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 Cleric tree. Druid (Circle 3) There are many changes in the final form of the nature loving Circle 3 Druids. Players will be able to control numerous monsters at once thanks to the crowd control attribute that will be added to the "Telepathy" skill. (Please note that this attribute cannot be used during PVP) The newly added “Henge Stone” increases the level of all cleric Magic Circles and deployed equipment by 1. It also increases all statistics of Druids while they are transformed. The Druid will be able to transform into a werewolf by using the “Lycanthropy” skill. Druids will be able to jump and dash when transformed as a werewolf and will also be able to use speedy skills that normal Boss Monster werewolves do not have. Oracle (Circle 3) The Circle 3 Oracle is the final form of the Cleric that intervenes with Fate. Circle 3 Oracles will be able to change the gender of other players by using the “Switch Gender” skill. Oracles will be able to use this skill in the form of a shop in cities to wait and switch the genders of other players. The new “Fortell” skill will randomly pick players on the magic circle and grant them temporary invincibility status. This magic circle keeps moving in a set direction, so players will have to keep following it’s movement in order to sustain the effects. The "Twist of Fate" skill decreases up to 40% of the enemy’s health at once but will restore twice that much health for 30 seconds. It will have to be used strategically since it has the possibility to harm your party more than it helps. This skill will be applicable to all Boss Monsters excluding Field Boss Monsters but will not be counted towards Boss Monster Kill Contribution. Plague Doctor (Circle 2) The main characteristics of a Circle 2 Plague Doctor that alters the status of players are as follows. The "Incineration" skill will have a new contagion attribute which will spread all the debuffs from any monsters defeated by Incineration to nearby monsters. The new "Disenchant " skill will nullify all of the buffs on an enemy. Players will be able to add an attribute that will nullify some effects of items making it extremely useful during PvP. The new “Plague Vapors” skill which deals powerful damage over time receives additional bonus damage when used with the Incineration skill so it will be usable when combating multiple foes. Kabalist (Circle 2) As a Cleric that uses Kabala magic, the Circle 2 Kabalist has strengthened defensive skills. The "Merkabah" skill will receive a new “Blessing” attribute which will increase the defense and add Divine Property damage to nearby allies. It will also receive an attribute that will reduce the movement speed of enemies allowing it to become a tank in party play. The “Ghematria” and “Notricon” skills that change the enemy’s name to numbers will receive attributes to increase calculation speeds. The newly added “Multiple Hit Chance" skill will allow Kabalists to hit enemies as many times as marked above the enemy’s head which will allow Kabalists to show great combat prowess depending on enemy types. Players will be able to copy monsters at random with the "Duplicate" skill. However, copied monsters cannot be re-copied and will drop silver and items just like the original monster but will not give you more experience points. Inquisitor (Circle 1) The Inquisitor class which first appears at rank 8 is especially useful when dealing with magic users. The “God Smash” skill will receive bonus damage when using blunt weapons and according to the enemy’s magical attack. The “Inquisition" skill will make the user player temporarily receive additional damage equal to the caster’s magic damage, and will cast a Lv. 3 debuff that reduces the INT and SPR stats as well. The "Pear of Anguish" deployed on the ground will only deal a little damage to enemies that step on it but will fly up to and attack any enemies that use magic in close proximity. This attack will deal 3 times more damage to when simply stepped on. The "Breaking Wheel" will summon a wagon wheel shape that will attack any nearby enemies. The Wheel will spread damage to enemies within range while it is spinning making it a good partner to any Swordsman type classes. Taoist (Circle 1) The Taoist first appears at Rank 8 and utilizes charms to form a unique fighting style. Different types of Charms can be used and deployed on the ground, where they will be activated once allies or enemies come near. Using the “Begone Demon” skill can be used to activate all the Charms from afar at once. The "Shadow Walk" skill will make all the nearby allies temporarily invisible. The "Storm Calling " will call thunder and rain on the spot where the Charm was. Players will be able to amplify the damage of electric property skills in the area such as the "Zaibas" skill. The "Tri-disaster Charm" will increase the resistance of nearby allies against fire, ice and electric property attacks. ▲ The Creeping Death Charm arriving extremely late. 3 Charms are on top of each other The "Creeping Death Charm" moves slowly after being thrown and will damage any enemies that get in the way. It deals damage as long as it is touching the enemy but moves very slowly making it ideal for use against slow or stationary enemies. We are looking forward to seeing how the players utilize it as it can be used in a variety of ways including forcing enemies into tight corners or kiting depending on the individual player’s control.
Greetings, Saviors! We’ve been listening to your recent feedback regarding trading restrictions and bot presence in Tree of Savior, and would like to announce some changes we’ll be making to improve your in-game experience. 1) Less Trade Restrictions As mentioned in previous announcements, the trade restrictions were implemented to address RMT issues. However, based on your feedback, we have determined that it may feel a bit too high-handed. As such we have decided to implement new measures to reduce the inconvenience of trading restrictions on non-Token users in order to reduce trading restrictions on regular users. We are planning on allowing Non-Token users to partake in 1:1 trading. However, we are not yet certain how we will implement this new system. More details will be released as soon as they have been decided upon. The changes are intended to remove restrictions to players who may not be Token users but wish to help out or give class restricted items to other players. We also hope this will dissuade bots from collecting items through farming. 2) Bot Report Function We wish to continuously strive towards reducing the bot problem and provide better gaming experiences for normal players. As such, we are working on implementing the much requested bot report function. Not only that but we’re also developing and testing a system to detect bots faster. Through the reporting system, you will not only able to select and report suspected bots, but you will also be able to report items in the market suspected of being part of RMT (e.g. low-value items sold at unusually high prices). Through this system, GMs will be able to catch more bots by prioritizing and reviewing cases reported by users. However, we know that this system can be misused or even abused and are in the process of polishing rules to regulate the system. We wish to provide merits to those who accurately report bots, and penalize those who misuse the system to report innocent users. This will most likely be a constantly updated set of rules since there will always be different cases. As always, we thank you for your continued support, understanding, and enthusiasm for Tree of Savior. Sincerely, IMC Staff
Greetings, Saviors! Today on the blog we’re talking about our game client. Many of you have long been noticing that, when user numbers go up or during busy battle scenarios, the client’s response time tends to drop rather low. And in fact, while the game’s graphic engine is able to portray images with its distinctive unique 2d-like feel, it was suffering from a lot of performance-related problems. So, in this post, we want to notify the information about how much we improved in the new patch. The biggest issue with the current engine was the high number of draw call. Every time this number reached a certain level, the CPU would become overworked while the performance of GPU was underutilized. One of the main reasons behind this high number of draw calls was the abundance of particle effects. Whenever an enemy dies, or a character on screen attacks, and even when doing nothing, a large number of particle effects is required to render all the small objects moving in the background. - Particle Effect Batching In order to reduce the number of draw calls, we need to group together particles of the same type to create draw call batches. The problem is that most particles used are semi-transparent, so without depth sorting, they won’t be rendered the way we intend. The current engine prioritizes rendering accuracy, so particle effects of all types were mixed together, making batching impossible and increasing the number of draw calls. We considered, in this case, that improving the client’s performance was a more urgent matter and decided to slightly compromise the visual accuracy of the game in favor of allowing more batching. We’re also applying other measures to improve performance and reduce draw calls, such as exploiting multiple render targets, shadow processing optimization and character instancing. - Multiple Render Target - Shadow Processing Optimization and Character Instancing - We tested versions with and without the optimization measures applied and compared the results. - Chart Showing FPS (Frame Per Second) and MS (Millisecond per frame) Figures by time The top of the graph shows FPS variation (the higher, the better), while the bottom represents MS figures (where lower is better). With all the optimization measures applied, we witnessed an increase of approximately 2.5 times in minimum FPS. We were able to see that the gaming environment was improved greatly by the fact that by raising the minimum FPS allowed the game to maintain at least 60 FPS on the testing specifications. Note that these results were obtained in a testing environment and can differ depending on each user's PC specifications. However, the inconvenience caused by these problems is expected to reduce significantly in most situations. Besides of these issues, there are still some problems need to be optimized such as CPU multicore utilization and Graphics data-side optimizations. These measures are part of all efforts to continue providing a better environment to TOS players. Thank you.
Greetings, Saviors! In today’s post, we’re going to talk about a few changes to the golden stat plans we mentioned in a previous blog and introduce the new attributes we’re developing for dealer classes in Ranks 6 and 7, as well as a couple of additional balancing adjustments. Remember that the final version of the contents we discuss here can look different when the patch is finally applied to the game. With that in mind, let’s get started. ENCHANT STAT SYSTEM Enchant Jewels We’re introducing a new item called the Enchant Jewel. Enchant Jewels will drop at a low rate from gear items of Rare or higher grades when those items are dismantled. The Enchant Jewel produced will match the grade of the item it dropped from. This will apply to all level 75+ Rare, Unique and Legend equipment items. Note: Any eligible gear items you may have in your possession before the update will also have a chance of dropping Enchant Jewels when dismantled after this patch is applied. Applying Enchant Stats Enchant Jewels will be used to create new Enchant Stats for your equipment. On average, higher-grade Jewels (Legend > Unique > Rare) produce higher stat values. However, the only difference between each grade will be their chance of applying said values, which means it will be possible for Unique and Rare Jewels to generate maximum stat values as well. Stats added through these Enchant Jewels will not affect the item’s original stats, and will instead be applied independently. Enchant Jewels can be added to equipment of up to 10 levels above the level of the item from which they dropped. E.g.: When dismantled, a Lv 350 Masinios item will drop a Lv 360 Unique Enchant Jewel, which can then be added to any equipment of Lv 360 and below. Enchant Jewels can be added to any eligible piece of equipment but, as mentioned earlier, their stats will apply independently from the item’s other stats (random stats, fixed stats, etc.). On the other hand, extracting and adding Enchanted Jewels comes at no cost to your characters (no Silver or consumables required, no Potential loss, etc.). Other Features Any item can only have a maximum of one Enchant Stat applied to it at any time. This means that, if you use a second Enchant Jewel on the same item, the latter stat and values will override the ones applied by the first Jewel. Also, having multiple items with the same Enchant Stat will not stack the corresponding effects. Instead, only the stat with the highest value will apply. E.g.: If you have [Enchant Stat] Critical Rate +12% on your weapon and [Enchant Stat] Critical Rate +8% on your boots, the total Critical Rate bonus applied from both your Enchant Stats will be +12%. As Enchant Stats are completely independent from random stats, they are not affected when an item is re-identified. Enchant Stats will also not transfer onto Ichors when they are extracted. RANK 10 ATTRIBUTES Doppelsoeldner NEW! [C3 Attribute] Doppelsoeldner: Tough (Character Rank 10+) Reduces Stamina by 5, but increases the Minimum Critical Chance and AoE Attack Ratio of all Doppelsoeldner skills in proportion to attribute level. When using any Doppelsoeldner skill: Lv 1 Minimum Critical Chance +1%, AoE Attack Ratio +1 Lv 5 Minimum Critical Chance +5%, AoE Attack Ratio +5 Lv 10 (max.) Minimum Critical Chance +10%, AoE Attack Ratio +10 [C1 Attribute] Deeds of Valor Duration is fixed to 120 seconds regardless of skill level, and cooldown is slightly reduced. [C1 Attribute] Cyclone Cooldown is reduced from 45 to 30 seconds. NEW! [C3 Attribute] Cyclone: Ravage (Cyclone Lv 11+) Doubles the radius of Cyclone and extends its cooldown by 5 seconds. Fencer NEW! [C3 Attribute] Fencer: Offensive Rapide (Character Rank 10+) Removes your ability to block regardless of shield use, but applies all Fencer skills as two consecutive hits. When using any Fencer skill: Lv 1 Fencer skill damage 52% x 2 (104%) Lv 5 Fencer skill damage 60% x 2 (120%) Lv 10 (max.) Fencer skill damage 70% x 2 (140%) The consecutive hits do not apply as two different attacks. They apply as one attack that is displayed in-game as the total damage divided into two hits. Dragoon NEW! [C3 Attribute] Dragoon: Courage (Character Rank 10+) Increases the damage of all spear skills in proportion to attribute damage. Applies to all skills casted with a spear, regardless of class. When using any spear skill: Lv 1 Skill damage +1% Lv 5 Skill damage +5% Lv 10 (max.) Skill damage +10% This attribute applies to both one-handed and two-handed spear skills. Basically, any skill that can be performed by a Dragoon with a spear. Warlock NEW! [C3 Attribute] Warlock: Darkness (Character Rank 10+) When using Dark property skills, generates additional Dark property damage in a value equal to a percentage (proportional to attribute level) of the caster’s maximum magic attack. Applies to all Dark property skills, regardless of class. When using any Dark property skill: Lv 1 Added Dark damage equal to 2% of max. magic attack Lv 5 Added Dark damage equal to 10% of max. magic attack Lv 10 (max.) Added Dark damage equal to 20% of max. magic attack Magic attack weapons don’t normally have random damage deviations, but equipping Red Gems can increase their maximum attack. Featherfoot NEW! [C3 Attribute] Featherfoot: Witch Doctor (Character Rank 10+) Increases the damage of all Featherfoot skills on enemies affected by debuffs in proportion to attribute level. When using any Featherfoot skill against enemies with debuffs: Lv 1 Skill damage +1.5% Lv 5 Skill damage +7.5% Lv 10 (max.) Skill damage +15% This attribute applies to enemy debuffs under the same conditions as skills like Blood Bath, Blood Sucking or Kundela Slash. Schwarzer Reiter NEW! [C3 Attribute] Schwarzer Reiter: Markmanship (Character Rank 10+) Increases the damage of Schwarzer Reiter skills in proportion to attribute level. When using any Schwarzer Reiter skill: Lv 1 Skill damage +1% Lv 5 Skill damage +5% Lv 10 (max.) Skill damage +10% Applies to Concentrated Fire, Caracole, Retreat Shot, Wild Shot and Marching Fire with no additional requirements. Does not apply to basic attacks. Falconer NEW! [C3 Attribute] Falconer: Hawk Eye (Character Rank 10+) Increases the minimum critical chance of all Falconer skills in proportion to attribute level. When using any Falconer skill: Lv 1 Minimum critical chance +3% Lv 5 Minimum critical chance +15% Lv 10 (max.) Minimum critical chance +30% Minimum Critical Chance is a value that works to apply critical when an attack fails to be considered as such. Cannoneer NEW! [C3 Attribute] Cannoneer: Detonate (Character Rank 10+) Allows all Cannoneer skills to ignore part of the enemy’s defense in proportion to attribute level. Increases SP consumption. When using any Cannoneer skill: Lv 1 Ignores 2% Cloth/Leather armor, 4% Plate armor Lv 5 Ignores 10% Cloth/Leather armor, 20% Plate armor Lv 10 (max.) Ignores 20% Cloth/Leather armor, 40% Plate armor Minimum Critical Chance is a value that works to apply critical when an attack fails to be considered as such. Musketeer NEW! [C3 Attribute] Musketeer: Ready for Battle (Character Rank 10+) Reduces movement speed by 1, but increases the attack values of musket attacks in proportion to attribute level. When using any musket attack (skills, basic attacks): Lv 1 Attack +1%, movement speed -1 Lv 5 Attack +5%, movement speed -1 Lv 10 (max.) Attack +10%, movement speed -1 Unlike Damage increases, Attack increases work to reduce the effects of the target’s Defense (which is also different from ignoring Defense) in combat calculation formulas. Because of this, even at similar values, Attack increases are much more effective. Druid NEW! [C3 Attribute] Druid: Wolf Spirit (Character Rank 10+) Extends the duration of Lycanthropy (including Human Form) in proportion to attribute level. Increases SP consumption. When using Lycanthropy: Lv 1 Duration +3 seconds Lv 5 Duration +15 seconds Lv 10 (max.) Duration +30 seconds SUMMON CLASS CHANGES Summon Maximum HP We will be changing the maximum HP of some summons to reflect a proportion of the caster’s own maximum HP. The exact ratio varies from summon to summon, but this change applies to the following: Sorcerer - Bosses summoned by Summoning (Morph included) - Salamion Necromancer - Shoggoth - Skeleton Soldier - Skeleton Archer Bokor - Zombie Sorcerer [C1 Skill] Summon Familiar The effects of bats self-destructing will now count as summon attacks. The current skill factor is removed, and instead the bats gain an attack value which is proportional to the caster’s SPR stat, as what happens for other summons. The skill will summon a fixed number of 5 creatures. Skill cooldown is reduced in proportion to skill level, and Familiar duration is set to 1 minute. [C1 Attribute] Summon Servant: Quick Order Attribute effects change to casting all Servant buffs at once. NEW! [C3 Attribute] Summon Salamion: Heat The Salamion steadily restores the HP of itself and its owner’s other summons. The cycle accelerates in proportion to attribute level. [C3 Skill] Evocation The caster will be able to select a spot to attack, and damage will increase in proportion to SPR. [C3 Skill] Desmodus Targets hit by Desmodus become afflicted with the Blood Sucking debuff. Enemies with the debuff receive increased damage from the caster’s summons in proportion to skill level. In this update, the change to summon attack includes not only Familiar summons but Necromancer Skeletons and Corpse Tower as well. Necromancer NEW! [Debuff] Necromancer Bane Enemies hit by skills that attack using corpse parts become afflicted with the Necromancer Bane debuff, which stacks in different values according to the type of skill and resets its 15-second duration whenever a new stack is applied. Necromancer Bane increases the damage dealt by Skeleton Soldiers and Skeleton Archers in proportion to the number of stacks. It also slightly decreases movement speed regardless of the number of stacks. [C1 Skill] Flesh Cannon Enemies hit by this skill have a chance of becoming afflicted with the Necromancer Bane debuff. The number of stacks applied is fixed. [C1 Skill] Flesh Hoop Enemies hit by this skill become afflicted with the Necromancer Bane debuff. The number of stacks applied is proportional to skill level. [C3 Skill] Flesh Strike Casting time is changed from skill level x 1 seconds to 3 seconds, while cooldown is reduced from 54 to 30 seconds. Enemies hit by Flesh Strike become afflicted with the Necromancer Bane debuff. The number of stacks applied is proportional to skill level. Stay tuned for more news and updates on upcoming content!
Greetings, Saviors! The Nak Muay is our next hidden class in the Swordsman tree that's coming out on February 20! Today we bring you a sneak peek of what this class is about. "The combat style of the Nak Muay is very different from other kinds you may know. We attack the enemy with our hands, feet, elbows, and knees. The risk of injury is high, and it is not an easy style to learn. No matter how strong you are, you must never underestimate your opponent. If you do, the Nak Muay technique becomes nothing but a means for violence." - Khanom Caolaw, Nak Muay Master Alma Generosa (Nak Muay Main BGM) Composed by Kevin See you soon on February 20!
Greetings, Saviors! First of all, we would like to thank you for the love and support you’ve been showing for Tree of Savior. We hope this post addresses some of the most pressing issues you’ve been asking about and sheds some light on how we are working to improve them. Client Lag Issue The graphic engine optimization is currently in process. We had some major progress and the patch is being prepared. How much it smoothed the overall experience and improved the performance is going to be announced through our Dev Blog. Server Lag Issue As stated in our previous announcement, temporary restrictions limiting access for new players to Tree of Savior are now in place. We will alleviate the “slow server process speed” symptoms through temporary maintenance before we permanently solve this server lag issue. As previously announced, there have been other DDoS attacks on the [SA] Silute server. Every attack results in the particular machine getting banned, which means far lower machines compared to the user count, and we have been denied adding more machines to the server. The SA server shall be moved to a NA location due to the fact that normal service operation is practically impossible with the current local service provider. The regional pricing will remain the same even after the machine’s location transfer. The server will stay in NA until we find a good solution to the SA problem. Persistent Bot Problem The Bot Classifier for [SEA] Telsiai, [SA] Silute and [SEA] Varena servers is under maintenance and has not been fully operational. This is a problem related to DB backup, which cannot be solved easily and requires extended maintenance to fix, which is why we are putting it on hold for now. In the case of [SA] Silute, the problem should be solved and the situation normalized after today’s relocation. We also expect to solve the problem for [SEA] Telsiai and Varena and get back to normal operation on those servers as soon as possible. Why haven’t you applied to iTOS the same patch as kTOS? The regions for iTOS are more and diverse and applying a patch for each region takes some time. Our previous patches also had problems of that sort. Such problems resulted in the updates and the game access being unavailable. Also, after we update the Korean version and receive feedback from the users there, we sometimes end up making changes to it again, so getting a final version of the update that we can apply to iTOS can take some time. That is the reason why we were unable to apply patches frequently. Feedback and Communication from the Staff Are Insufficient From now on, we will have a regular Q&A time with the Dev Team based on the opinions from you, the users. Also, a CM will gather up questions raised on the forum and forward them to the Dev Team and provide our users with answers. Token Prices Our players have long been voicing out their opinions about the price of Tokens, and after some internal discussion we’ve decided to lower Token prices. We plan to compensate those who are currently using or have recently purchased Tokens as a result. Details will be announced in a separate news post. link : https://treeofsavior.com/news/?n=434 Thank you for reading and have fun playing Tree of Savior.
Greetings, Saviors! We’ve talked about fishing in two separate Dev Interviews here at the blog (read them here and here), so we’re happy to announce that the long-awaited fishing update is finally making it into iTOS! In this post, we want to let you in on what you can expect from this new function and how you can make the most of it. As you may know from our previous posts, fishing is a little different from most other contents in the game, in that it doesn’t require you to fight or concentrate on a specific task. Fishing in TOS is much more relaxed: you simply set up your fishing rod and let the items come to you… Now, there are a few important things you should know about fishing before heading out to your nearest spot. First, to fish you need 3 essential elements: a Fishing Spot, a Fishing Rod and some Bait. Before You Fish Before you start fishing, you’ll need to acquire a fishing rod and bait. You can purchase both of these from Fishing Manager Joha, the new NPC in the city of Klaipeda. Below is a list of the items Joha is selling. The Old Fishing Rod is your first choice of rod available. For bait, you can get Worms or Shrimp. Other than these basic items, Joha also sells Paste Bait and the Fishing Bonfire (yes, of course it works underwater!), which are bonus items you can use to improve your fishing experience. You don’t need these items to fish, but they make the process faster and more effective. If you login after the fishing update, you will find a new fish icon next to your Character Info icon in the lower-right menu. That’s your Tackle Box, and it’s where the items you fish are automatically stored before you receive them in your character inventory. The Tackle Box is shared with all the characters in your team. How to Fish Once you have all your fishing gear, find the Fishing Spot in the city of Klaipeda or in the Cobalt Forest region. To start fishing, get inside a Fishing Spot and right-click the fishing rod from your inventory. The window will prompt you to place some bait on the slot, which can be Worms or Shrimp. Choose your preferred type of bait and click the confirmation button to begin. Each regular fishing cycle lasts one minute and consumes one unit of bait. If a cycle is successful (i.e. if you catch an item), you will see the item caught appear in your Tackle Box. Unsuccessful cycles (the ones where no item is caught) have no particular effect. New fishing cycles will begin automatically unless you run out of bait, exceed your daily fishing count or your Tackle Box becomes full. You can also use the ‘Stop Fishing’ button on your Tackle Box to cancel the current fishing cycle. You can fish a total of 10 items per day (per team), which means that if you already caught 10 items that day, your characters will no longer be able to fish. This daily count resets at 6AM (server time), and you can check how many times you have left by looking at your Tackle Box. Using Fished Items There are a few particular items you can obtain by fishing. 1) Small Silver Fish: This is a small fish you can use as bait, the same way you do with Worms or Shrimp. 2) Silver Fish: This type of fish can’t be used as bait. Instead, you can grill them over a bonfire and eat them! This applies the Grilled Fish buff, which increases your HP and SP recovery. During our new Gone Fishing event, you can also exchange Silver Fish at the Fishing Manager NPC for an exclusive Butler or Maid costume! The full details are over at the event announcement here. All of these contents will be available starting August 1, 2017. Make sure to understand how the system works before you have a go, and stay tuned for more fishing-related news!
Greetings, Saviors! TOS dev team here. Today, in part 4 of our Dossier series about the ‘Plans for Combat System Changes’, we’re talking about what differences you can expect in items and hunting fields. 1. What will change about the stats of equipment items? First, here’s the chart showing how level, stats and weapons influence skill attack before and after the changes, in case you missed it. You can see from this chart that the importance of items increases by quite a bit after the changes. Now have another look at the new damage calculation formula: Your attack is going to depend on the defense of your enemy, and on your own attack-defense proportions. A character with attack 100 and defense 100, for example, deals 30 of damage (70% reduction); one with attack 200 and defense 100 will, in turn, deal 90 of damage, suffering a damage reduction of only 55%. This means that larger gaps between your attack and defense values will be more advantageous. Thinking of the two example characters above, the difference between 100 and 200 is only 2 times, but the actual damage (from 30 to 90) is 3 times different. < Regular attack damage according to attack and defense values > Your attack is composed of the following criteria: a) +0.5 per level b) +2 per STR/INT (+5 added every 10) c) Weapon attack (base stats, enhancement, transcendence, gems, options) Note that additional property damage isn’t counted in these criteria. If you consider that you can increase your attack by about 1000 through your level and STR/INT stats, the total percentage occupied by the attack of your weapon is more than 50%, reaching up to more than 70% when enhancement/transcendence/gem values are applied. This percentage can increase even more if you choose to invest in stats other than STR or INT. Skills, on the other hand, take into account the defense of your target to increase your attack only by a certain percentage, so they won’t have much effect on already-low attack values. This is especially true with high-defense enemies, which are unlikely to be visibly affected by even high attack factor skills. < Regular attack damage and skill damage on an enemy of defense 4000 > On the other hand, increasing your defense up to a higher degree can significantly improve how well you withstand regular attacks, and even skills with an attack factor of 1500% won’t make that much of a scratch. Along with the combat system changes, we’re also going to reduce the overall defense in monsters, so we expect it will be easier for players to deal decent amounts of damage not only in fields but in instanced dungeons and Earth Tower as well. After the changes, however, we do want to introduce new item-dropping field bosses with higher defense and attack, so having a certain amount of defense will continue to be important to players. 2. How will the dual stats of armor and blunt weapon items work? With the new changes, we decided to have blunt weapons offer both physical and magic attack, for the convenience of Cleric classes that require both. Enhancing, transcending or maintaining this type of weapons is going to increase both physical and magic attack values simultaneously. Armor items will also offer both physical and magic defense. Plate armor will focus on physical defense, while Cloth armor will provide higher magic defense. Leather armor will have lower physical and magic defense, instead including critical rate-increasing attributes. 3. How will item enhancement be affected by the changes? After the combat system changes, the biggest difference you can expect in terms of items is in the enhancement function, which many players currently feel doesn’t offer enough of a boost to justify its silver prices. To improve on this, we changed the price for each stage of enhancement, making it 20% to 30% lower than the current fees, and increased the efficacy of each increment. < Enhancement of a Lv. 315 rare weapon. Enhancing to stage 6, 11 or 16 are the most efficient options. > Starting from +6, the first stage at which the enhancement can fail, the increment increases, as it does every 5th stage after that (+11, +16, +21, and so on). Matching the enhancement of your item to these stages, then, becomes the most efficient option. We are also changing the maximum stage of “safe” enhancement of sub-weapons to +5, but other than that, the chances of success, potential consumption rules and anvil functions remain the same. One related difference in the field of transcendence, however, is that consuming the potential of an item will not affect the amount of Blessed Gems required in extraction penalties, so that will be one less thing for you to worry about. 4. What is going to change in the transcendence system? The overall percentage of increase you get from each stage of transcendence is going to be smaller, but with the new combat system formulas and skill factor calculations, the performance of transcendence in items is going to remain very much the same, and can even prove itself to be much more powerful than before depending on your skill combinations. One thing to keep in mind, however, is that after the changes, the higher the transcendence stage of an item, the pricier it will be to enhance it. The new transcendence system will also see the current three types of Goddess’ Blessed Gems unified into a single type of Blessed Gem, which can be returned at a rate of 90% of the corresponding successful transcendence stage, regardless of the remaining potential of the item. Blessed Gems lost in transcendence attempts failed from adding less than the required for guaranteed success will not be counted for the total of Blessed Gems returned. Here’s a sample case to help exemplify this rule: Stage 1: used 1/3 and succeeded -> 1 Blessed Gem saved Stage 2: used 2/4 and succeeded -> 2 Blessed Gems saved Stage 3: used 5/5 and succeeded -> 5 Blessed Gems saved Stage 4: used 2/6 and failed -> 0 Blessed Gems saved In the case above, the player saved a total of 8 Blessed Gems (all the Gems they used in successful attempts), so if they were to extract them, they should receive back 8 x 90% = 7.2 (rounded). That’s a total of 7 Blessed Gems, or 70 Blessed Shards. 5. What updates to expect in Hunting Grounds and Unidentified Items? If until now we were unable to introduce Lv. 270 and Lv. 315 weapons and equipment due to balance reasons, after the changes you can finally see these items dropped at the new Lv. 280-320 Hunting Grounds (entrance from Grynas Hills). These new equipment items may have relatively low numbers, but all the options you need (1 magic, 2 rare) are there. Other than these updates, playing in Hunting Grounds with a party of about 3 members is going to continue to be a good option, although solo play will be feasible as well. 6. Which items are changing to legend grade? Lolopanther (Lv. 270) and Solmiki (Lv. 330) equipment sets obtained from Earth Tower will have their current unique (red background) grade changed to legend grade (see images below). As legend items, these pieces of equipment are going to provide higher stats than the ones they currently offer. With these new combat system changes, specifically the new armor effects, we noticed more players wanting to switch their current armor for that of a different type, so we also plan to create a system that let you exchange your Lolopanther or Solmiki armor for the same items of a different type. We expect this system to allow players one single exchange per piece of armor, free of charge.
Greetings, Saviors! We’re back today with part 2 of our great Character Rank 10 reveal. This post will be an introduction to the new skills and attributes coming along with the Rank expansion. If you haven’t yet, you can read about the new quest lines and content in part 1 of this post (click here). Remember that, as always, any details we discuss here are still under development and can look different once the content is implemented in the game. NEW! Rank 10 You already know it: maximum Character Rank is expanded to Rank 10, allowing characters now in their 9th Rank (Class Level 15) to advance into a higher circle of their current class or a different class altogether. Along with new circles come new skills and new attributes, plus a few balancing changes to some existing classes. No More Casting Interruptions First, we’re doing away with a good amount of casting animations while the character is in motion, letting you apply buffs on the go without having to stop and interrupt your run. The following is a list of skills to which this change will apply. Swordsman Wizard Archer Cleric Swordsman - Gung Ho - Concentrate - Pain Barrier - Restrain Peltasta - Guardian Barbarian - Frenzy Cataphract - Trot - Acrobatic Mount Corsair - Double Weapon Assault Doppelsoeldner - Deeds of Valor Templar - Battle Orders Murmillo - Sprint Lancer - Prevent - Initiate Retiarius - Vital Protection - Dagger Guard Nak Muay - Muay Thai Cryomancer - Subzero Shield Pyromancer - Enchant Fire Enchanter - Lightning Hands Shadowmancer - Shadow Pool Archer - Swift Step Ranger - Steady Aim Quarrel Shooter - Running Shot Wugushi - Zhendu Hunter - Praise Scout - Cloaking Rogue - Sneak Hit - Evasion Schwarzer Reiter - Limacon - Evasive Action Falconer - Aiming - Circling - Pre-Emptive Strike Musketeer - Prime & Load - Grooving Muzzle Hackapell - Hakka Palle Cleric - Divine Might - Fade - Guardian Saint Krivis - Daino Paladin - Restoration Zealot - Blind Faith - Fanaticism SP Consumption Adjustments We’re revising and readjusting the overall SP consumption of class skills. The new setup will take into account all sorts of elements about the skills: class trees, rank/circle factors, skill types, overheat, targets, range, casting time, SPR usage, etc. One of the main changes we expect to bring forward is the reduction of SP consumption in Swordsman and Archer tree skills with a high overheat. Crowd Control Debuffs Gohei (Miko), Bloodletting, Beak Mask, Fumigate (Plague Doctor) and Gregorate (Exorcist) will no longer defend against Stun, Spear Throw: Bind, Iron Hook, Arrest, Dethrone, Pull Rete, Throw Rete or Iron Maiden. Increased Skill Ranges We will be increasing the range of quite a few close-range attack skills. The list is as follows. Pierce Skills (increased length) Slash Skills (increased width) Strike Skills (overall increased range) Swordsman - Thrust Peltasta - Langort Hoplite - Stabbing - Pierce - Spear Lunge Barbarian - Embowel Cataphract - Doom Spike Corsair - Hexen Dropper - Impale Dagger Fencer - Lunge - Sept Etoiles - Esquive Toucher - Attaque Composee - Balestra Fente - Attaque au Fer - Fleche Dragoon - Dragontooth - Serpentine Murmillo - Evade Thrust Lancer - Crush - Unhorsing - Quintain Matador - Faena - Muleta (counterattack) Retiarius - Trident Finish Featherfoot - Ngadhundi - Kundela Slash Rogue - Backstab Hackapell - Storm Bolt Dievdirbys - Carve Attack Swordsman - Bash - Double Slash Highlander - Wagon Wheel - Crosscut - Moulinet - Skyliner - Vertical Slash Barbarian - Cleave - Seism - Pouncing Rodelero - Montano Corsair - Dust Devil Squire - Deadly Combo Doppelsoeldner - Cyclone - Zornhau - Zucken - Redel - Sturtzhau Fencer - Flanconnade Dragoon - Dragon Soar Templar - Mortal Slash Nak Muay - Sok Chiang Hackapell - Grind Cutter Swordsman - Pommel Beat Highlander - Cartar Stroke - Crown - Skull Swing Peltasta - Umbo Blow - Rim Blow - Butterfly - Umbo Thrust Barbarian - Stomping Kick - Helm Chopper Cataphract - Earth Wave Rodelero - Targe Smash - Shield Push - Shield Shoving - Shield Bash - High Kick - Shooting Star Fencer - Attaque Coquille Murmillo - Headbutt Retiarius - Disarm Nak Muay - Te Kha - Te Trong - Khao Loi Paladin - Smite - Demolition - Conviction Monk - Double Punch - Palm Strike - Hand Knife - One Inch Punch Inquisitor - God Smash Weapon Mastery Updates The following are a few changes we have prepared for weapon mastery attributes. NEW! One-handed Sword Mastery: Ready for Battle Adds part of your weapon’s attack values to your defense when equipping a shield. When not equipping a shield, the attribute increases your attack speed. For: Swordsman NEW! Two-handed Blunt Mastery: Increase AoE Attack Increases your AoE attack ratio. For: Paladin (the Monk’s two-handed blunt mastery block penetration function is maintained, with both attributes’ effects stacking) Revolver Mastery Adds a chance of applying double the damage. For: Schwarzer Reiter, Bullet Marker (NEW) Dagger Mastery: Sudden Attack Damage is added in proportion to attribute level when attacking enemies from behind with a dagger. For: Corsair, Rogue (changed to max. level 5) Rifle Mastery: Hunting → Musket Mastery: Musketeer Increases damage in proportion to attribute level and distance from the enemy. Max. level increased from 4 to 5. Increases damage by 30% at maximum attribute level and distance. For: Musketeer Crossbow Mastery: Ignore Defense The value of defense ignored changes from 5% to 2% per attribute level. The effects will also no longer incorrectly apply to attacks by other kinds of weapons. For: Archer Shield Mastery: Enchant → Shield Mastery: Cryomancer Attribute name changed to Shield Mastery: Cryomancer. For: Cryomancer Shield Mastery: Missile Defense → Shield Mastery: Quarrel Shooter Blocks missile attacks when equipping a shield. If a block is successful, the attribute increases your movement speed. For: Quarrel Shooter Shield Mastery: Block → Shield Mastery: Peltasta Increases the number of provoked monsters in proportion to attribute level. For: Peltasta NEW SKILLS & ATTRIBUTES, BALANCE CHANGES Lancer NEW! [C3 Skill] Gigante Marcha Summons mounted troops to attack. Enemies in the way of the troops are knocked down and receive damage. NEW! [C3 Attribute] Gigante Marcha: Enhance Increases the damage of Gigante Marcha in proportion to attribute level. NEW! [C2 Attribute] Joust: Destroy Installations Allows Joust attacks to destroy not only magic circles but also pavises, traps, statues and other installations. NEW! [C2 Attribute] Unhorsing: Attack Companions Inflicts Stun on the companions of characters attacked with Unhorsing and leaves them temporarily unmountable. NEW! [C3 Attribute] Prevent: Extend Extends the duration of Prevent. NEW! [C3 Attribute] Rhongomiant: Shield Crush Rhongomiant becomes unblockable. Enemies hit by it have their shield disarmed and made temporarily unequippable. The skill’s damage ignores enemy shields’ defense values. NEW! [C3 Attribute] Rhongomiant: Vulnerability Generates additional damage to enemies hit by Rhongomiant in proportion to their maximum HP (the higher their maximum HP, the higher the damage). The additional damage value is limited and applies 50% less on boss monsters. Murmillo NEW! [C3 Skill] Emperor’s Bane Grab nearby enemies and head-butt them. Enemies hit by Emperor’s Bane become weakened and stunned. Attacking enemies with this skill also creates a wave of damage within its range. NEW! [C3 Attribute] Emperor’s Bane: Enhance Increases the damage of Emperor’s Bane in proportion to attribute level. NEW! [C3 Attribute] Emperor’s Bane: Weak Target Increases damage when the enemy’s HP is below a certain percentage. [C2 Skill] Scutum Hit Actual range of the skill adjusted to match its visual effects. Enemies on the outside receive additional damage and are inflicted with Bleeding. [C2 Skill] Sprint Sprint will not consume Stamina for its entire duration. NEW! [C3 Attribute] Sprint: Fear Using Sprint inflicts Fear in nearby enemies. Matador NEW! [C3 Skill] Corrida Finale Incite a fighting bull to attack nearby enemies. The provoked bull will deal damage to enemies in its way. NEW! [C3 Attribute] Corrida Finale: Enhance Increases the damage of Corrida Finale in proportion to attribute level. NEW! [C3 Attribute] Corrida Finale: Encore The bull turns around and charges one more time towards the caster. NEW! [C3 Attribute] Back Slide: Perfect Timing Resets the cooldown of Paso Doble when your character evades an enemy attack with Back Slide. NEW! [C3 Attribute] Muleta: Showtime Reduces the cooldown of all Matador skills in proportion to attribute level when counterattacking with Muleta, regardless of whether the counterattack was successful or not. NEW! [C3 Attribute] Faena: Critical Pierce Increases critical chance when using Faena. [C2 Skill] Paso Doble Effect area changed from square to circle, increasing overall area. Retiarius NEW! [C3 Skill] Blandir Cadena Dash towards the enemy over a short distance and brandish your spear to attack. Enemies hit when the spear is last brandished are knocked down. NEW! [C3 Attribute] Blandir Cadena: Enhance Increases the damage of Blandir Cadena in proportion to attribute level. NEW! [C3 Attribute] Blandir Cadena: Fatal Wound Reduces enemies’ movement speed and deals additional damage proportional to the number of targets attacked by Blandir Cadena over 15 seconds. [C1 Skill] Pull Rete The number of targets changes from 8 to 3 + skill level, while the current cooldown of 45 – (skill level x 2) seconds is fixed at 25 seconds. Duration is increased from 5 to 7 seconds. NEW! [C3 Attribute] Pull Rete: Daze Enemies pulled with the rete become momentarily silenced. [C1 Skill] Throw Rete The number of targets changes from 8 to 3 + skill level. [C2 Attribute] Throw Rete: Enhanced Net Duration will no longer apply as 50% less when used against boss monsters. NEW! [C3 Attribute] Throw Rete: Pull Down When used against flying enemies (including Levitation and Hanging Shot), pulls the targets down to inflict fall damage. The enemies are considered as ground targets and Levitation/Hanging Shot buffs are removed. [C1 Skill] Trident Finish Cooldown reduces from 20 to 15 seconds, while AoE ratio increases to 7. [C2 Skill] Disarm Range increased. The skill can also no longer be blocked or evaded. [C1 Skill] Dagger Finish The skill’s area changes from a square to a circle centered around the target. Overheat increases from 1 to 2, and AoE ratio to 7. [C2 Attribute] Dagger Guard: Deflect Projectiles Missile block chances increase from 50% to 100%. NEW! [C3 Attribute] Dagger Guard: Ricochet Returns the damage of missile attacks blocked with Dagger Guard: Deflect Projectiles, inflicting it on the attacker. [C1 Skill] Vital Protection The skill will make your character immune to critical attacks for its entire duration. Cooldown is reduced from 120 to 50 seconds, while duration changes from 50 seconds to 10 + skill level x 2 seconds. Cryomancer [C2 Skill] Subzero Shield Reflected damage is removed from the skill’s functions. The number of times freezing is applied is capped at skill level + 5. Meanwhile, the Counterattack Enhance attribute is renamed to simply Subzero Shield: Counterattack, with no alterations to its added reflected damage. Elementalist [C1 Skill] Hail The attack of Hail changes as follows. BEFORE AFTER Attack cycle: 1 hit per 0.1 sec Success rate: 65% Damage factor: 603% - 1067% Range per chunk of ice: 9 Total range of hail fall: 30 Attack cycle: 1 hit per 0.2 sec Success rate: 100% Damage factor: 255% - 451% Range per chunk of ice: 18 Total range of hail fall: 40 In the new version of this skill, the range of individual attacks increases by 2 times (area x 4). The 35% chance of falling wide is removed; instead, we’re reducing damage factors and number of hits. Sage NEW! [C3 Skill] Hole of Darkness This skill summons a black hole on the ground. Enemies within range are momentarily sucked into the hole, disappearing. After the skill’s duration, the black hole explodes and the enemies appear again. When the black hole explodes, enemies within range of the skill receive damage, with additional damage applied to those who were sucked by the hole. NEW! [C3 Attribute] Hole of Darkness: Enhance Increases the damage of Hole of Darkness in proportion to attribute level. NEW! [C3 Attribute] Missile Hole: Escape Momentarily increases your movement speed to the maximum when your Missile Hole buff runs out of defense but there is still time left in its duration. NEW! [C3 Attribute] Blink: Looming Increases the threat levels of your apparition, making enemies attack it. Enchanter NEW! [C3 Skill] Over-Reinforce Momentarily increases the enhancement values of main weapons equipped by you and your allies. NEW! [C3 Attribute] Over-Reinforce: Enhance Increases the damage of Over-Reinforce in proportion to attribute level. NEW! [C3 Attribute] Enchant Round: Fire Craft an Enchant Round that increases the critical chance of your attacks. NEW! [C3 Attribute] Enchant Round: Ice Craft an Enchant Round that reduces the damage you receive from attacks. NEW! [C3 Attribute] Agility: Movement Speed Increases your movement speed after Agility is cast. Shadowmancer NEW! [C3 Skill] Infernal Shadow Separates an enemy from their shadow. The enemy’s body remains autonomous, but the shadow cannot move and, if attacked, part of the damage is applied to the corresponding body. NEW! [C3 Attribute] Shadow Condensation: Expand Range Increases the range of the explosion generated by Shadow Condensation in proportion to attribute level. [C1 Skill] Shadow Pool Pre-casting animation omitted. NEW! [C3 Attribute] Shadow Pool: Movement Speed Increases your movement speed in proportion to attribute level while Shadow Pool is active. NEW! [C2 Attribute] Hallucination: HP Ratio Increases the ratio of HP applied to your shadow in proportion to attribute level. Onmyoji NEW! [C3 Skill] Yin Yang Harmony Generates a strong energy from the harmony of Yin and Yang, which deals quick blows of Dark and Holy property damage. While the skill is being cast, it will not be canceled even if you are attacked, and you remain immune to knockback and knockdown. NEW! [C3 Attribute] Yin Yang Harmony: Enhance Increases the damage of Yin Yang Harmony in proportion to attribute level. NEW! [C3 Attribute] Yin Yang Harmony: Mediator Temporarily increases your Dark and Holy property damage after using Yin Yang Harmony. NEW! [C3 Attribute] Fire Fox Shikigami: Grown Fox Adds a certain chance per attribute level of summoning a larger fox that deals more damage. NEW! [C3 Attribute] Water Shikigami: Torrent Increases the number of hits of Water Shikigami by 2 times. NEW! [C3 Attribute] Toyou: Debris Adds a certain chance per attribute level of dealing damage to flying enemies with Toyou. Falconer [C3 Skill] Aiming The range increase of this skill is set to a fixed number, instead of depending on the original range. For small-sized monsters the range is increased, and for large/extra large monsters it is slightly decreased. Aiming will also no longer disappear due to attacks intended to destroy magic circles. Schwarzer Reiter [C1 Skill] Retreat Shot Cooldown is reduced from 30 to 20 seconds. Extending the buff will no longer increase the duration of the attack (fixed at 10 seconds). [C3 Skill] Marching Fire Cooldown is reduced from 30 to 15 seconds. Extending the buff will no longer increase the duration of the attack (fixed at 5 seconds). Mergen NEW! [C3 Skill] Zenith Shoot a stream of arrows all around to attack multiple enemies. NEW! [C3 Attribute] Zenith: Enhance Increases the damage of Zenith in proportion to attribute level. [C1 Skill] Spread Shot Cooldown is slightly reduced. [C1 Skill] Homing Arrow Cooldown is slightly reduced. NEW! [C3 Attribute] Down Fall: Broaden Applies half of Down Fall’s damage to enemies near the attacked targets. [C2 Skill] Jump Shot Pre-cast delay is reduced. Meanwhile, overheat and attack range are increased. Hackapell NEW! [C3 Skill] Infinite Assault Rush to attack an enemy and return to your position. NEW! [C3 Attribute] Infinite Assault: Enhance Increases the damage of Infinite Assault in proportion to attribute level. [C1 Skill] Cavalry Charge Attack range is increased. NEW! [C2 Attribute] Hakka Palle: Endurance Grants immunity to knockback and knockdown. NEW! [C3 Attribute] Grind Cutter: Cavalry Charge Increases the critical damage of Grind Cutter in proportion to attribute level when the Cavalry Charge buff is active. Bullet Marker NEW! [C3 Skill] Outrage Fire your guns while moving. This skill can only be used in Double Gun Stance. NEW! [C3 Attribute] Outrage: Enhance Increases the damage of Outrage in proportion to attribute level. NEW! [C3 Skill] Freeze Bullet Causes basic attacks to freeze the enemy. [C1 Skill] Bloody Overdrive This skill will no longer cancel when the character is hit while casting it. NEW! [C3 Attribute] Bloody Overdrive: Invincible Makes the caster of Bloody Overdrive invincible while the skill is active. NEW! [C3 Attribute] R.I.P.: AoE Increases the AoE attack ratio of R.I.P. NEW! [C3 Attribute] Tracer Bullet: Precision Shot Increases the critical chance of pistol skill attacks (excluding basic attacks) in proportion to attribute level. NEW! [C3 Attribute] Smash Bullet: Reduce Block Reduces the block values of enemies hit by Smash Bullet in proportion to attribute level. Pied Piper NEW! [C3 Skill] Lied des Weltbaum Play the song of the Divine Tree. The song increases the damage dealt and received by both you and your party members. NEW! [C3 Attribute] Lied des Weltbaum: Block Count Ignores a number of enemy attacks proportional to attribute level while the buff is active. NEW! [C3 Attribute] Lied des Weltbaum: Duration Increases the duration of the Lied des Weltbaum buff in proportion to attribute level. NEW! [C3 Skill] Stegreifspiel Play the flute to deploy one Pied Piper skill at random (from the skills you have learned). The skill will still be activated even if you fail to play the flute, but its effects will be reduced. Stegreifspiel can cast the following skills: Dissonanz, Wiegenlied, Marschierendeslied, Lied des Weltbaum. Using one of these skills through Stegreifspiel does not affect its cooldown. NEW! [C3 Attribute] Stegreifspiel: Reduce Cooldown Reduces the cooldown of Stegreifspiel in proportion to attribute level. NEW! [C3 Attribute] Hypnotische Floete: Elite Applies the skill’s hypnosis to Elite monsters as well. NEW! [C3 Attribute] Friedenslied: Invincible Allies Makes allies under Friedenslied invincible (does not apply to the caster). Inquisitor NEW! [C3 Skill] Ripper Attacks enemies in front of you with gigantic scissors. Scissor attacks cannot be blocked and they deal additional damage to Demon type enemies. While the skill is being cast, it cannot be canceled by enemy attacks and it grants you immunity to knockback and knockdown. Besides its base number of targets, Ripper expands to an additional number of enemies in proportion to your STR stat. Targets hit by it are temporarily put on hold and gathered in a straight line. NEW! [C3 Attribute] Ripper: Enhance Increases the damage of Ripper in proportion to attribute level. NEW! [C3 Attribute] Ripper: Armor Break Grants Ripper the ability to ignore enemy defense values in a ratio proportional to attribute level. NEW! [C3 Attribute] Inquisitor: Torture Expert Reduces the cooldown of torture skills whenever an enemy is defeated by those skills. Applies to the following skills: Iron Maiden, Pear of Anguish, Breaking Wheel, Ripper. All torture skills will consume the following amount of Torture Tools. Iron Maiden: 0 → 1 Pear of Anguish: 0 → 1 Breaking Wheel: 3 → 2 Ripper: 2 NEW! [C3 Attribute] Iron Maiden: God Smash Deals twice the amount of damage with God Smash to enemies trapped by Iron Maiden. [C2 Skill] Judgment Number of targets and range increase, while cooldown is shortened. NEW! [C2 Attribute] Judgment: Provoke Provokes nearby enemies when using Judgement. NEW! [C1 Attribute] Breaking Wheel: Enhance Increases the damage of Breaking Wheel (the wheel’s own damage) in proportion to attribute level. NEW! [C2 Attribute] Breaking Wheel: Reinforce Increases the wheel’s durability (maximum number of attacks received) and duration in proportion to attribute level. [C1 Skill] Malleus Maleficarum Debuff duration is fixed at 10 seconds. The skill’s additional damage effects corresponding to 100% of your magic attack values are changed to 6% per skill level (90% at level 15). Also, if an enemy is attacked by Malleus Maleficarum once but receives multiple hits (maximum 7), the SP reduction effects of Mana Burn will apply only one time (attribute level x 5% reduction). NEW! [C1 Attribute] Malleus Maleficarum: Enhance Increases the damage of Malleus Maleficarum in proportion to attribute level. Taoist NEW! [C3 Skill] Eradication Summon a group of talismans behind you and send them forwards to attack your enemies. NEW! [C3 Attribute] Eradication: Enhance Increases the damage of Eradication in proportion to attribute level. [C2 Skill] Divine Punishment Instead of keeping your character immobile for 3 seconds after pressing the key to activate Divine Punishment, the skill will have a 3-second casting time. NEW! [C3 Attribute] Divine Punishment: Broad Strike Applies the damage of Divine Punishment to enemies around the attacked target. Zealot NEW! [C3 Skill] Emphatic Trust Every time enemies are attacked within range of this skill, additional Holy property damage is dealt to them. NEW! [C3 Attribute] Beady Eyed: Sudden Attack When Beady Eyed is successful, any damage dealt to targets applies momentarily as critical. NEW! [C3 Attribute] Immolation: Melt Armor Decreases armor defense values for yourself and the enemies you attack in proportion to attribute level. NEW! [C3 Attribute] Fanaticism: Martyr If you become incapable of combat while Fanaticism is active, you survive with 1 HP and all skill cooldowns are reset. Your character then becomes incapable of combat at the end of the buff’s duration. Exorcist NEW! [C3 Skill] Katadikazo Conjures a spear of divine light to strike your enemies in the name of the goddesses. Targets hit by the spear receive Holy property magic damage, with additional damage dealt to Demon type enemies. NEW! [C3 Attribute] Katadikazo: Enhance Increases the damage of Katadikazo in proportion to attribute level. NEW! [C3 Attribute] Engkrateia: The Goddess' Reply Prevents your HP from falling below 1 while Engkrateia is active. NEW! [C3 Attribute] Gregorate: Roar Allows Gregorate to cancel status ailments up to rank 3. That’s all we have for our Character Rank 10 introduction. Thank you for reading, and make sure to check back for more news and updates!