Greetings, Saviors. This is Tree of Savior Developer Team. We would like to share the new and improved contents that are currently under development. New Vaivora Weapons Upon the arrival of the 4ever Update, we introduced Vaivora weapons which improves certain skills of some classes to provide a better experience in item setup. We are aware that there are still many classes that do not benefit from the Vaivora weapons, thus we are planning to bring more Vaivora weapons as soon as possible. We would like to introduce some of the Vaivora weapons that would be interesting to you. We will provide more information about the other Vaivora weapons when they are implemented. 1. Vaivora Rod - INT +140 - Critical Chance +490 - Ice Property Attack +1885 - Ice Pike skill level +3 Eternal Frozen Land - Eternal Frozen Land buff stacks by 1 per freezing an enemy - Any basic attack will trigger a special skill at the cost of all Eternal Frozen Land buff Special Skill "Gust" - AoE Attack Ratio 20, Ice Property Attack - Skill factor equal to current Ice Pike skill level - Each stack of Eternal Frozen Land buff will increase the Gust skill damage by 7% - Additional Gust skill damage by 100% and inflicts [Freeze] debuff if the Eternal Frozen Land stack is full 30 The new Vaivora Rod will provide high Ice Property Attack and designed to assist areal attack capacity of Cryomancer. You will get a stackable special buff by freezing the enemies and can spend the buff to unleash the special skill of the Vaivora Rod. The special skill of the Vaivora Rod inflicts damage to enemies in front of your character. The damage will be multiplied up to 4 times by stacking the buff with some other skills such as the Ice Pike of Cryomancer. 2. Vaivora Dagger 1 - STR +148 - Physical Critical Attack +1152 - Strike Attack +996 - Granata skill level +3 - Granata AoE Attack Ratio +10 Carpet Bombing - Throws a grenade every 0.25 seconds while using Taglio. Each grenade deal 12.5% of current Granata skill factor - The grenades of Carpet Bombing do only 50% damage to bosses and characters The new Vaivora Dagger for Ardito will drop grenades while Taglio skill is active. Ardito with the new Vaivora Dagger will be able to do areal damage and we hope this will increase the role of Ardito in contents that need areal damage such as Challenge Mode. 3. Vaivora Dagger 2 - STR +148 - Physical Critical Attack +1152 - Stab Attack +996 - All Rogue skill level +1 Phantom Blade - After using Knife Throw skill, next 3 basic attacks within 10 seconds will throw knives. Each knife will have 40% of the current Knife Throw skill factor - Damage +30% for 3 seconds after the last basic attack knife throw Unlike the Vaivora Dagger 1 for Ardito, the Vaivora Dagger 2 is prepared for Rogue's Knife Throw skill. This weapon will allow the Rogue to throw additional knives, which will aid Rogue's DPS. 4. Vaivora Two-handed Sword - STR +215 - CON +120 - Accuracy +744 - Block +744 - Cartar Stroke skill level +3 - Cross Guard's block chance increment effect +100% Dual Sword - Buff activated for 2 seconds while Cross Guard is active - Resist to all normal removable status ailments while the buff is active - Uses [Reverse Slash] upon successful block while the buff is active Reverse Slash - Attacks an enemy within 200 units in front. [Magic Circle] or [Damage over time] skill will not trigger this skill - Charges to the attacker - Deal damage 300% of Cartar Stroke skill factor The Reverse Slash can be used right after previous Reverse Slash is successfully activated by Cross Guard skill The Reverse Slash will not be triggered for next 5 seconds if failed The new Vaivora Two-handed Sword is for Highlander. Its high Accuracy and Block values and special ability will distinguish the Highlander in the PVP environment. Using Cross Guard skill while equipped with the new Vaivora Two-handed Sword on the right time to block an attack, the Highlander will charge to the attacker and deal the damage 3 times of Cartar Stroke skill. The Stagger debuff of the Cross Guard skill will be applied as usual, thus the Highlander can continue with other skills after charge. 5. Improvement of the previous Vaivora weapons. The Development Team is also preparing to improve previous Vaivora weapons. We would like the characters with the Vaivora weapons to outstand but in parallel performance among the other Vaivora weapons. Therefore, we would improve some Vaivora weapons with minimal difference than before which are considered as relatively low performance. Guild Quest: Ancient Being Improvement 1. Reason for the Improvement The Guild Quest: Ancient Being is for both guilds with and without the GTW Spots to face the mighty dragon to obtain great rewards. Since the first introduction of the quest, its difficulty has been based on Episode 11. But after Episode 12 update, we believe it is less competitive and challenging. Therefore, we decided to improve the Guild Quest: Ancient Being for difficulty, rule, and reward wise. 2. Difficulty Guild Quest: Ancient Being Battle in Sulivanis Lair Dragon Boruta Lv 450 450 Dragon Boruta HP x5 x14 Dragon Boruta Attack x3 x5 3. Rewards The rewards for the Ancient Being will be improved as the difficulty is increased. Both Guild Quest: Ancient Being and Battle in Sulivanis Lair rewards will be improved. 4. Maximum Participants Limited Both Guild Quest: Ancient Being and Battle in Sulivanis Lair are affected. Before After Maximum Participants 60 30 5. Battle in Sulivanis Lair Ranking Improvement You will be able to check your record in the Instanced Dungeon Panel (F10) in real-time. This is to provide basic information for the participating guild and improve convenience. Guild Master will be able to retrieve the rewards from this panel after the season of the Battle in Sulivanis Lair is ended on Sunday. 6. Changes in Urbas Seal and Boruta's skills Some of the patterns and skills will be changed. This includes the activation condition of previous patterns being unified into Boruta's HP status. Before After Rein Spawns monsters periodically Spawns monsters and elite monsters according to Boruta's HP Roar Spawns periodically and deal areal damage upon explosion Spawns according to Boruta's HP and deal areal damage upon explosion * Damage is 3 times higher than before Echo Spawns according to Boruta's HP and inflict [Echo] debuff to all party members of random party Vengeful Fever Spawns according to Boruta's HP and creates Vengeful Fever magic circle at the location of the character with the highest threat value You may use 200 Urbas Seals to lighten one of the 4 patterns. Challenge Mode Expansion and Hard Mode 1. Challenge Mode Expansion The Challenge Mode is expanded to stage 10. For your pleasant experience, you may choose between the Challenge Mode of 1~7 stages or 6~10 stages before entering the Challenge Mode. The new stages will yield similar EXP and silver with that of previous stages, but will increase the chance to obtain the Episode 12 zone elite monster exclusive items. 2. Challenge Mode: Hard The Challenge Mode: Hard will require an entry voucher in order to enter. You will be able to get the materials for the new Unique grade armor for 100%. As a compensation for the hardship, you can craft the armor of your choice with the materials. The new Unique grade armors will have their names originated from a goddess and a demon goddess. They will improve status specialized for the Challenge Mode or the basic attack ability or the summons. 3. New Legend grade equipment from the fields. The new Legend grade equipment from the fields is limited to Lv. 440 or above, and can be crafted from the new material which can be obtained from Challenge Mode stage 5~10. The new material will not be obtained from the filed like Planium, but can be crafted from the fragments of the material. The higher stage will have higher chance to drop the fragment, and stage 8 or higher will drop the fragment for 100%. The new Legend grade equipment is specialized for the field hunting, Challenge Mode, and Dimensional Collapse Point. It will have unique options such as damage increment in non-PVP zone, increment on the Movement Speed, and bonus Looting Chance. Design Cut The Design Cut is an itemized hairstyle like wigs. The Design Cuts can be shared within the team and contains various colors of the hairstyle in the item. The price of the Design Cut will vary as each Design Cut contains a different number of colors. Since the Design Cut does not benefit from the dye, the price will be generally cheaper than the price of the wig. After the Design Cut is integrated into the system, the hair can be changed as the following methods. Wig Hair Design Cut Equip O X O Team Storage O X O Dye O X Fixed color upon purchase X Color Change O X O Beauty Shop Coupon X O X Thank you for reading the Future Update Plan for June 2020. ※ Please note that all contents, concepts, values, and plans from this post may change in the future.
Greetings, Saviors! Today we're sharing the vocal soundtrack for the next classes to make their TOS debut: Pied Piper! Have a listen below, and stay tuned for more news! * Pied Piper - He shall come Verse 1: There is a tale, of a man in the past Playing his flute between the realms He has no face, but his legend travels fast Charming the beasts within his spell Pre-chorus: So when you’re afraid Chorus: Call out thy name, of the piper in the tale Follow the wind, with the rhythm of the bells Ignite thy flame, with the music in your heart If you call his name, and sing the melody He shall come Verse 2: There is a tune that has shaped our history Heroes of past has sung his song Pre-chorus: So when you’re in need Chorus: Call out thy name, of the piper in the tale Follow the wind, with the rhythm of the bells Ignite thy flame, with the music in your heart If you call his name, and sing the melody He shall come [Credit] Music Produced by INITIUM Sound Lab Kevin.M / Celléstial (Composer) Arranged by Kevin M./ Hong Sung Kyu English lyrics : SungHa Hong Vocal : Anastasia Charakidou Recording Engineer : Matthew Kim Recording A. Engineer : Isaac Chan A&R Coordinator : SungHa Hong Guitar : Jo Sung Jun Keys & Programming : Kevin M. Synth Programming : Hong Sung Kyu Drum : Ki Woong Choi Drum Recorded by Ampia Studio - Studio Director : Jay Wj Choi Mixing & Mastering : LoudBell Studio - MoonSoo Park(CTO) Music Published by IMCGAMES Co., Ltd.
Greetings, Saviors. This is Tree of Savior Developer Team. We would like to share our new Unique Armors that will be updated this fall! New Armors will be categorized into Goddess’ and Demon God’s Armor. Each of them will have its own stats, and equipping the same Goddess’ or Demon God’s Armor in various parts will enhance the stats. Equipping all the Armors in every part with the same God’s Armor, special effects will be applied as existing set stats. Goddess’ Armor The Goddess' armor is a state-of-the-art piece of equipment that the followers of each Goddess tried to use the power of the goddess in a specially crafted Armor to confront the Demon God's power. Vakarine Armor - Midnight Baptism STR 84 CON 60 Critical rate 277 Physical Critical Attack 554 Block 277 Activates Midnight Baptism effect in every region except for PVP region when equipped. When succeeding in Block with [Midnight Baptism] shield, the damage of skill with the next armor within 3 seconds increases by 100% per every part. Decreases cooldown of attack skill with the armor by 20% when equipped in 4 parts. Zemyna Armor - Saint Oath STR 84 DEX 84 CON 60 Critical rate 277 Physical Critical Attack 544 When equipped, stackable [Saint Oath] effect that lasts for 15 seconds when every attack except for the basic attack is accurate activates in every region except for the PVP region. (Cannot be stacked with same skill continuously, up to 5 stacks) Increases [Saint Oath] Basic attack damage by [Number of equipped part x Number of (Saint Oath) stacks x 20%] Attacks that does not activate the [Saint Oath] effect are following: - Continual AoE skill - Magic Circle skill - Continuous damage debuff Dalia Armor - Infinity Blessing STR 84 INT 84 CON 60 Critical rate 277 Physical Critical Attack 544 Magic Critical Attack 544 Activates [Infinity Blessing] effect in every region except for PVP region when equipped. Direct attack skill damage by [Infinity Blessing] channeling (effect activates while pressing the key) increases by 100% per equipped part , Damage taken decreases by 5% per equipped part when casting channeling direct attack skill, decreases cooldown of channeling direct attack skill by 20% when equipped in 4 parts. Austeja Armor - Devine Enigma STR 84 CON 60 Max. SP 593 SP Recovery 89 Increases Healing by 7.5% when equipped. Increases Movement Speed by 3 when equipped in 4 parts. Gabija Armor - Holy Flame STR 84 INT 84 CON 60 Critical rate 277 Physical Critical Attack 544 Magic Critical Attack 544 Activates [Holy Flame] effect in every region except for PVP region when equipped. Increases direct attack skill damage occurring after the [Holy Frame] casting is completely done by 50% per equipped parts, decreases damage taken when casting direct attack skill by 5% per equipped parts, decreases cooldown of casting direct attack skill by 20%, Even if you stop during casting, the skill that activates the skill receives only half of all effects. Demon God’s Armor The Demon God’s Armor is a specially crafted Armor created by the inferior demons that emulated their superior demons’ power to get more strength. Rumpelstiltskin Armor - Reckless Gambler STR84 INT 84 CON 60 Critical rate 277 Physical Critical Attack 544 Magic Critical Attack 544 Activates [Reckless Gambler]effect in challenge mode when equipped. [Reckless Gambler] - Increases damage by [3 x number of equipped part]% per activated installation you have installed. - Vakarine Statue is excluded. - Installation that has been installed with the same skill is counted as one. Kartas Armor - Harsh Imperator INT 84 CON 60 SPR 84 Critical rate 277 Physical Critical Attack 544 Magic Critical Attack 544 Activates [Harsh Imperator] in every region except for the PVP region when equipped. [Harsh Imperator] - Increases damage by [1.875 * Number of equipped part] per summon - Increases up to 60% Ziburynas Armor - Overload Raid STR 84 INT 84 CON 60 Critical rate 277 Physical Critical Attack 544 Magic Critical Attack 544 Grants [Overload Raid] for 20 seconds when using Gung ho/Concentration/Guardian Saint/Double attack/Magic Shield in every region except for the PVP region. [Overload Raid] - Increases damage by 25% per equipped part. Defense of each part of Armors: Top Physical Defense 1,602 Magic Defense 3,204 Bottom Physical Defense 1,602 Magic Defense 3,204 Gloves Physical Defense 1,068 Magic Defense 2,136 Shoes Physical Defense 1,068 Magic Defense 2,136 ※ Contents, values, and attached materials described in this posting may be added, deleted, or changed when applying to the live server.
Greetings Saviors, Introducing our 4 New Classes Update. Check it out below!
Greetings, Saviors! Today, I’m following up on our last Balance Talk with a few more updates on the classes we’re currently working on. I will only be talking about what has changed since the last update, so do read the first and second Balance Talk posts in this series if you haven’t yet. Also, remember that these changes aren’t set in stone yet. We’re still testing and reconsidering our plans for the next balance patch, so these may look a little different once they’re actually introduced in the game. Cannonneer Updates: - Distance restrictions removed for skills used with Bazooka (excluding normal attacks) For the past couple of weeks, I talked about a good number of improvements we made to Cannoneer skills; increasing ranges, reducing casting and cooldown times, and all-around bolstering the Cannooneer’s explosive abilities. One of our devs was actually cured of indigestion while testing the new version of this class: that’s how refreshingly powerful it is. Overall, we were very satisfied with how the class became a lot less frustrating to play, which inspired us to give it one extra boost and allow the Bazooka skill to be used from short ranges as well. We sure had a lot of fun exploding things, so we hope you are as excited to start blasting your cannons once the new changes arrive. Monk Updates: - Double Punch side-to-side range increased to match range of normal attack - Additional damage dealt with Palm Strike, equivalent to the enemy’s defense - Additional damage dealt with Hand Knife, equivalent to the enemy’s INT stat Previously I mentioned how we finally managed to free the Monk of some of the class’ most discouraging restrictions, especially after the big Golden Bell Shield reform I explained in the last post. We noticed, however, that as far as Monk skills go, players continued to resort almost exclusively to Double Punch (then Energy Blast and Golden Bell Shield). This time, we decided to show a little love to some other Monk skills in an effort to balance out and strengthen the purpose of this class. Palm Strike and Hand Knife especially, which so far were mostly used as debuffs with their corresponding attributes, will now aid primarily in dealing, with each skill delivering extra damage based on the enemy’s stats. We look forward to making all the Monks out there answer with a firm ‘YES’ anytime someone asks if the class is any good. Rune Caster Updates: - All skills in the Wizard class tree allowed with Rune of Giants If you read my two previous Balance Talk posts, you’ll know we had two things in mind for Rune of Giants: we wanted to lift the restrictions on this skill safely and gradually. As you can see from the update contents, this lift was anything but gradual, as this time we decided to allow the use of all Wizard skills in combination with Rune of Giants. We did stick to the “safe” part of the plan, though. We ran tests after tests, using every single skill in the Wizard class tree with Rune of Giants, but we arrived at the conclusion that there really were no drawbacks to full-on liberating this skill. We’re very pleased with the results, and we feel even more motivated to keep improving other skills in this class from now on. Warlock Updates: - Mastema applied to flying-type enemies The demon of hatred summoned with Mastema is one that cannot exist on its own; it needs a target to latch on to. This time, by allowing Mastema to apply to a wider range of targets, our plan is to increase the scope of this skill and further reinforce the role of the Warlock. You see, compared to other classes, we still feel that the Warlock’s identity as a dealer is a little ambiguous. As such, this is the first step towards a series of changes that we hope will continue to build up on the efficacy and versatility of Warlock skills. We hope you understand that we aren’t yet done with these balance changes, and we will get to work on other classes eventually. Meanwhile, we want to keep updating you on the progress through the blog, where we can also keep an eye on your reactions and opinions on the new plans. Thank you for sticking with us throughout the process; I look forward to writing to you again on the next Balance Talk.
Greetings, Saviors! Our most recent dev teaser included a quick snippet about a new system of random stats on equipment items (previously introduced through the PvE roadmap) that sparked more than a little curiosity among players. We thought it was time to shed some light on this feature, so we met with the TOS developer in charge of the random stat system to find out how it can be used and what it really means for the game. Staff: Hello, it’s such a pleasure to meet you! We’ve all been wondering about this random stat system since the PvE roadmap, and I was told you were the one to bother about it. IDev: Yes! I’m in charge of planning all things item-related for Tree of Savior. It’s nice to meet you, too. Staff: I see, we shall call you the I(tem)Dev, then. If you read any of the other Dev Interviews you’ll know I always find the most original nicknames for our devs. Moving on. I would like to start by asking how the random item stat system came to be, and what your intentions behind it were. IDev: Our goal with the random item stat system is to address the excessive gap that exists between equipment items, in terms of both difficulty of acquisition and actual performance. We believe that the random stat system can help make it easier for players to obtain better gear that fits their needs. Staff: I’m not sure I get it. In what way does the system make it easier for us to get better items? IDev: Currently in the game, it’s easy enough to get your hands on low-performance equipment. If you want to take your gear a step further, however, you either have to enhance/transcend your “okay” items to a high enough stage, or dedicate hours and hours to farming for the right materials. With the random item stat update, not only do equipment drop rates increase, but the items come to you in their finished state, so you have a better chance of finding gear you’re happy with. Staff: Okay, that makes sense. I was hoping you could also tell us, specifically, what is the maximum number of stats and sockets per equipment item under the new system? IDev: Hm… For this one I think it’s better if I show it to you in a table, hold on (*scribbling*). Here you go. Type Sockets Stats One-handed weapons 3 1-4 Two-handed weapons 5 3-6 Armor 1 1-4 We’re still working out the details on accessory items so I don’t have that information yet, but in any case this is just our initial plan and it could suffer some changes before the system is actually applied to the game. Staff: So the number of stats allowed is different depending on the type of gear. In that case, what determines the maximum value of the item stats you get? Are you setting a maximum value based on the sum of all the item’s stats, or is it applied individually for each stat? IDev: The maximum value of each stat is going to be individually influenced by the item’s equip level and grade. Staff: I’m also curious to know if perhaps gear stats are going to have any influence on skill levels. IDev: We don’t have any plans to make that happen, no. But who knows, that could change in a future update. [WARNING - Fake item stats ahead.] <A girl can dream, can’t she? T^T> Staff: Fair enough. You mentioned in the PvE roadmap that players will need to identify the new items at an Appraiser in order to reveal their random stats. If that’s the case, will Appraisers with higher skill levels have any advantages in terms of what stats are revealed in the identified items? IDev: The Appraiser’s skill level is not going to influence the type of stats that get revealed in the item, but it will somewhat increase the chances of revealing a higher number of stats. Staff: I can see it’s going to be a good era for Appraisers… Speaking of the future, what other plans do you have for after the random stat system is implemented? IDev: Well, I don’t want to spoil too much – and please take this with a grain of salt – but if I were to summarize it in three words… Kite Moor, property resistance, Chaplain. Staff: I’m pretty sure that was more than three words… I’m not complaining, though. Whatever Kite Moor is, it sure sounds luxurious! And… those were all the questions I had for you. Thank you so much for the interview; your answers were very enlightening. IDev: The pleasure is all mine. Glad I could be of help, and thank you to the player community for the continuous support!
Greetings, Saviors. The following is the list of herbs in iTOS. Take a look at what items you have in your inventory.
Greetings, Saviors! Get to know the Miko Master, Hitomiko through this week's NPC Profile.
Q1. At the moment, the map from the teleport is different from the mini-map from the hotkey (N) and cannot search on the teleport map. These are quite inconvenient. Are they intentional? Previously, we planned to make different between world map and teleport map but now, It has become almost same each other. We firmly understand the inconvenience and will provide more comfortable and convenient function for players. Q2. Guild raid rewards are not satisfactory compared to the effort we have put into raising the guild level. We are curious to know reward renovation and additional contents to vitalize the guild contents. Perhaps it is not sufficient but the amount cubes given as guild raid rewards will increase from 1 to that proportional to the tickets. Other plans include updating guild events and adding new guild event rewards such as a falconer-only companion and so on. We are currently coming up with ways to ultimately improve not just the guild contents but almost all the aspects of the game. Q3. At the moment, monster gem getting destroyed when extracted is quite disappointing. Is this intentional? Also, do you have any plans to provide us with alternatives? Monster gems do not have a level system as Red Gem, Blue Gem, etc and their effects do not stack with similar effects and furthermore, they increase a skill level by 1. These factors make it the monster gem destruction unavoidable. For the moment, there is no plan to create an alternative to prevent it. Q4. There are some talks about the high mdef for some monsters in the high-level maps coupled with high hp. Do you have any plans to balance them? Yes, we are planning to balance some of monster's HP in the high-level maps. However, we believe that increased properties of Gems and Enchant Scrolls' Status and transcendence equipment which will lead to our players to grind them more easily.