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GM QnA Session : April 7th, 2017

  Greetings, Saviors! We are sharing here a compilation of the questions answered at our latest GM meetup in a summarized Q&A format. Thank you to everyone who showed up!   Q : Do you have any plans to launch more gesture macros?      A : As you can see from our recent video, yes, we will launch more gestures in a future patch.   Q : Can I get detailed information regarding Rank 9?  A : I hope to know the exact date of arrival.    We are planning to release Rank 9 this year; you will be informed via an announcement on our website once it is ready.   Q : There aren't that many bugs on kTOS, why do we have them in iTOS?     A : That's not quite true. It has been our highest priority to continue to reduce the amount of bugs that may be found and we have made considerable progress in doing so.  If there are still bugs that remain they can be reported on the Forum so that we can address them and develop the game further.    Q : Getting disconnected in TBL (Team Battle League) is a big waste of time. I hope you can make a system to re-enter TBL.     A : Thank you so much for your nice suggestion, we will pass it on for the proper team to consider. However, we think creating stable connection conditions in TBL is more important than a re-entry system. We will keep trying to stabilize our servers and client.   Q : Client unexpectedly closing errors occur frequently after the migration to VS 2015. I'm wondering if you're fixing it.    A : Yes it's our top priority and it's not always caused by VGA related issues.    Q : I wonder if you a plan to punish people who leave the party after entering the Royal Mausoleum or Canyon missions in Saalus Convent.     A : We do not have plans for that yet, but we will inform our designers about this issue and try to find an improvement.   Q : We feel that we have a lack of end-game contents. Do you have any plans to make more end-game contents?     A : To be honest, we are not sure of what end-game contents are coming but we guess more plans will be released after the rebalance patch.    Q : We are facing the problem of 0% map exploration for 2 weeks now. When can we expect this issue to be resolved? A : Our dev team members are still finding out the reasons for the 0% map exploration problem. We will try to fix it as soon as possible.    Q : We are really curious about how IMC improved the DPK system in iTOS. Can you explain what things have been changed and improved?     A : As we have done with the Mystical Cube, we are planning to have an interview with the team to give you more detailed information through the dev blog.   Q : There is bug on the Cyclone skill that reduces it from level 15 to level 1 sometimes, which often causes less damage.     A : We have the same bug on kTOS too, we've already informed our QA team to test and we hope it is fixed soon.   Q : Do you plan to do anything about players who didn't get any Practonium from the Mystical Cube even after trying for 3 months?     A : We know many players have complaints about the RNG system of the Mystical Cube and we will forward them for possible improvements   Q : Many players don't know the Unstable Cube can expire. What are your plans to improve this?     A : The team has made a few UI adjustments that will display this information more easily to players. Please wait a little longer for the update.   Q : It's a shame that not many people play the field bosses, it feels like the content is being wasted. Any changes planned for field bosses?     A : That's a fair point. We will pass on this feedback to the designers and maybe request for more field boss events, for example with cubes.   Q : I like GM meetpus, but I wish there was a dev meetup too.     A : GMs do pass on all your feedback to the dev team, and we try to give you information back from the devs too. That's the reason we have the dev blog on our website.   Q : Any plans to add new level 270 and 315 items?     A : We're looking forward more 270/315 items too, but we can't be sure of when they will be released. They are still in development.   Q : Why are words like "hunt" censored in the chat window?     A : We agree, and we will try to improve this.   Q : I saw in your combat changes video preview that you're rebalancing a lot of aspects in the game, does that mean we're getting a class reset too?     A : Yes, we want to open a reset event when this rebalance update arrives. You can read more details about it on our dev blog.   Q : Do you know that some skills are causing fps drops?     A : Yes, we are aware that skills like Divine Might can cause fps drops especially in TBL. We are working to find the cause and will try to fix it.   Q : Are the new user event rewards tradable?     A : No, the event rewards are untradable.   Q : There's a problem where I can't see the quest NPC.     A : Please send in a ticket about your specific quest so we can try and help you.   Q : Will non-Token users be able to use Team Storage too?     A : Many players have made this request. Something is being worked on, but the final changes will be announced later when they are ready.   Q : I wish there were checkpoints in the Solmiki Area like we have in the Lolopanther Area.    ​ A : That's a good idea. It could help improve disconnection issues as well.   Q : Can you make the Kabbalist's Revenged Sevenfold be less powerful in PvP?     A : PvP balance is next on our list of improvements, but we can't be sure of which skills will be affected.   Q : What are you doing about the people who abused the Symbol of Wealth issue?     A : We did not ban anyone, but they are on our watchlist.   Q : Any results you can share from the South America ping test? A : Thank you for sharing your test results. We haven't decided anything yet, but we will let you know when we do.   Q : Will you be adding new monster cards or monster gems?     A : Not yet. We want to focus on stabilization and balance first.   Q : What about new social functions like a marriage system, fishing, etc.?     A : Again, stabilization and balance will come first.   Q : What was your favorite update in TOS?     A : Personally, the update on March 14, 2017 was my favorite.   Q : What will happen to the Agny Necklace? Are you going to make other items like it?     A : You can read about it on our recent Combat System Changes dev blog post.   Q : Will there be other ways for Swordsman classes to defend themselves against magic in PvP?     A : We're not aware of any plans yet. As a Swordsman class player myself, it does hurt to be hit with magic.   Q : How are you fighting against Hook64 and other unauthorized programs?     A : We keep taking new measures against it, but the details don't appear in the patch notes.   Q : Any chances you'll improve the Sadhu class?     A : There are no plans yet for specific classes, but it could be possible after the general balance update.   Q : Will you be using Steam wallpapers and badges?     A : That's something we have been wondering for some time now, but so far it's not one of the top priorities.   Q : Will you release the Chronomancer Master hair and other NPC hairs and costumes?     A : Those are good ideas, we're always open to suggestions for hairstyles and costumes.   Q : What are you doing about AFK and macro users?     A : We're reviewing a few measures and will relay your ideas as well.   Q : Why can't we exchange items we get from the Exchange shop for medals?     A : There are some improvements on the way. Please check our Future Improvements dev blog posts.   Q : What about a search function for the Exchange Shop?     A : That's a good idea. We still want to improve the Exchange Shop UI.   Q : Can you make skill effects flashier? Some skills don't look that powerful.     A : Not yet. We want to focus on stabilization and balance first.   Q : We need better functionality in guilds. There isn't much to do as it is.     A : There should be some guild improvement plans coming soon, maybe. Please wait a while.   Q : Will there be other ways to obtain hairstyles other than buying them at the TP Shop?     A : We're not sure, but getting hairstyles through other ways sounds like a good idea.   Q : Please get rid of guild neutrality. It's less fun when guilds can be neutral.     A : We don't think guild neutrality will be removed from the game.   Q : I wish there was a button to enter instanced dungeons and missions like the one we have for TBL.     A : There are no plans to develop one yet, but we agree it would be practical.   Q : Why do potions have a cooldown time? TOS is not even a MOBA.     A : I personally think it's maybe to prevent balancing issues and such since there are some examples of other famous MMORPGs also having cooldown periods for potions.  Q : Mouse mode is a little inconvenient. It's better than before, but some actions can still improve.     A : We apologize for the inconveniences of mouse mode, that's something that is being worked on. Please let us know exactly what aspects of mouse mode are inconvenient so we can work further to improve on it.   Q : Why don't you do events for returning users?     A : We want to make events specifically for returning users too, but unfortunately it's been impossible because of certain technical issues.   Q : I wish you could introduce more food buffs like the dumplings.     A : We'll take note of that, keep sending any ideas you have about items and other aspects of the game.   Q : I wish I could make my companion big forever like it was during the trickster event.     A : We noticed a good reaction from the players during that event, so we may consider ways to make it happen.   Q : Will you give us another Rank Reset Voucher when Rank 9 comes out?     A : Any updates about Rank 9 should be announced through the website when they're ready, but we're still considering what to do about the Rank Reset Voucher item.   Q : When will we get new companions and costumes?  A : We're always considering new ideas for new companions and costumes, and want to keep releasing more. We take suggestions from the players too, so feel free to keep them coming.   Q : I wish there were more food accessories like the sushi series, for example curry.     A : Curry sounds like a good idea for a hair accessory, too.   p.s During the GM-Meet Up, there was disconnection problem on Fedimian Server. We apologize to those users and we will also provide rewards to all users who have participated. "

Developer's Blog
April 10th, 2017
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[Video] Balance Changes Preview : Feb 23, 2017

Greetings, Saviors! As you may remember, throughout the month of January we made a few posts on our blog where we discussed some balance changes we're working on. If you haven't yet, do have a look at them here: Balance Talk Jan 6 / Jan 13 / Jan 26. Part of the changes we planned are now ready to be implemented on kTOS, so we wanted to share with you a preview of what the rebalanced classes will actually look like in-game. In this video we feature Warlock, Cannoneer and Monk skills: check them out below!  

Developer's Blog
February 23rd, 2017
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Upcoming New Class: Hwarang

  Hello, this is the Tree of Saviors developer team. In this post, we will be introducing the adjustment on Archer class and a new class due to be updated in the future.       Buff Independent Adjustment and Overall Class Balance Adjustment   In order to ease the issue that only a few fixed builds of classes are used due to the buffs that require a certain weapon or property, factors will be adjusted and buffs will now become independent.     Buff Independent Adjustment   Buff skills used for battle can be sorted into 3 types; 1. Buffs that only apply to the casting class, 2. Buffs that only apply to the casting character, and 3. Buffs that apply to the party members as well.   The condition of buffs applied to the caster will be changed to be applied when ‘attacking with skills of that class’, and value will be adjusted. The buff that lasts for 30 minutes will become passive skills to be applied constantly without having to use it every single time if it is learned.  Not all buffs applied to the caster will be limited to class skills. Some buffs that define the character or that require precise control and decision strategically will be changed to apply on all targets. In this case, it will be free of all requirements after the update even if it was required to use a certain weapon or property in the past. However, because it will now be applied to all attack skills, it will have lower performance compared to the class-limited buffs.         For example, Highlander’s Cross Guard is a skill that receives benefits for slash attacks for a moment after succeeding Block. This type of skill will now receive benefits in all types of attacks. However, the performance of the skill will also be adjusted. The chance of firing Arbalester’s Homing Arrow will also apply on all attacks but its frequency will be lowered. Dragoon’s Dragonoid will also be applied to all attacks since it is a skill that can make an interesting outcome that way, having short duration compared to the cooldown and a high returning benefit. The performance of the buff will of course become lower than the current value.         Mechanism of skills that work as the party buff by buffing or debuffing the party will be maintained. The limits related to certain types of weapon or property will be excluded as much as possible.  However, the damage dealt by the class with the party buff will be adjusted low or the performance of the party buff will be the lowest of all buffs due to two reasons. 1. The party buff applies on all attacks and 2. it is also applied to other party members.    Some skills or attributes can be deleted during the process of reorganizing the buffs.     Attack Property x Defense Property Adjustment Eased   Even when we remove the weapon/property limits of the buff, using the same property is still favorable while "Increase in Final Damage according to Attack and Defense Offensive property" takes a big part. Therefore an update reducing the Offensive property damage will also carry out at the same time.   Before After Property Cloth Leather Plate  Property Cloth Leather Plate  Slash Bow/Crossbow Fire Psychokinesis Dark +25%     Slash Bow/Crossbow Fire Psychokinesis Dark +5%     Pierce Pistol Ice Non Poison   +25%   Pierce Pistol Ice Non Poison   +5%   Strike Cannon Lightning Earth Holy     +25% Strike Cannon Lightning Earth Holy     +5%     Total Skill Factor Adjusted   The Skill Factor of every other skill will be readjusted according to the buff of the reorganized class. When higher the buff performance of the class is, lower the factor or number of skill will be. In addition, when setting the DPS of the attack skill, the reference values such as range, number of targets, additional effects, and duration are changed. Some skills or attack functions can be excluded during the skill adjustment as well.   Stats and requirements of Vaivora Vision and Goddess’/Demon God’s Armor, which has a great impact on the skill factor, will be changed along with the skill factor adjustments.     Equipment change and reset event   The following reset/support event will be held with the update, due to the situation that requires a total rebuild of the existing classes.   ▶ [Storage] Vaivora Vision Extract Voucher / Unlimited within the period ▶ [Storage] Goddess’/Demon God’s Armor Extract Voucher / Unlimited within the period ▶ Obtain Equipment Type Change Tome/ Unlimited within the period ▶ Obtain Skill, Attribute, Arts Reset Voucher& Class Change Voucher  / 5 times per character  -   Selected Class Skill Reset Potion x 4   -  Selected Class Attribute Reset Potion x 4   -  Arts Reset Potion Selection Box x 4   -  Class Change Voucher Lv 4 x 1   Vaivora and Goddess’/Demon God’s Armor registered in the Equipment Storage can be extracted to a Register Voucher of the same level. Lv 3 Vaivora Register Voucher will be given when unequipping Lv.3 Vaivora Vision - Fire Bolt and Lv 4 Vaivora Register Voucher will be given when unequipping Lv.4 Vaivora Vision - Outrage. Because this Register Voucher can level up a Vaivora to the level you wish even when you don’t actually have that Vaivora in possession, it will only be provided as a temporary item. The same steps can be taken for the Goddess’/Demon God’s Armor. The reset support items above will be automatically deleted at the end of the event. (Vaivora & Goddess’/Demon God’s Armor Extract Voucher will be deleted but unused Vaivora Register Voucher made by extracting will remain)       Master’s Request - New Class [Hwarang]   A new class “Hwarang” will be added. New Master's Request will also be added and Achievement Title and Common Costume can be received as a reward.       Hwarang uses a two-handed bow and maximizes its ability when fighting with allies. Hwarang values ​​camaraderie and collusion among its members and spends enough time cultivating their beauty. This culture of cooperation and self-management largely influenced the Hwarang’s tactics. A group composed of or led by a Hwarang is usually the first person to announce the victory on the battlefield.  Hwarang is a two-handed bow class that can both attack and support the party. Skills can be used in a wider range in a party than when you are alone. They can also launch an additional attack on their own or give a beneficial buff to their allies after hitting an enemy with skill.       Hwarang Hwarang is an archer class that can attack enemies from a distance and also support the party at the same time. All Hwarang’s skills can only be used with a two-handed bow.   Hwarang uses the class-only buff [Unbending Spirit], and deals additional attacks or gives beneficial buff to party members by consuming [Unbending Spirit].   The key attack skill [Pyeonjeon] fires an unguided projectile with a long range after casting. [Unbending Spirit] can be obtained only by accurately hitting the Pyeonjeon skill, so hitting Pyeonjeon in the right place at the right time is the key to operating the Hwarang class.   The [Dancing Arrow] is a skill that makes up for Pyeonjeon’s difficulty. It can be used without consuming [Unbending Spirit], and is designed as a skill that allows you to easily acquire the [Unbending Spirit] buff with a channeling AoE attack.   Descriptions of Enhance and Enhanced Upgrade arts will not be mentioned in this post and the contents applied to the actual game may differ from the following. Hwarang: Prostration   Increases Accuracy by 4% per attribute level (Maximum Level 5) Pyeonjeon   Maximum Casting Time: 2 seconds   Fires a long-range Pyeonjeon after loading it. It can be fired after 0.7 seconds of casting time, and the fired Pyeonjeon penetrates through the enemy according to the AoE attack ratio and gives damage. When Pyeonjeon is accurately hit, it leaves the [Vestige] debuff on the enemy for 6 seconds and 2 [Unbending Spirit] stacks on the caster (Maximum 2 stacks) The damage and range of Pyeonjeon increases in proportion to the casting time. If Pyeonjeon is not fired for 5 seconds after casting, casting is stopped and a half of the cooldown is applied. 2 seconds cooldown is applied when canceling the casting before 0.7 seconds.   ※ The presence or absence of a specific buff will be displayed at the bottom of the character after the update Pyeonjeon: Moving Aim   * After 0.7 seconds of casting Pyeonjeon, you can move while facing the front with a fixed movement speed of 20. * Increases SP consumption by 20% Pyeonjeon: Majority Specialized   * Increases Cooldown by 5 seconds * Knockdown target when inflicting accurate hit after casting for 2 seconds * Removes 2 removable buffs on the target * Damage dealt by Pyeonjeon ignores enemy’s Evasion * Black and White Horn Bows that are cast within 3 seconds after hitting Pyeonjeon ignores the enemy’s Evasion Black Horn Bow   Consumes 1 [Unbending Spirit] buff   Targets with [Vestige] debuff applied by yourself receive instant damage the moment skill is cast. Cooldown of Dancing Arrow decreases by 2 seconds when it is cast within 2 seconds after White Horn Bow is cast. White Horn Bow   Consumes 1 [Unbending Spirit] buff   Targets with [Vestige] debuff applied by yourself receive instant damage the moment skill is cast. Cooldown of Dancing Arrow decreases by 2 seconds when it is cast within 2 seconds after Black Horn Bow is cast. [Arts] Sky Striking Grenade   * Final Damage of Black, White Horn Bow -75% * When casting Black, White Horn Bow, unguided projectiles are fired at the target location, and deals AoE damage at 40 range around the target * AoE Attack Ratio of Black, White Horn Bow changed to 5 * Flight speed of Black and White Bow projectiles decreases Outbrave   Consumes 1 [Unbending Spirit] buff   Plant an Outbrave flag in front of you. The installed flag points to the direction the character was looking at when casting the skill. Critical damage increases when party members, including yourself, attacks in the direction of the flag inside the range of the flag. This is not applied to Magic Circle and Continual AoE skills. [Arts] Outbrave: Fight to Death   * Existing functions are replaced with the effects below * When party members, including yourself, cast an attack skill in the direction the flag is pointing inside the flag’s range, fire supporting arrows forward.  * Supporting Arrow Skill Factor n% (n% of Pyeonjeon skill factor) * Supporting Arrow Cooldown 5 seconds (Applied per character) Brotherhood   Consumes 1 [Unbending Spirit] buff   Gives buffs to party members nearby for the duration. Damage dealt increases according to the number of party members receiving the buff. When a party member moves out of the buff range, the buff is removed from that character. Dancing Arrow   Channeling time: 2 seconds   Scatters arrow on the ground and shows Dancing Arrows. Fires an arrow to the front for 3 times and damages the enemy in range. The 3rd arrow has a higher skill factor. When the Dancing Arrow begins, you obtain 2 stacks of [ Unbending Spirit] buff for 6 seconds and the enemy hit by the 3rd arrow receives [Vestige] debuff. Dancing Arrow: Leap  * Increases SP consumption by 50% * Casts Leap in current level after channeling for 2 seconds. Vaivora Vision - Jusalnegi   Lv1 Effect - Changes the Unbending Spirit buff to max. 4 stacks - Fires 2 consecutive times when casting Pyeonjeon   Lv4 Effect - White Horn Bow Final Damage +50% - Black Horn Bow Final Damage   ※ Item Stat will be announced later       Archer Class Balance Adjustment     With the addition of Hwarang and the independence of the buffs, some classes in the Archer will have skill reorganization. Targets are classes that use Two-handed Bow,  Musket, and Cannon.    Archer To give a temporary advantage when dealing with enemies with high Evasion stats, new attribute will be added to the [Concentration] skill. This will clear the whole Archer class concept and we expect Archer class can do their own role in PVP. Concentration: Hawkeye   * Removes the [Concentration]’s effect that increases Critical Rate * Duration will be changed to 5 seconds * Unable to evade the enemy during the buff duration     Ranger   As buff independence improvement work that most of the buffs possessed by each class function only in the skill of that class progresses, the Ranger class, which has only relied on the powerful buff performance of [Critical Shot] and [Steady Aim], will be completely redesigned.   Ranger have skill composition that is effective to increase the distance with the enemy, and will be reworked to a single-target damage dealer class that can be compatible with Two-handed bow and crossbow. Ranger: Swift Runner   * Increases Stamina by 20 * Recovers Stamina by 5% when casting [Strafe] Barrage   Maximum Lv: 15 Overheat: 3 times Cooldown: 15 seconds   Place 3 arrows at once and fire at one enemy. Barrage: Knockback   * When the third overheat is accurate, knocks back the target  * Only applied to the medium target * Increases the range of Knockback according to the Attribute level * Increases SP consumption by 20% [Arts] Barrage: Wild Throw   * Decreases Cooldown by 5 seconds * Decreases caster’s Accuracy stat by 70% when calculating the Barrage skill damage. Scan   Maximum Lv: 15 Cooldown: 60 seconds   Apply [Scan] debuff that can be removed to the target. When you damage the enemy under [Scan] with Ranger skill, the Critical Rate Stat will be additionally calculated. The Cooldown decreases when the character is dashing.  Full Throttle   Maximum Lv: 5 Applies at all times when learned   Final damage increases when the Ranger attack skill is critical.  Applied skill:  - Barrage  - Double Take  - Strafe  - Blazing Arrow Double Take   Maximum Lv: 10 Cooldown: 15 seconds Can be used after learning the skill   When the Ranger attack skill is accurate, fires the arrow to the target when it’s not during the Cooldown and applies Cooldown. Decreases Cooldown by 5 seconds when the Ranger’s attack skill is critical.   Ranger attack skill:  - Barrage  - Strafe  - Blazing Arrow  Strafe   Maximum Lv: 10 Cooldown: 0 seconds Can be used once for 3 seconds after [Barrage] and [Blazing Arrow] is accurate.   Fires an arrow to the target and moves fastly to the right side. You can choose the direction with an arrow key. Temporarily increases the Evasion stat when the attack is accurate. [Arts] Strafe: Scud   * Doubles total skill factor * Temporarily removes the effect that increases Evasion after use * Can be charged up to 3 times Blazing Arrow   Maximum Lv: 5 Cooldown: 30 seconds   Fires a slow speed arrow to damage the target. Character pushes back when firing. When the hit target is under [Scan] debuff you’ve applied, removes the [Scan] debuff and halves the Cooldown of this skill. [Arts] Blazing Arrow: Frozen Arrow  * Changes [Fire] property to [Ice] property * Applies [Frozen] to the target for 3 seconds * Decreases total skill factor by 30% Vaivora Vision - Tempest   Lv1 Effect - Decreases Cooldown of Double Take by 5 seconds - When Double Take is cast, a tornado is created  around the target and damages within 70 range.  - Knocks non-boss monsters into the air for 1 second (Skill factor is equal to current level of Double Take) - Targets: 10    Lv4 Effect -  Blazing Arrow Final Damage +100%   ※ Item Stat will be anounced later.   <Using Ranger skill after fixing the target>      Fletcher   Fletcher consists of active attack skills which are not only inconvenient to use, but the attack skills had a dry concept with no features. Thus, the Fletcher class will be completely redesigned to simplify the control and give its own features.    Adjusted Fletcher can use all 4 arrow skills with [Fletcher Arrow Shot] skill, and gains temporary AoE Attack ability with [Catena Chain Arrow] skill. Fletcher is a long-distance dealer class that can be a great choice when you lack attacking skill since Fletcher can use both Two-handed Bow and Crossbow. Fletcher Arrow Shot   Maximum Lv: 5 Cooldown: 0 seconds Activates when you have 1 or more Fletcher Arrow buff   Fires Fletcher arrow to single target. Fletcher Arrow skill buff with short Cooldown will be consumed first, and Cooldown will be applied to the fired Fletcher Arrow skill.   Fletcher Arrow skill:  - Barbed Arrow  - Bodkin Point  - Crossfire  - Divine Machine Arrow   Skill range: n (increases according to skill level) Every skill factor of Fletcher Arrow skill increases proportionally to the skill level   Bodkin Point   Maximum Lv: 15 Cooldown: 15 seconds Can be used after learning the skill   Applies [Bodkin Point] buff to the character when it’s not during the Cooldown. You can fire Fletcher Arrow buff with [Fletcher Arrow Shot] skill. Bodkin Point ignores part of the enemy's Physical Defense.   Barbed Arrow   Maximum Lv: 15 Cooldown: 10 seconds Can be used after learning the skill    Applies [Barbed Arrow] buff to the character when it’s not during the Cooldown.  You can fire Fletcher Arrow buff with [Fletcher Arrow Shot] skill. Barbed Arrow ignores part of the enemy's Evasion.  Cross Fire   Maximum Lv: 10 Cooldown: 12 seconds Can be used after learning the skill   Applies [Cross Fire] buff to the character when it’s not during the Cooldown.  You can fire Fletcher Arrow buff with [Fletcher Arrow Shot] skill. Cross Fire applies AoE damage in Cross range around the target and strikes the enemy in the center of the range for 2 times.  [Arts] Crossfire: Portfire   * Increases Cooldown by 5 seconds * Pulls the struck enemy to the center of skill range * Target gets stunned for 2 seconds. Divine Machine Arrow   Maximum Lv: 10 Cooldown: 20 seconds Can be used after learning the skill   Applies [Divine Machine Arrow] buff to the character when it’s not during the Cooldown. You can fire Fletcher Arrow buff with [Fletcher Arrow Shot] skill. Divine Machine Arrow damages with AoE in a narrow area 3 times around the location of attack. Catena Chain Arrow   Maximum Lv: 5 Cooldown: 40 seconds   Fires Chain Arrow to the designated location to install the arrow and connects it with you. Applies AoE damage in a straight range where you and the chain are connected every time you use Fletcher Arrow Shot. Uninstalls the arrow when you use the skill while the arrow is installed or when you get far from the connected arrow in 300 or more distance.  Cooldown of the skill starts from the moment when the installed arrow is removed.   Duration: 20 seconds Targets: 10   Catena Chain Arrow: Promised Hit   * Changes target to 1 * Ignores target’s Evasion, block. The attack becomes accurate unconditionally. [Arts] Catena Chain Arrow: Haken Leap   * Decreases duration of arrow installation by 5 seconds * When the skill is used again while the arrow is installed and the installation is removed, the character leaps to the location of the arrow connected to the character. Vaivora Vision -  Reinforced Bowstring   Lv1 Effect - Applies 2 stacks when applying Bodkin Point buff - Applies 2 stacks when applying Barbed Arrow buff   Lv4 Effect - Divine Machine Arrow Final Damage +100%   ※ Item stat will be announced later. <Catena Chain Arrow - Fletcher Arrow Shot x 4 times - [Arts] Haken Leap>     Mergen In order to In order to strengthen the identity of the AoE damage dealer class, the overall skill range will be increased, and the maximum level of skills will be changed and the skill factor will also be adjusted.   Zenith skill will be changed to passive skill that increases the other skills so that it can provide a high value of AoE attack Ratio to the Mergen skill or increase the final damage. Also, Mergen’s Arts will all be redesigned.  Mergen: Injury Rupture   Attribute will be deleted. Mergen: Expanded Range   Attribute will be deleted. New Arts will be added.   [Arts] Mergen: Continue Hunting   * Recovers 20% of HP Recovery when defeating Small, Medium, Large sized monsters with Mergen attack skill (Cooldown: 5 seconds)   Spread Shot   Effect that deals increased damage to the targets in Fear will be deleted. AoE Attack Ratio will be changed from 3 to 1.   Skill factor will be adjusted.   Down Fall   Skill factor will be adjusted. Down Fall: Broaden   Attribute will be deleted. [Arts] Down Fall: Rapid Shot   Arts will be deleted. Zenith   Can be learned from class lv.1 Maximum Lv: 5 Applied at all times when learned   Increases AoE Attack Ratio of Mergen attack skill.   Applied Skill:  - Spread Shot  - Homing Arrow  - Triple Arrow   Increases Mergen Skill AoE Attack Ratio by [3 * skill level]  ON/OFF Attribute   Zenith: Fire For Effect   * Removes the effect that increases AoE Attack Ratio * Increases final damage of Mergen attack skill by [n * Zenith skill level]%    Skill that increases damage:  - Spread Shot  - Triple Arrow  - Homing Arrow  - Arrow Rain  - Down Fall Homing Arrow   Overheat will be changed from 2 to 1. Cooldown will be changed from 25 seconds to 20 seconds. AoE Attack Ratio will be changed from -1 to -7. Skill range will be changed from 130 to 200.   Skill factor will be adjusted. New Attribute will be added. (character with lv.350 or above can learn)   Homing Arrow: Shackle   * Apply [Unable to Move] for 2 seconds when the hit is accurate to non-boss monsters. * Increases SP consumption by 30% Arrow Sprinkle   This skill will be changed to casting skill. Skill distance will be changed from 200 to 250. Skill range will be changed from 45 to 80. Range of one arrow falling down will be changed from 9 to 15.  Size of the falling arrow’s effect will increase and the speed will become faster. Falling frequency of the arrow during the duration will increase.   Maximum casting time: 1 second Duration increases by 0.5 seconds per 0.1 seconds of casting time Arrow Sprinkle maximum Duration: 5 seconds   Skill factor will be adjusted. [Arts] Arrow Sprinkle: Barrage   Arts will be deleted. Triple Arrow   This skill will be changed to a skill that can be learned from class level 31. (Maximum Lv: 5) Cooldown will be changed from 20 seconds to 15 seconds. Skill range will be changed from 140 to 175. Range of explosion effect will be changed from 25 to 30. AoE Attack Ratio will be changed from 6 to 3.   The way the explosive effect is applied will be changed. - Before: 10% of damage by Triple Arrow is applied as a basic attack. - After: Apply as a separate skill with 40% skill factor of Triple Arrow.   Skill factor will be adjusted. New Arts will be added.   [Arts] Triple Arrow : Zephyr   * Removes explosive effect * Skill will be casted for 2 times at once when using the skill Vaivora Vision - Orbital Arrow   Some of the Lv1 effect will be changed. Before After - Additional damage to 20 enemies within the range by descending a gigantic arrow every 1 second where Arrow Sprinkle is cast - Duration: 3 seconds  (Skill factor of Orbital Arrow is equal to 1 hit of Arrow Sprinkle) - Additional damage to 20 enemies within the range by descending a gigantic arrow every 1 second where Arrow Sprinkle is cast (Skill factor of Orbital Arrow is equal to 1 hit of Arrow Sprinkle) - Duration is equal to that of Arrow Sprinkle       Musketeer  Although the Musketeer has high dependency on the [Sniper's Serenity] skill, the play experience was not good in terms of user perception and convenience since it has a mechanism where you have to repeat casting to maintain the buff.   Thus, [Sniper's Serenity] will be deleted, and the responsiveness of using attack skills will be improved so that we can change Musketeer into an easy-to-operate and intuitive dealer class.   Also, [Snipe] skill will no longer be a one-shot attack skill, but will be redesigned as a quick attack skill used between skill uses, serving as a measure of Musketeer operation skills.  Musketeer: Ready for Battle   Attribute will be deleted. Sniper's Serenity   Skill will be deleted. [Arts] Sniper's Serenity: Large Caliber   Arts will be deleted. Head Shot   Skill will be deleted. [Arts] Snipe: Conceal   Arts will be deleted. Covering Fire   Function that increases the damage during [Sniper's Serenity] will be deleted. The skill will be changed from limiting the number of targets to AoE Attack Ratio skill. AoE Attack Ratio will be 14. Skill range will be changed from 60 to 80. The way of striking will be changed from 11 continuous hits to 11 continuous hits in motion. Cooldown will be changed from 20 seconds to 15 seconds.   Skill factor will be adjusted.   Penetration Shot   Function that increases the damage and range during [Sniper's Serenity] will be deleted. Skill will be changed from targeting skill to skill that instantly hits a straight-line range in front of you.   Skill range: 170, width: 35 This skill will be changed to AoE Attack Ratio skill. AoE Attack Ratio will be 10 Cooldown will be changed from 20 seconds to 15 seconds.   Skill factor will be adjusted.   Prime and Load   Function that applied additional Cooldown according to the skill reset will be deleted. Cooldown will be changed from 25 seconds to 60 seconds. When using the skill, resets Cooldown of [Covering Fire], [Penetration Shot], and  [Volleyfire] and removes [Sniper Exposed] buff applied to you.   Grooving Muzzle   Maximum Lv: 10 Receives 45 stacks of [Enhance Steel Wire] buff upon use. Consume 1 stack of [Enhance Steel Wire] buff when attacking with Musket, applies [Grooving Muzzle] debuff when accurate. Decreases Defense and Block stat per 1 stack of [Grooving Muzzle]. The Cooldown will be applied when the [Enhance Steel Wire] buff is removed and you cannot use the skill during the buff.   Maximum number of [Grooving Muzzle] debuff stacks increases according to the skill level.   Volleyfire   Function that increases damage during [Sniper’s Serenity] will be deleted. This skill will be changed to single targeting skill. Cooldown will be changed from 20 seconds to 15 seconds.   Skill factor will be adjusted.   Snipe   Function that increases damage during [Sniper’s Serenity] will be deleted. Function that increases damage of the enemy under Bleeding will be deleted. Function that inflicts Ricochet to the enemy nearby the struck enemy will be deleted. Function that applies [Snipe: Wound] to the struck enemy will be deleted.   Function that inflicts a definite critical hit on an enemy under [Coursing] will be removed.   Cooldown is changed from 15 seconds to 1 second. Receives 1 stack of [Sniper Exposed] buff when using the skill. (max. 10 stacks)   Snipe’s damage and Accuracy rate decreases by 10% per 1 stack of [Sniper Exposed] buff. [Sniper Exposed] buff decreases every certain time.   Skill factor will be adjusted.   Attribute will be added.   Snipe: Promised Hit   * When there is no [Sniper Exposed] buff, you cannot evade the enemy * Increases SP consumption by 30%   Arts will be added.   [Arts] Snipe: Head Shot   * When calculating the Snipe skill damage, decreases caster’s Accuracy stat by 50% * Unable to block opponent when the hit is accurate * Critical hit when the hit is accurate * Knockdown when the hit is accurate * Apply [Snipe: Wound] debuff when the hit is accurate and damages 10% of inflicted damage per second. (duration: 5 seconds) (Effect of Head Shot Cooldown: 15 seconds)    Effect of Vaivora Vision will be changed.   Vaivora Vision - Armor-piercing Shell   All Musketeer skill level +1   Lv1 Effect -  Ignores 15% of opponent's Defense when attacking with Musketeer’s attack skill or normal attack. (Ignores Defense by 20% when the opponent is a character)   Lv4 Effect - Snipe Final Damage + 100%       Tiger Hunter Removes the function that directly increased the damage to the monster, the dealing function to the single target will be improved. The skill will have a higher utility due to the condition to remove stealth of [Camo Shot] skill will be changed.  The [Eye of the Tiger] skill will be deleted and a new skill [Tiger Hunting] will be added. [Tiger Hunting] can damage a long distance but long casting time is needed.    Since [Tiger Hunting] can inflict strong damage from long distances, but requires a long casting time, you can inflict long-range damage in a relatively safe situation by linking it with the Camouflage effect of the [Camo Shot] skill. [Arts] Tiger Hunter: Bounty Hunter   Arts will be deleted. Tracking   This skill will be changed to the skill that applies [Tracking] debuff to the single target. [Tracking] debuff can be applied only to a single target and when you apply it to a new target, the previous target’s debuff will be removed.   Increases Final damage and minimum critical rate from the Tiger Hunt skill to the target under [Tracking] debuff.    Function that instantly removes the Camouflage buff when the target under debuff receives the [Camouflage] effect will be added.   Function that increased the Movement Speed when approaching the enemy under debuff will be deleted.   Tracking: Duration   Attribute will be deleted. Piercing Shot   Function that increases damage against boss monsters or enemies under [Tracking: Prey] will be deleted. The way of striking is changed from 6 continuous hits to 6 continuous hits in motion.   Skill factor will be adjusted.   Rapid Shot   Function that increases damage against boss monsters or enemies under [Tracking: Prey] will be deleted.   Skill factor will be adjusted.   Eye of the Tiger   Skill will be deleted. Ambush   Function that applies [Stun] to the enemy by chance will be deleted. When the target is under the [Tracking] debuff you’ve applied, apply [Stun] for 3 seconds. Skill’s delay will decrease.   Skill factor will be adjusted.   Camo Shot   This skill will be changed to the skill that can be learned from class lv.16. (maximum lv.5) Cooldown will be changed from 50 seconds to 25 seconds. Duration will be changed from 10 seconds to 6 seconds.   The way of applying Camouflage removal chance will be changed .- Before : Checks the Camouflage removal chance when damaging while hiding  - After : Checks the Camouflage removal chance when using the attack skill while hiding     Camo Shot: Grasslands   Attribute will be deleted. Camo Shot: Advantage   Attribute will be deleted. New skill will be added.   Tiger Hunting   Can be learned from class lv. 31 Maximum Lv: 5 Cooldown: 25 seconds   Activates when there is enemy under [Tracking] you’ve applied   Casting time: 4 seconds   Prepare distant shooting in a seated stance. While casting, the vision gradually expands and fires at the target under the [Tracking] debuff to inflict damage after casting is completed. When you cancel during the casting, half of the Cooldown will be applied. Stops casting when target’s [Tracking] debuff removes during the casting.        <Use Tiger Hunting after Camo Shot>   New Arts will be added.   [Arts] Tiger Hunting: Commando  * Increases casting time by 3 seconds * Resists on every debuff that require advanced removal while casting * Immune to Knockback and Knockdown while casting         Arquebusier Removes an Attribute that deals higher damage in proportion to distance, which was difficult to use in actual battle.    Also, the attacks enhanced by consuming [Clean Hit] buff will be deleted and the [Arquebusier Barrage] skill will be redesigned to make it easier to deal damage in AoE attacks so that the more Arquebusier attack skills you hit, the more often you will be able to activate the [Arquebusier Barrage] skill.   The main change will be the [Desperate Defense] skill, which will be changed to have effect that decreases the damage received to the party. When using the [Desperate Defense] skill, a flag will be installed in the center and any party member can prolong the duration by interacting with the flag. Arquebusier Weapon   Skill will be deleted.   Every Arquebusier attack skill’s property will be determined according to the type of equipped weapon.  (Pistol or Cannon)   Sniper's Breathing   Attribute will be deleted. Prediction   Function that stacks [Clean Hit] will be removed. [Arts] Prediction: Perfect Hit   Arts will be deleted. Arts will be added.   [Arts] Prediction: Perspective Distortion   * Removes effect that increases the Accuracy * Decreases Cooldown by 20 seconds * Appoint range and applies debuff up to 10 enemies within 75 range  * Decreases debuff target’s AoE Defense Ratio by your AoE Attack Ratio (Does not decrease less than 1, debuff cannot be stacked) * Debuff Duration: [skill level * 3] seconds Pinpoint Fire   Skill will be deleted. Skill name will be changed.   Lucky Strike → Linear Shooting   Function that stacks [Clean Hit] buff will be removed. Cooldown will be changed from 15 seconds to 5 seconds. This skill will be changed to casting skill. Casting time: 0.5 seconds Function that removes the limit of target during the [Defend Position] will be removed. This skill will be changed to AoE Attack Ratio skill. AoE Attack Ratio will be 2.   Skill factor will be adjusted.   Lucky Strike: Long-range Fire   Attribute will be deleted. Attribute will be added   Linear Shooting: Amplify Restraint   * Apply [Stun] to the target for 2 seconds when the hit is critical * Increases SP consumption by 20% Skill will be redesigned.   Arquebus Barrage   Can be learned from class lv. 16 Maximum Lv: 10 Cooldown: 15 seconds Can be used after learning the skill   After casting Arquebusier's attack skill, if it’s not during the cooldown,  fires damage in front of you and applies Cooldown.     Decreases Cooldown by n seconds when Arquebusier’s attack skill is accurate.   Arquebusier Attack Skill: - Linear Shooting - Dusty Salute - Precision Fire   AoE Attack Ratio: 17   Skill range is changed from 120 to 200. Skill’s delay will be improved. Dusty Salute   Skill range is changed from 45 to 75.   This skill is changed to the skill that can be learned from class lv. 1. (maximum lv: 5) Function that applies Silence by consuming a stack of [Clean Hit] will be removed. Cooldown will be changed from 30 seconds to 15 seconds. AoE Attack Ratio will be changed from 10 to 12. Function that applies [Slow] to the non-boss monster for 5 seconds will be added.   Skill factor will be adjusted.   Effect will be changed. Skill will be redesigned.   Desperate Defense   Can be learned from class lv. 16 Maximum Lv: 10 Cooldown: 50 seconds [Continous Area Effect]   Install a protective wall to decrease the damage to the party member in range. Casts for 5 seconds when you or a party member interacts at the point marked in the center of the wall, and the remaining duration of the wall resets when casting is completed. Protective wall removes when you are out of the range. Cooldown of the skill will be applied from the time of when the wall is removed. Fails casting when the protective wall exists in nearby 150 range and 5 seconds of Cooldown will be applied.   Decreases Physical, Magic Damage by n% (increases according to the skill level) Duration: 30 seconds   Skill range will be changed from 60 to 80. Desperate Defense: Maintain   Attribute will be deleted. [Arts] Desperate Defense: Courage   Arts will be deleted. Precision Fire   Function that stacks [Clean Hit] buff will be deleted. Function that decreases the Cooldown according to the [Clean Hit] buff will be deleted. Channeling time will be changed from 5 seconds to 3 seconds. Cooldown will be changed from 35 seconds to 25 seconds. Function that removes the limit of target during the [Defend Position] will be removed. This skill will be changed to AoE Attack Ratio skill. AoE Attack Ratio will be 3.   Skill factor will be adjusted.   Effect and sound will be changed. Precision Fire: Long-range Fire   Attribute will be deleted. Arts will be added.   [Arts] Shaped Charge   * Decreases final damage of [Linear Shooting] and [Precision Fire] by 25% * Increases AoE Attack Ratio of [Linear Shooting] and [Precision Fire] by 10  Vaivora Vision - Lever Action    All Arquebusier skill level +1   Lv1 Effect - Speed of firing Precision Fire doubles   Lv4 Effect - Arquebus Barrage final damage +100%     Cannoneer [Bazooka] skill will be redesigned into a skill that changes [Cannon Shot] and [Cannon Barrage] to casting skill. While using [Bazooka], those two skills’ Cooldown will double and casting will be increased, but they will receive suitable damage and AoE Attack Ratio which leads to compressing the time using the skill..   In addition, it will have all of the instant activation, casting, and channeling skills in the skillset, so it will become more flexible on choosing Goddess’/Demon God’s Armor, and the concept of using cannons to launch heavy attacks will be strengthened. Cannon Mastery: Penetration   Condition to apply the attribute and value of the effect will be changed.   * Decreases the chance of attack being Block by 3% per attribute level when attacking the enemy with Connoneer   Increased Maximum Weight   Attribute will be deleted. Cannoneer: Detonate   Attribute will be deleted. Cannon Shot   Skill distance will be changed from 130 to 160.   Skill factor will be adjusted.   Function that applies damage of 3 to the structure will be added. Cannon Shot: Chain Explosion   Attribute will be deleted. Arts will be added.   [Arts] Cannon Shot: Howitzer   * This skill will be changed to firing projectile without inducing the targeting  * Projectile speed will be slow * Changes the skill range of [Cannon Shot] to 85 * Increases AoE Attack Ratio of [Cannon Shot] by 5 Siege Burst   Skill will be deleted. Skill will be redesigned.   Cannon Blast   Can be learned from class level 16 Maximum Lv: 10 Cooldown: 20 seconds Channeling time: 1.5 seconds   Fires Cannon to the front while channeling to damage. You can change the direction while channeling and you are pushed back when firing Cannon. Knockbacks the enemy hit in short distance. Immune to Knockback and Knockdown while channeling.   Skill factor: n% per 0.7 seconds AoE Attack Ratio: 12 Smoke Grenade   Maximum Lv: 5  Cooldown will be changed from 25 seconds to 30 seconds. Skill range will be changed from 55 to 75. Targets affected by the debuff in range will be 20. Duration will be changed from 7 + (skill level * 1) seconds to 1 + (skill level * 1) seconds. Function that exceeds the maximum damage when dealing enemies within the range will be deleted. Decreases Accuracy and Evasion stat of enemies in range by n%. (increases according to skill level) Enhance attribute will be added. (increases effect that decreases Accuracy and Evasion according to attribute level) Cannon Barrage   Can be learned from class level 1. (maximum lv:5) Skill distance is changed from 130 to 160. Overheat will be changed from 2 to 1. Cooldown will be changed from 30 seconds to 10 seconds. Skill Range will be changed from 45 to 60. Function that applies stun by chance will be deleted. Stun the enemy for 2 seconds while under [Bazooka] state.   Skill factor will be adjusted. Cannon Barrage: Weight Reduction   Attribute will be deleted. Skill will be redesigned.   Bazooka   Can be learned from class lv.16 Maximum Lv: 10 Cooldown: 5 seconds   Turns to Bazooka status and changes part of Cannoneer attacking skill into casting skill and increases the skill’s AoE Attack Ratio, final damage, and Cooldown. Bazooka will be removed when you cast the skill while you’re under Bazooka state.   Casting time of [Cannon Shot], [Cannon Barrage] will be changed to 0.75 seconds. Skill distance of [Cannon Shot], [Cannon Barrage] will be changed to 200. AoE Attack Ratio of [Cannon Shot], [Cannon Barrage] will be increased by n. Final damage of [Cannon Shot], [Cannon Barrage] will be increased by n%. Cooldown of [Cannon Shot] will be changed to 10 seconds. Cooldown of [Cannon Barrage] will be changed to 20 seconds.   AoE Attack Ratio and Final Damage increase rate will be increased according to the skill level. [Arts] Bazooka: Nimble    Arts will be deleted. Sweeping Cannon   Function that creates an attacking area to continuously attack will be deleted.   Skill factor will be adjusted. [Arts] Sweeping Cannon: Siege Shot   Function that increases damage when attacking a boss monster will be deleted. Function that destroys installed [Magic Circle], [Continuous Area Effect] skills will be added. Cooldown will be increased by 10 seconds when activating the Arts. Name and effect of Vaivora Vision - Cannon Hold will be changed.   Vaivora Vision - Air Burst   All Cannoneer skill level +1   Lv1 Effect - When casting Smoke Bomb, [Air Burst] activates per second within the Smoke Bomb range  (skill factor is proportional to that of Cannon shot) - AoE Attack Ratio: 20 - Struck target gets [Slow] for 2 seconds   Lv4 Effect - Decreases Cooldown of Sweeping Cannon by 20 seconds <Cannon Blast -Cannon Barrage - [Arts] Cannon Shot: Howitzer>     Matross Overall skill usage will be improved and skill factor will be adjusted. Also, new skill [Artillery Call] that will substitute the [Canister Shot] will be added. [Artillery Call] temporarily expands the sight and can damage in far distance. Fire and Run   Skill range will be changed from 65 range around you to 50 range in front.   Skill factor will be adjusted. Explosion   Function that increases nearby targets when you’re in [Bazooka] state will be removed.   Skill factor will be adjusted. Menace Shot   Maximum Lv: 5 Targets will be changed to 5 + [skill level * 3]. Skill range will be changed from 80 range around you to 80 range in front of you. Effect of the attribute will be changed.   Menace Shot: Achilles Heel   * Increases Cooldown of Menace Shot by 10 seconds * Removes 3 removable buffs Crouching Strike   Attack property will be changed from [Physical] - [Strike] to [Missile]- [Cannon]. Skill range will be changed from 100 range around you to straight range in front of you. Skill range will be set with 220 length and 50 width. Cooldown will be changed from 10 seconds to 20 seconds.   Skill factor will be adjusted. Crouching Strike: Stun   Attribute will be deleted. Crouching Strike: Remove Knockdown   Attribute will be deleted. Name and effect of the Arts will be changed.   [Arts] Crouching Strike: Lightning→ [Arts] Crouching Strike: Lightning: Quake   * Removes Knockdown effect * Decreases Cooldown by 10 seconds * Increases AoE Attack Ratio by 6 * Decreases final damage of skill by 40% Roar   This skill will be changed to passive skill. Damage of Matross skill will increase by n% according to skill level. Matross attack skill ignores Block and Evasion of the knocked down enemy by 50% chance. Canister Shot   Skill will be deleted. New skill will be added.   Artillery Call Can be learned from class lv.31 Maximum Lv: 5 Cooldown: 40 seconds   Expand the sight and you can appoint the range up to a far distance. Requests a bombardment from a warship to a designated area to damage after 5 seconds,  and the enemy in the center of the range receives 50% increased final damage. Does not damage the character who’s jumping.   Skill maximum distance: 750 Skill range: 150 AoE Attack Ratio: 30     Artillery Call: Remove Knockdown   * Removes knockdown effect of the center when activated * Increases SP consumption by 10% Vaivora Vision - Centerfire   Lv4 effect - Decreases the Cooldown of Artillery Call by 20 seconds       Next posting will be about new episode (14-1) , new raids and contents, and remake of Scout class.   

Developer's Blog
December 7th, 2021
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Weekly Question and Answer – August 5th, 2016

1. The spectator mode in Team Battle League and Guild Battle matches can have the side effect of revealing each team’s strategy to the opponent. How do you plan on dealing with this issue? Currently the spectator mode in Team Battle League and Guild Battle matches works by allowing anyone to watch them in real-time, a feature which, some players have pointed out to us, can be used to “spy” on the opposing team’s constitution and strategy. We understand the implications this brings to the competition, so we want to consider developing alternatives to the real-time spectator. For example, a transmission with a short delay (e.g. 1 minute) that would still allow players to spectate the combat, but minimize the possibility of an unfair advantage. 2. We have physical block in the game, but no magic block. Do you have any plans to introduce magic block or evasion later on? It’s true that magic has no block, just like it has no critical either. We can also say that we don’t intend to add a block feature to magic. As you know, magic allows for resistance to specific types of attacks or states, and that is the way we conceived magic-type attacks from the beginning. We don’t see ourselves deviating from this concept, so it’s safe to say magic is going to remain unchanged in terms of these features. 3. Can you set the time of Team Battle League and Guild Battles according to each server region, instead of using the EDT standard for all servers? After receiving feedback from players in different time zones about this issue, we can see how our current time settings for Team Battle League and Regional Guild Battles aren’t the most convenient for all regions. As such, we have started to prepare for setting different time slots for each region and are currently working towards implementing them. We hope to bring these new time settings to the game as soon as possible so players in every server have better chances participate in Team Battle League and Regional Guild Battles. 4. When are we going to get momentary invincibility after becoming incapable of combat during Guild Battles? We did introduce this feature to our Korean servers the past 28th of July, so characters that become incapable of combat during a Guild Battle will respawn with momentary invincibility. We expect to add this patch to Steam as well when it’s ready, along with other Regional Guild Battle features you’re looking forward to.

Developer's Blog
August 5th, 2016
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The Lore You Know: Plague Doctor

  Today we will dive into the history that inspired our Cleric Rank 7 Class and Class Master, the Plague Doctor. Although, I have a feeling many of you are already familiar with its history.    The iconic image and role of the Plague Doctors came about due to the Black Death. The Black Death was a bubonic plague that arrived in Europe by sea in 1347 and over the next five years killed more than 20 million people in Europe alone. Now, keep in mind that the Black Death struck during Medieval Times where medical knowledge was limited and the people, highly superstitious. When the Black Death swept across Europe like a curse with seemingly no rational explanation, the people turned to the only ones willing to “treat” the disease – Plague Doctors.  Plague Doctors were hired by towns and villages (not by individuals) to treat those affected by the Black Death. But the word “treat” can be used loosely here since it’s debatable whether the majority of Plague Doctors were helping keep the plague at bay or were increasing the rate at which it spread. Regardless, Plague Doctors had an array of treatments they used to offer medical care based on the Medieval medical practicie of the four bodily fluids. Doctors during this time believed that the human body needed a balance between blood, mucus, yellow bile, and black bile in order for the person to be considered healthy. This is why an infamous treatment of the Plague Doctor was Bloodletting.  Besides treating the infected, Plague Doctors also recorded the number of deaths and took part in autopsies. Their easily identifiable costume was also a reflection of their role in society. As they were to be the closest to the diseased they had to prevent themselves from being infected as well. Their outfit was originally created by Charles de l’Orme in the 17th century and consisted of a leather hat, a beak-like mask with red glass eyes, a black overcoat, leather breeches, and to top it all off, a wooden cane.  The “beak” of the mask was filled with drugs and strong smelling items to cover the scent of death. The Plague Doctors also believed that this protected them from the “bad air” of the plague. The leather hat was a symbol for 14th Century doctors and many believed the hat could shield doctors from bacteria. The black overcoat and leather breeches were to minimize skin exposure, while the wooden cane was a way for the doctors to examine patients and move bodies without direct contact. However, despite their costumes, the doctors were not immune to the plague and many of them fell ill or were ultimately quarantined. So now, if we take a look at our own Plague Doctor, we can see reflections of this history in their skills and class outfit – although our doctors are a bit more fashionable than the ones from history and a little less worried about minimizing skin exposure. And let’s keep in mind that the Plague Doctors of history did not purposefully pass on Black Death or other diseases to their enemies. In this case we wouldn’t want art to imitate life.     References  Dugan, B., 2013. Anatomy of 14th Century Bubonic Plague Hazmat Suits. [Online] History, 2010. Black Death. [Online] Medieval Medicine. The Humors. [Online] Plague Doctor Masks, 2017. History of Black Death. [Online] Sartore, M. 13 Horrifying Things Most People Don't Know About Plague Doctors. [Online]    

Developer's Blog
December 29th, 2017
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Hayraven’s Unofficial Chronicles Part 2

  Warm sunlight was shining through the window of the captain’s cabin. Hayraven, opening his eyes, awoke from his shallow sleep. He had dreamt another of his many recurring dreams. At times finding himself on a small boat, facing an unfamiliar foe, or at others recalling events from his past. He would dream of endless rope ladders and ghost ships. Visions of his crew and Vladislovas’ subordinates populated his subconscious; dreams that shifted but remained unchanged as well. He put on his clothes and stepped out onto the deck, where he was greeted by his crew. Hayraven raised his hand in response as he walked, but was halted by the sight of Seadog approaching. The latter looked up at the watchman stationed atop of the mast. Before Seadog could speak, the watchman cried out, “Mast sighted starboard!” Unaware of the fact that he would have been punished had his warning arrived only a second later, the watchman continued to shout. “Merchant vessel! Flag unidentified!” He soon followed with more information. “Flag confirmed! It’s a Kedoran Alliance vessel!” Hayraven nodded at Seadog, who understood his orders. The captain, having spotted the approaching vessel long before the watchman, sat down on a deckchair and quietly observed his crew prepare for battle under Seadog’s command. The merchant ship was now close enough for all the men on board to see. Seadog, who was standing next to the captain, muttered in surprise, “Huh. Who do we have here?” Hayraven’s eyes were also set on the group of heavily armed men on deck of the neighboring vessel. “Looks like Guerra’s Pledge of the Blade mercenaries are on board,” he said. Seadog spoke carefully. “They don’t seem to be shipping any cargo. If all they have are the mercenaries, their ship will be light and fast. Seems to me like they should be counting on that to retreat as fast as they can now… Unlike the Golden Note mercenaries, they don’t look like they travel with enough combat supplies, either.” “Running away would taint their reputation; that can’t be good for business. No, they’re looking for a fight here. Let’s grant them their wish”, Hayraven concluded. “Do you reckon Guerra’s involved?” “It doesn’t look like he is, Captain.” Seadog shot another glance at the watchman, confirming the absence of any new reports. Hayraven spoke again. “Look at the way they’re lined up. They’re expecting hand-to-hand. They think I’m going to fight them their way, do they?” “The Pledge of the Blade is known for the knives, but they should know their arrows, too.” Hayraven took Seadog’s words lightly. “We’re pirates; we start our fights from the ship, and if we can, we end them from the ship. Why let it escalate? It’s not like we’re fighting the Great Pirate Vladislovas now, is it?” Seadog acquiesced and began calling out the captain’s orders to the crew in a sonorous voice. Hayraven returned to his deckchair. The early stages of the battle were easy for Hayraven’s side. The wind blew in the direction of the enemy, protecting his ship from the merchant vessel’s arrows and allowing his crew to decimate a large part of the mercenary forces. Yet, no strangers to projectile attacks themselves, the Pledge of the Blade used wide shields to defend their crew. However, they were at sea, and if anyone had the knowledge to make the most of the factors at play, it was Hayraven. By controlling the movement of his own ship from its fortunate position, he made use of the wind and currents to tilt the enemy vessel to a nearly 45 degree angle. Not only were they now standing on a slope, the mercenaries had to maintain their balance over the continuous rocking of the waves, which to less seasoned sailors was no easy task. Once the Pledge’s numbers were sufficiently reduced, hand-on-hand combat began. Seadog coarsely shouted the order at the pirates. “Hook them! Hook the ship!” Hayraven’s subordinates hurried to swing their hooks into the enemy vessel. The mercenaries, in turn, bustled to and fro, cutting off the ropes attached to the pirates’ metal hooks using large two-handed swords. Observing the mercenaries’ fast response to his attack, Hayraven stood up from the deckchair. “They aren’t playing, are they?” He ran to the edge of the ship and swung his own iron hook at the merchant vessel, striking an unknown mercenary across the chest. The hook went on to bury itself deep within the ship. Another member of the Pledge ran towards Hayraven’s hook brandishing his bayonet. Seeing him, the captain withdrew his pistol and aimed. One shot was all it took to blast away the mercenary. Yet already another one was attempting to reach the hook. This time, the mercenary avoided the pistol shot, causing Hayraven to react with a smile of amusement. “Alright, this one knows what he’s doing. Let’s see you cut this, then!” As he spoke, Hayraven swung another hook at the enemy ship, one which the agile mercenary was unable to avoid. Struggling to free himself from the hook, the man bore deep injuries as Hayraven pulled him through the waters between the two vessels. The keel hauling eventually took his life before the captain could pull him up onto the pirate ship. The two crafts drew closer and closer, and Hayraven eagerly reached for the Jolly Roger. “Did Vladislovas ever hit a ship with the Jolly Roger from this far?” he asked, grinning blithely. Seadog, who had been standing by the captain awaiting new orders, shook his head. “At this distance? Impossible.” Hayraven replied. “That’s right. For anyone else it is.” With this, he launched the pirate flag across the waters. Seeing the Jolly Roger lodge itself in the merchant ship, Hayraven called out to his crew. “Go! Let them fear my flag! I’m giving twice the loot to the first pirate to slaughter a mercenary by the Jolly Roger!” Seadog followed with his own commands. “You heard the captain. The last man to get on that ship is riding the keel.” The pirates dutifully complied, echoing each other’s battle cries as they crossed over onto the merchant ship. The Pledge of the Blade were already behind their opponents in both number and morale, and having Hayraven himself join the combat only asserted their inevitable defeat. The Pirate Captain’s dust devil quickly spread terror among the last surviving members of the mercenary group, who promptly abandoned their weapons and surrendered. It wasn’t long before Hayraven’s subordinates executed the few who had dared to resist them. Finally, the captain and crew of the merchant ship, who had been hiding in a corner of the vessel as the battle was held, were dragged out onto the deck. These sailors had been spared by the mere efficacy of Hayraven’s powerful attacks. Had the conflict spread out across the entire ship, they were unlikely to have survived. The pirate looked down at the captured crew before addressing them. “Are these all the men you have? I didn’t think there’d be so few of you.” Their captain replied. “It is as Guerra requested, yes. The Alliance crew was reduced and the work was assigned to his mercenaries to decrease costs. Not only was the ship mostly occupied by these mercenaries, we are also carrying a considerable amount of our own cargo. It was very difficult for us to sail in these conditions, you see. Guerra’s men aren’t familiar with the sea; I suppose that ultimately led to their defeat today.” “According to your logs, the goods you’re shipping are heavy but they aren’t worth much. And you say you cut the freight charges, too. It sure doesn’t sound like a good deal for the Alliance.” “Before our encounter, Captain, the mercenaries were paying their passage as stipulated in the contract, tending to the weapons and cleaning the deck. As for the goods, they may not be worth much now, but surely you’re aware of how we do business at the Kedoran Merchant Alliance. The original value of those goods will pose no problem. That is why…” The captain of the merchant vessel stood up to adopt a bolder stance. “Should you release this ship, the crew and all of our merchandise in safety, I propose to write you a certificate. A document that guarantees you a generous fee from any branch of the Kedoran Alliance. Our goods won’t yield much profit to an untrained merchant. And as you can see, our current personnel are far too scarce to be of any help to you. Our only condition is that this ship arrives safely at its destination. Once that is confirmed, you’re welcome to claim your reward.” “So you’re offering me a paper that’s worth more than this ship, the cargo and a few crewmen. Is that right? And all I have to do is wait for you to dock and tell the Alliance to get my money?” “That is correct. I should say, our communications network is rather advanced; it won’t take long for the information to reach all our branches.” Hayraven pondered for a moment. “Alright. The Alliance always finds a way to avoid a loss, don’t they? Dirtier than pirates, you are. Then, the rest of the filthy mercenaries will stay with us, yes? Everything they had on them, too.” The captain of the Kedoran Alliance knew Hayraven was not asking for consent, and so he nodded in agreement. The surviving mercenaries and their belongings were moved to the pirate ship. Oceanid approached Hayraven and asked, “Should we get the plank ready?” It was the custom in pirate ships to force captured enemies onto a plank laid on the side of the vessel and demand that they choose between joining the crew and drowning at sea. Hayraven, however, shook his head. “Leave them be. I have a deal with Olfas Grimm. We’ll gather a few more prisoners and sell them off to the Monk Master. Let them starve until they’re weak enough, but not so much that they’ll mutiny.” The captain’s orders were confusing, but Oceanid acceded and returned to the crew. Hayraven was left to mutter to himself. “Guerra, you filthy rat. I hope you find me after this; maybe then I’ll finally get myself a worthy fight. This time we’ll use our knives. Hmm. Come to think of it, they do say Creak is a match for Guerra. Who knows, it could be fun to fight Creak, too. Bore a bullet hole in his skull like I did to Vladislovas. He’s not bad with his gun either, or so they say.” At the end of his train of thought, Hayraven became silent. He raised his eyes to the silhouette of the merchant ship slowly disappearing in the horizon before turning back to the captain’s cabin.

Developer's Blog
December 13th, 2017
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Weekly Question and Answer – October 7th, 2016

  Q1. I would really like to ride a Guinea Pig companion. Will there be a way for me to do it in the future without a mounting skill? During our initial closed beta tests, Guinea Pig companions were actually mountable by all classes. Later, however, we ended up considering the possibility of it hurting the uniqueness of mounted classes, and that’s when we put the restrictions in place for Guinea Pigs. We don’t think we’ll change the current setup that soon, though, so it seems the only way you’ll get to ride a Guinea Pig companion is by creating a character in a mounted class.   Q2. Will we ever get the current trading system of kTOS in iTOS? We did make some changes to the trading policies in our Korean servers which we trust would be welcome in iTOS as well. Currently, the new trading policies are undergoing a few internal tests in order to stabilize them before we bring them over to the international version. As always, you can keep an eye on our News page for future announcements with more details about these changes.   Q3. Having the bosses in Siaulai Mission match the level of the highest-level character in the party can be a bit rough for those with lower levels. Any plans for improvement? We are well aware that this is an issue affecting auto-matched parties playing the Siaulai Mission. Because of that, we decided to make boss monsters match the average level of all party members, instead of the highest-level character alone. Development of this feature is fully complete now; it’s already been applied to our Korean servers, too. You can be sure we’ll bring it to Steam as well, you’ll just have to wait a little longer for this update.   *P.S.: We would like to take this chance to clarify something about the new Dumpling items, as it seems to be confusing some players. When there are 20 or more levels of difference between your character and the monsters you're hunting, they will not drop Dumpling materials. Please keep this in mind, and our apologies for any confusion this may have caused.    

Developer's Blog
October 7th, 2016
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Weekly Question and Answer – November 18th, 2016

Q1. On keyboard mode you use the space bar to interact with NPCs, but on mouse mode all you can do is click, which can be a bit complicated to use in busy cities. Any plans to work on this? A1. We are aware that TOS’ fixed quarter-view style can sometimes make things difficult for mouse mode users, especially when objects are too close or overlap. This is something that we’re concerned about as well and definitely want to improve. We’re still considering this issue in general, but some improvements that maybe could be applied in the future would be, for example, defining specific keyboard keys for certain actions or allowing for more flexible control setting in mouse mode. Q2. We know kTOS introduced equipment slots in companions already, but they only work with the same equipment used by player characters. Are you planning to add any companion-specific equipment? A2. Yes, one of the reasons we created those equipment slots for companions was to eventually have items made specifically for them. As of now, this feature is still very much in the early stages of development so there’s no telling when the final products will be out, but we are looking over a few companion equipment options, including some companion hair accessories.  

Developer's Blog
November 18th, 2016
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Weekly Question and Answer – July 29th, 2016

1. Are you ever going to add new functions to companions?   We’ve been receiving plenty of suggestions for new functions meant to improve the convenience of playing with companions, some of them rather interesting, so we’ll definitely keep reviewing those. Right now we’re thinking of developing a set of hotkeys or commands that would allow you to interact with a companion or use its functions without opening the corresponding UI.   2. The new Penguin companion is too cute! Please tell me you have other companions coming.   Indeed, we do. Yesterday (July 28th) we introduced a brand new bird companion in our Korean servers, which we hope to bring to Steam as well, as soon as it’s ready. We also plan to keep creating and bringing you new companions in the future, so stay tuned for that.   3. I’ve noticed that, in Team Battle League matches, your companion’s HP and Stamina does not reset with each new round. Is this done on purpose?   Originally, the HP and Stamina of companions weren’t designed to reset after each round of Team Battle League matches. After receiving more feedback from the players, however, especially those with classes that rely on companions for combat, we have decided to actively review our original design and consider resetting these stats for companions as well.   4. The torch mission in Siauliai seems too long. Do you have any plans to make it shorter?   We agree that 3 minutes is a little long for the torch mission in Siauliai, but for now we don’t have any plans to shorten it. Instead, we will consider creating additional bonuses for completing more of other missions.

Developer's Blog
July 29th, 2016