To the Ruins of the New Capital: Episode 11 Taking a departure from the old rank system, the dev team has decided to expand on the TOS world in increments of episodes. The dev team is currently focused on developing the new Episode 11 for TOS and would like to share some of its contents with you, our dear readers. New Quests, New Locations Episode 11 will include 11 new areas, new NPC’s, new monsters and demon lords. The current level cap of 390 will also be increased to 420. The Remains of the Astral Tower The Astral Tower awaits your return. You will carry on the legacy of the Astral Tower alongside the surviving Schaffenstar members and Lakers in Barynwell 27 Waters. The Last Remaining Gateway to The Capital The outer walls that protected the Kingdom’s Capital had worn down following Medzio Diena. The brave soldiers that manned the walls had gone missing and only the wounded survivors remain within the wall’s limits, hidden away from the prying eyes of demons. The story of the Kingdom’s survivors start here at these very walls. The Last Revelation and the Goddess Medeina Despite being under the watchful eye of the Demon King Kartas, the Goddess Medeina has decided to reveal herself to the Savior in order to pass on the Last Revelation. Goddess Medeina The Demon King Kartas is scheming to bring Medeina, the Forest Goddess, under his captivity behind the Demon Goddess Giltine’s back. This story unfolds in the northern regions of Parias Forest. Continued Character Growth through Quests The dev team is aware of the feedback that there should be better ways for the players who want to immerse themselves in the TOS world to level their characters, not having to resort to hunting the fields. We wanted to make completing quests a worthwhile investment for our players by providing equipments and items that will assist their characters in reaching the new level cap. This feature had been implemented previously with the Re:Build update and we will continue to do so with our future updates as well. Pajauta The Guardian of the People Pajauta Pajauta is the new NPC who has saved the people from the wrath of Medzio Diena. Even before Medzio Diena, she had played a major role in the investigation of demon cults and many other problems that plagued the Kingdom behind the scenes. Some had even gone as far as to call her the second coming of Lydia Schaffen, but in the end, she had given up all hopes as the situation in the Kingdom got worse after Medzio Diena. In her moment of despair, she had heard news of the Savior and set out to find you in order to ask for your help in returning order to the Kingdom’s northern regions. The dev team has prepared a prerequisite quest for Episode 11 to help players ease into the new content without too much trouble. You will travel the northern regions of the Kingdom with Pajauta at your side and she will guide you towards the last revelation. The New Raid Boss and the Main Quest New demon lords await you in Episode 11. Players will be able to preview the attack patterns of the new raid bosses while playing through the new quest lines. Demon Lord Moringponia Item Changes in Episode 11 Acquisition of Legend-grade Items Legend-grade items can now be acquired through many different contents. This will reduce the time and effort it takes for players to reach the level at which they can partake in the game’s most densely populated contents. Players will still be required to upgrade their items, but we will now provide a larger variety of ways in which the base items can be obtained. Field Drop Legend-Grade Items Players will now be able to obtain Legend-grade equipment by hunting monsters in the fields. Monsters will drop the materials required in crafting the new Legend-grade equipment and the crafted equipment will be given random stats. The set bonuses will be predetermined and new equipment will be categorized by different attack properties. Raid Bosses, Field Bosses and Hunting Grounds Bosses Contents Raid Boss Field Boss Hunting Grounds Boss Rewards Legend item recipes, tradeable finished items + Unique item recipes, finished unique items Legend item recipes, tradeable finished items + Unique recipes, finished unique items + Field boss accessories Legend item recipes, tradeable finished items + Unique recipes, finished unique items + Seals + Magic Stones Options Ichors Ichors Ichors Set Bonuses 1 of 2~4 types of set bonuses 1 of 2~4 types of set bonuses 1 of 2~4 types of set bonuses Raids The materials required to craft items earned with previous raids had to be earned in the fields. The abundance of the materials was high in comparison to the actual drop rate of the recipes because they could be obtained relatively easily through Challenge Modes, which made the Raids feel more like a grind. The new raids will be developed so that they drop legend recipes, unique recipes and finished legend items that can be traded. Also, the required materials for crafting new equipment from acquired recipes will be reduced to make the process quicker. Field Bosses Field Bosses provide a competitive PvE experience for players. However, they have not been of great importance because of the reward system that is based on the grade of the Field Boss and lacking reward content. We are planning to introduce new Unique ~ Legend grade items as Field Boss rewards with set bonuses that are different from the equipment acquired from general Raids. Hunting Grounds Bosses Seals, magic stones and various tradeable Unique and Legend-grade items will be provided through a 1:1 battle with the Hunting Grounds Bosses. The difficulty of the new bosses will be much higher than the bosses available in Irredian Shelter. In Summary The items below the Unique-grade can be used to extract Ichors, while 2-4 different types of Legend-grade set bonuses will be available for each of the different content. Transcendence, Random Options and Awakening Transcendence of Unique Items Transcendence of items below the grade-level of Unique will be lowered. Players have a difficult time in deciding whether to transcend their Unique weapons or not, since Unique weapons are currently considered to be weapons that will eventually be discarded. Unique weapons will now come pre-transcended. Unidentified items will vary in their initial transcendence level by random and items crafted from recipes will have a set base transcendence level, and, of course, players will be able to invest in these items to transcend them even further. Raids The upper-level raids will have their entry limits increased and have different requirements or rewards to compensate for the changes. For example, if the Velcoffer raid can be entered 2 times per week per team, its reward will be increased by x fold. Not only will the rewards be increased, but the finished items and recipes acquired in the raid will also be made tradeable. The raid rewards will also not be issued via cubes but from treasure chests that players can open after they have defeated the raid boss. Random Stats The maximum values of the random stats that appear upon identification will be increased as well as the increased occurrence of useful options such as increased critical rate. Awakening Rework You can use additional materials at the Alchemist shops to add Awakening bonuses with greater effects. New Item Upgrades New Unique & Legend-Grade Items The level requirement for new items introduced in Episode 11 will be Lv. 400. Set Bonuses and Ichors Set Bonuses Players will be able to pick and choose the set bonuses to be added to the Lv. 400 items. Ichor Transmutation A transmutation system will be introduced for Ichors to ensure that players can get 100% Ichor extraction. Players can use three items of full potential for extract Ichors successfully. The Ichor for one of the three items used will be extracted at random. As in the picture above, there will be a 33% success rate of Ichor extraction if the total sum potential of the three items are 13/39, and if the sum potential for the three items are 39/39, the player will have a 100% chance of extracting one random Ichor belonging to one of the three items used. Ichor Transfer A new system will also be added that lets players unequip Ichors from items that have already been equipped to legend-grade items. It will consume silver but there will be no probability involved in the process. This new system will be introduced on the same date with the new legend raid equipments. Legend Raid Entry Limit Following the update, all legend raid entry limit will be set to 5 times per week. All rewards will be adjusted accordingly and players will also be able to obtain Legend Raid Portal Stones from the 6th and 7th stages of Challenge Mode, which will require a regular Raid Portal Stone to be crafted. Legend Raid Portal Stones will grant players entry to Legend Raids(Earth Tower, Velcoffer, etc.) after they have used up their 5 time entry limit for the week. Legend Raid Portal Stones will not be useable with newly introduced content. The application of Legend Raid Portal Stones will be expanded with subsequent updates. Class Tree Abilities With the introduction of new classes, special abilities for each of the class trees will be readjusted. These class-specific abilities are chosen to be skills that will help each class survive in battle. Swordsman - Pain Barrier 100% resistance to status ailments will be added to Pain Barrier. The duration of the status ailment resistance buff will be kept separately from the knockback/knockdown immunity. Wizard - Teleportation Psychokino’s Teleportation skill will be moved to the Wizard class. Archer - Leap Mergen’s Jump Shot skill will be moved to the Archer class and its attack will be removed. Cleric - Cure Cure skill’s maximum level will be increased. Scout - Cloaking The skill can no longer be used while the player is in combat, and movement speed will be increased while under the Cloaking buff. New Classes New classes will be added with the Episode 11 update. The newly added classes will be Tiger Hunter and Matross classes for the Archer tree and Ardito and Sheriff classes for the Scout tree. Archer Tree Tiger Hunter The new Tiger Hunter class uses the musket as their main weapon and its attacks have bonuses against beast-type enemies. Piercing Shot [Lv. 1] Fires piercing bullets against the enemy in rapid succession. Inflicts additional damage against beast-type enemies. Piercing Shot: Enhance Increases the skill factor of Piercing Shot by 0.5% per attribute level. Tracking [Lv. 1] Adds a buff that lets you dash during combat. Also increases the stamina cost of dashing. Tracking: Duration Increases the duration of the Tracking buff. Tracking: Hunting Season Adds the Prey debuff to target when attacking an enemy while under the Tracking buff at a chance proportional to the attribute level. Prey debuff shares the same duration with the Tracking buff and all Tiger Hunter skills used on the debuffed enemy will gain a bonus equal to attacking a beast-type monster. - Piercing Shot: Damage increased by +50% - Rapid Fire: Critical rate increased by +30% - Ambush: 50% chance to stun enemy Rapid Shot [Lv. 1] Rapidly fires at the targeted enemy. Each shot is ricocheted off the target and has increased chance of landing as a critical hit against beast-type monsters. Rapid Shot: Enhance Increases the skill factor of Rapid Shot by 0.5% per attribute level. Eye of the Tiger [Lv. 16] Adds the Death Stare debuff to enemies within a designated area. Enemies with the debuff receives increased damage from the player for one attack. If the enemy survives the attack with the debuff, the player will receive additional damage from the targeted enemies. Ambush [Lv. 16] Quickly approaches the targeted enemy to attack. Beast-type monsters have a chance to become stunned when targeted. Ambush: Enhance Increases the skill factor of Ambush by 0.5% per attribute level. Ambush: Knockback Causes the enemies hit by Ambush are knocked back. Camo Shot [Lv. 13] Tiger Hunter gains a Camouflage buff that hides him/herself from the enemies. There is a chance that the buff could be removed every time Tiger Hunter attacks. Camo Shot: Advantage Increases the player’s STR and DEX proportional to the attribute level when an enemy is killed while under the Camouflage buff. Camo Shot: Grasslands Using Camo Shot on areas with grass increases the duration of the skill. Matross Matross is a class that uses cannons whose specialty is utilities and offers the player increased mobility, buffs and debuffs. Fire and Run [Lv. 1] Aims the cannon at the player’s feet and fires to fly backward in recoil. Fire and Run: Enhance Increases the skill factor of Fire and Run by 0.5% per attribute level. Fire and Run: Reduce Recoil Reduces the distance covered by Fire and Run by half and increases the damage inflicted on the enemy. Explosion [Lv. 1] Shoots at the targeted enemy, causing a circular explosion around the targeted enemy. Explosion: Enhance Increases the skill factor of Explosion by 0.5% per attribute level. Explosion: Chain Reaction Gives the chance to cause more explosions on enemies hit by the skill’s explosion effect according to the attribute level. Menace Shot [Lv. 1] Shoots the cannon skywards to cause panic to enemies around the player, rendering them temporarily inactive. Menace Shot: Enhance Increases the skill factor of Menace by 0.5% per attribute level. Menace Shot: Achilles Heel The cannon damage received by enemies while under panic increases according to the attribute level. Crouching Strike [Lv. 16] Slams the cannon on the ground to damage enemies near the player. Enemies are knocked down in place upon being hit. Crouching Strike: Enhance Increases the skill factor of Crouching Strike by 0.5% per attribute level. Crouching Strike: Remove Knockdown Removes the knockdown effect of Crouching Strike. Crouching Strike: Stun Gives a chance to stun enemies hit by Crouching Strike according to the attribute level. Roar [Lv. 16] Gives a buff that increases the player’s AoE ratio. Roar: Critical Reduces the AoE ratio increased by Roar by half but increases the critical rate of the player. Canister Shot [Lv. 31] Fires a cannonball that draws enemies closer for a certain duration. The cannonball explodes once the duration is over to inflict damage on enemies within its range. Canister Shot: Enhance Increases the skill factor of Canister Shot by 0.5% per attribute level. Canister Shot: Remove Knockdown Removes the knockdown effect of Canister Shot. Canister Shot: Duration Increases the duration of the cannonball according to the attribute level. Scout Tree Ardito Ardito is a class that specializes in close-quarters combat using the dagger and continuous damage using grenades and molotovs. Granata [Lv. 1] Throws a grenade towards a designated area to attack the enemy. Granata: Enhance Increases the skill factor of Granata by 0.5% per attribute level. Tre Granate [Lv. 1] Throws a molotov towards a designated area to attack the enemy. Tre Granate: Enhance Increases the skill factor of Tre Granate by 0.5% per attribute level. Tre Granate: Lingering Flames Enemies who have left the effect area of Tre Granate will continue to to take fire damage for a duration proportional to the attribute level. Ritirarsi [Lv. 1] The player leaps backwards after dropping a grenade in place. Ritirarsi: Enhance Increases the skill factor of Ritirarsi by 0.5% per attribute level. Recupero [Lv. 16] The player injects a syringe on self to recover HP and Stamina. Recupero: Enhance Increases the skill factor of Recupero by 0.5% per attribute level. Invasione [Lv. 16] Attacks the enemy in front by stabbing them. Invasione: Enhance Increases the skill factor of Invasione by 0.5% per attribute level. Taglio [Lv. 31] Dashes forward and slashes at the enemy in the way. Enemies are knocked down and gives a temporary movement speed boost to the player. Taglio: Enhance Increases the skill factor of Taglio by 0.5% per attribute level. Taglio: Remove Knockback Removes the knockback effect of Taglio. Sheriff Sheriffs are a class that wields the pistol as a main weapon and specialize in focusing its damage on single enemies. All Sheriff skills can be used while being mounted. Quick Draw [Lv. 1] Draws the pistol to attack the target quickly. Quick Draw: Enhance Increases the skill factor of Quick Draw by 0.5% per attribute level. Fanning [Lv. 1] Fires 6 consecutive shots from the pistol at a single target. Fanning: Enhance Increases the skill factor of Fanning by 0.5% per attribute level. Westraid [Lv. 1] Reloads the pistol to give a buff that makes the player’s attack hit the mark at a 100% rate for a specified number of attacks. Peacemaker [Lv. 16] Throws an explosive at the targeted enemy. The target is disarmed and cannot wield its weapon for a duration. Peacemaker: Enhance Increases the skill factor of Peacemaker by 0.5% per attribute level. Redemption [Lv. 16] Gives the buff that lets the player dodge all attacks for a duration and increases movement speed. Redemption: Escape Increases the movement speed gain by two-fold and reduces the duration of the buff by half. Aiming Shot [Lv. 31] Fires an undodgeable shot into an area. Targeted enemies will have a specified number of buffs removed and receive additional damage according to the number of removed buffs. Aiming Shot: Enhance Increases the skill factor of Aiming Shot by 0.5% per attribute level. Aiming Shot: Coup de Grace Reduces the number of buffs removed by Aiming Shot to 1 while increasing the skill factor. * The above information is currently in development and is subject to change before the release date.
Greetings, Saviors! Today we would like to introduce the new content and rewards that were added during our scheduled maintenance on March 12, 2019. We hope you enjoy reading this post as much as we did preparing it! NEW CONTENT 1. Guild Hangout Raid 1-1. Overview The Guild Hangout Raid is, just as the name suggests, a new raid content that can be enjoyed in the comfort of your own Guild Hangout. Players can now summon bosses in their Guild Hangout and join forces to defeat them. 1-2. Background The refugees of the Kingdom have been suffering greatly at the hands of the monsters that entered our world through the many dimensional cracks that appeared following Medzio Diena. Sage Envoys have been deployed all across the Kingdom in order to seal the cracks but they are in need of help. The Kingdom has decided that the Sage Envoys devise a way to relocate the dimensional cracks to various Guild Hangouts present within the Kingdom to have the guilds help in dealing with the invasion of monsters. Guilds can now participate in private boss raids through the Sage Envoys located in their Hangout to defeat the invading monsters for bounty. 1-3. How to Play Talk to the Sage Envoy NPC in your Guild Hangout to start the raid. 1-4. Rewards Rewards can be obtained from the Sage Envoy NPC after the raid time is reset every Monday at 6:00 AM server time. Rewards are issued as Silver, which is determined by the player’s contribution in defeating the raid boss. 2. New Hunting Grounds: Irredian Shelter 2-1. Overview Irredian Shelter is a new high level Hunting Grounds populated by level 390 monsters and two level 400 boss monsters. 2-2. Background The three rulers of old Nicopolis ran the city with an iron fist as their influence grew. Archmage Irredian had created a shelter for the citizens of Nicopolis to take refuge in. Preparations for siege and various experiments to create a magical barricade that blocks off Nicopolis from the rest of the Kingdom took place at the shelter. 2-3. How to Play The new Hunting Grounds is populated by powerful level 390 monsters. Hunting down these monsters unlocks a portal to new areas that are more densely populated by powerful monsters or even a solo raid with a special boss monster. 2-4. Rewards New necklace items have been added as reward. New seals are also introduced as a part of an obtainable reward. Rewards and Convenience Updates Along with the two new features introduced this week, we will also be providing revisions for rewards and introducing convenience updates with the game’s next major update. Read on below for details! 1. Guild Quest - The rewards obtained from Guild Foundation quests will be increased by fivefold. Players will be able to earn up to 5,000 attribute points by partaking in a Guild Quest. - Guild Foundation quests do not require special initiation processes and will begin as soon as a Guild Quest is started. 2. Gemstone Feud - New NPCs will be added to each of the major cities (Klaipeda, Orsha and Fedimian) that will let players enter Gemstone Feud sessions. - The number of Goddess’ Blessed Gems that can be traded will be increased from 1 to 2 per day and the number of badges required will be reduced by half. - The following are the new badge requirements for rewards obtainable in the Gemstone Feud. Reward Required Number of Badges Before After Goddess’ Blessed Gem 2000 1000 Attribute Point 100 200 140 Silver Ichor Extraction Kit 5500 3850 Looting Chance Potion 100 70 Hero’s Retribution Potion: Devil (Feud) 850 595 Hero’s Retribution Potion: Mutant (Feud) 850 595 Hero’s Retribution Potion: Insect (Feud) 850 595 Hero’s Retribution Potion: Plant (Feud) 850 595 Hero’s Retribution Potion: Beast (Feud) 850 595 Hero’s Aegis Potion: Devil (Feud) 450 315 Hero’s Aegis Potion: Mutant (Feud) 450 315 Hero’s Aegis Potion: Insect (Feud) 450 315 Hero’s Aegis Potion: Plant (Feud) 450 315 Hero’s Aegis Potion: Beast (Feud) 450 315 3. Collections - Players will be able to register new collections without having to visit the Magic Association NPC. 4. Instance Dungeon: Level Dungeons - Some lower level dungeons will be integrated for better matchmaking. The level difference penalty will be alleviated for lower level dungeons. 5. Uphill Defense - The weekly entry count will be reduced and the rewards will be improved instead. 6. Remnants of Bernice - Rewards will be overhauled. The current ranking data will be reset with the coming update. - Attendance reward will be given as attribute points to promote players’ continued participation. - Attendance rewards can be obtained by clearing the first stage. - Stage rewards will consist of more useful items. They will be issued once per Team depending on the highest stage that the player has reached. - Rank rewards will also be improved to include useful items and not honor rewards. - Rank rewards will be given out for each of the class trees and there will be no rewards for overall ranking. 6. Earth Tower - The difficulty will be adjusted to fit the changes that were implemented in the Re:Build update. - The progression of the Earth Tower will be adjusted to provide faster pacing. - Earth Tower will be divided into units of 5 floors each, and players will be free to choose which floors they wish to challenge.
Click the links below to read the other GTW guides. 1. How to Play 2. Rewards 3. Strategies and Tips Concept Guild Territory Wars (GTW) are a guild-oriented PvP game mode where guilds can battle each other to seize one of the game’s Spot Area maps. Winning at GTW comes with special perks and benefits which cement your guild’s influence and prestige. Schedule GTW sessions happen every Sunday on the following schedule. Server Region Start End [NA] Klaipeda EST 20:00 EST 21:00 [SA] Silute EST 17:00 BRST 20:00 EST 18:00 BRST 21:00 [EU] Fedimian EST 14:00 CET 20:00 EST 15:00 CET 21:00 [SEA] Telsiai EST 07:00 SGT 20:00 EST 08:00 SGT 21:00 Participation If your guild wants to participate in GTW, the guild master can change your participation options under the combat tab of the Guild window. Note: - Participation options can be changed by the guild master only. - If participation is set to ON, the guild master cannot transfer their position to another member. - Participation options cannot be changed from 5 minutes before a GTW session starts to 1 minute after it ends. - If your guild is participating in GTW, joining, abandoning and disbanding the guild will not be possible during the session. - Members who abandoned their previous guild less than 14 days in the past cannot participate in GTW sessions. Spot Areas Spot Areas are the game maps your guild can try and seize during a GTW session. There are three Spot Areas available in the World Map. Spot Areas Connected Maps Genar Field Altar Way Manahas Pilgrim Path Aqueduct Bridge Area Tenants' Farm Myrkiti Farm Demon Prison District 1 Greene Manor Baron Allerno Tenants' Farm Gytis Settlement Area Myrkiti Farm To enter a Spot Area during a GTW session, use the green arrows in connected maps and select the ‘Territory Wars Location’ option. GTW Rules 1) Start Once the session starts, all members of the participating guilds are allowed to enter the Spot Areas. Inside these maps, PvP combat is always available among competing guilds. Note: - Some items and skills are restricted inside the Spot Areas. - Save for a few select classes, summoning and mounting Companions is not available inside the Spot Areas. 2) Seizing a Spot Inside each Spot Area there is a Territory Tower, around which guild members can either gain points or make the attacking guilds lose points. You can also gain points by destroying the Amplifiers that spawn around the map. 2.1) Gaining Points Members of attacking guilds (those trying to seize the Spot) can stand within the Tower perimeter to gain points for their guild. The number of points gained per second depends on the number of guild members around the Tower. No. of guild members 1 member 2 members 3 members 4+ members Points gained per sec 3 5 7 9 When your guild reaches 1,000 points, you seize the Spot! If more than one guild reaches 1,000 points at the same time, the points will no longer accumulate until only one guild remains. 2.2) Reducing Points Members of the defending guild (the one currently holding the Spot) can stand within the Tower perimeter to reduce the points of the attacking guilds. The number of points reduced per second depends on the number of guild members around the Tower. No. of guild members 1 2 … 9 10+ Points reduced per sec 1 2 9 10 3) Spot Seized Once a guild succeeds in seizing a Spot, members of the other guilds are automatically sent to a nearby city after 5 seconds. The guild that holds the Spot by the end of the session can enjoy beneficial buffs within the Spot Area, with buff effects stacking according to the total amount of time that the Spot is held. Buff name Effects Duration Note Guardian -20% damage received (additional -5% per stack) For as long as the same guild holds the Spot Max. 3 stacks Territory Amplifiers Territory Amplifiers are devices that spawn around a Spot Area. When an Amplifier is destroyed, the guild that dealt the last blow can receive +200 points and a beneficial buff effect. Amplifiers can be destroyed by both defending and attacking guilds, with the latter receiving both the points and the following effects. Buff name Effects Duration Note Damage and Movement Speed Increased Damage +30% Movement speed +5 5 min Does not stack Note: - Each Spot Area map produces a maximum of 5 Amplifiers. - The effects apply only inside the Spot Area map, and they disappear if a new guild seizes the Spot. - Amplifiers appear 8-10 minutes after the beginning of the session. If one is destroyed, it respawns after 8-10 minutes. - An alert message appears in the Spot Area 30 seconds before an Amplifier is generated. - Amplifiers will no longer be generated starting 10 minutes before the end of the session. Tree Root Crystals Different types of Tree Root Crystals are randomly generated within the Spot Area. Each type gives you a different beneficial effect, according to its function. Type of Crystal Effects Duration Speed (Blue) Greatly increases movement speed 5 sec Regeneration (Pink) Instantly restores 30% HP and SP, then 500 more per sec 30 sec Attack (Red) Increases damage dealt and taken by 50% 30 sec Defense (Purple) Reduces damage taken and dealt by 50% 30 sec Note: - If you are already under the effect of one Crystal, other Crystal effects will not apply (the effects do not stack). - Buff effects disappear if your character becomes incapable of combat. Boss Monsters At certain times during the session, a boss monster will appear in the Spot Area map. The guild that deals the last blow to it gets a special buff within the map. Buff name Effects Duration Note Thick Skin -30% damage received Knockback/knockdown immunity 5 min Does not stack The first boss monster appears 10 minutes after the start of the session, then it reappears 10 minutes after it is defeated. GTW Items The Expedition Merchant NPC in your Guild Hangout sells GTW-exclusive items you can use strategically during the session (these can be used only inside Spot Areas, except for the Warp Scroll). Item Icon Description Wooden Barricade - Keeps attacking guilds from trespassing for 600 seconds. - Used only by the defending guild. - Durability +20% when used by a Squire, Alchemist or Pardoner. Ballista - Shoots one or multiple damaging arrows at enemy guild members within range for 600 seconds. - Single arrows include penetration, knockback and stunning effects. - Used only by the defending guild. - Durability and attack +20% when used by a Squire, Alchemist or Pardoner. Siege Tower - Structure you can ride while attacking enemy guild members and objects for 600 seconds. - Up to 5 members can ride the tower to drive it and attack. - Used only by attacking guilds. - Durability and attack +20% when used by a Squire, Alchemist or Pardoner. Divine Flag - Lets you teleport to the location where the flag is planted for 180 seconds. - Used only by members of attacking guilds that have a Warp Scroll – GTW item. - Cooldown shared with all guild members. Mysterious Crystal - Revives you when you become incapable of combat inside the Spot Area. - Crafted using the recipe sold by the Expedition Merchant (requires Soul Crystals as materials). Wide Regeneration Scroll - Revives all guild members currently incapable of combat within the Spot Area with 50% of their HP and SP restored. - Cooldown shared with all guild members. - Crafted using the recipe sold by the Expedition Merchant (requires Soul Crystals as materials). Warp Scroll - GTW - Transports you to a Spot Area. - Defending guild members are sent to the Territory Tower. - Attacking guild members are sent to their Divine Flag. - Used only outside of Spot Areas. Recon Map - Reveals the location of all members of the defending guild within the current map for 5 seconds. - Used only by attacking guilds. Note: - Squires, Alchemists and Pardoners can repair installed items. - These items cannot be installed near the Territory Tower or Amplifiers. - Mysterious Crystals and Wide Regeneration Scrolls cannot be used near the Territory Tower. Final Moments At the end of the session, the last guild to have seized the Spot is declared the winner, and the Spot Area closes after 1 minute. The winning guild will appear on the World Map as the owner of the Spot Area until the beginning of the next GTW session.
Click the links below to read the other GTW guides. 1. How to Play 2. Rewards 3. Strategies and Tips Honor Rewards Five minutes after the end of the session, members of the winning guild can retrieve the following honor rewards at the Expedition Merchant NPC in the Guild Hangout, according to the Spot Area seized. Spot Area Rewards Genar Field Black Champion Costume Conqueror Armband Aqueduct Bridge Area Black Champion Costume Baron Allerno Black Champion Costume Note: - These rewards can be collected until the start of the next GTW session. - The items will include a time limit according to how much time is left until the next session. Tariff Collection After the end of each GTW session, the winning guilds can accumulate and collect tariff funds from cities and the Market, according to the Spot Area seized. 1) City Tariffs Each Spot Area corresponds to a city where local tariffs can be adjusted by the owning guild. The higher the tariff rate, the larger the amount collected. Here is the list of cities and the Spot Areas they correspond to. Genar Field Baron Allerno Aqueduct Bridge Area Klaipeda Orsha Fedimian Each guild can adjust their city’s tariff rates under the GTW benefits section of the Guild window (combat tab). The automatic default rate is 10%, and you can adjust it to any number between 0% and 20%. Note: - City tariff rates can be adjusted only by the guild master or members with the corresponding authority. - After adjusting a rate, it can only be adjusted again after 1 hour. - Rates cannot be adjusted from 1 hour before the start of a GTW session until 5 minutes after it ends. - If a Spot Area’s owning guild changes after the end of the session, the corresponding city’s tariff rate resets to the default (10%). - No tariff rates (0%) apply to members of the owning guild within the corresponding city. When the standard rate of 10% is applied to a city, regular players see no change to their Silver spending, compared to how much they would spend before this system was introduced. The change happens when the rate is set below or above 10%, which in turn reduces or increases Silver prices (and the amount accumulated for the owning guild) accordingly. Since the standard is 10%, if a guild applies a tariff rate of 0% (minimum rate) to their city, a transaction that would normally cost 10,000 Silver will now cost 10% less (9,000 Silver) to any regular player, and the amount accumulated for the owning guild from that transaction will be 0. At a tariff rate of 10% (default rate), a transaction that would normally cost 10,000 Silver will continue to cost 10,000 Silver for a regular player, with 10% of that amount (1,000 Silver) accumulated as part of the tariff for the owning guild. If the guild has set a tariff rate of 20% (maximum rate), a transaction that would normally cost 10,000 Silver will now cost 10% more (11,000 Silver) for a regular player, with 20% of that amount (2,000 Silver) accumulated as tariff funds for the owning guild. Tariff funds are accumulated starting 5 minutes after the end of the GTW session, until the end of the next session. These tariffs apply to Silver spent by players who are not members of the owning guild within the corresponding city in the following transactions. Item Merchant: item purchases Equipment Merchant: weapon and armor purchases Accessory Merchant: accessory purchases Companion Trader: companion adoption, companion food purchases, companion training Blacksmith: repairs, recipe purchases, socket addition, gem extraction, identification, item dismantling, weapon appearance changes (if the potential loss prevention option is ON) Storage: Team Storage expansions Geraldas Family: gem purchases Magic Association: item purchases Fishing Manager: item purchases Teliavelis: item purchases, seal enhancement Appraiser Master: identification Tariff rates do not apply to Silver spent in the following transactions: - Warps - Class-specific supply purchases - Guild foundation - Etchings - Personal Storage transactions 2) Market Tariffs Guilds who own a Spot Area can also receive a set percentage of the Silver spent on Market fees (both registration and sale fees). Funds accumulated through these tariffs are calculated on a weekly basis. Genar Field Baron Allerno Aqueduct Bridge Area Market tariff 4% 3% 3% Market tariffs apply starting 5 minutes after the end of a GTW session, until the end of the next session. 3) Tariff Fund Distribution Accumulated tariff funds can be viewed under the GTW benefits UI (Guild window), and distributed to your guild members for one week after they are received. E.g. if the GTW session takes place on the 10th, tariff funds will accumulate for 1 week until the 17th, and they can only be distributed during the week after that (until the 24th). Note: - The amount designated as tariff funds includes both city and Market tariffs. - The list will update 1 hour after the end of the GTW session. - Only the guild master or members with the corresponding authority can distribute funds. - Funds left undistributed one week after they are received will be automatically deleted and cannot be recovered. - If the guild is disbanded, any funds left undistributed will be automatically deleted and cannot be recovered. - All logs related to funds received and distributed are kept in the ‘Records’ tab. 4) Retrieving Distributed Funds Guild members who receive part of the funds when they are distributed will see an alert message appear on the screen that allows them to retrieve their allocated amount. Note: - The alert will appear to all of your characters for as long as you have funds left to retrieve. - After the funds are distributed, you have 14 days to retrieve them (if not retrieved, the funds are automatically deleted and cannot be recovered). - Retrieved funds are sent to the inventory of the character that receives them. - If you abandon your guild, any funds left to be retrieved will be automatically deleted and cannot be recovered.
Click the links below to read the other GTW guides. 1. How to Play 2. Rewards 3. Strategies and Tips Paths to the Spot Area There are only three Spot Areas in total, but each of them is connected to multiple maps, which allows for different approaches to the battle. Guilds can split and divert the attention of the enemy while the main forces carry on, or enter together for a combined attack. Invincibility Buff Upon entering a Spot Area, your character gains a temporary invincibility buff that lasts for 5 seconds unless you move, jump, or use a skill or basic attack. This protects players when they are entering the Spot Area and allows guilds to move more systematically. Expanded View Your view is expanded within all Spot Area maps, meaning you can zoom out further than you would in regular maps. This gives you a better perception of the full scale of the battle and lets you catch your enemy’s movements earlier. Respawning in GTW After becoming incapable of combat inside a Spot Area, you have multiple options for how and where you can respawn. Requirements Respawn Location Options (default) Goddess Statue in a nearby city (automatic after 30 seconds) Having a Guild Tower Guild Tower Having a Base Camp installed by a Squire in your party Squire Base Camp Receiving the effects of Resurrection On the spot Using a Mysterious Crystal Receiving the effects of a Wide Resurrection Scroll Using different respawn options makes combat generally more unpredictable, but it provides a good chance to turn the flow of the battle in your favor. Seizing Strategies Attacking guilds need to collect points in order to seize the Spot, and there are two ways of doing so. You can stay within the parameter of the Territory Tower and gain points per second according to your number of guild members on the Spot, or you can destroy one of the Amplifiers spread throughout the map to instantly gain 200 points. The defending guild, on the other hand, can reduce the points of the attacking guilds every second by staying near the Tower. Ultimately, the advantage goes to the guild with the most organized reactions to both the combat by the Tower and the Amplifier situation. Kicking Enemies to the City When the Spot is seized during a GTW session, all members not of the seizing guild are kicked to a nearby city. The new defending guild can use this time to place themselves inside the Spot Area according to their strategy, and attacking guilds can also prepare a new approach from the outside. Tactical Elements in the Spot Area There is a variety of tactical elements you can use inside the Spot Area. Element Requirements Effects Territory Amplifiers Dealing the last blow (attacking guilds only) +200 points Damage and movement speed buff Boss Monsters Dealing the last blow (attacking guilds only) Damage taken reduced and immunity to knockback/knockdown GTW Items Using the item Installing combat objects and other beneficial effects Tree Root Crystals Dealing the last blow Different buffs according to the type of crystal Class Strategies Every class has strong points that can give them an advantage in GTW combat. Here are some examples. 1) Templar Templars are not just strong support characters in GTW, they are the best battle leaders. Templar skills reach not just party members but guild members as well, so they are a valuable piece in keeping the guild strong and united. 2) Squire Squires are a crucial part of team if your guild wants to target multiple Spot Areas at once. When a Squire in your party installs a Base Camp, you can choose to respawn there if you become incapable of combat inside the GTW map. This allows you to quickly return to the battlefield or join the attack on a different Spot Area. 3) Scout All Scout-tree classes can learn the Cloaking skill, which is extremely useful for assessing your enemy’s strategy. Knowing in advance what your rivals are planning and how they are moving gives you a major advantage in battle. 4) Mounted Classes Only some classes can summon and mount Companions inside Spot Areas. One of the most decisive factors in the battlefield is mobility, so your guild’s mounted forces will always be an important part of the combat. GTW Restrictions The following is a list of restrictions that apply within all Spot Area maps. 1) Classes that can summon and mount Companions - Cataphract - Falconer - Hackapell - Hunter - Lancer - Schwarzer Reiter - Templar 2) Restricted skills (cannot be used) - Base Camp - Briquetting - Enchant Armor - Equipment Maintenance - Forgery - Gem Roasting - Identify - Item Awakening - Magnum Opus - Oblation - Portal - Portal Shop - Repair - Spell Shop - Switch Gender 3) Restricted consumables (cannot be used) - Anvil (all kinds) - Basic Warp Scroll - Blue Orb (all kinds) - Challenge Portal Scroll - EXP Card (all kinds) - Guild Tower - Monster Card Album (all kinds) - Popup Book (all kinds) - Red Orb (all kinds) - Skill Scroll (Barrier): restricted only within the Tower perimeter - Soul Crystal - Warp Scroll Note: - Elixir cooldown applies as 60 seconds. - Dispeller and Omamori cooldown applies as 30 seconds. 4) Restricted buffs (can be used, but characters under these buffs will not count towards gaining/reducing points) - Annihilation - Burrow - Cloaking - Mijin no Jutsu - Shadow Pool - Stop
Greetings Saviors! Today we would like to address some of the issues faced by players while participating in the new Borutos Kapas content and go over some of the improvements that are currently under preparation to resolve certain issues. Invincibility upon Entry We are planning to introduce a brief invincibility period for players who enter Sulivinas Lair to combat against Boruta. This invincibility buff will be removed when a player moves or uses a skill in order to give players some time to prepare for the battle ahead. This feature is currently undergoing internal testing and we are working as hard as we can to have in implemented into the game as soon as possible. Expansion of Rank Rewards We are planning to increase the number of players that are eligible to receive Rank rewards in Borutos Kapas, which will be applied to both Guild Individual Ranks. As an example, Individual Rank rewards will be expanded to be awarded to up to a 1,000 players who have participated in the raid. Boruta’s HP Regeneration The dev team is well aware that the HP regeneration mechanic in place for Boruta is one of the largest factors causing players to feel fatigued while participating in the Borutos Kapas raid. We are planning to remove HP regeneration for Boruta from Monday to Friday during weekdays. Mark: Borutos Kapas The effects of Mark: Borutos Kapas debuff will be increased considerably. The debuff is both a mark of honor and also a means to deter the top ranking guild from ranking 1st place again in the following week. However, we have recently become aware of players’ feedback that the Mark debuff was not as effective as we had intended it to be. We are currently looking into making adjustments to the effects of the Mark: Borutos Kapas debuff in order to provide a more balanced experience for our players. Borutos Kapas Contribution Points The following is the current methods for earning contribution points while in Sulivinas Lair for the Borutos Kapas raid. ※ The content below is subject to updates and modifications. Category Contribution Dealing damage to Boruta Yes Surviving in Sulivinas Lair Yes Being under certain gimmick effects in the area Yes Defeating other players in PvP No Having dealt the last blow to Boruta No Having equipped or used a specific item No Additional earnings proportionate to the number of Guild members in the area No That will be all for today’s dev post on the issues and resolutions for Borutos Kapas. We want our players to know that we will do our best to keep monitoring and communicating with the player base to improve the quality of the provided contents for you to enjoy. Thank you. ※ The contents above are works that are currently in progress may be changed in the process of development.
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.
Greetings Saviors! Today, we would like to go over the issues the game has been facing with regards to optimization and the results of the various tests we have been conducting in order to solve the aforementioned issues in client stability. Optimization of Performance 1. Server Optimization Most of the critical calculations pertinent to the game are taken care of on the game’s server. Of the many calculations that take place, we have been specifically focusing on streamlining the combat calculations by processing combat calculations at source code layer instead of the script layer. As a result, we have managed to speed up the combat calculations by 10 times when tested offline, and by 3 times when tested on our internal test servers. This optimization process is currently in a near-ready state for application and we are currently undergoing further tests in order to ensure that it does not cause any complications when implemented on our live servers. 2. Client Optimization Background Multi-threaded Loading As you can see in the “before” section of the video above, players are faced with a large number of objects when entering a large city in-game. The current client is made so that all objects must be drawn before a new area is displayed. The advantage of this method is that all objects present in an area can be shown at once but at the same time it stops the game momentarily until all objects have been drawn, hence the stuttering. What we are trying to apply to the game to resolve this issue is the drawing of objects in ‘real time’. This could mean that certain in-game objects, such as the Gender Switch player shop that appears around 8 seconds into the video, may take a longer time to load but it will bring about noticeable improvements in reducing the frequent stuttering that plagues our players while visiting the more populated areas of the game. Distributed Packet Processing Packets are units of information that are transferred between the server and the client. Distributed packet processing is when the client divides the many packets sent from the server for more efficient processing rather than processing them all at once for smoother gameplay. The dev team has been testing this feature with custom clients in the current live settings. Although we have reached some progress in this aspect and have not found issues with the feature in its current state, we want to take the time to make sure that we have left no stone unturned as this would change a big part of how the game works internally. That’s all for today but we will return again with more optimization news, which will include our attempts to enhance the PvP experience for our players by better syncing character positions between players in-game. Thank you for reading!