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Re:Build - New Content: Borutos Kapas & Astral Tower Closed Quarters

Table of Contents   1. Rank System Changes Pt. 1 (Click here) 2. Rank System Changes Pt. 2 (Click here) 3. New Content: Borutos Kapas & Astral Tower Closed Quarters 4. FAQ (Click here) 5. Compatibility Issues & Solutions (Click here) 6. FAQ 2 (Click here)     Greetings, Saviors! This post will be all about the new content that's making its way to TOS with the [Re:Build] update. If you're interested in knowing how this update is going to change the rank system and other game features, make your way to our double post on that (click here for part 1). Otherwise, keep reading for more details on the new raids and items.   Borutos Kapas A Large-Scale Field Raid <View of the Slibinas Lair.> Along with rank system changes, we are working on new game content where players can participate on a scale larger than ever before in TOS. ‘Borutos Kapas’ is a Lv 360 large-scale field raid. All eligible Saviors must join forces to stop the dragon Boruta from once again wreaking havoc on the Kingdom. In doing so, you can obtain new kinds of equipment, called ‘Seals’ and ‘Medals of Honor’, issued by the Kingdom in recognition of the contributions made in holding back Boruta’s reawakening. Stopping the almighty Boruta is not an easy task and you must be well equipped and well prepared in order to survive. Dragon Boruta - The Ultimate Field Boss Boruta and his kin were vanquished many eons ago when the goddesses and demon lords ruled the lands. Most of the dragonkin were hunted down by the goddesses and demon lords, or imprisoned by them in the darkest depths of the world. For millions of years, Boruta tried many times to return to the world to unleash his vengeance on those who shamed him, but had been held back under the watchful eyes of the goddesses. But now that the goddess’ powers have diminished significantly due to Medzio Diena, the treacherous Boruta begins to rear his head once more. The story of dragon Boruta was only told through the books until now. Are you ready to face this legendary creature?   New Equipment and Rewards How to Obtain the Rewards Players are rewarded on the basis of their contribution in suppressing Boruta’s reawakening. This reward issued to players is called the ‘Medal of Honor’, and the guild who made the greatest contribution overall can receive a new type of equipment called the ‘Seal’. You can talk to Kupole Kaze located in the Vedas Plateau to find out how much contribution you and your guild have made in suppressing Boruta's reawakening. New Equipment Type: Seals A new type of equipment called ‘Seal’ is introduced with the [Re:Build] update. This item will affect the skills for all five class trees and enhance the stats attached to Legend-grade items above Velcoffer. As an example, the damage received by the player under the Ire of Karujas effect will be reduced from 20% to 5%.   Seals can be enhanced by Blacksmith Teliavelis. To enhance a seal, two seals of the same grade and same enhancement level are required. Upon successful enhancement, the bonus stats inherent to the seal being upgraded will be activated. Medal of Honor: Boruta   The ‘Medal of Honor’ is given out by Kupole Kaze when your contribution points in suppressing Dragon Boruta have reached a certain level. These medals can be traded with the Merchant NPC in your Guild Hangout for special items. New Legend Card: Boruta   <New Legend Card: Boruta.> Successfully suppressing Boruta’s reawakening grants all participants a chance to obtain the new Legend Card. The Mark of Honor: Borutos Kapas <A character wearing the Mark of Boruta.> Boruta never forgets. When the Saviors join forces against him, he remembers those who scarred him the most in battle. All members of the guild that have the highest contribution points in the battle against the dragon will wear the Mark of Boruta. The Mark of Boruta is in the shape of a dragon’s wings and will last for two weeks. As good as it looks, it also puts you and your allies in great peril as Boruta’s attention and hatred will be drawn towards those who wear the Mark.   Join the Strike Force! Joining the Strike Force: Collecting the Urbas Insignia   To receive protection from Boruta’s wrath, players are required to have the ‘Urbas Insignia’. Giving the insignia to Kupole Kaze will help you withstand the damage lashed out by Boruta in Slibinas Lair. The effects of the insignia last until Boruta awakes the next day. The ‘Urbas Insignia’ can be obtained by hunting monsters in an area of Lv. 330 or higher following the [Re:Build] update. Strike Force Operation Schedules     Monday to Saturday Sunday Times (server time) 06:00 to 03:00 the following day 1) 06:00 to 19:30 2) 21:30 to 03:00 the following day   Boruta will attempt to spread his wings and escape from Slibinas Lair after a certain time has passed. When this happens, the Kupoles will attempt to stop Boruta from escaping. The Strike Force can assault Boruta any time to weaken him except when he is attempting to escape.   About Boruta     When Boruta awakes from his slumber, his longstanding hatred towards goddesses and humans causes the very unity between Saviors to falter. All characters not included in your guild become exposed to your attacks. Boruta is a dragon of immense vitality and power. It takes more than a little preparation to face against such a strong beast. Boruta’s intense malice will chase after you and attempt to steal your spirit. In this location, the dragon’s roar awaits its next victim… Companions and trusty summons will help protect you from Boruta’s hatred. The Dragon Regains His Strength… With the goddesses disappeared, as time passes Boruta will only become stronger and stronger. However, even the ultimate monster is no match to those chosen by the goddess, if only they join forces to defeat this powerful beast.   Unique Raid: Astral Tower Closed Quarters Astral Tower Closed Quarters: What Are They? The Closed Quarters are a new area with entrance located on the 4th floor of the Astral Tower. Originally, there were several restricted sections in the Astral Tower. The one on 5F was closed off under Ignas’ command after he became head of the tower. Unsatisfied with rising to leader of the Schaffenstar, not only did Ignas collude with the demons, he made secret attempts to reach otherworldly beings from his closed quarters. In the Closed Quarters, you are accompanied by NPC Elder Ramunas, an ally with vast knowledge on the Astral Tower who will provide precious help during the raid. Ignas is a clever man, and he’s laid out multiple barriers throughout the quarters to deter intruders. Ignas’ closed quarters also include a series of power sources that keep those barriers running. In order to reach him, you will have to disable each one of the power sources, but there will be obstacles to your mission. Astral Tower Closed Quarters: Ignas Ignas uses a bow as his main weapon, dealing mostly long-range attacks, but he also specializes in Lightning magic. One may think an archer like him would be vulnerable to close-range attacks, but he isn’t foolish enough to let you come close… Besides his weapon specialization, Ignas is fast and very intelligent. He directs his attacks to whoever represents the biggest threat, and he has several traps set up to impede those who intrude in his space. Not only that, despite having been overthrown by the resistance forces, Ignas is still followed by numerous subordinates who will do anything to stop you. New Equipment ※ Note that the above content is still under development and may be subject to changes before it is finally applied to the game.   That’s it for our detailed introduction to the main changes and additions coming to TOS with the [Re:Build] update! Next up, we’ll be discussing how the changes are going to be handled in-game and how players will be compensated for them, so keep following the blog for more information!

Developer's Blog
January 23rd, 2019
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Weekly Question and Answer - June 10, 2016

Greetings, Saviors! We've compiled another list of questions gathered from our forums to answer this week; read them below.   1. Regarding the Client and Server Lags First, regarding the client, we have prepared a couple of additional updates as a follow-up to the previous update. They are ready to be included in the future patch. We can expect enhanced performance in a crowded situation. As for the server lag problem, we’ve tracked down the factors suspected to be related to server resource leaks and we applied corrective measures during our latest patch. We can only confirm the server issues a few days after the fact, so we are constantly checking the system.   2. When will you reopen the servers? The rationale behind closing the servers was to create a controlled environment so that the issues such as bots, lags and payment issues can be solved. The ultimate goal was to provide our users with optimal gameplay and experience. After implementing certain fixes for bot and exploit issues, we are planning to reopen the servers for newcomers. Look out for further announcements about this.   3. When can we expect to hear about Rank 8 classes? We are currently developing Rank 8 classes. The information about those classes are soon to be revealed. We hope to show you what we have prepared and polished very soon.   4. Will Monster Gems and Cards ever become tradable?  The original intention behind them was to encourage users to explore various fields and invest a certain amount of time to obtain the desired items. That is why we set them as untradeable. We have no plans to make them tradable yet.   5. Could you let us know which add-ons are allowed and which aren’t?  We have no plans on restricting add-ons that conveniently display information which can be obtained from external communities or between users. However, we are sternly against add-ons that allow abnormal gameplay such as being able to use NPC stores on a field or an auto-play program. Those are prohibited and its user is liable to be banned.    6. Lv 160 and Lv 175 dungeons are very stingy with EXP compared to other dungeons; are there any plans to revitalize them? It is true that there are unpopular dungeons or mercenary missions. We believe that even if we simply adjust EXP and Silver yields from dungeons, it will only rearrange the popularity list and will not solve the problem fundamentally. That is why in kTOS, we have included unique rewards that are dungeon-specific in certain dungeons. And we plan to expand such practice to other dungeons as well. In addition, this week’s patch will change all the dungeons’ BGMs to their own themes.   7. Will there be a housing system and/or guild castle customization?   At the moment, the degree of customization is limited to changing the Lodge theme. However, we are considering the system which players can furnish the lodge with certain items or exhibit the trophies earned. Likewise, the guild hangouts will have a place where the players can place their trophies.

Developer's Blog
June 10th, 2016
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Re:Build - FAQ 2

Table of Contents   1. Rank System Changes Pt. 1 (Click here) 2. Rank System Changes Pt. 2 (Click here) 3. New Content: Borutos Kapas & Astral Tower Closed Quarters (Click here) 4. FAQ (Click here) 5. Compatibility Issues & Solutions (Click here) 6. FAQ 2   Greetings, Saviors! Today we’re following up on the previous [Re:Build] FAQ post with a few more questions received from players after the release of the first announcements. We will also include a few comments on feedback from test-server kTOS players, to give you a better idea of the current concerns surrounding this update and the direction in which it continues to be developed.   Q. What principles have framed your balance decisions so far? We’re taking class balance into a different direction now, compared to when we first started developing [Re:Build]. Here’s how. Our initial ideas for balance: We wanted to ensure that every class maintained its own unique value and distinctive characteristics, no matter what build you chose. In our idea, this meant leveling out all skills to the same “height”. The standard we used for that was the current Rank 6, not simply because it’s between Ranks 1 and 10, but because we wanted to avoid having skill-based classes overperform basic attack ones, and skill factors in Rank 6 correspond to that middle ground we were looking for. More specifically, skills higher than Rank 6 were dialed down, while those below it were boosted to Rank 6 standards. We then deleted a few skills that ended up too powerful even after the numeric adjustments, like Armor Break, a support skill in the damage-oriented Musketeer class. On the other hand, we added new skills to classes where we considered the current skill set insufficient to its role in the game. Paraclitus Time, for instance, was introduced to the Chaplain repertoire to reinforce its identity as a close-range basic attack class. The problem: Once the update was brought over to the kTOS test server, the main issue was that all skills in general felt like they had been excessively scaled down: an overall nerf. This was because of multiple reasons. First, high-rank classes – once the main damage dealers – felt significantly weaker after the factors were leveled out, which in turn amplified how the surge in low-rank class factors was perceived. On the other hand, low-rank dealer classes, who due to Rank limitations were making more use of their buffs and debuffs, suddenly saw a decrease in buff/debuff utility when their skill factors increased. Finally, our excessive focus on making each individual class reach maximum performance took a severe toll on the overall tempo of combat. We largely failed to consider practical aspects like skill cooldown, overheat, buff/debuff duration, and skill range, which made combat situations feel that much more frustrating. Our current direction: We’ve now turned our balancing plans around. Instead of basing balance around a uniform standard of performance, we want to focus on individual value. What we’re aiming for is a balancing system that allows classes to manifest their unique identity without threatening raw performance. Skill factors will of course be adapted to exhibit similar degrees of performance, but instead of trying to make up for the shortcomings of their effects, we want to emphasize their advantages. If, in this process, we’re unable to provide players with skills that are more satisfying than the ones they have now, we’ll have no choice but to bring back skills from the “delete” pile. A specific example: Running Shot, for instance, is a skill that players like for how it allows them to shoot while running (as the name implies). This skill was set to be deleted since it didn’t fit in with the concept of the Quarrel Shooter class, but because it is such a unique and beloved feature of the Archer tree, we decided to instead transfer it to the skill set of the Archer class by merging it with Swift Step. We won’t be integrating Running Shot in its entirety, of course, since the performance would still be out of proportion, but we are carrying over its basic function. This is only one example of how we can keep skill factors in check with the overall balance but still make use of a skill’s best traits. Q. Skills feel so impractical in this update. Is this Tree of Basic Attacks now? The fact that skill-based classes felt a decrease in skill usability after the test server update is not related to us having based the new balance changes around the results of basic attack Rank 6 classes. It was never our intention to slow down the overall combat tempo for skill-heavy fighters. We did perform several adjustments to skill cooltime and overheat since then, but the full process is not yet complete. With TOS being not just an MO but an MMO, however, we do expect the system where players need to go back to town for potions in order to maintain a good level of field efficacy to remain valid. Q. How come only some classes have skills that connect with other classes? It feels as if you’re forcing certain builds onto players. We do have a lot more skill combinations prepared for follow-up patches. We want to keep introducing them as quickly as possible. Q. The monsters don’t seem any weaker, so it feels like you dialed down everyone’s combat abilities. As mentioned earlier, our plans are not to lower, but to raise overall performance equally. We did intend for monsters to feel a little tougher, but we've been adjusting their difficulty to more reasonable levels. We initially increased monster abilities because, after [Re:Build], you will be able to change your class build much more freely according to your intentions (growth, farming, hunting, etc.), which means there is less of a need to balance out fields in a way that allows support-heavy classes to clear quests solo. We felt that having monsters blow up at the slightest contact with a skill was diluting the meaning of character growth and putting a damper on the challenge aspect of the game. With [Re:Build], we wanted to make sure that players were required to invest in their build, equipment and attributes to a certain degree to achieve a smoother field experience. That doesn’t mean, however, that we’re pushing players into party play at all times. There are features you can enjoy solo and others where you need a party: those two are meant to be somewhat separate categories. We’ve already strengthened this distinction in features like instanced dungeons and the Challenge Mode, but we want to continue doing that for these and other elements of the game as well. Q. Historically, Hackapells used a one-handed sword and a pistol. That seems more in tune with the Scout tree, doesn’t it? Why were they put under Swordsman? Historic accuracy is of course important but, when it comes to allocating class trees, fitting our existing resources into the new system successfully comes first, from the viewpoint of utility. We hope you understand. For now, our priority is to stabilize things from the perspective of playability, and only then will we consider polishing up the game lore. As for equipment preferences, Scout classes use mostly pistols and daggers; one-handed swords are a Swordsman trait. If we were to move Hackapells to the Scout tree for historical accuracy, they would probably gain a few pistol skills, but they would be forced to enhance and transcend two different weapons. Not only that, a class majoring in one-handed swords within the Scout tree would see very few new equipment items catered to their particular strengths, putting Hackapells in a position similar to the one they have now in the Archer tree. Q. You said you were going to reallocate the classes based on equipment compatibility, but no class in the Swordsman tree is properly compatible with mounted combat using a one-handed sword and a shield. We realize that there are a few gaps left in terms of compatibility. To be frank, this is mostly due to problems in the processing of animation data that we failed to solve completely. We are in the process of making all one-handed sword skills and classes compatible with mounted combat. Creating all the resources necessary for one-handed sword skill and class compatibility is going to take some time, so for Hackapells, for example, we expect to balance out these gaps with other improvements (overheat, skill factors, etc.) until the problem is solved. Then, as we work out the remaining compatibility issues, we will continue to gradually adjust the balance to common rules. Q. Weren’t Squires a type of knight apprentice? Why are they in the Scout tree? Squires may have been known as knight apprentices in the past, but that wasn’t always the case. Our Squire class is based on the traditional supportive role of historical squires, which is why we allocated them to the Scout tree. All skills in the class – apart from Deadly Combo, which focuses on self-protection – are geared towards that concept. We do feel that our Squire still falls a little short of what we intended, however, so we want to continue tweaking it to better fit our ideas. We want the Squire to offer on-site equipment maintenance, while also providing a decent amount of field/hunting support. Q. Having a fixed number of advancements means that, even when you expand the maximum level, we won’t be able to learn new skills. What are your plans? We introduced attribute level limitations according to character level precisely because of this. Once the maximum level is expanded, slowly we’ll start to add new attributes, and rather than creating new skills from the feedback we receive, we’re going to strengthen existing skills instead. That is, basically, our plan. These new attributes and level restrictions will also allow us to introduce more radical skill modifications. For instance, we could have an attribute that makes Meteor drop weaker but multiple meteors on the enemy. In a previous dev blog post we also toyed with the idea of a Master Circle, a system which was slightly revised to fit the [Re:Build] plans but is still valid. If in the future we consider that simply adding new attributes doesn’t inject enough novelty into the game, we may adapt the concept of a Master Circle. Q. Having jumps consume Stamina is too inconvenient. We’ve talked about this in the Rank System Changes Pt. 2 post. Basically, within the category of “resources to manage during combat”, we want skill use to consume SP while movement consumes Stamina. We won’t limit movement itself, but we did increase the consumption of Stamina on jumps, which in combat situations give you the advantage of evading certain attacks, canceling skills, etc. Q. What about the Homunculus, have you forgotten about it? We are currently focused on developing the first stage of improvements for the [Re:Build] update. We do want to get to the Homunculus eventually, but because of its complicated structure we may have to adjust very basic aspects of it to fit with our current vision for TOS, which will take time. We haven’t forgotten about it, however. We expect to have clearer details for an improved Homunculus early next year, at which point we will release more information about it through the dev blog (we want to get rid of the one-week lifespan, for example). Q. Trot is such an important skill for the Cataphract as a mounted class. Why did you limit its duration? While we do want to respect the identity of each class, we can’t do so at the expense of balance. Letting players expand their maximum speed indefinitely has unintended consequences in PvP that we cannot control. On the other hand, we realize that limiting the skill’s duration feels like a drastic change to existing Cataphracts. In line with this, we now expect to alter the skill again, either by removing duration limits but cutting some of the performance, or by applying some other kind of penalty. Q. When monsters use Barrier, the knockback is too harsh on close-range characters. Just like other monster skills, Barrier was introduced as an obstacle to specific types of classes (in this case, close-range fighters) and a way to diversify otherwise boring field combat. That said, we recognize that this variety can be overshadowed by inconvenience when too many monsters use the skill at once, so we’ve committed to making the following alterations: 1. Multiple monsters will not use the Barrier simultaneously. 2. Each monster will use Barrier only once. 3. Distance between monsters will be increased. Q. Corsairs still need to enhance and transcend two different weapons, all because of one skill that requires a pistol. Isn’t this a little unfair? Classes like the Scout, Corsair and Outlaw were all envisioned as hybrid dagger/pistol characters. They weren’t designed to use both weapons interchangeably, though. We see the Corsair not as a class that is forced to process both weapons, but one that can choose to specialize in either of them, becoming either a dagger-wielding Corsair or a pistol-wielding one. The same can be said about skills that are compatible with both weapons. These skills feel and act differently depending on whether you are a dagger- or pistol-specialized Scout, for example, which allows you the freedom of choosing between two distinct roles – or styles – from within the same class. In other words, we don’t intend to burden these classes with mandatory dagger + pistol setups, we want them to distinguish themselves as either dagger or pistol majors. Q. So classes in the Scout tree use one-handed sword + pistol/dagger setups, but the only skills in the entire tree that require a one-handed sword are the Corsair’s Double Weapon Assault and Hexen Dropper. Why not just turn pistols and daggers into main weapons? As we mentioned before, Scout-tree classes are intended for pistols and daggers. Apart from a few cases where the concept of the class/skill requires it, they aren’t really meant to use one-handed swords. Similarly, as a group of classes that specializes in subweapons, they cannot equip shields. Instead, they have the most attack-heavy attributes (critical rate, attack speed) and rely on evasion to keep themselves safe. Turning pistols and daggers into main weapons is a different issue altogether. We have to say, though: we do agree that using a one-handed sword does not suit these classes well. It would be hard to make them not equip a main weapon at all due to technical factors, but we will think of alternatives to make it work better in this context. Q. If players have no control over their basic stats, won’t they feel forced into certain classes to match their desired stat build? When we say we want classes to manifest their unique roles and identities, we aren’t just talking about their strong points; we want their weaknesses to show as well. From this point of view, when we give players 390+n stat points to customize at will, two problems occur. 1. You can invest stats to compensate for your classes’ disadvantages instead of amplifying its strengths, creating characters that pretty much have it all. This isn’t what we’re trying to do in TOS: we want people to play the classes, not the stats. 2. Players with vast knowledge on the games’ systems can take advantage of the stats to correct their character’s most crucial weaknesses. For those without the same knowledge, 390+ choices are too many, to the point where stat investments lose meaning. In order to avoid these two problems while still protecting the role of character customization in TOS, in the future we want to gradually allow players to invest more stat points at will, besides those obtained through Statues of Goddess Zemyna and quests. Q. The new UI is too inconvenient. You can’t tell a skill’s overheat unless you get at least one level of it, and the tooltips don’t tell you about mounting compatibility either. Those are problems we are aware of and already working to improve.   As a final note, would just like to say that, as you can imagine, going over all the skills and features we’ve been receiving feedback on and reworking them into something satisfactory is going to take a good while, more than what we initially expected when we began developing [Re:Build]. We wish we had seen the need for this rework sooner, but we will take this as process to improve Tree of Savior in a way that is meaningful to all of us, and we are eager to continue applying your feedback and ideas into our development plans. Thank you to all the players who have been discussing the [Re:Build] news and communicating with us; we really appreciate your attention and enthusiasm.

Developer's Blog
January 23rd, 2019
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NEXT Project #1: Details about Goddess Equipment System

      Greetings Saviors!   We have announced the Goddess System, which is helpful to make an environment to grow various characters via Brief Plans for 2021 Update posting in May.  The Goddess System includes changes in equipment items and management system, and updates about related contents.   Click here to see the Brief Plans for 2021 Update posting (LINK)   We are going to tell you about 1. the things that didn't have details in the Brief Plans for 2021 Update posting, 2. contents that have changed when developed, and 3. the contents that have been fixed.   List 1. Performance of Goddess Equipment 2. Dual Weapon System 3. Equipment Upgrade Setting 4. Equipment Inheritance 5. Enhancement Details 6. Set Stat 7. Random Stat 8. Vaivora Vision & Fixed Ichor 9. Gem 10. Enchant 11. Awakening 12. Ark Storage 13. Accessory Storage 14. Lowering the Cost of Enhanced Upgrade Arts 15. Gear Score 16. Accompanying Balance Patches 17. Expansion and Management of Maximum Damage     Performance of Goddess Equipment     Lv.460 Goddess Equipment is stronger than the Lv.440 Legend Equipment by 30% based on the final 10 TRA. Type of the equipment is 1 set, and damage increase/decrease stat like Legenda - Retribution and Dysnai - Field does not exist but the Attack and Defense is highly set.   Attack Lv.440 Legend (Avg. One-handed) Lv.460 Goddess (Avg. One-handed) Difference with Legend 0 TRA 6564 13128   10 TRA 13128 17066 +30%   Because the basic value of Goddess Equipment is high (0 TRA is equal to 10 TRA Lv.440 Legend), there is no difficulty to do the current contents even when you lack the Goddess' Blessed Gem needed for Transcendence. Performance per 1 Transcendence stage is +3%, and the total number of Goddess’ Blessed Gem needed to make 10 TRA is 20.   Category Basic Value 10 TRA Attack of 10 TRA One-handed Weapon 13128 17066 22186 Subweapon 13128 17066 Two-handed Weapon 15097 19626 22186 Weapon Accessory 1969 2559   When the Subweapon is not a shield, 30% of the value (basic, TRA, Enhance) is applied according to the Attack calculation without attribute or buff. Attribute or buff that brings Attack of existing Subweapon is removed, but some attributes of class with shield attack skill (Shield Attack of Swordsman class, Shield Mastery of Quarrel Shooter) remains.   Value of Two-handed Weapon is 115% of One-handed Weapon, and the value of Weapon Accessory is 15% of One-handed Weapon. Total value of Two-handed Weapon + Weapon Accessory is 130% because the Attack of Weapon Accessory is wholly added.   The value of One-handed weapon and Subweapon is equal. Subweapon of classes other than the Scout are Dagger and Shield, Scout class uses Dagger/Pistol as main weapon and One-handed Dagger as Subweapon.   Increasing the value of Attack according to the Enhance value of One-handed, Sub, and Two-handed is all equal, and Weapon Accessory is set as 30% compared to others. This means that when the Enhance value is equal, One-handed + Sub weapon vs Two-handed + Weapon Accessory have equal Attack.   Assuming that the Attack increased by Enhance is +3000, the values are as follows.   Category One-handed weapon + Subweapon Two-handed weapon + Weapon Accessory Weapon’s Attack 10 TRA Main: 17066 x 100% Sub : 17066 x 30%   Total = 22186 Main: 19626 x 100% Sub : 2559 x100%   Total = 22186 Weapon’s Attack  10 TRA+ Enhance (3000) Main: (17066 + 3000) x 100% Sub : (17066 + 3000) x 30%   Total = 27256 Main: (19626 + 3000) x 100% Sub : (2559 + 900) x 100%   Total = 27256   Enhance Attack increasing from Main Weapon is equal, One-handed weapon is 30% of Subweapon, Attack of Two-handed weapon without Shield and Attack of Two-handed weapon+Trinket has equal value because Weapon Accessory has 30% of value by 100% chance.   Also, the maximum number of Random Stat and value for One-handed Weapon, Two-handed Weapon, Subweapon, and Weapon Accessory is unified. You can choose every class type with random stat remaining when using the Weapon Type Change Tome for Goddess, and the cost is 20.  Value of the Armor is as follows.   Parts Basic Defense (Physical/Magic) 10 TRA Defense (Physical/Magic) Plate 6630 / 3315 8619 / 4309 Leather 4973 / 4973 6364 / 6364 Cloth 3315 / 6630 4309 / 8619 Armor 13128 / 13128 17066 / 17066   Armor’s basic value also has 2 times more than the Lv.440 Legend, performance of 10 TRA is 30% increased than the Lv.440 10 TRA and has 30% higher value. Until now, the Defense rate of Shoes and Gloves were lower than the Top/Bottom, but from the Goddess Equipment, all 4 parts will have equal value (Enhance included). Defense of the Shield is set with equal value with the Attack of Subweapon.   As well as the weapon, Goddess’ Blessed Gem x20 per piece are needed to increase up to 10 TRA. Other rules are equal to the weapon.     Dual Weapon System       Dual Weapon System that equips 2 pairs of weapons consists of Main Slot and Sub Slot, and is only supplied to the Goddess Equipment.   Main Slot is slot ‘1’ and Sub Slot is slot ‘2’ in the current version.     - Equipment of every rank can be equipped in the Main Slot.   - Only Goddess Equipment can be equipped to the Sub Slot when Goddess equipment is in the Main Slot.    The standard Dual Weapon System is applied only with 2 pairs of Goddess Equipment. You cannot use 2 pairs of Legend (or below) equipment like before because you cannot use Sub Slot when weapons other than the Goddess rank are equipped to the Main Slot.   The performance of equipment is equal as before when only one set is equipped, and when 2 sets are applied, Attack, Defense is applied as average, class’ attribute is applied as 50% per set.   Set Main Weapon Subweapon Attack A: 1 Set 17066 x 100% 17066 x 30% = 22186 B: 2 Sets equipped (Subweapon x2) 17066 x 50% 17066 x 50% 17066 x 15% 17066 x 15% = 22186 C: 2 Sets equipped (Subweapon x1, Shield x1) 17066 x 50% 17066 x 50% 17066 (15%) 0 (15%) = 19625 D: 2 Sets equipped (Shield x2) 17066 x 50% 17066 x 50% 0 (15%) 0 (15%) = 17066   When 2 sets are equally equipped like the B, the Attack is equal to one set (A). Instead, the Fixed and Random Stat and Enchant, Awakening, or other stats in the 2nd weapon set are added. Enchant is applied to a total of 8 slots and cannot be applied duplicately.   When equipping 1 Shield in 2 sets like C, the Attack decreases and the Defense increases by 50% than that of the Shield. When equipping 2 shields like D, the Attack is applied as equipping only Main Weapon, and the Defense of the Shield becomes 50%+50%=100% which is equal to equipping one set of Main Weapon + Shield.   Attribute is applied by 50% each when equipped Ex) Increases Critical Rate by 30% when One-handed Dagger is equipped Increases Critical Damage by 100% when Rapier is equipped   When two attributes are learned, and different weapons are equipped, the Critical Rate increases by 15%, and Critical Damage increases by 50%. Also, when using the skill that needs a specific class’ weapon, the corresponding skill will be casted even when one is equipped in any of the two slots.   From this update, changing equipment during combat becomes unavailable.     Equipment Upgrade Setting       You can manage Goddess Equipment Crafting and Upgrade by the unified UI. You can craft, Enhance, Transcendence, Enchant, and apply stats here. But the Awakening proceeded by the user’s skill will be as usual.     Equipment Inheritance     Goddess Equipment basically has a continuous structure by using the previous generation’s equipment as a material. Because this Goddess Equipment is the first generation, it is inherited from Lv.440 Legend Equipment which is final equipment currently. This system isn’t an event for the Legend equipment but a regular system which will be continued from now on.   Requirement for Inheritance is Lv.440 Legend with 8 or above TRA. If it meets the 8 or above TRA, every equipment from crafting, event, purchase can be inherited to Goddess.   Weapon can be inherited into weapon, armor to armor, and weapon can be chosen from all kinds of weapons and Armors from every kind of armors. Shield is categorized as a Subweapon, so needs to be chosen from weapons.   If the Inheritance material equipment is 11 ENH 10 TRA or above,  ⅔ Enhancement value and Enchant value(decimal point ignored, Enhancement value is up to 14 after Inheritance) will be inherited to Goddess.    ENH of  Inherited Equipment Goddess ENH Value ENH of  Inherited Equipment Goddess ENH Value 11 7 17 11 12 8 18 12 13 8 19 12 14 9 20 13 15 10 21+ 14 16 10       Goddess Equipment is character-based when equipped. Thus, before deciding the character to equip, you can put it in the Team Storage.   Care:   If you have a character with Lv.460, Goddess Weapon + Subweapon will be given free of charge once per team during the event period.     Enhancement Details     Category Legend Goddess Chance to Succeed 51.2% (fixed) Chance to succeed decreases  when Enhancement value increases Success ENH +1 ENH +1 Fail ENH -1 No change Chance Adjustment X Enhancement Supplement Failing Adjustment Value Max. ENH Value 40 30 Enhancement Cost Anvil Silver Vasilisa Scale (Working title) Gabija’s Coin   Goddess equipment can be enhanced by using Gabija’s Coin, Vasilisa Scale (Working title) (Main reward for Goddess Raid), and Enhancement Supplement. Gabija’s Coin is a seasonal coin that will be used as silver to the system related to this season’s equipment, and can be obtained from main contents like challenge mode.   Success Rate for each stage of Goddess Equipment Enhancement is as follows.   ENH Success Rate ENH Success Rate ENH Success Rate +1 ~ +5 100.0% +11 15.0% +17 3.0% +6 80.0% +12 10.0% +18 2.0% +7 60.0% +13 8.0% +19 1.0% +8 45.0% +14 7.5% +20 1.0% +9 30.0% +15 6.0% +21 1.0% +10 20.0% +16 4.5% +22~ 1.0%~   Enhancement will be 100% done until 5 ENH, decreases the chance afterwards and fixed to 1% from ENH 19 or above.   ENH One-handed Weapon Subweapon Two-handed Weapon (Attack) Weapon Accessory (Attack) Armor (Defense) Shield (Defense) +1 ~ +5 +175 +53 +175 +175 +6 ~ +10 +190 +57 +190 +190 +11 ~ +15 +205 +62 +205 +205 +16 ~ +20 +220 +66 +220 +220 +21 ~ +30 +235 +71 +235 +235   Actual Attack and Defense rate according to the Enhancement value are as above. It is set as 30% higher than the Lv.440 Legend equipment with the same Enhancement. (Increases Attack by about 4000 for 20 ENH weapon)   You can increase the success rate of Goddess equipment by using Enhancement Supplement.   Item Max. amount Function Enhancement Supplement 3 Increases basic Enhancement Success Rate by 20% Premium Enhancement Supplement 2 Increases basic Enhancement Success Rate by 20%   Enhancement Supplement which can be stacked up to 3 can be obtained via Goddess Raid Hard, etc,and can be traded via market. Premium Enhancement Supplements purchased with TP can be stacked up to 2. Increases Enhancement Success rate by 100% when using 5 Enhancement Supplements.   For example, when using 3 Enhancement Supplements to enhance 15 ENH that have 6% of success rate as basic, the rate will be increased to 9.6%. (60% x1.6).   For Goddess equipment, the Enhancement value does not decrease when failing the enhancement. Also, after failing, the chance to succeed in enhancement increases by a certain chance.    Final Success Rate = Basic Chance x (1 + number of Supplement x 0.2) + [Total amount of failing adjustment value]   Failing Adjustment Value is 10% of the chance (Supplement included) before the trial, accumulates the value until success and adds to the final success rate. (+%p)   When enhancing ENH 15, if you have failed by 9.6% of chance with 3 Enhancement Supplements at first run, 0.96% Failing Adjustment Value is saved. When you try the 2nd run with only 1 Supplement (20%), the Enhancement Success rate is 7.2% but the final chance becomes 8.16% because the Failing Adjustment value 0.96% adds up.   If the 2nd run fails, the total Adjustment value is +0.72%p, added with 0.96% which is the existing failing Adjustment value and becomes 1.68%. Accumulated Failing Adjustment Value piles until the success and resets when it succeeds. Care:   Current Golden Anvil and Ruby Anvil cannot be used directly in the Goddess Enhancement system, but can be exchanged as Enhancement Supplement. Tradable Anvil is exchanged to tradable Supplement, and untradable Anvil is exchanged to untradable Anvi but the details can be checked via actual update. Because Accessory(Necklace, Bracelet) remains as Legend rank, Anvils can be used for enhancing them. (refer to the Accessory Storage category)   Comment:   It is very sad that the performance scene of the current Enhancing system, where someone can put an Anvil and hit on it and others watch whether it succeeds or fails, is disappearing.   However, we think that this system is like a roller coaster, where the result is curious because the probability is always half, the Enhancement value drops when it fails, extremely decreases when the Golden/Ruby Anvil fails(goes to hell) and then rises again with a dramatic succession.    We couldn’t apply the current Enhancement system because Goddess equipment has more parts and it provides a guide for growing multiple characters. We had thought deeply about maintaining the performance scene, but because it’s going to succeed eventually, we’ve made up our mind just to stick to executing the UI.     Set Stat   Goddess equipment can be equipped up to 8, but set stat is still calculated as 6 pieces. Slot ‘2’ of Dual weapon system does not check the Set stat.   6 Pamoka Solution is needed to apply set stat as equally for every part, and 2 Pamoka Solution is needed when re-applying to the equipment that already had set stat applied.    Type of Set Stat is equal as now (Sauk, Balinta, Severty, Redeti, Essera, Charist) and some of the set stat’s performance will be adjusted.       Random Stat       The Random Stat is applied fundamentally like Savinose equipment, you can check on the stat via Identification when crafting for the first time. Random Stats from the Lv.460 Goddess equipment are as follows.   Stat Value OOO target Attack Attack against OOO Target Offsetting Max. SP Weapon: 565 ~ 1131 Armor : 302 ~ 604 Additional Damage Additional Damage Resistance Weapon : 848 ~ 1697 Armor : 452 ~ 905 STR / DEX / CON / INT / SPR SP Recovery Looting Chance Weapon : 85 ~ 170 Armor : 45 ~ 91 Critical Resistance / Critical Rate Block Penetration / Block Accuracy / Evasion HP Recovery Weapon : 283 ~ 566 Armor : 151 ~ 302 STA Weapon : 20 ~ 40 Armor : 11 ~ 22     Magnifier to control Random Stat Lv 460 Mysterious Magnifier Lv 460 Artisan Magnifier Lv 460 Sandra's Magnifier Lv 460 Sandra's Detailed Magnifier   will be provided in game.   Care:   Various Magnifiers you currently have can be used.     If one character wants to use various kinds of Random Stat, you can save the stat with the Engrave System and use it whenever you want. When you use  Lv 460 Engrave Stone to the equipment you want to extract Ichor, it’ll try Engraving by certain chance and will be saved to the slot when succeeding.  Engrave chance is  5% + 5% per 1 Engrave Stone (necessary), maximum by 100%. Lv 460 Engrave Stone can be obtained from contents or purchased via Gabija’s Coin Shop.     One character can have 2 Engraving Slot per parts, will be added in Achievement or reward of contents. Engraving Slot will be expanded by +5 when using Engraving Slot Expansion Voucher which is a timed premium item.   Care:   Random Stat Ichor for current Armor can be saved in Goddess Engraving right away. Stat value may not be enough because the Goddess equipment’s level is high, but it’ll be useful until you collect all Random Stat for Goddess Random Stat.   Random Ichor for weapons cannot be used for Engraving since the number of stat and value is unified.   Silver Ichor Extraction Kit can be exchanged to Lv. 460 Engrave Stone x1 , Golden Ichor Extraction Kit can be exchanged to Lv 460 Engrave Stone x2. Tradable Ichor kit is exchanged as tradable Engrave Stone, untradable Ichor kit is exchanged as untradable Engrave Stone.     Vaivora Vision & Fixed Ichor     Vaivora weapon is no longer an equipment but is changed to a form of ‘Vision’.   Vaivora Vision, which is not an equipment, has no limit per class. You can apply the stat to the Goddess equipment once you register on the Vaivora Vision Storage. You can apply it to multiple characters once you open one type of Vaivora. Stat value of Two-handed weapon and Trinket is changed equal to the One-handed weapon.     Vaivora Vision registered to the storage can be leveled up like the former Vaivora weapon or Ichor and the costs are as follows. Lv.1  (Initial Registration) Vaivora Vision x1 Lv.2  Vaivora Transmutator x2 Gabija’s Coin x20,000 Lv.3  Vaivora Transmutator x5 Gabija’s Coin x50,000 Lv.4  Vaivora Vision x1 Vaivora Transmutator x10 Gabija’s Coin x100,000   Comment:   Currently, 8 Vaivora equipment are needed for Lv.4 Vaivora. But every character needed 2 pairs of weapons and because the Goddess system suggests multiple characters, decreasing the amount for Lv.4 Vaivora was necessary.  Crafting fee for not only Lv.4 Vaivora but also high cost equipment such as Goddess/Demon God’s Armor, Ark, Accessory, etc will be re-organized by  ±1/4 than before.   Care:   Vaivora Enchant Scroll purchased with TP will be exchanged as untradable Vaivora Vision (for Storage).     Vaicora Vision does not vary between types, which means Vaivora stat can be applied to any weapon you wish.    Chaplin can now use Sacred Armor with a two-handed blunt, or Cataphract can use Matchless with a one-handed spear and shield. If a healer that gave up on Defense equips Mass Heal: Freeze on the Two-handed blunt, the skill effect of the assisting skills could increase based on higher ATK. Of course, enhanced stats for specific skills are meaningful only if you have them.   If you wish to only add the stats except the skill effect, you can add Fire Bolt to the two-handed sword.   Vaivora Vision has an [Independent] type, which indicates Vaivora that enhances a particular independent skill. Only 2 Independent Vaivoras of different kinds can be equipped out of 4 weapon slots. Also, you can equip 1 Independent Vaivora Vision of the same kind at a time.   At this point, Vaivora Vision which isn't an Independent type is only coordination. Therefore, you can equip either 4 coordination, 1 Independent/ 3 coordination, and 2 Independent 2 coordination. In the future, other non-independent type Vaivora other than coordination could be released. Different types of coordination and Echo will be integrated into a single type of Vaivora Vision - Coordination, Vaivora Vision - Echo.   Vision system is for the expansion of the combination between class build and the equipment and the Vaivora of the shared class weapon. Vaivora Visions of the shared class weapon will be added by the updates. We are planning to expand the limit of Independent Vaivora to 3 when Vaivora is added to most of the classes.   You can put the armor fixed ichor of Unique equipment or ichor of Lv.430 or higher in the storage. Applicable items are as follows.   3 kinds of Demon God (Can Level up) Ziburynas - Overload Raid Kartas - Harsh Imperator Rumpelstiltskin - Reckless Gambler 5 kinds of Goddess’ (Can Level up) Vakarine - Midnight Baptism Dahlia - Infinity Blessing Gabija - Holy Flame Zemyna - Saint Oath Austeja - Divine Enigma 3 kinds of Wonderous Courage Wisdom Stability 3 kinds of Glacia Imperturbable First Strike Thaw   You can level up the Demon God/Goddess type after registering in storage, just like Vaivora, and the required items are as follows:   lv.1(First Register) Arquenium x1 Dark Red Soul Stone Piece x1 Complete Piece of Divine Power x1 lv.2 Blessed Transmutor x3 Gabija's Coin 12,500 lv.3 Arquenium x1 Dark Red Soul Stone Piece x1 Complete Piece of Divine Power x1 Blessed Transmutor x6 Gabija's Coin 25,000     Gem     Weapon Armor Basic Slot x2 : Can equip the original color gem Basic Slot x2 : Can equip skill gem Additional Slot x1 : Can equip new gem   You can equip 2 color gems in the weapon and 2 skill gems. You can equip skill gems in any parts of the armor. Additional gem sockets of Goddess equipment can be added in the common UI and consume Gabija's Coin instead of silver. Also, it no longer requires any cost when extracting gems. (This is applied to items of all grades.)   1 Socket for the new Aether Gem can be opened in the weapon. Golden Socket and Arch Stone Fragment is required to open an Aether Gem Socket, and you can obtain the Aether Gem from the new Hunting Grounds.     Enchant     To enchant the Goddess equipment, you need Lv 460 Goddess Enchant Jewel, which costs Gabija's Coin x4,000.   By using 8 slots in total by Dual Weapon system, you can activate 8 kinds of enchant stats. The same stats do not overlap and only higher values apply.   You cannot transfer enchant stats from Legend to Goddess, and can only be transferred between the Goddess equipment of the same level. It will only be transferred to the next level Goddess equipment by inheriting.   Care:   As the Scout class uses pistol and dagger as main weapon, the existing ‘Damage when attacking with sub weapon’ stat will be combined with ‘Damage when attacking with main weapon’ stat and no longer appear.   A single current Lv 460 Legend Enchant Jewel can be exchanged with 4 Lv 460 Goddess Enchant Jewel.     Awakening     Awakening still relies on the current user shop, instead of the Goddess UI. You can obtain Lv 460 Awakening Abrasive from contents or using Vasilisa Scale (Working title), and this Awakening Abrasive allows you to achieve a higher awakening stat.    Awakening stat applied when using Lv 460 Awakening Abrasive are as follows. (Value is applied randomly by an equal chance)   Weapon Value Armor Value Physical Attack 57 ~ 285 Physical Defense 131 ~ 653 Magic Attack 57 ~ 285 Magic Defense 131 ~ 653 Physical Critical Attack 171 ~ 885 Maximum HP 477 ~ 2384 Magic Critical Attack 171 ~ 885 Maximum SP 189 ~ 1514 Accuracy 28 ~ 142 Evasion 28 ~ 142 Block Penetration 28 ~ 142 Block 28 ~ 142 Critical Rate 28 ~ 142 Critical Resistance 28 ~ 142 Additional Damage 171 ~ 885 Additional Damage Resistance 171 ~ 885   Magic Critical Attack, Block Penetration, and Block is added, and HP/SP Recovery cannot be obtained from 460 Abrasive.  As the level of the abrasive is not equal to the level of the equipment, the existing Lv430 Abrasive can be used on the Goddess equipment, but the applied stat will be that of the past.   You cannot transfer Awakening stats from Legend to Goddess. However, if the weapon type is the same (Pistol to Pistol) you can transfer between the Goddess equipment.     Ark Storage       You can store 7 kinds of Ark (Swift, Thunder, Storm, Disperse, Divine Retribution, Suppress, Healing Wave) in the Ark Storage. By consuming items and opening the kind of Ark you wish, each character creates character-bound Ark via storage. When created the level will be set to 1 and the items required to open and level up are as follows.   Level Cost of EXP gain (Nucle Powder) Cost of Leveling Up First Open - Arch Stone Fragment x4 Thierrynium x1 2 2,000 Goddesses' Blessed Gem x1 Mystic Tome Page x1 Sierra Stone x1 3 6,750 Goddesses' Blessed Gem x2 Mystic Tome Page x1 Sierra Stone x1 4 16,000 Goddesses' Blessed Gem x6 Mystic Tome Page x2 Sierra Stone x1 5 31,250 Goddesses' Blessed Gem x12 Mystic Tome Page x4 Sierra Stone x2 6 36,000 Goddesses' Blessed Gem x14 Mystic Tome Page x5 Sierra Stone x2 7 49,000 Goddesses' Blessed Gem x18 Mystic Tome Page x6 Sierra Stone x2 8 64,000 Goddesses' Blessed Gem x24 Mystic Tome Page x8 Sierra Stone x2 9 81,000 Goddesses' Blessed Gem x25 Mystic Tome Page x11 Sierra Stone x3 10 100,000 Goddesses' Blessed Gem x25 Mystic Tome Page x14 Sierra Stone x4 Total 386,000 Arch Stone Fragment x4 Thierrynium x1 Goddesses' Blessed Gem x127 Mystic Tome Page x52 Sierra Stone x18   Care:   All items consumed will be returned when dismantling the current Ark. This applies to the quest Ark as well.   ex) When dismantling Lv 10 Ark   - Arch Stone Fragment x20 (Quest Ark excluded) - Thierrynium x1 (Quest Ark excluded) - Goddesses' Blessed Gem x1,009 - Mystic Tome Page x413 - Sierra Stone x117 - Nucle Powder x3,088,000 - 3,088,888 silver   Stats of some Arks can be adjusted during the update.      Accessory Storage       You can store 6 kinds of Luciferie Accessories (Pyktis, Triukas, Kantribe, Prideti, Isgarinti, Juoda) in the accessory storage, and items required to open each slot are as follows.   Required Item Open Luperium x1 Scorched Valuable of Tel Harsha x72 Violetin Crystal x1 2 sets of lower rank legend accessory (Necklace, Bracelet 2) Moringponia + Drakonas or Carnas 1 set of Luciferie that corresponds to the Legendary Accessory ingredient of the lower rank (Necklace, Bracelet)   <▲ Example of Opening Luciferie Pyktis storage cost>   The existing accessories can be dismantled as follows.    Type Necklace Bracelet Luciferie Violetin Crystal x2 2 kinds of Legend Necklace (Moringponia, etc) Luperium x2 Scorched Valuable of Tel Harsha x144 Violetin Crystal x1 2 kinds of Legend Bracelet (Moringponia, etc) Luperium x1 Scorched Valuable of Tel Harsha x72 Karaliene Violetin Crystal x2 2 kinds of Legend Necklace (Moringponia, etc) Violetin Crystal x1 2 kinds of Legend Bracelet (Moringponia, etc) Incomplete Karaliene Violetin Crystal Fragment x2 2 kinds of Legend Necklace (Moringponia, etc) Scorched Valuable of Tel Harsha x16 Violetin Crystal Fragment x1 2 kinds of Legend Bracelet (Moringponia, etc) Scorched Valuable of Tel Harsha x8   Lower rank Legend Accessory per stat type are as follows.   Stat Type 380 Legend 400 Legend Pyktis Drakonas Pasiutes Moringponia Pyktis Triukas Drakonas Lynnki Moringponia Triukas Isgarinti Drakonas Frieno Moringponia Isgarinti Isgarinti Drakonas Kite Moor Moringponia Pyktis Kantribe Carnas Pyginis or Carnas Magija Moringponia Kantribe Juoda Carnas Zeisty Moringponia Juoda <▲ Example of Items obtained when dismantling Luciferie Juoda Necklace>   However, you must extract Luciferie property in order to dismantle. 2 sets of scrolls with current enhancement stat and potential will be given when extracting property.     Transcendence, Enhancement and Potential stat is transferred when applying it to the bound Luciferie from the storage. The Transcendence, Enhancement and Potential of the item that had its property extracted will be set to 0 and can be dismantled.    Accessory works with the current anvil enhancement system instead of the Goddess enhancement as it is still Legend grade. Also it has no limit difference in playing content from bound Luciferie when used without storage. Goddess accessories are planned to be updated in the future.     Lowering the Cost of Enhanced Upgrade Arts   The cost of Mystic Tome required in Enhanced Upgrade Arts, which also takes a big part in character building, will be lowered to ¼ of the current cost.   The Unidentified Mystic Tome returned after resetting the Arts will be changed to 4 new Mystic Tome (working title) and can be used when learning the Arts again.     Gear Score     Gear Score, system that sets score based on the weapon, armor, accessory, seal, and Ark is added. Gear Score is based on the level and grade of the equipment and set according to the additionally processed status. This will replace the current entry limit system which requires ‘** grade *TRA *ENH or above’ to enter.   Weapon, Armor Accessory Seal Ark Enhancement Transcendence Level of Random Ichor, Number of stats and its value Level of fixed Ichor Value of enchant stat Grade of set stats Enhancement Transcendence Enhancement Type(Crafted Ark) Level   Gear Score is calculated by the average of each part’s values, and will be used as an entry limit of various contents.     Accompanying Balance Patches     The following balance adjustments will take place with the Goddess equipment:   Additional Damage will be organized. Because the additional damage that works as a damage that ignores defense is affected heavily by number of hits and low value balance, it will be based on the following standards.   Additional Damage Dealer (ADD) in class with over a certain number of attack against a single target per duration Additional Damage increases in proportion to ATK(00% buff included) as a characteristic of an ADD The deviation of the additional strike number during the basic attack between ADDs is managed within a certain range (Judges factor, range, and AoE status of the basic attack) Other classes does not possess skills that applies additional hit or increases additional damage Additional damage attributes will be added to Quarrel Shooter, Chaplain, and Schwarzer Reiter. We’ve selected the most basic DPS class out of the ADD to be changed for the first time and other skill DPS that have a high number of hits against a single target are also considered to be changed. If there are two or more ADD in one class, the effect will not be stacked.   Because additional damage is damage that ignores defense, there's a gap in the number of hits per duration. Current basic-attack-based ADDs all have a different number of hits per duration, range, attack status when moving, and AoE status. To reflect this, the necessary balance adjustment within the class will be carried out.   Expansion and Management of Maximum Damage     As the ATK, factor, and damage increase stat becomes higher and higher, the number of attacks that is limited to the current maximum damage of 10,000,000. Therefore, following adjustment will take place:   Maximum Damage is expanded to 40,000,000 Factors with high value will be broken up   Maximum damage is expanded from 10 million to 40 million and skills that give a single hit damage over 20,000% will have its factor broken up by adjusting consecutive hits, overheat, or cooldown to evade reaching the maximum damage. Attacks activated by items and attack of the summons are also included.   As the new equipment is updated, the defense of the monsters in the current competitive system will be adjusted to receive a similar damage. New or newly adjusted contents in the future will also be made to keep pace with the Goddess equipment.       This concludes the NEXT Project #1 : Goddess Equipment Systems.    The next post will be NEXT Project #2 : New / Adjusted contents and system.   Thank you.      ※ The system, item name, value in this post may be added, changed, or removed during the actual updates.  

Developer's Blog
June 10th, 2021
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Introducing the 'Team Battle League'

Greetings Saviors! This is the Tree of Savior Dev Team. We would like to introduce a feature that PVP oriented players will have an interest in, the 'Team Battle League'.   What is the 'Team Battle League'? The 'Team Battle League' is PVP content where you can enjoy combating players that are from the same regional servers. You will not be able to battle players from different regions. It is open for 4 separate sessions each day which are an hour long : (EDT) 4 a.m., noon, 7 p.m. and 10 p.m. Only characters that are over Rank 5 will be able to participate, but anyone is free to spectate. Please note that the rankings are reset every Monday at midnight (EDT). You will be able to check any 'Team Battle League' related contents by pressing the icon indicated in the image below.   [Point Shop] The Point Shop is where you can use the points acquired from the 'Team Battle League' to purchase items. You can purchase items with the points acquired from the 'Team Battle League'. ※ The contents above may be changed as results of patches.   How to Participate The 'Team Battle League' icon will appear next to the minimap when a new session is about to begin. There are 2v2 and 5v5 matches. However, please note that only 5v5 matches will count towards your ranking.  You will automatically be moved to the 'Team Battle League' zone once the opponents are decided and all of the combatants are ready. The battle will begin as soon as the [Battle Start] notice appears. Please remember that you will not be able to use crafted scrolls. ※ The contents above may be changed as results of patches.   Checking Results The 'Team Battle League' operates on a best of three system. Your team will receive a yellow orb located next to the round number for each victory. Everyone will be moved to Klaipeda after the rounds are over.   Checking Ranks You will be able to check your records and rankings after participating. Your 'Team Battle League' score will always be marked on the Adventure Journal rankings. Top tier players will have rankings assigned to them and different icons will be added in front of their Team names. You can also check 'Team Battle League' information from the 'Team Battle League' NPC named Valis who can be located in Fedimian. ※ The contents above may be changed as results of patches.   Battle Points You will receive 10 Battle Points for a win and 5 Battle Points for a loss. You may earn up to 50 Battle Points per day and will be able to purchase items such as EXP Cards with those points. You will only be able to purchase 1 EXP Card per day. The EXP Card level will differ according to your character's level. ※ The contents above may be changed as results of patches.   Spectating You will be able to watch battles in real-time without participating by [Spectating]. You will also be able to [Spectate another player] if you are knocked down during combat.  You will be able to chat anonymously while you spectate, but players in the arena will not be able to see it. However, please note that you cannot use any skills when you are spectating. You are able to select characters you wish to spectate from by clicking on them. There is no limit on how often you can switch, so you will be able to learn from the plays of others. You will be able to stop spectating at any time by pressing [Exit Spectator Mode] or wait until the battle is over to be automatically disconnected. ※ The contents above may be changed as results of patches.

Developer's Blog
July 22nd, 2016
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Re:Build - FAQ 3

Table of Contents   1. Rank System Changes Pt. 1 (Click here) 2. Rank System Changes Pt. 2 (Click here) 3. New Content: Borutos Kapas & Astral Tower Closed Quarters (Click here) 4. FAQ (Click here) 5. Compatibility Issues & Solutions (Click here) 6. FAQ 2 (Click here) 7. FAQ3     Greetings, Saviors.   Today we would like to go over some of the class features that a lot of the players may feel are nerfed and the explain to you the reasons behind those changes, as well as the general direction that the Re:Build update will be heading in the future.     The Removal of Skills The removal of class skills is the cornerstone on which Re:Build’s balance adjustments are based on. With Re:Build, each class is made to be given 6 to 8 skills that players can choose from, as we came to the decision that some skills had to removed due to one of the following reasons:   - The skill is rather useless and can easily be replaced by other better skills - The skill hurts the class’ characteristics - The skill overlaps with roles played by other classes - The skill has a negative impact on the overall balance of classes     1. Swordsman Tree   Class Removed Skill Changes Reasons & Future Plans Swordsman Pommel Beat Restrain Double Slash Concentrate   We believe that the base class in a tree must provide players with the foundations on which they can plan their build. [Pommel Beat] was removed because it was heavily underused and [Double Slash] was removed for the reason that it is merely an inferior version of the [Skyliner] skill. While skills like [Gung Ho] increased character ATK value by a percentage, [Concentrate] was removed because it was a skill that raised ATK value by a fixed amount, which inevitably ends up “better” or “worse” when compared to similar skills. Highlander Skull Swing Vertical Slash   The central mechanic behind the Highlander class is the chaining of its skill sets. This meant that the class required excessive amounts of skill points to be fully effective, so we have removed two of the less efficient skills. Despite the removal of the two skills, the ATK values of the remaining skills have been increased to compensate for the removal. Peltasta Umbo Thrust Langort Threat level 50x → 10x We aim to make Peltasta the main tanker class in TOS. Re:Build’s Peltasta skills are defense-oriented and have been carefully selected to increase synergy with other shield-wielding classes. Other skills that did not fit in with the class’ tanker roles were removed during the process, leaving the class with 7 core skills. Due to the balancing changes in Re:Build, Peltasta’s threat level could not remain 50x, as that would mean that the class would continuously maintain threat from monsters. The threat level is reduced to 10x and is now more dependent on how the player utilizes the array of skills available. We are planning to add more features that let players manage threat level in our future updates. Hoplite Long Stride   Hoplite’s [Long Stride] was removed as it basically serves the same purpose as [Dragon Fall], only weaker. To compensate for the removal of [Long Stride] the overall skill factors of all Hoplite skills have been increased. Barbarian Helm Chopper Giant Swing   The Barbarian class skill set was in need of cleaning up as the class had too many skills. [Giant Swing] was removed because it was an underused skill and the strike-type skill [Helm Chopper] has been moved to the Hackapell class. Skills like [Embowel], [Stomping Kick] and [Pouncing] could have been removed instead but they seemed to fit in better with the Barbarian class’ concepts. While they may be considered just as underwhelming in terms of effectiveness, we plan to provide improvements for those skills following further inspection. Cataphract   Skill duration and cooldown time for [Trot] Having greater mobility in a PvP environment is a huge advantage. Until Re:Build, the Cataphract’s skills had been limited by its low rank, but now that the class has increased skill factors we felt that its mobility had to be limited instead. The effects of [Trot] can be sustained with reuse but now with the downtime and also with having to reuse the skill makes the class more vulnerable in PvP situations. Doppelsoeldner Mordschlag   Doppelsoeldner was a class that had too many skills, which in turn required selective skill point investment on the part of the player. In order to diffuse this, skill acquisition levels are adjusted and Zornhau, Zucken and Redel can officially be chained one after another. [Mordschlag] was removed because it was deemed unfitting for the Doppelsoeldner class that wield two-handed swords in wide arcs. Rodelero High Kick   Like the Doppelsoeldner class, Rodelero was a class that required many skill points. Also, to keep the class concept of ‘DPS with a shield’, we have removed the [High Kick] skill. With the removal of High Kick, the ‘increased strike-type attack’ buff has been moved to [Shield Shoving] to maintain the chaining of skills that were available before Re:Build. Fencer Lunge Attaque Coquille Attaque Au Fer   [Lunge] was removed because it lacked compatibility with other skills that used the rapier, and [Attaque Coquille] was removed because it was deemed harmful to the balance of the game due to its ‘ignore defense’ property that applies to critical attacks. [Attaque Au Fer] was removed because it was difficult to implement skills that make the target drop their weapon. As compensation, the cooldown of [Epee Garde] has been reduced so that the skill’s effect can be maintained continuously. Also, the damage of some skills has been enhanced to reinforce the class characteristics that make use of amplified damage through critical attacks. Templar Summon Guild Member Warp to Guild Member Build Guild Tower Reduce Craft Time Buff Share   Templars were a class designed for guild functions. Because of this, the class has had many systematic difficulties such as players not being able to use rank reset. The same problems persisted after Re:Build, so all previous skills relating to guild system functions have been removed and the Templar has been altered to specialize in GvG content. We are hoping that the Templar class will be an influential part in TOS’ GvG content and are currently investigating to see if there’s room for further improvement. Retiarius Vital Protection Standardization of skill factors: Dagger Finish, Trident Finish The Retiarius’ [Finish] skills have been nerfed somewhat due to the standardization of skill factors with Re:Build. Skill factors share a common formula and it is impossible for us to increase the efficacy of Retiarius skills alone. We are looking to make adjustments to restore the impact of one-handed spear attacks that go hand in hand with the class’ Rete skills. Hackapell Leg Shot   Hackapell has lost the use of pistols since having been moved to the Swordsman tree and hence the skill [Leg Shot] is removed. This was a heavily underused skill because most would choose swords over pistols in the subweapon slot when playing the Hackapell class. To improve overall class function over class concept accuracy, [Helm Chopper] has been added to the list of Hackapell skills in the place of [Leg shot].       2. Wizard Tree   Class Removed Skill Changes Reasons & Future Plans Wizard Surespell   Quick Cast Sleep   The Wizard class has been given basic attack and defense magic as well as debuffs that can increase the efficacy of party members’ attacks.   [Quick Cast] was transferred to the Chronomancer class as it seemed redundant in the Wizard class with the removal of the circle system. However, the cooldown of Wizard skills has been reduced and we changed the Rod Mastery attribute to make up for the loss of Quick Cast. Pyromancer Flare   Pyromancer has become a DPS class following the implementation of Re:Build. In order to make the Pyromancer a more simple damage centered class, we have removed [Flare], a skill which required delicate controls, and added [Prominence] in its place. Psychokino Telekinesis   While [Telekinesis] had been a critical skill in PvP, it was next to useless in the game’s PvE content. We felt that the Psychokino had enough viability in both PvP and PvE with its remaining skillset, which includes great skills like [Heavy Gravity]. Alchemist     The Alchemist’s role as a support class has been reinforced with the addition of [Sprinkle HP Potion] and [Sprinkle SP Potion] skills.   The crafting of various potions and the [Homunculus] skill still requires work, and we will make this one of our top priorities for early 2019. Sorcerer Attack Ground Hold   [Attack Ground] and [Hold] were removed as they overlapped with [Summon: Force Attack] and [Summon: Cancel Attack], which are skills that are available for all summoning classes. Another reason for their removal was because they were skills that should have been available without the need to invest points into.   If there is enough feedback from players who feel that it is now more difficult to control their summons, we will work towards improving this particular aspect of the summoning classes. Chronomancer Haste Quicken   [Quicken] and [Haste] were given to another class as we felt that the two skills were more physical in nature rather than magical, which is what the Chronomancer class should be concerned with.   Following the Re:Build update, the role of party support has been moved to classes in the Cleric and Scout trees while the Chronomancer class will now focus on providing synergy between the different classes within the Wizard tree.   But being a support class first and foremost, it will have skills like [Reincarnate], [Stop] and [Pass] all provide the player and the party members the upper hand in combat. Necromancer Dirty Pole Flesh Strike The number of skeleton summons reduced from 10 to 5 As the number of summons grew, it was more difficult for each of the summons to be balanced in terms of power. Therefore, we reduced the total number of summons for the Necromancer class and instead increased each of their powers, while also adding the Skull Wizard to give them more variety.   In the case of [Flesh Strike], we gave the skill for the Skull Mage to use instead as we wanted to make the Necromancer a class that specializes in summons above all else. Elementalist Prominence Freezing Sphere   As the Elementalist had a variety of skills of different properties, it could not be helped that its skills overlapped with many of the other classes within the Wizard tree. Because of this, [Prominence] was given to the Pyromancer class and [Freezing Sphere] was given to the Rune Caster class as [Rune of Ice].   The overall number of elemental skills has been reduced but the Elementalist’s efficacy was kept intact with the addition of the [Elemental Essence] skill which boosts the efficacy of the class’ skillset. Warlock Dark property damage increase for curse (hex) spells Drain   Dark property damage increase removed Classes in the Wizard tree that were above rank 7 had been somewhat nerfed for the overall balance of the new class system. We’ve planned to overcome this by enhancing the synergy between dark property damage and curses and giving more utility to other skills.   For example, players can now use [Demon Scratch] to pull enemies in, and also use the skill as the opener for chaining different skills.   [Drain] removed With the rebalance of skills, it was difficult to balance the increase in magic damage that the skill provided previously, or give players a replacement skill which had a similar function.   With the removal of [Drain], we’ve come to question the combat methods employed by the Warlock class and what skills a Warlock would require. We are currently working to make Warlocks a class that fights using evil spirits and we’re thinking of enhancing synergies with the Featherfoot class to create a Wizard class utilizing Dark property attacks. Featherfoot Blood Curse   [Blood Curse] had to be removed as the Featherfoot class’ maximum HP value was adjusted with the rebalancing of the game.   Currently, AoE damage skills that can be used while in [Levitation] are in the works and also greater synergies with the Warlock class is planned as mentioned above. Rune Caster   Rune of Protection Rune of Ice Rune Caster had been a class with a vague role so we have adjusted the Rune Caster class to a more DPS-centered class. In the process, the [Rune of Protection] and [Rune of Ice] skills have been altered. [Rune of Ice] is now an attack skill.   Also, [Rune of Protection] has been made to provide damage reduction while casting and give a knockdown resistance attribute to provide the class with stable casting abilities. The [Skilled Casting] attribute will now reduce Rune Caster skills’ cooldown with each casting to a minimum of 0.5 seconds to give the class more free time to deal with the different perils it faces while in combat. Shadowmancer   Overall damage decrease The Shadowmancer class had high damage skills that went beyond the rules set for balance in order to deal with the problem of having a huge delay after skill use.   The reduction of skill damage in Re:Build was necessary with the reduction of the aforementioned delay.   As for the class role, seeing how the Shadowmancer class had great survival skills in PvP, we’ve decided to focus and enhance this aspect for the class in the future. Onmyoji   Overall overheat decrease The goal of Re:Build is to emphasize the different class characteristics. In other words, each class’ shortcomings must also be apparent as much as their advantages are.   The core concept behind the Wizard tree is AoE damage over a given time duration. The overheat for the Onmyoji class has been adjusted to reflect this and the playstyle will also be changed.   However, the cooldown for [Howling White Tiger] and [Water Shikigami] has been reduced to provide continued damage. Taoist Dark Sight   While [Dark Sight] was extremely overpowered for content such as Earth Tower, it did not have any uses outside of this particular feature.   The Taoist has become a DPS class, having been transferred to the Wizard tree, while [Lightning Charm] has replaced [Dark Sight] in enhancing the class’ dealing capabilities. Bokor Ogouveve   As all summoning classes are now in the Wizard tree with the introduction of Bokor in the Wizard tree. We felt that a class that deals with the management and enhancing of summons was required.   Opposed to classes like the Sorcerer, a class that summons a single Demon Lord, or the Necromancer, a class that summons an army of undead, the Bokor will use zombies as consumables in combat.   [Oguveve], being a skill that enhances the STR of zombies, was removed in order to reinforce the new class concept we had planned for the Bokor. Any future improvements made to the Bokor class will introduce more skills akin to [Damballa].       3. Archer Tree   Class Removed Skill Changed Skill Reasons & Future Plans Archer Full Draw   Heavy Shot   Kneeling Shot   The Archer is a class that can remain mobile while attacking so [Swift Step] has taken the place of the [Running Shot] skill in providing the Archer with attacking while speedily moving about.   [Kneeling Shot] was moved to the Quarrel Shooter class to provide focused attacks that the class needed. Hunter Snatching   Pointing   The Hunter class is limited in the skills they can use in that they must fight alongside their companion.   [Snatching] and [Pointing] were removed because they were the two skills that were the most underused. The remaining skills were enhanced for synergies with other classes in the tree and stability of gameplay style. Quarrel Shooter Running Shot   [Running Shot] was a skill that did not conflict with the class concept of the Quarrel Shooter as a defense-oriented class but it was a skill that ruined the balance of the Archer tree builds. We added skills such as [Block and Shoot], [Shield Guard] and knockback defense in order to reinforce class roles.   [Running Shot] was instead replaced by [Swift Step], made available for the Archer base class so that all Archer tree builds can make use of the skill. Falconer Hovering   Call Damage decrease due to the addition of Pre-Emptive Strike The Falconer’s [Call] skill was rather unfair because it was necessary for players to invest in the skill in order to gain full control of the Hawk. We felt that it was redundant to have the Hawk leave after every skill so we removed [Call] in the process of making this improvement.   [Hovering] was removed because it did not fit in with other Falconer skills so it was replaced with [Tomahawk], which is another attack skill. Cannoneer Shoot Down Removed the increased damage effect of Bazooka Up to this point, we have envisaged the Cannoneer as a class that provided powerful ranged attacks while remaining stationary. But since Cannoneers were the only class that made use of cannons, there wasn’t much else for players to do when using the [Bazooka] stance.   With the absence of other classes that use cannons, the devs felt that it was necessary for the Cannoneer class to take a step into a different conceptual direction. As a result, [Bazooka] has been toned down and the remaining skills have been enhanced instead.   [Shoot Down] was removed and it has been merged with the [Cannon Shot] skill to provide a more focused skillset. Musketeer Attribute: Armor Break   Birdfall   The Musketeer was a class that relied heavily on the attribute [Sniper’s Serenity: Armor Break]. It was intended that Musketeers have the upper hand in facing enemies with high DEF but, since the debuff was in effect for all party members and not just the Musketeer alone, it affected the balance negatively overall. It turned the Musketeer into a supporter and not a DPS class.   The Armor Break attribute was removed to consolidate this problem and [Grooving Muzzle] was enhanced to maintain the Musketeer’s advantage over opponents with high DEF, making it so that damage could be dealt even during skill cooldown time. Mergen   Triple Arrow’s explosion is now activated by chance Mergen is a powerful two-handed bow class both before and after Re:Build. Triple Arrow’s explosion was much too overpowered: as the character’s AoE attack ratio increased, the explosion chance had to be lowered to 50%.   To counter this, Mergen’s [Spread Shot] was changed so that it is affected by AoE attack ratio to keep the damage output changed as least as possible overall.     4. Cleric Tree   Class Removed Skill Changes Reasons & Future Plans Cleric Safety Zone   Deprotected Zone   Divine Might Heal mechanic changed [Heal] in the past was too powerful in that it hindered variety in the Cleric tree builds as a support class. Now [Heal] targets a single player and will be a specialization that needs to be invested in to yield maximum effect.   Skills like [Safety Zone] that annul the incoming damage were the most powerful defensive skills available in the game. This made the Cleric tree builds even more restrictive and made the gameplay even more repetitive overall. For this reason, most of the support skills that grant invincibility to the whole party have been removed. Priest Exorcize   Stone Skin SPR factor adjusted for Blessing and Sacrament Priests are not an offense-focused class, so skills such as [Exorcise] were removed and replaced with [Turn Undead], while [Stone Skin] was moved to the Paladin class in order to reinforce the class’ role.   The skill factor for Blessing and Sacrament has been altered. We are aware that the currently implemented skill factor is in need of further review and we will continue to balance the class along with the Pardoner class. Krivis   Melstis changed so that only the caster is affected [Melstis], a skill that increased the duration of all beneficial buffs, was a very powerful skill. The problem was that the Krivis class is a DPS class and not a support class.   For reinforcing class roles and balancing issues, [Melstis] had been a staple skill of many Cleric builds so it was changed so that it only affects the caster rather than remove it altogether. Druid Telepath Sterea Trofh skill change   Carnivory skill change The class design goal for Druid is to create a physical/magic hybrid class. In order to achieve this, we increased the damage of [Chortasmata] and changed [Carnivory] into a buff that increases physical and magic critical damage. Despite the removal of one offensive skill, this buff allows the Druid class to have greater synergy with the other classes in the tree.   The change made to [Strea Trofh] was for the same reason as [Safety Zone]. [Strea Trofh] was changed into an evasion skill to increase the viability of melee fighting while using [Lycanthropy].   [Telepath] was removed as it was useless in most of the game’s content and prone to cause balance issues in PvP settings. Dievdirbys   Statue of Goddess Ausrine effect change [Statue of Goddess Ausrine] was a skill that granted invincibility to the whole party and hence one of the skills that hindered variety for builds and play styles in TOS’ late-game content. We removed the skill’s invincibility and made it so that players can now be more mobile without having to lose the buffs gained from other Dievdirbys statues to reinforce mobility, which was one of Dievdirbys’ biggest shortcomings.   The class will provide increased DPS capabilities with [Carve Owl]’s improved damage increase and [Statue of Goddess Ausrine]’s increased mobility. Oracle Forecast   Change Arcane Energy changed [Forecast] was removed as it was a skill that won’t be of any use with the new content that is to be added into the game and [Change] was removed because the change in monster stats made it inapplicable in Re:Build.   The Oracle class was restructured to supplement these changes. [Arcane Energy] is changed so that it can be used repeatedly without concern for SP consumption and [Prophecy] was changed so that it could negate incoming crowd control skills. Players can also make use of the [Death Sentence: Reset] attribute to increase party damage by up to 50% and use [Foretell] to support allies to victory. Monk   Double Punch affects basic attack   Iron Skin, Golden Bell Shield effect change [Double Punch] was the game’s only skill without a cooldown. It was governed under a unique skill factor. It also caused problems as the efficacy of the skill could be affected by many different factors including those outside the game.   In order to combat this, [Double Punch] was changed into a buff that altered the character’s basic attack instead of being a skill in itself.   Because of the Monk’s melee tendencies, [Iron Skin] was changed into a buff that reduces received damage which can be continuously used, and [Golden Bell Shield] was changed to provide players with reduced cooldown and increased damage when using Monk skills. Paladin Smite   Turn Undead Sanctuary Phys DEF, Mag DEF increase adjusted The increased defense and additional damage gained through [Sanctuary] decreased by half overall. But since the DEF values on shields and armor have been increased and the HP of monsters has been lowered, the skill will not feel as nerfed as it does on paper.   [Turn Undead] was moved to the Priest class in order to reinforce the Paladin’s role as a defensive support/DPS class. [Smite] has been removed but since it is available to use in the Cleric class, players will still be able to make use of the skill. Chaplain Magnus Exorcismus   The Chaplain class now is free from being bound to the Priest class and can stand on its own with its new skills, which can boost the class’ offensive capabilities. [Magnus Exorcismus] was removed as it did not fit in with the rest of the Chaplain skillset which focused on enhancing attacks. Plague Doctor Bloodletting   Pandemic: Increased Range attribute   Disenchant   Plague Doctor is a class that specializes in buffs and debuffs. The biggest problem with the Plague Doctor class was that there was little in the way of interactivity as its skills had long cooldowns and duration.   [Bloodletting] and [Disenchant] were removed to prevent players from removing enemy buffs easily but [Fumigate] was kept so that ally debuffs can be removed. Also, [Modafinil] has been added to the Plague Doctor’s arsenal to increase party mobility.   The [Pandemic: Increased Range] attribute was removed as we deemed it to be the culprit behind making the Plague Doctor class much too overpowered. Kabbalist Double Chance Ein Sof nerfed Players relied too much on [Ein Sof] as it was a skill that increased characters’ HP drastically and it hindered players from investment in newer gear, so we’ve decreased the maximum HP gain for [Ein Sof] out of necessity. Nonetheless, combat and player stats have been rebalanced through the update so [Ein Sof] is still an essential part of the Kabbalist skillset.   [Double Chance] was a skill that overlapped with [Gevura]. [Double Chance] was removed because of this and [Gevura], which increases maximum damage as well, was kept instead.Despite the nerf, [Ein Sof: Stacked Healing] remains and Kabbalist is still one of the key healer classes in the game. Zealot   The effect of maximum SP capacity adjusted It became more difficult to increase the damage dealt by [Blind Faith] since SPR no longer affects the amount of SP a character has. But players can still use item effects to increase their SP and as monster HP has been lowered overall the skill is still just as valid as it was before Re:Build. Exorcist   Reduction of chained skills from the removal of Magnus Exorcismus The [Exorcise] - [Magnus Exorcismus] - [Entity] chain is now impossible but we will soon be introducing new skill chains that can be utilized by the exorcist class.       5. Scout Tree   Class Removed Skill Changes Reasons & Future Plans Scout Flu Flu   Flare Shot   Perspective Distortion   Camouflage   Scan   The skills that were underused have been removed and buffs related to critical rate and evasion have been added. Attack skills that make use of the dagger and pistols have been added, replacing the bow. Squire Penalty Reduction Base Camp nerfed   - Players can warp only when in the same zone   - buff duration x2 bonus removed Squires are one of TOS’s main crafting classes. While they lack combat abilities, they affect the game as much as the other classes. But in their current state, they lack in their role as a support class and [Base Camp] is also rather underused. This is why we want to add new functions and improve existing skills for the Squire class to fit into its new role.   The basis of this change will be the [Base Camp] skill. We want to make the [Base Camp] skill something more than a convenient warping point.   For this to be possible, we made it so that [Base Camps] can now be installed in a wider range of areas (except for instanced dungeons). But also in order to balance the efficacy of the skill, we made it so that players can only warp to a [Base Camp] when in the same zone as the installed [Base Camp]. The twofold increase in buff duration was removed as it was open to player exploit. Shinobi   Reduced shadow clones for Bunshin no Jutsu, and shadow clones only mimic Shinobi skills Before, the validity of the builds that included Shinobi was whether Bunshin no Jutsu was able to mimic the skill or not. This went against the philosophy behind Re:Build.   The damage of other Shinobi skills have been increased and the new [Raiton no Jutsu] skill has been added to reduce the player’s reliance on the [Bunshin no Jutsu] skill. However, the charging time for [Bunshin no Jutsu] was removed to make it possible for the class to deal sudden bursts of damage. Thaumaturge Transpose Swell left/right arm merged The efficacy of [Swell Left/Right Arm] was dependant on the target characters’ equipment. Also, having two different skills that serve a similar purpose was rather inconvenient. The two skills have therefore been combined as [Swell Hands] and the increase in attack damage was reduced slightly for balancing.   [Transpose] was removed as it did not fit in with the new rank system where character stat is automatically distributed. Thaumaturge will undergo further adjustments in the future as it is a key support class in the Scout tree. Enchanter Empowering   After Re:Build, SP has become one of the most important stats. Skills that increased the maximum SP have been either altered or removed and [Empowering] was removed because of this same reason.   While Enchanters needed to invest in DEX in the Wizard class tree, there is no need for players to needlessly invest in DEX stats now that the class belongs to the Scout tree. Due to this stat synergy, skills like [Enchant Lightning] and [Lightning Hands] can be improved naturally with the Scout tree’s stat progression.   In case of [Lightning Hands], we must admit that it is yet not as effective as we intended it to be. But since the DEX focused stat progression is now introduced, we will further review the skill to see if any more adjustments are required. Linker Spiritual Chain Lifeline nerfed Linker’s [Lifeline] was a great skill in that it allowed party members to share each of their strengths. But since most players had min-maxed stats prior to Re:Build, everyone became overpowered while under its effects.   On top of this, using [Spiritual Chain] to share buffs made the party next to invincible.[Lifeline] was changed so that only the caster’s highest stat is shared among the party, and [Spiritual Chain] was removed altogether.   Now that the Linker class is in the Scout tree, skills like [Electric Shock] and [Joint Penalty] will see more use, but there still are further plans for adjustments after seeing how the change in [Lifeline] pans out in the future. Rogue Vendetta   Capture   [Vendetta] and [Capture] have been removed as they were underused skills in the Rogue class. [Capture] was a fun skill but it was difficult to utilize and always had been a source of problems for many players.   Rogue’s overall DPS has been increased as it is an offensive class specializing in daggers. The [Knife Throwing] skill has been added to increase the critical rate and enhance the class’ offensive concept. Schwarzer Reiter Wild Shot   The Schwarzer Reiter has come to wield one-handed swords as its main weapon after moving to the Scout tree. [Wild Shot] has been removed because of this change, but since Schwarzer Reiter has always maintained continuous ranged attack using the [Limacon] skill, [Wild Shot] won’t be missed as much as other skills. Bullet Marker     As explained before, many classes have their number of skills reduced after Re:Build, but Bullet Marker is an exception.   This is because the Bullet Marker is a hybrid class that has both mounted and unmounted skills. The Bullet Marker was designed to be compatible with all mounted and unmounted classes and hence it has 1.5 times the number of skills when compared to other classes.       Tree of Savior is a game with a myriad of class combinations and play styles available. There is always the risk of implemented mechanics not playing out as the devs had first intended. We promise that we will do our best to keep our eyes out for any serious concerns that hinder the game’s balance in the future and also keep our ears open to the feedback from our players.     Thank you for reading.

Developer's Blog
January 23rd, 2019
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Regarding Client Performance Optimization

Hello, my name is “Chase”; I am the TOS Dev team programmer in charge of client optimization. As we all know, client optimization has been one of the most requested features from the ToS community. There has been some improvements through other fixes, but there is still work to do. We are currently investigating solutions to this problem and we’d like to update you on the process. Current Status To optimize effectively, measurements are very important. A regular play pattern should be recorded and measured so that it can be compared with future results. In this process, replay function and performance visualization tools are used. So far, the optimization process has been focused on scenarios of either a situation involving one player or multiple monsters. The work has been done with the data from such scenarios. Through this, we have successfully achieved a few positive results in PvE environments. What we are focused on at the moment is the situation where a player is placed in a crowded place i.e. at big cities. City Environment Analysis We have captured a crowded city from our Japanese server and measured it via the replay tool. ​ From our observations, we determined that a considerable bottleneck effect was occurring during animation updates, and after a more detailed analysis we concluded that the major source of the problem was in the morphing function. Morphing is the process that gradually changes one image into another. ​ We use this process in ToS to create our unique style of animation you see in character hair movement, for example. The function itself is quite simple, but the intensive CPU processing it requires does tend to create some bottleneck issues. To solve this, we applied multi-threading, allowing each of the different objects to be simultaneously processed by its respective CPU core. Results The results we obtained after applying the multi-threading function exceeded our expectations. In our internal tests, we observed performance improvements of up to 1.5 to 2 times in a 4-core CPU, and 1.5 to 3 times in an 8-core CPU. FPS was steadily increased and occasional framerate spikes were significantly reduced. For reference, the specifications of the PC used for testing are as follows: CPU - i5 3570; graphics - GTX650; OS - Windows 10. One thing to consider, however, is that this multi-threading process might cause hidden bugs that are unseen at the time of testing. That is why testing sessions to see if newly worked-in codes do not cause any errors are needed. After this process goes through the testing and is included in a patch, we expect a great performance increase especially in areas crowded with player characters. Future Plans First, we intend to continue exploring multi-threading. Starting with morphing, we want to extend the process to gradually start separating other tasks that occur before and after it, such as effects where there is room for further improvement. Another aspect we’re tackling is related to resource loading. The slight performance drops that can happen whenever a character meets a new NPC or monster in-game are a problem we are seriously taking in consideration. We expect resource management measures will help a great deal in solving this. I am constantly keeping an eye on the feedback our players leave on the forums concerning FPS drops in their particular gaming environments. Rest assured that we will continue to work hard to solve the main issues that affect a considerable part of our player population. As you can see, there is still room for further optimization besides the measures explained in this blog post. Also, after the optimization patch is applied, there might be some discrepancies between the observed results from our development environment and the actual result on the environments of our users. Your feedback after the patch on how much it improved and what your computer specs are will help our development immensely. We strive to solve the client performance issue until the day it no longer is a top issue. Well, that’s it for now, I’ll keep working hard to bring you guys even more good news. Thank you for reading this rather long and technical stuff; cheers.

Developer's Blog
September 30th, 2016
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About the Bot Report Function

Many of you are showing your concern on bots. Bots are a big problem to the developers as well because they interrupt game play and negatively affect the game's economy. The bot report function we added to the game can effectively ban bots if used properly, but we also have to consider the possibility of its abuse. Throughout time, we've been doing research on how we can minimize this abuse. We're going to explain our report feature in close detail and tell you what to keep in mind when reporting bots. First, not all reports hold the same validity. Each account has a value called "Report Influence Index." This value cannot be seen by players, but it increases whenever said account correctly reports a bot. If a user is reported repeatedly by others, that user is very likely to be a bot. In addition, if the reporter is an influential individual, their report is most likely valid so we can set a priority on which account to ban first. This is where the Report Influence Index (RII) comes in. In terms of numbers, a player with 10 RII has the same impact as 10 different players with 1 RII each when reporting suspicious users. Accounts with high report counts will then move to the next step of verification. Some have suggested using CAPTCHA, but that too, will be breached eventually. It puts needless restrictions on the players, so we are not considering its use. Instead, what we chose to use is a server-side classifier based on Machine Learning (ML) technique. The classifier uses the comprehensive activity log of a reported account to determine if it's a bot in percentages. We will not be revealing the classifier's exact mechanism, as it can be manipulated by violators to bypass the system. We train our classifier by constantly inputting new data. The fact that we can maintain its accuracy is its advantage, because we're going to manually determine which factors should be considered to identify bots. The classifier's accuracy depends on how we determine the behavior criteria, and we examine over 20 basic criteria. The machine showed 99% accuracy on our Korean server when we set the machine to output fewer false positives. If we set strictness value low, the classifier will detect more bot with lower accuracy and vice versa. An account that is deemed to be a bot becomes subject to restriction after a GM's additional confirmation. If that account gets banned, then all the users who reported that account gain one RII point. However, should the reported account be declared clean, the reporter's RII value will be negatively affected. The RII is not a simple difference between the numbers of accurate and inaccurate report counts, and the algorithm we use to determine the final RII value can be changed in the future. Therefore, you should not report bots if you're unsure of their offense. The system can backfire on you if you're not careful. For example, a player going afk while leaving a heavy object on the attack key has to be handled differently from regular bots. The classifier can deem the afk player innocent from looking at the honest play records, so afk players should not be reported using the report function as that will work against your RII. Lastly, if we're not absolutely sure the reported account is a bot, then it will not be banned and the reporter's RII will remain unchanged. We're going to keep examining and upgrading the system and do our best so bots will not ruin your play experience. Thank you for reading and have fun playing Tree of Savior.

Developer's Blog
April 20th, 2016
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Future Plans for Class/Skill Balance

Hello, this is the developer in charge of skill and class balancing over at the TOS team. We have been closely monitoring all the opinions and feedback you guys have been sending in from in-game, the forums and other sources about class balance. There are a good number of possible class trees that have allowed for some creative builds from players of TOS. As developers, we appreciate all the enthusiasm you’ve shown. Unfortunately, we also understand that not all of our players are happy with their class trees and builds. Some classes show their true beauty the way we intended them to and are consequently loved by many, but some classes weren’t as lucky and have often been ignored… We at the dev team feel the need to reduce this ‘class disparity’. We have implemented five class patches so far. These are the goals we have been aiming to achieve with them: 1.     Each class should have its own characteristics and roles. 2.     Adjustments should be carefully planned to avoid one class dominating its rank or being left out, and to achieve a fairly equal distribution of classes in each rank. 3.     Rather than letting one class become too good to the point of self-reliance, we should devise a plan to encourage different types of classes to work together and develop new play strategies. The sixth and seventh balance patches we want to implement will be to renovate the classes that have yet to fully show their true potential. For example, classes such as the Cannonneer will be undergoing changes to their AoE range, damage, play convenience and so on. Some classes have already had similar changes implemented in previous patches. Now, let’s talk about some specifics of the sixth and seventh balance patches we want to implement. 1)     Barbarian - Our goal is to make Barbarian skills easier to use with other Swordsman skills. - Upcoming patches will therefore focus on maximizing the potential synergy of Barbarian skills and Swordsman skills. 2)     Rune Caster  - We plan to continue expanding the list of skills available when in the Rune of Giants state. - After considering which classes are the most often used in a Rune Caster build, we will examine the skills of those classes and see which ones can be used alongside Rune of Giants without any problems. 3)     Cannonneer - We find that the Cannonneer is not fully living up to the promise of being the explosive AoE nuker it’s meant to be. - That is why we intend to lengthen the Cannonneer’s range and improve the tactical use of this class. - Also, we are figuring out ways to improve its performance by utilizing skills from other classes in the Archer tree. 4)     Monk - The most urgent problem with the Monk class, we find, is that the skills have too many restrictions. - Removing these restrictions could have a huge ripple effect, however, so we’re proceeding with caution. - Generally speaking, though, we want to improve the Monk’s go-to skills by changing certain restrictions and aspects of the skill system. Aside from the alterations mentioned here, we are still working on other changes to come in future patches. Moreover, in 2017 we hope to emphasize PvP balance patches to answer the needs of players from all around the world. We’re attentively examining all issues regarding the Team Battle League, Regional GvG and general PvP. One thing we want to start on is dealing with the skills considered either too OP or make PvP otherwise boring. The balancing process is never complete, as many seasoned gamers will know, and neither is our quest to improve the Tree of Savior that you and we love. We cannot thank you enough for all the love and support we have received. Thank you.

Developer's Blog
December 30th, 2016