Hello. We are "Tree of Savior" development team. Our interview is on Game Webzine Inven (www.inten.co.kr). Link : http://www.inven.co.kr/webzine/news/?news=109604 There is a saying that trends are keep revolving around and this does not only apply to the world of fashion. Due to improvement in technologies, gamers can see the graphics in real time which were only available in CG videos before. However, there are many people who miss the memories of 2D dot graphics in the past. It may be due to the quality of the games that they had enjoyed in the past or it could be due to the recollections that are still in their minds from the communities in those game. The one thing sure is that they are missing those memories. Back in April 30th, when the information about the newest title from Hak Kyu Kim's imcGAMES was released, lots of people have shown their interest in the game which may be due to the reasons that I stated above. Due to the improvement in the game engines, the games that are being released these days are becoming more and more real, but the decision made by imcGAMES was somewhat different. Back to the past, but not old fashioned, concentrating on the feelings of the classics were the main themes that imcGAMES have emphasized while developing the game. To get the latest information about 'Tree of Savior", which features retro concept, we had an interview with the development team at imcGAMES. Let's listen to what they tell us about the game. 5 months have passed after the first information about the game was released at G-Star, but it seems that the attentions on the game are getting bigger and bigger. A1) We can't deny that we feel pressure on those attentions, but they also give us strength to work on. We are trying our best to release the game as soon as possible. Q2) I know that you had FGT for the first time back in February. What kind of feedback did you receive from the people who had participated FGT? A2) We received lots of feedback and advises on the matters such as balances between the classes, quest flows, difficulty level, controllability of a few classes, interfaces, and etc. Most of them told us that the game is very fun and they enjoyed a lot. They also told us that they will play the game again once the game starts it's service. However, since we had only invited a small number of users to our studio, most of the feedback that we received were concentrated on the first impression of the game and the contents in the game. Therefore, we haven't tested and verified the game's feasibility on the environment where lots of users are connected at the same time. We plan to test this when we launch our CBT which is scheduled within this year's summer. Q3) Are there any changes in the game after FGT? A3) We have identified that the current control system, which may confuse some people who play the game for the first time, may need some adjustments. Also we are adjusting difficulty level of the monsters and modifying some of the items in the game based on the feedback that we had received from FGT. Q4) After seeing the graphics of 'Tree of Savior', lots of gamers are remembering Ragnarok or Arcturus. A4) Our focus was to make the game which can give classical feelings, but not old fashioned, along with expressing the latest trends. As a result, we relied on as many hand drawings as possible instead of using the technology from the graphics engine and we emphasized shapes on designs to have fairy tale impression in the game. We are preparing to explain to all the fans about graphics concept soon at "Tree of Savior" Developers' blog so please wait for our explanation. Ragnarok and Arcturus are not our games. Therefore, those games do not have any relationships with our game. The art director for "Tree of Savior" is Anh Jung Won who has been with us for "Granado Espada" for a long time. [▲Graphics of Tree of Savior] Q5) Did you develop your own engine? A5) We are using the internally developed engine which has been in use and updated since the start of "Granado Espada". This engine was customized to meet the needs to express the impressions of 2D characters, hand drawn art and etc. Except for the graphics side of the engine, we are using the same engine which is being used to develop "Wolfknights", the other game that we are currently developing. Q6) After watching the video which was released at G-Star last year, we thought the sounds in the game are very impressive. We think that the sounds fit the game really well. Who made the sounds for the game? A6) Mr. Dong Il Kwak who was working in SoundTeMP team joined S.F.A team to participate "Granado Espada". And he is now in charge of sound directing for "Tree of Savior". Besides Mr. Kwak, many other artists including SoundTeMP team, Esti, Questrosound, Mr. Joon Sung Kim and the other artists are participating for this game. Among them, there are also some artists from the other countries and the new artists as well. As for "Granado Espada", sound concept was euro-trance genre and classics, and the predecessor's theme was electronic-pop genre. However, this time we are focusing on classical crossover. Please find more about it when we launch the game. Mr. Kwak's interview can be found on the following link. http://www.inven.co.kr/webzine/news/?news=49060 Q7) So you told me that you are planning 1st CBT this summer. How far has the development completed in terms of percentage for CBT version of the game? A7) We think that we are already ready to initiate CBT when we look at the sheer volume of contents inside the game, but we think there needs to be some adjustments on interfaces, game system, skills on each class and some other features in the game. I think we are about 70% complete for CBT. Q8) How diversely can a character move in the game? I know that there will be 8 directions and jump, but is it also possible to dash and run? A8) When we had our prototype version, it was possible to run by pressing the cursor keys fast enough, but after some tests, we had concluded that it's aching to press the cursor keys repeatedly so we changed that the basic movement will be running (instead of walking), but when stamina gets fully depleted, character will start to walk. Dash feature which enables players to avoid attacks instantaneously will be available on certain classes. Q9) I saw a fireplace in a game screenshot. What is it for? A9) We have some features including "Rest Mode" in the game in order to prepare for what players can do while they are not engaged in battles. The details of these features will be updated in the future. Q10) How does character customization work? A10) Since there are some limits on the characters' style, it is hard to freely customize the characters. You can choose class, gender and hair style. We are thinking about changing eye colors of the characters possible. Q11) I saw crafting system in the game from the video. How does crafting work? A11) All classes will be able to craft some items in the game. However, in order to craft an item, you have to first acquire a manual to craft a particular item. A manual will be automatically recorded on Adventure Journal once the manual gets used and after that the item can be crafted any time. Certain manuals can be taught to the others. When you collect all the ingredient items that are specified in a manual, you can craft the item. Crafting is only possible during Rest Mode, and it could take a few seconds, a few minutes, and more than 10 minutes depending on what kind of items you are crafting. Q12) How big is the world in "Tree of Savior"? A12) Our plan is to have more than 200 territories in the game when we launch OBT. It will include 3 major cities. Q13) I know that there are hair/head accessories. How many kinds of accessories do we have in the game? A13) At the moment, we have about 50 costumes that are not relevant to characters' stats. We will have more before we launch the game. [▲Crowns, hair bands, rabbit ears and etc are already present in the game.] Q14) When we look at the classes, there are clear distinctions between tanker, healer and dealer. When players form parties, are these roles clearly specified within each party? Or even if we don't care about the combinations of the classes, is it possible to clear dungeons in the game? A14) We are keep adjusting and modifying in terms of battle system. We will tell you more about it after our CBT. Q15) It was unique to see the texts that are being typed by the spectators during a tournament match are shown on the screen. What was your purpose on showing those texts? A15) Players who are waiting for the next matches, or the players who just want to watch the matches are all gathered around in the spectators' seats. They can watch those matches from the point of view of the players who are actually engaged in the matches. The texts that are being typed by the people who are gathered around will be shown anonymously on the screen and we think it will be more enjoyable to watch those matches when there are diverse comments coming from many people. A few people who are reading this may have already noticed. We got an inspiration from the one of Japan's famous video sites. Q16) When I look at Adventure Journal, there is something called Adventure Achievements. What is the purpose and when we complete high level Achievements, what kind of benefits can we receive? A16) There are some players who are mainly focused on leveling up their characters and complete only those quests that are mandatory and there are other players who want to enjoy all the hidden contents in the game. Adventure Achievements are for the latter players, but the Achievements in the game can not be achieved simply by killing lots of monsters. There are many Achievements such as collecting all the different kinds of items, searching and navigating all the maps, clearing all the quests including the hidden quests and many more. Your Achievements will be compared to the other players' Achievements and we will show which players have achieved higher points by ranking those players. Certain quests and certain upper level classes are only possible to do and aquire when your accumulated Achievement points are higher than certain level. [▲The latest build screenshot which was first revealed from Inven ②] Q17) We think community features and real life features (such as marriage, having a house and etc) would fit the game well. A17) It is hard to predict how the community in the game will turn out in the future. After collecting feedback from the testers from CBT and the tests after that, we will decide which system to add in the game. Q18) You have recently opened Developers' Blog for "Tree of Savior" and shared with us some information. When can we get the new information? A18) We will collect all the questions from the Facebook and the Blog and answer them from time to time. We will also update our development process. However, our updates will be non-periodic for a while. Q19) So finally, CBT which is scheduled within this summer, How much can we expect in the game in terms of the number of contents? A19) The main purpose of CBT is to test the game when a large number of people connect at the same time. Therefore, we will limit the number of contents that will be released at the CBT version of the game. Still, we will have enough contents so that the testers can play the game for full two weeks. We are collecting the questions that you have given us so far via Facebook and Developers' blog and we will soon answer your questions on Questions and Answers about TOS #2. Thanks.
1. When are we getting news about other Rank 8 classes? We expect to update the Dev Blog with a preview of Rank 8 Swordsman classes today. The remaining Rank 8 classes will also be gradually introduced through the Dev Blog, so stay tuned. 2. Do you have an exact date planned for the kTOS patch? We’ve been receiving many questions from players about when the kTOS patch will finally be applied to iTOS. We’re happy to announce that the kTOS patch is coming to Steam on our next scheduled maintenance, which is taking place on July 26th, 2016. 3. I’m wondering if you’re working to fix the weapon swap FPS drop issues. We’re currently working on the problem of FPS decreases with weapon swap; it’s an issue we’re testing internally. We expect our frame improvements to produce positive results concerning this issue, and we will apply them as soon as the testing process is finished. 4. Can you tell us about the reasoning behind allowing non-swordsman classes to wear plate armor? - There has been a lot of feedback from users saying that the swordsman class feels underpowered as tanking type characters. We are planning on bringing armor sets that will be unique to the swordsman class to iTOS as soon as we can. 5. Can we expect to see 1280*720 Screen Mode resolutions? - We have receive quite a bit of user feedback about having difficulty playing on certain devices or 720p resolution recordings as Tree of Savior did not support 1280*720 resolution. You will soon be able to play on that resolution as we will be able to support 1280*720 resolution soon.
Q1. The statement on trade restriction that we can retrieve our silver in 48 hours from the market. Will you consider making more comfortable for us? In-game market is inevitably tied to malicious criminal acts such as RMT because it is the main distribution channels in the in-game items and currencies. We are continuously monitoring the transactions of major RMT-items on the market and requires a period of delay to detect illicit activities and prevent such actions from significantly affecting iTOS. We sincerely apologize for the inconvenience you have experienced with the 48 hours restriction. It is difficult to remove 48 hours restriction, We are examining all the options for reducing the current waiting time more in the future patch. Q2. There is no function and system to change our companion even we typed wrongly. Is there any plan to allow us to change companion's name? We've usually received suggestion about changing companion's name. So we did make a plan to allow our players to change your precious companions. We firmly promise that it will be applied in a future patch. Q3. When can we meet any of new Gestures and Emoticons to express our characters as eating popcorn and etc ? We are planning to develop new Gestures and Emoticons for our players as possible as we can. However, we firmly focus on fixing bugs as the top priority.
Q1. It is very difficult to tell elite monsters from regular monsters. Do you have any plans to distinguish them with a certain clear indicative effect? We are currently in the process of making a method to highlight elite monsters. We understand that, at the moment, players may have trouble instantly recognizing elite monsters which might hinder intuitive gameplay. This may also reduce the fun factor of finding and defeating these relatively rarer monsters. What we are planning to do is indicate them visually on screen and also their names will reflect their elite status to add a sense of drama as well. Such features are on their way. Q2. The monsters run away so fast that it somewhat hinder the gameplay. Is the current speed of monster retreat intentional? Additionally, would there be other gameplay elements regarding the monster fleeing AI such as a monster running away to call for a backup? We also see that the monster fleeing AI can be improved in a variety of ways to improve gameplay. We have come up with some ideas and are now in the final testing and execution stage. Certain changes will be implemented to make the monster behave more organically, less intrusively and allow players to experience the thrill of the hunt. Q3. There is no clear indication of critical evasion and other chances through the character statistics. Are there any plans to make them more intuitive? The chance calculation of critical evasion and alike is based on not just the character’s statistics but also that of the target. Therefore, it is very difficult to have a fixed number representing such chances. However, that is not to say the status quo will remain completely the same. We are internally discussing and experimenting with some ideas to make the gameplay more informative such as displaying target monster’s critical evasion chances on the monster info UI.
- Part. 1: Arts System (Link) - Part 2: Guild Housing and Legend-grade Equipment - Part 3: Hunting Grounds & Field Boss (Link) Guild Housing 1. Introduction Guild Housing is a new casual content planned to be added in Tree of Savior where players can decorate their Guild Hangout using various knick-knacks. It also provides different methods by which players can develop their Guild for more Guild-oriented activities within the game. 2. Contents Players can now customize their Guild Hangout with decorations and add research facilities to earn extra in-game benefits through the Guild. Decorations - Guilds that have expanded their Hangout over Lv. 2 can purchase Housing decorations and related facilities through the Hangout Manager NPC. - Purchased goods can be placed in the Guild Hangout as decoration. <Purchasing of Decorations> There are 4 different Guild Housing Points available that you can use various decorations and facilities that can be installed in the Guild Hangout. Housing Points displayed in the [Hangout UI] Housing items can be purchased from the Hangout Manager NPC and they will be provided to the players as items placed in their character’s inventory. Various housing items available at the Guild Housing Shop A Guild Housing Item <Edit Mode> When your Guild Hangout is at Lv. 2 and above, you will be able to access the Edit Mode where you can place various housing decorations and facilities by clicking on the house-shaped icon to the bottom-left corner of the minimap. Edit Mode icon available in the Guild Hangout With Edit Mode activated, you will be able to install, move and remove various housing objects and facilities. A player installing a bench Guild Laboratory With the Guild Hangout Level at 3 or above, you will be able to install laboratories to conduct in the various fields of research that grant benefits to your Guild members. <Weapon Laboratory> Purchasing and installing a Weapon Laboratory can provide the following benefits. Research Effect Special Weaponry - Plant Increases damage against Plant-type enemies Special Weaponry - Insect Increases damage against Insect-type enemies Special Weaponry - Beast Increases damage against Beast-type enemies Special Weaponry - Mutant Increases damage against Mutant-type enemies Special Weaponry - Devil Increases damage against Devil-type enemies <Armor Laboratory> Purchasing and installing an Armor Laboratory can provide the following benefits. Research Effect Cloth Armor - Material Reduces damage from monsters in proportion to number of equipped cloth armor Leather Armor - Material Reduces damage from monsters in proportion to number of equipped leather armor Plate Armor - Material Reduces damage from monsters in proportion to number of equipped plate armor Cloth Armor - Function - Increases SP recovery in proportion to the number of equipped cloth armor - Grants chance for additional SP recovery in proportion to the number of equipped cloth armor every 20 sec Leather Armor - Function - Increases the maximum STA in proportion to the number of equipped leather armor - Reduces the cost of STA while dashing in proportion to the number of equipped leather armor Plate Armor - Function - Increases HP recovery in proportion to the number of equipped plate armor - Grants the chance for additional HP recovery in proportion to the number of equipped plate armor every 20 sec <Property Laboratory> Purchasing and installing a Property Laboratory can provide the following benefits. Research Effect Theory - Fire Increases the effect of additional Fire-property damage Theory - Ice Increases the effect of additional Ice-property damage Theory - Lightning Increases the effect of additional Lightning-property damage Theory - Poison Increases the effect of additional Poison-property damage Theory - Dark Increases the effect of additional Dark-property damage Theory - Holy Increases the effect of additional Holy-property damage Theory - Earth Increases the effect of additional Earth-property damage Theory - Psychokinesis Increases the effect of additional Psychokinesis-property damage Guild Laboratories can be expanded by using Guild Funds and Guild Mileage. The levels of laboratories can be increased through this process and the efficacy of the research results also increase with level. Laboratory Expansion UI Research levels can be increased through the Laboratory UI by investing Guild Funds. Laboratory UI The effects of research can be activated either for an individual member through the use of Guild Contribution points or for the whole Guild by spending Guild Funds. Effects activated for individual players only apply 50% of the effects. * Effects earned through Research is not applied in PvP environments. Individual and Group activation buttons Others <Crafting Workshop> Crafting Workshops can be added started from Guild Hangout Lv. 2 by using Guild Funds and Guild Mileage. Building a Crafting Workshop will also raise the maximum Housing Points that can be accumulated. We will also be adding items exclusive to the Crafting Workshop and more will be revealed with future updates. <Guild Farm> Players will also be able to grow crops in the Guild Hangout after reaching Hangout Lv. 2. * A single plot of farmland will be provided to the Guild inventory once the Guild Hangout level reaches 2. Additional farm plots can be purchased through the Hangout Manager and using the farm plot item will let you place the plot in any possible location of the Guild Hangout. * A maximum of 2 farm plots can be placed. Farming changes in the following ways when Guild Hangout Lv. 2 is reached. Guild Hangout Level Farming Method Lv. 1 Use seeds on pre-existing farm plots within the Hangout. Lv. 2 - Install farm plot items in desired locations - Use seed items on installed farm-plots Players will be able to purchase the Farm Manager NPC Contract from the Housing Shop. Having the Farm Manager NPC will give the Guild various bonuses in farming. We are planning to develop and introduce new farming related contents and systems in the future that we will reveal to you with future dev blog posts. <Guild Shop> A Guild Shop will be added and players will be able to purchase various items through the Hangout Manager NPC. Items can be purchased using Contribution Points at the Guild Shop Legend-grade Equipment In our earlier dev post, we have mentioned that we will increase the means for which our players will be able to obtain end-game equipment. We wanted to make Legend-grade equipment available to farm from each of the game’s different content in order to increase the ways in which the different types of players can enjoy the game. However, we have also come to acknowledge the fact that the current equipment upgrade system in Tree of Savior is plagued with a more fundamental problem where the myriad customization options available make the farming process overly fatiguing and hinders player enjoyment. So we have decided to head towards a different direction than previously announced. A flowchart of the current equipment system in Tree of Savior In the game’s current state, the addition of new gear causes more worry than intrigue for players. To alleviate the issue to a certain extent, we have decided not to add any more new “prefixed” gear during the current Episode other than the already existing Savinose Legva and Skiaclipse Varna gear. All rewards obtainable from the upcoming content additions will be either ingredient for equipment set stats, Unique-grade equipment or other core rewards such as talt, silver, shards, etc. New set stats that can be added using these ingredients will be applicable to both Savinose Legva and Skiaclipse Varna equipment. With the aforementioned changes, we hope to increase the accessibility for our Legend-grade equipment and also relieve the players from the stress that comes with upgrading their equipment. The ingredients obtained from Field Bosses and Solo Raids can be used to apply set stats on both Savinose and Skiaclipse Varna equipment. However, the set stats unique to each type of Legend-grade gear will not applicable to the other. Equipment Savinose Legva Skiaclipse Varna Basic Set Stats Rykuma Smugi Corup Goduma Bendrinti Gymas Apsauga Field Boss Set Stats Applicable for both equipment Solo Raid Set Stats Applicable for both equipment Equipment Customization Remnants of Bernice Remnants of Bernice dungeon currently provides players with Enchant Jewels as a reward but the amount of time and effort required to obtain one through the content far surpasses the item’s current market value due to the randomness of monster placement and other problems. We have decided to implement two major changes to Remnants of Bernice in order to resolve this issue which are: - To fix the monster-type of boss monsters that appear - To increase the weekly rewards obtainable through the content Golden Socket Golden Sockets are items that let players add a socket to their equipment regardless of the item’s remaining potential. Adding sockets to one-handed weapons are relatively cheap while adding a fourth or fifth socket to a two-handed weapon can cost players up to 20,000,000 silver. To combat this, we will be drastically reducing the cost of adding sockets through the use of Golden Sockets. Content Changes Increased Rewards Remnants of Bernice Enchant Jewel cost reduced (Unit: Remnants of Bernice Coins) Rare: 90 -> 40 Unique: 200 -> 150 Legend: 4500 -> 1200 Cost Reduction Golden Sockets Socket addition fee reduced 300% -> 100% * All features showcased above are works in progress and are subject to change with future developments.
Greetings, Saviors. This is Tree of Savior Developer Team. We would like to introduce the upcoming new World Map! The major changes in the world map are introduced in the video, and more features will be introduced below! World Map Guide after the Renewal 1. Bookmark Register the area of choice in the Bookmark and look them up easily from the Category. You can register up to 5 maps in the Bookmark. Include your most-visited maps in the Bookmark. Bookmark can be used by searching in the category of the World Map as well as in the warp map. If token benefits are applied, you can easily move around the areas you wish by connecting your free warp with the bookmarks. 2. Changes in Functions Connected to the World Map The World Maps (Shortcut: N) and the functions connected to the World Map before will be changed. The functions are as follows and the renewed world map is available when used. 3. Check Guild Territory Information You can check the guild territory areas, occupying guild, and the tax rate of the area set by the occupying guild from the world map. Prepare for battle and collect information before the Guild Territory War. The location of the guild tower of your guild can be checked from the category as well. 4. Check Spawn Location of Field Boss When Field Boss spawns, prepare for battle by checking the location and the name of the field boss from the World Map. The information of the Field Boss appears 10 minutes before the spawn of the monster and disappears along with the corresponding field boss. 5. Token Travel You can move to any location you wish at once if you have the token effect applied. When you move by using Token Travel, you will automatically move to the starting location of the area without any cost. (※ Starting location is equal to the location moved when using ‘Warpstone’) By using Token Travel, you can also move to an un-encountered location which makes it possible to move to the destination with speed when proceeding quests or contents. Use the Token Travel from the minimap in the world map. 6. Changes in Cost of Warping from Goddess Statue Travel costs of Goddess Statue set in proportion to the existing distance will be changed to (map level x 10 silver). Areas with low level will be available at low cost regardless of the distance. Silver is not consumed when moving to cities, and if token benefits are in effect, the cost of traveling by the Statue of Goddess will be exempted. As the World Map is reorganized, an additional section about what the World Map consists of and how to use them will be added in the Help. This can be found from the [Help] in the System Menu and [Help] on the top of the World Map after the World Map reorganization update.
1. When are you going to develop new content for Guild Battles and Team Battle League? Besides the Guild Battles currently available, we’re working on adding a new PvP gameplay mode. This mode is still in its early stages, but we’ll update you with more details as soon as it’s a little more developed. As for Team Battle League, we would like to expand the current stages in the future, and we’re considering different ways to use TBL features like the spectating mode. 2. Will you consider allowing premade parties into Team Battle League? Including premade parties into TBL isn’t a feature we intended to add initially, but we also recognize that doing so has the possibility to increase social content and allow friends to play together. Because of this, we will be considering the possibility of allowing premade parties to queue for TBL matching, and we will continue monitoring your feedback on this. 3. We noticed the companion UI includes equipment slots. Does this mean our companions are getting their own equipment someday? We’re reviewing different options for companion equipment at the moment. One option would be to have specific items that would alter the physical appearance of your companion when equipped. Another option would be to have the player equip their own items on their companion, similarly to when they are applied to your characters. We will keep actively considering these possibilities for a future update. 4. It would be nice if the guild UI included the times when each guild member is online. What do you think? We think that’s a great idea. We can see how being able to check when each guild member is online would be convenient for guild masters to manage their guild and plan for guild activities. We will most definitely be looking for ways to include a feature like this in an upcoming update. 5. Is the current party setting of 5 players meant to represent one of each class tree, and if so, does that mean we can expect another class tree in the future? We developed parties to be composed of 5 players for gameplay purposes. We found 5 players to be the optimal number that allows you to distinguish the movements of other players without filling up the screen too much. We didn’t really intend to have a different class tree represented in each individual team member when we thought of this number, and we have no plans to develop a new one any time soon. 6. I want to know why guild members can no longer use the guild invite function. We realize this is not the most convenient setting for guilds when the guild master is not logged in, that is why we are developing an alternative function that will allow the guild master to give guild members permission to invite others into the guild. We also plan to add a feature similar to a stand or stall for guilds that they can set up in the long term to recruit new members. 7. Any news about the bird companion? If you’re wondering about the Battlebird companion, we’re planning on releasing it on Steam very soon, so you won’t have to wait much longer. We will also be launching a Battlebird item package for the TP Shop, similar to what we did for the Penguin companion.
New Class: Lama Lama, a fighting class of Cleric class will be added. “Lama is a class that can cope with various situations according to the battle situation with main attacks and sub attacks.” Lama can cope with various situations by using attack skills that can be changed by combining main attacks and sub attacks. You can also have a chance to use another powerful skill by using the attack skill. If there is an enemy nearby, Lama becomes powerful. The power weakens temporarily when attacked, but if Lama understands the enemy's attack, Lama can avoid the attack by using the exclusive Defense skill and moving skill. ※ Details of Enhance and Enhanced upgrade will be posted later when applying to the live server, and may change. Icon Details Enhance Physical Performance - Stacks [Physical Boost] if the enemy is nearby (maximum 5) and increases final damage of Lama skill proportionally to the number of stacks. - Decreases 1 [Physical Boost] stack when struck. (decreases the stack once per 0.2 seconds) Vipashyana - Switch into Lama’s exclusive fighting stance. - Main attack (z) and sub attack (c) change and become immune to Knockback and Knockdown. - Stacks 1 [Fist] buff when attacking with main attack, 1 [Kick] buff when attacking with sub attack. Stacks up to 4 stacks and remains for a certain time. - Increases final damage of Lama. - When using Lycanthropy: Human Form during Vipashyana, does not change to basic attack of Human Form. Vipashyana: Spot Chance - [Muscle Pump] buff is applied by a certain chance when attacking the enemy with [Strong Fist], [Leg Trip], [Point Kick], [Break Mountain], [Sudden Kick], and [Flying Kick]. (treated as once even when striking multiple times) - Cooldown does not apply when using [Surging Wave] while [Muscle Pump] buff is activated. The cooldown resets if it already started Shamatha - Can be used during [Vipashyana] buff. - Resets [Fist, Kick] buff stack. [Arts] Shamatha: Recovery - Recovers HP, SP by 0.5% per 1 stack of [Fist], [Kick] removed by Shamatha. Glide - Can be used during [Vipashyana] buff. - Decreases damage received while casting and [Read the Flow] is applied for a certain period. - [Physical Boost] does not decrease when struck while [Read the Flow] buff is applied. [Arts] Glide: Spurt - Deletes the effect that decreases damage received but resets the Cooldown of [Langon] Langon - Can be used during [Vipashyana] buff. - Quickly moves a certain distance to the front. - Temporarily becomes invinclible when moving. Strong Fist/ Leg Trip Strong Fist - Can be used when you have 3 stacks of [Fist], and 1 stack of [Kick]. - Attacks the enemy in front. - The less enemy nearby, the more final damage of Strong Fist is increased. Leg Trip - Can be used when you have 1 stack of [Fist], and 3 stacks of [Kick]. - Attack the enemy in front arc area. - The more enemy nearby, the more final damage of Leg Trip is increased. Point Kick / Break Mountain Point Kick - Can be used when you have 2 stacks of [Fist], and 3 stacks of [Kick]. - Attacks the enemy currently targeting. - The less enemies nearby, the more final damage of the Point Kick is increased. Break Mountain - Can be used when you have 3 stacks of [Fist], and 2 stacks of [Kick]. - Attacks nearby enemies. - The more enemy nearby, the more final damage of Break Mountain is increased. Flying Kick / Sudden Kick Flying Kick - Can be used when you have 4 stacks of [Fist], and 2 stacks of [Kick]. - Grant Flying Kick to the designated area. - The more enemy near the targeted area, the more final damage of Flying Kick is increased. Sudden Kick - Can be used when you have 2 stacks of [Fist], and 4 stacks of [Kick]. - Attacks after teleporting to the behind of the currently targeted enemy. - The less enemies in a certain range near the caster, the more final damage of Sudden Kick increases. Surging Wave - Can be used during [Vipashyana] buff. - Attacks nearby enemy. - 1 second of casting time will be applied in PVP. Vaivora Vision - Principle of Emptiness Lv1 - All Lama Skill Level +1 - Final damage of Lama's Rank 2 skill increases by 33% Lv4 - Muscle Pump activation chance increases by 26% ※ Item stat will be announced later. Cleric Class Update With the Lama update, some of the Cleric classes will be adjusted as well. ※ The details may change when applying to the live server. Details about the change in skill factor will be announced via patch note before applying to the live server. ※ Skill factors of the stated class below will all be adjusted. Druid - New Vaivora Vision is added. - Casting time of Lycanthropy will be halved so that users can have a more satisfying game experience. Skill Details Chortasmata Duration of Rash is changed from [10+skill level * 0.6] seconds to 20 seconds. [Arts] Chortasmata: Healing Garden A maximum limit is added to the value at which half of the skill factor is added as a healing factor. - Healing factor: up to 350 Lycanthropy Casting time decreases by 50%. Vaivora Vision - Soul of Forest Lv1 - All Druid Skill Level + 1 - Activates [Soul of Forest] when casting Carnivory - [Soul of Forest] remains for 5 seconds and gives damages to the nearby enemies by the skill factor of [Carnivory] per 0.5 seconds. Lv4 - Additional increase in Final Damage of Human Form by 10.5% - Additional increase in Final Damage of Wolf's Spirit by 3.5% ※ Item stat will be announced later. Exorcist - Skill factor is adjusted. - Condition for the number of strikes for Gregorate is changed. Skill Detail Gregorate Duration of [Gregorate : Magic] is changed from 15 seconds to 60 seconds. Striking the party members within 150 range is changed to striking 5 times. Monk - Skill factor is adjusted. Skill Detail Monk: Nirvana Previous function will be deleted and will be changed as follows. - Apply Golden Bell duration as 30 seconds - Monk skill final damage additionally increases by 15% during Golden Bell buf The skill factor of the following class will be adjusted. ● Zealot ● Inquisitor ● Sadhu ● Crusader New Raid: Sinking Seizure Sinking Seizure The Savior arrived on a small island - not even marked on the map - guided by the request of the Goddess Jurate. This island, once a part of the land that Nijole destroyed to annihilate the humans and now bearing the shape of the sea where she was born, gradually became niether land or sea by the power of Jellyzele, a worshipper of Nijole. Jellyzele Jellyzele, who was once only a small coral reef demon, plots a plan to unlock Nijole's seal. Knowing that Ausrine has disappeared and Giltine's power has weakened, Jellyzele knew that now is the time for her to set Nijole free and destroy the land where all humans can stand according to her will. Sinking Seizure has Solo, Auto Match, Party (Hard), and you can obtain materials to craft the new equipment ‘Belt of Insight’. Party (Hard) - 2 times per character weekly ● Basic Reward ○ Belt of Insight Fragment (Untradable) x15 ○ Belt of Insight Fragment x15 ● Reward by Chance ○ High Belt of Insight Fragment (Untradable) x1 ○ Jellyzele card x1 Auto Match (Normal) - 2 times per character weekly, shares the count with Solo (Normal) ● Belt of Insight Fragment (Untradable) x7 ● Belt of Insight Fragment x3 Solo (Normal) - 2 times per character weekly, shares the count with Auto Match (Normal) ● Belt of Insight Fragment (Untradable) x8 Following item is added to the Mercenary Badge Shop. ● Recipe - Sinking Seizure (Auto/Solo) One Entry Voucher (Untradable) ○ Purchase Limit: 2 times ○ Exceeded Purchase Limit: 20 times Belt of Insight Collect 20 Belt of Insight Fragment from the raid and use them to obtain the new equipment, Belt of Insight. Random stats (1 main stat, 3 sub-stats) besides Physical/Magic Defense will be applied to the item when creating the Belt of Insight. When using the normal fragments, you can receive a High Belt of Insight or Superior Belt of Insight by a low chance. When using the High Fragment, you'll receive a High Belt of Insight or Superior Belt of Insight by a low chance. ※ The stats and the value on the tooltip may change when applying to the live server. You can reset only 1 stat for Belt of Insight. Stat will be changed within the same group, and if you select one stat to reset, other stats can no longer be changed. Belt of Insight with stat reset will be bound to the team. This concludes the posting about New Class: Lama and Sinking Seizure. Thank you. ※ Contents may change when applying to the live server.
Greetings Saviors, This post is about the new class and class adjustments for the next update in the future. Master's Request 1. Start Master’s Request - You can start the Master’s Request via Master NPC, and it will appear as an Ink Bottle icon. - You can check the related Achievements and Conditions via Character Info-[Achievement] once you start the quest. 2. Proceed the Master’s Request - When one of the character from the team starts the Master’s Request Achievement, every character can proceed it. (you can receive the quest with only 1 character) - Quest is divided into Class Unlock Voucher related achievement and Class Costume related achievement, and you can check each achievement's complete status as a goal of clearing the quest. 3. Complete the Master’s Request - You can receive Unlock Voucher or Costume by completing each group of Achievement. - You can receive the final title from the master NPC as a reward after completing every request achievement for the corresponding class’ masters and clearing every quest. New Class - Luchador Luchador can make an outstanding skill in the chaotic combat scene. With its big action and fancy performance, Luchador is welcomed by the allies. If you are dazed by their move and let them approach, you may look the world upside down. They seek a free fight that is not tied up by form. Luchador's fighting style involves hitting or grabbing enemies directly with their bare hands. Luchador is a Swordsman class that approaches the enemy and hits with various [Strike] skills. Luchador can disrupt the enemy’s behavior with skills that have an effect of controlling the behavior, and a certain skill can apply stun or knockdown to the enemy with immunity by attribute. In addition, if you use a sub attack against a stunned or knocked down enemy, a special skill will be activated, which can be used as a linkage element. If you maintain the [Combination] buff to have the stack by the [C key special skill] and [Chop] skill, some of the Luchador’s skill becomes more powerful. Especially the [Martinete] skill cannot be used generally, but it can strongly attack the enemy automatically when the [Combination] buff is stacked to maximum. Skill / Attribute / Arts / Vaivora (Details of [Enhance] attribute and [Enhanced Upgrade] are excluded, and the contents below may change when applying to the live server.) Enmascarado Wear a mask to have a free fight and switch to the Lucha Libre stance. Damage of the Luchador’s skill you use increases, but you can be stunned by chance when you receive damage by the Luchador’s skill from the enemy. Enmascarado: Rodando When you use [Lucha De Silla] or apply stun to the enemy during the Enmascarado buff, you can use [Special Skill: Rodando]. [Special Skill: Rodando] can be used by pressing C key (sub attack button). It gives damage by rolling towards the enemy and 1 stack of [Combination] buff will be given. Skill factor is proportional to the skill factor of [Lucha De Silla]. Enmascarado: Buceando If you use [Chocar] or grant Knockdown to the enemy during the Enmascarado buff, you can use [Special Skill: Buceando]. [Special Skill: Buceando] can be used by the C key (sub attack button). It damages the enemy with the elbow after jumping towards the enemy, and 1 stack of [Combination] buff will be given. Skill factor is proportional to the skill factor of [Chocar]. Enmascarado: Speed Run Basic run speed and Dash speed becomes the same during the Enmascarado buff. Also, the Stamina is consumed just like the dash during basic running, but the Stamina consumption is less than deactivating the attribute. ※ You can use the dash like usual, but the Movement Speed and Stamina consumption is equal to the basic run with attribute applied. Chop Brandish the hand towards the enemy to strike hard. Final damage of Chop increases by stage per using skill overheat for 1 time, and 1 [Combination] buff stacks. Lucha De Silla Holds an object with both hands and strikes the enemy hard to stun the enemy. Ignores part of the enemy's defense according to the [Combination] stack. Lucha De Silla: Super Stun Stun of Lucha De Silla is applied by chance. Characters immune to the stun can also be stunned. Chocar Ambush towards the enemy to damage and knock down the enemy. Ignores part of the enemy's defense according to the [Combination] stack. Chocar: Super Knockdown Knockdown of Chocar is applied by chance. Characters immune to the Knockdown can also be knocked down. Golpear Punch towards the front to damage the enemies in range. Ignores part of the enemy's defense according to the [Combination] stack. Golpear: Huracán Golpear skill is changed to the skill that pulls the nearby enemies by twirling itself to damage the enemies instead of the original effect. (doesn’t pull the Stationary-type monsters and boss monsters.) Number of targets is changed to 10, maximum channeling time and cycle is the same as before. Ceremonia Apply debuff to the enemy by posing that makes nearby enemies embarrassed. Applies [Provoke] to male character, [Lure] debuff to female character. Ceremonia: Victoria Ceremonia skill is changed to the skill that stops with 3 seconds of Invincibility instead of original skill. <Casting Ceremonia: Victoria> Martinete Jump high and strike hard on the ground to damage nearby enemies. Skill is activated while capturing the target besides a certain monster, and the struck enemy is stunned. Monsters that cannot be captured are not captured, but the same ranged strike occurs, and the target becomes [Groggy] and cannot move. (becomes immune to [Groggy] temporarily after the [Groggy] debuff ends) ※ Corresponding skill cannot be used generally but will be activated when entering a certain command after reaching 5 stacks of combination buff. Skill can be misfired when there aren’t any enemies around after entering the command. <Casts Martinete after succeeding in entering 5 stacks Combination command> Vaivora Vision - Doble Attaque Lv1 effect - When the Lucha De Silla is accurate, Luchador master appears to cast [Especial]. - [Especial] : Luchador master rushes towards the enemy to damage, brandishes the arm to hit multiple times and jump to the air and strike the range. Lv4 effect - Increases the Final Damage of Golpear ※ Item stat will be announced later. <Luchador Master and character playing together by Doble Ataque effect> Balance Patch for next update With the release of Luchador, there will be a balance patch for some classes of Swordsman. With the Dual Slot system, some conditions for buff related to equipping weapons are changed but those related to Swordsman class are vague and the gap of efficiency is too big according to the class combination. To improve this point, just like the Scout class, the related buff will be adjusted to have the buff according to the number of equipped weapons. We have judged that classes that use shields such as Rodelero, Murmillo, and Peltasta have a long progress in order to maximize their attack abilities, but they have little merit. Of course, wearing a shield makes it have higher Defense than other dealer characters, but it has a distinct limitation due to its low Attack in many PvE content. Thus, conditions for switching shield’s Defense to Attack will be adjusted. Change in Dragoon Helmet skill and Muay Thai will also be adjusted. [Adjustment for Weapon Equipping Effect and Buff] Changes Just like the last adjustment for Scout tree, the buff applied when equipping a certain weapon will be applied according to the number equipped in the Dual Slot. Sharp Spear Effect that increases the final damage when the hit is accurate will be applied completely when equipping 2 One-handed Spear or Two-handed Spear. (Only half will be applied when 1 is equipped. Equal to the original when main slot is used) Finestra Adjusted to activate/deactivate the buff by using the skill. Finestra buff will be applied when equipping [One-handed Spear or Two-handed Spear] on the main slot. Also, the effect that increases Critical Rate will be applied completely when equipping 2 One-handed Spear or Two-handed Spear, and the effect that increases the block when equipping the shield will be completely applied when equipping 2 shields. (Only half will be applied when 1 is equipped. Equal to the original when main slot is used) Acrobatic Mount Effect that increases the skill damage will be applied completely when equipping 2 One-handed Spear or Two-handed Spear. (Only half will be applied when 1 is equipped. Equal to the original when main slot is used. Skill only for Mount is applied completely regardless of weapon equipped) Preparation Effect that increases the final damage is applied completely when 2 Rapiers are equipped. (Only half will be applied when 1 is equipped. Equal to the original when main slot is used.) Epee Garde Epee Garde buff applies only when [Rapier] is equipped in the main slot. Effect that increases the final damage when the hit is critical is applied completely when 2 Rapiers are equipped. (Only half will be applied when 1 is equipped. Equal to the original when main slot is used.) Dragon Fear Effect that increases the damage of Dragon Fear is applied completely when equipping 2 One-handed Spear or Two-handed Spear. (Only half will be applied when 1 is equipped. Equal to the original when main slot is used.) Pull Rete Effect of Pull Rete that increases the damage received is applied completely when the attacker equips 2 One-handed Spear. (Only half will be applied when 1 is equipped. Equal to the original when main slot is used.) Throw Rete Effect of Throw Rete that increases the damage received is applied completely when the attacker equips 2 One-handed Spear. (Only half will be applied when 1 is equipped. Equal to the original when main slot is used.) Dagger Guard Effect that applies additional Block is applied completely when equipping 2 Daggers. (Only half will be applied when 1 is equipped. Equal to the original when main slot is used.) Dagger Guard: Deflect Projectiles Effect that applies additional Evasion is applied completely when equipping 2 Daggers. (Only half will be applied when 1 is equipped. Equal to the original when main slot is used.) Retiarius: Determination Effect that increases Final Damage is applied completely when equipping 2 One-handed Spear. (Only half will be applied when 1 is equipped. Equal to the original when main slot is used.) Rodelero, Murmillo, Peltasta: Shield Attack Effect that switches Attack is applied completely when equipping 2 shields. (Only half will be applied when 1 is equipped. Equal to the original when main slot is used.) (ex : [Main slot Shield Defense] * 3% + [Sub slot Shield Defense] * 3% when the Attack convert ratio is 6%) ※ [Synchro Thrusting] is removed from the target skill. For the basic effect of Synchro Thrusting, 30% of shield’s Defense is converted to Attack. ※ Also, as the effect that converts Attack is changed to receive complete effect when equipping 2 shields, it applies equally for Hoplite's [Synchro Thrusting] and Quarrel Shooter’s [Block and Shot]. Quarrel Shooter Chaplain Schwarzer Reiter: Additional Damage Attack conversion rate is adjusted from 10% to 15%. Not only basic Attack but Attack increasing due to buff will also be reflected. [Swordsman] Changes A class that mainly uses a shield had to successfully block the enemy for a long time in order to receive the full effect of Provoke's Wrath. This limitation has lowered the playability. Thus, we’re going to give shield classes an attack option and remove the Provoke-Wrath effect Provoke Provoke-Wrath effect will be removed. [Dragoon] Changes The Dragoon Helmet, which always forced the appearance of the head, will be changed to a Dragonoid skill that can temporarily change the overall appearance and performance. Dragoon Helmet → Dragonoid Gather all powers by wearing a Dragoon’s Dragon Armor. Increases Movement Speed and final damage of Dragoon’s skill and decreases damage received during the buff. The appearance returns and the damage received temporarily increases temporarily after the buff. <Appearance change with Dragonoid> Dragoon Helmet: Light Weight Attribute will be deleted. ※ Light Weight Helmet will be added on the costume shop later. Vaivora Vision - Halberd Condition of Halberd effect will be changed. - Before : Increases final damage against Large/Boss monsters while equipped with Dragoon Helmet - After : Increases final damage against Large/Boss monsters (Advancement to Dragoon is necessary. value is equal as before) [Peltasta] Changes Extreme Shield Attack attribute is added, and the related skills are adjusted accordingly. (New) Extreme Shield Attack Attribute related to the Shield Attack is added. - Cannot receive every shield’s Defense effect, but the Attack conversion value of Shield Attack will increase more. - Only shield Defense is excluded, but block stage applied when equipping shield is maintained. - Applied to Peltasta, Rodelero, and Murmillo. Langort Effect that applies Shield Defense Attack conversion value 30% is removed. Hard Shield Effect that increases DEF in proportion to the DEF value won’t be applied when [Extreme Shield Attack] attribute is activated. [Murmillo] Changes Vaivora Vision [Arena] for Murmillo will be added. (New) Vaivora Vision - Arena Murmillo Vaivora Vision is added. Lv1 effect - Increases every skill level of Murmillo skill besides Cassis Crista, Sprint - Decreases penalty of Cassis Crista - [Arena] area is created near the character after using Frenzied Burst. - Effect of [Arena] : Increases the final damage of Murmillo skill casted in the Arena. In PvP, [Fugitive] debuff is applied temporarily to the enemy character outside the Arena (excludes monster) and decreases Movement Speed, Evasion, Block and Damage. Lv4 effect - When the Headbutt is accurate, 2 Apparition appears with a time lag and casts Butterfly to the enemy (Cooldown: 30 seconds) ※ Item stat will be announced later. <effect of Arena Lv1, Lv4> (New) Extreme Shield Attack Attribute related to the Shield Attack is added. - Cannot receive every shield’s Defense effect, but the Attack conversion value of Shield Attack will increase more. - Only shield Defense is excluded, but block stage applied when equipping shield is maintained. - Applied to Peltasta, Rodelero, and Murmillo Frenzied Burst Cooldown is changed from 20 seconds to 30 seconds. Skill factor is adjusted. - Before : 1631 + [skill level -1] * 271.9 - After : 2447 + [skill level -1] * 407.9 Effect that applies [Stun] is removed. Butterfly Cooldown is adjusted from 25 seconds to 30 seconds. Skill factor is adjusted. - Before : 1127 + [skill level -1] * 187.9 - After : 1352 + [skill level -1] * 225.5 Effect that applies Shield Defense Attack conversion value 30% is removed. Headbutt Cooldown is adjusted from 20 seconds to 30 seconds. Skill factor is adjusted. - Before : 1126 + [skill level -1] * 292.2 - After : 1689 + [skill level -1] * 438.3 [Rodelero] Changes Name and specification of Vaivora Vision [Slash Space] that attack attributes were not unified will be changed and some skills will be adjusted. (New) Extreme Shield Attack Attribute related to the Shield Attack will be added. - Cannot receive every shield’s Defense effect, but the Attack conversion value of Shield Attack will increase more. - Only shield Defense is excluded, but block stage applied when equipping shield is maintained. - Applied to Peltasta, Rodelero, and Murmillo. Montano Attack property will change from [Slash] to [Strike] and changed to Shield attack Skill. ※ Applied to Midnight Baptism effect and Shield Attack. Shield Push Maximum level will be changed from 15 to 5. Overheat will be adjusted from 3 to 1. Skill factor will be adjusted. - Before : 590 + [skill level-1] * 98.5 (max. 1969) - After : 874 + [skill level-1] * 874 (max. 4370) Effect that increases the damage received of [Decreased Defense] will be changed to increase damage from Strike skill. [Unbalanced] enemies spin 180 degrees. Shield Shoving Skill will be deleted. - Related Attributes, Arts, and Gem will be deleted. Shooting Star Effect that applies Shield Defense Attack conversion value 30% is removed. Shooting Star: Violence Value of Shield’s Defense Attack conversion will be changed from 50% to 20%. Vaivora Vision - Slash Space → Vaivora Vision - Escudo Espada Rodelero’s Vaivora name will be changed and some effects will be changed. Lv1 effect - Additionally damages 20 enemies in front and apply [Unbalanced] debuff when casting Montano. Lv1 effect - Increases final damage of Shooting Star [Nak Muay] Changes Muay Thai has higher efficiency when the Cooldown is shorter while Muay Thai: Muay Boran is activated. Thus, [Strike] property skill and effect that can use these factors will be added. Muay Thai When using strike skills, part of Muay Thai Cooldown will decrease. (This effect will be applied regardless of [Muay Thai: Muay Boran]’s activation.) Ram Muay Attack factor will be adjusted. Nak Muay: Additional Damage Attribute that converts a certain ratio of Attack into Additional damage stat will be added. (equal to attribute of Quarrel Shooter, Chaplain, and Schwarzer Reiter) [Other Changes] Adjustment for additional damage property that does not follow increase in Attack, adjustment for Evasion skills, etc will be reflected. Nak Muay Quarrel Shooter Chaplain Schwarzer Reiter: Additional Damage Attack conversion rate will be adjusted from 10% to 15% per attribute level. Not only increase in basic Attack but Attack by the buff will also be reflected. Outlaw Schwarzer Reiter Sheriff Performance of evasion buffs will decrease. Highlander Two-handed Sword of Cross Guard will have an equal damage increase rate with One-handed Sword. This concludes the Balance patch with the Luchador’s update. The next upcoming post for the new class will be the Cleric class, so please stay tuned! Thank you. ※ Contents, values, and attached materials described in this posting may be added, deleted, or changed when applying to the live server.