LOG IN

DEVELOPER'S BLOG

Read more

Statement on Trade Restrictions

Hello. We are the "Tree of Savior" development team. Many players have voiced negative opinions on the 1:1 trade restriction of our game system. We’d like to announce our stand on this system and explain why we cannot modify it immediately.   Economy is an important part of an MMORPG. It’s difficult to maintain one, yet very easy to ruin.   The main factor that ruins in-game economy of F2P games is gold (in this case, silver) selling. Unlike the P2P model, F2P games are much more vulnerable to exploit because gold sellers make near to zero investment on accumulating in-game currency. They can make essentially an infinite amount of silver in the game. Therefore, it’s important to know what can control in-game transactions effectively.   We can track down and ban the gold sellers individually, but that’s a primitive method of defense and gold sellers are constantly developing newer ways to run their business. Causing players to make minimum investment, which is mediated by Tokens, is only the first step to enforcing the limitation on gold sellers.   How are we to regulate and block gold sellers who purchase Tokens? In the end, RMT(Real Money Trading) is the goal of selling in-game currency. The second method we can use, then, is preventing one-way transfer of goods.   Gold sellers transfer their goods using the following method:  (1) Run multiple bot accounts (to accumulate silver)  (2) Transfer the silver to a separate "seller’s account"  (3) The silver on said seller's account then goes to the buyer   There’s no need to regulate trades where the goods being traded from each side are similar in value. However, an uneven transaction is observed when trades are made between bots and seller’s accounts or between sellers and buyers.   Gold sellers transfer silver using the market system. Through the market, transactions are made by listing cheap items at high prices. The sellers would purchase these items to “send over” their silver to the buyers. To stop this, we could put a set silver value on the items. By doing so, we'll be able to quickly notice the discrepancy when an item isn't sold at its rightful price. The problem is, it’s difficult to maintain a set price on every item in the game.   To tackle this, we have also implemented mechanisms to limit one-way transactions through the market. With our current market system, once an item is sold enough times through the market, highest and lowest market values are automatically generated. Players cannot list items at prices that exceed this range. On top of it, there’s already a limit on how many items can be listed.   In addition, trades are temporarily held for 48 hours upon completion. This gives our staff time to detect and cancel any suspicious transactions before buyers and sellers get their goods. In the future, we hope to reduce this time frame by developing a system that can automatically detect and block such suspicious trades. We are continuously working on this function.   We do not believe these restrictions can completely shut out gold sellers. Rather, what we’re trying to do is utilize this system to make gold selling something that isn’t worthwhile to both gold sellers and buyers.   Finally, after considering the arguments stating that making team storage a premium feature is irrelevant to preventing gold sellers, we’ve decided to lessen the restrictions on this part. We will be modifying this feature for the upcoming patch.   We’re also developing an in-game report function for players to use, and we anticipate other inconveniences to naturally diminish once we successfully administer bots.   We hope this defined our reasoning behind the trade restriction we’ve implemented. Thank you for your attention.

Developer's Blog
April 8th, 2016
Read more

Intense Class Balancing, Here We Go

Greetings, Saviors! We have yet another batch of changes to discuss today, this time related to class balance. We’ve discussed class-specific balancing on many other occasions here at the blog, but the changes we’re introducing today are a little different. Unlike regular balance patches, this one is going to bring more substantial changes to each class, with some skills acting entirely different and new attributes added to the mix. Today we’re sharing some of the adjustments we have in store for a few Cleric classes (don't worry, we have plans for other classes and class trees too). As always, remember that the changes discussed here aren’t final or absolute. Some content may be added or readjusted before it makes it into the game, so keep that in mind.   Paladin Changes We’re starting with Paladins, a class for which we have a few specific skill changes planned. Namely, we’re turning the C2 Conversion skill into a Turn Undead attribute and adding two brand new skills.   Turn Undead: Conversion Conversion skill removed, added as Turn Undead attribute. Sanctuary New buff skill. Demolition New attack skill. Shield Guard C key activates shield to block attacks.   First, we’re taking Turn Undead and Conversion, two skills largely ignored by most Paladins, and combining them into a single skill with increased effects. The cooldown for Turn Undead is being reduced from 70 to 50 seconds, while the AoE ratio goes up by 2. As for the skill’s area, we’re switching the current conical shape for a square one that covers 1.7 times more terrain, giving players a much more comfortable reach on nearby monsters. As mentioned above, the Conversion skill will become a Turn Undead attribute, replacing the current [Conversion: Might Enhance]. The new [Turn Undead: Conversion] attribute, then, means a certain chance per skill level of converting enemies hit by Turn Undead. With this, you can have up to 5 converted monsters at any time, which will act like summons and receive influence from your SPR stat and additional attack from your weapon’s magic attack. Of course, Paladins who already invested points in their Conversion skill will have those returned in the form of Paladin skill points.   Now, let’s look at the new skills. First, we’re adding Sanctuary, a buff that can protect and empower allies, neatly reinforcing the role of the Paladin as a defense Cleric class. For as long as the Paladin holds their prayer, Sanctuary increases ally defense, an increase which then determines the strength of the additional Holy property attack the skill provides. So Sanctuary offers decent protection and attack boosts to nearby dealers who may be short on defense or HP. On the other hand, the skill can only be used with a shield equipped and it lasts for a maximum of 10 seconds (it isn’t canceled when the casting character is attacked).     The other new skill we have ready for Paladins is Demolition, a wide-range attack technique used exclusively with two-handed blunt weapons. Demolition, with its AoE attack ratio of 12, strikes the ground 3 times to deal a total of 7 hits on any monsters nearby. We thought a skill like this was needed to complement the lack of wide AoE action in the physical attack Cleric family, while still differentiating itself from Monk skills of a similar concept.     The new Circle 3 attribute, Shield Guard, gives Paladins the same ability Peltastas and Murmillos have of using their shield to block enemy attacks. Combined with other future Paladin attributes, it can also serve to protect allies, depending on your controls and setup. Priest Buffs and Pardoner Shops   Pardoner shops have always been the subject of discussion. They’re a unique characteristic of Tree of Savior, with many Pardoners dedicating themselves to providing the highest performing buffs at the most affordable prices to everyone in-game.   On the other hand, while celebrity Pardoner buffs get all the acclaim for their attractive effects, Priest buffs are relegated to the background, to the point where even Priest characters often buy their buffs from Pardoners instead of using their own. With these changes, we want to have shop buffs perform 30% below the effects of normal buffs, while boosting the numbers on real skill buffs. Pardoner shop buffs will, therefore, be more limited in terms of how much of a boost they can offer, while Priest skill buffs will perform similarly to the current shop ones. First, we’re doubling the defense-increasing effects of Aspersion (considering a standard of skill level 15, SPR 300). Then, we’re increasing by almost 4 times the effects of the Pardoner skill Increase Magic Defense (same standard), and we’re adding it to the list of skills allowed in the shop. From Blessing, we’re removing the limits on the maximum number of attacks and applying it with 30% less effect in Pardoner shops. Instead, you’ll be able to use this buff for a long time without worrying about the number of attacks you’ve used. Sacrament, often just used as a supplement to additional property damage buffs, is saying goodbye to the downward compatibility with Blessing and the meager Holy damage extra. Our plans now are to have it add a very significant amount of Holy property damage to regular attacks. To recap everything, this is how Pardoner shop and Priest buffs are going to change.   Skill BEFORE (Skill Buff) AFTER (Skill Buff) BEFORE (Shop Buff) AFTER (Shop Buff) Aspersion Lv. 15 Physical defense +512 Physical defense +1060 Physical defense +512 Physical defense +742 Increase Magic Defense Lv. 15 Magic defense +560 Magic defense +2207   Magic defense +1544 Blessing Lv. 15 Add. damage +913 (limited attacks) Add. damage +913 (unlimited) Add. damage +913 (limited attacks) Add. damage +639 (unlimited) Sacrament Lv. 10 Holy attack +330 Holy property add. damage +370 Holy attack +1285 Holy attack +330 Holy property add. damage +370 Holy attack +899 As you can see, skill buffs are going to get a pretty significant increase after the changes. Defense shop buffs, even with 30% less effect, are still going strong. Blessing may become less effective in shops, but it offers unlimited attacks and, when used with Sacrament, a similar degree of additional damage and more than 1 hour of comfortable hunting.   Other Skills     The Priest’s Monstrance, due to its peculiar system (and the occasional bug…), can often be difficult to install, so we wanted to change the way this skill is used to a more intuitive one. The new Monstrance magic circle will be large regardless of level, and it will not disappear when it’s stepped on by an enemy. The Bokor’s Ogouveve is going to increase zombie damage based on skill level. Like Sacrament, the Chaplain’s Last Rites is having its additional Holy damage removed and will instead be adding damage to Holy property attacks, which increases when your HP gets below a certain level.   To create a more stabilized dealing skill for Monks, Golden Bell Shield is becoming a stationary attack skill that provides both invincibility and resistance to knockback/knockdown, gaining you time until the Pain Barrier kicks in. This last part is because, along with the skill change, we’re replacing Golden Bell Shield’s Safety Zone attribute with a Pain Barrier one, which applies a Pain Barrier state for 5 seconds after the skill (your character will be able to move during that time). For the Pardoner’s Decatose, we’re reducing the amount of Silver consumed from 1,500 to 300. The 10% chance of reacquiring the Silver spent is being scrapped; instead, the 10% chance of instant enemy death can be increased up to 2 times (to 20%) according to your SPR stat. Not only that, the skill is getting an overheat of 2 and a new [Decatose: Enhance] attribute. To the Oracle’s Forecast we’re adding an evasion increase of 100 for you and your party members.   We’re also reorganizing the attributes in the Kabbalist’s Merkabah. [Enhanced Durability] will become a basic function and [Magic Defense] will be integrated into [Divine Protection]. Gematria and Notarikon, two skills which take up a little too many points for the amount of function they offer, will be mastered at level 1. They are also having their cooldown reduced from 10 to 1 second in order to combine with other skills more conveniently.   This is all we have for you today, but there are still many more class balancing plans left to talk about. Don’t be too discouraged if your class or preferred skill wasn’t discussed here; as we mentioned in the beginning of this post, none of the changes are final and we are always working on other classes and aspects of the game. We’ll make sure to keep you updated on our plans as usual. Thank you!

Developer's Blog
September 15th, 2017
Read more

[UPDATE] Intense Balancing: Clerics, Archers and More!

Greetings, Saviors! It’s been a while, but today your dev team is back with another preview of some intense balancing changes we’re getting ready to introduce in a future content update. As always, remember that this may not be the final version of all the skills we talk about here, so make sure to check the patch notes when this update arrives.   Healing First, let’s talk about healing. Currently, the amount of HP restored by healing skills is largely determined not by the caster’s level and stats or by the skill’s performance, but by the receiving character’s capacity for HP recovery.   Receiver CON Caster SPR 1 100 200 300 1 8,816 8,915 9,015 9,115 100 13,856 13,955 14,055 14,155 200 19,176 19,275 19,375 19,475 300 24,496 24,595 24,695 24,795   <Amount of HP restored by a Lv. 360 Swordsman tree character via a Priest’s Lv. 10 Mass Heal.> As illustrated by this table, a large part of the performance of healing (90%, in fact) comes not from the skill level or the caster’s SPR, but from the receiver’s CON values. Even when the caster’s SPR is at 300, if the receiver has a low CON value, the healing skill is unable to recover even 10,000 HP. On the other hand, a receiving character with 300 CON in the same circumstances gets more than 24,000 of their HP restored. In reality, this setup where the recovery happens in proportion to your maximum HP makes it so that supporting classes see little advantage in investing in healing skills and building their characters around that function. After this update, the amount of HP restored will depend not on the receiver’s maximum HP, but on the caster’s healing abilities and skill level, like so:   Heal value = [caster’s Healing] x [skill’s heal factor] +x [compensation values] In this formula, Healing is a new secondary stat like physical attack or magic defense, which values will be determined by the character’s SPR and INT stats on a ratio of approximately 2:1. The efficacy of healing skills, then, will be based on your Healing stat and the skills’ own heal factors. For example, if your Healing is 1,000 and the heal factor is 350%, the skill’s final heal value will be 3,500. Any buffs related to healing will also influence this heal value. In the future, we expect to introduce new unidentified items with Healing stats, Boss Cards that increase Healing, and accessories or consumable items that can boost the heal factor of skills. Recovery in proportion to the receiver’s maximum HP will become a feature of only some healing skills. Let’s move on to class-specific changes now. Cleric   [C1 Attribute] One-handed Blunt Mastery: Stun The effects of this attribute change to an increase in Healing whenever the character is equipping a one-handed blunt weapon. Accordingly, the attribute is renamed as One-handed Blunt Mastery: Healing.   [C1 Skill] Heal The skill’s healing factors are revised, and the effects of the magic circle are adjusted to apply only to party members (including instanced dungeon parties). New C1 attribute Heal: Open Sanctuary lets you extend the skill’s effects to other neutral characters, while Heal: Apply to Summons (also C1) can be switched ON to apply the effects of the skill to summons as well. When the attribute is switched OFF, of course, the healing tiles are not consumed by summons. In C3 we’re adding Heal: Linger, which applies a buff that continually restores the HP of any allies that step on the healing tiles. As for the basic Heal: Enhance, this attribute will increase not just the damage of Heal, but its healing ability as well.   [C3 Skill] Guardian Saint The effects of this skill are changed to momentarily increase your Healing stat in proportion to skill level. After this update, current attributes Guardian Saint: Decreased Damage and Guardian Saint: Change Target will be deleted and converted back to points.   Priest   [C2 Skill] Mass Heal The area of Mass Heal is adjusted to fit around the caster, meaning allies standing behind the casting character can also receive the skill’s effects (no changes to the range). And, as what happens with Heal, the skill gains a heal factor that is determined by the character’s Healing stat.   Krivis   [C1 Skill] Aukuras Like the other healing skills, Aukuras also gets a heal factor.   Kabbalist   [C1 Skill] Merkabah Merkabah’s attack is adjusted to deal twice the damage to both Demon type and Large sized monsters.   [C1 Skill] Decrease Level Skill deleted.   [C1 Skill] Ein Sof Ein Sof’s maximum HP increase is changed from +20% to +10% +3,000. There is no change when the receiver’s HP is 30,000; otherwise, this is how it should work:   Max. HP BEFORE AFTER 20,000 80,000 95,000 30,000 120,000 120,000 50,000 200,000 170,000 100,000 400,000 295,000 <Ein Sof Lv 15> The HP increase in this attribute may be cut in half, but with these changes, the SP restoring effects of Ein Sof: SP Recovery apply over 10 whole seconds.   [C2 Skill >> C1 Skill] Double Chance Double Chance is moved to Circle 1. Also, the skill’s attack per hit changes from (skill level x 10%) to (skill level x 8%).   NEW! [C2 Skill] Nachash New skill Nachash uses the power of Kabbalah to summon serpents that attack the enemy. Accompanying this skill is attribute Nachash: Enhance.   NEW! [C3 Skill] Tree of Sepiroth Tree of Sepiroth is the new Kabbalist C3 skill. This skill reduces the damage taken from enemies within its range, and it continually restores HP in proportion to skill level and the receiver’s maximum HP. The effects apply only in the periphery of the tree. Along with this we’re adding the Tree of Sepiroth: Enhance attribute, which increases the ratio of HP restored.   Druid   [C1 Skill] Carnivory Attack factors increase, cooldown time is changed to 20 seconds, and range expands by 50% (same range as Chortasmata).   [C1 Skill] Chortasmata Ground enemies that step on Chortasmata receive an additional Rash debuff, which applies Poison property damage every 0.5 seconds for 10 seconds. Allies on top of Chortasmata, on the other hand, get their HP restored every second with the new Floral Scent buff.   NEW! [C1 Skill] Seed Bomb Seed Bomb is a new skill that lets you plant an explosive seed on your party members (no, seriously). Once it’s planted on an ally, the seed will explode when the ally is hit or after the buff expires, dealing magic damage to nearby enemies. Since the explosion happens in the spot where your party members are located, you can coordinate to stack its effects. As you can guess, this skill also comes with an Enhance attribute.   NEW! [C2 Skill] Thorn Another new Druid skill is Thorn, which generates a thorny vine that deals continuous damage. Ground enemies hit by the vine have their movement restricted, and the skill also includes an Enhance attribute.   [C3 Skill] Henge Stone To this skill we’re adding an effect that increases the damage of magic skills cast by nearby Cleric classes by 10%. Duration is extended to 10 seconds, and cooldown time changed to 25 seconds.   [C3 Skill] Lycanthropy Lycanthropy is set to undergo several changes. Here is a summary. - 3 seconds of immunity after transformation - Only wolf skills allowed after transformation - Wolf skill damage increased by more than 2 times - Wolf skill damage increased by 10% per Lycanthropy skill level - Wolf skill cooldown reduced by 20-50% - Critical rate increased by 40 per skill level - Movement speed +3 - Maximum HP +100% - Physical defense/magic defense +50% - 2% HP restored every 8 seconds - Dash added - Duration fixed at 100 seconds - Cooldown changed to 120 seconds [UPDATE] - Block penetration +400 - Increased factors and range for all wolf skills - Additional debuff effect for some wolf skills - Movement speed increased from +3 to +10 - Duration reduced from 100 seconds to 30 seconds Learning the new Lycanthropy: Human Form lets you turn into a half-human creature instead of the original wolf whenever you use Lycanthropy. There are a few differences between the half-human and wolf varieties of this skill, so here’s what you can expect from Human Form: - No wolf skills allowed (only your basic skills) - Basic attack changed to Scratch, which induces 5% Bleeding - Dash allowed - 2% HP restored every 8 seconds - Magic attack skill damage increased 4% per skill level - Physical attack skill damage increased 6% per skill level - Critical rate increased by 40 per skill level - Duration of 60 seconds   Ranger   [C1 Skill] Steady Aim Duration changes to 300 seconds, and Missile damage increase is adjusted from +5% per skill level to skill level%. Two new attributes are added to Steady Aim. First, Steady Aim: Two-handed Bow Specialization (C2) increases the skill’s Missile damage bonus by 50%. This means that, if Steady Aim alone increases Missile damage by 15% at Lv 15, with the specialization attribute that number jumps to 22.5%. The new C3 attribute, Steady Aim: Pro Ranger, increases the damage of all Ranger skills by 50%.   [C1 Skill] Critical Shot This skill’s additional critical chance is increased from 62% to a fixed 100%, with a stacking buff generated every time Critical Shot is accurate. This buff increases critical damage by 10% per stack, and it can accumulate up to 5 stacks.   [C1 Skill] High Anchoring The 1-second casting is removed, with the skill also expanding in width by 50%. Learning the new High Anchoring: Continuous Fire C3 attribute reduces the cooldown of Spiral Arrow, Bounce Shot and Time Bomb Arrow in proportion to the number of targets hit with High Anchoring.   [C2 Skill] Time Bomb Arrow Two new attributes are added to Time Bomb Arrow: C2 Remove Knockdown and C3 Extend Fuse. Time Bomb Arrow: Extend Fuse increases the duration of the bomb to 4 seconds, but it also boosts damage by 200%.   [C3 Skill] Bounce Shot Overheat increases to 3.   [C3 Skill] Spiral Arrow Cooldown time decreases from 36 to 15 seconds, while overheat changes from 2 to 1. After the update, Spiral Arrow will ignore enemy defense by 20% and apply the Sure Victory debuff to any targets hit by it, which increases the skill’s consecutive hits.   Fletcher   Common The power of all skills except Magic Arrow increases by 20-50%.   [C1 Skill] Bodkin Point Cooldown is changed to 20 seconds and overheat to 2. Not only that, Bodkin Point gains the ability to remove Subzero Shield (Cryomancer), Genbu Armor (Onmyoji) and Shield Charger shields. Finally, the duration of this skill’s physical defense reduction effect increases from 6 to 15 seconds.   [C1 Skill] Barbed Arrow The number of hits applied according to defense type change to the following:   Defense Type BEFORE AFTER Plate 1 hit 1 hit Leather 2 hits 3 hits Cloth 3 hits 5 hits   [C2 Skill] Magic Arrow We’re changing the design of this skill’s magic circle, and allowing targets to receive part of the damage when they are hit slightly outside the Magic Arrow range.   NEW! [C3 Attribute] Fletcher: Expanded Range This new attribute increases the range of Fletcher skills in proportion to attribute level. [UPDATE] Besides these changes, the Fletcher's Divine Machine Arrow is also set to have its overheat increased from 1 to 3, while cooldown time increases from 10 to 20 seconds. Mergen   [C2 Skill] Down Fall Damage is reduced to 2/3 of its current value, while the attack cycle speeds up by 2 times and enemies hit by the skill become staggered.   [C2 Skill] Jump Shot We’re revising the skill to grant your character invincibility while you jump backwards. At the same time, the attack range is adjusted to count from a point in front of the caster.   Wugushi   [C1 Skill] Needle Blow Skill and related attributes deleted.   [C1 Skill] Bewitch Skill and related attributes deleted.   [C1 Skill] Zhendu Zhendu will add a Poison property to your attacks. All attacks receive additional Poison property damage, while basic attacks gain a Poison property attack bonus (same structure as the Pyromancer’s Enchant Fire). These Poison property attack values are influenced by your STR stat. Cooldown is set at 110 seconds, duration at 300 seconds, and the skill can also be shared via the Linker’s Spiritual Chain.   NEW! [C1 Skill] Latent Venom This new skill allows you to fire a poisonous arrow that deals continuous damage to the target for a period of time. Enemies hit by Latent Venom receive Poison damage every second for 100 seconds, with damage increasing a little more in each turn.   [C2 Skill >> C1 Skill] Throw Gu Pot Skill changes from Circle 2 to Circle 1.   [C1 Skill] Detoxify Maximum level changes from Lv 15 to Lv 1. This skill also gains a new C3 attribute, Detoxify: Level 3, which lets you cure poison up to level 3.   NEW! [C2 Skill] Wide Miasma Wide Miasma is a new C2 skill that has your character break a vial of poison on the ground, spreading a cloud of toxic gases all around. Also, with the new C3 attribute Wide Miasma: Stealth, your character can momentarily enter stealth status within the skill’s range after casting it.   [C3 Skill >> C2 Skill] Jincan Gu Skill changes from Circle 3 to Circle 2.   NEW! [C3 Skill] Crescendo Bane Crescendo Bane is a new skill that activates the poison running through your enemies’ veins. Using Crescendo Bane cuts the duration of the target’s poisoned status in half, while doubling the speed of the damage cycle. This skill activates not just the caster’s poison, but all Poison debuffs the target may hold, and it also applies twice the additional Poison property damage (already activated Poison debuffs, however, cannot be reactivated). The range of this skill increases with skill level, and it reaches a maximum of 10 targets. With new attribute Crescendo Bane: Poison to Poison, the skill deals additional damage to Poison property monsters.   Nak Muay   NEW! [C1 Skill] Muay Thai Muay Thai is a buff that, when casted, reduces the cooldown time of all Nak Muay skills by 1 second each. This does not apply to the basic Nak Muay attack. Besides the new skill, when this update patch hits we will also be reducing the difficulty of Nak Muay class unlocking requirements. Skill Consumables Along with the Cleric/Archer skill renovations, we have plans to adjust the current setup of skill consumables for these classes. Here’s a summary of what changes you can expect.   Class Skill BEFORE AFTER Quarrel Shooter Stone Shot Stone Bullet x1 (generated by skill) Stone Bullet x1 (12 Silver) Stone Picking skill/attributes deleted Sapper Claymore Claymore x1 (300 Silver) Trap Kit x5 (30 Silver x 5) Punji Stake Pine Wood x3 (12 Silver x3) Trap Kit x1 (30 Silver) Broom Trap Ash Wood x3 (12 Silver x3) Trap Kit x3 (30 Silver x 3) Spike Shooter Wire x1 (320 Silver) Trap Kit x5 (30 Silver x 5) Dievdirbys All statue skills Different kinds of Wood (12-20 Silver) Sculpting Wood x1 (12 Silver) Wood acquired from Carve Attack: Chance to Obtain is also replaced by Sculpting Wood Paladin Barrier - Holy Water x10 (50 Silver x10) Krivis Melstis - Holy Powder x5 (20 Silver x5) Inquisitor Breaking Wheel Wheel of Judgment x1 (1,000 Silver) Torture Tools x3 (300 Silver x3) To compensate players in the classes affected by these changes, when the patch is applied we will be setting up a Reset Helper NPC in-game which you can visit during a period of 2 weeks after the corresponding scheduled maintenance.   Eligible characters Items provided All Archer tree classes All Cleric tree classes Stat Reset Potion (14 Days) x2 Skill Reset Potion (14 Days) x2 Attribute Reset Potion (14 Days) x2 Nak Muay C1 and above Skill Reset Potion (14 Days) x2 Not only that, characters in the Sapper, Dievdirbys and Inquisitor classes will be compensated for their skill consumable changes as follows.   Class For every: You will receive: Sapper Pine Wood x3 Trap Kit x1 Ash Wood x3 Wire x1 Trap Kit x10 Claymore x1 Dievdirbys Oak Wood x1 Sculpting Wood x1 Pine Wood x1 Cedar Wood x1 Ash Wood x1 Inquisitor Wheel of Judgment x1 Torture Tools x3 You will be able to exchange these consumables at the reset NPC or at each Class Master. And, of course, the previous materials will no longer be available for purchase.   That’s it for today’s intense balancing patch plans. Don’t be too sad if your favorite class wasn’t featured here; we want to keep improving on the balance issues of all the trees and classes, and we’ll make sure to release more information whenever a new patch is on the way. Thanks for joining us, and stay tuned for more news!

Developer's Blog
May 15th, 2018
Read more

All You Need to Know: The Savinose Gear Guide

Where to Go - Planiums are required to craft the new Savinose equipment and are dropped randomly when you defeat monsters in areas above Lv 390. - Planiums can be acquired from the following areas: Maven 31 Waters (Lv. 390) Maven 32 Waters (Lv. 395) Outer Wall District 11 (Lv. 391) Inner Wall District 10 (Lv. 394) Outer Wall District 13 (Lv. 397) Outer Wall District 14 (Lv. 401) Outer Wall District 15 (Lv. 404) Northern Parias Forest (Lv. 408) Central Parias Forest (Lv. 411) Southern Parias Forest (Lv. 415)     How to Get There - The new NPC Pajauta in Fedimian will be providing warps to these new areas, available 5 times per character. - Pajauta will be providing warps to Northern Paris Forest, Outer Wall District 11 and Barynwell 27 Waters. - Pajauta’s warp service can be used after completing the Episode 11 pre-requisite quests given by the NPC.     How to Farm - The best way to farm Planiums will be through Challenge Modes. - Challenge Modes are preferred as this is where you can hunt hordes of different monsters unique to the area without having to roam around the map. - Defeating 200 monsters within an area will produce a Challenge Mode portal in the area. - You will be able to acquire new Legva gear and other materials for crafting new Episode 11 items.   Challenge Mode Items Challenge Mode One Entry Voucher - Challenge Modes can be entered only once per day per character. Using voucher will allow you to enter Challenge Mode one more time.   Challenge Portal Scroll - Using a Challenge Portal Scroll will produce a Challenge Mode portal in the area without having to hunt 200 monsters.     Crafting Savinose Gear - The blacksmith Teliavelis in Fedimian will craft Savinose items using the Planiums you have collected.   - Planiums Required to Craft Savinose Gear: Weapon/Sub-weapon: x8 Armor (Top/Bottom/Gloves/Boots): x3     Set Stats: Pamoka Solution - Savinose equipment can be given Set Stats that give players bonus item stats or usable skills like Velcoffer gear.     - You are required to collect EXP using Pamoka Solutions to apply set stats, which is purchasable from the Alchemist Master Vaidotas in the Miner’s Village.     - You must activate the Pamoka Solution item in your inventory by right-clicking on it in order to collect EXP for applying set stats. - The item slot for the Pamoka Solution will light up when right-clicked, confirming that it has been activated. - Number of Pamoka Solutions required to apply Savinose Set Stats: Weapon/Sub-weapon: x26 Armor (Top/Bottom/Gloves/Boots): x8   Pro Tip - Add the Pamoka Solution to your quick slot. - Always remember to right-click the Pamoka Solution before beginning each Challenge Mode or Dungeon run. - Use an EXP Tome for bigger EXP gain.       Set Stats: Korup & Rykuma - Set Stats can be applied through the Alchemist Master Vaidotas in the Miner’s Village.     - You will be able to choose one of two Set Stats that you want to apply to your gear, which are Korup and Rykuma.   Set Stat Details Korup - 3 Set: STR +32, INT +32 - 4 Set: AoE Attack Ratio +3 - 5 Set: Korup’s Decay - Dragon Strength Lv. 1: The following additional effects are applied during the duration of Korup’s Decay - Increased Physical and Poison damage by 10% - Increases the minimum critical rates for Magic and Curse attacks by 20%   Rykuma - 3 Set: STR +42 - 4 Set: Movement Speed +3, STA +30 - 5 Set: Grace of Rykuma - Dragon Strength Lv. 1: Increases the duration of Grace of Rykuma by 10 seconds   - You will be able to use a new skill when equipped with 5 Savinose items with identical Set Stats.     - Using either Korup or Rykuma skills consumes skill items (Riperium and Lensterseum respectively) - Skill items for Set Stat skills can be purchased from the Alchemist Master Vaidotas in the Miner’s Village.   - Riperium: Using Korup skill consumes Riperium x1 - Lensterseum: Using Rykuma skill consumes Lensterseum x1       ※ The content above is subject to updates and modifications.

Developer's Blog
May 14th, 2019
Read more

The Re:Build Survival Guide

Developer's Blog
January 9th, 2019
Read more

Future Updates in the Transcendence System

Greetings, Saviors! It’s your dev team here, back for another post. Today we want to talk about the supply and consumption of Blessed Gems, and reveal a few updates we’re preparing for the transcendence system. Let’s go.   Since Tree of Savior was first released, one by one, we have introduced measures to restructure the game’s economy into a trade-based setup: in today’s TOS, Blessed Gems are tradable; items no longer lose potential when they’re traded; and players have more Team Storage slots available. Increasingly, the time and effort invested into your items is worth not just their basic use, but also their value in the game’s economy. As it is, transcended items are still restricted to the possessing character, and they are one of the biggest influences in combat ability. The return rate of Blessed Shards is also high (90%), with the amount of Blessed Gems required to transcend an item currently set to that standard. On the other hand, considering how Tree of Savior is periodically updated with new content to grow your character and new high-level equipment items, obtaining the amount of Blessed Gems necessary for one character means running the Saalus missions 10 or 20 times with multiple Convent-optimized characters. Experiencing different class builds is an important element in the game, so having this environment where players are compelled to create certain characters out of the need to follow the current status in item balance and repeat the same missions over and over again is less than ideal. Our solutions in addressing this situation will be to diversify the sources of Blessed Gems, expand their places of use, make transcended items tradable, and adjust the required amount of Blessed Gems and their performance. This, we hope, will provide a better structure for the circulation of Blessed Gems and transcended items, alleviating the stress of growth-focused activities and preparing the transcendence system for the arrival of new game content in the future. Saalus Mission Rewards Saalus Convent mission rewards will be changed to the following.   Runs (of the team) Cubes of Blessing Bonus Cubes (Blessed Shards) Saalus Cubes 1st run 1 2 3 2nd run 1 2 3 3rd run 1 2 3 4th run+ 1 - 3 Your team will continue to receive Blessed Shards through the bonus Cubes until the third run of the day. From the fourth run on, however, each character will only receive one Cube of Blessing per run. In the updated Cube of Blessing, the chances of acquiring Blessed Gems increase by 20 times (from 0.15% to 3%). Reopening the Cube, however, will not be possible. Statistically, the expected number of Blessed Shards dropped per Cube of Blessing will be 1.3, and Blessed Gems will not drop from bonus Cubes.   No. of characters clearing Saalus missions Max. daily amount of Shards (Token users) - BEFORE Expected max. daily amount of Shards (all users) - AFTER 1 character 3 3.3 3 characters 9 9.9 10 characters 30 19 20 characters 60 32 Blessed Shards in Farming After this update, Blessed Shards will drop not only from Hunting Grounds, but also from Elite monsters in regular fields starting at level 240. These monsters can drop up to 2 Shards at a time, but not if they are 30 or more levels below your character. We will also be increasing the chances of acquiring Blessed Shards in Hunting Grounds by about 3 times (the drop rate of Elite Monsters, however, will be the same as those from regular fields). Blessed Gems in New Content To go with these changes, we are introducing a new RvR feature called the Baroconsi Crystal Mine Feud. The Baroconsi Crystal Mine is a resource long known by the Kedora Merchant Alliance, but it is only now beginning to be explored. In order to protect the mine, the Alliance has made it accessible only through a magic portal and, to ensure that the location is well guarded and increase productivity in the mine, they have hired a series of different mercenary groups. Recently, the Alliance announced plans to temporarily grant exclusive rights to the mine to the team that produces the most yield. Naturally, this heightened the competition between the mercenaries and, after an initial brawl, only two groups remained: the Pledge of the Blade and the Golden Note. Both units are now recruiting talented fighters to join the fierce dispute for the Baroconsi Crystal Mine. Players participating in the Crystal Mine Feud get randomly assigned to either the Pledge of the Blade or the Golden Note camp. Once inside the mine, players depart from their team’s base camp and defeat nearby monsters to collect Gemstones. Your goal is to take as many Gemstones as possible back to your team’s camp within the time limit. The number of channels in the mine expands according to the total number of participants, but even on different channels all players on the same side (Pledge or Note) will count as the same team. After the session starts, however, you cannot change to a different channel. There are a few strategic elements to take into account inside the mine. First, in the center of the mine is an area with rocks that provide even more Gemstones than the regular monsters. Second, the team that defeats the mine’s boss monster is awarded with a buff that lets them collect twice as many Gemstones. Depositing large amounts of Gemstones at once in your team’s base camp earns you more points than bringing them in little by little. You can prevent other players from gathering Gemstones and, if you defeat an opponent, you gain half of all the Stones they’re carrying. If a player becomes incapable of combat inside the mine, their character can start again from the base camp after 10 seconds, and they’re granted a period of 30 seconds of immunity. There are no penalties applied for becoming incapable of combat during the session (no Gem drop, Silver loss, etc.), but on the other hand, you can’t use Soul Crystals to revive instantly. In the Crystal Mine Feud, characters with lower combat power and players who prefer a stable play environment can stick to the rear areas of the mine, defeating monsters and stacking up points for their team. In turn, those with combat-focused characters or a more audacious spirit can venture into the depths of the mine to collect large amounts of Gemstones or interfere with the opposing camp. After the end of the session, the results of both camps are counted from all channels to determine the winning team. Then, the participants receive the amount of points they collected during the session, with those on the winning team also drawing a bonus amount. With the points, players can purchase Blessed Shards and other items from the Crystal Mine Shop. We’re still working out the details regarding level restrictions, how frequently we want the Crystal Mine Feud to open, and at what times. That information will likely be revealed through a future update, so keep an eye on our channels. Item Transcendence As the biggest factor in Blessed Gem consumption, the transcendence system is set to undergo a few significant changes. To summarize: - Increased basic equipment values (weapons +50%, armor +70%). - Armor enhancement increments increased by 25%. - Transcendence effects changed from +20% to +10%. - Amount of Blessed Gems required for transcendence reduced by 50%. - Blessed Shard extraction and item extraction functions removed. - Team Storage and trading allowed for transcended items. En: Enhancement Tr: Transcendence Wp: Weapon As you can see from this graph, with transcendence effects reduced to 10% per stage and basic weapon value increased by 50%, the actual increase obtained from transcending the item only reduces by 25% (from 20% of 100%, to 10% of 150%). In terms of concrete performance, there is little difference in items transcended to Stage 10, but a visible increase in lower Stages. After the update, even with no transcendence applied (2004), the weapon performs similarly to one transcended to Stage 2.5 in the current game. At Stage 5 (3008), its effects become comparable to a current Stage 6 (2941). En: Enhancement Tr: Transcendence Arm: Armor Armor items receive a 70% increase on their basic value, getting the Lv 350 Unique Primus Basticle Plate Armor, for example, from 764 to 1298 after the update. Unlike what happens with weapons, armor items still see a significant increase in performance when transcended to Stage 10, in this case going from a physical defense value of 2292 to 2695. Plus, by increasing the enhancement value for armor items by 25%, we hope to tackle the current disparity between weapon and armor enhancement increments. And by the way, these armor updates include shields, but not bracelets or necklaces.     Enhanced to +11 Enhanced to +16 BEFORE AFTER BEFORE AFTER Top/Bottom 304 380 498 622 Gloves/Boots 384 480 632 790 <Primus Basticle Plate Armor enhancement effects before and after the change (+25%).> We consider the current transcendence system to be a little too far ahead of the game’s update cycle, with both performance and requirements set unnecessarily high, and equally hefty Blessed Gem return rates, compared to effect. The difference transcendence makes in the performance of equipment items, combined with the time requirements associated with the system, are one of the main factors contributing to the disparity between players. Of course, it’s only fair that a player who invests more time and effort should obtain better results, but if the gap is too wide it becomes more and more difficult to maintain an environment where players of all types can participate together, not to mention the contrast it creates in terms of content difficulty. Our main goal in boosting non-transcended gear is to allow average players a little more comfort in the fields (daily quests, scenario quests, Elite hunting), without interfering excessively in the difficulty of end content. The other big changes coming up are, as mentioned above, reducing the amount of Blessed Gems required by 50% and eliminating the extracting functions. To sum up: - Blessed gem extraction and item extraction menus will be removed from the Blacksmith NPC. - Spell Rods and Hammers of Dismantlement will no longer drop. - The 50% decrease in required Blessed Gems has already been applied to the future Velcoffer Legend gear series, so it won’t be further affected by these measures.   Stage Total Blessed Gems required for transcendence (Primus Raffye Sword) Total Blessed Gems required for transcendence (Primus Basticle Plate Armor) BEFORE AFTER BEFORE AFTER 0 0 0 0 0 1 4 2 2 1 2 10 5 5 2 3 19 9 9 4 4 32 15 15 7 5 49 23 23 11 6 71 34 33 16 7 104 50 47 23 8 147 71 65 32 9 204 99 89 44 10 290 142 125 62 <Amount of Blessed Shards required for transcendence (Lv 350 Unique one-handed weapon).> Accessory Stats So far, the basic stats of most bracelets and necklaces have offered little more than a low increase in magic defense. Now, we’re getting ready to introduce new accessories with physical attack, magic attack, and higher values of physical and magic defense. These items will be transcendable, and like other equipment their main stat can be increased up to 2 times the original value. Team Storage and Trading After the diversification of Blessed Gem sources and transcendence system revisions, we have plans to expand the tradability of transcended items, allowing players to deposit them in the Team Storage and trade them at the Market. We won’t be opening 1:1 trades for transcended items, however, so there will be no trade count restrictions or penalty fees associated with that. Once the Market is open to transcended equipment, we expect to increase the cap on how much Silver a character can own from 200 million to 1 billion, to account for the higher prices associated with these items. Market registration fees will also be revised as follows.   BEFORE AFTER 1 Day 1.0% 1 Day 0.5% 3 Days 1.5% 3 Days 0.75% 5 Days 2.0% (No 5-day option) 7 Days 2.5% 7 Days 1.0%   [NEW] 14 Days 1.25% With these changes, players will be able to use their hard-earned transcended gear for multiple characters, or sell it at the Market to others. This will allow reasonably transcended items to circulate in the market for as long as their performance allows, and give players of all kinds a chance to obtain them. To sum up, taking our Primus Raffye Sword example (transcended to Stage 5), here’s a comparison of what you could expect after the update.   BEFORE   AFTER 1336 Physical attack 2004 +267 (20%) Bonus per stage +200 (10%) 2672 Attack at Stage 5 3006 49 Blessed Gems required 24 440 Shards returned Blessed Shard extraction Not possible Item returned Item extraction Not possible or needed Not possible Team Storage Possible Not possible Trading Possible via Market   Blessed Shards as Materials In order to expand the range of uses given to Blessed Shards, we’re developing a new potion that can be crafted using the Shards as a material. This potion won’t be as potent as the current Boost Potions you can get from Guild Quests, but we also want to have Boost Potion recipes drop from the Challenge Mode on Stages 6 and higher. These recipes, too, will require the use of Blessed Shards. Traveling Merchant Exchanges Finally, we have an idea to diversify the sources of Blessed Shards involving the business of Traveling Merchant Geraldas. In this new function, players can exchange material items or recipes they collect while farming for different amounts of Blessed Shards. The list of items accepted by the Merchant will be different every day, and there will be a limit to how many items you can trade there per day (per team).   Given the changes in the amount of Blessed Gems necessary for transcendence, when the update hits we expect to reset all transcended items and compensate players with a set of Blessed Gems corresponding to the amount required for transcending their items back to the former stage (100% chance), but we’ll make a more detailed announcement when the patch is ready. Thank you for joining us, and remember that the content discussed here may not look exactly the same when it’s applied to the game. Make sure to keep up with future dev blog posts and the patch notes for more details.

Developer's Blog
March 28th, 2018
Read more

What are Guild Battles?

Greetings Saviors! This is the Tree of Savior Dev Team. We are happy to announce that we will be continuing further updates on this blog to keep you in the loop of what is going on behind the scenes. Today, we would like to introduce a new feature we’re currently working on: Guild Battles. First of all, please note that this feature is still a work in progress and the final product may look different from what we’re showing you here.   What are Guild Battles? Guild Battles are a type of PVP play that sets guilds of different servers against each other to compete for victory. They will be available twice a day and the overall guild ranking will be determined based on ELO rules. ▲ The name of each guild is displayed along with its corresponding server. The competing guilds must attack each other’s Guild Towers, located in their respective team headquarters, with the first guild to destroy its opponent’s Guild Tower within the time limit being declared the winner. Analyzing the enemy’s strategies and developing defensive strategies for your own guild will be major decisive factors for victory.   ▲ The first guild to destroy its opponent’s tower wins. If neither guild manages to destroy the opponent’s tower within the time limit, victory will be awarded to the guild with the highest kill count. In the event of an even number of kills, the title goes to the guild with the most accumulated damage. This means that guilds will need to consider offensive tactics as well as defensive strategies in order to win Guild Battles,. Gathering the guild members to strategize and discuss different control methods before entering the Guild Battles will also be crucial in gaining an advantage.   Participating in a Guild Battle via the Auto-Matching System To participate in a Guild Battle, the guild master should go to Battle League > Guild Tower Battle and click the ‘Join’ button to initiate auto-matching. ▲ Determining an opponent via auto-matching The guild masters will be moved to the battle area once an opponent is found, and preparation for the Guild Battle will begin upon entering the battlefield. ▲ Remaining preparation time for the Guild Battle Guild members will be able to enter the battlefield during the preparation period but will not be able to do so once the Guild Battle begins, so please make sure to enter during the preparation period. The Battle Begins Each guild will be assigned a random headquarters out of the 8 available areas. ▲ Guild Battle Battlefield The battle will begin immediately after the preparation period. ▲ Victory Condition Locating the enemy’s tower is an important part of the battle as it is one of the main victory conditions. Use every strategy that your guild has at your disposal to search and destroy the enemy’s tower within the 30 minute time limit. Having your Guild Tower’s location discovered first can lead to an unfavorable battle. Another good tactic is to have fast-attacking classes target the enemy tower while the others focus on preventing the opponent from interfering since Guild Towers in the Guild Battles only receive 1 damage per hit just like regular Guild Towers. ▲ Defensive headquarter entrance The entrance to each guild’s headquarters is rather narrow and can create a bottleneck making it risky if you decide to go for an all-out attack. ▲ Players can spectate while waiting to resurrect. There will be resurrection countdown if your character falls during a Guild Battle. You will be able to spectate other guild members during this time, allowing you to plan ahead and decide where you will be needed the most. ▲ The ‘Results’ window shows the victors as well as individual kills, deaths and score points.   You will be able to confirm the victors of the battle through the ‘Results’ window. Make sure to strategize and implement tactics that will give your guild every edge possible since, as mentioned earlier, a guild must destroy its opponent’s tower or have the higher kill count to win.   Ranking and Rewards You will be able to check your guild’s ranking across all servers through the ‘Guild Battle Rank’ window which will be reset every Sunday after 11:59:59PM. Guilds will be rewarded in accordance to their rank while the server that is home to the weekly 1st place guild will become the winning server, increasing the bonus TP limit to 8TP for all users on that server. We hope this will encourage guilds of all servers to keep competing for the top spot. [Ranking and reward items] Rank         Reward items   1                  60x 100TP Chests     2                  40x 100TP Chests   3                  30x 100TP Chests   4                  20x 100TP Chests   5                  5x 100TP Chests   6                  5x 100TP Chests   7                  5x 100TP Chests   8                  5x 100TP Chests   9                  5x 100TP Chests  10                 5x 100TP Chests   Reward items won via the Guild Battle ranking can be claimed by clicking the ‘Reward’ button on the ‘Guild Battle Rank’ window. The items will then be transferred to the corresponding guild’s common storage, where the guild master can distribute (transfer) them to other guild members. Those items can be received through the personal message box of individual guild members, which will then be bound to the guild member once obtained. This is as much as we can say about the Guild Battle system for now and we will make future announcements in order to keep you updated on the implementation schedule. Hope to see you soon with more good news. Thank you.    

Developer's Blog
April 7th, 2016
Read more

2017 Rank Update FAQ

Greetings, Saviors! A lot has changed in TOS with the latest Rank update: new classes, new features, revised content… it can be a lot to take in at once. So, to get you up-to-date with the newest version of TOS, we put together a little FAQ list that hopefully will help clear any doubts on what’s changed and how it’s changed. Keep in mind that this list only contains information on some of the main aspects of the update. For a more exhaustive list of all the changes and fixes, please check the patch notes.   [Challenge Mode] - The Challenge Mode is a new game mode that allows you to fight powerful monsters for better equipment items and cube rewards. - The Challenge Mode consists of 5 stages, each running for a maximum of 10 minutes. - To complete each stage you need to defeat the boss monster within the time limit. Only then can you move on to the next stage or complete the challenge. Q. How can I enter the Challenge Mode? In fields of recommended level 200 and above, you will come across a purple monster which you must defeat in order to create a portal to the Challenge Mode. This monster will appear in regular fields, but not in Hunting Grounds. Also, keep in mind that the Challenge Mode will close automatically if your 10 minutes run out or you become incapable of combat. Defeat the purple monster to open the Challenge Mode portal. The gauge at the bottom shows your current Challenge Level (stage). Your goal is to defeat the monsters and charge up the gauge within the time limit to complete the stage. When the stage is complete, you will see two portals: Step Up and Close. Step Up takes you to the next Challenge Level, and Close ends the Challenge Mode. Complete stage 5 and exit through the Close portal to receive your Challenge Mode rewards and cubes. Q. Can other players enter the portal too? Yes. The portal stays open for 10 minutes and anyone who qualifies can enter it (players whose character is within 30 levels of the Challenge Mode level). The Challenge Mode map behaves like a cutscene quest, so you won’t see non-party member players there when you get in. [Unique Raid] - This a new raid-type dungeon where you can get recipes and materials for Lv 350 Unique equipment. - The dungeon is available to characters of level 330 and above, and it can be accessed through the corresponding tower (First Shelter) in Nobreer Forest. - There is no daily entrance limit, but each entry consumes a set amount of a special material item. Q. What items do I need to get in? To enter the dungeon, you need at least 6 Raid Portal Stones. The Stones are consumed from your inventory after you receive the dungeon’s final rewards, and every entry on the same day costs additional Stones. Raid Portal Stones can be obtained as rewards from the Challenge Mode, and Token users get a discount of 2 Stones on each entry. Q. Can I use vouchers and other dungeon-related items there? No. Instance Clear Vouchers, Multiply Tokens and entrance/reset vouchers do not work on the Unique Raid dungeon. Q. The dungeon didn’t give me any Silver or EXP. The Unique Raid dungeon does not drop Silver or EXP. [Instanced Dungeons] - Each entry is now counted only after you receive the dungeon’s final rewards. - Instanced dungeons now have a completion rate system which determines the amount of rewards you can receive. Q. The entrance to instanced dungeons are gone! The old instanced dungeon entrances were removed. Now you can access all instanced dungeons through the Sentinel Rian NPC located in Klaipeda. Q. How are dungeon entries counted now? Before, each instanced dungeon entry was counted as soon as you entered the dungeon (entering the dungeon = -1 entry). Now, the entry only counts when you receive the dungeon’s final rewards. Dungeon rewards (Silver, cubes) are now delivered all at once when you defeat the final boss monster. If you exit the instanced dungeon before that, you won’t receive any rewards and the entry will not count. Q. Is the amount of Silver received from clearing the dungeon a common reward shared with other party members? No, the amounts of Silver stated as instanced dungeon rewards are the individual amounts each player gets for completing the dungeon. For example, if a party of 5 clears the Lv 300 instanced dungeon with a completion rate of 100%, each party member receives 220,000 Silver. Under this system, there’s no need to solo low-level dungeons to fund your characters, since it’s more effective to clear those closer to your own level in premade or automatched parties. Q. I cleared the dungeon but didn’t receive any EXP. It’s possible that the monsters you defeated were 50 or more levels apart from your own character’s level. You will not receive EXP from them if that’s the case. Q. I think I got too many cubes at once. Is it a bug? No. Instanced dungeons now have a completion rate (displayed in the minimap UI), which you can increase to receive bonus rewards, including extra cubes. The more monsters you defeat, the higher the completion rate and the more rewards you get. Please note that, if you clear an instanced dungeon with a completion rate under 20%, however, the final boss will not drop any Silver. Q. I can’t get any EXP or items from the dungeon! All the rewards, including EXP and cubes, are now delivered to you only after you defeat the final boss monster of the dungeon. Q. I can’t reopen the cubes. Cubes obtained as instanced dungeon rewards (the ones called “[Dungeon Name] Cube”) cannot be reopened. Q. I can’t reincarnate monsters inside the instanced dungeon anymore. Reincarnation skills no longer apply inside instanced dungeons. [Party EXP] - You can now increase your EXP gains according to the number of members in your regular party (this includes field parties). - The former EXP bonus obtained from having 3 or more different class trees represented in the same party no longer applies. Q. What’s different about party EXP bonuses now? There’s no more bonus for having different classes in the party, but the automatch bonus now applies on top of regular EXP rules. - Regular EXP: For parties of 5, it’s the same bonus as before. For parties of 4 or less, the bonus has increased. - Automatch EXP: For parties of 5 and 4, the standard is the same. For parties of 3 and 2, the bonus is lower. [Common Drop Items] Q. Common drop items like Golden Anvils, Instance Clear Vouchers, etc. aren’t dropping like before. Those items can’t be obtained in regular fields or instanced dungeons anymore. Instead, you can now get Golden Anvils, Monster Card Albums (all 4 colors), Blessed Shards and Gems (Lv 1 to 3) from Hunting Grounds. Aside from that, the drop rate of Rare and Unique grade unidentified items has also increased by 2-4 times. [Item Re-identification] - The stats applied to items when they are identified are now random. - If you want to get a different set of stats, you can get your items re-identified at the Blacksmith NPC in Klaipeda or Orsha. Q. If I get my item re-identified, will the new stats be completely different? The total number of stats and the group to which the stats belong will not change. Instead, you can get different stats within the same group. There are four stat groups: Attack, Defense, Utility and Basic Stats. - Attack group: physical attack, additional property damage, magic attack, magic amplification, critical attack, defense type attack, monster type attack. - Defense group: physical defense, magic defense, attack type defense, property resistance, critical resistance. - Utility group: accuracy, block, stamina, HP, SP, HP recovery, SP recovery, critical rate, block penetration, looting chance, evasion. - Basic stats group: STR, DEX, INT, SPR, CON. Q. Can I also re-identify [Faded] items? No. [Faded] items are the (un)identified items from before the update and they cannot be re-identified. Only unidentified items obtained after December 12, 2017 can be re-identified. [Incapable of Combat Penalties] - Becoming incapable of combat no longer consumes Goddess’ Blessed Gems or Monster Cards from your inventory as penalty. Q. How is the penalty different now? You will no longer lose Goddess’ Blessed Gems or Monster Cards when you become incapable of combat in certain fields. This is how much of each item you can lose from your inventory now, according to the star rating of the map:   Map Gems Blessed Shards Silver ★ No loss No loss No loss ★★ 5 (not %) No loss No loss ★★★ 5 (not %) 10% 10%   [Other FAQ] Q. The attribute to increase buff count is gone. There is no more limit to the amount of buffs you can have, so the attribute was removed. Q. I made a mistake on my Companion’s name. Can I change it? Now you can. Open the Companion window (F9) and click the pencil icon to change the name of your Companion. It will consume 9 TP, the same amount charged for changing your character name.    

Developer's Blog
December 13th, 2017
Read more

Introducing Hethran Badges

Greetings, Saviors! We have another new feature coming up that we want to introduce to you today. We will be adding a series of new quests that can only be accessed through a special type of item, the Hethran Badge, found in specific maps. Keep reading for a preview of how you will be able use this new feature, and remember that, as this is expected to arrive only in a future major content update, some details may have been changed by the time we bring it over to iTOS. Q. What are Hethran Badges? Hethran Badges are a type of symbol badges named after a former head of the Kedoran Merchant Alliance, and like most items in TOS, they can be used by right-clicking them from your inventory. Using Hethran Badges gives you access to exclusive quests that you can complete as many times as you want. Q. What level do I need to be to use them? There are two types of Hethran Badges: Lv1 and Lv2. Lv1 Hethran Badges can be used by characters starting at level 260, while Lv2 badges can only be used by characters of level 300 or higher.         Q. How do you use a Hethran Badge? 1) First, move to Klaipeda, Orsha or Fedimian (the badges can only be used in town). 2) Go to the Item tab on your inventory and right-click your Hethran Badge. It will be under the Consumable category. 3) A random quest will begin, depending on the level of the badge you used. Note that you can’t play two Hethran Badge quests of the same level simultaneously. If you’re playing a quest obtained from a Lv1 badge, you will need to complete it in order to get another quest from a different Lv1 badge. You’re allowed to have one Lv1 quest and one Lv2 quest in progress at the same time, however. Also, there is no limit on the number of Hethran Badge quests you can complete in a day, so you are free to use as many badges as you like. ▲ The quest starts automatically after you use a Hethran Badge from your inventory. ▲ The badges can only be used by characters of levels 260/300 or higher and in town. Q. Can the badge quests be played with a party? Yes! Once you use a Hethran Badge, nearby party members will also be able to accept the quest and play together, even if they don’t have a badge themselves. However, if another party member already has one Hethran Badge quest of the same level as yours in progress, your party will not be able to accept your quest. Q. Can Hethran Badges be combined like monster cards or gems? Yes. You can combine two Lv1 Hethran Badges to create one Lv2 Hethran Badge! Q. Where can I get some badges? You can obtain Hethran Badges from a series of maps with recommended levels ranging from 261 to 327. The chances of obtaining a badge vary from map to map, however. Below is the list of maps where you can obtain Hethran Badges, organized by drop rate. On maps with the “highest drop rate”, the chances of obtaining a badge are 4 times higher than the maps with the “lowest drop rate”, so keep this in mind if you’re looking to collect some badges. Highest Drop Rate ♦♦♦♦ - Martuis Storage Room - Tevhrin Stalactite Cave Section 1 - Zima Suecourt - Tevhrin Stalactite Cave Section 2 - Phamer Forest - Tevhrin Stalactite Cave Section 5 - City Wall District 8 - Mollogheo Forest - Inner Wall District 8 - Ghibulinas Forest High Drop Rate ♦♦♦ - Emmet Forest - Syla Forest - Pystis Forest - Kule Center - Nobreer Forest - Yudejan Forest - Tevhrin Stalactite Cave Section 3 - Nheto Forest - Khonot Forest - Taniel I Memorial Low Drop Rate ♦♦ - Lake Rasvoy - Tevhrin Stalactite Cave Section 4 - Alembique Cave - Inner Wall District 9 - Salvia Forest - Arcus Forest - Jonael Memorial - Lhadar Forest - Khamadon Forest - Mishekan Forest Lowest Drop Rate ♦ - Timerys Temple - Workshop - Outer Wall District 9 - Jeromel Park - Solitary Cells - Maven Abbey - Sekta Forest - Storage - Investigation Room - Oath Memorial Site

Developer's Blog
February 3rd, 2017