruvina Walls appeared in the Paupys Crossing after the Beholder’s army invaded Orsha. The wall is covering the road to the Ashaq Underground Prison just like hiding a secret behind the back.    Saviors headed to the Ashaq Underground Prison with the hero Pajauta, who has been led by fate. And, you face the terrible brutality in there that the beholder has committed to humans.     Unexpected Reunion   Couldn’t access the Ashaq Underground Prison 1F which was blocked by the tremendous Kruvina Walls, but saviors entered the Ashaq Underground Prison 2F by the Side Road. Along with Pajauta's precious fate she met here, saviors should follow the traces of the royal officials of the kingdom that were kidnapped in the past.     Demon Lord Back from the Death   This is the normally unknown Secret Space of Ashaq Underground Prison.  Its past use is unknown, but the Ashaq Underground Prison Containment Area is now being used as a containment station to control Beholder’s subjects. The powerful Demon Lord who once followed Giltine is back from death through the merciless experiment of the Beholder and threatens the saviors.     Encounter the Beholder   Saviors chase the Beholder and arrive at Ashaq Underground Prison 1F. The Beholder throw saviors off the chase but leads the saviors. What will be the purpose of the Beholder? Chase the Beholder and find the answer.     Episode 13-2 is a scenario quest that can be carried out with Episode 13, and can be progressed simultaneously from level 450 regardless of area’s level.       Goddess Raid [Saint's Sacellum]     Saint's Sacellum is the first main content of Goddess Raid that combat with Vasilisa to obtain materials for Goddess equipment crafting and enhancement.  Saint’s Sacellum has Normal (Auto Match) and Hard (Party) just like Demonic Sanctuary, and Entry Voucher, which can be obtained in Normal mode is needed to enter Hard mode.     Saint’s Sacellum : Normal (Auto Match)   Normal Raid has an entry limit per character, but Goddess rank equipment is needed as entry condition. Since this is the beginning of transition to the Goddess, we decided to change the existing Legend to Goddess. If the next level of Goddess Raid comes out in the future, you can proceed with the Goddess equipment that will be updated this time.  Vasilisa Scale, obtained from the raid, is the main material of this equipment. It is used commonly in crafting, Enhancement, Awakening, etc, and can be traded via market. In Normal raid, 2 times of entry limit is given per character and additional entry voucher can be purchased via Mercenary Badge Shop. Because the Mercenary Badge is the team's property, you can play it with the character you want. The cost of the Entry Voucher increases per purchase.     Saint’s Sacellum : Hard (Party)   You can play Hard raid by using Voucher Recipe obtained via Normal raid. Because this Voucher can be traded via market, you can sell it and obtain silver if you cannot play with a party, and you can play it with the character you want since it can be moved to the Team Storage.  Title will be given when you clear the Hard raid, and more Vasilisa Scale and additional items can be obtained.     Category Saint’s Sacellum Normal (Auto Match) Saint’s Sacellum Hard (Party) Entry Condition Goddess rank Weapon/Armor every part Gear Score Gear Score Entry Count 2 times per character X (Entry Voucher x1 will be given per team on the first update) Additional Entry Purchase Voucher at Mercenary Badge Shop : 1st Purchase: 10,000 Badge : 2nd Purchase: 20,000 Badge : 3rd Purchase: 30,000 Badge : 4th Purchase: 40,000 Badge ... Use Voucher Main Item you can get Vasilisa Scale x16 (100%) Hard Voucher Recipe (20%) Voucher Recipe x48 (100%) Silver Chest (100%) Enhancement Supplement (low chance) First Clear Title (Only 1 party) Clear Title       Unknown Sanctuary   Unknown Sanctuary is a new content like Sole Hunt where you can obtain material for a new equipment system and main materials. Monsters at Unknown Sanctuary are enhanced by the Curse of Sanctuary, so it can’t be defeated by normal attacks like it does to the normal field monsters. Grace of Sanctuary is needed to nullify the Curse of Sanctuary and hunt the monster, and this effect can be applied for a certain amount of time by using silver via the  Entrance NPC.    <Entrance NPC of Unknown Sanctuary in Kirtimas Forest>   Entrance NPC of Unknown Sanctuary is in Kirtimas Forest and you can have Grace of Sanctuary that lasts for 1 hour by purchasing 1,000,000 silver.     <New Guild Housing: Dungeon Management Office>   If you install Dungeon Management Office by consuming Guild Mileage, you can install Unknown Sanctuary Entrance NPC when you succeed in seizing Champion's League. (Consumes Guild Funds) Entrance NPC installed in the town by the guild is lasted until the next Guild Territory War. Every user including the guild member can have the cost of Grace of Sanctuary decreased by 50% and can actually enter. The profits will be given to the corresponding Guild.     <Hunting monsters at Unknown Sanctuary>   Unknown Sanctuary consists of the 1st floor and 2nd floor with powerful monsters. 1st floor is a normal monster area that can be played only solo, 2nd floor can also be played solo, but party play may be more suitable since there are boss monsters. In Unknown Sanctuary, you can obtain silver when defeating monsters and consumables to upgrade Goddess equipment such as Goddess Enhance Supplement, Lv 460 Awakening Stone, Magnifier, etc can be obtained by chance. Also, Vaivora Vision is dropped with a higher chance than the normal field. If you get lucky, the main consumables needed for the Evolve System which is applied from this Goddess equipment, can be obtained. Every seasonal consumable obtained from the Sole Hunt can be traded in the Market.       Heroic Stage     [Heroic Stage] is a non-specification casual content, which is processed by clearing stage. You can purchase entry voucher from Mercenary Badge Shop and enter via Contents Status Board(F10)- Dungeon tab.       In the Heroic Stage, existing property, type, Armor type is not affected and you can choose the property that will be applied in the contents. Points obtained by playing the contents can be used for upgrading the equipment, or purchasing buff at Buff shop and upgrade. Aslo, buffs can be crafted into more powerful, higher buffs. Monsters appearing at Heroic Stage change the property and buff frequently. From time to time, saviors will challenge the stage in an advantageous position.   You can receive Token of the Goddess (Gabija), Unidentified Mystic Tome, Attribute Points, etc as clear reward, and special items can be received for weekly ranking reward which will be added in the future.         Challenge Mode Adjustment   Challenge Mode will be adjusted.     Challenge Mode (excludes Division Singularity) will be changed from monsters created in a certain range of the character to finding monsters in a new map every day and defeating them. Monsters will be created according to the number of party members, an average of level, etc, and individual/party buff will not be given.  Reward also changes. Silver obtained when clearing the Challenge Mode decreases, and will be substituted with Token of the Goddess (Gabija) (Division Singularity included) . Other than that, the drop of Vaivora Vision that can be expected when defeating Elite Monsters, Nucle Powder and Sierra Powder are the same as it is now.    The Auto Match party Challenge supports two levels Lv 400 or higher and Lv 440 or higher, and a Challenge Mode for solo play (Lv 440 or higher, with an Assister) is provided.   Challenge Mode processed by the portal created in the field won’t provide party play anymore. Field Challenge is not processed with only Solo (+ Assister).  Resources such as Silver and Vaivora won’t be obtained but Mercenary Badge and High EXP will be given.       Bounty Hunt   Written Order items can be received in the new field, Ashaq Underground Prison 1F, 2F, and Containment Area. New contents Bounty Hunt will be started when you use this Written Order item to the Wanted Board at each town.     Bounty Hunt is a Solo play and the goal is to complete the mission by starting from the town and reaching another randomly selected area within the time limit. During the Bounty Hunt, every quick-moving function (Token move, Contents Status Board, Portal Shop, Warp Scroll, etc) cannot be used and must move to the point by yourself.       When moving the field, the wanted monsters also block the way. You cannot move to the next area during the combat, so you need to defeat them quickly.       When you reach the target area, you will encounter a special boss monster that only appears in Bounty Hunt. When you succeed in defeating the boss monster, the Bounty Hunt ends and you can receive the reward. Token of the Goddess (Gabija), Breath of Power, Lv.460 Aether Gem Fragment, Lv.460 Aether Gem Socket Key, etc can be given as a reward.     Remnants of Bernice Dungeon   Remnants of Bernice Dungeon will be reorganized with a new progression.     Current Remnants of Bernice Dungeon is progressed by clearing as many stages as you can for 15 minutes and set rank. Reorganized Remnants of Bernice Dungeon will be changed to selecting the stage and process only the selected stage based on the highest stage of yours.   The highest stage does not reset and you can try on up to 6 more stages from your highest stage. The stage continues up to 3 minutes and monsters appear multiple times and when you defeat every monster before the next creation time, the next monster will be created immediately.   The ranking of the succeeded stage will be recorded as the following criteria. The previous ranking will be reset as the procedure is changed.   1st When the succeeded stage is high 2nd When the time spent for clearing the stage is fast 3rd Order registered in the ranking       With the reward obtained from the Remnants of Bernice Dungeon, Aether Gem obtained from the Bounty Hunt can be enhanced. You can enhance the Aether Gem via Kupole NPC appearing when clearing the Remnants of Bernice Dungeon with no cost and you can try 3~5 times per time. Chance to succeed the enhancement increases when clearing higher stages compared to the Aether Gem. Additional Entry Voucher for Remnants of Bernice Dungeon can be purchased in Mercenary Badge Shop.     Aether Gem   Collect the Aether Gem Fragments obtained from Bounty Hunt and use it to obtain an Aether Gem. Fragments can be traded in the market, but the Gem is bounded as a team. Aether Gem can be equipped 1 per equipment, and Aether Gem Socket Key and Golden Socket, Arch Stone Fragment is needed as a material.        Token of Goddess Shop     Token of the Goddess (Gabija), which can be obtained from various contents, is the main consumable for this season (Vasilisa). You can purchase various items that can upgrade the Vasilisa equipment.   When the new level’s equipment is updated in the future, the new Token of the Goddess and item shop will open. Previous season off shop can be used with lower cost.       Unique Raid Deletion   As turning into the Goddess Equipment system, Unique Raid, Unique Raid: Solo where you can obtain Fixed Stat Ichor will be deleted.     Entry Level Unique Raid Name 330 Former Fantasy Library 330 First Shelter 380 Magic Research Facility 380 Asiomage Testing Grounds 380 Astral Tower Closed Quarters 400 Tomb of the White Crow 420 Lepidoptera Junction 440 White Witch’s Forest   Contents above will be removed from the Contents Status Board and the Raid area will remain as the quest area.   Fixed Ichor (Extracted from Unique equipment) which cannot be used to Goddess, cannot be obtained anymore, and remaining soul stone can be exchanged to Mercenary Badge by right-clicking. Following items can be purchased via Mercenary Badge Shop.     Appearance Equipment* Asio Weapon Wastrel Weapon Masinios Weapon Moringponia Weapon Vaivora Weapon Recipe Moringponia Unique Accessory Monster Card Prodigious Kugheri Balzermancer Card Demon Lord Froster Lord Card Wastrel Card Asiomage Card Ignas Card Skiaclipse Card Tantalizer Card Glacia Card * Skiaclipse Varna weapon, Glacia Legenda weapon which can be obtained via Legend raid will be changed so that the appearance of the weapon can be changed.       TP Shop Update   TP Shop is changed as follows.     Premium Discount Skill Reset Potion Attribute Reset Package Stat Reset Potion   Class Change Voucher Lv 1 Class Change Voucher Lv 2 Class Change Voucher Lv 3 New Class Change Voucher Lv 4 Arts Reset Potion Profession Selection Box Arts Reset Potion Profession Selection Box x3 +1 Weapon Type Change Tome Premium Reset Package Selected Class Skill Reset Potion Selected Class Attribute Reset Potion Premium Enhancement Supplement Premium Enhancement Supplement x10 +1 Premium Enhancement Supplement x100 +10 Engraving Slot Expansion Voucher (30 days) Engraving Slot Expansion Voucher (60 days) Engraving Slot Expansion Voucher (90 days) x32 EXP Tome Package Consumable Off Sale Mysterious Magnifier Mysterious Magnifier x10 + 1 Artisan Magnifier Artisan Magnifier x10 + 1 New [Lv.460] Mysterious Magnifier [Lv.460] Mysterious Magnifier x10 +1 [Lv.460] Artisan Magnifier [Lv.460] Artisan Magnifier x10 +1 [Lv.460] Sandra's Magnifier [Lv.460] Sandra's Magnifier x10 +1 [Lv.460] Sandra's Detailed Magnifier [Lv.460] Sandra's Detailed Magnifier x10 +1 Miracle Seeds Goddess Sculpture Motion Emoticon New Cheer Up Wave Pose Beyond Imagination Dab Dance Want Some? Home Run Chin Up Baseball Squats Gangster Wiggle Hammer Dance Cheer Speech Bubble New Kepa Speech Bubble (30 days) Tini Speech Bubble (30 days) Popolion Speech Bubble(30 days) Cherry Ice Cream Speech Bubble (30 days) Blueberry Ice Cream Speech Bubble (30 days) Rolling Door Speech Bubble  (30 days)   Because it may be confusing due to the system change, the Leticia’s Secret Cube on the corresponding month won’t be on sale. Please be noted.       Other Adjustment   Free installation of Refreshment     Squire’s Refreshment will be changed to be able to be installed independently regardless of the location of the base camp (including extension of the period), and it also can be installed in towns.     Goddess' Grace item renewed   3 Legend rank items from the Goddess Grace Offering are changed. Newly added item, Gabija’s Authority (Working title) is a collection item that can only be obtained via Goddess Grace.     When you collect all 3 Gabija’s Authority items and complete the collection, stat applied to all characters in the team increases. Collection items can be traded at the market.   Just like the seasonal coin Token of the Goddess (Gabija), Gabija’s Authority collection is a seasonal item. On the next equipment season, new Goddess’ Authority collection will be added and the Goddess Grace item will be changed. Gabija’s Authority can be obtained from Goddess Grace, but after the season, it will be added to the Season Off Shop after the season so that anyone can purchase it with a reasonable price. (10,000 Token of the Goddess (Gabija) each).   Besides that, the items of the Goddess Grace will be updated according to the new system.     This concludes the NEXT Project #2 : New / Adjusted Contents and System.    The next post will be NEXT Project #3 : Adjustment for Team Battle League & PVP, and Afterward updates.     Thank you.      ※ The system, item name, value in this post may be added, changed, or removed during the actual updates.       Summary of Contents and Rewards     Contents Summary Saint's Sacellum Normal (Auto Match) How to Play : 2 times per character weekly : Purchase Entry Voucher at Mercenary Badge Shop   Reward : Vasilisa Scale - Trade O : Saint's Sacellum Hard Entry Voucher Recipe - Trade O Saint's Sacellum Hard (Party) How to Play : Consume Saint's Sacellum Hard Entry Voucher   Reward : Vasilisa Scale (100%, x48) - Trade O : Silver Chest : Lv 460 Enhancement Supplement Box - Trade X : Title Unknown Sanctuary (Sole Hunt) How to Play : Enter by purchasing buff with silver via Entrance NPC at Kirtimas Forest : Enter by purchasing buff with silver via Entrance NPC that guild who seized the town installed   Reward - Each monster drop item : Lv 460 Evolution Stone - Trade O : Lv 460 Artisan Magnifier - Trade O : Lv 460 Sandra's Detailed Magnifier - Trade O : Lv 460 Enhancement Supplement - Trade O : Lv 460 Goddess Enchant Jewel - Trade O : Lv 460 Awakening Abrasive - Trade O : Silver : Boruta Seal, Fragment / Arch Stone, Fragment : Vaivora Vision - Trade O Heroic Stage How to Play : Purchase Entry Voucher from Mercenary Badge Shop   Reward : Token of the Goddess (Gabija) : Attribute Point : Unidentified Mystic Tome Challenge Mode (Auto Match) How to Play : 1 time per character daily Lv 400 Party Mode Lv 440 Party Mode Lv 440 Solo Mode (+Assister) : Purchase Entry Voucher from Mercenary Badge Shop   Reward : Token of the Goddess (Gabija) : Silver : Nucle/Sierra Powder : Vaivora Vision (Defeat Elite) Challenge Mode (Field) How to Play : Once per character daily :Purchase Entry Voucher from Mercenary Badge Shop : Only by Solo Play   Reward : High EXP : Mercenary Badge : Nucle/Sierra Powder Bounty Hunt How to Play : Use Written Order (Dropped in new field)   Reward : Token of the Goddess (Gabija) : Breath of Power : Lv 460 Aether Gem Fragment - Trade O : Lv 460 Aether Gem Socket Key - Trade O Remnants of Bernice How to Play : Once per team weekly :Purchase Entry Voucher from Mercenary Badge Shop   Reward : Use Aether Gem Enhancement     

Developer's Blog
June 23rd, 2021
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Rank 8 Update Preview

Greetings Saviors. We would like to give a glimpse of the Rank 8 Update which we are aiming to release in late September. You can see the introductory video here. Firstly, the long-awaited Rank 8 classes are to be added. There will be 24 new classes in total, 8 of which that are entirely new classes with wholly original concepts. As it has been previously mentioned, the level cap for your character and your companion will be raised to 330. Empower and enrich your character builds with the Rank 8 update. For more info on these classes please click the link of the class you want to see. Swordsman  Cleric  Archer Wizard    Secondly, more than 30 new areas are for you to explore. These new maps will have new themes and environments that will enhance your gameplay and further deepen the world. Along with the area expansion, three new field boss monsters will be added. We will keep you guys posted on any new significant developments on the aforementioned contents. Thank you for your continued love, enthusiasm and support.

Developer's Blog
August 17th, 2016
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The 4ever Update: Supplement

Greetings Saviors! We are back here to provide detailed information about The 4ever Update.     Types and Max Values of Random Stats   Stat/Part Gloves/Bottom/ Top/Shoes Shield/Sub/One-handed Weapon Weapon Accessory Two-handed Weapon Attack against Cloth Armored Target 530 993 497 1489 Attack against Leather Armored Target 530 993 497 1489 Attack against Plate Armored Target 530 993 497 1489 Attack against Small-type Target 530 993 497 1489 Attack against Medium-type Target 530 993 497 1489 Attack against Large-type Target 530 993 497 1489 Attack against Ghost Armored Target 530 993 497 1489 Attack against Plant-type Target 530 993 497 1489 Attack against Beast-type Target 530 993 497 1489 Attack against Devil-type Target 530 993 497 1489 Attack against Mutant-type Target 530 993 497 1489 Attack against Insect-type Target 530 993 497 1489 Additional Damage 794 1489 745 2233           Attack Offset against Medium-type Target 530 993 497 1489 Attack Offset against Cloth Armored Target 530 993 497 1489 Attack Offset against Leather Armored Target 530 993 497 1489 Attack Offset against Plate Armored Target 530 993 497 1489 Critical Resistance 265 497 249 745 Add. Damage Resistance 794 1489 745 2233           STR 80 149 75 224 DEX 80 149 75 224 CON 80 149 75 224 INT 80 149 75 224 SPR 80 149 75 224           Stamina 19 35 18 53 Looting Chance 80 149 75 224 Critical Rate 265 497 249 745 Block Penetration 265 497 249 745 Block 265 497 249 745 Accuracy 265 497 249 745 Evasion 265 497 249 745 HP Recovery 265 497 249 745 SP Recovery 265 497 249 745 Max SP 530 994 498 1490                                                                                                                                                                                                                             Heal Control Skills   Profession Class Skill Effect Duration Swordsman Hoplite Pierce Heal Reduction 2.6% *  [Skill Level] 3 sec Up to 39% Barbarian Embowel Heal Reduction 3.3% *  [Skill Level] 5 sec Up to 49.5% Doppelsoeldner Punish Heal Reduction 3.3% *  [Skill Level] 5 sec Up to 49.5% Fencer Fleche Heal Reduction 8% *  [Skill Level] 3 sec Up to 40% Dragoon Dragon Fall Heal Reduction 10% *  [Skill Level] 10 sec Up to 50% Gae Bulg Heal Reduction 2% *  [Skill Level] 10 sec Up to 30% Dragontooth Heal Reduction 3.3% *  [Skill Level] 10 sec Up to 49.5% Lancer Joust Heal Reduction 2.6% *  [Skill Level] 10 sec Up to 39% Matador Paso Doble Heal Reduction 8% *  [Skill Level] 3 sec Up to 40% Retiarius Blandir Cadena Heal Reduction 8% *  [Skill Level] 10 sec Up to 40% Hackapell Storm Bolt Heal Reduction 2.6% *  [Skill Level] 3 sec Up to 39% Blossom Blader Flash Heal Reduction 5% *  [Skill Level] 5 sec Up to 50% Wizard Summon Familiar Sorcerer Heal Reduction 1.3% *  [Skill Level] 10 sec Up to 19.5% Elementalist Stone Curse Heal Reduction 5% *  [Skill Level] 15 sec Up to 50% Sage Hole of Darkness Heal Reduction 10% *  [Skill Level] 15 sec Up to 50% Warlock Mastema Heal Reduction 3% *  [Skill Level] 10 sec Up to 30% Featherfoot Blood Curse Heal Reduction 3% *  [Skill Level] 7 sec Up to 30% Ngadhundi Heal Reduction 2% *  [Skill Level] 4 sec Up to 30% Terramancer Implosion Heal Reduction 2% *  [Skill Level] 4 sec Up to 30% Archer Hunter Coursing Heal Reduction 2.6% *  [Skill Level] 5 sec Up to 39% Retrieve Heal Reduction 2% *  [Skill Level] 5 sec Up to 30% Ranger Spiral Arrow Heal Reduction 3% *  [Skill Level] 5 sec Up to 30% Sapper Punji Stake Heal Reduction 4.6% *  [Skill Level] 15 sec Up to 69% Wugushi Latent Venom Heal Reduction 4.6% *  [Skill Level] 10 sec Up to 69% Wide Miasma Heal Reduction 3% *  [Skill Level] 20 sec Up to 30% Fletcher Broadhead Heal Reduction 1.3% *  [Skill Level] 4 sec Up to 19.5% Appraiser Blindside Heal Reduction 2% *  [Skill Level] 5 sec Up to 30% Musketeer Headshot Heal Reduction 3.3% *  [Skill Level] 5 sec Up to 49.5% Tiger Hunter Piercing Shot Heal Reduction 1.6% *  [Skill Level] 5 sec Up to 24% Arbalester Guided Shot Heal Reduction 1.6% *  [Skill Level] 5 sec Up to 24% Cleric Druid Chortasmata Heal Reduction 1.6% *  [Skill Level] 5 sec Up to 24% Monk Palm Strike Heal Reduction 2% *  [Skill Level] 3 sec Up to 30% Plague Doctor Black Death Steam Heal Reduction 1.5% *  [Skill Level] 7 sec Up to 15% Scout Outlaw Throw Sand Heal Reduction 2.3% *  [Skill Level] 5 sec Up to 34.5% Corsair Impale Dagger Heal Reduction 6% *  [Skill Level] 5 sec Up to 34.5% Shinobi Kunai Heal Reduction 1.3% *  [Skill Level] 4 sec Up to 30% Rogue Knife Throw Heal Reduction 5% *  [Skill Level] 5 sec Up to 25% Bullet Marker Smash Bullet Heal Reduction 3% *  [Skill Level] 7 sec Up to 30% Ardito Invasione Heal Reduction 3% *  [Skill Level] 3 sec Up to 30%                   Buff Control Skills   Profession Class Skill Effect Removal Swordsman Hoplite Stabbing Up to 1.15% 2 Removal Chance 0.23% * [Skill Level] Barbarian Warcry Up to 49.5% 1 Removal Chance 3.3% * [Skill Level] Highlander Crown Up to 49.5% 1 Removal Chance 3.3% * [Skill Level] Peltasta Umbo Blow Up to 8% 1 Removal Chance 0.8% * [Skill Level] Doppelsoeldner Zornhau Up to 25% 1 Removal Chance 5% * [Skill Level] Rodelero Shield Bash Up to 50% 1 Removal Chance 10% * [Skill Level] Murmillo Shield Train Up to 25% 1 Removal Chance 2.5% * [Skill Level] Fencer Balestra Fente Up to 25% 1 Removal Chance 2.5% * [Skill Level] Dragoon Dragon Fear Up to 50% 1 Removal Chance 5% * [Skill Level] Lancer Gigante Marcha Up to 50% 1 Removal Chance 10% * [Skill Level] Nak Muay Khao Loi Up to 17% 1 Removal Chance 1.7% * [Skill Level] Retiarius Throw Rete Up to 75% 1 Removal Chance 5% * [Skill Level] Hackapell Cavalry Charge Up to 19.5% 1 Removal Chance 13% * [Skill Level] Helm Chopper Up to 10.5% 1 Removal Chance 0.7% * [Skill Level] Blossom Blader Blossom Slash Up to 50% 1 Removal Chance 10% * [Skill Level] Wizard Psychokino Gravity Pole Up to 10% 1 Removal Chance 2% * [Skill Level] Heavy Gravity Up to 8% 1 Removal Chance 0.8% * [Skill Level] Alchemist Alchemistic Missile Up to 22.5% 1 Removal Chance 1.5% * [Skill Level] Chronomancer Time Forward Up to 50% 2 Removal Chance 10% * [Skill Level] Rune Caster Rune of Destruction Up to 50% 1 Removal Chance 5% * [Skill Level] Archer   Hunter Coursing Up to 50% 1 Removal Chance 1.2% * [Skill Level] Fletcher Bodkin Point Up to 37.5% 1 Removal Chance 2.5% * [Skill Level] Pied Piper Wiegenlied Up to 49.5% 1 Removal Chance 3.3% * [Skill Level] Appraiser Devaluation Up to 50% 1 Removal Chance 5% * [Skill Level] Cannoneer Sweeping Cannon Up to 35% 1 Removal Chance 7% * [Skill Level] Matross Canister Shot Up to 50% 1 Removal Chance 10% * [Skill Level] Cleric Krivis Divine Stigma Up to 50% 1 Removal Chance 10% * [Skill Level] Sadhu Astral Body Explosion Up to 25.5% 1 Removal Chance 1.7% * [Skill Level] Dievdirbys Carve World Tree Up to 100% 2 Removal Chance 10% * [Skill Level] Monk One Inch Punch Up to 9% 1 Removal Chance 0.9% * [Skill Level] Energy Blast Up to 33% 1 Removal Chance 3.3% * [Skill Level] Pardoner Dekatos Up to 15% 1 Removal Chance 1.5% * [Skill Level] Paladin Demolition Up to 8% 1 Removal Chance 0.8% * [Skill Level] Chaplain Visible Talent Up to 50% 1 Removal Chance 10% * [Skill Level] Kabbalist Gevura Up to 50% 1 Removal Chance 10% * [Skill Level] Inquisitor Malleus Maleficarum Up to 49.5% 1 Removal Chance 3.3% * [Skill Level] Miko Hamaya Up to 33% 1 Removal Chance 2.2% * [Skill Level] Zealot Emphatic Trust Up to 35% 1 Removal Chance 7% * [Skill Level] Exorcist Aqua Benedicta Up to 16.5% 1 Removal Chance 1.1% * [Skill Level] Crusader Protection of Goddess Up to 50% 1 Removal Chance 10% * [Skill Level] Retaliation Up to 25% 1 Removal Chance 2.5% * [Skill Level] Scout Outlaw Rampage Up to 25% 1 Removal Chance 5% * [Skill Level] Squire Arrest Up to 100% 1 Removal Chance 6.7% * [Skill Level] Shinobi Mijin no Jutsu Up to 100% 2 Removal Chance 10% * [Skill Level] Linker Joint Penalty Up to 24% 1 Removal Chance 1.6% * [Skill Level] Rogue Lachrymator Up to 100% 1 Removal Chance 6.7% * [Skill Level] Rangda Keletihan Up to 16% 1 Removal Chance 1.6% * [Skill Level]                   Debuff Control Skills   Profession Class Skill Effect Removal Swordsman Peltasta Guardian Up to 100% 1 from Self Removal Chance 20% * [Skill Level] Templar Non-Invasive Area Up to 100% 2 from Allies Removal Chance 20% * [Skill Level] Blossom Blader StartUp Up to 100% 1 from Self Removal Chance 6.7% * [Skill Level] Wizard Cryomancer Subzero Shield Up to 75% 1 from Self Removal Chance 7.5% * [Skill Level] Chronomancer Backmasking Up to 100% 2 from Allies Removal Chance 20% * [Skill Level] Shadowmancer Shadow Pool Up to 100% 1 from Self Removal Chance 20% * [Skill Level] Archer Hunter Growling Up to 100% 1 from Self Removal Chance 10% * [Skill Level] Quarrel Shooter Block and Shoot Up to 100% 1 from Self Removal Chance 20% * [Skill Level] Pied Piper Marschierendeslied Up to 100% 1 from Allies Removal Chance 10% * [Skill Level] Appraiser Insurance Up to 100% 1 from Self Removal Chance 10% * [Skill Level] Falconer Hanging Shot Up to 100% 2 from Self Removal Chance 50% * [Skill Level] Matross Fire and Run Up to 30% 1 from Self Removal Chance 2% * [Skill Level] Tiger Hunter Camo Shot Up to 100% 1 from Self Removal Chance 20% * [Skill Level] Arbalester Escape Up to 25% 1 from Self Removal Chance 2.5% * [Skill Level] Cleric Druid Lycanthropy Up to 100% 2 from Self Removal Chance 20% * [Skill Level] Pardoner Indulgentia Up to 49.5% 1 from Allies Removal Chance 3.3% * [Skill Level] Paladin Resist Elements Up to 100% 1 from Allies Removal Chance 6.7% * [Skill Level] Chaplain Binatio Up to 100% 1 from Self Removal Chance 6.7% * [Skill Level] Zealot Invulnerable Up to 100% 1 from Self Removal Chance 10% * [Skill Level] Crusader Protection of Goddess Up to 50% 1 from Allies Removal Chance 10% * [Skill Level]   Scout Corsair Jolly Roger Up to 100% 1 from Allies Removal Chance 10% * [Skill Level] Shinobi Bunshin no Jutsu Up to 100% 1 from Self Removal Chance 10% * [Skill Level] Thaumaturge Swell Brain Up to 100% 1 from Allies Removal Chance 20% * [Skill Level] Linker Lifeline Up to 100% 1 from Allies Removal Chance 20% * [Skill Level] Rogue Burrow Up to 100% 1 from Self Removal Chance 6.67% * [Skill Level] Schwarzer Reiter Evasive Action Up to 100% 1 from Self Removal Chance 10% * [Skill Level] Ardito Ritirarsi Up to 30% 1 from Self Removal Chance 20% * [Skill Level] Recupero Up to 100% 1 from Self Removal Chance 10% * [Skill Level] Sheriff Redemption Up to 100% 1 from Self       That will be all for the 4ever update. Thank you.     * The information disclosed above relates to works currently in progress and are subject to change with future development.  

Developer's Blog
January 2nd, 2020
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Weekly Question and Answer – July 8th, 2016

1. In the silver-sharing feature you have planned, will there be any penalties for transferring silver between characters? As introduced on answer no. 3 of last week’s Q&A post, we’re looking to develop a feature that will allow silver to be shared among characters of the same team. While we don’t intend to implement any sort of tax or penalty for sharing silver with characters of your own team, we do plan to make this feature available only to Token users. This, in a way, is expected to increase the value and usability of Token items as well.   2. Do you have any plans to sell Instanced Dungeon Reset Vouchers in the future? We realize there’s been some demand for Instanced Dungeon Reset Vouchers among players interesting in speeding up their leveling process. As of now, we have no plans to make Reset Vouchers available for purchase, since this would imply considerably expanding the admittance to dungeons which aren’t designed for unrestricted access. That said, we will consider developing a type of advanced EXP Tome for those looking to level up their characters a little faster.   3. Will there ever be an option for blocking in-game requests automatically? We want to review the possibility of developing separate functions for declining all guild join requests, party join requests, friendly dual requests and blocking whispers from selected users automatically. We can’t say for sure that a feature like this will be implemented, but we agree it would be a convenient function to have included in the game settings, so this is something we’ll be actively looking into.   4. Any news about the Bunny Boy costume? We actually had no initial plans to develop a Bunny Boy costume, but we decided to create one after the continuous interest we saw from our Steam users. Seeing as the idea originated from the Steam community, we definitely want to add this costume to the TP Shop there as soon as we can; just wait a little longer.   5. Can we expect any future option to change the skin color of our characters? The current design of TOS characters uses complex graphics which make it difficult to apply color changes to the skin alone. We understand this is a commonly requested feature, however, so we’ll be thinking of ways to make it happen in the most effective way.   6. Are you also considering making it possible to do quests or hunt during auto matching? This is something that has been discussed internally, too, but first our goal is to focus on making dungeon auto matching times shorter. We did apply a patch to our Korean servers recently which actively reduces the waiting time in dungeon auto matching, so we will be analyzing the results we get and likely revisit the possibility of allowing quests and/or hunting while auto matching.  

Developer's Blog
July 8th, 2016
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kTOS User Meetup Summary

Greetings, Saviors! Recently, a meetup with players from our Korean servers took place, where questions were answered and our dev team shared a bit of what we have in mind in terms of the development of Tree of Savior. Today, we thought we’d share some details of this meetup with you here at the dev blog to let you in on some of the things we’re preparing and also gauge your opinions on the themes we discussed. First, these are the main goals our dev team is working to implement in the near future: 1. Improve the damage calculation system. 2. Increase the efficiency and revise the effects of each stat. 3. Create formulas to replace the currently fixed-number skill attack values and effects. 4. Revise the basic stats of all equipment items. 5. Readjust the efficiency and cost of enhancement/transcendence. 6. Readjust the difficulty of all fields and dungeons. 7. Overall improve the chat UI and develop new group chat functions. 8. Standardize and simplify item trade policies. As for the contents of our session, below are some of the topics we discussed with the players, summarized in a Q&A format. Transcendence and Balance Q: Item transcendence comes up too early in the game, and the effect it has on overall balance seems a little excessive. A: Originally, we introduced the transcendence system to give items a higher degree of importance in the game. We don’t want to devalue transcendence, since it would negatively affect players who already invested in it, so we are reviewing ways to increase the supply of transcendence items in order to reduce the gap. Q: Being a magic class is tough… A: We want to make it easier for magic classes to play solo in regular fields. We expect some of the difficulties felt by these classes can be alleviated by readjustments in the transcendence system and item rebalancing, so we’re going to make more specific plans after we test these out. Q: If you think about all the new equipment that’s going to come out in the future, it becomes a little too difficult to invest in transcendence, especially if you use a sub-weapon. Even with multiple characters, it’s a lot of work. A: In a way, the game already allows you to “recycle” your transcended items by restoring either part of the Blessed Gems or the item itself, but we are also considering making transcended equipment tradable. Perfecting the transcendence system is a bigger priority at the moment, however.   The group of kTOS players met with IMC representatives at our offices in Seoul.   Announcements and Communication Q: We don’t get many updates from you on what you’re working on and what your projects are for the game. Even if your plans end up not working out, we’d rather you at least communicate with us and let us in on the progress. A: The truth is that it has always been a little intimidating for us to talk about our plans for TOS, considering the amount of well-documented bugs we have yet to fix. Slowly but surely, however, we’ve started to work more on communicating our ideas and plans for the game, and we continue to strive for improvement on that area. One concern we have is figuring out the right stage of development at which to announce anything we might be working on, given that we do need to be at least somewhat sure that we can carry it out… Premium and Cosmetic Items Q: We get the feeling that new costumes are often released too late, and even when we do want to buy them, their prices aren’t exactly affordable. A: Last year was a constant struggle against bugs. We refrained from pushing the marketing of the game too much until we had some of the most basic issues fixed, and at the same time we didn’t want the gameplay at the time to rely excessively on paid items. In order to be able to service TOS in the long run, we don't think premium items should have too high of a priority on our list of aspects to improve on. We will continue to review our stance on this, but we don’t want anything premium to have too big of an effect on the core gameplay. Q: We understand that you want the game to be working at its best, but the players don’t want to wait. We wish we had more non-combat-related things to do in the game, decorative elements, housing, etc. The lack of premium items means that, even when we do spend money on TOS, there isn’t much we can do with it. A: We have received similar suggestions from players regarding non-combat play, including some really interesting ones we would surely like to review. We will continue to ponder on them and hopefully we can introduce more interesting items in the future. Addons Q: Some addons give unfair advantages to those who use them; we want to know your stance on these. Also, would you develop convenience addons for TOS? A: We wish we could review every single addon used for TOS, but realistically it’s something we cannot do. We can’t vouch for the reliability of any external addon, so our general stance is that it’s best to avoid them, although we do not punish the use of addons unless they are considered harmful to the game. We are, however, considering applying some functions of existing addons into TOS.   It was definitely interesting hearing the players talk about their experiences with TOS face-to-face.   Item Performance and Stats Q: Can you explain why certain leather armor now increases INT?? A: Our intent with this was to reduce the restrictions on the various types of armor for each class tree. Our impression is that it’s currently tilting towards plate armor. Q: Each class has always had its own suitable type of armor; if you start changing things now it will only confuse players. We think it’s best for each type of armor to have a concrete concept attached to it. A: This isn’t the first time we set out a strong concept then ended up making a compromise on it. Our current plans are to make hard-concept equipment more focused towards PvP. It’s a subject we still need to consider. Instanced Dungeon Matching Q: Auto-matching in instanced dungeons sometimes creates parties that are really unbalanced in terms of class distribution. A: If we focus on having a more equal distribution of classes in auto-matched parties, it will end up extending the time necessary to create a party. We need to consider what the optimal way to go about this is, since we also have to take in account the number of players in the queue. Q: How about allowing us to enter missions with a mercenary NPC or adjusting the mobs’ HP according to the number of party members? A: Both suggestions are already being considered and have a chance of making it into the game sooner or later. Bugs and Testing Q: How do you test for bugs? How do you go about fixing bugs that you can’t recreate on the test server and only manifest on the live servers? A: We encounter many different types of bugs, from those that affect both the live and test servers, to those that only sometimes appear on the test server. In cases where it’s difficult for us to recreate the bug, the process of analyzing and fixing it often gets delayed. Q: When is Briquetting going to be fixed? A: We are very sorry for the trouble it’s causing. We are still investigating the cause of this bug and hope we can find a solution soon. Guild Upgrades and Guild Wars Q: Guild raids lack a lot of practicality and it’s currently too difficult to increase the level of our guilds. We need more motivation for investing Talt, and we wish we could get better reward items, like titles or decorations. Also, after you introduced neutrality, guild war contents are pretty much dead. Do you have any plans to take it back? A: We don’t really want to remove guild neutrality. We do want to improve on issues like delays, location errors, lag, etc. and create a better environment for PvP gameplay. The option for neutrality will remain, however.   What would you ask the TOS devs if you had the chance to meet the team in person?   Other Feedback and Complaints Q: Can you allow us to use TP to extract gems without a penalty? A: The value of gems varies a lot depending on their grade, so it’s not easy to put a TP price on it. We’ll try to think of ways to make this work. Q: There are so many problems with Sorcerer bats. If the Wugushi poisonous insect disappears, the Sorcerer summons disappear with it. You also can’t control the direction in which the summons attack. Not to mention the SP consumption is out of this world… A: We agree that these are issues that cause inconvenience for players, although we should clarify that the fact that you can’t control the direction of summon attacks is indeed an intended feature. Q: We wish it was easier to recognize lucky mobs… A: We will consider ways to make them more visible. Skill-related User Opinions 1) The damage of low-rank attack skills is too low. 2) We wish it was easier to view the amount of skill-related material items. It’s also very inconvenient to have to visit an NPC every time we need these skill materials. 3) One minute is way too short for buffs. The cooldown time for skills is also too long. 4) The pros and cons of skills should be more balanced. Some skills only have pros, which makes them disproportionally popular. 5) Make skill values a percentage instead of fixed numbers. Other User Opinions 1) It can be hard to tell where each of our items is when we have a lot of characters. 2) There’s too much competition for field bosses, which often leads to arguments between players. We wish there was more content we can enjoy together as allies. 3) Regular monsters use stun way too often, especially considering there’s no way for our characters to cancel it. 4) We wish there was a system that would allow us to “hire” NPCs. 5) If you aren’t going to allow us to trade silver, will you at least consider an alternative? This game has so many restrictions, it feels like an RPG from the ‘90s :( 6) Please increase the number of basic slots in the Team Storage. Also, we need a way to deal with the problem of being unable to retrieve silver from the Team Storage after our Token period ends. 7) So many beautiful fields in TOS are abandoned… I suggest you improve the effects of their Collections? 8) The fact that clicking on mouse mode controls both moving and attacking causes many unnecessary problems. Please separate the controls for these two actions. 9) Having Team Battles be 2:2 can cause a big gap between the participating characters. I think 3:3 would be a better option.   We look forward to your reactions on the subjects we discussed in this Q&A, so do leave a comment and let us know what you think. And if you’re wondering, we are preparing another GM meetup soon in our Steam servers! We will make a separate announcement on it once we have the details, so keep an eye on the News page.

Developer's Blog
February 22nd, 2017