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Introducing Rank 8 – Wizard

Greetings, Tree of Savior dev team here.   Today we’re introducing you to the new Rank 8 classes, and we’re starting with the Wizard class tree.  As always, remember that the contents you see here are still under development and could look different in their final version.   Necromancer (Circle 3) This is the highest circle of the Necromancer class. The effect of the original Necromancer Decay debuff was limited to weakening the enemy to arrow attacks, but in Circle 3 it becomes a lot more powerful, momentarily neutralizing the effects of all the items equipped by the opponent.   ​ ▲ You can enhance the Necromancer’s Decay debuff, making it corrode the enemy’s equipment.     ​ ▲ The new debuff is expected to open up more diverse strategies for Necromancers, like enhancing the power of summons, or using Shoggoth/Dirty Pole to widen the area affected by Decay.     ​ ​▲ A new skill for summoning “Skull Archers” with high combat power will also be introduced.     Alchemist (Circle 3) ​Circle 3 Alchemists will be able to choose the appearance of items created through the Briquetting skill when both items combined are of the same type. ​     ​▲ Alchemists can now combine items of their preferred appearance and stats to create new items.  The effect of the Briquetting skill was rather tame in terms of enhancing the performance of new items, but in Circle 3 we widened this scale of enhancement.   Also, we’ve introduced a whole new roster of recipes to be used with the Tincturing skill, allowing Alchemists to take the role of item makers. As for item awakening dungeons, we’re introducing a feature that will require 3 times the amount of materials, instead delivering the results 3 times faster.     ​ ▲ The Magnum Opus skill gets an additional number of slots, allowing you to craft an “Homunculus”, the ultimate creation.     ​ The “Homunculus” will carry some of the skills of the Alchemist that created it and can be set to use them automatically.  The “Homunculus” creature has a life span of 10 days after it is created.   Warlock (Circle 2) In Circle 2, Warlocks, who use the power of evil spirits, will be given a new skill that will allow them to either combine summoned evil spirits to create a more powerful attack, or manipulate a summoned evil spirit directly. ​ ▲ The higher-grade spirits in red appear based on probability and are stronger than the regular evil spirits.   ​▲ The new skills allows you to manipulate evil spirits and lead them to your enemy.  When nearby spirits have been absorbed, these evil spirits can be launched through regular attacks.   Featherfoot (Circle 2) Featherfoot Circle 2 unlocks the skill Levitation.     ​▲ A flying Featherfoot will evade most melee physical attacks and fly over magic circles on the ground.    ​ There will be a self-destruct type skill that can only be used while flying. The skill will drain 60% of your max HP. Casting it with HP below the 60% mark will incapacitate your character. However, the skill temporarily renders nearby enemies in a special state where, when you attack them, it will heal you in return.   Sage (Circle 1) Sage is a class that will be first introduced in Rank 8. The general concept is that a sage gained the knowledge of the inner workings of the reality and, as a result, can manipulate space itself. The class will possess skills that distort space and dimensions.     ​ ​▲ Open up a "portal" for you and your party members to move to a memorized location.    ▲ The skill Micro Dimension attacks opponents with small distorted fragments of space and it can have a replicating duplicate attribute.  The number of duplicates grows with the skill level.    ​ ▲ Ultimate Dimension maximizes the portion of space to attack enemies. One attribute of this skill can also increase its perimeter and power.   Enchanter (Circle 1) The Enchanter is also a newly-introduced Rank 8 Wizard-type class.  Enchanters do possess some combat skills but they mainly play the support role by enchanting items with magic.      ​▲ ​Enchanters can craft magic skills into a magic scroll and give it to other players.    ​ ▲ This means, if you are friends with an Enchanter, you can use Joint Penalty.   ​   The store’s customers can choose their desired options listed on the shop and the enchanted item will have a corresponding prefix in front of its name.  The effect lasts for 24 hours and the number of available enchantments grows with the skill level. Enchanter C1 can only enchant Armor items such as tops, bottoms and shields.  

Developer's Blog
July 29th, 2016
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Introducing the Rank Reset Voucher

 Greetings, Saviors!   Today we would like to introduce the long-awaited Rank Reset Voucher, an item that, as the name implies, allows you to reset your character’s rank. We understand our players will have a lot of questions on how this item works and how it can be used, so we wanted to do this round-up guide to show you how you can take the best advantage of the Rank Reset Voucher. First, we hope you understand that, as much as the Rank Reset Voucher will help you redo an important part of your build, there are a few things to consider before you decide to use yours. And so, to avoid any kind of misunderstanding, we urge you to read the information here very carefully. We know it’s a lot, but we don’t want your precious Rank Reset Voucher to go to waste!   1. What kind of item is the ‘Rank Reset Voucher’? The Voucher can be retrieved from the message box in your lodge until XXday, XX XX, 2017, at XX:XX (EST). One Voucher will be provided per account, and the Voucher can only be given to one character in your team. ※ You will not be given additional vouchers, and you cannot move the Voucher from one character to another, so choose wisely!! After you retrieve the Rank Reset Voucher from your message box, you must use it within 14 days. The received Voucher will then appear in the inventory of the character to whom you give it. The item cannot be disposed of, cannot be traded, and cannot be moved via team storage.     2. What do I need to do before resetting my rank? Unequip all items your character may be equipping. Unlock any costumes received via class advancement your character may have in their inventory. If your character is learning an attribute, wait until all attributes your character may be learning are complete. Your character cannot be learning any attributes when you use the Rank Reset Voucher. Make sure there are no companions following with your character (you can disassociate a companion from a character at your lodge). You cannot be using shops (buff shops, etc.) or have any shops open while using the Rank Reset Voucher. You cannot be crafting items, enhancing items, enhancing gems or combining cards while using the Voucher. If your character is a Templar guild master, you need to transfer the position of guild master to another member or leave the guild entirely.   ※ Before using the Voucher, make sure to check whether you gather all the conditions for a successful rank reset through the Voucher’s UI.   3. What happens to my character after I use the Rank Reset? You character will reset to Class Level 1 of Rank 1, and you will automatically receive the amount of Rank Cards necessary to return to Class Level 1 of your character’s original Rank. All Rank Cards obtained are bound to the character that receives them and are untradeable. ※ Your character’s Class Level and EXP will completely reset when you use the Rank Reset Voucher. ※ If your character’s Class Level is 15, you will also receive a Rank Card corresponding to the next Rank. For example, a character of Rank 7 and Class Level 15 will receive Rank Cards up to Rank Card 8, allowing them to reach Class Level 1 of Rank 8 after using the Cards and completing the corresponding advancement quests. Meanwhile, a character of Rank 7 and Class Level 10 will only receive Rank Cards up to Rank Card 7, allowing them to reach Class Level 1 of Rank 7 after using the Cards and completing the corresponding advancement quests. ※ Each Rank Card can only be used when your character is in the Rank immediately prior to it (e.g. when you are on Rank 1, you will need to use the Rank 2 Card; when you are on Rank 2, you will need to use the Rank 3 Card, and so on).       All of your character’s learned attributes will reset. However, after the Rank Reset your character can learn the same attributes they had learned before the Reset, as long as the Class/Circle and Skill Level are the same before and after the Rank Reset. The attributes where your character meets these conditions can be learned by them free of charge (no silver consumed) up until the attribute level reached before the Rank Reset.     All costumes received via class advancement will be deleted. Hair accessories will remain in your inventory.   Hidden class advancement requirements remain the same after you use the Rank Reset Voucher. ※ If you had advanced into a hidden class before the Reset and want to advance into the same hidden class after the Reset, you will need to gather the exact same conditions once again in order to advance.   All advancement quests will be reset. In order to advance to your desired class, you will have to use the Rank Cards provided to increase your Class Level and complete each advancement quest according to the class you want.   Equipped monster cards will be unequipped and moved to your inventory. No penalty will be applied to your cards after they are automatically unequipped during the Rank Reset (i.e. they will remain the same as they were before the Reset).   Companion vouchers obtained via class advancement will be deleted when you use the Reset. Companions previously obtained via voucher will not be deleted and will remain in your team.   Remember that Circle 3 Costumes may become unequippable by your character after the Rank Reset if you choose a different Circle 3 class than the one you had before the Reset.   If your current character is a Kannushi and you wish to advance into the same class again, after the Rank Reset you can only do so with a female character.     Again, make sure you understand what the Rank Reset entails and how to use the Voucher before you jump into your new class tree. May the goddess’ blessing accompany you in your path. PS. We are currently proceeding with tests regarding a Hidden Class, Earth Tower Solmiki contents, Rank Reset Vouchers etc and they will be released as soon as the tests are finished.     

Developer's Blog
January 1st, 2018
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Intense Balancing: AoE, Multi-hit, Swordsman/Archer Trees

Greetings, Saviors! It’s been a while since we shared our latest development plans here at the blog, but today we would like to continue our Intense Balancing series with another round of general combat and also class-specific changes we have in the works, this time geared towards the Archer and Swordsman class trees. Note that the content we’re discussing here can look different once it actually makes it into the game. Any changes will be duly announced through the patch notes when they’re ready to be applied.   Readjusting the AoE Attack/Defense Ratio One of the focal points of this patch is going to be the AoE attack/defense ratio. In a nutshell, the AoE attack/defense ratio determines how many targets are hit by an AoE attack. If the maximum AoE attack ratio of a given attack is 15, for example, that attack can hit as much as 5 characters that have an AoE defense ratio of 3. There are many ways to increase and decrease AoE attack/defense ratios in the game, but we’re mostly looking to address the skills that decrease AoE defense ratios to 0. Using an AoE attack on enemies with an AoE defense ratio of 0 lets you hit an unlimited number of targets within your range, with some single-target skills also allowing this. Attacks like this often become virtually inescapable. The two skills that can currently decrease the AoE defense ratio to 0 are the Linker’s Circle 1 attribute ‘Hangman's Knot: Splash Defense’ and the Falconer’s Circle 1 skill ‘Circling’ – these skills will be updated to decrease AoE defense ratios to 1 as the minimum value. The Mergen’s Circle 1 skill ‘Homing Arrow’, which despite being designed as a single-target attack can be used to reach multiple enemies, is having its hit range and AoE attack ratio values readjusted in the same context. Falconer Changes Let’s look at some class-specific changes now. The Falconer is a class with many unique skills, but more often than not, it’s ‘Circling’ that attracts players to it. Our goal in this patch is to improve on the distinctive aspects of the Falconer, increasing its potential as an attractive class on various angles.   [C1 Skill] Roost - 50% increase to Falconer skills used near the roost. - Duration decreased from 120 to 20 sec. - Cooldown decreased from 60 to 20 sec. [C1 Skill] Circling - AoE defense ratio set to 1. - Duration changed from 20 sec to 15 + [skill level x 1] sec. - Hawk follows the casting character for the duration of the skill. - Applied range identical to skill ‘Aiming’. [C1 Skill] Hovering - 50% additional damage to Beast type enemies. [C2 Attribute] Hovering: Guardian NEW - 'Hovering' deals 100% additional damage to boss monsters. [C1 Skill] Pheasant - 50% additional damage to Beast type enemies. - Max. number of targets changed from unlimited to 15. - Cooldown reduced from 40 to 25 sec. - New C2 attribute ‘Pheasant: Lightning Bolt‘. - New C3 attribute ‘Pheasant: Heavy Impact’. [C2 Attribute] Pheasant: Lightning Bolt NEW - Increases hawk’s number of attacks when using 'Pheasant'. [C2 Attribute] Pheasant: Heavy Impact NEW - Enemies affected by 'Pheasant' gather at the point where the skill was cast. [C3 Skill] Pre-Emptive Strike - Changed to ON/OFF function (SP adjusted, cooldown removed). - Triggers ‘Sonic Strike’ and ‘Hovering’ additional damage. - New C3 attribute ‘Pre-Emptive Strike: Sure Victory’. [C3 Attribute] Pre-Emptive Strike: Sure Victory NEW - Increases critical chance proportionally to attribute level when an enemy affected by 'Pre-Emptive Strike' has 100% HP. [C3 Attribute] Hawk Hunter NEW - The Hawk does not leave when using skills and returns to standby position automatically. ‘Roost’ is becoming more than just a perch for your Hawk companion, adding a 50% attack increase to all Falconer skills performed near it. Also, by reducing its duration from 120 to 20 seconds and cutting the cooldown to 20 seconds, we want to turn ‘Roost’ into a skill useful for not only stationary but moving combat situations as well. ‘Circling’, which reduces enemy AoE defense ratios proportionally to skill level, is now going to reduce them to a fixed value of 1, regardless of skill level. Duration is being set to 15 + (skill level) seconds, with the range matching that of Circle 3 skill ‘Aiming’. Another big change is that, while ‘Casting’ is active, the Hawk will now always follow the casting character without disengaging from the skill. The unlimited targets of ‘Pheasant’ are being replaced by a maximum of 15 enemies. To compensate, the skill is getting an increased attack value and a shorter cooldown of 25 seconds. The new ‘Pheasant: Lightning Bolt’ Circle 2 attribute is going to increase the number of times the Hawk attacks during the skill’s duration. ‘Pheasant: Heavy Impact’, the new Circle 3 attribute, gathers all enemies affected by ‘Pheasant’ to the central point where the skill was cast. Also in Circle 2 there’s the new ‘Hovering’ attribute ‘Guardian’, which gives 100% additional damage to ‘Hovering’ attacks on boss monsters. To complement this, ‘Pheasant’ and ‘Hovering’ both get 50% additional damage on Beast type enemies. ‘Pre-Emptive Strike’ is changed into a toggle skill you can switch on and off, meaning cooldown is eliminated and the skill only consumes SP when it is active. Also, ‘Sonic Strike’ and ‘Hovering’ attacks executed under ‘Pre-Emptive Strike’ are getting a 10% damage boost per skill level, while the new Circle 3 ‘Pre-Emptive Strike: Sure Victory’ increases critical chance by 10% per attribute level when the enemy hit by the skill has HP at 100%. The final new attribute to be added to Falconer Circle 3 is ‘Hawk Hunter’ (requires a minimum of ‘Roost’ and ‘Call’ at level 1). This attribute makes it so that the Hawk companion does not wander away from your character even when using skills, setting it automatically to standby mode when necessary. Linker Changes   [C1 Attribute] Hangman's Knot: Splash Defense - Name changed to ‘Hangman's Knot: Focus Attack’. - AoE defense ratio set to 1. - [Attribute level x 5%] damage increase for 3 seconds (max. level 5). Similarly to ‘Circling’, ‘Hangman’s Knot’ is another attribute that currently allows you to reduce AoE defense ratios to 0. After changing the attribute's name to ‘Hangman's Knot: Focus Attack’, we’re setting its AoE defense ratio to a fixed value of 1. With a maximum level of 5, it will provide a 5% damage increase per attribute level on enemies affected by ‘Hangman’s Knot’. Other AoE Attack Ratio Increases The attack values of the following skills and summons will also be getting an AoE attack ratio increase.   Featherfoot - Ngadhundi +3 - Kundela Slash +3 Necromancer - Skeleton Archer +5 - Skeleton Soldier +5 - Shoggoth +5 (all attacks) Sorcerer - Salamion +5 (all attacks) Bokor - Zombie +5 - Wheelchair Zombie +5 - Scale Zombie +5 (all attacks)   Improving Damage in “Effect” Multi-hit Attacks There are two kinds of multi-hit attacks in Tree of Savior: one kind is calculated as actual separate hits according to the attack’s formulas (the “true” multi-hit); the other is calculated as the damage of the entire attack, but displayed as multiples (the “effect” multi-hit). Currently, whenever a proportion-based damage increase is added to an “effect” multi-hit attack, that damage increase is applied only one time, like so: - 50% damage increase is applied to a 1,000 x 5 multi-hit attack - Damage increase is applied only to one hit = 1,500 + 1,000 + 1,000 + 1,000 + 1,000 = 5500 - Counting all of the attack’s hits, 5,500 / 5 = 1,100 (it only comes up to a 10% increase per hit) To improve on this, we want to have damage increases apply to all the hits of these “effect” attacks, the same way it happens with the ”true” multi-hits. In the example above, that would mean 50% applied to each of the 5 hits (1,500 x 5). When we apply this proportional damage increase to the attacks below, their total damage value will also increase. Keep in mind, however, that we are simply correcting the fact that the proportional damage increase wasn’t being applied to the total value of the attack; we are not giving each hit an additional damage value (+) like what happens with “true” multi-hit attacks.   Swordsman Wizard Archer Cleric Highlander - Cross Guard Peltasta - Umbo Blow Hoplite - Pierce Cataphract - Earth Wave - Doom Spike Doppelsoeldner - Redel - Zucken - Zwerchhau - Sturtzhau - Zornhau Dragoon - Gae Bulg - Dragon Soar   Wizard - Energy Bolt - Earthquake Cryomancer - Ice Bolt Elementalist - Freezing Sphere Alchemist - Alchemistic Missile Featherfoot - Bone Pointing Archer - Twin Arrow Quarrel Shooter - Running Shot Ranger - Spiral Arrow - Barrage Fletcher - Barbed Arrow Falconer - Sonic Strike Cannoneer - Shootdown - Cannon Shot Musketeer - Volleyfire - Bayonet Thrust - Birdfall - Penetration Shot Hackapell - Skarphuggning - Storm Bolt - Leg Shot Mergen - Triple Arrow   Paladin - Conviction Besides these skills, we will also be applying proportional damage increases to the total damage value of buffs that temporarily increase damage or the number of hits of an attack. Quarrel Shooter Changes   [C3 Skill] Running Shot - New additional damage calculation formula. - Duration set to 300 sec. The amplifications and multipliers of the additional damage in ‘Running Shot’ are now being replaced by a simple addition formula. To understand how this works, take the example below. Ex.) Double Gun Stance (x 150%) x Running Shot level 5 (x 300% >> + 200%) Current: Double Gun Stance 150% x Running Shot 300% = 450% New: Double Gun Stance 150% + Running Shot 200% = 350% ※ This will also apply to the attack multiplier formula of the Cannoneer’s ‘Bazooka’. Other than this, the duration of the ‘Running Shot’ buff is also being set to a fixed value of 300 seconds, instead of the maximum of 23 seconds at level 5. Hoplite Changes               [C1 Skill] Stabbing - Faster consecutive piercing hits. - Damage increases with the number of consecutive piercing hits. [C3 Attribute] Stabbing: Onslaught NEW - Increases the max. number of Stabbing hits according to attribute level (max. 10 hits). [C1 Skill] Pierce - Cooldown decreased from 30 to 20 sec. - Overheat increased from 1 to 2. - New C2 attribute ‘Pierce: Repeated Shock’. [C2 Attribute] Pierce: Repeated Shock NEW - Applies +2 hits on enemies affected by the Shock debuff. [C2 Skill] Long Stride - Increases damage according to the character’s weight. - Increased range. - Number of targets increased from 5 to 10. - Cooldown reduced from 49 to 30 sec. - New C2 attribute ‘Long Stride: Stun’. [C2 Attribute] Long Stride: Stun NEW - Inflicts Stun proportionally to attribute level. [C2 Skill] Spear Lunge - Cooldown reduced from 24 to 20 sec. First, the piercing hits of ‘Stabbing’ are getting twice as faster, with more and more damage applied according to the number of consecutive hits. Not only that, the new Circle 3 attribute ‘Stabbing: Onslaught’ is going to increase the number of hits by 1 per attribute level, up to a maximum of 10 hits. These skill changes, combined with the new attribute, are expected to boost the DPS of ‘Stabbing’ by about 3-4 times, helping cement its place as another essential Hoplite skill. As for ‘Pierce’, which deals more damage on larger enemies, we’re cutting the cooldown from 30 to 20 seconds and increasing the overheat from 1 to 2. The new ‘Pierce: Repeated Shock’ Circle 2 attribute also adds +2 hits to the skill on enemies affected by the Shock debuff. Circle 2 skill ‘Long Stride’ is going to increase damage by up to +100% according to the weight of your character’s inventory. Meanwhile, the skill’s range is increasing significantly, as well as the number of targets (5 to 10), with cooldown also being reduced from 49 to 30 seconds. Adding to this, the new Circle 2 attribute ‘Long Stride: Stun’ will have a 100% chance of inflicting Stun for a duration proportional to the attribute level. ‘Spear Lunge’, which is used to increase pierce damage, is also seeing its cooldown reduced from 24 to 20 seconds. Cataphract Changes   [C1 Skill] Impaler - Critical applied to enemies affected by the Shock debuff. [C1 Skill] Earth Wave - 50% more damage dealt to knocked down enemies. - Casting time removed. - Overheat increased from 1 to 3. - Cooldown increased from 12 to 15 sec. [C1 Skill] Steed Charge - Reduced post-casting delay. - Can be cast 1 more time after the initial casting. [C2 Skill] Doom Spike - Reduced post-casting delay. - Reduces critical resistance of affected enemies by 10 per skill level. [C2 Skill] Acrobatic Mount NEW - Increases mounting skill damage by 5% and SP consumption by 10% per level. - Duration: 40 sec. - Cooldown: 60 sec.     With these changes, ‘Impaler’ is going to deliver critical attacks to every enemy affected by the Shock debuff. We’re also getting rid of ‘Earth Wave’’s casting time, while increasing the skill’s damage on knocked down enemies by 50%, the overheat from 1 to 3, and the cooldown from 12 to 15 seconds. ‘Steed Charge’ is another skill with casting-related changes. Not only is the post-casting delay being reduced, right after casting the skill you’ll be able to execute it one more time. ‘Doom Spike’ is receiving the same post-casting delay cut, with an added reduction of critical resistance on enemies affected by it by 10 per skill level (meaning up to -100 at level 10). And to complete the Cataphract overhaul, for every level of the new Circle 2 skill ‘Acrobatic Mount’, you will also be getting a damage increase of 5% (although with an added SP consumption of 10%) on mounting skills, i.e. those that can only be used when mounted on a Companion. ‘Acrobatic Mount’ comes with a duration of 40 seconds and cooldown of 60, and it is expected to significantly increase the damage of not just Cataphract, but Lancer attack skills as well. Dragoon Changes       [C1 Skill] Dragon Soar - 30% damage increase on Flying type enemies. - Overheat increased from 1 to 3. [C1 Skill] Dragontooth - Casting time set to 1 sec. - Applies double the critical rate value when the enemy is hit. - Increases critical damage by 10% with one-handed spears. - Ignores 50% of enemy defense with two-handed spears. [C2 Skill] Dethrone - Reduced pre-casting delay. ‘Dragon Soar’ is getting a much-needed overheat boost, going from 1 to 3, and a 30% damage increase on Flying type enemies that is also applied on targets affected by Raise and other status ailments. ‘Dragontooth’, on the other hand, will always cast in 1 second regardless of skill level, and add a couple of extra effects: double the critical rate when the enemy is hit, 10% critical damage increase if you're equipping a one-handed spear, and 50% of enemy defense ignored when using two-handed spears. Last but not least, we’re reducing the pre-casting delay on ‘Dethrone’, allowing Dragoons to use their spears continuously with more ease. After these changes are applied, we will be preparing another patch of intense balancing, this time with a little more Musketeer. Changes in the Wizard tree will eventually come after that, or so we plan; but again, we’ll make sure to keep releasing more details here on the dev blog, so stay tuned.

Developer's Blog
November 23rd, 2017
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Combat System Changes Dossier Pt. 2

Greetings, Saviors! Following up on our QnA sessions about the ‘Plans for Combat System Changes’, we're continuing with a series of posts offering more detailed information on each aspect of the game's revised contents. Today’s discussion will focus on the changes that are coming to the basic and combat stats of characters, as well as the role of accuracy and evasion, block and critical. 1. How will stats be organized and how will the stat system work? STR, INT, CON, SPR and DEX will continue to form the set of basic stats that you can freely increase using the points you receive every time you level up. These basic stats, combined with the influence of your level, rank, items, buffs, etc. will contribute along with the variables of your physical attack, magic attack, accuracy, critical rate, etc. to form your final combat stats. Here’s an overview of the stat system changes: 2. In what way will the efficacy of attack stats increase? As you likely know, in TOS there are two types of attack, physical and magic, which are calculated independently and increased by the STR and INT stats, respectively. If so far STR (INT) increased +1 of physical (magic) attack at a time, now these stats will increase attack +2 at a time. The following skill attack chart, which includes some of what we’ll be discussing more in-depth on our next post in the Dossier series, summarizes the influence of attack stats on your final attack values. In the current setup, the skill factor comprises all of the additional damage, so the higher you level up (along with your skill damage and item attack), the less your attack stats will be worth, comparatively. This can cause physical attack characters to lean towards full DEX builds, while magic attack characters, not receiving any effect from DEX in their attacks, often bit the bullet and either invest in INT or go full CON for a tank-like build. Having STR and INT go from +1 to +2 may not seem like a big difference, but when you account for the new skill calculations, the influence of these stats in attack increases significantly. Forgoing STR and INT to invest in your items while picking only utility skills will, of course, continue to be a feasible type of build, but after the big changes STR and INT will certainly be worth more than before. We’re confident that at least you won’t feel fooled by the stat tutorial NPC in West Siauliai Woods going “STR is for Swordsmen!”… 3. How will CON and SPR relate to HP and SP? CON and SPR will continue to increase HP and SP respectively, but the extent to which they do so will depend on the character’s class, level and stats. As far as class goes, max. HP and max. SP will increase as such (assuming characters of the same level and stats): With the new changes, we expect any total amount of HP you have to be enough for your character. Because of the revised damage formulas, it’s a lot more difficult to become almost invincible no matter how high your defense is, and every little bit of damage counts. This will also, we hope, help avoid situations where a character becomes incapable of combat after one or two hits for having low HP. SP, on the other hand, is going to become a bigger necessity. A few skills may have gained some degree of SPR efficiency, but in general, if you want to use skills more than your average character, you’re going to have to invest at least a little in SPR (whether through stats or items). Alternatively, you can start relying on SP potions, since you’ll be able to use more than one at a time. 4. What will change about critical rate and resistance/chance? A lot of things are changing about the basic stats and their purpose, but to physical attack characters, the biggest change is probably in the use of DEX. If currently DEX increases accuracy, evasion and critical rate, after the changes it will increase a whole different set of factors: attack speed, evasion, block penetration and critical attack. Also, apart from the standard increments you get from leveling up, there will be no way to increase your critical rate or resistance by investing in a basic stat. With TOS’ current combat formulas, it’s not that difficult to reach nearly full critical attack, if you focus on DEX and collect all the extra critical rate factors from items, skills and buffs. As far as your DPS goes, after level 50 (even with a level 45 weapon), STR and INT tend to become progressively less significant, while the critical rate you can get from DEX allows you to increase your attack by a certain percentage with almost every hit, which makes this stat a lot more appealing to Archers in particular. [Stat distribution by class tree - data collected from recently active characters on Steam]  Any seasoned player of TOS will be familiar with game guides advocating full DEX builds for physical attack characters; and for good reason, as they have allowed for 100% accuracy and very high degrees of evasion. Because of this situation, we concluded that it was best not to leave this up to personal stat customization and instead decided to remove critical rate from DEX and critical resistance from CON. This is the new critical rate formula we’re using: critical chance = (max(0, critical rate – critical resistance)) ^ 0.6 To this formula you can add all the other chance-increasing values to calculate your final critical chance. Unlike in the current version of the game, you won’t be able to have all your attacks be critical, but you’re going to get a bigger increase in critical attack from DEX than the one you currently get from STR (changed from +2 to +4). [Chances of hitting critical according to the difference of critical rate and resistance] Basic critical chance will come from the difference between the attacker’s critical rate and the target’s critical resistance. There will be a standard increase according to the level of the character or monster, but that difference will not exist when both individuals are of the same level. Unlike attack, since critical chance is determined by this difference, if an item offers +20 critical rate for example, this factor will be worth the same at both low and high levels. The relative effect of +50 critical rate from a full set of leather armor, then, will also carry over regardless of your level. Along with this, we’re changing the critical rate increase obtained through skills and buffs from a percentage value to a fixed +/- one. A good example would be the Swift Step: Critical Rate attribute, where the increase was changed from +5% to +30 per attribute level. We do feel like our choices regarding the critical chance formula and the items and skills with critical chance and resistance were a little conservative in these new combat changes. On the other hand, we are aware that there are classes which rely on critical attack and we understand the value of Yellow Gems is important, which is why we added critical rate options to all the new Hunting Grounds 270 and 315 physical attack weapons, and we’ll continue to apply similar options to new items, skills and attributes. 5. What changes can we expect in terms of evasion and block? First, we changed the evasion calculation formula in the same way we did with critical; like so: evasion chance = (max(0, evasion – accuracy)) ^ 0.65 The factors are slightly different, but here the final evasion rate is also calculated from the difference between the attacker’s accuracy and the target’s evasion, and just like it happens with critical rate/resistance, accuracy/evasion factors remain relatively valuable regardless of the character’s level. This, in fact, is one of the reasons why we decided to remove accuracy and evasion from gloves and boots. With the new changes applied, armor items will only increase your basic defense, and to a degree that is appropriate for your own level (in any case, it’s not like accuracy gloves were of much use to magic characters anyway…). As for the block calculation formula, no surprises here: block chance = (max(0, block – block penetration)) ^ 0.7 We used a very similar calculation to the other two introduced in this post. Block rates are therefore determined from the difference between block resistance and block penetration, with the final rate also being influenced by buffs or the Peltasta’s Shield Guard, for example. Here we’d like to note that, the reason why evasion and block factors are going to increase with stat investment while critical won’t, is because the former two do not have the side effect of significantly amplifying your DPS. Plus, they do not produce any results with a magic attack target, since they rely on the side that is receiving the attack. Also, we’d like to clarify that the critical, evasion and block factors we discussed here are not related to magic attack. Magic attack naturally applies to all kinds of targets, the way it has always been in TOS. Magic attack players therefore have it relatively easier when it comes to deciding their attack stat distribution, but on the other hand they also gain no bonus from it. This is a feature that we do not intend to change.

Developer's Blog
April 28th, 2017
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Velcoffer’s Nest and New Legend Gear

Greetings, Saviors! We’re very excited to bring you a preview of the brand new set of Legend-grade equipment we’re developing and all the fresh content that’s coming along with it. Just keep reading to find out what we have in store, and remember that the actual content can always end up looking a little different from the plans we’re presenting here.   Velcoffer’s Nest Dragons are known to have existed since ancient times, but their entire species was confined long ago after a great war between goddesses and demons. Then, with Medzio Diena, the seals that imprisoned them grew weaker and, one by one, the dragons began to awaken. One of the first ancient dragons to escape confinement was Velcoffer, who now inhabits Section 5 of the Tevhrin Stalactite Cave. Velcoffer’s Nest can be entered via the Gatekeeper Kupole standing guard in the area. The 5-player raid mission is structured like an instanced dungeon, the rewards consisting of Cubes that drop Velcoffer Spirit Fragments (character-bound). You can collect these fragments and deliver them to Blacksmith Teliavelis for Legend-grade Velcoffer equipment. The new Blacksmith Teliavelis NPC, who produces Velcoffer equipment from the Spirit Fragments, will be added to the city of Fedimian. All items in the Velcoffer series, as well as future Legend equipment, will be enhanced, transcended and maintained only by Blacksmith Teliavelis. Velcoffer’s Nest will share its clear count with the other Legend raids: Earth Tower’s Lolopanther and Solmiki Areas. Entrance will be limited to one time per week, per character (two times for Token users), but each entry will count only if the mission is cleared, so you can keep trying until you succeed. Unlike Earth Tower, where each area drops a different kind of item needed for the equipment, in Velcoffer’s Nest there is no division. Velcoffer Spirit Fragments can be found in the entire map and are used for all types of Velcoffer weapons and armor. Velcoffer  Gear The Lv 360 Velcoffer Legend series comprises weapon and armor items of all kinds, plus costumes (you will no longer get Legend accessories from raids; instead, we’re making future Demon Lord field boss accessories Legend grade). When complete, a set of Velcoffer equipment has the potential to surpass not just Lv 350 Unique items (Primus, Masinios, etc.), but also the next generation of gear in terms of performance. For this reason, set and individual stats are going to be applied to the Velcoffer series through a system different from the current Lolopanther and Solmiki ones. Individual Stats Newly created Velcoffer items will not come with their own stats. In order to apply individual stats to a piece of Velcoffer equipment, players will need an item called Ichor, which can be extracted from equipment of other grades. The chances of extracting Ichors from equipment are low. If you succeed, however, the host item is consumed and replaced with an Ichor that contains all of its stats (the extracted Ichor will also be tradable regardless of the state of the original equipment). Failed attempts consume 1 Potential, and items with 0 Potential are destroyed. Ichors can be extracted from Lv 350 weapon and armor items of all grades, and the process requires a set amount of Nucle Powder and Sierra Powder to complete. The following is a list of current items you’ll be able to extract Ichors from. Type Magic Rare Unique Weapons (incl. Shields) Raffye Berthas Raffye Primus Raffye Masinios Armor Basticle Jevenellis Irellis Berthas Basticle Berthas Jevenellis Berthas Irellis Primus Basticle Primus Jevenellis Primus Irellis Ausura Fietas Laitas Once you have an Ichor, you can apply the stats it contains to a Legend grade item. Ichors are categorized according to the type of equipment they are extracted from, and can only be used in Legend items of the same type. Weapon Ichors are divided into One-handed Sword, Staff, One-handed Bow, etc.; similarly, Armor Ichors come in Top, Bottom, Gloves and Boots varieties. Below are a few examples of how different Ichors can be used on items of the same type. A) Primus Raffye Sword >> One-Handed Sword Ichor >> Velcoffer Sword (One-handed) B) Ausura Greaves (Plate) >> Boots Ichor >> Velcoffer Greaves (Plate) C) Ausura Greaves (Plate) >> Boots Ichor >> Velcoffer Shoes (Cloth) And these are examples of how Ichors cannot be used, since they aren’t intended for items of their own type. A) Primus Raffye Sword >> One-Handed Sword Ichor >> Velcoffer  Two-handed Sword B) Ausura Greaves >> Boots Ichor >> Velcoffer Leather Gloves In conclusion, getting an Ichor with top-notch stats will not be an easy task, but you can replace the Ichor you have on a Legend item at any time. Replacing the Ichor in order to apply better stats on your equipment will not reduce its potential, nor is there a chance that the attempt might fail. Set Effects Applying set effects to Velcoffer equipment is going to require a special item called Faerytiris Solution that’s able to store EXP when activated. The solution can be purchased from Alchemist Master Vaidotas Winterspoon and it absorbs part of the EXP you obtain when hunting monsters. Your character will still receive their full share of the EXP, however, and the solution will store it even if you’re already at maximum level. Once you collect enough EXP in your bottles of Faerytiris Solution and use them on your Velcoffer gear, a random prefix is generated. There are a total of 5 different prefixes that act as key tags from which you can compose sets of 3-5 by equipping items that have the same prefix. You need 4 bottles of the solution for each weapon, and 1 for each armor item (the bottles can be used more than once). Velcoffer weapons also count towards the set effects, so in total you can go for one set of 4-5, or two sets of 3, considering all the combinations (left hand, right hand, top, bottom, gloves and boots). Plus, the set effects will include not just the usual passive and conditional stats, but new active skill effects as well. Finished Items The regular way to obtain Velcoffer gear is, as we mentioned, doing raids and collecting the required Spirit Fragments little by little. However, if you’re lucky, there is a (slight) chance you might get a finished Velcoffer item at random from one of the reward cubes. The finished items all possess the same stats and performance but they are character-bound, meaning they can’t be traded or moved via Team Storage regardless of their potential or transcendence status. If you don’t need the item or it doesn’t match your character’s class, you have the option to dismantle it for some Nucle and Sierra Powder, plus a few Velcoffer Spirit Fragments. Finally, along with the Velcoffer equipment we’re introducing the Velcoffer Costume and Helmet. The Velcoffer Costume and Helmet can be obtained only through the rewards cubes (they can’t be created from Spirit Fragments), but they are 100% tradable. Besides the cosmetic appeal, wearing both the costume and the helmet as a set also has the effect of reducing all damage taken inside Velcoffer's Nest. What do you think? We are still polishing the details of the new Velcoffer gear, but our hope is that this will introduce some variety to TOS’ roster of equipment items, as well as the mechanics of how they are obtained and processed. Make sure to keep following our News page for more details!

Developer's Blog
April 23rd, 2018
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Introducing Rank 8 – Archer

Greetings, Tree of Savior dev team here. As you can guess, we’re continuing our introduction of the new Rank 8 classes, and today we’re covering the Archer tree.   Falconer (Circle 3) The master of hawk companions is finally developing into Circle 3; here’s what we have in store for this class. The ‘Circling’ skill is getting an expanding attribute that has a 5% chance of repeated attack within its area. For Archers having trouble dealing with multiple enemies, this could be a life-saver. The new skill ‘Aiming’ widens the area of the hawk’s strike, allowing you to attack from further away. ‘Aiming’ can be used in conjunction with ‘Circling’ and other skills, making it useful for short-range attack classes and party play. ‘Preemptive Strike’ will allow hawks to attack enemies without the direct instruction of a Falconer. The hawk will automatically use the skills ‘Hovering’ and ‘Sonic Strike’, with ‘Preemptive Strike’ being influenced by the skill level of its corresponding Falconer character. Also, any skills used automatically by the hawk will not count towards SP drain nor cooldown times.     Schwarzer Reiter (Circle 3) This high-mobility, mount-focused class is seeing its final evolution in Circle 3. We expect to add an expansion attribute to shoot-and-retreat skill ‘Caracole’ that will allow for a wider range of damage. And for reiters with stamina to spare, we will be adding an attribute to reduce the recoil of ‘Caracole’ and allow for faster consecutive attacks. ‘Limacon’ is getting a new ‘Misery’ attribute that will allow it to attack two enemies at once. We also expect to change ‘Limacon’ to a buff-type skill in a future patch; after activating it, you’ll have to press C during its duration to use it. C3 skill ‘Forward Shot’ will have your character advance forward while shooting two long-range weapons at once. Unlike ‘Retreat Shot’, with this skill your character will keep shooting even if you stop moving, making it an excellent ‘breakthrough’ technique.     Musketeer (Circle 2) Long-range specialists, the Musketeers are becoming even more worthy of their names in Circle 2. We developed a ‘Misery’ attribute for ‘Snipe’ that will allow it to target two enemies at once. The new ‘Bird Fall’ skill was created to deal serious damage to flying-type monsters. In PvP combat, this skill disables flying statuses and is notably strong against flight-type classes. We’re also adding a quick fire attribute to ‘Penetration Shot’ that will allow you to use it as your main attack even in crowded battles.     Cannoneer (Circle 2) The role of Circle 2 Cannoneers in teamwork is what makes it stand out. ‘Siege Burst’ will have an attribute added which allows players to destroy enemy magic circles. The ‘Cannon Barrage’ skill will fire several shots directly at enemies in front of you. The ‘Bazooka’ skill will allow you to deal damage to several enemies through AoE damage at a range that is comparable to ‘Kneeling Shot’. However, you will need to be careful when using this skill as you will not be able to move while using it and will not be able to target nearby enemies.     Hakkapalle (Circle 1) The Hakkapalle is a cavalry class that first appears at Rank 8. The most distinct feature of the Hakkapalle is that you will be able to use a one-hand sword as your sub weapon, allowing melee attacks despite being an archer. You will also be able to ride companions just like the Schwarzer Reiter class. The difference is that you will be able to make a dash if you double-press the movement keys while mounted. However, it is slower than the ‘Trot’ skill of Cataphracts, just about the speed increase of a Swordsman dashing, and uses the companion’s stamina as well. Archer classes all have the ability to hit enemies with up to 5 arrows and decrease the defense of enemies by 10% per arrow. The ‘Skarphuggning’ skill, which is a melee slash attack, will be able to hit the enemy more according to how many arrows are stuck in the enemy so you will be able to deal a lot of damage by melee attacking enemies after attacking them with ranged weapons. There are many ranged and melee combinations, including being able lower the enemy’s critical resistance or sticking up to 7 arrows into them, so players that enjoy their combinations are sure to enjoy this class.     Mergen (Circle 1) The Mergen class first appears at Rank 8 and is a strong class against many enemies at once. Any players that have been using bows should take a close look at the Mergen class. The Mergen class has additional damage bonuses when using Two-hand Bows. The ‘Spread Shot’ skill will fire 5 arrows at once. Players will be able to fire on the move just like normal attacks with bows. The ‘Parthian Shaft’ skill is useful when attacking fast moving enemies as it deals penetration damage without having a negative effect on the user’s movement speed. The ‘Triple Arrow’ skill which developers believe will become one of the class’s most loved skills. The ‘Homing Arrow’ skill will attack enemies in the surrounding area without having to target them. This should prove useful as a first attack type skill. For instance, if there is only one enemy in the area, any arrows fired with this skill will all focus on it. This makes the skill useful for both focused fire and AoE attacks.

Developer's Blog
July 29th, 2016
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[UPDATE] Re:Build - Compatibility Issues & Solutions

Table of Contents   1. Rank System Changes Pt. 1 (Click here) 2. Rank System Changes Pt. 2 (Click here) 3. New Content: Borutos Kapas & Astral Tower Closed Quarters (Click here) 4. FAQ (Click here) 5. Compatibility Issues & Solutions 6. FAQ 2 (Click here)     Greetings, Saviors. As previously showcased in our dev blogs, the major contents available in TOS will be undergoing drastic changes with the implementation of the new class system. In this post, we would like to overview the compatibility issues and the solutions that we have come up with for issues that you may face with our [Re:Build] update. All event dates and periods will be re-announced after the schedules for the [Re:Build] update have been confirmed.   Character 1. Class Tree Change for All Players - Available for all characters created before the date of the [Re:Build] update. - Available for the given period from the time each character enters the game. - One-time Class Tree Change + one-time return to original class tree (total of 2 changes per character). - Typing /classtreechange in the chat displays the remaining days available for Class Tree Change. <Players can change their base class through the ’Class Tree Changer’ NPC.> 2. 3,000 Class Change Points for All Characters - Available for all characters that have advanced in class at least once. - All characters can receive 3,000 Class Change Points once per day for the given period starting from date of the [Re:Build] update. - 3,000 points are issued automatically when the character enters the game during the event period (1 class change costs 1,000 points). <Classes can be changed by clicking on the ‘Advancement Info’  button on the UI at the bottom-right corner of the screen.> 3. Unlock Resets and Support for Hidden Classes - All hidden class unlocks will be reset during the [Re:Build] update because of changes in the class tree composition. - All players who have hidden classes unlocked are issued Unlock Voucher Selection Boxes corresponding to the number of hidden classes they have unlocked. - Unlock Voucher Selection Boxes can be retrieved from eligible players’ Market Retrieve tabs following the maintenance for the [Re:Build] update. - Players who have unlocked hidden classes using Class Unlock Vouchers obtained from Unlock Voucher Selection Boxes purchased with TP (untradable box/tradable voucher) will also receive Unlock Voucher Selection Boxes as compensation. - Players who have unlocked hidden classes using Class Unlock Vouchers obtained from Unlock Voucher Selection Boxes purchased with Popo Points (Box and Voucher untradable/voucher transferable via Team Storage) will also receive Unlock Voucher Selection Boxes as compensation. - UPDATE: All eligible players will receive the same type of Unlock Voucher Selection Box (untradable, but transferrable via Team Storage).   4. Attribute Point Extraction Fee Exemption - With the reduced cost of attributes, all players will be exempt from paying the fee (10%) for attribute point extraction. - Extraction fee exemption is available once per character and is provided to all players for a given period starting from the date of the [Re:Build] update. - This applies only to characters created before the update.   Support for Existing Items 1. Class Costumes - On the date of the [Re:Build] update, all existing class costumes in your inventory are replaced with ‘Class Costume Vouchers’, that can be retrieved from your Market Retrieve tab. - This will apply for all 101 Class Costumes that have been purchased using TP or Exchange Medals prior to the [Re:Build] update.   Swordsman Vouchers Wizard Vouchers Archer Vouchers Cleric Vouchers Swordsman Swimwear Costume (Male) 2 Wizard Swimwear Costume (Male) 2 Archer Swimwear Costume (Male) 2 Cleric Swimwear Costume (Male) 2 Swordsman Swimwear Costume (Female) 2 Wizard Swimwear Costume (Female) 2 Archer Swimwear Costume (Female) 2 Cleric Swimwear Costume (Female) 2 Swordsman Wonderland Costume (Male) 2 Wizard Wonderland Costume (Male) 2 Archer Wonderland Costume (Male) 2 Cleric Wonderland Costume (Male) 2 Swordsman Wonderland Costume (Female) 2 Wizard Wonderland Costume (Female) 2 Archer Wonderland Costume (Female) 2 Cleric Wonderland Costume (Female) 2 Swordsman Smart Casual Costume (Male) 2 Wizard Smart Casual Costume (Male) 2 Archer Smart Casual Costume (Male) 2 Cleric Smart Casual Look (Male) 2 Swordsman Smart Casual Costume (Female) 2 Wizard Smart Casual Costume (Female) 2 Archer Smart Casual Costume (Female) 2 Cleric Smart Casual Look (Female) 2 Swordsman Master Costume 2 Beholder Costume 2 Paladin Follower Costume 2 Paladin Master Costume 2 Warrior's Spring Flower Dress (Male) 2 Wizard's Spring Flower Dress (Male) 2 Archer's Spring Flower Dress (Male) 2 Cleric's Spring Flower Dress (Male) 2 Peltasta Master Costume 2 Mercenary Post Manager Costume 2 Christina Costume 2 Wings of Vaivora Costume 2 Warrior's Spring Flower Dress (Female) 2 Wizard's Spring Flower Dress (Female) 2 Archer's Spring Flower Dress (Female) 2 Cleric's Spring Flower Dress (Female) 2 Orsha Soldier Costume (Male) 1 Jurus Costume 1 Pilgrim Costume (Male) 1 Fedimian Merchant Costume (Male) 1 Uska Costume 1 Lord Delmore Costume 1 Manager Costume 1 Item Merchant Alf Costume 1 Orsha Soldier Costume (Female) 1 Grita Costume 1 Pilgrim Costume (Female) 1 Fedimian Merchant Costume (Female) 1 Wilhelmina Costume 1 Wizard Master Costume 1 Storage Keeper Costume 1 Equipment Merchant Jura Costume 1 Trump Swordman Costume (Male) 2 Trump Wizard Costume (Male) 2 Trump Archer Costume (Male) 2 Trump Cleric Costume (Male) 2 Swordsman School Look Costume (Male) 2 Wizard School Look Costume (Male) 2 Archer School Look Costume (Male) 2 Cleric School Look Costume (Male) 2 Trump Swordman Costume (Female) 2 Trump Wizard Costume (Female) 2 Trump Archer Costume (Female) 2 Cleric Servant Costume (Male) 2 Swordsman School Look Costume (Female) 2 Wizard School Look Costume (Female) 2 Archer School Look Costume (Female) 2 Trump Cleric Costume (Female) 2 Swordsman Royal Guard Costume (Male) 2 Mage Bunny Boy Costume (Male) 2 Archer Racoon Costume (Female) 2 Cleric School Look Costume (Female) 2 Swordsman Ceremonial Costume (Male) 2 Mage Bunny Girl Costume (Female) 2 Archer Ceremonial Costume (Male) 2 Cleric Servant Costume (Female) 2 Swordsman Ceremonial Costume (Female) 2 Wizard Ceremonial Costume (Male) 2 Archer Ceremonial Costume (Female) 2 Cleric Ceremonial Costume (Male) 2 Swordsman White Rose Costume (M) 2 Wizard Ceremonial Costume (Female) 2 Archer's Heavily Armed Costume (Male) 2 Cleric Ceremonial Costume (Female) 2 Swordsman White Rose Costume (F) 2 Wizard Gothic Costume (Male) 2 Archer Sailor Costume (Female) 2 Cleric Party Outfit (Male) 2 Swordsman Party Outfit (Male) 2 Wizard Gothic Costume (Female) 2 Archer Party Outfit (Male) 2 Cleric Party Outfit (Female) 2 Swordsman Party Outfit (Female) 2 Wizard Party Outfit (Male) 2 Archer Party Outfit (Female) 2 Cleric Christmas Costume (Male) 2 Swordsman Sailor Costume (Female) 2 Wizard Party Outfit (Female) 2     Cleric Christmas Costume (Female) 2   - Class Costume Vouchers can be traded for other class-exclusive costumes at the ‘Class Costume Trade’ tab of the TP Shop UI. <The Class Costume Trade tab will only be visible to players that have Class Costume Vouchers in their possession.> 2. Special Costumes - The effects of the following three special costumes will be changed in accordance to deletion or change in skills. - The following changes are applied during the maintenance for the [Re:Build] update:   Costume Current Effect New Effect Cleric Special Costume (M/F) ‘Heal’ tile color change ‘Heal’ skill effect color change Quarrel Shooter Special Costume (M/F) ‘Running Shot’ attack effect color change ‘Deploy Pavise’ pavise object texture change Swordsman Special Costume (M/F) ‘Restrain’ skill effect change ‘Bear’ skill effect change   3. Gems - Due to the changes in gem effects, all gems (both colored and monster gems) are extracted from their equipment sockets without penalty and moved to your Market Retrieve tab during the maintenance for the [Re:Build] update. - Players are able to transfer EXP from one gem to another without any loss through the ‘Benevolence of the Goddess’ event that will be open for a given period following the [Re:Build] update. <Using an 8-star green gem to enhance a 1-star yellow gem will result in an 8-star yellow gem.> - In the case the players’ class tree has changed or skills have been deleted or transferred to a different class, the corresponding monster gem will be deleted and replaced with a ‘Monster Gem Selection Box: Class’. - Players can select a new monster gem for their new skill set using the ‘Monster Gem Selection Box: Class’. - ‘Monster Gem Selection Box: Class’ items given to players as replacement will be retrievable from the Market Retrieve tab.   Old Monster Gems   New Monster Gems Gem Skill   Gem Skill Black Ridimed Gem Helm Chopper   Black Ridimed Gem Aggress Goblin Charger Gem Shooting Star   Goblin Charger Gem Sprinkle HP Potion Goblin Magician Gem Haste   Goblin Magician Gem Modafinil Mine Fire Mage Gem Prominence   Mine Fire Mage Gem Leghold Trap Nuo Gem Capture   Nuo Gem Instantaneous Acceleration Earth Deadborn Scap Gem Skull Swing   Earth Hallowventer Gem Stone Skin Earth Hallowventer Gem Exorcise   Ducky Gem Spring Trap Ducky Gem Swell Right Arm   Deadborn Scap Archer Gem Omikuji Deadborn Scap Archer Gem Running shot   Denden Gem Sprinkle SP Potion Denden Gem Lunge   Rubblem Gem Oblique Fire Rubblem Gem Collar Bomb   Lemur Gem Prominence Lemur Gem Mordschlag   Lichenclops Gem Visible Talent Lichenclops Gem Pointing   Varv Gem Howling Varv Gem Swell Left Arm   Bite Gem Advanced Orders Bite Gem Long Stride   Bat Gem Tomahawk Bat Gem Full Draw   Banshee Gem Fire Claw Banshee Gem Surespell   Boowook Gem Bear Boowook Gem Vertical Slash   Red Meduja Gem Block and Shoot Red Meduja Gem Transpose   Red Infro Hoglan Gem Insurance Red Infro Hoglan Gem Freezing Sphere   Red Zigri Gem Behead Red Zigri Gem Perspective Distortion   Vikaras Mage Gem Hard Shield Vikaras Mage Gem Butterfly   Siaulamb Lagoon Gem Quicken Siaulamb Lagoon Gem Quicken   Socket Mage Gem Bully Socket Mage Gem Telepath   Shredded Gem Raise Skull Wizard Shredded Gem Sleep   Atti Gem Kneeling Shot Seedmia Gem Restrain   Corrupt Velfiggy Gem Time Forward Atti Gem Wild Shot   Wendigo Archer Gem Paraclitus Time Ultanun Gem Double Slash   Wendigo Magician Gem Stone Rune Corrupt Velfiggy Gem Attaque Coquille   Wendigo Searcher Gem Helm Chopper Wendigo Archer Gem Snatching   Infrorocktor Gem Turn Undead Wendigo Magician Gem Telekinesis   Infroburk Gem Sharp Spear Wendigo Searcher Gem Vendetta   Yonazolem Gem Double Attack Jukopus Gem Concentrate   Shaman Doll Gem Swell Hands Infrorocktor Gem Deprotected Zone   Zinutekas Gem Concentration Infroburk Gem Umbo Thrust   Green Corpse Flower Gem Dragon Fear Yonazolem Gem Flu Flu   Chupacabra Gem Smite Shaman Doll Gem Turn Undead   Corylus Gem Knife Throw Zinutekas Gem Spiritual Chain   Cronewt Gem Flying Colors Green Corpse Flower Gem Langort   Tontulia Gem Raiton no Jutsu Chupacabra Gem Safety Zone   Truffle Gem Dagger Slash Corylus Gem Divine Might   Tini Archer Gem Binatio Cronewt Gem Giant Swing   Tini Magician Gem Elemental Essence Tontulia Gem Smite   Pokubu Gem Rampage Truffle Gem Time Bomb Arrow   High Vubbe Archer Gem Free Step Tini Archer Gem Heavy Shot   Hogma Shaman Gem Enchant Glove Tini Magician Gem Flare   Hogma Mage Gem Divine Might Panto Gem Pommel       Pokubu Gem Kneeling Shot       High Vubbe Archer Gem Flare Shot       Hogma Shaman Gem Stone Skin       Hogma Mage Gem Ogouveve       <New monster gems effects after skill changes.> <Players can choose the monster gem corresponding to their class using the ‘Monster Gem Selection Box’.> 4. Weapons The following compensations are made in order to solve the compatibility issues that may arise with the class tree changes in the [Re:Build] update: 1) All weapons with 0 potential have their potential increased by +1. - This increase in potential will be applied during the maintenance for the [Re:Build] update. - This applies to all weapon items created before the [Re:Build] update. 2) All market fees for weapons, armor and accessories are refunded. - Available for a given period from the date of the [Re:Build] update. - This applies to all weapons, armor and accessories traded over the Market during the event period. - All market fees consumed during this period are refunded during the scheduled maintenance of the week after the event period is over. - Caution: All market fees (10% of item price) are refunded regardless of Token use state. The terms are only applied to items finalized in sale before a date to be announced. Does not apply to items other than weapons, armor and accessories. UPDATE: This measure will be replaced with a different event, to announced closer to the day of the update. 3) Events every week for either discount in item enhancement/transcendence/re-identification or looting chance +200%.   Week Day Event 1st Week Sat 50% enchantment discount Sun 50% discount for even-numbered transcendence 2nd Week Sat 50% discount for item re-identification Sun Looting chance +2000 3rd Week Sat 50% enchantment discount Sun 50% discount for even-numbered transcendence 4th Week Sat 50% discount for item re-identification Sun Looting chance +2000 5th Week Sat 50% enchantment discount Sun 50% discount for even-numbered transcendence 6th Week Sat 50% enchantment discount Sun 50% discount for even-numbered transcendence 7th Week Sat 50% enchantment discount Sun 50% discount for even-numbered transcendence   4) ‘Weapon Type Change’ for special Legend-grade weapons (Lolopanther, Solmiki and Velcoffer) and Unique Raid weapons. - The service is available for a given period following the implementation of the [Re:Build] update. - Applies only to items created before the [Re:Build] update. - Available once per item (if the item’s ownership is transferred via 1:1 trading or the Market, however, it can no longer be exchanged).   Unchanged on weapon trade Category Velcoffer Lolopanther, Solmiki Enhancement Lv YES YES Transcendence Lv YES YES Enchantment YES YES Awakening YES YES Set Stats Set stats transferred n/a   Changed on weapon trade Category Velcoffer Lolopanther, Solmiki Potential and Sockets One-handed -> One-handed No change No change Two-handed -> Two-handed No change No change One-handed -> Two handed Potential +1 No change Two-handed -> One-handed (5 sockets) Socket -2, Potential +2 Two-handed -> One-handed (4 sockets) Socket -1, Potential +1 Two-handed -> One-handed (less than or equal to 3 socket) No change No change * Ichor extraction Extracted n/a   * Ichor Extraction: To prevent Ichors from losing their value due to extraction and main weapon type change, all players are provided with 100% Ichor Extraction Voucher on the following grounds:    100% Fixed Stat Ichor Extraction Voucher for where fixed stat ichors are used    100% Random Stat Ichor Extraction Voucher for where random stat ichors are used Unique Raid Weapons - Stats of items from before the update are not maintained. They will be replaced with new item stats. - Due to potential and maximum socket adjustments, items may be different before and after the update. Unique Random-Stat Weapons - If changing from a one-handed weapon to another one-handed weapon, or from a two-handed weapon to another two-handed weapon, the item’s stats will be maintained. - If changing from a one-handed weapon to a two-handed weapon or vice-versa, the item’s stats are reset and an Artisan Magnifier is provided. - Due to potential and maximum socket adjustments, items may be different before and after the update. Velcoffer Cannons - Currently existing Velcoffer Cannons become designated as ‘(Old) Velcoffer Cannon’ after the update. - You can exchange your (Old) Velcoffer Cannon for a two-handed weapon at the NPC. This will give you a ‘Velcoffer Cannon (Two-handed)’ with the same stats, plus +2 sockets and +1 potential. - Exchanging your cannon with a ‘Velcoffer Cannon (Two-handed)’ counts as a one-handed to two-handed weapon change, so you will not be able to exchange your new ‘Velcoffer Cannon (Two-handed)’ for another Legend weapon with this service. - Even if you do not change your existing Velcoffer Cannon for a new one while the weapon exchange service is available, all ‘(Old) Velcoffer Cannons’ will automatically be replaced by a ‘Velcoffer Cannon (Two-handed)’ after the service closes. Socket and potential increases will apply as mentioned above for these items as well. - If an item that needs to be automatically exchanged is being kept in your Team Storage, it will be sent to the Market Retrieve tab of the first character in your Lodge list. If no character is available for that, the item is sent back to your Team Storage. 7) Appearance items obtained through TP purchase will be returned. - Weapons under appearance item effects will be returned to their basic appearance during the scheduled maintenance for the [Re:Build] update. - The appearance item used on the weapon will be returned to your Market Retrieve tab. - If you have used a Weapon Appearance Material from the TP shop to change weapon appearance and want to have the Weapon Appearance Material item returned, please make a request by sending us an inquiry ticket. We will only process the tickets received within the first two weeks of the [Re:Build] update in the following format: 1. Server Name: 2. Team Name: 3. Character Name: 4. Name of item used as material for appearance change: 5. Name of item that had its appearance changed: The above measures have been planned through careful consideration to minimize the distress that players may experience with the drastic changes that the game is undergoing. At this stage, all plans for dealing with compatibility issues are subject to further changes with the actual implementation of the [Re:Build] update and we promise to keep our ears open to the feedback from the community with the implementation of the [Re:Build] update and to always strive to make progress wherever possible. Thank you.        

Developer's Blog
January 23rd, 2019
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Re:Build - Rank System Changes Pt. 2

Table of Contents   1. Rank System Changes Pt. 1 (Click here) 2. Rank System Changes Pt. 2 3. New Content: Borutas Kapas & Astral Tower Closed Quarters (Click here) 4. FAQ (Click here) 5. Compatibility Issues & Solutions (Click here) 6. FAQ 2 (Click here)     Greetings, Saviors! Welcome to part two of this detailed blog post on the upcoming [Re:Build] update. If you haven’t yet, make sure to read part 1 first (click here), so you won’t miss important info on the new advancement system, skills and attributes.     Character Stats and Formulas We see three major issues with how basic stats are currently handled in the game. 1. Focusing stat point investment on a single stat has great consequences in the balance of individual characters. 2. Some stats display far more efficacy than others, according to their effects. 3. A single basic stat can influence several other stats, displaying excessive importance in item stats. In order to address these issues, we are automating stat allocation in tune with level-up progress and adapting stat effect formulas, while reducing the number of other stats they influence. Stat Allocation According to Level Our current basic stat system was designed so that players could freely customize their character builds as they level up. Unfortunately, with the maximum character level now reaching Lv. 390, this created an environment where many characters have all of their points invested on a single basic stat, resulting in an excessive influence on other stats. With the [Re:Build] update, characters no longer obtain stat points when they level up. Instead, basic stats increase automatically by about two points (twice the current amount) with every character level achieved, according to that character’s class choices. Every class has its own set ratio of stats, and your final basic stat composition is determined by the average of the ratios assigned to each of your classes. For example, if you pick only attack-focused classes from the Swordsman tree, you’ll likely end up with higher STR and DEX values. Similarly, should you go for more defensive classes, CON will be among your main basic stats. A less specialized, more balanced selection of classes will result in a relatively even basic stat composition. Of course, differences do exist even among characters of the same sort (dealer, tank, support, etc.), as each class and role introduces new basic stat setups. The following are the basic stat ratios applied to characters based on different class choices. <Basic stat differences between a Lv. 390 Swordsman-Highlander and Swordsman-Peltasta character.>   Swordsman Tree Class STR DEX CON INT SPR Swordsman 0.75 0.5 0.75 0 0 Nak Muay 0.6 1 0.4 0 0 Doppelsoeldner 0.9 0.7 0.4 0 0 Dragoon 1 0.4 0.6 0 0 Lancer 1 0.45 0.55 0 0 Retiarius 0.9 0.6 0.5 0 0 Rodelero 0.7 0.4 0.9 0 0 Matador 0.9 0.5 0.6 0 0 Murmillo 0.8 0.4 0.8 0 0 Barbarian 0.8 0.8 0.4 0 0 Cataphract 1.1 0.4 0.5 0 0 Templar 0.65 0.7 0.65 0 0 Fencer 0.6 1.1 0.3 0 0 Peltasta 0.3 0.2 1.5 0 0 Highlander 0.95 0.8 0.25 0 0 Hackapell 0.75 0.8 0.45 0 0 Hoplite 0.8 0.5 0.7 0 0   Wizard Tree Class STR DEX CON INT SPR Wizard 0 0 0.4 0.8 0.8 Necromancer 0 0 0.3 0.6 1.1 Taoist 0 0 0.5 0.7 0.8 Rune Caster 0 0 0.55 0.85 0.6 Bokor 0 0 0.4 0.7 0.9 Psychokino 0 0 0.55 0.95 0.5 Shadowmancer 0 0 0.4 1.1 0.5 Sage 0 0 0.3 1 0.7 Sorcerer 0 0 0.2 0.7 1.1 Alchemist 0 0 0.55 0.65 0.8 Elementalist 0 0 0.2 1 0.8 Warlock 0 0 0.2 1.1 0.7 Onmyoji 0 0 0.4 0.95 0.65 Chronomancer 0 0 0.55 0.7 0.75 Cryomancer 0 0 0.7 0.7 0.6 Pyromancer 0 0 0.5 0.9 0.6 Featherfoot 0 0 0.6 0.7 0.7   Archer Tree Class STR DEX CON INT SPR Archer 0.75 0.75 0.5 0 0 Appraiser 0.85 0.65 0.5 0 0 Ranger 1.1 0.6 0.3 0 0 Musketeer 1.1 0.4 0.5 0 0 Mergen 1 0.6 0.4 0 0 Wugushi 1 0.5 0.5 0 0 Sapper 0.7 0.4 0.9 0 0 Falconer 0.8 0.5 0.7 0 0 Cannoneer 1.2 0.2 0.6 0 0 Quarrel Shooter 0.5 0.5 1 0 0 Pied Pier 0.7 0.7 0.6 0 0 Fletcher 1 0.65 0.35 0 0 Hunter 0.9 0.3 0.8 0 0   Cleric Tree Class STR DEX CON INT SPR Cleric 0.25 0.25 0.45 0.25 0.8 Druid 0.6 0.4 0.3 0.6 0.1 Dievdirbys 0.2 0.15 0.35 0.7 0.6 Monk 0.8 0.7 0.5 0 0 Miko 0.2 0 0.5 0.5 0.8 Sadhu 0 0 0.3 1.2 0.5 Exorcist 0 0 0.4 1.2 0.4 Oracle 0.2 0.2 0.4 0.4 0.8 Inquisitor 1 0.4 0.6 0 0 Zealot 0.7 0.8 0.5 0 0 Chaplain 0.7 0.7 0.3 0.15 0.15 Kabbalist 0.15 0.15 0.3 0.3 1.1 Krivis 0.7 0.15 0.3 0.7 0.15 Pardoner 0.15 0.15 0.4 0.5 0.8 Paladin 0.3 0.2 1.1 0.2 0.2 Priest 0.15 0.15 0.3 0.4 1 Plague Doctor 0.15 0.15 0.4 0.6 0.7   Scout Tree Class STR DEX CON INT SPR Scout 0.7 0.9 0.4 0 0 Rogue 0.6 0.9 0.5 0 0 Linker 0.7 0.8 0.5 0 0 Bullet Marker 0.75 1.1 0.15 0 0 Schwarzer Reiter 0.8 0.95 0.25 0 0 Squire 0.7 0.7 0.6 0 0 Shinobi 0.75 0.9 0.35 0 0 Thaumaturge 0.65 0.65 0.7 0 0 New Class 1 0.9 0.7 0.4 0 0 New Class 2 0.55 1.1 0.35 0 0 Enchanter 0.45 1 0.55 0 0 Corsair 0.85 0.75 0.4 0 0   With these calculations, a character consisting of Swordsman - Highlander - Barbarian - Doppelsoeldner has their STR increased by (0.75 + 0.95 + 0.8 + 0.9) / 4 = 0.85 per level. Final values are rounded out to the nearest whole number. The basic stat system then becomes more automated according to your level, but the original mechanism isn’t completely discarded. You can still invest stat points obtained from quests and Goddess Statues freely in a stat of your choice, and you can reset them with a Stat Reset Potion as well. When the [Re:Build] update hits, all stat points obtained by leveling up will be automatically reset so they can be reapplied. Basic Stat Effects The effects of each basic stat change as follows.   Stat BEFORE AFTER STR Physical Attack +2 per 1 STR Physical Attack +2 per 1 STR +5 per 10 STR +5% per 10 STR Accuracy +0.5 per 1 STR DELETED   +3 per 15 STR   CON Max. HP +0.5% of max. HP per level Max. HP +0.3% of max. HP per level +1.5% of max. HP per 10 levels +1% of max. HP per 10 levels HP Recovery +2 per 1 CON DELETED   +3 per 5 CON   Max. STA +1 per 20 CON DELETED   Block +0.5 per 1 CON DELETED   +3 per 15 CON   ADDED   Physical + Magic Defense +2 per 1 CON   +5% per 10 CON INT Magic Attack +2 per 1 INT Magic Attack +2 per 1 INT +5 per 10 INT +5% per 10 INT Healing +1.2 per 1 INT DELETED   +10 per approx. 34 INT   SPR Max. SP +0.5% base MSP per 1 SPR DELETED   +1.5% base MSP per 10 SPR   SP Recovery +2 per 1 SPR DELETED   +3 per 5 SPR   Summon Damage ((SPR / (level + 1)) * 100)% Summon Damage ((SPR / (level + 1)) * 100)% Healing +2.8 per 1 SPR Healing +1 per 1 SPR +10 per approx. 15 SPR +3% per approx. 10 SPR Buff Factor * Applied individually for every buff Buff Factor * Applied individually for every buff ADDED   Magic Critical Attack +2 per 1 SPR   +5% per 10 SPR DEX Attack Speed (DEX / 750)^0.75 Attack Speed (DEX / 1000)^0.5 Critical Attack +4 per 1 DEX Physical Critical Attack +2 per 1 DEX +10 per 10 DEX +5% per 10 DEX Block Penetration +0.5 per 1 DEX DELETED   +3 per 15 DEX   Evasion +0.5 per 1 DEX DELETED   +3 per 15 DEX   Level Attack +0.5 per level Attack +1 per level Defense +1 per level Defense +1 per level ADDED   Critical Attack +1 per level Max. HP (400 * class tree value) + ((level - 1) * 80 * class tree value Max. HP (400 * class tree value) + ((level - 1) * 80 * class tree value Max. SP (200 * class tree value) + ((level - 1) * 12 * class tree value Max. SP (200 * class tree value) + ((level - 1) * 18 * class tree value Block +0.25 per level Block +1 per level Block Penetration +0.25 per level Block Penetration +1 per level Accuracy +0.25 per level Accuracy +1 per level Evasion +0.25 per level Evasion +1 per level Critical Rate +0.5 per level Critical Rate +1 per level Critical Evasion +0.5 per level Critical Evasion +1 per level HP Recovery Level * class tree ratio HP Recovery 1% of max. HP SP Recovery Level * class tree ratio SP Recovery 3% of max. SP Healing +1 per level Healing +1 per level   Evasion, Block and Critical in Magic Attacks <Block, evasion and critical being applied to magic attacks.> Like what already happens with physical attacks, concepts of evasion, block and critical rate will apply to magic attacks as well. Here, values of accuracy and evasion, block and block penetration, and critical rate and critical resistance are based off the same stats that influence the effects of physical attacks.   <(Left) A rod with magic critical attack values. (Right) HP restoring effects replaced by a magic critical attack stat in Animus.> Critical attack is divided into two different stats – physical critical attack and magic critical attack. The critical attack stat currently in-game turns to physical critical attack at the time of the update, while magic amplification values are adapted to the new magic critical attack stat. Magic amplification as a stat is, then, erased from the game. Some items may also see their stat values altered due to these changes. Evasion, Block and Critical Rate We’re readjusting calculation formulas for evasion, block and critical rate: instead of the [attacker’s stat - target’s stat] format, we will begin applying a [attacker’s stat / target’s stat] approach. In order to maintain evasion, block and critical rate standards, however, we also need to balance out accuracy, block penetration and critical resistance, which requires higher values on these stats. Following these changes, we are switching buff effect constants for ratio-based formulas. This also requires equipment items with higher stat values as characters enter the topmost level brackets. <Evasion values required to maintain the same evasion rate in relation to the opponent’s accuracy, before and after the update.> The graph above may show only the change in evasion values, but block and critical rate stats will produce similar results, though with different factors and formulas. In evasion, for example, when the number of monsters targeting you exceeds 5, every additional monster causes your evasion rate to decrease by 10%, up to a maximum of 50% (10 monsters). As for block, rather than completely nullifying the attack, it will instead cut its damage in half. SP Since new skills introduced after the update will no longer belong to upper ranks, they will no longer require increasingly high SP consumption. If left untouched, this could mean that a lot of characters would end up with excessive SP capacities relatively to how much their skills consume. To prevent that, we’re removing the influence of SPR on SP, and instead have it escalate according to your character level. Following that, the amount of SP consumed by skills is also slightly increased in concordance with the new level-based standards. On the other hand, apart from a few special cases, SP consumption will no longer increase in proportion to skill level. Threat and Casting Time Ratio Factors that determine the degree to which monsters “hate” you, currently referred to as “provocation” or “provocation values”, are unified into a single definition: Threat. Your threat values are displayed in the Character Information window along with other stats. Casting Time Ratio, a stat that tells the variation in skill casting time, is also a new feature displayed in the Character Information window. As new equipment is introduced after the [Re:Build] update, this stat is also set to appear in-game as an item stat. Movement Speed Buffs and consumables that increase movement speed will lose their ability to stack, applying only the highest movement speed value among those that are available. For example, if you receive a +10 movement speed buff and then consume a +5 movement speed potion, only the +10 buff (the one providing the highest value) will apply. That said, movement speed boosts originating from equipment items, Companions, Tokens and other special benefits will continue to stack regardless of this rule. Stacking Defense-Ignoring Effects The following table shows how stacked defense-ignoring effects will have a milder impact after the big update.     Defense-ignoring Effect 1 Total Effect Defense-ignoring Effect 2 Total Effect Defense-ignoring Effect 3 Total Effect BEFORE 20% 20% 20% 40% 10% 50% AFTER 20% 36% 42.4% <Percentage of defense ignored according to the number of defense-ignoring stacks, before and after the update.>   Items The rank system update is also bringing significant changes to equipment items’ main stats: attack (in weapons) and defense (in armor). Some items will inevitably have their stats updated due to the rearrangement of class trees, while others turn into entirely different equipment types, according to the new class-specific improvements. Main Equipment Stats <Comparison of weapon attack (left) and armor defense (right) values before and after the update.> As classes currently of different ranks and degrees of performance are adapted to the same standards, item growth is set to become more important than ever. In conformity with this, weapons have their attack values increased up to 70%, while armor items see a boost in defense of up to 50%. This, of course, calls for an adjustment of the game’s minimum and maximum attack values as well. There will be no change to enhancement value increases, however, making this equipment-boosting feature slightly less influential. <Defense values before (left) and after (right).> In order to ensure a clearer role separation between one- and two-handed weapons, we are giving shields a significant increase in defense of approximately 252%. A notable change, considering magic attacks are becoming blockable. Within weapons of the same type, the two-handed version can then provide higher attack values, while its one-handed counterpart secures higher defense and block abilities. Other Stats <The Masinios Crossbow undergoes a stat change due to skill Running Shot being deleted.> In cases where an item contains a stat related to deleted skills or ones that are undergoing significant changes due to class tree reallocations, etc. – as is the case of the Masinios Crossbow up here – those stats are replaced by a similar skill function or a different special stat. Gems Following the aforementioned revisions in skill factors, main item stats and evasion/block/critical formulas, regular gems are receiving a few necessary adjustments to their effects. They are as follows. When this update hits, all regular and monster gems will be extracted from equipment items penalty-free and sent to the corresponding character’s Market Retrieve tab. Once again due to heavy class/skill and tree rearrangements, some monster gems (skill gems) are set to become obsolete or unusable. In cases where, after the update, a character’s class has changed trees or a skill has been moved/deleted, any corresponding monster gems in their possession will be replaced with a Monster Gem Selection Box: Class. This item allows players to select one of five boxes containing a monster gem pertinent to their desired class tree. Cannons   <Cannons as two-handed weapons.> In line with the class tree overhaul, cannons are reallocated to the two-handed weapon category with all that entails: two-handed weapon attack values and enhancement costs, and higher Blessed Gem requirements for transcendence. Cannons already transcended at the time of the update will see no changes to their stage of transcendence. New cannon varieties introduced after the big patch will come with a maximum of 5 sockets and increased potential. Here, too, cannons already in the game at the time of the update will not undergo any changes related to sockets or potential. <Legend-grade cannon with its number of sockets increased to 5 after the update.> The one item we will alter for this [Re:Build] patch is the Velcoffer Cannon, which sees its maximum sockets increased to 5. Existing Velcoffer Cannons will automatically receive two added sockets with no potential consumed.   Other Important System Changes Moving and Jumping Stamina will no longer be consumed by regular movement, decreasing only when the character jumps. This way, Stamina becomes a basic resource to manage during combat, while diminishing inconveniences to regular character movement. <Example: dash differences in Wizard (top) and Archer (bottom) tree characters.> Dash becomes available to characters of all trees, but with different effects and degrees of performance. See below.   Tree Effects Swordsman Dash is maintained even when you are attacked. Able to dash while mounted. Wizard Dash movement speed -4 Archer Able to dash only in non-combat situations. Dash movement speed +3 Cleric Same movement speed as the original Dash. (Lycanthropy: Human Form changes to reduce Stamina consumption by 50%) Scout Dash movement speed +3 Stamina consumption +100%   Target Priority in Range Attacks In range attacks, the enemy with the highest AoE defense ratio is the first to be selected as the target. For attacks largely influenced by the character’s AoE attack ratio, the larger the number of enemies with a high AoE defense ratio, the harder it becomes to attack multiple enemies at once. On the other hand, this makes it possible for tank characters with a high AoE defense ratio to stand up to certain monster skills on their own. Kannushi Advancement Characters who changed from Miko to Kannushi via Switch Gender no longer need to switch back to female in order to advance to the Miko class again: they can remain a male character and advance straight to Kannushi. This applies to characters who use Switch Gender to become a Kannushi after this patch is applied, but also to those who are already a Kannushi at the time of the update. Characters who do not have the Kannushi class in their build at the time of the update will first need to become one via Switch Gender before this rule applies to them. Sorcerer Riding Skill Targeting After summoning a demon and mounting it with the Riding skill, any demon skills used are directed not to the demon’s target, but in the direction that the demon is currently facing. Skills that require a target to be designated, however, can be directioned towards the closest enemy. Improved Fields and Main Quests In order to combat the problem of long waiting periods between monster respawns in regular fields, which can interfere with the flow of hunting, we are increasing monster populations by 50-450% in a total of 81 regions. Besides this, we are addressing issues of low satisfaction with quest rewards by continuing to increase Silver and EXP yields, particularly in main quests. All 83 final (main) quests in their corresponding level bracket and region have their Silver rewards multiplied by 8-13 times, comparatively to the current game. Main quests and all subquests of level 300 and above also get the following increase in EXP gains. Lv. 1-100 main quests: 5 times increase Lv. 101-200 main quests: 5 times increase Lv. 201-300 main quests: 3 times increase Lv. 301-390 sub- and main quests: 5 times increase In regions corresponding to level brackets lacking a main quest, subquests that are significant enough to the game’s story become main quests as well. Level brackets affected by this change are as follows: Lv. 180-190, Lv. 220-250, Lv. 310-330. Another important change is that, after completing a main quest, any camp warps of lower related regions can be automatically activated. Visit a Wings of Vaivora NPC after completing any of the following quests to activate the corresponding camp warps.   Everything Intact (3) Goddess Gabija Mysterious Slate (2) Old Story (7) Revelation of Fortress of the Land Secret Trade (3) Swindler Rexipher The Bishop's Last Mission (2) The Clown from the Closing Show The Demons' Goals The Dimensional Crack (7) The Final Battle (7) The Goddess' Hidden Message The Goddess' Sacrifice (2) The Hidden Sanctum's Revelation (1) The King of the Great Humans The Revelation of Kalejimas This is Only the Beginning To Gateway of the Great King   Not only that, Goddess Statues will allow you to move directly to Master NPCs of classes included in your current build. <The new Goddess Statue function lets you move directly to a Class Master NPC.> In order to alleviate common frustrations related to object selection in mouse mode, a new priority selection function (Shift + left-click) is being added that will allow players to move and interact with NPCs more conveniently. Finally, timed items will automatically disappear after they expire, rather than remain in a character’s inventory. System messages will alert you of which expired items were deleted through the chat window. This rule also applies to expired items in the possession of characters at the time of the update.   ※ Note that the above content is still under development and may be subject to changes before it is finally applied to the game. As mentioned in part 1, we have a lot of to cover about the [Re:Build] update, including all the new content that’s coming along in the patch. We have another post up about new raids, equipment and much more which you can read by clicking here!

Developer's Blog
November 26th, 2018
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[EDITED] Intense Balancing: Wizard and Swordsman Trees

Greetings, Saviors! This time around in our Intense Balancing series, we’re covering a whole roster of Wizard and Swordsman classes and the plans we’re making to adjust their skills. But first, we’d like to talk about some damage calculation changes we’re also working on.     Damage Increase/Decrease Calculation Changes   So far, damage increasing and decreasing options in TOS have always been calculated by summing and subtracting the corresponding factors. Now, we have plans to change damage reduction options into multiplication formulas which affect the amount of damage the attacked target receives.   Attacker Damage increase 25% (A) Target Damage taken decrease 25% (B) Before = (100% (base) + 25% (A)) - 25% (B) = 0% (100% damage received) After = (100% (base) + 25% (A)) x 0.75 (B) = 0.93 (93% damage received)   As you can see, a 25% damage reduction can be rather useful (75% damage received), but when the attacker’s damage increase option is powerful, the effects don’t quite live up to the expectations. With the new calculation formula, however, that option reduces the damage received by 25% in a more intuitive way.   On the other hand, in cases when your opponent has no damage increasing options and you have several damage reducing factors, your damage reducing effects can become less noticeable than what they currently are. See the example below.   Attacker : No damage increases Target : Damage taken decrease 25% (A) : Damage taken decrease 15% (B) Before = 100% (base) -25% (A) - 15% (B) = 60% (60% damage received) After = (100% (base)) x 0.75 (A) x 0.8 (B) = 0.64 (64% damage received)   Also, unlike damage reductions, damage increases will continue to be calculated by sum.   Attacker : Damage increase 25% (A) : Damage increase 15% (B) Target : Damage taken decrease 25% (C) : Damage taken decrease 15% (D) Before = 100% (base) + 25% (A) + 15% (B) -25% (C) -15% (E) =100% (100% damage) After = (100% (base) + 25% (A) + 15% (B)) x 0.75 (C) x 0.85 (D) = 0.89 (89% damage)   Damage effects from property relations are calculated first and added to the final multiplication. This process applies after the target’s damage reductions are calculated.   Attacker (50% increase from Ice-Fire relation) : Damage increase 25% (A) : Damage increase 15% (B) Target (Fire property) : Damage taken decrease 25% (C) : Damage taken decrease 15% (D) Before = 100% (base) + 25% (A) + 15% (B) + 50% (property) -25% (C) -15% (E) = 150% (150% damage) After = (100% (base) + 25% (A) + 15% (B)) x 0.75 (C) x 0.85 (D) x 1.5 (property) = 1.34 (134% damage)   We hope the change of damage reduction and property relation calculations to multiplication formulas will help players understand them more intuitively.   Having all increase and decrease formulas sum up means that it can be hard for players to figure out how they work, especially not knowing an opponent’s damage increasing stats. With these changes, if your damage reduction factor is 30%, you get 30% less damage; if you have a 50% bonus based on property, you can expect 1.5 times the damage, and so on.   Increased Property Attack Damage on Status Ailments   We will be applying a damage increase effect to some property attacks which influence enemies under certain status ailments.   Lightning attacks +50% damage dealt to frozen enemies Fire attacks +50% damage dealt to petrified enemies Dark attacks +50% damage dealt to cursed enemies     Alright, let’s get on with the class balancing plans.   Wizard [Wizard: Rank 1]   Earthquake [C1 Skill]   The casting speed of Earthquake is increased dramatically, with the skill gaining the ability to hit flying monsters and dealing double the damage to ground monsters. Lvl 15 Earthquake now inflicts 428% damage to aerial monsters, and 956% to earthbound monsters.     The new attribute Earthquake: Remove Knockdown consumes additional SP and removes the knockdown of enemies hit by the skill.   Lethargy [C1 Skill]   Physical/magic defense decrease proportionally by skill level, and the evasion decrease factor is also boosted. Damage from tiles is increased 20%. The duration and cooldown of the skill both change to 20 sec.   Attribute Lethargy: Enhance is removed, and Lethargy: Tile Speciality is added to C2. Tile Speciality increases tile damage per attribute level. C1 attribute Lethargy: Additional Damage is changed to Lethargy: Strike Specialty and moved to C3.   Sleep: Dream Eater [C2 Attribute] New   Sleep’s attack limit (number of hits required to wake up) is decreased by 80%, but the new Dreaming attribute gives Psychokinesis property and property-less magic attacks double the damage on sleeping enemies.   Reflect Shield -> Magic Shield [C1 Skill]   Reflect Shield is changed to Magic Shield.   Magic Shield is a defensive buff skill that decreases damage by 20% per skill level. SP is consumed when hit.   Attribute Reflect Shield: Reflect Damage is changed to Magic Shield: SPR Efficiency, which decreases SP consumption according to your SPR stat.   Surespell  [C2 Skill]   Sure Spell, which makes skills uninterruptible by enemy attacks while being cast, is changed to a party buff that adds targets according to skill level.   Duration is fixed to 300 sec, while skill cooldown is changed to 60 sec.   Magic Missile [C3 Skill -> C2 Skill]     Magic Missile is moved to C2 (Lv 10 master), while the skill’s attack factor and number of missiles depend on Circle and maximum level. Firing speed increases dramatically.   C3 attribute Magic Missile: Enhance is moved to C2.   Quick Cast [C3 Skill]   Duration is fixed at 300 sec, and cooldown is changed to 60 sec.   Pyromancer [Wizard: Rank 2]   Staff Mastery: Fire [C1 Attribute]   Instead of increasing Fire property attack, Staff Mastery: Fire is changed to increase the damage of Fire property skills by 5% per attribute level when equipping a staff.   Flame Ground [C1 Skill]   Flame Ground is now generated around the caster. The attack cycle becomes faster, while the area of the magic circle is enlarged to match the range of Flare.     The new C2 attribute Flame Ground: Diffusion debuffs enemies within range of Flame Ground. Enemies affected by the debuff get reduced Fire property resistance, and can be attacked with Flare.   Enchant Fire [C1 Skill]   Enchant Fire is applied only to the caster, no longer affecting party members or other players.   Fire Wall [C1 Skill]   Fire Wall is cast on 8 tiles across in the direction where the caster is looking, instead of the current cell selection method.   Damage is increased in proportion to skill level and overheats 3 times. Skill cooldown is changed to 20 sec.     New C3 attribute Fire Wall: Knockback pushes enemies back and deals continuous damage to enemies.   Flare [C1 Skill]     Flare gains the ability to explode fireballs around the caster.     Affected fireballs inflict Flare damage to surrounding enemies, but they do not disappear until their duration is expired.   Fireball [C1 Skill]   Fireball is changed to ground target cast.     The duration of Fireball is changed to 10 sec, and the ball remains after hitting the enemies (will not attack enemies that were already hit, nor be pushed by Psychic Pressure).     New C2 attribute Fireball: Residual Heat increases the duration of Fireball.   Fire Pillar [C2 Skill]   Fire Pillar is no longer nullified by status ailment resistance. The radius of the skill is enlarged and its cooldown is decreased dramatically.   Hell Breath [C3 Skill]   Casting Hell Breath consumes 1 Pyrite (purchasable from the Pyromancer Master for 80 Silver).     Hell Breath is uninterruptible while being cast. The skill’s hit rate is increased, its area growing more than 3 times in length, and about 1.5 times in width.   Cryomancer [Wizard: Rank 2]   Rod Mastery: Ice [C1 Attribute]   Like Staff Mastery: Fire of Pyromancer, instead of Ice property damage, Rod Mastery: Ice increases the damage of Ice property skills when equipped with a rod.   Cryomancer: Freeze Speciality [C1 Attribute]   Cryomancer: Freeze Speciality, which makes enemies frozen by Cryomancer skills receive 10% additional damage, is changed to increase the chances of freezing the enemy with Cryomancer skills according to attribute level.   Ice Bolt [C1 Skill]   Casting of Ice Bolt is removed.   Ice Pike [C1 Skill]   Ice Pike is changed to cast on the ground, inflicting damage one time with ice spikes.   Damage factor is increased, and enemies hit will be frozen 100% (chances are different for PVP and boss monsters).   Gust [C2 Skill]   Gust and its corresponding attribute (Gust: Collision Damage) are removed.   Show Rolling [C3 Skill -> C2 Skill] Snow Rolling is moved from C3 to C2.   The casting time of Snow Rolling is fixed to 1 sec. The number of targets mentioned in the tooltip changes from the AOE ratio to the number of enemies. The number of enemies that can be trapped by the snowball increases, and the effect area grows by about 1.5 times.   Related attribute Snow Rolling: Enhance is moved to C2, and its costs are recalculated.   Frost Pillar [C3 Skill]     Frost Pillar no longer pulls nearby enemies, instead freezing and continuously attacking enemies in the area. The skill consumes 1 Cryorite when it is cast (Cryorite is purchasable from the Cryomancer Master for 80 silver).   Also, new attribute Frost Pillar: Enhance is added to C3.   Psychokino [Wizard: Rank 3]   Psychic Pressure [C1 Skill]   Damage factor is increased by 1.5 times. Skill inflicts 50% additional damage to Mutant type enemies (applies to all Psychokino attack skills).   Telekinesis [C1 Skill]   Inflicts 50% additional damage to Mutant type enemies (applies to all Psychokino attack skills).   Magnetic Force [C2 Skill]   The number of targets is increased from an AOE ratio of 5 to 10, with the skill area also expanded. Inflicts 50% additional damage on Mutant type enemies (applies to all Psychokino attack skills).   Heavy Gravity [C2 Skill] New     Heavy Gravity is a new skill that inflicts Psychokinesis type damage by enhancing the gravitational force of an area, changing aerial type enemies to ground type and inflicting 50% additional damage to Mutant type enemies.     Heavy Gravity removes nearby Raise tiles, including enemy and friendly ones.   Also, new attributes Heavy Gravity: Enhance and Heavy Gravity: Slow Movement Speed are added to C2, with Heavy Gravity: Duration on C3.   Gravity Pole [C3 Skill]   Added 5 more enemies to the base number of targets. The skill inflicts 50% additional damage to Mutant type enemies (applies to all Psychokino attack skills).     Gravity Pole: Decreased Defense also decreases magic defense along with physical defense.   Raise [C3 Skill]   Raise removes Heavy Gravity tiles, including enemy and friendly ones.   Linker [Wizard: Rank 3]   Spiritual Chain: Enhance [C2 Attribute] New   Spiritual Chain: Enhance increases the magic damage of linked characters in proportion to attribute level.   Spirit Shock [C2 Skill] New   Spirit Shock is a new attack skill that links to the enemy’s spirit and inflicts spiritual damage.   Spirit Shock works on a single enemy. Casting Soul Link disconnects the link with the previous target, although it can also be disconnected with Unbind.     Enemies under Spirit Shock take Psychokinesis type damage while the skill is active (3 to 8 sec), and the link disconnects when it reaches a certain distance from the caster.   Adding new attributes Spirit Shock: Enhance (C2), Spirit Shock: Confusion (C2), and Spirit Shock: Mental Pressure (C3). Spirit Shock: Mental Pressure decreases a linked enemy’s physical defense dramatically and inflicts additional damage in proportion to the caster’s SPR.   Lifeline [C3 Skill]   Duration per skill level is increased.   Thaumaturge [Wizard: Rank 4]   Swell Left Arm [C1 Skill]   Swell Left Arm no longer increases the attack of subweapons, and it consumes 1 Magic Powder when cast (Magic Powder is purchasable from the Thaumaturge Master; its price changed to 100 Silver).   New attribute Swell Left Arm: Summons (C1) increases physical/magic damage of the caster’s summons per attribute level.   Swell Right Arm [C2 Skill]   Swell Right Arm no longer increases the attack of weapons, and it consumes 1 Magic Powder when cast.   New attribute Swell Right Arm: Summons (C1) increases physical/magic defense of the caster’s summons per attribute level.   Swell Brain [C3 Skill]   Casting the skill consumes 2 Magic Powder.   New attribute Swell Brain: Fast Operation applies the same level of Quick Cast as Swell Brain per attribute level. Quick Cast is applied only to the caster, and does not require Quick Cast (Wizard C3 skill).   Elementalist [Wizard: Rank 4]   Electrocute [C1 Skill]   The damage of Electrocute no longer decreases when transferred to next target, the overheat is increased to 4 times, and the area for the first target is widened.   Attribute Electrocute: Freezing Magic Damage is removed.   Stone Curse [C1 Skill]   Enemies under the influence of Stone Curse take additional Psychokinesis type damage. Skill cooldown is changed to 50 sec.   Hail [C1 Skill]   The duration of hail is fixed to 10 sec, and the damage factor is increased by about 2 times.   Prominence [C1 Skill]   Skill cooldown is changed to 25 sec.   New attribute Prominence: additional summon (C3) increases the number of Prominence summoned.   Frost Cloud [C3 Skill] -> Storm Dust [C2 Skill]   Frost Cloud (C3), which inflicted continuous Ice damage to ground enemies, is changed to Storm Dust (C2), which inflicts Earth damage with a dust storm.     Storm Dust can be cast in a way similar to Frost Cloud. It has a larger effect area and inflicts half of its damage to flying enemies as well.   Attributes Storm Dust: Enhance (C2), Storm Dust: Slow (C2) and Storm Dust: Humpback (C3) are added, while attributes for Frost Cloud are removed.   Rain [C3 Skill]   Rain and related attributes are removed.   Meteor [C2 Skill -> C3 Skill]   C2 skill Meteor is moved to C3.   Meteor is moved to C3 and the effect area and damage factor are increased. Casting time is fixed to 3 sec, and skill cooldown is decreased to 40 sec.     Attribute Meteor: Evasion is removed, with new attribute Meteor: Flame Ground increasing the damage of Meteor cast on Flame Ground.   Sorcerer [Wizard: Rank 5]   Summon Servant [C1 Skill]   Casting Summon Servant consumes 1 Empty Spellbook (purchasable from the Sorcerer Master for 200 Silver).       Chronomancer [Wizard: Rank 5]   Stop [C1 Skill]   Casting Stop consumes 3 Time Crystal Fragments. (purchasable from the Chronomancer Master for 100 Silver).   Reincarnate [C1 Skill]   Casting Reincarnate consumes 5 Time Crystal Fragments.   Quicken [C1 Skill]   The attack speed increase is reduced to a base of 50%, with the remaining 50% determined according to the caster’s SPR and the recipients’ level.   For example, after these changes are applied, Quicken will increase attack speed by 175 at level 15 (originally 330). Considering a caster with 200 SPR and a recipient with a level of 250, then 200/250 = 80%, meaning +80% (+140) is added to the base value of 175, which results in a final attack speed increase of 315. This increase according to SPR and level will not exceed 100% of the initial base value.   Duration is changed to 120 sec at skill level 15, consuming 1 Time Crystal Fragment.   Haste [C2 Skill]   Similarly to Quicken, the attack speed increase is reduced to a base of 50%, with the remaining 50% determined according to the caster’s SPR and the recipients’ level.   If you and your party members can maintain a decent amount of SPR (including items), your Quicken and Haste will perform very closely to how they do now. You’ll have to consider the effect this change will have with other builds, however, like full INT dealers or high STR PvP-oriented builds.   The skill consumes 1 Time Crystal Fragment, and its duration at Lv 10 changes from 80 to 120 sec.   Backmasking [C3 Skill]   Casting Backmasking consumes 2 Time Crystal Fragments (Time Crystal is the new name of the Dimensional Essence item sold by the Chronomancer Master; its price is also changed to 2,000 Silver).   Pass [C3 Skill]   Passed skills cannot be passed again until after the skill is used. Pass also consumes 1 Time Crystal.   This means that you will not be able to bring a skill’s cooldown back to 0 by using Pass multiple times when there are 50 sec left, for example. The passed skill can be affected by Pass again once that skill is cast.   Rune Caster [Wizard: Rank 6]   Rune Caster: Skilled Casting [C1 Attribute]   Removed the penalty that reduces skill duration if Quick Cast hasn’t been learned.   Regardless of whether Quick Cast was learned, a basic duration of 5 min is applied. Meanwhile, Quick Cast’s casting time reduction effects are applied in the same way as currently (Lv 1 effects are applied if Quick Cast was not learned).   Rune of Protection [C1 Skill]   Removed status ailment resistance, and added immunity to knockback and knockdown. This effect applies only to the caster, but can be connected to party members via link.   Casting time is changed to 2 sec, duration up to 150 sec, and skill cooldown to 180 sec (casting time for all Rune Caster skills is changed to 2 sec).   Attribute Rune of Protection: Critical Resistance is changed to Rune of Protection: Maintain Casting, which makes casting uninterruptible when Rune of Protection is on. However, Rune of Protection: Maintain Casting decreases the duration of Rune of Protection.   Rune of Destruction [C1 Skill]   Damage factor and effect area of Rune of Destruction are increased, and casting time is decreased to 2 sec, with cooldown at 40 sec.   New Attribute Rune of Destruction: Magic Defense Destruction decreases magic defense of enemies hit by Rune of Destruction in proportion to attribute level.     Rune of Ice [C1 Skill]   Rune of Ice is changed to increase the damage of all Ice property skills by 50%. Casting time is changed to 2 sec.   Rune of Giants [C1 Skill]   Rune of Giants is changed to allow using buff skills in giant mode, with damage applied once on every landing. Casting time is changed to 2 sec.   Rune of Justice [C1 Skill]     The character can move while casting Rune of Justice. The damage factor is increased, inflicting double the damage to Demon type enemies. Casting time is also changed to 2 sec and duration to 30 sec.   Warlock [Wizard: Rank 7]   Dark Theurge [C1 Skill]   Dark Theurge’s damage factor is increased by 4.5 times, attacking 5 times. Skill cooldown is changed to 30 sec.   Mastema [C1 Skill]   Effect area becomes 1.5 times larger.   Sabath [C2 Skill]   The additional damage function is removed, and changed to increase the damage of following evil spirits in proportion to skill level.   Skill cooldown is changed to 30 sec, and maximum duration to 10 sec.   Drain [C2 Skill]   Drain is changed to increase dark Property damage in  proportion to the number of evil spirits absorbed.   Duration of Drain is 30 sec, with cooldown set to 40 sec.   Enchanter [Wizard: Rank 8]   Enchant Lightning [C1 Skill]   Casting Enchant Lightning consumes 1 Enchant Round (can be crafted with attribute Craft Enchant Round, and requires Magic Powder to craft. The price of Magic Powder is changed to 100 Silver. 10 Magic Powder are needed to craft one Enchant Round).   New attribute Enchant Lightning: Psychic changes the property of Psychic Pressure and Gravity Pole to Lightning property.   Enchant Earth [C1 Skill]   Enchant Earth consumes 1 Enchant Round when cast. Sage [Wizard: Rank 8]   Dimension Compression [C2 Skill]   Overheat of Dimension Compression is increased to 2.   Shadowmancer [Wizard: Rank 8]   Shadow Pool [C1 Skill]   The caster becomes invincible during the casting of Shadow Pool.         Next up, Swordsman changes.   Swordsman Subweapon Basic Attack Skill Changes   In Swordsman tree class attack skills that use a shield or dagger, we are providing additional attack to the skills’ corresponding equipment items.   First, for shield skills, the equipped shield will receive additional physical attack corresponding to part of its base physical defense value.     For instance, if your physical attack is 1,000 and your shield’s physical defense is 500, with a skill that applies 30% of your shield’s defense, you get 30% of 500, i.e. 150, added to your attack, meaning a base physical attack value of 1,150.   With two-handed attack skills used in conjunction with a dagger, currently only your physical attack counts to 100%. After the changes, however, we’ll be applying a sum of physical attack 80% + subweapon physical attack 60%.   Basic item stats, enhancement, transcendence and armor maintenance will all apply to your subweapon’s values.   The following is the list of skills where subweapon stats will apply.   Class Circle Skill Weapon Damage Peltasta (Rank 2) 1 1 2 2 3 Umbo Blow Rim Blow Shield Lob Butterfly Umbo Thrust Physical Attack 100% + Shield Physical Defense 30% Physical Attack 100% + Shield Physical Defense 30% Physical Attack 100% +Shield Physical Defense 30% Physical Attack 100% + Shield Physical Defense 100% Physical Attack 100% + Shield Physical Defense 30% Hoplite (Rank 3) 1 Synchro Thrusting Physical Attack 100% + Shield Physical Defense 100% (already applied) Rodelero (Rank 4) 1 1 1 1 2 2 3 Targe Smash Shield Charge Shield Push Shield Shoving Shield Bash Slithering Shooting Star Physical Attack 100% + Shield Physical Defense 30% Physical Attack 100% + Shield Physical Defense 30% Physical Attack 100% + Shield Physical Defense 30% Physical Attack 100% + Shield Physical Defense 30% Physical Attack 100% + Shield Physical Defense 30% Physical Attack 100% + Shield Physical Defense 30% Physical Attack 100% + Shield Physical Defense 100% Corsair (Rank 5) 1 2 Dust Devil Hexen Dropper Physical Attack 80% + Subweapon Attack 60% Physical Attack 80% + Subweapon Attack 60% Murmillo (Rank 8) 1 2 Scutum Hit Shield Train Physical Attack 100% + Shield Physical Defense 30% Physical Attack 100% + Shield Physical Defense 30%   Peltasta [Swordsman: Rank 2]   General Changes   Provocation values of all Peltasta attack skills apply as 50 times the value of damage. : Umbo Blow : Rim Blow : Shield Lob : Butterfly : Umbo Thrust : Langort   Swash Buckling [C1 Skill]   Swash Buckling is changed to force enemies to face the caster during the skill’s duration. The current 30-sec provocation value increase by skill level is removed.   Duration and effect area become fixed at all skill levels, and the number of enemies affected is increased in proportion to skill level.   C1 attribute Swash Buckling: Max HP is changed to Swash Buckling: Focused Defense, which decreases damage taken for 10 sec after using Swash Buckling. New C2 attribute Swash Buckling: Maintain Provocation increases the duration of Swash Buckling.   Peltasta: Double Provocation [C3 Attribute] New   New attribute doubles the provocation value.   After provoked, enemies become immune to all provoking skills, including other player’s provocation. This is applied to all provocation skills.   Corsair [Swordsman: Rank 5]   Dust Devil [C1 Skill]   Effect area of Dust Devil is increased.   Unlock Chest [C1 Skill]   Skill is removed.   Hexen Dropper [C2 Skill]   Effect area of Hexen Dropper is increased.   Double Weapon Assault [C2 Skill]   Damage of Double Weapon Assault is increased in proportion to skill level, duration is fixed to 300 sec, and skill cooldown to 60 sec.   Impale Dagger [C3 Skill] New     Adding new single-target skill Impale Dagger, which hits the enemy 3 times.   Attribute Impale Dagger: Enhance is added.   Doppelsoeldner [Swordsman: Rank 5]   Mordschlag [C1 Skill]   Effect area of Mordschlag is increased, cooldown is changed to 30 sec, and overheat is increased to 5.   Punish [C1 Skill]   AoE ratio is changed to 15, with cooldown changed to 10 sec.   Redel [C2 Skill]   Overheat is increased to 2, with cooldown changed to 30 sec.   Zornhau [C2 Skill]   Cooldown is changed to 25 sec.   Zucken [C2 Skill]   Cooldown is changed to 15 sec.   Zwerchhau [C3 Skill]   Cooldown is changed to 25 sec. Shinobi [Swordsman: Rank 7]   Bunshin no Jutsu [C1 Skill]   Attributes and damage increase buffs no longer affects skills cast by clones.   The damage of skills cast by clones is decreased, but they can copy a larger variety of skills, allowing the Shinobi class to be used in many different build trees.     Skills that can be copied by clones (* marked skills are new) Swordsman (Rank 1) [C1] Thrust [C1] Bash [C2] Pommel Beat [C3] Double Slash     Peltasta (Rank 2) [C1] Umbo Blow [C1] Rim Blow [C3] Butterfly* [C3] Langort*     Highlander (Rank 2) [C1] Crown [C2] Moulinet     Barbarian (Rank 3) [C1] Cleave* [C2] Seism*     Hoplite (Rank 3) [C1] Synchro Thrusting     Rodelero (Rank 4) [C1] Targe Smash* [C2] Shield Bash [C3] Shooting Star         Corsair (Rank 5) [C1] Dust Devil* [C2] Hexen Dropper* [C3] Impale Dagger*   Squire (Rank 5) [C3] Deadly Combo*   Doppelsoeldner (Rank 6) [C1] Mordschlag* [C3] Zwerchhau* [C3] Sturtzhau*     Fencer (Rank 6) [C1] Sept Etoiles* [C2] Attaque Composee* [C3] Fleche*     Dragoon (Rank 7) [C1] Dragontooth* [C1] Dragon Soar*     Templar (Rank 7) [C2] Mortal Slash*   Shinobi (Rank 7) [C1] Kunai [C1] Katon no Jutsu* [C1] Mijin no Jutsu*   Clones are changed to unable to harm, and attribute Bunshin no Jutsu: Decreased Damage is removed, and setting clone’s HP proportion to caster’s DEX is removed.   Kunai [C1 Skill]   Cooldown is decreased, with overheat is increased to 4. Casting with Bunshin no Jutsu increases attack even more.   New attribute Kunai: Deadly Dagger doubles the critical rate of Kunai.   Katon no Jutsu [C1 Skill]   Cooldown is changed to 25 sec; overheat to 2.   Mijin no Jutsu [C1 Skill]   HP consumption is decreased to 2,000. Mijin no Jutsu can be cast with Bunshin no Jutsu, and clones disappear when cast.     Dragoon [Swordsman: Rank 7]   Dragoon Helmet [C3 Skill] Duration is changed to unlimited.     Murmillo [Swordsman: Rank 8]   Cassis Crista [C1 Skill] Duration is changed to unlimited.   Shield Train [C2 Skill]   Enemies affected by Shield Train are pulled in and held for a while.   Sprint [C2 Skill] Base duration of Sprint is increased by 5 sec.   Lancer [Swordsman: Rank 8]   Crush [C1 Skill]   Cooldown is changed to 20 sec.   Quintain [C1 Skill]   Cooldown is changed to 20 sec.   Joust [C1 Skill]   Joust is changed to hit enemies regularly, and its effect width and length are both doubled. However, the area able to destroy magic circles doubles only in length, not width.       These are all the immediate plans we have for the Wizard and Swordsman tree. They can still be revised before we add the changes to the game, so make sure to keep an eye on the patch notes when they arrive.    

Developer's Blog
January 19th, 2018