Greetings, Saviors! If you keep up with our Announcements here at the website, you’ll know that the devs are getting up to some pretty major changes to the old Adventure Journal. Today we sat down with the developer in charge of the transformation to find out what's in store. Staff: Well, hello, Mr. Adventure Journal Dev, it’s nice to have you. How do you feel today? AJD: To be honest, this is my first interview ever, so I do feel a little nervous. Staff: Don’t worry, I won’t bite… I want to start by asking about how the process of revising the Adventure Journal came about. I remember the first notice from a few months ago that got players excited about the new version of the Journal, and it seems you’re now making real alterations to it. What made you want to revise this feature of the game? AJD: With the Adventure Journal the way it is now, there were always times when we felt like it displayed unnecessary information, or that it was shown in an ineffective way. We also felt that the rewards players got from the achievements weren’t always the best incentives for exploration. With this in mind, we decided to reorganize the information in the Adventure Journal and introduce new rewards that would better motivate players to complete different achievements. Staff: As a developer, what part of the process of changing the Adventure Journal concerned you the most? AJD: The biggest worry for me was the new reward system; figuring out which rewards would better suit each achievement and what would get players exploring the maps in a way that felt satisfactory. Staff: That certainly sounds like a challenge, although as a player of TOS myself, it also makes me excited for the changes that are to come. Now, onto the next question. The latest announcement about the Adventure Journal mentions that some of the new content is going to be reset every month. I would like to know more about what this content is, how it will be different from the permanent-type content, and why you decided to divide it into these two categories. AJD: The types of content we’re thinking of including in the resetting category are monster kills, item drops, item crafting, personal shops, fishing and dungeons. The difference between the two categories is that you won’t be able to access your records for the resetting content after the period corresponding to that month is over, while the permanent content will remain recorded in your team’s Journal for as long as it exists. The content we put in the permanent category is there mostly for practical reasons; like quests, for example. I don’t think most players would be too happy if all their quest records were deleted every month and they had to create another character just to fill them up again… As for the resetting content, we thought the current ranking system made it hard for new players to try and make it into the top spots, a problem which is only aggravated as the game’s service continues. We wanted to give more of our dedicated players the chance to compete for meaningful rewards. Staff: That sounds fair. If you make the scores appear in real-time on the Adventure Journal, that’s definitely going to increase the competitive aspect of Journal achievements. I’m sure you know better than anyone that, in the current system, to be a top ranker you really need to step up your enhancement investments. This time, however, it seems you’re shifting the focus towards monsters and items; is there a reason for this? AJD: Well, we thought that, if we’re going to revise the achievement rewards, we should focus on those related to the content that the players most easily and commonly encounter in the game. Staff: I see. Does that mean it will be easier for players to get points for their Journal? And if so, what would you say is the best method for getting into the top ranks of the Adventure Journal under the new system? AJD: We’re increasing the points attributed to monster kills, item drops and crafting, so hunting more varieties of monsters and crafting different types of items is probably your best bet. This isn’t set in stone, however. After the big Adventure Journal changes are applied, we’re going to continue monitoring the way players use the new system and adjust the content as necessary. Staff: Considering the rewards that are at stake, and the fact that players will have to compete to get them, I think we can expect people to eventually devise more efficient, “pain-free” ways to achieve their goals… What are your thoughts on this? Does this match the purpose you have in mind for the Adventure Journal? AJD: The main purpose we envision for the Adventure Journal is to record your team’s activities within TOS. I believe the players will always be clever enough to come up with optimized ways to play whatever content we put out – the Journal included – and we’re certainly not against it. That said, if we find that there are any tricks or any harmful ways to achieve those goals beyond honest competition, then we will have to revise the content accordingly. Staff: In the current system, for example, the “easy” way some players have found to maximize their points is to buy items from the Market, slightly enhance them, then sell them back, which isn’t harmful to other players, but doesn’t really fit with the purpose of the Adventure Journal either. Will you be giving different points to items obtained from hunting monsters and those bought from the Market? AJD: We did want to include purchased and re-purchased items in the total count, but the possibility of abuses like the one you mentioned made us rethink it. In the end, we decided not to have items obtained through the Market count towards the Adventure Journal. Staff: Hunting is the way to go. Got it. I’m a pretty competitive person myself, so I couldn’t help wondering about that. Now that my curiosity is satisfied, I want to ask about the “life” content records you’ll be adding to the Adventure Journal. What are those about? AJD: If records related to monsters, item drops and crafting are going to be the basis for the combat portion of the Adventure Journal, the “life” section is going to be about non-combat content, like fishing and shops. Staff: Oh! I did notice the two tabs related to that content in the preview images, along with a little gap just big enough to house another tab… Could it be for a future content update, perhaps…? AJD: Hahah, you got me. Yes, we wanted to leave a little room for any non-combat content that may be developed and happen to fit with the record-keeping function of the Adventure Journal. Staff: The Growth category feels somewhat like collecting badges, I would say. I personally can’t stand seeing those empty spaces there left to fill, so I did some research and I found out that, in order to complete all the spots, you really need to raise a whole family of characters. Is this intended as part of the Journal achievements? AJD: “Raising” characters of different classes is a big part of what makes Tree of Savior interesting, so we felt that it needed to be incorporated in the Adventure Journal as well. Staff: I don’t know, I tend to feel very attached to my characters, but I’m worried that this kind of system might encourage players to create characters just for the collection, then throw them away. What are your thoughts on this? AJD: Though some classes may be more popular, every class has its own value in Tree of Savior. I can see how some players would be tempted to create characters just for the Journal rewards, but our hope remains that it will help people experience different classes that they may not have tried otherwise. The Adventure Journal records are also proof of all the diverse activities the player has done within the game, so we believe it’s still a valuable addition. Staff: The new Exploration tab was interesting, too. For one, it really makes you want to go back to all the spots you missed along the way. The Achievements section, on the other hand, was a little unexpected. I couldn’t figure out what else we’re supposed to do in this tab just by looking at the info on it. Was this intentional? AJD: Yes, you can access that information from the Achievements section in the Character Info window. We didn’t want to have the same information repeated in two different places, so we opted for removing it from the Adventure Journal. Staff: Since the permanent content won’t be reset, I’m assuming any rewards that come from that can only be received once per team, is that correct? What I want to ask is: exactly how much TOS would you have to play to get to, say, level 13 in Growth? AJD: To get to level 13 in the Growth section, you need 5,600 points. That’s 100 points per team level and 50 points per class. The minimum you would need to achieve this would be 5 max-level characters, with 4 characters composed of 8 unique classes each. Staff: That’s… a lot of work indeed. I should start planning. Now that the new Adventure Journal is finally gaining form, are you satisfied with how it functions, or do you have plans to keep working on it? AJD: We’ll definitely keep working on it. Tree of Savior still has a lot of room to grow and integrate new content, content which will need to be recorded through the Adventure Journal. Besides, like I mentioned earlier, we also have to consider the players’ feedback to assess which parts need to be adjusted and how, so we’re confident that you’ll see more Journal updates later on. Staff: Very well! I only have one final question. What does the Adventure Journal mean to you, as a developer? AJD: Rather than answering that question myself, I would like to ask the players. I want to know how they felt about the Adventure Journal so far, and what they would like it to become in the future. We’ll always need to take into account the player’s vision of the Journal in our plans, so any feedback is more than welcome. Staff: I’m sure the players will have a lot to say in the comments. Alright, as promised, that was my last question. Thank you for letting me pick your brain for this interview. I’ll look forward to more news on the Adventure Journal from you! AJD: No problem, I’ll make sure to keep you updated!
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! 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, 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. The following is the list of herbs in iTOS. Take a look at what items you have in your inventory.
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!
Hello, this is Tree of Savior Dev team. This posting is about new content that will be updated in the next big update. Goddess Raid : Delmore Battlefield Delmore Battlefield Savior successfully broke through the Beholder's forces at Delmore with the Royal Army led by General Ramin. However, it was only one hurdle, and the war is yet over. This is a dangerous moment that could bring the entire world to destruction unless we find the Beholder within Delmore and stop his plans. Although it's an urgent moment, it was an unexpected being that stood in the way of Delmore. Gate of Delmore The castle gate constantly rolls its unpleasant eyes and fires indiscriminate attacks on discovered intruders, blocking the front of the Army and the savior. If you do not go through this gate, the return of the Royal Army cannot lead to the revival of the kingdom. You can experience a new way of the game, unlike the previous raid in [Goddess Raid : Delmore Battlefield]. To defeat the boss monster, the members need to cooperate and calmly overcome the threats they face. Delmore Battlefield consists of Solo, Auto Match, and Party (Hard). You can obtain the recipe for Party (Hard) difficulty in Auto Match just like the Saint's Sacellum. Category Solo Auto Match Party Game Formation Only Phase 1 Up to Phase 2 Basic Entry Count 2 times per character First 1 time is given as an event Additional Entry Purchase Entry Voucher in Mercenary Badge Shop Use Entry Voucher Item you Receive Refined Revived Soul Fragment x11 Refined Revived Soul Fragment x7 Refined Revived Soul Fragment x7 Revived Soul Fragment x38 Silver Chest x1 Additional Reward X MVP - Refined Revived Soul Fragment x1 Revived Soul Fragment x1 Reward by chance Recipe - Delmore Battlefield: Goddess One Entry Voucher (Untradable) Goddess Token (Gabija) [Lv.470] Enhance Aid 10, 30, 50 Box Revived Paulius Card From this raid, the first clear graphic title will not be given from the party (Hard) version, and you can obtain the graphic title from the clear Achievement. Also, in the extreme version for the squad (fixed party concept) only, which will be updated in the future, a limited-time title that can be set up for one week will be given to the squad that ranks first in clear time every week. New Goddess Rank Accessory New Accessory Isidavie will be added. Isidavie accessory can be crafted by the 'Succession' function to the Luciferie accessory with 8 TRA or above bound to the character. It can only be succeeded to the same type, and only half of the ENH value will be transferred. (round down the decimal point). Only characters with Lv.470 or above can equip Isidavie accessory. Isidavie accessory can only be moved to the Team Storage once it's crafted and will be character-bound once equipped. You can Enhance the Isidavie accessory but cannot Transcendence and Awaken. You can enhance the accessory via 'Goddess Equipment Management' as other Vasilisa equipment and Goddess Token (Gabija) and Refined Revived Soul Fragment will be used as enhancement material. Blessed Shard will be added for enhancement material from a certain value of the enhancement. You can increase the Success Rate when enhancing the Isidavie Accessory by using newly added [Lv.470] Enhance Aid, and [Lv.460] Enhance Aid cannot be used. [Lv.470] Enhance Aid can also be used for lower-level equipment (Lv.460 Vasilisa) and the level limit of Premium Enhance Aid will be removed so that it can be used for every equipment and accessory, regardless of the season. You can change the Isidavie accessory into other types by using [Lv.470] Accessory Type Change Tome. You can change the type even when the lower-level accessory(Luciferie) of the Isidavie accessory is not registered. 2 Accessory Type Change Tome for necklace and 1 Accessory Type Change Tome is needed when changing the type. New System and Content Goddess Message where you can obtain Earring, which is new equipment, Arcanum Brewing that you can craft useful consumables for various contents, and an Archaeology system that you can excavate materials for Brewing will be added. Archaeology You can start Archaeology contents via Geraldas sibling NPC in each town (lv.470). You can pay a certain fee to receive Archaeology missions and find the relics. Once you receive the Archaeology mission, 3 areas that you can excavate will be activated. You can check the area at the upper side of the World Map (N). Detector is needed to detect the relic and you can purchase the 'Basic Detector' via [Item Merchant] or purchase 'Detector' with medal. You can approximate the distance to the relic and if you find the exact location, a pile of dirt where you can excavate the relic will be created. When you excavate a certain number of Relic (3) per area, you can no longer receive more relics. The number of excavations will reset when you receive new Archaeology mission. When you interact with the pile of dirt, the less detection the more, the higher level of relic can be received. However, if you exceed a certain number of detection (50 times) while excavating one relic, you fail on Archaeology mission and can no longer excavate the relic. You can exchange relics for other items via Geraldas siblings and those items will be material for Arcanum Brewing. Arcanum Brewing Arcanum Brewing is content where you craft combat items and Arcanum that applies special effect or increases stat for a certain time. <Main Screen of Arcanum Formula> It is a system that you can receive Arcanum by using material items in possession to make Bottle indicated in the recipe to arrive at each destination within a specified poison (opportunity). <Arcanum Brewing Board> The process of Arcanum Brewing contents is as follows. 1. Receive Material You need material to craft the Arcanum. Material can be received by playing certain content, and there are 2 kinds of material: Ingredient and Additive. Ingredient is an item that moves the Bottle of the Formula. Each item has its movement direction, number of movement spaces, and toxicity according to its grade. Superior material that has small movement is easy to control the direction and has high toxicity. Contrarily, inferior material has lower toxicity but has a lot of movement which needs great effort to control the Bottle's location. <Material item needed for Arcanum Brewing> Additive is not related to the movement but an additional item. Currently, only Toxic Neutralizer items exist. Toxic Neutralizers reduce the current toxicity by a certain value or chance based on its rank. <HR(High Rank) - NR(Normal Rank) - LR(Low Rank) Toxic Neutralizer> '[Lv.470] HR Toxic Neutralizer' can be crafted by using Recipe and NR, LR Toxic Neutralizer. <HR Toxic Neutralizer Recipe> 2. Receive Formula Formula is a basic material to make Arcanum. You cannot use Formula directly but can be used after identifying the Formula via 'Professional Alchemist' NPC in each town. Please be noted that Formula cannot be used when a certain time pass after the identification. <'[Lv.470] Faint Arcanum Formula' item and Formula Identification> <Time Limit of Formula item> '[Lv.470] Faint Arcanum Formula' can be received via certain contents. 3. Arcanum Brewing If you received all materials, you can proceed in Arcanum Brewing. The content aims to obtain rewards by moving the Bottle to as many destinations as possible within a fixed opportunity (toxicity). Mini-game for Arcanum Transmutation proceeds as follows. 1. Items in possession are displayed at the top. Select the appropriate item and add it to the grinder to move the Bottle to its destination. <Add Material Item> 2. The Bottle moves when clicking the ☞ icon. <Activate the Grinder> <How the Bottle moves> 3. Repeat the 1, 2 progress and move to the destination. Once the toxicity is full, you need to use the Toxic Neutralizer, or will no longer progress. <Toxic Gauge and Neutralizer> 4. Arcanum will be extracted once you reach the destination. Type of Arcanum is determined by fixed chance, and the number of Arcanum will be given by chance according to the current toxic value. <Arcanum Extraction> <Receive Arcanum> Up to 4 destinations can be created. If there is remaining toxic after the extraction, you can continue progressing to the next destination. <Arcanum Items> <Combat Item> Arcanum greatly increases the character's specification, and Combat item gives an effect that helps the combat in Goddess Message: Memory of Flame. Details of effect and function can be checked when applied to the game. Goddess Message: Memory of Flame / New Accessory It is a content where you defeat multiple monsters by using the powerful party skill and combat gimmick (Gabija's Aura). Because a powerful monster appears, not only the party members' specification but the judgment of using party skill and the combat gimmick affects the clearing of the content. Party leader can use the party skill, and the difficulty can be lowered by using the item crafted by Arcanum Brewing that can only be used by the party leader. This content is progressed for 12 minutes and has monster wave by 4 times. 3 kinds of difficulty will be provided: Solo, Fixed 5 members Party (Normal), and Fixed 5 members Party (Hard). Status UI Party Skill (Cooldown: 60 seconds) Skill Effect Increases party members' final damage by 100% for 60 seconds. Decreases party members' skill Cooldown by 50% for 45 seconds. Party members become immune to the damage for 35 seconds. Combat Gimmick (Gabija's Aura) Gabija's Aura appears periodically during the combat. The number of lights suitable for the difficulty level is created among 5 kinds of lights. When the light is activated, various effects will be given to the monsters near the light. Color Effect Blue Freezes the nearby monster periodically. Red Decreases nearby monster's Defense by 50% periodically. Purple Pulls the nearby monster near the light periodically. Green Makes nearby monster's AoE Defense Ratio to 0 periodically. Yellow Increases the nearby enemy's striking judgment range periodically. Reward you can receive Item that you equip to the new slot (earring) can be received. The number of [Fire Flame Earring Fragment] can be received according to the difficulty, and you [Fire Flame Earring] can be received by collecting the [Fire Flame Earring Fragment]. When you create the earing by collecting the fragment, the stat of the Fire Flame Earring will be determined. UP to 3 Main Stats (STR/CON/INT/SPR/DEX), and up to 3 special stats(skill level increase per each rank) can be applied to the earing. Class that increases skill level can consist of the same type, and the earing can be traded via market before equipping but will be bound to the character once equipped. Deletion of Uphill Defense and Dimensional Collapse Point With the Contents/System update, Uphill Defense and Dimensional Collapse Point will be deleted. Mercenary Badge, which is the main reward of the contents, will be added to the Weekly Boss Raid Total Reward. Total damage reward of the Weekly Boss Raid will be changed as follows. (The detailed date will be announced via patch note when applying to the game) Toatal Damage Before After 125,000 Mercenary Badge - 2,500 Attribute Points 1,000 x8 Fedimian Public House Balloting 1 Time Free Voucher x11 Mercenary Badge - 2,500 2,000,000 [Lv.460] Enhance Aid (Untradable) x1 Mercenary Badge - 3,000 Fedimian Public House Balloting 1 Time Free Voucher x11 [Lv.470] Enhance Aid (Untradable) x3 Mercenary Badge - 18,400 5,000,000 Shining Demon Lord Cube Box x1 Mercenary Badge - 7,500 Fedimian Public House Balloting 1 Time Free Voucher x11 Shining Demon Lord Cube Box x1 Mercenary Badge - 22,900 10,000,000 Shining Demon Lord Cube Box x1 Medal of Honor: Boruta x1 Fedimian Public House Balloting 1 Time Free Voucher x11 Shining Demon Lord Cube Box x1 Medal of Honor: Boruta x1 Mercenary Badge - 15,400 18,750,000 [Lv.460] Enhance Aid (Untradable) x1 Mercenary Badge - 5,000 Fedimian Public House Balloting 1 Time Free Voucher x11 [Lv.470] Enhance Aid (Untradable) x3 Mercenary Badge - 20,400 25,000,000 Recipe - Raid Portal Stone (x3) x10 Fedimian Public House Balloting 1 Time Free Voucher x11 Recipe - Raid Portal Stone (x3) x20 37,500,000 Lv.460 Awakening Abrasive (Untradable) x2 Fedimian Public House Balloting 1 Time Free Voucher x11 Lv.460 Awakening Abrasive (Untradable) x2 50,000,000 Shining Demon Lord Cube Box x1 [Lv.460] Enhance Aid (Untradable) x1 Mercenary Badge - 5,000 Fedimian Public House Balloting 1 Time Free Voucher x11 Shining Demon Lord Cube Box x1 [Lv.470] Enhance Aid (Untradable) x3 Mercenary Badge - 5,000 125,000,000 Medal of Honor: Boruta x1 Mercenary Badge - 7,000 No change 175,000,000 [Lv.460] Enhance Aid (Untradable) x1 Weekly Boss Raid Cube x2 [Lv.470] Enhance Aid (Untradable) x3 Weekly Boss Raid Cube x2 250,000,000 [Lv.460] Enhance Aid (Untradable) x1 Shining Demon Lord Cube Box x1 Medal of Honor: Boruta x1 Mercenary Badge - 10,000 [Lv.470] Enhance Aid (Untradable) x3 Shining Demon Lord Cube Box x1 Medal of Honor: Boruta x1 Mercenary Badge - 10,000 300,000,000 Recipe - Raid Portal Stone (x3) x10 No change 375,000,000 Medal of Honor: Boruta x1 Shining Demon Lord Cube Box x1 No change 625,000,000 [Lv.460] Goddess Enchant Jewel (Untradable) x1 Medal of Honor: Boruta x1 No change 750,000,000 [Lv.460] Goddess Enchant Jewel (Untradable) x1 Weekly Boss Raid Cube x1 [Lv.460] Goddess Enchant Jewel (Untradable) x2 Weekly Boss Raid Cube x1 1,250,000,000 Medal of Honor: Boruta x1 Weekly Boss Raid Cube x1 No change 1,750,000,000 Goddess Black Gem Cube x1 [Lv.460] Awakening Abrasive (Untradable) x1 Goddess Black Gem Cube x1 [Lv.460] Awakening Abrasive (Untradable) x3 Related items will be changed as follows. (Multiply Token has the same effect regardless of tradability). Mercenary Badge Boost Voucher effect is changed as follows. Before After Weekly Acquisition Limit +100,000 Uphill Defense 1 time gain +5,000 Dimensional Collapse Point 1 time gain +4,000 Remnants of Bernice gain +20,000 Weekly Boss Raid 125K Damage reward +40,000 Field gain +100% Weekly Acquisition Limit +100,000 Remnants of Bernice gain +20,000 Weekly Boss Raid 125K Damage reward +76,000 Field gain +100% NEXT This concludes the posting about the new contents and system. The detailed dates will be announced via the patch note before applying it to the live server. Contents above may change/be added/deleted when applying to the live server. Thank you.
Greetings, Saviors! Get to know the Miko Master, Hitomiko through this week's NPC Profile.