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Combat System Changes QnA Session 1

Greetings, Saviors! As explained in the last section of our 'Plans for Combat System Changes' post, we gathered a few of your questions from the forum about the new changes for a Q&A session. Here are the answers from the dev team. Please keep your questions and suggestions coming in [this thread] for the next Q&A session! Basic Stats Q1. SPR looks like it’s going to become less effective without status ailment resistance or magic defense. What can SPR be used for now other than saving up on potions? A1. Well, I can tell you that SPR is going to become a lot more important when it comes to saving up on potions. SPR will have a bigger effect on SP, and with the increase of SP consumption in several skills, it will be difficult to keep casting them like before without investing at least a little in SPR. Q2. How will DEX affect skills? Will magic skills also be influenced by DEX? A2. The attack speed increase from DEX will not apply to all skills. Magic skills, for example, will not have their attack speed increased by DEX. Q3. If critical attack is under DEX now, does that mean STR will no longer have an influence on anything critical-related? A3. That is correct. Q4. Will DEX increase the speed of basic attack for all classes? A4. Yes, it will. Q5. You talked a lot about how attack skills are going to change with the new combat formulas, but do you also have plans regarding non-attack skills? A5. Yes, the new combat formulas are going to affect non-attack skills as well. Realistically it would be hard for us to explain how our plans will apply to each individual skill, but we will announce skill-specific changes when they do happen via the blog or our patch notes. Other Stats Q6. How will critical rate and critical resistance work? If critical rate/resistance were removed from the main stats, how will they be calculated? Also, will there be other ways to increase your critical rate other than items? A6. Critical rate and resistance will come from items (including additional stats), skill buffs and attributes, with a new critical rate calculation formula. Our plan is to add critical rate mostly to leather armor, via added item stats and full-set effects, and to attributes. In the case of leather armor, we expect it to have lower physical defense than plate, lower magic defense than cloth, but instead come with critical rate and other attack-centric additions that make it stand out from the other types of armor. Q7. How will property attack and resistance work? Will you make resistance skills more significant in PvP? A7. Property attack and resistance are going to be calculated the same as before, with a subtraction formula. The new way basic defense is calculated is unrelated to property attack, which means this type of attack is going to deal actual damage regardless of the enemy’s defense. Q8. Will magic amplification remain the same? Or will you make it a little more advantageous to Wizard classes? A8. We have no changes planned for neither the values nor the calculation formulas of magic amplification. Q9. Block and penetration are factors that matter in PvP. Will they matter more now in PvE as well? A9. Regular monsters blocking players’ attacks enough to taunt them is not really a common issue. As such, we don’t have any plans to increase the importance of block and penetration in regular monsters. You may, however, find some high-block monsters in certain raids or in specific locations. Q10. Are boss monsters included in your monster-related changes? A10. Yes. We’re readjusting the attack, defense, HP and other combat factors of all monsters to match the new combat formulas. Items Q11. How will green gems change? A11. All gem stat options will remain the same as before. Some gems may become a little more or less valuable depending on the circumstances, but we have no plans to exempt players from gem extraction fees. Q12. Will you revise the additional stats you get from gems and Enchant Scrolls? A12. So far we haven’t considered changing them. Q13. You mentioned a lot of changes about the transcendence of weapon equipment. What about armor and accessories? A13. The transcendence changes we talked about will apply in the same way to armor and accessory equipment items. Q14. Will we need the same amount of Blessed Gems as before to transcend equipment? If not, can you share the specifics on how that will change? A14. Using the Lolopanther Two-handed Sword (level 270, unique) as a standard for all equipment, the amount of Blessed Gems needed will be almost the same. Items with a higher level and grade will require a little more, and vice versa. The amount will be different for each piece of equipment depending on its level and grade, and on whether it’s one-handed/two-handed/sub-weapon or weapon/armor, so it’s too much for us to publish the exact values for every single item here. I’m afraid you’ll have to see for yourself in the game. Q15. Any changes planned regarding collection bonuses? A15. After we apply the big changes, we want to monitor the value of those additional bonuses, along with the added stats of gems and Enchant Scrolls, and then we will decide whether they need to be revised. We also think it would be good to readjust the difficulty of achieving these collection bonuses. Summons Q16. How will SPR affect summoned creatures specifically? How much will the damage of summons increase with SPR? A16. Investing in SPR is going to increase the damage (not the attack) of summoned creatures, although it’s hard to tell exactly how much the damage of the average summon will increase with the new combat formulas. Q17. If higher SPR increases the SP consumption of summons, by how much does it boost their DPS? Unless there are serious improvements to DPS, it sounds a little unreasonable. A17. The SP consumption of summons will become a fixed value instead of a percentage. Q18. Will INT also affect summons? A18. No, it will not. Reset Event Q19. If I want to advance into a hidden class, will I have to take the advancement quest during the reset event? A19. If your character already advanced into a hidden class before, you’ll be exempted from taking the quest again and your requirements for that quest will not be reset. If your character has never advanced into the desired hidden class, however, you will still need to meet the advancement requirements. Q20. During the reset event, will you allow all players to learn attributes instantly, similarly to the benefit offered by Tokens? A20. No, we have no plans to allow that.

Developer's Blog
May 10th, 2017
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Weekly Question and Answer – June 17, 2016

1. Do you have any plans to make Monster Gems or Cards tradable? We do plan on making Monster Cards, Monster Gems and regular Gems sharable through the Team Storage in a future patch. Along with this change, we plan to make Boss Monster Cards become unobtainable through quests and will be deleted.   2. The current UI makes it difficult to understand whether an item is going to change to untradeable depending on the Token we’re using. Are you working to fix this? When a character participates in a personal trade with an untradeable Token, the items traded with it will also become untradeable after that trade. Despite this having been mentioned in previous comments and announcements, a lot of users are still confused as to why their traded items became untradeable even when trading with a Token activated. For this reason, we are currently developing a new UI that will hopefully make it clearer to trading users how their activated Token will influence the items’ tradable/untradeable status.   3. When will we get new premium costumes on Steam? We will be launching a new set of premium costumes and head accessories for the TP Shop this coming maintenance, and we also plan on releasing premium cosmetic items more often with future scheduled maintenances.   4. Are you working on any Swordsman balancing issues? We expect to implement some changes on the Korean servers as soon as next week. These changes will include improving the attack scope of a few skills and increasing STR stat bonuses.   5. It’s not uncommon to see items being sold on the Market for RMT purposes. Do you have any plans to combat this? We’re currently developing an in-game Market report function which we expect to implement sometime next week. As you can probably guess, this function will allow users to report items suspected of RMT, helping us identify similar cases and reduce the prevalence of RMT in the Market.   6. Do you have an ETA on when the servers will be reopened to new users? As mentioned in our previous weekly Q&A post on the blog, the purpose of closing the servers to new users was to allow for a more controlled environment in which we could stabilize the game to a certain extent and fix some pressing issues that required our attention. On the other hand, we’ve been receiving numerous requests from players who are eager to join ToS, and some of the issues we were most worried about have thankfully been fixed meanwhile. As such, we plan on reopening the servers after the Market report function mentioned earlier is implemented in the game, which is expected to happen sometime next week.

Developer's Blog
June 17th, 2016
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Weekly Question and Answer – July 1st, 2016

1. The update gap between kTOS and iTOS is quite wide now. When can we finally expect the next update? The way we develop TOS is generally an internal process, but we know players have been waiting for updates on iTOS for a long time now, so we thought we would shed some light on how we’ve been working and what we’re planning. The repositories that manage the servers, clients, graphic data, etc. for kTOS and iTOS are currently separate. That means that, originally, all the contents and the system were made for kTOS, and then transferred to iTOS. The only exceptions were updates made to target issues specific to iTOS. These updates were applied directly to iTOS, since running them through kTOS first would have delayed our response time to fix the issues. Lately, however, we’ve noticed a high demand for kTOS contents among iTOS players, and so we’ve decided to change our policy and work on merging the repositories for the two versions. So far, iTOS updates like new costumes and such were done through a partial application of contents, rather than a full-sized merging process. However, we feel that this repository merge is necessary to minimize patch gaps between both versions of TOS. As for when you can expect new updates, we’re now focusing on the merge process and the plan is to finish merging and testing during the latter half of July, after which we’ll implement the merge patch. We expect to bring all the major updates we have prepared to iTOS after this process is finished.   2. Whatever happened to the PVP system? When can we expect that? The PVP system is included in the list of major updates we want to implement after the kTOS-iTOS repository merging process is finished. This will include the Team Battle League feature, as well as GvG within servers of the same region. These contents have already been applied to kTOS and are currently being tweaked in terms of balance and bug fixing. We consider PVP contents as a very important part of the game, so we wanted to make sure the environment is as balanced as possible. This unfortunately caused some delays in bringing the PVP system over, for which we ask for your understanding.   3. Do you have any plans for a future silver-sharing feature? We’ve received constant requests and suggestions from the players about a silver-sharing feature, so we’re currently looking for ways on how we could implement this in the TOS environment. We can say that, at the moment, we’re working to develop a feature that would allow silver to be shared between characters of the same team. As of now, we don’t intend to make silver sharable between different accounts; our initial plan is to allow transferring silver through the Team Storage.

Developer's Blog
July 1st, 2016
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Introducing the Item Transcendence System

Greetings Saviors! This week on the Developer's Blog, we would like to cover the Item Transcendence System.  Item Transcendence - Only weapons, armor and accessories are eligible for Transcendence. - The chance of successfully Transcending an item will increase depending on the number of materials(Goddesses' Blessed Gems) you select to use. - Different Gems are required depending on the type of equipment you wish to Transcend.   - There are different chances of success for each stage of Transcendence and each success will elevate the item to the next Transcendence Stage. (Maximum of 10 stages) - The item will lose one Transcendence Stage upon failure but will not decrease in potential. - Transcended equipment will become untradable. ※ Please note that equipment that has been reduced to Transcendence Stage 0 due to repeated failures will become tradable once more. - The damage of items will increase accordingly to their original stats when Transcended. ※ The contents above may be changed as results of patches.   How to Transcend Equipment [Instructions] - You will be able to obtain a [Blessed Shard] from a [Saalus Cube] that is given after completing the Saalus Convent Mission.   - You will be able to complete the mission twice per day and a Cube will be awarded upon completion. Token users will be able to obtain up to 6 Shards if they reopen the cubes. - You will be able to create Blessed Gems by buying Goddesses' Blessed Gem: Weapon / Armor / Accessory recipes from the Item Merchants in Klaipeda and Orsha.     - You will be able to transcend the items by talking to the Blacksmith NPCs in either Klaipeda or Orsha with the Blessed Gems.     - Drag and drop the equipment and Blessed Gem you wish to use to Transcend. - You will be able to see the success rate after placing the Gem. - The main ability of the item will increase at a set % per Transcendence Stage.     - The Transcendence Stage of each item will be displayed as a Purple Star on the item. - The increased stats will also be displayed on the item’s tooltip.     ※ The contents above may be changed as results of patches.   Extracting Blessed Gems - You will be able to extract the Gem from Transcended items from the Blacksmith NPCs at either Klaipeda or Orsha.  - Monsters will have a chance of dropping the Hammer of Dismantlement which is required to extract Blessed Gems. - You will be able to retrieve some of the Blessed Gems used to transcend the item after it is destroyed. - Click the ‘Extract Blessed Gem’ option at either the Klaipeda or Orsha Blacksmith NPC.     - Right-click the Transcended Item and Hammer of Dismantlement in your inventory. - The Transcended Item will be destroyed and you will receive some of the Blessed Gems that had been used.   ※ You will not be able to retrieve Gems if the item is only Transcendence Stage 1.     ※ The contents above may be changed as results of patches.   Extracting Items - You may remove Transcendence effects at the Blacksmith NPCs at either Klaipeda or Orsha. - Monsters will have a chance of dropping the Spell Rod which is required to remove Transcendence effects. ※ You may not retrieve Gems when removing Transcendence effects.     - Right-click the Transcended item and the Spell Rod in your inventory. - All Transcendence effects will be removed and you will not be able to retrieve any Gems that you had used. - The color of the Star displayed on the item will change to yellow.     ※ The contents above may be changed as results of patches.  

Developer's Blog
August 22nd, 2016
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Update Preview Pt. 3: Hunting Grounds & Field Boss

Greetings, Saviors.   Today we would like to introduce you two more updates coming your way!   - New Hunting Grounds: Outer Wall Sewers - New Field Boss and Field Boss Reward Changes       - Click here for Update Preview Pt. 1: Arts System (Link) - Click here for Update Preview Pt. 2: Guild Housing & Legend-grade Equipment (Link)       Outer Wall Sewers (Recommended Level: 400)     In a time when the Kingdom was prosperous, its people flocked towards the Kingdom's Capital in search of gold and glory. To accommodate the shift in population, King Taniel the First had commissioned the building of the Kingdom's sewer system. The Kingdom's sewer systems were constructed by the finest architects the Kingdom had to offer along with the help of the Kedora Merchant Alliance over the course of many years. The Outer Wall Sewers is one of the many different areas present in the Kingdom's sewer system and was built specifically to provide clean water for the soldiers guarding the Kingdom's outer walls.     While most the Kingdom lay in ruins after Medzio Diena, the Outer Wall Sewers remained miraculously intact. Some survivors had taken refuge in the depth of the sewers with the oncoming demon invasion but no one knows what has become of them.     Just as the remaining people were starting to forget about its existence, the Outer Wall Sewers is discovered once again by adventurers. With this, the Savior ventures into the wretched sewers, drawn by the loathsome screams of terrible beasts that lie within.   Venture and find out what secrets remain locked away in the depths of the Outer Wall Sewers.       Lv. 420 Hunting Grounds Boss Misrus   Lv. 420 boss monster Misrus   The new Lv. 400 Hunting Grounds has a special area that is sealed away and cannot be entered by normal means. This is the Misrus' chamber where it silently awaits the arrival of its next prey.     You can enter the boss area through the Chamber Entry Device, and you will be prompted to choose a difficulty upon entry. Defeating Misrus will yield different amount of rewards depending on the difficulty.     Misrus is a two-headed dog created by the powers of the Demon King. It viciously attacks anyone that approaches with its ceaseless Psychokinesis and Poison-property attacks.   Without the suppressor, Misrus' attack grows even more fierce.   Misrus has its power repressed by the Suppressor Device built by the Chesha who live in the sewers. The Suppressor loses its efficacy after a certain duration and Misrus' power grows, making the fight even more difficult. Use the various objects scattered around the Outer Wall Sewers to gain an advantage in the battle against Misrus.       Boss Challenges   Challenges available while fighting Misrus   Players can take part in challenges while battling Misrus. After defeating Misrus, players will be able to obtain a single Outer Wall Sewers Legend Cube and Spirit Fragment: Misrus in equal amount to the successfully completed challenges.   Misrus Spirit Fragment     You can obtain the recipe for new Unique gear by collecting Spirit Fragment: Misrus     Players will be able to obtain an Outer Wall Sewers Legend Cube when defeating Misrus. This cube will contain either a Unique equipment recipe, Magic Stone, Spirit Fragment: Misrus, Misrus Card, Enraged Misrus Card or Misrus' Chain, which is an ingredient used in crafting the new Misrus gear.       Outer Wall Sewers Rewards and New Set Stats     New Set Stats and Ingredient   Along with the new Set Stats available with the new Misrus Unique gear, Misrus' Chain item will be added to be used as an ingredient in adding Set Stats to your new equipment.   Atikha Passive effect. [1/x] damage on up to 10 enemies within 60 range when critical attack occurs where x is the number of enemies affected (Cooldown: 8 sec). Dragon Strength Lv. 1: Increases the damage of the effect by 100% Proverbs Increases your damage limit to 1,999,999. 20% additional damage is dealt when damage is over 999,999 (Duration: 25 sec, Cooldown: 100 sec). Dragon Strength Lv. 1: Increases the additional damage effect to 30% Liris Grants a buff to all summons that causes them to deal additional damage equal to the damage dealt against targets (Duration: 30 sec, Cooldown: 100 sec). Dragon Strength Lv. 1: Duration increased by +15 sec.       Outer Wall Sewers Location and Entry   The Outer Wall Sewers is located in the Outer Wall District 14 area.     The entry device can be located in the southern part of the map. Players can complete the gimmick related to the Chamber Entry Device within the Sewers map to enter the Chamber where Misrus dwells.     Misrus' Chamber can only be entered through the Chamber Entry Device.   Players can obtain Lv. 400 Unique-grade recipes by defeating Lv. 420 Misrus. The ingredients used in crafting this new equipment can be obtained by defeating the Lv. 400 monster in the area.   Misrus shares its entry count with the bosses in Irredian Shelter. The entry count for Irredian Shelter bosses will be reset when the new Outer Wall Sewers Hunting Grounds is added.       New Field Boss   Demon Lord Moringponia     Moringponia is one of the most influential Demon Lords under Baiga's command.   Many Schaffenstar members guarding the Outer Walls have met their ends at the hands of Demon Lord Moringponia. She reigns supreme over her demon army in the Northern Parias Forest with an iron fist.       Demon Lord Moringponia: Blessing of the Goddess Event   Unlike the other Field Bosses, rewards that come from defeating Moringponia can be obtained even if you had not participated in defeating the boss. Once Moringponia is defeated, the Blessing of the Goddess Event is held, which all players can participate in.     The Blessing of the Goddess Event is held to celebrate the downfall of the evil Demon Lord Moringponia. All participating users can donate a certain amount of Silver for a chance to receive the rewards that are dropped when the Demon Lord is defeated. The Silver spent in participation is distributed among the top 5 parties that have contributed to defeating the Demon Lord.   This event is ended when either 5 minutes have passed or 2 Legend-grade equipment is distributed to participating players.       Demon Lord Moringponia: New Rewards   Reward List Moringponia Headdress Storage Case Moringponia Unqiue Weapon Selection Box Mystic Encyclopedia: Swordsman Vol. 1 Moringponia Unique Armor Selection Box Mystic Encyclopedia: Swordsman Vol. 2 Recipe – Morningponia Headdress Mystic Encyclopedia: Swordsman Vol. 3 Mystic Page Mystic Encyclopedia: Wizard Vol. 1 Goddess Support Box: Punishment Mystic Encyclopedia: Wizard Vol. 2 Goddess Support Box: Protection Mystic Encyclopedia: Wizard Vol. 3 Goddess’ Blessed Gem Mystic Encyclopedia: Archer Vol. 1   Mystic Encyclopedia: Archer Vol. 2   Mystic Encyclopedia: Archer Vol. 3   Mystic Encyclopedia: Cleric Vol. 1   Mystic Encyclopedia: Cleric Vol. 2   Mystic Encyclopedia: Cleric Vol. 3   Mystic Encyclopedia: Scout Vol. 1   Mystic Encyclopedia: Scout Vol. 2   Mystic Encyclopedia: Scout Vol. 3         Moringponia Set Stats   Aqkrova Casts a red spell circle. The Attack of all allies within the magic circle is increased by 30% and they also recover HP equal to 0.1% of damage dealt (does not stack, Duration: 10 sec). Final damage received by caster reduced by 50% (Duration: 100 sec, cannot be removed). Dragon Strength Lv. 1: Ally attack increase effect raised to 50% Skidas Passive effect. Creates a shield around the caster when an enemy is defeated. Shield amount: 60% of target’s max. HP (Duration: 30 sec, Cooldown: 10 sec). Dragon Strength Lv. 1: Shield amount increased to 100% of target’s max. HP. Atagal Returns received damage in amount equal to DEF value of the equipped shield (Duration: 50 sec, Cooldown: 100 sec) Dragon Strength Lv. 1: Physical DEF value is increased to 160% of the equipped shield’s DEF value.       Field Boss System Overhaul   The following changes have been made to the game's Field Boss system in order to make Field Bosses more accessible to the general player base.     Before After Spawn Interval Between 4 – 8 hours 4 hours Spawn Location Demon Lord Demon Lord Rexipher Demon Lord Helgasercle Demon Lord Marnox Outer Wall District 9 Inner Wall District 9 Inner Wall District 8 City Wall District 8 Jeromel Park Jonael Memorial Inner Wall District 8 Demon Lord Nuaele Demon Lord Zaura Demon Lord Blut Emmet Forest Pystis Forest Syla Forest Mishekan Forest Emmet Forest   The lower level Field Bosses always had been first-come-first-serve, which lead to an unbalanced distribution of Field Boss rewards among the player base. Because of this, we have decided to remove the lower level Field bosses and merge their rewards with the remaining Field Bosses in the game.   However, this would cause the drop rates of certain items to be much too low for certain items that are deemed more vital to the gameplay. These items are planned to be included as rewards in other contents that the game provides in the near future.       * All features showcased above are works in progress and are subject to change with future developments.

Developer's Blog
August 9th, 2019
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The 4ever Update: New Class Skills and Balancing Preview

Greetings, Saviors!   Today we would like to give you a more detailed look at the five new Classes that will be added to the game with the upcoming 4ever update.          Blossom Blader   The Blossom Blader is a branch of the Swordsman Class that has been honed and developed in a faraway continent to the east. They have opted not only for efficiency in battle but also graceful movement, leading to a style of swordplay that stresses the importance of ‘stance’.     Flowering   Applies [Flowering] debuff to enemies in front. The [Flowering] debuff stacks with Blossom Blader skills hitting the target and provides additional damage when using Blossom Blader skills. Flowering: Gust   Attribute that increases critical chance while attacking targets under [Flowering] debuff while reducing the amount of additional damage they receive from [Flowering]. Falling Blossom   Moves the player instantaneously to a nearby enemy affected by [Flowering] debuff and deal damage. [Flowering] debuff is removed once the enemy is struck by Falling Blossom and the target receives additional damage and becomes afflicted with a status ailment. Falling Blossom: Imprison   Applies an additional [Silence] debuff go enemies with [Flowering] debuff of 3 stacks or higher. Meditate   Reduces incoming damage by 50% while casting and increases the damage of critical attacks in proportion to the time spent casting. Taking a certain amount of damage while casting will cause the skill to be interrupted and cause penalties for the caster. Meditate: Flying Sword   Decreases the cooldown for the Flying Sword skill when used after Mediate has been cast. Meditate: Falling Blossom   Falling Blossom can be cast immediately when used after Meditate and adds 3 stacks of [Flowering] debuff. Meditate: Flash   Using Flash after Mediate decreases received damage for a 5-second duration. Meditate: Blossom Slash   Increases the damage of Blossom Slash when used after Mediate. Flying Sword   Summon multiple swords to attack the target. [Arts] Flying Sword: Thousand Flying Swords   Multiple swords will swing themselves furiously around the target, dealing reduced damage to enemies nearby to the target. Flash   Charges forward to quickly stab enemies in the player’s path. Flash: Flurry   Flash’s skill cooldown is reduced when critical occurs from using Flash (there is a separate cooldown for the Attribute as well). Blossom Slash   Hide yourself and slash a single target multiple times before revealing yourself again.   Blossom Slash       Terramancer   Rocks may eventually crumble, but they never permanently perish in that they are returned to nature in the end. Terramancers spend great time and effort in order to link with the Earth because of this but they do not worship the Earth Goddess Zemyna. Their spirituality is more in tune with nature itself than with the Goddesses worshipped in the Kingdom.     Terramancer: Sand Cloud   Ignores the damage reduction effect of Petrify debuff and adds additional critical chance. Also applies [Sand Cloud] debuff on targets when hit with Terramancer skills. Sand Blast   Blasts the target with sand. Sand Blast: Explosion   An explosion is caused when critical hit occurs with Sand Blast and causes Sand Blast to damage nearby enemies in proportion to the amount of damage dealt. Sand Wall   Raise a wall of sand from the ground. The wall can be passed by anyone, but it slows down the movement speed of enemies when they walk through. Implosion   Causes a destructive resonance from within the target’s body for damage. Ignores a part of the target’s Magic DEF and causes additional damage against targets wearing Plate armor. Critical damage occurs against targets under [Petrify]. Implosion Stone Shower   Shoots rock fragments towards the direction the player is faced in. Enemies are hit with consecutive hits. Stone Shower: Stun   Provides a chance to stun enemies hit by [Stone Shower] for a 2-second duration. Rolling Stone   Summon a large boulder to roll. The boulder is removed and damages the enemy when coming into contact. The skill does not need to be fully charged but a full charge increases the damage dealt. Rolling Stone: Trample   Makes Rolling Stone ignores Magic DEF of enemies in proportion to attribute level. Rolling Stone Horned Golem   Summon an Earth Golem that charges ahead to damage enemies in its path. [Arts] Horned Golem: Circular Damage   The AoE of Horned Golem is turned circular from which a gush of sand rises. Slows the movement speed of enemies passing through the area.       Arbalester   Arbalesters were founded during the reign of King Rael. They started out as a group who studied the art of homing arrows and their research had progressed drastically by the time of King Rael II during which the Kingdom begun funding their studies. Due to this financial support, the Arbalester were incorporated into the Kingdom’s royal army.   Arbalester: Destruction   Increases Physical Attack and Block Penetration values when the player has a dagger equipped as a sub-weapon. The effects increase in proportion to the attack value of the equipped dagger. Also provides the chance to remove an enemy buff when attacking. Arbalester: Precision   Increases the accuracy of attacks when the player has a shield equipped as a sub-weapon. Also provides a chance to automatically fire homing arrows when attacking. Escape   Swiftly dash backwards then fire homing arrows. Evasion chance is increased while dashing and increases the caster’s movement speed temporarily when cast. Escape: Shielding   Increases block rate instead of evasion when shield is equipped. [Mark] debuff is applied on enemies when a successful block occurs. Guided Shot   Shoots a homing arrow on enemies in front and leaves a [Mark] on them. Enemies under the [Mark] debuff receive increased damage from homing arrows. Fanwise Shot   Shoots multiple arrows to a fan-shaped area. Fanwise Shot: Additional Shots   Homing arrow is fired when Fanwise Shot hits an enemy under [Mark] debuff. Dark Judgement   Shoots an arrow on a targeted enemy then fires a homing arrow. [Arts] Dark Judgement: Dark Curtain   Adds Dark property to attacks with [Dark Judgement] and leaves a [Mark] on enemies hit by Dark Judgement. Dead Zone   Shoots multiple arrows skyward and make them rain down on enemies. Shining Burst   The player spins around for the duration of the key press and shoots arrows at enemies around the player. The player remains mobile during skill use and additional hit occurs against enemies afflicted with [Mark] debuff. Arbalester’s Precision, Dead Zone and Shining Burst in a combo       Crusader   Crusaders begun during King Ousel’s rule when the Grand Cathedral was completed. The Kingdom had suffered from many civil wars up to this point and the Crusaders were formed in order to protect the Kingdom’s religious heritage in the times of turmoil. Crusaders equip themselves with heavy armor overlain with cloth adorned with religious symbols. Most Crusaders have died during the tragedy that is Medzio Diena and there is all but few remaining scattered across the Kingdom at the current time.   Chant   Receive the favor of the Goddesses to choose between two different buffs.   - Goddess’ Protection: Activates the restoration effects with Crusader skills. - Goddess’ Wrath: Increases the damage of Crusader skills and Magic ATK. Restoration effects of Crusader skills are diminished or removed completely. [Arts] Chant: Goddess’ Blessing   Applies the buff [Goddess’ Blessing] to activate both [Goddess’ Protection] and [Goddess’ Wrath] simultaneously but with diminished efficacy. Crusader using a Chant Holy Smash   Strike with a blunt weapon imbued with divine power causing an explosion.   - Goddess’ Protection: Provides restoration when the caster is near the enemy struck with Holy Smash. - Goddess’ Wrath: Damages enemies around the target struck with Holy Smash. Ring of Light   Summons a ring of light that damages enemies for a 1-second duration.   - Goddess’ Protection: The ring explodes to restore the caster. - Goddess’ Wrath: The ring explodes to damage nearby enemies. Ring of Light under Goddess’ Protection   Ring of Light under Goddess’ Wrath Sacred   Pray to spread the power of the Goddess around the caster.   - Goddess’ Protection: Restores nearby allies during prayer and causes an explosion after 1 second to heal nearby allies again. - Goddess’ Wrath: Damages enemies during prayer and causes an explosion after 1 second to damage nearby enemies. Sacred: Fissure   [Sacred] ignores enemy DEF partially. Condemn   Strike the earth with a blunt weapon to engrave a divine symbol on the ground.   - Goddess’ Protection: Heals allies within the area of effect. - Goddess’ Wrath: Damages enemies within the area of effect. Retaliation   Lands a ray of divine power to a designated location.   - Goddess’ Protection: Heals allies within the area of effect. - Goddess’ Wrath: Damages enemies within the area of effect. Divine Protection   Creates a barrier using divine powers around the caster.   - Goddess’ Protection: Heals allies within the area of effect. - Goddess’ Wrath: Damages enemies within the area of effect. Divine Protection: Defend   Reduces the damage received for allies within [Divine Protection]’s area of effect while Goddess’ Protection or Goddess’ Wrath is activated.       Rangda   One of the fortunate things to have happened after Medzio Diena is that the Rangda have taken up arms against the invading demon forces. Up to this point, the Rangda have had held both the Goddesses and demons as divine beings and preferred to worship Giltine over all other Goddesses. Their religious beliefs were frowned upon by the clergymen of the Kingdom but since their traditions predate that of the Kingdom’s religious practices, their sacrilege was overlooked and they were left free to pursue their traditions independent of the Kingdom’s rule due to their historical value. What caused them to change as the drastic shift in the power dynamics of the divines that occurred following Medzio Diena. Despite their peculiar beliefs, the Rangda wanted to see the balance of power restored and until then they have decided to battle against the demon forces.   Luka   Attack the enemy for continuous damage. The duration of the damage increases in proportion to the number of debuffs on target. Kutukan   Applies [Chaotic Curse] to target. [Chaotic Curse] debuff turns the enemy into a [Kepa], disables their HP/SP recovery and causes target to deal continuous damage to nearby enemies. Kutukan: Remove Buff   Grants a chance to remove buffs on targets affected by Kutukan. The number of buffs removed increases in proportion to the attribute level. Kutukan Penyerapan   Increases the damage of caster’s Dark property attacks. Also increases the stacks of [Lethargy] and [Movement Speed Reduction] debuffs applied on target with Rangda skills. [Arts] Penyerapan: Siphon Life Force   Restores the caster’s health in amounts proportionate to the number of debuffs on nearby enemies. Barong   Controls a tamed Barong to follow the caster. The Barong attacks nearby enemies for the duration of its summon and has the chance to remove enemy buffs when attacking. Barong: Buff Eater   The caster receives a random buff every time the Barong removes an enemy buff.   - Attack Buff: Increases damage dealt with increasing buff stack. - Defense Buff: Reduces incoming damage with increasing buff stack. - Utility Buff: Increases movement speed with increasing buff stack. Keletihan   Causes enemies within area of effect to become lethargic. [Lethargy] debuff decreases the target’s resistance against accuracy, evasion and critical attacks. Efficacy increases in proportion to the stack of [Keletihan: Lethargy] debuff. Keletihan: Added Effect   Provides additional effect depending on the number of Keletihan stacks.   - 3 Stacks: Curse debuff for 10 second duration - 4 Stacks: Silence debuff for 3 second duration - 5 Stacks: Stun debuff for 3 second duration Rawa   Creates a swamp in front of the caster. Reduces the movement speed of enemies passing through the swamp and the reduction amount increases the longer they remain on the swamp. Rawa: Fatigue   Increases the stack of [Keletihan] debuff every 3 seconds on enemies standing on Rawa. Target must already hve [Keletihan] debuff for its stack to increase.       Changes to Existing Classes     Change Detail New Hunter Art [Arts] Rush Dog: Fierce Attack Removes the stun effect of Rush Dog and increases skill damage. Does more damage against [Bleeding] enemies. Ataka Ataka Set Stat effect will now have a limit to the maximum amount of damage that can be spread when damage is passed from monster to player. Main and Sub-weapon Attack Value Transfers New Attribute [One-handed Spear Mastery: Battle Preparation] A Swordsman attribute that transfers 20% of weapon ATK value to Physical ATK when Equipped with both a [Dagger] and a [One-handed Spear]. New Scout [Double Attack] Effect Increases the ATK value of equipped sub-weapon by 20% of the main weapon’s ATK value. Buff is removed when a shield is equipped and also when auto-swap is used. Cleric [Cure] Cooldown of Cure is reduced by 3 seconds when advancing into any of the following classes (can be stacked, max. 9 second reduction):   Pyromancer [Fire Pillar] Using [Fire Pillar] and [Storm Dust] will only cause [Fire Pillar]’s number of hits to increase. Quarrel Shooter [Deploy Pavise] The number of Pavise that can be installed in Team Battle League will be increased to 4. Retiarius [Blandir Cadena] The attacks performed during [Blandir Cadena] will be changed to 5 Pierce attacks from 2 Pierce attacks and 3 Slash attacks.       We will bet ow this post with a more detailed list of changes that will be introduced in the 4ever Update soon.         * The information disclosed above are currently works in progress and are subject to change with future development.

Developer's Blog
December 12th, 2019
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[TEASER] Level Expansion, New Systems

Greetings, Saviors! We know many have been curious about the new content that’s coming to TOS in the next level expansion (which, we should warn you, is not tied to the addition of new classes; we'll talk more about those later)… As seen in our PvE roadmap, we have a lot more prepared besides the new maps and quests, so today we’re releasing another sneak peek of the key features you’ll be seeing when that patch arrives. Here they are!            

Developer's Blog
September 15th, 2017
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Intense Balancing: Matador, Musketeer

Greetings, Saviors! As promised in our last post here at the dev blog, this time we’re showing some love to the Musketeer class and the new Matador in another round of Intense Balancing plans. We’re sure you already know that the content we’re discussing here can look different once it actually makes it into the game. Any changes will be announced through the patch notes when they’re ready to be applied.   Matador Changes   [C1 Attribute] Picador NEW - Increases the damage of all skills when you attack an enemy targeting your character with a Rapier. [C2 Attribute] Banderillero NEW - Increases the damage of all Rapier skills when you attack an enemy targeting your character with a Rapier (does not include skills that can be used with all weapons). [C1 Skill] Muleta - Nullified damage received during standby. - Added buff to increase critical rate when the counter-attack is successful. - Increased duration (attribute included). - Changed cooldown and SP consumption to apply immediately when the skill is cast. [C1 Skill] Faena - Increased damage on Large sized enemies. [C1 Attribute] Faena: Risk-taking - Removed block function, even when a Shield is equipped (but increased Faena damage). [C1 Skill] Ole - Enemies not targeting your character will receive 50% of the skill’s effects. [C2 Skill] Paso Doble - Added immunity to all attacks while the skill is being cast. [C2 Attribute] Paso Doble: Remove Knockdown NEW - Removes the knockdown effect of Paso Doble. [C2 Skill] Back Slide - Applied 100% chances of evasion during the maneuver. The Matadors may be new in town, but we have a few things planned for them already. This class is all about counter-attack, provoking enemies and Rapier combat, so we wanted to tweak its skills and attributes to better reflect that concept. First, the new attributes Picador (Circle 1) and Banderillero (Circle 2) are going to increase the damage on enemies targeting your Matador. Picador increases the damage of all skills when you’re equipping a Rapier. Banderillero, on the other hand, limits its damage increase to Rapier skills, but grants an even bigger damage boost than Picador. During solo play, the fact that enemies take you as a priority target means that there is not only an instant increase in damage, but also significant synergy with Ole. For party play, the effect will vary according to the damage you can deal and the use of Capote, since the increased damage of Picador and Banderillero will apply to enemies provoked by this skill. Muleta can be a little inconvenient to use effectively, so we’re changing it to apply both cooldown and SP consumption immediately when the skill is cast. Not only that, with these changes the duration of the muleta is more than doubled, and a successful counter-attack with this skill will completely nullify the damage received and apply a buff that temporarily increases critical rate for every level of Muleta. Tile attack skill Faena is having its damage on large-sized enemies increased by 20%, with attribute Risk-taking boosting Faena damage even when a shield or a dagger is equipped (having a shield equipped, however, will not apply block). Ole will also have 50% of its effects apply even on enemies not targeting your Matador. In Circle 2, Paso Doble will grant you immunity to all attacks while you’re casting it, which can be used as an evasive move. We’re also adding a new Paso Doble: Remove Knockdown attribute. Finally, Back Slide will give you a 100% chance of evasion all throughout the skill’s maneuver. Musketeer Changes Okay, let’s get straight into the Musketeer changes. For this Rifle-wielding class, instead of sticking to simple skill balance adjustments, we decided to rearrange the structure of the skill tree itself. We wanted to address the problem of Circle 1 being too crowded with attack-heavy skills demanding high skill point investments, and the fact that it requires you to use close-range attacks for damage amplification right from the start.   [C1 Skill] Butt Stroke - Skill and related attributes deleted. - Attack function moved to Rifle subweapon (C attack). - Deleted attributes: [C1] Butt Stroke: Enhance [C1] Butt Stroke: Stun [C2] Butt Stroke: Great Attack [C2] Butt Stroke: Additional Damage [C1 Skill] Snipe - Skill and related attributes moved to C2/C3 and boosted. - Reduced pause after casting. - Moved attributes: [C1] Snipe: Enhance > C2 [C1] Snipe: Stun > C2 [C2] Snipe: Ricochet Shooting > C3 [C3] Snipe: Perfect Aim (same Circle) [C1 Skill] Bayonet Thrust - Skill and related attributes deleted. - Deleted attributes: [C1] Bayonet Thrust: Enhance [C2] Bayonet Thrust: Repeated Hits [C2] Bayonet Thrust: Reduced Recovery [C3] Bayonet Thrust: Safe Distance [C1 Attribute] Musketeer: Safe Distance NEW - Makes the character step back when the enemy is hit by a C attack (Butt Stroke). - Substitutes the deleted [C3] Bayonet Thrust: Safe Distance attribute. [C1 Attribute] Grooving Muzzle NEW - Increases accuracy. - Musket skills partially ignore enemy defense. - Chance of critical multi-hit when using normal attacks. [C1 Skill] Covering Fire - Casting removed. [C2 Skill] Volleyfire - Overheat +1. [C3 Skill] Prime & Load NEW - Resets cooldown of Musketeer skills. - Cooldown increases according to type and number of reset skills. [C3 Attribute] Prime & Load: Fast Reload NEW - Decreases Prime & Load cooldown according to attribute level. [C3 Skill] Sniper’s Serenity - Added ability to walk slowly when in Sniper’s Serenity status. As you can see, this Musketeer rework involves some serious structural changes, starting with the removal of Circle 1 close-range attack skills Butt Stroke and Bayonet Thrust. The functions and actions of Butt Stroke are being reintroduced as a basic feature of Musketeer C key sub-weapon attack (no performance increase), while the new Circle 1 attribute Musketeer: Safe Distance provides the back step effects of the current Bayonet Thrust attribute of the same name. Circle 1 also gets a new skill in Grooving Muzzle, which temporarily increases your character’s accuracy and ignores part of the enemy’s defense whenever you attack with the Musket. Grooving Muzzle also gives you a chance of applying regular attacks as critical multi-hits. Snipe, currently in Circle 1, is being moved to Circle 2, with maximum level reduced to 10 and skill factors increased. Snipe’s attributes, of course, are also moving to higher circles, with Enhance and Stun set to Circle 2, and Ricochet Shooting changed to Circle 3 (Perfect Aim remains in Circle 3). The pause occurring after casting Snipe, on the other hand, is being reduced to less than one third of its current duration. Covering Fire is getting a similar treatment, with casting removed altogether, while Volleyfire gets an overheat increase. The new Circle 3 skill, Prime & Load, lets you reset the cooldown of all your Musketeer skills. In the image above, for example, you can see the character activate Sniper’s Serenity, use Snipe, then reset skill cooldown with Prime & Load to cast Snipe again. Unlike the Chronomancer’s Pass, Prime & Load completely resets the cooldown of your skills. The difference is that, according to the type and number of skills that get reset, Prime & Load’s own cooldown is increased. To counter this and slightly shorten the skill’s cooldown, you can learn the new Circle 2 attribute Prime & Load: Fast Reload. Going back to Pass, however, the Chronomancer skill will not apply to Prime & Load, having no effect on its cooldown. As for the other Circle 3 skill, Sniper’s Serenity, it’s going to allow your character to walk even when the buff is active. Regular attacks and certain skill attacks can still be used, although the character will stop walking to cast them. And, if you use Sniper’s Serenity again while the buff is still active or you let it end, the buff will deactivate and the skill’s cooldown will decrease from 20 to 1 second. Below is a table showing how the Musketeer skill tree is changing with this patch:   Circle CURRENT SETUP AFTER THE CHANGES Common   - Subweapon Attack (close range Physical Strike attack) C1 Skills - Covering Fire - Headshot - Snipe - Penetration Shot - Butt Stroke [DELETED] - Bayonet Thrust [DELETED] - Covering Fire - Headshot - Penetration Shot - Grooving Muzzle C1 Attributes - Use Rifles - Gun: Accuracy - Rifle Mastery: Hunting - Covering Fire: Enhance - Headshot: Enhance - Headshot: Stun - Snipe: Enhance - Snipe: Stun - Penetration Shot: Enhance - Butt Stroke: Enhance [DELETED] - Butt Stroke: Stun [DELETED] - Bayonet Thrust: Enhance [DELETED] - Use Rifles - Gun: Accuracy - Rifle Mastery: Hunting - Musketeer: Safe Distance - Covering Fire: Enhance - Headshot: Enhance - Headshot: Stun - Penetration Shot: Enhance C2 Skills - Volleyfire - Birdfall - Volleyfire - Birdfall - Snipe C2 Attributes - Headshot: Reload - Penetration Shot: Rapid Fire - Penetration Shot: Kneeling Penetrate - Snipe: Ricochet Shooting - Butt Stroke: Great Attack [DELETED] - Butt Stroke: Additional Damage [DELETED] - Bayonet Thrust: Repeated Hits [DELETED] - Bayonet Thrust: Reduced Recovery [DELETED] - Volleyfire: Enhance - Headshot: Reload - Penetration Shot: Rapid Fire - Penetration Shot: Kneeling Penetrate - Snipe: Enhance - Snipe: Stun - Volleyfire: Enhance C3 Skills - Sniper’s Serenity - Sniper’s Serenity - Prime & Load C3 Attributes - Snipe: Perfect Aim - Penetration Shot: Wild Shot - Bayonet Thrust: Safe Distance [DELETED] >> changed to Musketeer: Safe Distance - Sniper’s Serenity: Steady Shot - Sniper’s Serenity: Armor Break - Birdfall: Fire Master - Snipe: Ricochet Shooting - Snipe: Perfect Aim - Penetration Shot: Wild Shot - Sniper’s Serenity: Steady Shot - Sniper’s Serenity: Armor Break - Birdfall: Fire Master   One final adjustment we’ll be making to rebalance the Musketeer class will be to increase the minimum/maximum attack of all Rifle weapons by about 8.33%. This boost will of course influence proportional attack increases like item transcendence, so we expect good results in the final physical attack of Musketeers after these changes.   That’s it for today’s updates! You’ll be hearing more about the skill changes discussed in here in future patch notes, so keep an eye on the News page for more details. And make sure not to miss out follow-up blog post, where we’ll be revealing some intense balancing plans for the Wizard class tree. Thank you as always for your support.

Developer's Blog
December 14th, 2017
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Balance Talk: Jan 6, 2017

Hello, this is the developer in charge of skill and class balance in TOS, writing to you once again to get you up-to-date with the balance-related changes we’re preparing to launch. We were very glad to see your positive reactions and engagement in our previous balance post, so we thought we’d share some details about the most recent balance patch we have planned. These changes will most likely be applied in kTOS very soon, and we hope to bring them over to iTOS as well once everything is ready. Note that this could take a while depending on how smoothly the changes apply over at kTOS, so we ask for your patience…   Barbarian Main changes: - Reduced cooldown of Warcry to 42 sec - Added new Warcry attribute We envision the Barbarian as a fearless warrior, using sheer audacity to intimidate and weaken any adversary. In the game, as a mid-lower rank class, the Barbarian is unique in that they become stronger as the combat progresses. In order to stay true to this vision, we needed to incorporate more synergy with other Swordsman tree classes that depend a lot on debuffs. That is why we decided to reduce the cooldown time of Warcry and introduce a new attribute that increases the duration of the skill’s debuff effects. With this, we hope to help all the Barbarians out there unleash their savage side and use Warcy with confidence in battle.   Cannonneer Main Changes: - Increased critical chance for Kneeling Shot - Increased range for Cannon Shot, Shootdown, Cannon Blast and Cannon Barrage by 20% - Increased range by 20% and reduced casting time for Siege Bust by 50% The Cannonneer was designed to be the heavy artillery of TOS, a class that can blast through hordes of enemies with a single blow and fill in the role of AoE dealer; a class that comes with its own handicaps, but a powerful one nonetheless. From what we’ve observed, however, the Cannonneer skills’ short range isn’t always letting them fulfill that role. Besides the necessary slow attack speed and single-hit constraints, we felt that some skill-related restrictions were a little harsh. For this reason, we decided to increase the range of Cannonneer skills and ease some of their restrictions and associated penalties. We also increased the critical chance of Kneeling Shot in hopes it can be more widely used with other Archer tree skills. Don’t be too sad about the disadvantages of the Cannonneer class, though. We’re going to keep working on it until we feel it’s as true as possible to its concept.   Corsair Main changes: - Reduced stamina consumption for Double Weapon Assault according to Jolly Roger skill level In kTOS, we introduced a few changes to Jolly Roger combo requirements and effects, expecting to differentiate the role of Corsairs as party leaders in Earth Tower and other high-level contents. We realized, however, that in solo combat, Corsairs were still not living up to the image of the ruthless pirate we had imagined. So this time, we decided to make the effects of the pirate flag apply to the casting character as well, and use the skill level of Jolly Roger to reduce the stamina consumption for Double Weapon Assault. Ultimately, we want Corsairs to prove their worth not just as leaders of a group, but as capable solo fighters too.   Monk Main changes: - Added stamina-reducing attribute to Double Punch - Reduced Energy Blast charging time to 0.25 sec - Reduced cooldown of Golden Bell Shield to 120 sec Last time on the dev blog I wrote about how we thought Monk skills were a bit too restrictive, especially all the cool skills players usually go for when they choose this class. To bring a little freedom and efficiency into Monk skills, we first added an attribute to reduce the stamina consumption of Double Punch and cut the charging time of Energy Blast in half, increasing these skills’ versatility and efficacy. Finally, we decided to buff Golden Bell Shield as well, seeing as, despite being a Rank 7 skill, it doesn’t offer much more than Safety Zone, which can be learned at Rank 1. We understand that, especially in the case of Golden Bell Shield, which makes you invincible after all, we need to be extra careful when tampering with some of these skills in order to avoid something that’s too OP. We’ll keep this in mind for future updates.   Rune Caster Main changes: - Wizard skills become usable under the effect of Rune of Giants In our previous dev blog balance post, I broke the silence about hidden class changes to write about the updates we were planning for Rune of Giants. We played around with some of these changes and, fortunately, they seem to help Rune Casters use other skills with Rune of Giants a lot more actively like we hoped. Following that, we want to lift even more restrictions from the skill and allow Rune of Giants to be used with the most sought-after Wizard class skills. At the moment we don’t foresee any major negative impact from liberalizing Rune of Giants, so we hope these changes will help turn it into a skill that is increasingly helpful, rather than just “for show”.   Warlock Main changes: - Extended duration of Mastema’s stigma (Devil type) to 20 sec There are only a handful of skills in Tree of Savior that give characters the ability to change the property of enemies, and Mastema is one of them (another prime example is the Druid’s Chortasmata). The main advantage of Mastema is that, as its stigma changes enemies to Devil type, characters with strong attacks against this property can use it to deal extra damage to any monster (this is especially useful to your Cleric friends). On the other hand, we thought 5 seconds was a little too short to have a significant impact in actual combat, so we decided to give a big boost to the duration of Mastema. Our hope is that this will encourage Warlocks to use Mastema in a wider range of situations and in combination with their own as well as other characters’ skills.   I would like to stress here that these changes are just a preview of what we have prepared. By the time this balance patch reaches iTOS, some details may have been changed, so don’t take anything for certain just yet. That said, we look forward to your feedback on these changes, and we hope to keep providing you more updates through the dev blog, so stay tuned!

Developer's Blog
January 11th, 2017