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! Rank 8 Classes IRL is to describe the history and concept of Rank 8 's classes and how we could be inspired. Hope our saviors to be interested in each class and play throughout reading it. Which one is the best class for our saviors? Murmillo – Swordsman Murmillo is a subset of Gladiator. Murmillos adapted the Roman standard army equipment (i.e a short sword ‘gladius’ as weapons and a rectangular shield ‘scutum’) The term ‘Murmillo’ is derived from the fish-like helmet (Cassis Crista) and the fish scale-like armor they wore. In the game, Murmillos wear their iconic helmet and bravely engage in combat. Lancer – Swordsman Lancers appear frequently in medieval battles. They wielded long jousting spears and charged towards the enemy line, destroying their formation. Fun fact! Lancers have been in the history of warfare as far back as 400 BCE and persisted until the Great War. According to some reports, in Poland lancers fought until 1934. In TOS, Lancers are a companion-riding, dual-hand spear wielding fierce PVP class. Sage – Wizard In various works of fantasy fiction, a sage is a not uncommon name to hear. The word is used to refer to someone who is wise and achieved great knowledge. In most RPGs, they are the top wizards. In TOS, Sages are the ones who attained the understanding of the universal principle through knowledge. They can manipulate dimensions. The class is best known for its incredible Missile Hole skill, the zenith of supportive skills. Enchanter – Wizard In most other games, enchanters are NPC classes. The actual meaning of the word is more akin to those pixies that allure people through beautiful tunes and spells. Nowadays, the word is used to describe magic users who enhance items through magic. TOS is no exception. Enchanters can set up shops that can grant equipment special abilities and effects or help comrades by giving out buffs to their gears. Mergen – Archer Type All those Mongol ethusiasts might be familiar with the term Mergen. It is a Mongolian word for an excellent archer. It is a name of Ghengis Khan’s maternal grandfather. The name has become something of a title that is awarded to those who showed great marksmanship. In TOS, Mergens are well known for being able to fend of multiple enemies at once. A great hunter indeed. Hackapell – Archer Hackapell was one of the names used to call the Finnish Calvary in Sweden also known as Hackapelit. The name is derived from the slogan they uttered “Hakkaa päälle!” (Cut them down!) They shot their enemies from a distance with their pistols, charged towards the enemies, moved swiftly while on horses, and attacked mercilessly with their swords. The terror they imposed on their enemies is inconceivable. In TOS, Hackapells, instead of a pistol, use a crossbow and a one-handed sword and ride on a companion to fight. Taoist – Cleric Taoism originated from China and those who practice it are called Taoists. Some of the most well-known skills are the ones that utilize paper charms, just like Taoists in TOS use Strange Yellow Papers. Taoists have more tricks up their sleeves, however, like being able to control ghosts and paper dolls. It’s a shame we can’t fully list all of the amazing feats Taoists are capable of. We hope more of the Taoists’ charms and magic will be revealed in Circle 2. Inquisitor – Cleric Nobody expected the Inquisitors! The name ‘inquisitor’ now lives in infamy for ruthlessly eliminating so-called heretics. It has been said that their infamy was even more notorious in the modern age. However, unlike the historical inquisitors who were deeply involved in politics and harmed so many innocent lives, in TOS, the Inquisitors are truly faithful and pure people who worship the goddesses and pass judgment unto the monsters only. There are numerous torture devices such as the iron maiden, but at the moment only the Pear of Anguish is in the game. Fingers crossed for more horrendous torture devices to appear in the game as the class’ skills.
Greetings, Saviors. This is Tree of Savior Developer Team. This posting is the 2nd part of the Ep.13 Update, which is about New class and Class Adjustments, and balance patch. 1st : Episode 13 : Scar of Fate 2nd : New Classes and Class Adjustments 3rd : New Contents, System and System Adjustments Swordsman: Strike Property Class Adjustments Like we said in the previous posting, there won’t be a new class in Swordsman Class, but there will be a adjustments of Strike property class. Nak Muay will be adjusted to have the effect of improving the performance of hit attack within strike oriented concepts and this will create synergy with other strike attack classes. Murmillo will be adjusted to have a position as a major strike property class with Rodelero, Peltasta, and Nak Muay due to change in mechanism and performance of the deal cycle. There will also be a slight change in the attacking skill of Peltasta and Rodelero. Additionally, the performance of Shield Attack will be increased slightly, and the reliability of block in the Midnight Baptism activation condition will be decreased slightly. Nak Muay [Changes] Nak Muay has the key to improve the performance of a Strike attack. Ram Muay Attack factor will be adjusted drastically, and when attacking with Strike during buff ignores some of the enemy’s Defense. If the basic attack is accurate, the [Ram Muay: Shock] debuff will be applied instead of [Shock]. [Ram Muay: Shock] decreases Defense against victim’s strike attack and stacks with ignoring opponent’s Defense effect caused by basic buff status. ▲ Effect of Nak Muay’s New Vaivora weapon Also, a new Vaivora weapon which will be added with the adjustments will expand the usage of Ram Muay. Previous [Arts] Ram Muay: Warrior will be deleted. Muay Thai It will be fixed to increase Duration and shorten Cooldown of the skill. Khao Loi will be excluded from auto-activate skill, but Te Kha, Sok Chiang, Te Trong will be included in the item stats that need basic attack requirements and final damage increases proportionally to those three skills. For [Arts] Muay Boran, the penalty of increasing magic damage from enemies will be deleted, and Cooldown of Muay Thai will be the same. Khao Loi The condition to learn the skill will be changed from Lv.16 to Lv.1, and the Max. skill level will be changed to 15. Does not auto-activate in Muay Thai status, the factor will be adjusted with a separate unique attack skill. Teleports to the targeted enemy and give damage, and puts the enemy under [Stun] when you learn the new [Arts] Khao Loi: Khao Trong Te Kha, Sok Chiang, Te Trong Te Kha, Sok Chiang, Te Trong which activates under Muay Thai status will have increased attack factor and Cooldown. For all three skills, the max. skill level will be changed to Lv.5 and consume only 15 skill points when all skills are mastered regardless of the learned class level. All of the attack property is unified to Strike and when used solely, the Cooldown will increase than before. Murmillo [Changes] The skills that had low usability will be changed to a new form, and the skill tree will change. Frenzied Slash → Frenzied Burst Frenzied Slash skill will be deleted and changed to Frenzied Burst skill. Frenzied Burst is a skill that flies high into the sky and then falls to a targeted area to attack an enemy in the range. Shield Attack is applied to the Strike properties and stun which was a key function of the Frenzied Slash is inherited. Evade Thrust→ Butterfly Evade Thrust skill will be deleted and changed to the Butterfly skill. Butterfly, which uses shield and sword to attack continuously, is a powerful skill that applies Shield Attack to Strike property, increases damage to the enemy under Loophole to Strike property and drags Shield’s Defense to higher Attack like Rodelero's Shooting Star. Also, a minimum Critical Strike Chance which was one of the effects of Evade Thrust is guaranteed. Emperor's Bane → Headbutt: Emperor's Bane Emperor's Bane skill will be deleted and changed to Headbutt’s attribute. Headbutt is changed to Lv.16 learned, Lv.10 mastered, and applying final 2 continuous hits to medium-sized enemies including PC will be loaded as basic. Emperor's Bane, which was a separate skill, will be able to be used just as before if [Headbutt: Emperor's Bane] is learned, and some performance will be adjusted. Sprint: Melee The previous effect of the Melee attribute which was hard for users to predict control will be deleted and changed to buff which is immune to Knockdown, Knockback, some debuff for a certain amount of time. Scutum Hit Shield Train The bleeding effect will be deleted from Scutum Hit. Shield Train will be changed to Lv.31 learned, Lv.5 mastered, and the factor will be adjusted. Peltasta [Changes] Existing skills with duplicate concepts will be converted to new attack skills. Umbo Blow → Langort Umbo Blow skill will be deleted and changed to Langort skill. Langort, which uses shield and sword at the same time to attack the enemy, is a skill that applies Shield Attack to Strike property, increases damage to the enemy under Loophole to Strike property and drags Shield’s Defense to higher Attack like Shooting Star and Butterfly. Also, it can block the enemy’s attack while casting. Rim Blow The number of overheats will be adjusted, and the missing Umbo Blow’s stun function will be inherited to [Rim Blow: Stern]. Shield Lob Throw shield in a straight line to damage the enemies on the path, and damage the enemies once again by turning back. Unlike before, you don't have to control the distance, you just take the direction to attack more enemies. [Common] Shield Class Shield Attack In the Shield Attack attribute, the rate of converting Shield Defense to Attack will increase slightly. Midnight Baptism Midnight Baptism’s activation requirement which increases the damage of Shield Attack when the block is successful (+100% per part) is changed to increase basic damage (+25% per part) and increase damage when blocking (+75% per part). Maximum damage increase effect is +400%, the same as before in total of every part when the block is successful. In addition, balance adjustments will be added to reduce combat capability deviations between class builds of weapons(attack property) within the Swordsman. The performance of some buff skills will be adjusted, and the signature buff skills that have clear enhancement effects, such as StartUp and Epee Garde, will be limited to be applied only to the skills with the same attack properties with the corresponding class. In the future, the balance adjustment of the Swordsman will focus on reducing the performance and utilization gap between the three attack properties, which are largely related to the major weapon, such as Slash, Pierce, and Strike, so that players can build based on the weapons they like. Wizard: Remake & Adjustments Made According to Property Wizards will have adjustments and factor adjustments for class distribution of each property. Currently, the Taoist of Wizard class is included in most builds with unlimited secondary additional strikes, and other combinations are limited. After the adjustments, the property of Wizard will be categorized into 3 properties of [Fire, Ice, Lightning], 3 properties of [Earth, Psychokinesis, Non], Dark property and Summon property. 6 properties will be combined as classes with single property consisting of Pyromancer(Fire), Cryomancer(Ice), Terramancer(Earth), Psychokino(Psychokinesis), Sage(Non) (Exclusive Lightning property class is yet), Elementalist, and Taoist with 3 properties of Fire, Ice, Lightning, Rune Caster and Onmyoji with 3 properties of Earth, Psychokinesis, Non. Bokor will be excluded from Summon and remade as Dark property Wizard so it could be used with Warlock, Featherfoot, Shadowmancer. Only Sorcerer, Necromancer will be the pure Summon so another class should be chosen according to the play type, and Chronomancer, Alchemist will be excluded from the synergy based on trees. Also, when equipping Rod Mastery effect on the Dagger it changes to Convert to Magic Attack, so reward for two weapons will be given. The final classification of the Wizard’s property and role are as follows. Property Class (bold: Remake Class) Fire Ice Lightning Pyromancer, Elementalist, Taoist Cryomancer, Elementalist, Taoist Elementalist, Taoist Earth Psychokinesis Non Terramancer, Rune Caster, Onmyoji Psychokino, Rune Caster, Onmyoji Sage, Rune Caster, Onmyoji Dark Bokor, Shadowmancer, Warlock, Featherfoot Summon Sorcerer, Necromancer ETC Chronomancer, Alchemist Wizard Rod Mastery Effect of Rod Mastery will be changed to convert a certain rate of Dagger’s Attack to Magic Attack when Dagger and Rod are equipped together. Taoist [Changes] The biggest change of Taoist is the change of Lightning Charm, which used to copy all attacks and strike with Lightning property regardless of property. Upper Level → Fire Charm Upper Level skill will be deleted and changed to Fire Charm skill. If you throw Fire Charm at the designated place, it summons a magic circle of flames for a certain time and damages the enemies in range with fire property. Magic circle air strike effect of Upper Level will be inherited to the new [Fire Charm: Updraft] attribute. Begone Demon → Flame Radiation Charm Begone Demon skill is deleted and changed to Flame Radiation Charm. Flame Radiation Charm is a skill that burns the fire property talisman and fires flame in front to inflict damage. Storm Calling → Snow Tempest Charm Storm Calling skill is deleted and changed to Snow Tempest Charm skill. Snow Tempest Charm causes chill wind and damages enemy with ice property. Lightning Charm → Strengthen Charm Lightning Charm is deleted and changed to Strengthen Charm skill. Strengthen Charm additionally damages the enemy by chance when Fire, Ice, Lightning property attack is used during the buff. While the buff persists, fire, ice, and electrical property attacks are likely to cause additional damage to the enemy. Property of additional damage is the same as the original attack property. Creeping Death Charm Attack property will be changed to [Ice]. Eradication Skill learned level will be changed from 31 to 16, Max. skill level will be changed to 10. Eradication: Previous Arts will be changed to increase final damage but the overheat of Eradication will be decreased. Elementalist [Changes] Elementalist which had 4 kinds of property will be modified to have 3 kinds of property, excluding the Earth property. Element Mastery: Elemental Earth property will be removed and damage increase rate and duration will increase slightly. Storm Dust → Blizzard Storm Storm Dust will be changed to Blizzard Storm of Ice property. Blizzard Storm, which creates Snowstorm in the designated area, can damage continuously with Ice property. Stone Curse → Lightning Orb Stone Curse will be changed to Lightning Orb. ▲ Feature using [Lightning Orb] Lightning Spear creates lightning crystal while casting and after casting, created lightning crystal flies to the enemy in front to damage. Elemental Essence → Elemental Burst Elemental Essence, which used to adjust compatibilities of 4 properties, will be changed to a multi-property attack skill, Elemental Burst. Elemental Burst is a skill that gathers the energy of Fire, Ice, Lightning property and fires to the front, and damages with three properties in order. Rune Caster [Changes] Rune Caster will be a class that can use all Earth, Psychokinesis, and Non properties. Rune of Ice → Rune of Earth Rune of Ice skill will be removed and changed to Rune of Earth which summons the stones from the ground to damage the enemy. Rune of Giants → Rune of Repulsion Rune of Giants skill will be removed and changed to Rune of Repulsion. When using Rune of Repulsion, it pushes away the enemy and damages by firing a Psychokinesis property sphere in front. Existing Rune of Giants effect will be moved to the attribute [Rune of Protection: Giant]. Rune of Beginning Rune of Beginning is a new skill that enhances the Earth, Psychokinesis, Non property skill that you use. Rune of Gravity Rune of Gravity is a new skill that attacks the enemy by spinning Psychokinesis property sphere around the character. Onmyoji [Changes] Onmyoji will be changed as a wizard with Earth, Psychokinesis, Non property like Rune Caster. Fire Fox Shikigami → Soul Fox Shikigami Fire Fox Shikigami skill will be removed and changed to Soul Fox Shikigami skill. The summoned Soul Fox Shikigami follows the caster while automatically attacking nearby enemies and priorly attacks the target the caster is attacking. Water Shikigami → Wind Shikigami Water Shikigami skill will be removed and changed to Wind Shikigami skill. Invoke the power of the Wind Shikigami to summon strong wind currents and attack enemies. Essence of Shikigami Essence of Shikigami is a new skill, which fires psychic abilities in front and moves to a certain distance, damaging the enemy in the path and causing additional damage by returning to the caster. Yin Yang Harmony Attack property will be changed t3o [Non], [Earth], [Psychokinesis]. Bokor [Changes] Bokor will be modified to a class that uses Dark property and debuff. Bokor is a Dark property class that uses buff/debuff such as [Dark Force], [Curse of Debility], [Pollution], [Decay], etc to attack the enemy. [Dark Force] stacks to the caster with maintaining [Curse of Debility], [Decay] debuff from the Bokor skill. Some skills improve performance by consuming these stacks. Hexing → Curse of Debility Hexing skill is removed and changed to Curse of Debility skill. Apply [Curse of Debility] to the target and decreases the magic Defense and damages continuously. If you learn the new Arts [Curse of Debility: Dark Force], the chance of [Dark Force] buff applied will increase instead of damage increase effect according to the stacks. Effigy Effigy will be changed to the skill which applies [Pollution] to the enemy under [Curse of Debility] for 30 seconds. Enemy under [Pollution] gets damage continuously. Samediveve Samediveve’s effect will be changed to the skill which applies [Decay] debuff by cursing in a certain range. Increases final damage to the enemy by the [Decay] debuff when applying [Samediveve: Enhance Pattern]. Zombify Zombie with no extra attack ability is summoned for a certain period of time and charges [Dark Force] buff to the caster for 1 time periodically. Only one zombie can be dragged out and different effects can be selected according to the additional attribute. Large Zombie applies [Decay] debuff to the nearby enemies, and Wheelchair Zombie applies [Curse of Debility]. Damballa Damballa will be changed to a skill that damages the enemy by consuming some of the [Dark Force]. Aslo, Damballa and [Dark Force] can be enhanced with new Vaivora weapons. Mackangdal Mackangdal has an effect that decreases damage received, and increases duration according to the number of [Dark Force] stacks. Bwa Kayiman Summons magic circle which remains for a certain period of time by consuming [Dark Force] when using new Bwa Kayiman. Removes [Curse of Debility], [Pollution], [Decay] from the enemy in the magic circle range and remaining [Dark Force] buff of the caster, increases damage proportionally to the removed ones. Also increases Physical/Magic Defense of allies on the magic circle. Other Classes Pyromancer Function of Enchant Fire which changes the attack property will be removed and changed to buff that causes additional damage of fire property to the nearby enemies with explosion when defeating the enemy with fire property. Rest of the attack skills’ factor will be adjusted. Shadowmancer When separating shadow with Infernal Shadow, the body will not receive damages from the caster’s attack. The body receives enlarged damage when the caster attacks the shadow. Also, Infernal Shadow can be casted from a further range than before, so you can separate the shadow to attack the body in a safer place if there is an ally who can get the monster's attention. Warlock Darkness attribute which additionally damages proportionally to the Attack will be changed to the narrow final damage increase format. Terramancer Factors of attack skill will be adjusted slightly. Sage Debuff pre-qualification will be removed from Maestro of Dimension attribute. Factor, Cooldown, Casting time of Micro Dimension, Ultimate Dimension, Dimension Compression, etc will be adjusted. Hole of Darkness will be changed to damage the enemy during the magic circle duration, and casting will be added. Psychokino When attacking Mutant-type in each skill, damage increase stat will be removed, factor and duration will be adjusted. Archer: New Class [Arquebusier] Arquebusier After Medzio Diana, the Kingdom felt the need for snipers. The Kingdom reinforced the existing training process to mass-produce snipers, which gave an excellent result, the Arquebusier. Arquebusiers are an outstanding sniper who remains calm and doesn't fail to hit the target, even in harsh environments. It is a class that attacks a single target in far distance, which can use both Musket and Cannon. It has various skills that can attack the enemy from a far distance. For some skills, because it has a striking method that deals damage to the first target on the path of a straight line, it will have stronger power when using the skill by well measuring the distance and path of the enemy. Also, Arquebusier skill has a mechanism that creates/consumes [Clean Hit] buff, and the key point is to manage [Clean Hit] buff efficiently in situations because skills that consume [Clean Hit] activate skills in more enhanced form than the existing skill. Skill/Attribute/Arts ([Enhance] attribute and [Enhanced Upgrade] Arts are excluded) Prediction Keep an eye on the front to predict and prepare for the next combat. Momentarily increase your accuracy, and charges [Clean Hit] buff for 3 times. [Arts] Prediction: Perfect Hit Final damage increases in proportion to the Accuracy of the hit during buff, instead of Prediction's increase in Accuracy effect Pinpoint Fire Damages the target by firing the weapon. Consume 1 [Clean Hit] buff to increase minimum Critical Rate of Pinpoint Fire. Lucky Strike Fires weapon in front and damages the first enemy who was hit in the straight line. Charges 1 [Clean Hit] buff when striking the enemy. Lucky Strike: Long-range Fire The farther distance with the struck enemy, the more increase in damage of Lucky Strike. Arquebus Barrage Fires weapon to damage enemies in radial range to the back of the hit target. Consume 2 [Clean Hit] buff to increase 1 strike of Arquebus Barrage. Dusty Salute Fires shotgun towards the sky, which spreads on the air and damages the enemy in range. Consume 1 [Clean Hit] buff to apply [Silence] to the damaged enemy temporarily. Dusty Salute: Ceremony Enemy hit by the Dusty Salute temporarily gets decrease in evasion to the attack from the caster. Desperate Defense Build a castle wall where you're standing and apply [Defend Position] buff. During the buff, the Movement Speed decrease effect of Sniper's Serenity is nullified, and [Clean Hit] buff is created as a basic attack. [Defend Position] buff removes when getting off the defending range. During the [Defend Position] buff, the strike of Lucky Strike and Precision Fire shoots to the targeted enemy by penetrating the enemies in the way. ▲ Feature using [Lucky Strike] after using [Desperate Defense] Desperate Defense: Maintain The duration of castle wall increases according to the attribute level. [Arts] Desperate Defense: Courage Effect of Desperate Defense changes and is changed to designate party member buff skill. [Courage] buff stacks to the targeted character as much as the number of [Clean Hit] stacks when the skill is cast. Decreases the damage received according to the number of stacks during [Courage] buff. Charges [Clean Hit] buff periodically when the caster is near the character who received the [Courage] buff. (Does not charge when the caster casts itself.) Precision Fire Fires a weapon towards the target and damages continuously while maintaining the channeling. If there is an enemy reaching the straight line in the path with the target, damages the corresponding enemy. Consume all [Clean Hit] buff and decrease Cooldown proportionally to the number of buff stacks, charges 1 [Clean Hit] buff every time you strike the enemy. Precision Fire: Long-range Fire The further distance with the struck enemy, the more increase in damage of Precision Fire. Sniper's Breathing When using [Leap: Dexterity], does not leap backward but temporarily decreases damage received. Quarrel Shooter [Changes] Kneeling Shot will be removed and Running Shot for Crossbow will be added. Kneeling Shot → Running Shot Kneeling Shot will be removed and changed to Running Shot. Running Shot is a buff skill that improves the performance of Crossbow’s basic attack in Swift Step status. [Arts] Kneeling Shot: Fortress will be changed to Deploy Pavise: Fortress, and a shield will be created near the installed Pavise. Cleric: Sadhu Remake Sadhu [Changes] Sadhu is a magic dealer class which uses soul buff to have a performance effect. Sadhu is a Holy property magic dealer class which uses [Sadhu's Soul] buff to have additional effect on Sadhu skill. The more [Sadhu's Soul] you have, the more additional effect of each skill you will have. Thus, using the skill that creates and uses the [Sadhu's Soul] evenly and managing the number of [Sadhu's Soul] according to the combat environment is the key to playing Sadhu. [Arts] Cloth Mastery: Communion → [Arts] Sadhu: Penance Effect of the Arts will change. Increases minimum Critical Rate when attacking with Holy Property regardless of Armor. Spirit Strike New skill will be added. Cast for a certain time and damage the enemy in front, charge 1 [Sadhu's Soul] to the caster. - Increases damage and SP consumption per 1 [Sadhu's Soul]. Out of Body Skill effect will change. - Creates a spirit of your own that follows the caster. The spirit charges the caster's [Sadhu's Soul] buff 1 time periodically. Astral Body Explosion Skill effect will change. - Consume all of [Sadhu's Soul] to damage the enemies in the designated range. Increases damage proportionally to consumed [Sadhu's Soul]. Prakriti Skill effect will change. - Consume some of [Sadhu's Soul] to create a magic circle that lasts for a certain time. Increases damage of Sadhu skill used on the magic circle. Possession Skill effect will change. - Consume all of [ Sadhu's Soul] during channeling to damage the target. Increases damage proportionally to consumed [Sadhu's Soul]. ▲ Feature using [Possession] Vashita Siddhi Skill effect will change. - Consume all of [Sadhu's Soul] to damage the enemies in the designated range. Increases damage proportionally to consumed [Sadhu's Soul] and apply stun to enemy, proportionally to the time. Prana Skill effect will be added. - Creates 5 [Sadhu's Soul]. Chaplain [Changes] Some follow-up measures will be added to the last balance patch. Shield Mastery: Chaplain New attribute will be added. Increases additional damage stat by a certain rate of the equipping Shield’s Defense. Visible Talent Visible Talent does not damage the gathered damage during the duration at once, but damages separately by 25 strikes as an additional hit of basic attack. Even if the accumulated total damage exceeds the maximum damage limit, consuming time can cause full damage with divided strikes, and each strike also adds an increase effect by additional damage stats. However, causing any sudden major damage immediately after the accumulated time is unavailable. Scout: Overall Performances Enhanced & New Class [Clown] Due to working on improving attack performance of overall Scouts, the attack skill factor of many classes will be adjusted. Main weapon Attack transfer rate of Scout Double Attack will increase, stamina rate consumed when using dash will decrease. The party buff class Thaumaturge and Enchanter skill will have changes, and a new class Clown will be added. Clown It hasn't been long since the group called the Clown began to make its name known in the history of the kingdom. The dagger of the Clowns living under their mask is enough to mercilessly eliminate their enemies. With the genius master, Jorick Show, the Clowns is winning fame all over the continent. It is a Dagger Class which can throw a dagger in long distance to attack the target. Use some skill to spread [Pocket Knife] on the ground, and use the other attack skill to fire the [Pocket Knife] on the ground for additional strike to the enemy. Also, it can be useful in party play with the means that can tie up the opponents and the debuff that can be helpful to the combat. Skill/Attribute/Arts ([Enhance] attribute and [Enhanced Upgrade] Arts are excluded) Spinning Knife Throw a dagger just like a boomerang to damage the enemy. If there is a [Pocket Knife] on the ground, one of random [Pocket Knife] will fly to damage the target. [Arts] Spinning Knife: Juggling Activates Spinning Knife periodically to the enemy nearby, but the final damage of Spinning Knife decreases. (when activating, the Cooldown of Spinning Knife does not apply.) Activation requirements are as follows, and Cooldown does exist until reactivation. - Enemy must exist nearby - Requires SP that can use Spinning Knife as the number of Overheats - Does not activate while directing the Quest. Replica Throw multiple [Pocket Knife] to the sky. Thrown [Pocket Knife] stays on the air for a moment and falls near the caster, and the enemies located in that area get damage. [Pocket Knife] stays in the fallen area for a certain time. [Arts] Replica : Trickery Fires [Pocket Knife] in front and move forward instantaneously. Climax Damages the enemy by throwing the dagger continuously. If the [Pocket Knife] is on the ground, [Pocket Knife] damages the target by flying to the target in order per every Climax strike. Climax: Bleeding Enemy hit by the Climax gets inflicted by Bleeding. Trick or Treat Drop a [Pocket Knife] around you with a gesture of getting something out of your arms, apply [Trick] debuff to nearby enemies, or apply [Treat] buff to you. Effect of [Trick] debuff: Temporarily ignores some of Defense against the damage. Effect of [Treat] debuff : Your Clown skill ignores some of enemy’s Defense momentarily. Clown Walk Apply [Slow] debuff to nearby enemy characters by deluding with quick foot skills while pressing a key. ([Immobility] will be applied to the monster instead of [Slow].) Clown Walk: Cheat Box Summons the box periodically while using Clown Walk, and damages the nearby enemies by exploding when the Clown Walk is finished. (Attack factor of the attribute will be applied separately, proportional to the [Clown Walk] level.) ▲ [Clown Walk] with [Clown Walk: Cheat Box] applied. ([Colorful Spotlight] effect costume is applied) You can damage the enemy by disturbing the enemy’s movement if you combine the [Clown Walk] and [Clown Walk: Cheat Box] attribute. Fatal Roulette Throw a dagger to nearby enemies by spinning the body while pressing the key. [Pocket Knife] falls to the ground by chance periodically. Fatal Roulette: Infinity When the thrown dagger is accurate to the target, it bounces to another nearby enemy and gives damage. Enchanter [Changes] It will be slightly separated to a build that assists the party and a build for the individual buff. Enchant Lightning → Enchant Weapon Enchant Lightning which changed the party members’ attack property to Lightning will be applied only to yourself and will be changed to Enchant Weapon which increases additional damage. Additional damage rate will not be proportioned to the value of STR and DEX but will differ by the character level and the skill level, and the rate will be increased than before. Agility Movement Speed of Agility will increase slightly proportionally to the skill level. and the skill learn condition will be changed from class Lv.1 to Lv.16, and the maximum skill level will be changed from Lv.15 to Lv.10. Enchant Earth Enchant Earth will not increase the Block Chance, but will be a buff that increases Block Penetration of party members to rates like Enchant Globe. Skill learn condition will be changed from class Lv.16 to Lv.1, and the maximum skill level will be changed from Lv.10 to Lv.15. Thaumaturge [Changes] Thaumaturge will not increase the party member’s income. Swell Body Shrink Body Swell Body cannot be casted to the enemy, and the buff that improves the HP and Physical/Magic Defense of party members like current Arts will be the basic function. (Arts will be removed) Shrink Body cannot be used as ally buff but can be used only as a debuff that decreases the combat abilities of the opponent (current skill function). Existing Arts of Swell Body, Shrink Body will be reset and returned. Swell Hands Swell hands increase Attack proportionally not only to skill levels but also to the performance of the caster's subweapons (Pistol, dagger only). If you have a high performance weapon, you can have a higher effect than the existing Swell Hands. And the calculation that adjusts the minimum/maximum Attack gap will be unified to increase only maximum Attack like the last [Barbarian: Animal Instinct] patch, and the difference in buff effect between the party members’ weapon will be adjusted. Other Classes Scout Increases One-handed Sword Attack transfer rate of Double attack, decreases STA consumption than before when using dash. Assassin Outlaw Corsair Rogue Ardito Sheriff Rangda Each skill’s factor will be increased. Bullet Marker Napalm Bullet factor of Tase debuff will slightly increase. Ignoring the enemy’s defense of using R.I.P during Outrage buff will be deleted and the amount of final damage increase will increase more. Damage decrease rate of using Mozambique Drill under Outrage will be eased and the factor of all attack skill will improve. Beside these, PvP performance adjustments for some classes, balance adjustments for some skills will also be included in the Class adjustments. The details, exact value and the lists are under final check, so the finalized contents can be checked via Patch Note for the next Big Update. Thank you for watching the New Class and Adjustments. We will inform the New Contents and System Adjustments on the next posting. ※ Contents, values, and attached materials described in this posting may be added, deleted, or changed when applying to the live server.
Greetings, Saviors! Now that Klaipeda has become the starting city for all characters and home of the popular Mercenary Post, many have come to settle in the new bustling hub. Klaipeda’s evolution is far from over, however. The devs are planning a large-scale renovation of the city that promises to turn the old town into a wider, more welcoming home for all adventurers. We sat down with Tree of Savior’s head of development (HOD), who’s in charge of planning the renovation, and our art director Maggi, responsible for designing the city's revamped façade, to find out more about Klaipeda’s new face. Staff: It’s a pleasure to finally meet you in person. I’m sure our players are looking forward to hearing from you, too. HOD: The pleasure is all ours. Staff: So, let’s talk about Klaipeda (the in-game city). With more people coming into the city, it is starting to look a lot more crowded than before. In some channels you almost feel like you’re going to bump into someone when you’re walking around! How did you decide to expand and renovate Klaipeda? HOD: As most players will know, the previous main city was Fedimian, which is up north in the level 100 region. We are very fond of Fedimian and its cozy, rustic feel, but considering that a large part of all characters are high level, the fact that Fedimian is located out of the reach of lower-level characters meant that it was often difficult for new players to feel like they’re in a populated MMORPG. If someone comes into TOS for the first time and their starting city has only a few active characters, they’re going to think, “Should I be playing this game?” To address that issue, along with the recently-updated combat system and the new/returning player events bringing in more start-level characters, we thought it was time to expand Klaipeda and turn it into a more active and friendly central city. Staff: That sounds like a great welcome for new players, and I’m sure a lot of existing players will appreciate it, too. But I can imagine everyone’s already wondering what the new Klaipeda will look like, so I hope Maggi can let us in on that. But first, would you sign my TOS goddess poster? I’m a huge fan :’) Maggi: (signing the poster) Hahah, of course. Staff: Alright, onto the actual question, which is: what is your vision for the new face of Klaipeda? Maggi: Klaipeda is a city that’s very dear to me. Tree of Savior was the first time I got to work on background art; before that, I had only designed characters. And it all started with Klaipeda. We planned alternative names for the city and I submitted a series of different concepts for how it was to look like before we decided on the final image. Klaipeda was the first city players got to see in Tree of Savior, so it needed to convey our game’s characteristic cute but classic style as accurately as possible. To this day, I still think Klaipeda is the city that best manages to do that out of all the others. Staff: For this project, you’re in charge of directing the aesthetic and practical design of the new “constructions” in Klaipeda. When you heard that the city was being expanded, what was the first thing that came to mind? Maggi: The first thing that was mentioned in the initial meeting was that players needed a wide area, like a big plaza, where they could meet and hang out in the city. I started thinking about how I could make that happen, and I figured I could expand Klaipeda’s “third floor” area, which is mostly empty, relocate some NPCs and create a nice, spacious area there. And since we’re going to change the structure of the city, I thought it would be fun to go all out and add a water course to the upper section and a water wheel to give it a livelier feel. Staff: Is there any part of the renovations that you absolutely insisted on keeping? Maggi: I wanted to make sure that we could integrate little elements that would naturally draw players to the plaza. I thought that simply having a wide space available in the city wouldn’t make it much of a proper hangout place, so I designed it in a way that, with the Mercenary Post NPCs relocated, we can also use the space to add things like hair salons in the surrounding buildings or fishing spots in the water courses. The main purpose is to turn Klaipeda into a living, breathing city. Staff: Speaking of a living, breathing city, Mr. Head of Development, do you remember this lady? < Inesa Hamondale, Lord of Orsha > HOD: … Staff: She would very much like to know why Orsha is no longer a starting city for newly-created characters. HOD: It’s true; this is a point in our development history that is most unfortunate. We felt that, from the perspective of a new player coming into TOS and creating their character, starting in Orsha was unnecessarily confusing, as it made it difficult for the player to know what scenarios to expect and how to carry on playing the game. Klaipeda and Orsha aren’t in different realms, nor do their contents oppose in any way, so we concluded that it didn’t make much sense to have both options available. In terms of actual gameplay, technically you could start on one route and move back and forth between both quest paths, but what we found was that this commonly confused players instead of increasing the sense of freedom of exploration. Also, this division only happened in the lower Rank areas until level 100, which in terms of development resource allocation and scenario satisfaction wasn’t always the most effective setup. These reasons, along with our plans for Klaipeda’s renovations, are what led us to ultimately remove Orsha from the starting city options. Staff: So… what’s going to happen to Orsha now? HOD: For now we’re going to leave Orsha as it is, but in the future we want to make use of the city to provide players with more meaningful and interesting contents. Staff: I see. I think we, as inhabitants of the Kingdom, can understand that. Now, Maggi, I had a look at the new concept images for Klaipeda, and in one of them you have this beautiful drawing across the pavement. It’s a very fresh and unique touch to an RPG. Would you care to talk about that? < Concept image of Klaipeda seen from above > Maggi: The idea actually came from our concept designer. In quarter-view games, the floor is very important, and this time we wanted to add something to celebrate Goddess Jurate, so we thought of a drawing spread across the pavement. Our designer immediately pulled together a quick sketch and – what do you know – it looked amazing. I have a feeling this won’t be the last pavement drawing we’ll be seeing from her, so keep an eye out for more. Staff: People often associate the visual world of Tree of Savior with your own creations, but it’s nice to see how much of it comes from the joint efforts of your team. Now I must ask; what main changes can we expect to see in Klaipeda? HOD: The Mercenary Post is going to a wider area at the top of the map, with a path leading up to it. In this area we’ll also be adding a few contents in the buildings and structures of the city that players can interact with. All in all, we expect Klaipeda to become Tree of Savior’s main destination for city contents that all kinds of players can enjoy. Staff: I’m seriously considering moving to Klaipeda after hearing that. Just out of curiosity, could you share a bit of the process of the city’s reconstruction? Maggi: I can show you a rough sketch I did with the help of the background modeling team of how we first envisioned the new structure of the city. I then consulted with background designers to draw out a few sample buildings and facilities. < Sample images for Klaipeda’s expansion project > We also created a few props for a Jurate Festival to celebrate Klaipeda’s renewal. < Banners for the Jurate Festival celebrating Klaipeda’s renewal > Once that was done, the background modeling team took over to create the new structures and put everything into place. We worked very hard to portray the right feel in the city, especially with the opening festival, so we hope that comes across to the players. Staff: May the goddesses bless the renewed city of Klaipeda, and thank you very much for the interview. HOD/Maggi: It’s been a pleasure. Thank you all for your support.
Greetings, Saviors. Thanks to your support, our Facebook page now has over 100,000 likes! To show our gratitude, we would like to showcase a special art illustrated by our art director, maggi. Thank you for supporting Tree of Savior! https://www.facebook.com/treeofsavior/likes
<Item developers P&Y> As soon as I entered their office, the sounds of voices in heated discussion mixed with the keyboard clicks of overzealous typers filled my ears. A lively workspace with numbers and formulas flashing from screen to screen and empty energy drinks littered from desk to desk. Amongst this chaos, I could find today’s interviewees, P & Y, aka. the Doppel Glasses. Recent developments -- including the Combat System Changes -- seem to have put an extra toil (and an extra spotlight) on them. Despite all this, after offering me a seat, I had their undivided attention and my interview began. Yuri: Item Farming. The core of RPGs. It’s quite addictive, don't you think? Sometimes item farming, itself, becomes my own personal short-term goal outside of the normal activities in the game. But how this work exactly? To answer these questions I go to you, our item developers P and Y. P&Y: Hey, how’s it going. :) Yuri: Good, good! So farming for items, making my character stronger, defeating bosses are all experiences we have while playing RPGs. But today, I brought some questions about DPK. Our Saviors are looking forward to your answers. Y: Sure, ask away. Yuri: So let's start with the first one: what exactly is DPK? And why do we have it? Y: Top-down would be a more precise term than drop-per-kill for our game. The reason why we chose this system, rather than DPK, is because if we simply did DPK the worst case scenario would be players hunting for a single item for as long as one or even two months. That’s the downside. To prevent this from happening, with our new system we can at least guarantee that the item will drop. Yuri: So, this means people don't need to pray to the great RNGesus? As a gamer, I think this is a thoughtful concept, but my questions don’t end here. Our Saviors are also interested in the recent adjustments. We’ve received a lot, and I mean A LOT, of feedback that the drop rate is worse than before. Care to comment? P: Yes, there have been some adjustments to item values. We manage the item rate by considering both the players' feedback and the real numbers in the game. In other words, we take into consideration comments from the community and compare them with the in-game logs. If item drop rates need to be changed, then we change them. And, yes, it is true that the drop number has become higher but, when looking at the data, the actual drop rate has increased about 50%. For example, in the previous formula... let's say DPK is 500. This means you must kill 500 monsters to get an item. But with the new formula, each time you kill a monster starting from 1/500, the drop chances increase. Also, the previous system was a little unfair, no? If Player A is trying to get an item from a monster with a 500 DPK rate and they get to 499 kills, but Player B comes along and kills the last one… Well, Player B gets the item and all of Player A's hard work is put to waste. We want to avoid this problem with the new system. Yuri: That’s great to hear. So, what can we expect about the future of this top-down formula? Is it set in stone or will there be a few more changes? Y: Oh, the general structure is going to stay, but we are also going to grant players new ways to acquire items. These items will become available through new content rather than just by killing monsters. This will give players easy and convenient access to certain items. Yuri: I see. I see. Then can you tell me – when does this top-down system reset? P: Haha! When the item drops, of course! :D Yuri: Ah-ha! I almost forgot that this top-down system is all about counting. Well then, is it bound user-wise? Or map-wise? Y: It’s a secret but… it's bound map-wise. For example, if there is a monster with 500 DPK on Map Z and User A kills 100 monsters on channel 1 while User B kills 100 monsters on channel 2, both players have a 1/300 chance of an item drop. Yuri: So this would be the last thing to ask about, plans! What can you tell us about that? P: One of the things we can tell you about is the new material shop system we're considering. You'll probably see them in future events. In this type of shop, you can purchase materials that you need for your recipe. Yuri: So there will be a special kind of shop to do this. P: Right; the list of items sold will be random and it will periodically resupply the products, too. But this will be bound to your account, not a character. Yuri: And the list of items is different for each player? P: I'm afraid not. All players will have the same list, of course. Also, the shop will not sell core items like Practonium but something like all the xxx~niums, shells which require a certain amount of farming but gives user low motivation. and that kind of stuff to cut down the effort of farming for an item. Yuri: Since this is a shop, I think asking for the price is also important. P: Items in these shops will be available for silver. Since this shop is for events, the price is not going to be that expensive. Also, we will coordinate our efforts with iToS staffs to decide when the shops should be reset and how much the items should cost. Yuri: I see. When can we expect to see this in the game? P: We're still ironing out the details. We cannot tell you the exact date at this moment, but we will see this gets updated as soon as possible. Yuri: I understand. Can you tell us what the main reasoning is behind these improvements, so users can have an idea of the direction you're aiming for? P: Our main goal is to relieve the stress of obtaining drop items and also improve convenience for the players. Yuri: Alright, well I think those are all of my questions. Thank you for today's interview. Short, sweet, and to the point. I think it will give our Saviors a general ideal of our new item formula. P&Y: We are looking forward to show off more interesting items to the players. We would be love to talk about that in the future.
Greetings, Saviors! This Balance Talk will be an update on the changes we’re making to the classes mentioned in our post from last week (if you haven’t yet, read it here first). The bulk of the changes we’re planning for each class remain the same as explained in the previous post (cooldown and duration reductions, etc.), so under “Updates” I will only be highlighting the elements that were altered or added since last week. Again, keep in mind that these changes won’t be applied to iTOS immediately, and by the time they do, some details may have been altered. Barbarian Updates: - Circle 3 Warcry debuff attribute: debuffs applied by the casting character will last 1 sec longer per attribute level on enemies affected by Warcry (maximum level 10) If on one hand this class conjures up the image of a rugged warrior with a mind of their own, something we learned after playing around with the latest changes was that the Barbarian is surprisingly compliant, in the sense that it is flexible enough to successfully mix with other classes under and above it. One way we decided to push this trait of the Barbarian was to connect the new Warcry attribute with the skills of other lower- and higher-rank classes by allowing it to extend the duration of all debuffs cast by the character, further enhancing the mighty cry of the Barbarian. Cannonneer Updates: - Cannon Blast overheat changed to 2 - Siege Burst range increase removed (sorry, we ran into some trouble when testing this) - Siege Burst cooldown time reduced from 30 to 7 sec - Bazooka range increased by 20% and skill cancellation time reduced - Other Cannonneer skills can be used with Bazooka (this will also increase the skills’ attack range by 200%) After reading your feedback on our last balance post, one thing we deeply agreed with was that the Cannonneer was still in need of some adjustments to bring it closer to our previously-mentioned vision of the AoE single-hit blaster. Unfortunately, we had some issues with the Siege Burst range increase we wanted to apply, so we had to cross that one out for the time being (we’re not giving up on it, though). After some internal discussion, however, we decided to add in a few more changes to the class, namely the ability to use other Cannonneer skills in the Bazooka state. To sweeten the deal, we also made Bazooka increase the range of these skills by 200%. Note that this increase won’t apply to range boosts coming from equipment items or other external elements, but we believe it’s a good step towards giving the Cannonneer some real explosive potential. Corsair Updates: - Stamina consumption when using Double Weapon Assault reduced 5% per Jolly Roger skill level - Changes applied to make the Jolly Roger flag last longer Seeing the little Corsair icon appear on the party UI is always a good omen to other players, given the class’ well-earned reputation of the sturdy group leader. This is especially true after our latest changes to Jolly Roger, which helped Corsairs make a name for themselves in high-level contents. As I explained last week, however, we felt that Corsairs weren’t faring so well in solo combat, which is why we upped the usability of Jolly Roger, namely by making it reduce the stamina consumption in Double Weapon Assault. We’re not yet done with the Corsairs though, and we’ll keep perfecting the class until they are as helpful to themselves as they are to their party members. Monk Updates: - Golden Bell Shield cooldown reduced to 14 sec (24 sec in PvP) - Golden Bell Shield cooldown reduced 1 sec per skill level - Golden Bell Shield duration changed to 1.5 sec - After using Golden Bell Shield, buff will last for additional 0.5 sec - Golden Bell Shield casting time reduced - Golden Bell Shield: Safety Zone attribute cooldown changed to +1 sec We did some more testing on the Monk changes mentioned last week and, from the results we got, it does seem the Double Punch stamina consumption-reducing attribute and the Energy Blast charging time reduction did produce some slight improvements in the use of both skills. At the same time, there are still some problems, some pointed out by the players themselves, that we still need to work on to make sure these skills are having an appropriate influence in the Monk class. The biggest changes since last week for the Monk, however, belong to Golden Bell Shield. We’ve always been a little afraid to tamper with this skill but, after going through the feedback received from players worldwide, our team agrees that, as a class that undergoes extensive physical training to multiply the blessing of the goddesses within itself, it’s only fair that Golden Bell Shield gets a proper boost as well. Don’t think you can start walking around without a Soul Crystal or two, though… Rune Caster Last week I talked about how we intended to make Rune of Giants usable with other Wizard skills to expand on its utility. We still stand by that idea, especially considering how the Rune Caster is already restricted by the long casting and cooldown times of its skills. On the other hand, we are a still little wary of making Rune of Giants work with all skills, as this could have unexpected consequences. For this reason, we believe it’s best to lift the restrictions on Rune of Giants gradually and analyze the results step by step, increasing the efficacy of this skill in a way that’s safer for the general balance of the game. Warlock To put the recent Warlock changes in perspective, allow me to mention the Bokor class for a while (I’m not Cleric-biased, I swear). The Bokor’s skill set, despite being in the Cleric tree, revolves mostly around curses and the dead, but in a way that is still connected to the grace of the goddesses, even if a little unorthodox. In the case of the Warlock’s Mastema, we felt that the duration of this skill was too short to allow for any connection to divine power, hence why we decided to extend it and give holy property attacks a chance to make better use of it, at the same time increasing the synergy between Warlocks and other players’ – namely Clerics – class skills. We realize this change isn’t quite revolutionary, but we want to keep improving on the Warlock’s team work abilities as well its efficacy and power in high-level contents. To the players whose classes aren’t listed here, I hope you won’t be too disappointed; we are aware that there are other classes in need of adjustments. This is an ongoing process, so eventually we’ll get around to making changes to other classes’ characteristics as well. Meanwhile, I thank you all once again for your continuous feedback on our TOS channels. Until the next Balance Talk, this has been yours truly, the balance dev :)
Greetings. This is Tree of Savior Development Team. In this post, we would like to review the core objectives of 2019 Road Map and introduce our long-term goals. We selected “Social”, “Community”, “Casual” as keywords for the next development theme for Tree of Savior. In addition, we will work on the system stabilization as well. 2019 Road Map Core Objectives Review The keywords for 2019 were “Lag”, “Lateral Farming”, “Casualization”. First, we optimized the game by changing the battle calculation from the Interpreter type to Native Code type and solving the main bottleneck sections. This attempt resulted in improving calculation speed, which loads less stress on the server during the battle where a lot of multi-hit skills are used. Currently, we are under development for improving the battle calculation furthermore, along with improving the rendering speed of the client and the reformation for accurate movement synchronization. The reformation for the movement synchronization will change the TCP connection to the UDP connection, and it is about 90% completed. We will conduct several tests before we apply this reformation to the live server. Second is the Lateral Farming. We were aiming to provide a better approach to various items with less stress. Turned out that our approach was not successful. We believe that this result is due to the unbalance between the difficulty and the rewards, and the expensive price to customize the items. We are planning to improve this situation during 2020. The last, Casualization is still undergoing objective. The term Casualization does not necessarily mean easy contents. It means there is no fixed way to achieve a specific goal. We want you to achieve your goal whether you are in a party or guild or doing it alone, even if it takes longer than doing it as a group. We believe the current casual contents are successful as many Saviors are enjoying them, but the rewards from the Boruta are not as successful as the other casual contents. Therefore, we are planning to improve on the rewards from the Boruta in the future. Keyword 1. Social / Community We have been developing mainly on the systems and contents related to battle. We developed the Guild Housing on top of the battle, but it wasn’t satisfactory. We believe this dissatisfaction was due to lack of communication between the participants, which led to less party playing and satisfaction. We are planning to improve the Tree of Savior experience by providing housing and other contents for the communication element. 2. 2nd Archetype We are planning to develop brand new contents. We want to avoid too much action and enhance asynchronous multiplayer experience. We haven’t come up with specific content but we are thinking about defense mode, co-op survival, asynchronous competition, and team contents. We hope this new content will balance with the battle contents and relieve the fatigue in addition to new motivation and sense of accomplishment. We will write another post when this project becomes solid. Casual The idea of casual in us is to provide an opportunity with less limitation. We wish you can accomplish your goal even if it takes longer than accomplishing it in a party or guild. If you want to achieve your goal faster, you can do it as a party or guild. Our new Casual version Raids from previous updates diminished the burden to be in a party. We updated the Mercenary Badge Shop and Weekly Boss Raid in order to lessen the limitation to acquire the rewards from Boruta. We will update or add casual versions of contents which do not meet our idea of Casual Contents one by one. System Stabilization 1. Network Structure Reformation Tree of Savior is using TCP for the movement system. TCP uses a larger load than UDP, which makes it less suitable for accurate data transfer such as character movement. Therefore, we are reforming the network structure for the movement system with UDP. We are almost finished with this task, only some minor errors to fix before applying it to the live game. We expect this reformatting will fix a lot of asynchronous position and movement problems. 2. 64bit Migration Tree of Savior has been servicing for 4 years. The game is accumulating resources consistently. This increases the required system resource and the memory requirement for the game is almost at the maximum limit for the 32bit environment. We believe optimization within the 32bit system is also hitting the wall. Therefore, we are working on a migration to a 64bit system. The migration is about 70% done. We will do several stability tests when the migration is done and once the game is stable in a 64bit environment, we will apply it to the live game. Class 1. New Classes and Remakes There are 5 professions and 80 classes in Tree of Savior, sums up to 85 classes in one game. We are balancing the classes with patches, but more classes make the development and maintenance much more difficult. Also, we found that some classes are unsatisfactory in concept, performance, and data management. Therefore, we are thinking to reduce the development of new classes and remake the existing classes. We are currently undergoing analysis on sorting out which class to remake based on overall performance via statistics and data. The remake will keep the advantages and appeal and bridge the gap of the class. Some remakes could replace the class concepts, skills, and attributes to almost like new class. Also, there are less classes for the Archer and Scout profession than Swordsman, Wizard, and Cleric, so we are considering adding new classes for those two professions. 2. New Arts The purpose of the [Art] system is not only to improve the skill performance like [Enhanced Upgrade] but also to provide unconventional experience by applying another special effect, changing the property or visual, and altering the play style of the original class. We are planning to release 1 new Art per class (85 at the moment) throughout the entire year. 3. Balance Class balance is now our regular project as new classes and Arts are released. Our current main balance objective is to improve the weak points of classes, but we are also considering the improvement of usability. The usability is not simply meaning easy use. It includes all the rewards and fun and experience from various synergies between classes. If the class is considered difficult, such as hard to achieve synergy or it takes a long time to take effect, the reward will be more abundant. Item Supply We want to design various means to obtain an item so that you can acquire your wanted item from any content you play. Our ultimate goal is to give you as much choice as possible on how to obtain your desired item. You can choose to play various unwanted contents but it could save the required time and effort to acquire your desired item. Or, you can choose to play only your favorite contents: it will require you a little more time and effort than playing all contents, but you will eventually get what you want. Item Option Variation We will release special effects for the legend items in Episode 12. The legend items from Episode 12 will be 2 types, and each type will have its own special option. You should be able to choose the legend item with proper option for your desired content. The Set Stats will be either versatile or specialized. The versatile Set Stats will be less efficient than the specialized ones but can be used on all kinds of contents. The specialized Set Stats will be efficient to certain contents, but will show less efficiency in the other kinds of contents. Enhanced Social and Information Sharing We believe current battle focused systems and relatively weak community elements could limit the MMORPG Tree of Savior experience and we are looking for the improvement. We started with invigorating the Guild community, but it seems limited invigoration to the big guilds as the current system is concentrated on the battle and farming. Therefore, we are looking for ways to create a healthy community even if you are not part of a big guild but in a small group or targeting non-battle contents. 1. Private Lounge Currently we have only Guild Housing, but it is bound to the guild, governed by the guild, and operates as a guild meeting room. There’s a little sense of communication, but it requires to be part of a guild. We believe this is a limited communication element, so we are planning to implement the Private Lounge as a new center of communication at the individual level. The Private Lounge will be easy to enter. Various themes will be available and you may reposition or replace the furniture in your Private Lounge. You can promote your Persona Housing so that people can visit your lounge and begin communication with various people. ※ Please note that this is a concept screenshot. Any aspect in the image can be changed in the future. 2. Guild Objective Diversification We believe that the current guild objective is focused on battle due to the Guild Quest rewards, such as GTW and Boruta. We think that these rewards are very intuitive, which ranks diverse guilds and commits polarization. We believe guilds which aim other than battle also deserve to grow into big guilds, so we are developing Guild Hangout based activities to attract Saviors of similar interest. We have crafting, trading, and non-battle achievements on the table. We will write another post once the development is on course. 3. Game Information Accessibility Enhancement We believe current information sharing is relying on the guild communication and out-game community. We think there should be much easier ways to gather information, therefore, we are developing an in-game system to provide information. This is to support both new and returning Saviors with appropriate introduction to the systems, contents, and history of the updates for character promotion and item farming. Also, we are planning to create an open party system where you can register a party for certain content and gather other Saviors to improve the current party gathering system within guild or by shout. Scenario Contents Improvement We are preparing contents related to the post-Episode 12 scenario and planning to release a portion of it as soon as possible. This will bring people around the Tree of Savior World and unveil some previously unsolved lores. 1. Improve Probability of the new Raid Scenario We are preparing a new raid similar to the Lepidoptera Junction from Episode 11. The related Class Master will request your help and involve more deeply with the content. We believe this will impress you and improve your experience with the story of the raid. 2. Orsha Renewal We will bring the Beholder for the next scenario. The new scenario will be held in the reformed Orsha and some quest regions. Upon the renewal of Orsha, we are preparing a reformation of the world map according to the Episodes. 3. Developing Scenario based on NPCs We will use NPCs more actively when developing new contents or quests. Especially the Goddesses you can encounter only in the quests or the wandering Tel Harsha will join the scenario and events. <Tel Harsha, the keeper of Irredian Shelter> Thank you for reading the 2020 Tree of Savior Development Road Map. ※ Please note that all contents, concepts, values, and plans from this post may change in the future.
Greetings, Saviors! First, we know that it came as a rude surprise when we rather suddenly removed Guild Battles without proper prior notice, and for that we would like to apologize. This had to do with a few reasons, mainly issues related to stability and the rewards. We felt that we were not able to stabilize Regional Guild Battles at a satisfactory rate, and that the rewards should be more about honor and showing off your guild's victories in a way that is recognizable to other players. However, we know that many players still enjoy the contents, and we would like to see them return. As such, we would like to announce that we are bringing back Regional Guild Battles [next week], but in a different format. Since we are still working on ironing out the kinks, we will avoid any automation that might cause more issues. Also, we will be continuously analyzing the data and feedback from the new seasons in order to improve playability. The major differences will be as follows: 1. Regional Guild Battles will be open for 3 weeks with intervals between each season. 2. There will be 2 Regional Guild Battle sessions per day. 3. There will be major changes in the rewards, as TP will no longer be provided as reward. The rewards will be provided to the relevant guild’s members individually via GM message to the postbox. Below are the rewards planned to be given after the first season. They will be usable until the next season ends, after which they will be deleted. Please note that later seasons may have different rewards. A. First Place (per guild member, per region) ► Regional Guild Battle Armband (1st Place) : Covers the wearer and the surrounding area with a sparkling effect. ► Paper Box : A box for your character to sit in. Use it when you need attention. ► Potion of the Victor : +100 Physical & Magical Attack, +80 Attack Speed, +1 Movement Speed. Not usable in TBL & Regional Guild Battles. B. Second Place (per guild member, per region) ► Regional Guild Battle Armband (2nd Place) : Covers the wearer with a sparkling effect. ► Paper Box : A box for your character to sit in. Use it when you need attention. ► Potion of the Victor : +100 Physical & Magical Attack, +80 Attack Speed, +1 Movement Speed. Not usable in TBL & Regional Guild Battles. C. Third Place (per guild member, per region) ► Regional Guild Battle Armband (3rd Place) : Has no special effect besides looking pretty. ► Paper Box : A box for your character to sit in. Use it when you need attention. ► Potion of the Victor : +100 Physical & Magical Attack, +80 Attack Speed, +1 Movement Speed. Not usable in TBL & Regional Guild Battles. We’re looking forwards to seeing who will manage to get the very first ‘shiny’ accessory items in Tree of Savior. Which guild do you think will manage to come out on top in the new Guild Battle format? Let us know what you think about the new seasonal system and rewards.