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New Vaivora Weapons, Guild Quest: Ancient Being Adjustment, and Other Development Plans

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. 

Developer's Blog
June 9th, 2020
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Weekly Question and Answer – September 9th, 2016

    Q1. Being unable to trade items between characters in my team makes it much harder to level other characters. Will we ever be able to share currently untradable items between characters in the same team? A1. We are considering the removal of sharing restrictions on items up to the 'Rare(purple)' tier. However, we do not have any plans on removing the restrictions on 'Unique(red)' tier items which will continue to be character specific. While slightly off topic, recipes that use other recipes as ingredients will appear in the future to add more variety to the crafting system. Q2. Lower level players are having trouble in the Siauliai mission since the level of boss monsters are set to the highest level player. Are there any plans to make things more fair for all the players? A2. We realize that the large level gap may have made it much harder for lower level players than we had intended. We plan to balance the monster levels according to each party. We expect that this will alleviate this issue and this feature is expected to be implemented soon. Q3. It has been a while since we had our last event. Are there going to be any more events? A3. We are currently planning and testing various types of events in order to provide more things to look forward to every time you log in. We hope that you will enjoy the next event we have planned for you. Q4. It has been a while since the x4 and x8 EXP Tomes have been introduced in kTOS. When are we going to be able to use them? A4. We had decided to postpone their introduction in order to make sure that players would be able to get their full potential. You will soon be able to craft them in the enhanced form that is currently available on kTOS.

Developer's Blog
September 9th, 2016
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Dev Interview: Adventure Journal Overhaul

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!

Developer's Blog
August 10th, 2017
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[VIDEO] Vocal BGM Preview: Pied Piper

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.      

Developer's Blog
May 21st, 2018
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New Class Update! 4 New Classes!

Greetings Saviors, Introducing our 4 New Classes Update. Check it out below!           

Developer's Blog
December 6th, 2017
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Tree of Savior Herbal Life Pt.1

Greetings, Saviors. The following is the list of herbs in iTOS. Take a look at what items you have in your inventory.     

Developer's Blog
November 25th, 2016
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Upcoming Update: New Raids and System

  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.

Developer's Blog
January 19th, 2022
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Balance Talk: Jan 26, 2017

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.

Developer's Blog
January 26th, 2017
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White Witch Forest Raids

Greetings, Saviors. This is Tree of Savior Developer Team.    We would like to share the new raids that are currently under development: The White Witch Forest Raids.     New Unique Raid: White Witch Forest     Upon the low land of the Stogas Plateau, there's a shallow passage that marks the history of mankind a long time ago.      It's so high, so rough that no travelers bypass the passage any longer. But this cold, desloated place was perfect home for the white witch. Her wrath and the freezing weather of the plateau never seeks a rest.     White Witch Forst - Frost Pbeta     Frost Pbeta is a demon made from snow and ice created by the white witch. Only handful of wisemen who know about the white witch assume that Beholder somehow influenced her due to the shape of Pbeta.     Frost Pbeta is receiving the power of the white witch for the most in the forest through the black crystal of Beholder. This makes Frost Pbeta very powerful, but defeating Frost Pbeta will deplete big portion of the white witch's power.       White Witch Forest - White Witch   The White Witch Forest is like a natural labyrinth. One has to break through the rough mountain passage.   The white witch was the only daughter of a family that supported the Crusaders vigorously. She is only few years younger than Zofija Eleonora, the Crusader Master. They were like real sisters in the past. The two friends made their last farewell promise a night before Zofija's dispatch to the southern kingdom in order to search for the trace of goddesses. But before the day comes, Mezio Diena arrived first.   On the day of Mezio Diena, many people were abducted by the demons under Beholder. The white witch was no exception. The victims were used for Kruvina experiment and had to experience great suffering.     Fortunately, the white witch could escape the miserable madness. But Beholder kept his eyes on her from the shadow. He used hallucinations and deluded people to isolate her. Everything tore apart the poor soul: the aftereffect of the Kruvina experiment, the loneliness after the escape, and the fear of demon pursuer. She had only one remaining hope, her only sister like friend, Zofija. She headed to the south where Zofija was dispatched. But there was the high mountains of Stogas Plateau. She had no choice but to climb the ridge. It was so cold that her whole body was numb. It was so hungry and thirsty that she had no strength to raise her hand. It was so tired that she couldn't keep her balance. She fell, across the shallow passage, down the cliff.    The fall broke her legs. She didn't give up. She crawled the bottom of the cliff for shelter and help. But it was a mere struggle before her last breath.      The death could not free her from misery. The leftover of Kruvina experiment resurrected the white witch as the demon of snow and ice. Her poor soul could not stand the reality that she turned into a demon. Her mind was shattered, and her madness turned into philautia.    The white witch's glacial madness and hatred will now face toward the people and goddesses who did not help her when she needed them for the most, and Zofija for not showing up as promised.     New Unique Eqiupment   The new Unique grade equipment are exclusive from the White Witch Forest. They will have their unique options just like the other Unique grade equipment, and can be used as the equipment itself or extracted to ichors.   Here are some of the unique options for the new equipment.   [Frozen Beat] - Triggered by Murmillo: Shield Attack - Deals damage to the surrounding 3 times for 3 seconds - Skill damage +1100% - Strike Property - 20% chance to freeze the target for 3 seconds - The target number is affected by caster's AoE Attack Ratio   [Icicle Burst] - Triggered by Fence and Matador attack skills - Pierce Property damage to 10 targets around - Skill damage +1500% - Stacks 1 debuff to the targets for 5 seconds (Stacks up to 5) - Each stack of debuff lowers critical resistance by 5% - Cooldown 3 seconds   [Magic Bolt] - Triggered by Magic skill attack - Skill damage +2000% - Cooldown 5 seconds - Magic Bolt will be triggered 2 times if the remaining SP is lower than 60% - Magic Bolt will be triggered 3 times if the remaining SP is lower than 30%   AND...   Legend Raid: White Witch Forest will be introduced as well. The Legend Raid: White Witch Forest will be much more powerful, harder difficulty, and new Legend grade equipment will be available.      Unique Raid: White Witch Forest Event     An event for the new Unique Raid: Whtie Witch Forest will be held. Any team which completes the Unique Raid: White Witch Forest for the first time can receive the rewards. Zofija Eleonara will provide 5 event bonfire which will help your raid.        Legend Raid: White Witch Forest   Overview   We are preparing a new Legend Raid for the White Witch Forest.     The threats of the new Legend Raid: White Witch Forest will not only be increased Attack and HP of the monsters but also the skills will be. You might found that the skills are not that difficult to overcome in the Unique Raid: White Witch Forest. It will not be as easy as in the Unique Raid when you face them in the Legend Raid.     New skills will also be added to the Legend Raid. These new skills will be key to your successful assault on the Legend Raid.     Reward: New Legend Grade Equipment   You can receive the new Lv. 440 Legend grade equipment from the Legend Raid: White Witch Forest. You may receive the rewards according to the difficulties you try, and the rewards will be final products or the materials for the new Legend grade equipment. You might be able to receive +11 enhanced Legend grade equipment in the Hard difficulty in low chance. The new Legend grade equipment will hold their own unique options specialized to the Raid contents, which will differentiate itself from the other Set-Stats(like Smugi) and provide another attractive option for you. 

Developer's Blog
June 21st, 2020