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.
Greetings, Saviors. The following is the list of herbs in iTOS. Take a look at what items you have in your inventory.
Greetings, saviors. This is the Tree of Savior Dev team. In this posting, we would like to update Plans for 2021 New Contents and System. Because Tree of Savior is performing team-based contents and shares equipment with the team, farming has been completed with one set of equipment per account. Thus, the acquisition and crafting fee for the equipment has been set high. As a result, the launch of new items and changes in balance have been greatly affected the game, and everyone knows that the barriers that new&returning users have to overcome have become higher and higher over the past updates. Considering these side effects, we believe the team-based approach has failed. From now on, Tree of Savior aims to be character-based light games. The following are the essential conditions to fulfill the goals, and the development team aims to achieve them. 1. Character Based Growth System 1-1. Character Bound Equipment: Goddess Rank - Inherit existing Final Equipment and Cheaper Farming/Crafting Fee 1-2. Existing Final Equipment’s Managing System - Equipment Storage and Goddess Rank Accessory 2. Class Adjustments 2-1. Change in Support Class’ performance and Role: Assure the minimum Independence 2-2. Common Class System: Build freer Class 3. Arcade Contents - Raid designed by performing Tank, Deal, Heal from gimmicks instead of fixed role per class. 3-1. Stage type Arcade Dungeon Content 3-2. Assister Arcade Content 4. Field Content - Field content that you can continuously enjoy with only 1 character set. 4-1. New Hunting Ground 4-2. Housing Craft Room 5. PvP Content Organization - Organization of Team Battle League and Guild Territory War 6. Scenario Expansion - Episode 13-2 - Episode 14 7. Adjustment for Achievement System and Guild Channel - Achievement Unification and Addition - Guild Channel System 1. Character Based Growth System Early Tree of Savior had an individual number of plays in content per character but shared the equipment along with the team. Fostering many characters with the same class builds with the highest efficiency (ex. challenge mode at Outer Wall District 14 with 30 Schwarzer Reiter) has led to an enormous difference in goods acquisition with fostering a few characters to a higher level. Thus, we’ve adjusted the entry counts as team-based, so that users can focus on fostering few characters. But due to excessive acquisition cost for equipment, this led to reduced motivation to try various class builds, huddle that new users had to reach became extremely high, and the scale of premium sales and events to overcome these became larger that we think this led users to a big loss. The new Goddess rank equipment system will focus on character-based again, and the cheaper acquisition fee for equipment will allow us to expand our common class and not to mass-produce the same characters with the same class build. We are planning to distribute the character-based usage and account-based usage according to the reward for not only newly added contents but existing contents. <Graph of Comparing the Team Based Farming and Character Based Farming> Difficulty of farming for each character will decrease rather than only focusing on one character like now because decrease in difficulty of fostering the character and farming is also a key purpose of this update. But we are to adjust the way of playing ‘Mass-producing the same class build’ which occurred due to sharing the equipment with the team as follows: - The cost of preparing equipment for each character - Each content will have suitable entry counts to prevent free ride when playing the contents 1-1. Goddess Equipment With the new system, Goddess Raid that you can obtain Goddess rank weapons, armors, and materials to craft/enhance those items will be updated. Goddess equipment and raid have the following property to convert as a character-based system. 1. Goddess Raid will provide entry by character-base 2. Goddess equipment is character bounded 3. Goddess Raid can be played only when you have Goddess equipment Because there is only Legend equipment that can be shared as a team, you can convert your Lv.440 Legend Equipment (Savinose Dysnai and Glacia Legenda with 8 or above TRA) without any expenses. Also, when you convert the equipment with 10 TRA Legend equipment, some of the current enhancement and Enchant option inherits the Goddess equipment. Consumables you obtain by clearing the new Raid with Goddess equipment can be traded via Market like the Heart of Glacia and used as variety usage including crafting Goddess equipment. 1-1-1. Enhancement and Transcendence a. Enhancement Goddess equipment has different average Enhancement value, performance value increased by enhancement, and the chance of success in Enhance with Legend equipment. You need appropriate items from the raid as material for enhancement, current Golden Anvil or Ruby Anvil will be applied with separate usage and performance according to the system. Goddess equipment is character bounded, and the enhancement value does not decrease even when failing on Enhancement. Thus, there is no potential. (Contents about the socket are below) Chance of success in enhancement is also differently applied: high chance in low enhancement stage, decreases chance as the enhancement stage increases. Also, the chance of success in the current stage will increase when failing in the same stage. The reason why different enhancement systems are applied is that for now, there are highly economical, mental requirements to reach a certain value (16ENH or 21ENH) and the challenge value becomes very low due to high risk, not easy to restore when reaching a certain point. We think that the new system will be much better than the current system, by consistently trying to enhance little by little every time you have the consumables which will decrease the mental hurdle and maintain the motivation for players to continuously play contents. b. Transcendence and Set Stats The performance and cost difference between 0 TRAand 10 TRA is so great that it's practically meaningless to use it before it reaches 10 TRA. (In fact, lots of Goddess’ Blessed Gem is included in crafting) Set Stat also doesn't really work until applying all 6 pieces, which only led to increasing the hurdle to operate the first equipment as we said above. Goddess Equipment’s 10 TRA fee will decrease by 20~25% as before, 30% for performance and the Pamoka Solution needed for Set Stats by 20~25%. Sauk, Balinta, Severty, Rideti, and Charist will be the Set Stats as usual. When equipping 1-2 parts of the growing Goddess parts that you’ve acquired newly, it will have an equal effect if you grant the same set stats as the previous Legend equipment. c. Auto Swap → Dual Weapon Slot System Auto Swap of Tos has been performed many times in a short period than other games which affected the Server performance. Because one machine manages lots of sessions, it wasn’t easy to reach a satisfying speed not only for GTW where lots of players are in but also Solo or party raid missions. Process when you consecutively use Auto swap for a skill with 3 overheats that has 0.5 seconds of casting time are as follows: - A status - enter skill 1 - Auto Swap to B - Cast for 1st time (0.5 seconds) - Auto Swap to A - Enter skill 2 - Auto Swap to B - Cast for 2nd time (0.5 seconds) - Auto Swap to A - Cast Skill 3 - Auto Swap to B - Cast for 3rd time (0.5 seconds) - Auto Swap to A Of course, the players want all of those processes to be applied by 1.5 seconds, but even after optimizing, the total casting time has exceeded more than 2 times, and when the number of users increased, users had to experience bad quality. Because we couldn’t perform the nerf that stops swapping on the existing contents, we have limited the Weapon Swap on our new system, Auto Match. From the Goddess equipment, the existing two pairs of Main and Sub weapon slots will be always activated, so that all options of the two sets are always applied without mechanical swap. If different tree equipment is equipped, the skill activates immediately when at least one of the conditions that each skill requires is satisfied. All stat values are added, and the Attack and Defense are applied as the average of the two sets of equipment. (2 sets need to be equipped because if the slot is empty, Attack/Defense is applied as 0.) Example of Swordsman - Doppelsoeldner - Rodelero - Barbarian with Two-handed Sword and Trinket in Slot A, Sword and Shield in Slot B - Rodelero’s Shooting Star that must have Shield will be casted immediately without Swap - Zornhau that must have Two-handed Sword will be casted immediately without Swap - Physical Attack: Average value of Two-handed Sword and One-handed Sword + Trinket - Physical Defense: Average value of Shield and Trinket(0) (About half of the Defense) This character has a lower Attack than the usual Two-handed build, but has higher Defense and can use Rodelero skill. Also, this character has higher Attack than the usual Sword-Shield build but has lower Defense and can use Doppelsoeldner skill. In fact, it is true that the weapon(sub-weapon)’s number of slot is increased from 2 to 4 but the burden of setting will minimize. The Legend set, which was a total of 6 pieces, required twice of crafting and managing fee for 2 types of weapons than the 4 types of armor, whereas the Goddess set which is a total of 8 pieces has the same crafting and managing fee for armors and weapon. In addition, two Goddess Weapon Selection Box will be provided at the same time as the Goddess update to support the addition of slots. And after that, you will not be able to equip/unequip equipment while in combat. This dual weapon slot system will lead to a wider build combination than now, not only with the original removal of the Swap lag, but also with the Common Class system that will be introduced later, and the less hard setting fee based on the character. 1-1-2. Stat System For Goddess equipment, only 1 type exists, unlike Legend equipment (which has 2 types) and random stat is loaded itself just like Savinose type. To use various random stats like the Ichor change of Legenda, you can save it as a snapshot by using the newly added ‘Engrave’ function. After configuring the 4 options you want and engraving them, they are saved in the character information, and in this state, you can change only one or two specific stats and then engrave them again to increase the presets. Specific consumable is needed when engraving, and this activates by chance like the existing Ichor extracting system. Silver Ichor Extraction Kit, Golden Ichor Extraction kit can be used as sub material to increase the chance to succeed in Engraving. Basically, a certain number of preset slots are provided, but a certain paid service will be set to increase the number of presets and keep the maximum number of presets. Fixed option Ichor such as Vaivora and Goddess’/Demon God’s will be applied with a separate system called Ichor Storage. (details are in 1-2. Team Bounded Equipment and Ichor Storage) And, Field, Retribution which are basic stats of Savinose Dysnai and Glacia Legenda equipment will be changed as a basic attribute applied when equipping Goddess Armor as a form of ‘Goddess Armor Mastery’. 1-1-3. Gem Socket The maximum number of Goddess Armor’s Gem Socket is 2 and only skill gem can be equipped. Only up to 3 color gem can be equipped to the Weapon and Sub-weapon and 2 Sealed Gem Socket is added. A separate method is required to open the Sealed Gem Socket, and gems that are higher than the existing colored gems can be equipped. With the change in the Enhancement system of Goddess rank equipment, Gem Socket can be managed regardless of the potential. 1-2. Team Bounded Equipment and Ichor Storage It is difficult to set multiple characters only with the decrease in the crafting cost of Goddess Weapon and Armor. The high fee of Ark, Accessory, Ichor specialized to a specific class gimmick is applied as limitation. Storage System is added to prevent this. When you activate each items that Storage provides, each character can create and use it any time. Items created by the Storage are character bounded and can be crafted additionally. The fee required to activate each item in the Storage will be set inexpensively according to the bounding system. Following items can be managed by Storage System, - Vaivora Weapon Ichor - Demon God’s / Goddess’ Armor Ichor - Luciferie Accessory (Necklace, Bracelet) - Ark All of the above items currently in possession will be returned 100% to fully reconfigurable materials. a. Ark / Accessory Storage 20% of the previous crafting fee is needed to open the Ark. Character can create Lv.1 Ark via Storage. Each Ark can level up with the same method, but the fee required to level up is set at 20% compared to the previous fee. Accessory Storage is provided from Luciferie rank. Material needed to open each type is 30% of the previous crafting fee and like the Ark, each character can create and use any set of opened Luciferi. When the Luciferie accessories are returned, a scroll with current Enhancement value and potential will be provided together. If you use this scroll to the bounded Luciferie newly extracted by the Storage, the Enhancement and Potential value will be transferred. Ark and Accessory Storage that is divided into several kinds, can be opened by consuming the existing Lv 10 ark to consume the ark storage, and the 10 TRA Luciferi accessory set (3 pieces) to open the Accessory Storage. Immediately activates every kind of Lv.10 Ark, 10 TRA Luciferie Set after opening, each character can create (character bound) and use any kind of ark or Accessory from this Storage. Luciferi accessories can extract the current Enhancement value and Potential information before opening the storage. Enhancement and potential values are transferred when using scroll on a newly extracted Bound Luciferi. Luciferi from which the Enhancement and Potential information is extracted can be completely dismantled and used as goods or sold. Bound Luciferie created from Storage is still Legend rank, but will become basic material for Goddess rank accessory via future update and some of Enhancement value will also inherit like Armor/Weapon. Goddess-class accessories will also be able to open sockets for relic black gems. Also, you are able to open the socket that can equip Res Sacrae Black Gem to the Goddess rank Accessory. The expansion of Ark’s maximum level is yet here, but after the expanded level, the consumable fee will be set low based on the character bound. b. Ichor Storage Vaivora weapon and Goddess/Demon God’s Ichor will be returned to their previous level of equipment, transmutor, and silver. When transmuting the Vaivora, the Transmutor and silver will be set as the maximum value regardless of the applied chance. Vaivora, Goddess’, and Demon God’s will be used by increasing the level in the Storage status. That means, if you’ve upgraded Leventador Lv.4 and Coordination Dagger Lv.2 in the Storage, other characters can also grant those level’s option. Unlike Ark/Accessory Storage, Vaivora weapon and Goddess/Demon God’s Ichor Storage is opened without consuming existing Ichor but does not open all kinds at once, but has to open separately to use. The total amount of consumables needed to open each item is lower than the existing Vaivora Lv.4 or Goddess/Demon God’s Lv.3 and can be set from Lv.1. Vaivora and Goddess/Demon God’s Ichor you possess previously will be returned by 100% to the goods and silvers that were needed when crafting, and can be used or sold to open Ichor options needed for additional characters. From the scheduled maintenance on April 20, the transmute value of Vaivora and Goddess/Demon God's Armor has been changed to be fixed to 1. Existing Fixed Ichor can no longer be equipped with each character’s Goddess equipment, but can be applied only via Ichor Storage. Thus, a usable Fixed Stat for weapons and Armor that you can use before having Vaivora rank stats will be provided without any consumings. Additionally, the number and scale of stats for Two-handed weapons and weapon accessories are expected to be set to the same scale as for One-handed + sub weapons, so the number and scale of stats for the Vibora weapon will be changed with the update of the Goddess system. Thus, the number of Goddesses' Blessed Gem and fee needed for transcendence of Goddess weapon will be united and the limitation on Weapon Type Change. ---- The transition to the character-based growth system that we’ve announced so far is currently being planned and developed, and there is a possibility that the details may change upon actual application. But the core goal is to lower the height of psychological and temporal hurdles in growing and playing multiple kinds of characters compared to the present. Besides the equipment, the cost of investing in characters for High Attribute can apply as an obstacle to growing multiple characters. At this point, it is difficult to unilaterally reduce the cost of High Attribute, but first, we are planning to update in the future by removing the condition that requires several High Attributes of level 20 or higher in certain content. 2. Class Adjustments Tree of Savior reorganized 4 classes into 5 classes in 2018, and changed the class into not a circle unit but a class unit. 2-1. Changes in Performance and Roll of Support Class There are lots of support classes in various forms besides normal dealers. Skills that simply enhance your combat ability are distributed in many dealer classes, but there are also a number of complete support classes consisting of skills that directly affect the party's combat power. Representatively, from the healer class that improves the survivability of the party, and the support classes that enhance the combat power, they are essential in various contents. The Healer Class, represented by Priest-Oracle-Dievdirbys, is essential for all contents except for some Auto Match contents, and having 1~2 characters with Thaumaturge-Enchanter-Corsair or Appraiser-Falconer-one dealer which is a combination of all subclasses in high level raids and Joint Strike Raids is much more useful than to put any 3~4 dealer combination character. To make sure anyone can clear the contents by reaching the capability that content requires is what Dev team pursues the game. Definite role-sharing party play, represented by tanker-dealer-healer-assistant, provides interesting gameplay, but if this role belongs only to the class, you will have to make a very important decision to grow and invest in equipment for a long time. As we go to higher content, it becomes harder to turn back from being excluded from the party compositions for not being a specific build. Also, it is obvious that characters grown only for the effective party play in current systems like healer or sub builds have difficulties playing the Solo contents, and even if it is supported by a few exception systems, it is difficult to guarantee the same performance as the dealer class. Thus, the Dev team is in the process to adjust party support classes' skill composition. With these adjustments, we plan to gradually shift the importance of roles in party play from class attribution to gimmick selection or item setting, so that you can have a minimum of independence in any combination. The Auto Match content that was applied so far, the provision of a gimmick buff that can cover the role performance to some extent, the performance adjustments of some party sub skills through the balance patch, and Corrupted Sphere and Assister Heal were all in the same context. By Support Class, it means the Class that has multiple skill that ‘gives effect to the party’. For skills that affect the party is a skill that directly manages the status of party members such as ‘Swell Hands’ which increases the combat ability, ‘Heal’ that recovers HP of party members, etc. Every class will have limitations on effect and the number of party skills and have their own damage dealing skill by a certain level or more. For the total support class that currently has no deal skill, it will be changed to have 1~2 party skill and 4~5 damage dealing skill. This adjustment is for a number of Cleric class (Priest, Dievdirbys, Oracle, Pardoner, Paladin, Plague Doctor, Kabbalist, Miko, etc), and some other class (Templer, Peltasta, Chronomancer, Pied Piper, Appraiser, Thaumaturge, Enchanter, Linker, etc). Also some dealer classes that will be affected by the adjustment (Schwarzer Reiter, Falconer, Corsair, Hunter, etc) will also be adjusted. The Support Class Adjustment has a close relationship with the Common Class Extension. 2-2. Common Class Extension When support classes are organized, a Common Class system that can be selected from any class is applied. Common Class is a class that anyone can select regardless of the character’s class and classes that are structurally appropriate in each class will be selected. The class to be changed to the Common Class is being carefully selected, and the (reorganized) support classes described above, or classes relatively free from weapon restrictions, are the main targets. The same number of classes will not be drawn for each class, and classes suitable for the new system will be selected. If the Dievdirbys is selected as Common Class, Swordsman will be able to build a class including the Dievdirbys. Details will be on another posting in the future and will have it on the way with a special event. 3. Arcade Contents Dev team is planning to gradually improve the play pattern that is currently focused on Challenge Mode. As the main approach to achieving the goal, we are preparing a playing method that goes not only by traditional capability but also content beyond the way of it. Content that aims to provide a new experience every time via rogue-like based arcade content and content that lowers the importance of character’s capability with Assisters are also being planned. We plan for these new Arcades to become content enjoyed by the saviors playing the game. First, new arcade contents using character and Assister. Through arcade content, we will diversify the farming process, which is concentrated in the challenge mode, and provide useful rewards for the season, alleviating the centralization of the challenge mode, and provide another experience to the saviors. Character-based arcade content is produced as content that wins or loses according to internal build-up and rules, almost excluding the performance of existing characters and items. The first character based content is Stage Dungeon Contents, where you can meet distinctive monsters at each stage. Saviors can constantly choose and enjoy a variety of attack methods through powerful buffs and upgrades that can be obtained by clearing the stage. Sometimes you can get a powerful hidden buff and clear the stage easily. As you progress through the stage, you can choose to continue growing and look for opportunities to turn around with special luck. In a constantly changing situation, players can make multiple choices. This content can be played by 1-5 players, and we plan to provide seasonal rankings by adding up personal rankings. Another Arcade Contents is a game based on Assister. The current Assister plays only a passive role, which is slightly involved in the character's combat ability, but in the new content which is under development, it plays an important role in cooperation and competition among users by combining multiple Assisters in various ways. Since it is based on Assisters, the influence of the character is minimized, and there is a gap that comes from growing the Assisters itself, but we aim not to be required as a key element of competition. We are developing with the aim of researching and utilizing the combination and synergy between Assisters by lowering accessibility away from character growing. ‘Token of the Goddess’ will be given as a reward for the new contents. Token of the Goddess is a concept of season coin. Token of the Goddess will be consumed in systems such as Goddess rank equipment enhancement instead of silver, and new Token of the Goddess will appear when the new season (new equipment and raid) comes. Token of the Goddess will be mainly provided in new contents rather than the main silver obtaining area like challenge mode. Token of the Goddess can be purchased by silver, but it is better to obtain it by playing the new contents. 4. Additional Field Contents 4-1. New Hunting Ground New Hunting Ground where you can defeat very strong monsters and get a reward will be added. We are preparing as the final farming area for players who have reached high-level capability that require higher entry conditions than the existing Sole Hunt. In this Sole Hunt, you can obtain materials that can open Sealed Additional Socket of Goddess rank weapon and Special Gem that you can equip in that Socket. 4-2. Housing Craft Room We are preparing content that can produce useful household items by collecting special products. By collecting special products from the various areas (field), you can create various types of items through the production facility in your personal housing. 5. PvP Contents Organization In PvP contents, we are planning for an organization of Team Battle League and Guild Territory War. As introduced in the class reorganization above, if the organization of the party support classes of extreme healing, extreme tanking, and extreme buffs is done, the frequency of winning or losing based on the presence or absence of a specific class is expected to decrease. For Team Battle league, we are planning to modify the number of members, combat map, and scoring method, and ranking reward per season will be added. Guild Territory War is also being played unintentionally due to the weakness of the rules, so some rules and changes are being considered. 6. Expansion of Scenario 6-1. Episode 13-2 Dev team is preparing for Ep.13-2 update. As the main stage of Episode 13-2, 3 additional areas of Ashaq Underground Dungeon will be added, and it will begin by exploring events in the destroyed suburbs of Orsha that were not covered in Episode 13 with Pajauta. New area and episode quest will be added on Episode 13-2 and there won’t be a level extension With this area added, we are planning to make it available to receive EXP via quests in 450~460 level areas. <Artwork of Boss and NPC that’ll be added in the new area > 6-2. Episode 14 Episode 14 Episode 14 is currently under planning, and the area is scheduled to take place in the former episode of Orsha, in the Delmore Outskirts and its sub-area. We will introduce the details through a separate post after the episode 13-2 update. 7. Adjustment for Achievement System / Extension on Guild Board Function 7-1. Adjustment for Achievement System The development team is planning a reorganization and additional updates of the Achievement system. Team based Unification With the goal of update, the Achievement system that accumulates progress by character will be integrated to accumulate each character's achievement by team unit. Through this, the Savior who has grown multiple characters will be able to share the achievement rewards with all the characters by adding up the points of the specific achievements that the characters have accumulated in the team achievements. In addition, achievements that could only be achieved 1-3 times per character, such as event achievements, can be shared by all characters in the team. (*However, this does not apply to some achievements and achievements that have already been developed as team unit achievements.) UI/System Adjustment The development team thinks that the current achievement system lacks UI convenience and does not have attractive rewards except for titles. Thus, we plan to improve the UI and related systems of achievements after the achievements are integrated in teams. The achievement UI will be separated from the current Character Info (F1) UI and integrated with the Adventure Journal, and in the long run, the Collection will also be integrated with that UI. I’ll provide information and rewards for Challenge/Adventure/Collection content to the saviors more easily and clearly through the UI improvement. Additional Achievement and Reward With the Achievement System adjustment, we are planning for additional Achievement and reward. Through this, we will develop and update the challenge results achieved by the saviors in the game, such as adding difficulty to new content or existing content, and limited-time events, as achievements and rewards appropriate for them. This will be provided in a way to record and commemorate achievements from simple content repetition records to clearing specific raids in the shortest time or highest difficulty and will be updated periodically. Details about Achievement System adjustment will be on another posting when the development of UI and reward item is completed. 7-2. Extension on Guild Board Function The last thing to introduce from the Roadmap is the Extension of the Guild Community Board function. The Channel function, which hasn’t been updated for a long time is added to the guild community board. The guild master can create the channel and guild members can participate in the channel so that the guild master can figure out the number of guild members or login status. Also, guild members can visit the channels they are in or the channels they’ve registered as shortcuts. This concludes the brief introduction of the new content and updates planned for 2021. We will also do our best to manage improvements and bug fixes for the existing system. We are sincerely thankful for your support and interests and we’ll make a great effort for a better game. Thank you. ※ Contents, values, and attached materials described in this posting may be added, deleted, or changed when applying to the live server.
Greetings, Saviors! Get to know Falconer Master, Genklas Metai through this week's NPC Profile.
Greetings, Saviors. This is Tree of Savior Developer Team. Tree of Savior Development Team has been working on the damage, buff, skill utility, and system of each class since the 4ever update. We are still working on the buff balance of Scout type classes, so we will continue with the other processes after the Scout type classes process is done. We would like to share future plan for its concept and direction. The primary changes will be as follow. Minimalizing skill consumption items We are planning to remove the item consumption of some skills. Not all skills will be affected, but attack skills will be prioritized in order to reduce the burden during the battle. This change can take some time for the post-process of unnecessary items or functions in addition to removing the item consumption feature, so the change can be applied step by step. Class Change Retiarius Remove all Rete required for Pull Rete and Throw Rete Pyromancer Remove Pyrite required for Hell Breath Cryomancer Remove Cryorite required for Frost Pillar Rune Caster Remove all Rune Stone required for Rune of Ice, Rune of Justice, Rune of Protection, Rune of Destruction, and Rune of Rock Onmyoji Remove all Paper Doll required for Greenwood Shikigami, Water Shikigami, Toyou, and Ying Yang Harmony Taoist Remove all Strange Yellow Paper for Storm Calling, Creeping Death Charm, Divine Punishment, and Eradication Sapper Remove all Trap Kit for Claymore, Punji Stake, Spring Trap, Broom Trap, Leghold Trap, and Spike Shooter Fletcher Remove all items required for Broadhead, Bodkin Point, Barbed Arrow, Crossfire, Divine Machine Arrow, and Magic Arrow Dievdirbys Remove Sculpting Wood for Carve Owl Monk Remove silver required for God Finger Flick Inquisitor Remove all Torture Tools for Pear of Anguish, Breaking Wheel, Iron Maiden, and Ripper Exorcist Remove Holy Water required for Aqua Benedicta PVP Change We have been reduced overall PVP skill factors for both dealing damage and receiving healing, but we believe the healing amount received is relatively less than the damage dealt. Therefore, we are planning to improve the healing amount received in the future. Also, we believe some skills are too advantageous than the rest of the classes, thus some skills are subject to be adjusted. Zone Healing Received TBL 15% → 22.5% GTW, Gemstone Feud 25% → 37.5% Skill Name Adjustment Heal Cooldown Revive Duration and Cooldown Reincarnate: Ally Duration and Cooldown Resurrection Casting Time and Cooldown Backmasking Casting Time and Cooldown Durahan Card When incapacitated, become invulnerable for short time and then incapacitated (No Resurrection) Scout Type Classes Even though the Scout type builds are statistically evenly spread, we found that even the pistol based builds choose Assassin as part of the build. We are planning to adjust overall damage buff skills of the Scout type classes and then adjust damage increment factor to widen the range of the builds. Also, we are planning to simplify the skill set of Bullet Marker for the optimization of skill points for Bullet Marker. Rangda Rangda is a class without any requirement for the dagger and pistol. We want to emphasize this point by applying the [Penyerapan] in a more generalized form. And we are planning to limit [Kutukan] as it can neutralize a target with no extra limit or requirement. A Rangda will need to combine Kutukan with Keletihan in order to neutralize the target for 100%. Skill/Attribute Adjustment Kutukan Kutukan debuff will be inflicted by 50% in PVP. Each Keletihan: Fatigue debuff stack will increase the Kutukan chance. Penyerapan Maximum skill level is changed from 15 to 5. Rawa Delay is adjusted Corsair We believe the [Dagger Mastery: Sudden Attack] is inefficient to Corsair. Therefore, we will remove the [Dagger Mastery] attribute and improve the output of [Brutality] as a counterpart. The [Dagger Mastery: Sudden Attack] is not exclusive to Rogue only. Skill/Attribute Adjustment Brutality Damage increment value will be adjusted. Dagger Mastery: Sudden Attack This attribute will be removed. Rogue Rogue is a class which attacking from behind with [Dagger Mastery] and [Backstab] is critical, but it requires some skills to achieve the goal. This is the unique point of the Rogue, but we want it to be more accessible and convenient to players. Also, we would adjust [Burrow] so that it can be more useful in PVP environment. Skill/Attribute Adjustment Dagger Mastery: Sudden Attack More damage will be dealt to the target for attack from behind. Backstab Skill factor is changed. First overheat use of Backstab in PVP zone will have special effect added. Critical Chance increment is removed. Damage increment if critical hit is removed. Feint Maximum skill level is changed from 10 to 5. Moves to rear of the target within range and fix direction of the target for 3 seconds. Increases damage against target from behind per [Feint] debuffs of target (Up to 100%). An attack against target with 5 [Feint] debuffs will apply as 3 consecutive strikes. Cooldown is increased. Feint: Back Roll This attribute will be removed. Burrow Burrow will no longer deal damage. Can move slowly while burrowed. Using Burrow again while burrowed will pop up the character and silence enemies around. Burrow: Enhance The effect of the attribute will be changed to duration. Sneak Hit Maximum skill level is changed from 10 to 5. The Critical Chance value per skill level will be changed as maximum skill level is changed. Evasion Maximum skill level is changed from 10 to 5. The Evasion value per skill level will be changed as maximum skill level is changed. Movement Speed will also be increased. Ardito We would like Ardito to be more useful when combining the new attribute with dagger. Skill/Attribute Adjustment Ardito: Assault 30 second long [Gunpowder] buff stacks for each Granata, Tre Granata, and Ritirarsi. - Each [Gunpowder] buff increases dagger's Critical Chance. (Stacks up to 5) Using Invasione or Taglio stacks [Fresh Blood] buff - Each [Fresh Blood] buff increases dagger's Damage and Critical Damage. (Stacks up to 10) Bullet Marker Buller Marker is the class with the most skills. This provides the widest variety of skill choice, but it backfired as an ambiguous use of many skills or some skills are even turned out as useless skills. Schwartzreiter is designed as riding class with few active skills, thus it does not go well with Bullet Marker. We are planning to remove some skills with mount capability and change all Bullet Marker skills to unmounted only skills. We want to maintain the original skills as much as possible even after the change, so we are planning to use Outrage as a connector to other skills. Skill factors will also be reconsidered. Skill/Attribute Adjustment Double Gun Stance Pistol skill damage will be incrased while Double Gun Stance is active. Tracer Bullet Maximum skill level is changed from 10 to 5. Cooldown is changed. Duration is changed. Tracer Bullet: Precision Shot Pistol skills will receive bonus minimal Critical Chance. Outrage Skill effect is changed. - Bullet Marker skill damage is incrased while Outrage is active. - Special abilities of some Bullet Marker skills will be activated if [Overheat] buff is 10 or more stacked while Outrage is active. Napalm Bullet Stacks 1 [Overheat] buff upon use. - Synergy with Outrage: Inflicts [Tase] debuff to target. - [Tase] Debuff: Receives Lightning Property damage when hit by an attack. R.I.P. Stacks 1 [Overheat] buff upon use. - Synergy with Outrage: Shoots bullets that ignore target's Defense for certain amount. Mozambique Drill Stacks 1 [Overheat] buff upon use. - Synergy with Outrage: Shoots bullets that ignore target's Defense and inflict damage over time. Bloody Overdrive Bloody Overdrive will attack every area if [Overheat] buff is 10 stacked. Freeze Bullet: Silver Bullet New attribute is added. - The pistol skills will have Holy Property instead of basic attacks freezing the target. Tase This skill will be removed. Full Metal Jacket This skill will be removed. Smash Bullet This skill will be removed. Silver Bullet This skill will be removed. Sheriff We will reconsider the skill factors as well as adjusting the maximum skill level of Westraid for more variety of attack skills. Skill/Attribute Adjustment Westraid Maximum skill level is changed from 15 to 5. The Accuracy value per skill level will be changed as maximum skill level is changed. Sheriff: Reload New attribute is added. - 1 [Reload] buff will stack if a Sheriff skill's cooldown is completed. - Each [Reload] buff stack will increase pistol Attack and Critical Damage. Schwartzreiter The pistol class tree is divided into mount based class tree (Schwartzreiter) and unmount based class tree (Bullet Marker). This is the base that we used for the damage adjustment. Therefore, we want to emphasize the mount based class with new attributes and adjusted skill factors. Skill/Attribute Adjustment Schwartzreiter: Special Maneuver New attribute is added. - Moving while mounted on a companion will stack [Mobility: Pistol] buff periodically. - Standing still will decrease [Mobility: Pistol] buff periodically. - Each stack of [Mobility: Pistol] will increase Critical Damage of pistol attack. (Up to 20 stacks) - Getting off from the companion will reset the buff. [Art] Limacon: Enhanced Upgrade New Enhanced Upgrade for Limacon Art will be added. Swordsman One-handed weapon + Shield Class Rodelero We are planning to adjust skill factors of Rodelero to suit them more for PVE. Also we will optimize skill points by adjusting the maximum level of some skills and combining the Shield Charge to Slithering and further adjusting Slithering. Skill/Attribute Adjustment Rodelero: Shield Attack Portion of Physical Defense of the shield will be transferred to Attack. Shield Push Will remove a buff of target. Reducing Defense penalty will be changed into Increasing damage received penalty. Shield Shoving Maximum skill level is changed from 10 to 1. - Gem and Divine Might will increase skill level beyond 1. - The Evasion, Critical Resistance, Block of affected target will be reduced in addition. Shield Bash Level requirement for the skill is reduced to Rodelero level 16. - Maximum skill level is changed from 5 to 10. Slithering Level requirement for the skill is changed to Rodelero level 16. Basic skill effect will be changed to the following: - Movement Speed will be increased during channeling. - Block and Physical Defense will be increased and become immune to knockback while moving. - FInishing the channeling will inflict damage to enemies in front. - The damage will be increased proportionally to the damage received while channeling. Shield Charge This skill will be removed. Murmilo The Cassis Crista is almost a mandatory for Rodelero or Peltasta due to its transition of shield Defense to Attack for one-handed weapon class builds. We want various class builds to be enjoyed. Starting from removing the damage increment of Cassis Crista, we would improve [Shield Attack] skills of Murmilo, Rodelero, and Peltasta and adjust skill factors. Skill/Attribute Adjustment Murmilo: Shield Attack Portion of Physical Defense of the shield will be transferred to Attack. Frenzied Slash Will be able to use the skill without Cassis Crista. Will no longer move fixed distance but move to the target. Cassis Crista Will no longer transfer portion of Physical Defense of the shield and some effects will be adjusted. Sprint Movement Speed will be increased by a big amount and return to the original speed over time. Sprint: Melee New attribute will be added. - Sprint skill will no longer increase the Movement Speed but will increase AoE Attack Ratio by 100% and deal damage to enemies around when Murmilo skill is used. - The duration of Sprint will increase by 100%. Hackapell We believe that the low skill factor, many overheats, short cooldowns, and the effect of Hakka Palle are unnecessarily merged together. We will reconsider the overall overheat and cooldown. The skill factors will be adjusted accordingly to changed skills. Hakka Palle will be changed to damage buff skill. Other Classes Squire We will adjust the foods of the Refreshment Table as the maximum HP increment and HP recovery time boost of the foods are too excessive. Also, we would lower the damage of monsters from major raids and make the food buffs stick with your character even if the character is incapacitated for easier and more convenient experience with the raids. Soup (HP recovery time boost) and Yogurt (SP recovery time boost) will be applied as % and will be applied as multiplication with other recovery time boosting buffs. As payback for lowering the efficiency of the Refreshment Table foods, Equipment Maintenance will be buffed to suit with the current status of the balance. The performance of the equipment which went through the maintenance can have their performance boosted up to 10.5% for the skill level of Equipment Maintenance. Skill/Attribute Adjustment Equipment Maintenance Gloves and Boots can be maintained as well. Weapon's Attack increment will be applied proportional to the weapon's Attack. - The applied value will be the average of minimum and maximum Attack value of the weapon. - The number of possible attacks will be affected by the Squire's [STR] and [DEX]. Armor's Defense increment will be applied proportional to the Armor's Defense. - The applied value will be average of Physical and Magic Defense. - The number of possible attacks to withstand will be affected by the Squire's [STR] and [DEX]. Refreshment Table The maximum HP increment effect of Salad will be reduced. The maximum SP increment effect of Sandwich will be reduced. HP recovery time boost of the Soup will be changed to proportion instead of seconds. - 5 seconds faster → 10% faster SP recovery time boost of the Yogurt will be changed to proportion instead of seconds. - 5 seconds faster → 10% faster Sorcerer The SP recovery time boost of [Summon Servant] will also be adjusted as the Refreshment Table of Squire's Salad and Yogurt are adjusted. Also, [Icrement of Additional Damage] will be adjusted as well. The summons will receive the effect of the buffs of the master. (This applies to Necromancer and Bokor as well) Skill/Attribute Adjustment Summon Servant SP recovery time boost of the Yogurt will be changed to proportion instead of seconds. - 5 seconds faster → 10% faster [Additional Damage] buff will be adjusted. Dievdirbys Basics are as same as Sorcerer, but the Statue of Goddess Zemyna has its own value. So only SP recovery time boost will be adjusted. Skill/Attribute Adjustment Statue of Goddess Zemyna SP recovery time boost of the Yogurt will be changed to proportion instead of seconds. - 5 seconds faster → 10% faster [Additional Damage] buff will be adjusted. Nak Muay Currently, Nak Muay requires certain conditions to increase the damage output and the required work to build up the output is too much. We will adjust the skill factors and Muai Thai for better output and synergy with the other skills. Sapper Like Nak Muay, we believe Sapper requires certain conditions to raise the output. We will reconsider the skill factors of Sapper skills. Other Adjustment Plans [Purification Pendant] will be added to Gemstone Fued. It will be given to the character upon entry to Gemstone Feud and can only be used inside the Feud. Using it will remove all advanced removable debuffs. The pendant can be used even if the character cannot use other items or skills, and will provide resistance to status ailment for a short period of time against advanced removable status ailment debuffs, knockback, and knockdown for the high chance. [Arch Stone Fragment] will be added, which can be used to craft an Arch Stone. The fragment will be much easier to obtain. We would like to provide a better user experience with items while keeping the value of Arch Stone. The drop rate of Arch Stone will remain as before. Arch Stone Fragment will be dropped as same as Arch Stones, but some may be dropped from somewhere else. [Boruta Seal Fragment] will be added, which can be used to craft a Boruta Seal. It can be obtained from the Kedora Merchant Alliance's Mysterious Cube. The Boruta Seals will be dropped as same as before. New Master NPC cards will be added.
Greetings Saviors, Our Q&A with the Devs is back and open for suggestions! Leave your questions on our official forum or Facebook and you may see them answered here. This time around, I also added a few burning questions of my own (mostly about the Bullet Marker). Take a look at the questions and answers below! 1. What is the Dev Team's process for developing a new class? There are two important qualities necessary when selecting new classes. First, if this class is added, what unique features or changes will it create for the preexisting class tree? Second, will the concept of this new class be something unique only to TOS and can its historical and cultural style be interpreted through the lens of a game. Here, too, costume design is considered. Once the class' concept is decided, we begin to work on the skills. However, this time, our structural design for the skills was different from what has been seen in previous classes. For these newly added classes, the 1st Circle contains the classes' very fundamental concept, while the 2nd Circle allows you to select skills that are more applicable. While finally, in the 3rd circle, are where you can find the killer attacks for the fans of the class. This was the standard that we went with this time around. What TOS has, that is hard to find in other games, is our unique skills concept. And this is an identity we work to maintain. However, to do so we either have to break the normal gaming structure or, if the class isn't performing to our expectations, modify it. But this time we actually committed a taboo. We have added a class that wasn't based on culture or history but is something that we thought would be popular with our playerbase -- Bullet Marker. 2. What was the inspiration for these four new classes? (Matador, Shadowmancer, Bullet Marker, and Zealot) For the exception of Bullet Marker, we already had plans for all of the new classes for quite some time. First, our vision for Matador was a class versed in 1 to 1 combat who would provoke their enemy in order to gain the upper hand in battle. We also wanted to consider a class that was similar to Fencer and Corsair so that it was compatible with one hand weapon classes from lower Rank. For Shadowmancer, we wanted to design a Wizard class that would be powerful in PVP. During PvE, this class would be important for managing SP consumption. Zealot, on the other hand, as a Cleric would help strengthen Physical Type attacks which would match with other various classes like Monk, Paladin, Inquisitor. Finally, Bullet Marker. If you consider that the many classes in TOS are ones that appear from historical contexts from cultures around the world, then Bullet Marker is a newly developed class. A dual welding dream. This type of class can be seen in other games, but in TOS this is a first. Although, not from history, we wanted to add a class that would be popular with this gaming community. Here we took skills and action inspiration from our previous game, Granado Espada, and developed a character we wanted to present. 3. With Bullet Marker's Double Guns Stance skill, this skills gives the appearance of dual wielding. On the forums too, there seems to be a demand for more dual wielding classes. Any plans for more? We are aware that dual wielding has a strong fan base in actions games, and to fulfill that love we created Bullet Marker. However, when creating this class we had to decide: should we really require Bullet Markers to carry two weapons? We had to consider the ease of play and also the compatibility with other lower rank class skills. So we went with Bullet Markers carrying one weapon, but through a stance change, they are able to dual attack. Since concrete details for the next new classes has not been released, I can't give an definitive answer to your question. However, in the future, if any other newly created dual weapon classes are developed, they will be similar to the Bullet Marker where you will only need to carry one weapon. 4. Also will players be able to get hair similar to that of the Bullet Marker? Currently the Dev Team has been stuck for awhile working on our newest update for hair styles: preparing and ultimately opening a "barber shop" (temporary title). Until then, keep in mind that the majority of premium hair available has been that of the class masters, which means the Bullet Marker Master's cool hair will also be an option. 5. Any tips for breaking the level 330 to 360 gap? This time, the level extension comes with a sightly tougher leveling slope. Especially in reference to one's Class Level. I would recommend focusing your efforts on the new fields and hunting grounds, especially in places like Sausys Room 9, where the monster spawn rate is higher. Don't forget that the newly changed Level 300 instanced dungeon, Castle Dungeon, also gives a good amount of EXP. 6. What about Challenge Mode? Can we gain EXP there? Challenge Mode can be entered at fields of level 200 and higher and monsters from that field will appear. Although, in Challenge mode, the amount of exp you will gather is the same as that in the normal field, you won't have to chase after the monsters. Instead, the monsters will be coming to attack you. So, if you have the ability to clear them all quickly you'll also be able to acquire more EXP. And, as you advance through the stages, your Looting Chance (Unidentified Items Drop Rate) will increase making it easier to acquire more equipment. Well that's all for now! Please remember to leave your questions for Devs on the forum and you might see them answered here!
When can we expect to have an iTOS event? We’ve received many requests and suggestions from the players about iTOS event, so the first iTOS event is under preparation. It will be revealed and applied soon. We want the buy-back function back. We realize there’s been some demand for buy-back function back among players who sold wrong items unintentionally. As of now, the function has been disabled due to the error of system. We will be turning back, once the system is solved. The chat UI is quite inconvenient, do you have plans to fix it? Based on the user complaints regarding the chat system, we have been working on some improvements convenience-wise. The new and improved chat system will show more info in a less obstructive way. In addition, more options and hotkeys will be able for the chat system. - Chat Settings - Before & After for Applied Minimize Chat
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! Today, we would like to go over the issues the game has been facing with regards to optimization and the results of the various tests we have been conducting in order to solve the aforementioned issues in client stability. Optimization of Performance 1. Server Optimization Most of the critical calculations pertinent to the game are taken care of on the game’s server. Of the many calculations that take place, we have been specifically focusing on streamlining the combat calculations by processing combat calculations at source code layer instead of the script layer. As a result, we have managed to speed up the combat calculations by 10 times when tested offline, and by 3 times when tested on our internal test servers. This optimization process is currently in a near-ready state for application and we are currently undergoing further tests in order to ensure that it does not cause any complications when implemented on our live servers. 2. Client Optimization Background Multi-threaded Loading As you can see in the “before” section of the video above, players are faced with a large number of objects when entering a large city in-game. The current client is made so that all objects must be drawn before a new area is displayed. The advantage of this method is that all objects present in an area can be shown at once but at the same time it stops the game momentarily until all objects have been drawn, hence the stuttering. What we are trying to apply to the game to resolve this issue is the drawing of objects in ‘real time’. This could mean that certain in-game objects, such as the Gender Switch player shop that appears around 8 seconds into the video, may take a longer time to load but it will bring about noticeable improvements in reducing the frequent stuttering that plagues our players while visiting the more populated areas of the game. Distributed Packet Processing Packets are units of information that are transferred between the server and the client. Distributed packet processing is when the client divides the many packets sent from the server for more efficient processing rather than processing them all at once for smoother gameplay. The dev team has been testing this feature with custom clients in the current live settings. Although we have reached some progress in this aspect and have not found issues with the feature in its current state, we want to take the time to make sure that we have left no stone unturned as this would change a big part of how the game works internally. That’s all for today but we will return again with more optimization news, which will include our attempts to enhance the PvP experience for our players by better syncing character positions between players in-game. Thank you for reading!