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[TOS] "Pied Piper" / Artist Experience Project Trailer#1

Greetings, Saviors!   Introducing our new Artist Experience Project Trailer#1 for Pied Piper! Have a listen below, and stay tuned for more news!           * Kevin.M - He Shall Come : Artist Experience Project    - Kevin.M / Celléstial (Composer)     - Vocal : Anastasia Charakidou    - English lyrics : SungHa Hong   - Arranged by Kevin M./ Hong Sung Kyu     - Video by Athanasios Lazarou   - Film & Edited by Athanasios Lazarou IMCGames is inviting talented and passionate artists.   You can play an important role in making upcoming trailers.  The door is open to everyone so please do not hesitate to participate (sound@imc.co.kr)   [Credit] *Title : Pied Piper - He Shall Come Music Produced by INITIUM Sound Lab  Recording Engineer : Matthew Kim Recording A. Engineer : Isaac Chan Video Assistant by Peter Xiong Guitar : Jo Sung Jun Keys & Programming : Kevin M. Synth Programming :  Hong Sung Kyu  Drum : Ki Woong Choi Drum Recorded by Ampia Studio    - Studio Director : Jay Wj Choi Mixing & Mastering : LoudBell Studio    - MoonSoo Park(CTO) A&R Coordinator : SungHa Hong Original edit by Athanasios Lazarou  Video Producer : sevin Music Published by IMCGAMES Co., Ltd.

Developer's Blog
May 29th, 2018
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[Video] New Class Preview: Exorcist & Pied Piper

Greetings, Saviors!   The Exorcist & Pied Piper are our next classes in the Cleric & Archer tree.    Today we bring you a sneak peek of what this class is about.   Introducing our new class preview: Check it out below!            

Developer's Blog
May 23rd, 2018
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[VIDEO] Vocal BGM Preview: Pied Piper

Greetings, Saviors! Today we're sharing the vocal soundtrack for the next classes to make their TOS debut: Pied Piper! Have a listen below, and stay tuned for more news!       * Pied Piper  - He shall come   Verse 1: There is a tale, of a man in the past Playing his flute between the realms He has no face, but his legend travels fast Charming the beasts within his spell   Pre-chorus: So when you’re afraid    Chorus: Call out thy name, of the piper in the tale Follow the wind, with the rhythm of the bells Ignite thy flame, with the music in your heart If you call his name, and sing the melody   He shall come   Verse 2: There is a tune that has shaped our history Heroes of past has sung his song   Pre-chorus: So when you’re in need   Chorus: Call out thy name, of the piper in the tale Follow the wind, with the rhythm of the bells Ignite thy flame, with the music in your heart If you call his name, and sing the melody   He shall come     [Credit] Music Produced by INITIUM Sound Lab  Kevin.M / Celléstial (Composer)    Arranged by Kevin M./ Hong Sung Kyu  English lyrics : SungHa Hong Vocal : Anastasia Charakidou   Recording Engineer : Matthew Kim Recording A. Engineer : Isaac Chan A&R Coordinator : SungHa Hong  Guitar : Jo Sung Jun Keys & Programming : Kevin M. Synth Programming :  Hong Sung Kyu  Drum : Ki Woong Choi Drum Recorded by Ampia Studio   - Studio Director : Jay Wj Choi Mixing & Mastering : LoudBell Studio   - MoonSoo Park(CTO)   Music Published by IMCGAMES Co., Ltd.      

Developer's Blog
May 21st, 2018
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[VIDEO] Vocal BGM Preview: Exorcist

Greetings, Saviors! Today we're sharing the vocal soundtrack for the next classes to make their TOS debut: Exorcist! Have a listen below, and stay tuned for more news! ---     *Exorcist - Exorcism   Verse 1: In the land, lives a beast Terrorizing evil Living death, darkness breeds Hope is all but gone   Pre-chorus: Who is the one to save the nation crying Who will lead us to light When the night is dark and fear overcomes There's a hero coming to save us all   Chorus: We are the martyrs We are the sun We fight the darkness Till the demon's gone   We are the honor We are the mighty ones Long live the kingdom come   Verse 2: Faith is lost, devil's won Possessing our nation Villainous, dangerous Feeding on our souls   Pre-chorus: Who is the one to save the people crying Who will lead us tonight When the night is dark and fear overcomes There's a hero coming to save us all   Chorus: We are the martyrs We are the sun We fight the darkness Till the demon's gone   We are the honor We are the mighty ones Long live the kingdom come   Long live the kingdom come       *Exorcist - Exorcism  [Credit] Music Produced by S.F.A sevin (Composer)    Arranged by Kazing English lyrics : SungHa Hong Vocal : Mason Lieberman, Anastasia Charakidou   Recording Engineer : Matthew Kim Recording A. Engineer : Isaac Chan A&R Coordinator : SungHa Hong Guitar : Seung Yup Lee Drum : Ki Woong Choi Drum Recorded by Ampia Studio    - Studio Director : Jay Wj Choi Mixing & Mastering : LoudBell Studio    - MoonSoo Park(CTO)   Music Published by IMCGAMES Co., Ltd.    

Developer's Blog
May 21st, 2018
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[UPDATE] Intense Balancing: Clerics, Archers and More!

Greetings, Saviors! It’s been a while, but today your dev team is back with another preview of some intense balancing changes we’re getting ready to introduce in a future content update. As always, remember that this may not be the final version of all the skills we talk about here, so make sure to check the patch notes when this update arrives.   Healing First, let’s talk about healing. Currently, the amount of HP restored by healing skills is largely determined not by the caster’s level and stats or by the skill’s performance, but by the receiving character’s capacity for HP recovery.   Receiver CON Caster SPR 1 100 200 300 1 8,816 8,915 9,015 9,115 100 13,856 13,955 14,055 14,155 200 19,176 19,275 19,375 19,475 300 24,496 24,595 24,695 24,795   <Amount of HP restored by a Lv. 360 Swordsman tree character via a Priest’s Lv. 10 Mass Heal.> As illustrated by this table, a large part of the performance of healing (90%, in fact) comes not from the skill level or the caster’s SPR, but from the receiver’s CON values. Even when the caster’s SPR is at 300, if the receiver has a low CON value, the healing skill is unable to recover even 10,000 HP. On the other hand, a receiving character with 300 CON in the same circumstances gets more than 24,000 of their HP restored. In reality, this setup where the recovery happens in proportion to your maximum HP makes it so that supporting classes see little advantage in investing in healing skills and building their characters around that function. After this update, the amount of HP restored will depend not on the receiver’s maximum HP, but on the caster’s healing abilities and skill level, like so:   Heal value = [caster’s Healing] x [skill’s heal factor] +x [compensation values] In this formula, Healing is a new secondary stat like physical attack or magic defense, which values will be determined by the character’s SPR and INT stats on a ratio of approximately 2:1. The efficacy of healing skills, then, will be based on your Healing stat and the skills’ own heal factors. For example, if your Healing is 1,000 and the heal factor is 350%, the skill’s final heal value will be 3,500. Any buffs related to healing will also influence this heal value. In the future, we expect to introduce new unidentified items with Healing stats, Boss Cards that increase Healing, and accessories or consumable items that can boost the heal factor of skills. Recovery in proportion to the receiver’s maximum HP will become a feature of only some healing skills. Let’s move on to class-specific changes now. Cleric   [C1 Attribute] One-handed Blunt Mastery: Stun The effects of this attribute change to an increase in Healing whenever the character is equipping a one-handed blunt weapon. Accordingly, the attribute is renamed as One-handed Blunt Mastery: Healing.   [C1 Skill] Heal The skill’s healing factors are revised, and the effects of the magic circle are adjusted to apply only to party members (including instanced dungeon parties). New C1 attribute Heal: Open Sanctuary lets you extend the skill’s effects to other neutral characters, while Heal: Apply to Summons (also C1) can be switched ON to apply the effects of the skill to summons as well. When the attribute is switched OFF, of course, the healing tiles are not consumed by summons. In C3 we’re adding Heal: Linger, which applies a buff that continually restores the HP of any allies that step on the healing tiles. As for the basic Heal: Enhance, this attribute will increase not just the damage of Heal, but its healing ability as well.   [C3 Skill] Guardian Saint The effects of this skill are changed to momentarily increase your Healing stat in proportion to skill level. After this update, current attributes Guardian Saint: Decreased Damage and Guardian Saint: Change Target will be deleted and converted back to points.   Priest   [C2 Skill] Mass Heal The area of Mass Heal is adjusted to fit around the caster, meaning allies standing behind the casting character can also receive the skill’s effects (no changes to the range). And, as what happens with Heal, the skill gains a heal factor that is determined by the character’s Healing stat.   Krivis   [C1 Skill] Aukuras Like the other healing skills, Aukuras also gets a heal factor.   Kabbalist   [C1 Skill] Merkabah Merkabah’s attack is adjusted to deal twice the damage to both Demon type and Large sized monsters.   [C1 Skill] Decrease Level Skill deleted.   [C1 Skill] Ein Sof Ein Sof’s maximum HP increase is changed from +20% to +10% +3,000. There is no change when the receiver’s HP is 30,000; otherwise, this is how it should work:   Max. HP BEFORE AFTER 20,000 80,000 95,000 30,000 120,000 120,000 50,000 200,000 170,000 100,000 400,000 295,000 <Ein Sof Lv 15> The HP increase in this attribute may be cut in half, but with these changes, the SP restoring effects of Ein Sof: SP Recovery apply over 10 whole seconds.   [C2 Skill >> C1 Skill] Double Chance Double Chance is moved to Circle 1. Also, the skill’s attack per hit changes from (skill level x 10%) to (skill level x 8%).   NEW! [C2 Skill] Nachash New skill Nachash uses the power of Kabbalah to summon serpents that attack the enemy. Accompanying this skill is attribute Nachash: Enhance.   NEW! [C3 Skill] Tree of Sepiroth Tree of Sepiroth is the new Kabbalist C3 skill. This skill reduces the damage taken from enemies within its range, and it continually restores HP in proportion to skill level and the receiver’s maximum HP. The effects apply only in the periphery of the tree. Along with this we’re adding the Tree of Sepiroth: Enhance attribute, which increases the ratio of HP restored.   Druid   [C1 Skill] Carnivory Attack factors increase, cooldown time is changed to 20 seconds, and range expands by 50% (same range as Chortasmata).   [C1 Skill] Chortasmata Ground enemies that step on Chortasmata receive an additional Rash debuff, which applies Poison property damage every 0.5 seconds for 10 seconds. Allies on top of Chortasmata, on the other hand, get their HP restored every second with the new Floral Scent buff.   NEW! [C1 Skill] Seed Bomb Seed Bomb is a new skill that lets you plant an explosive seed on your party members (no, seriously). Once it’s planted on an ally, the seed will explode when the ally is hit or after the buff expires, dealing magic damage to nearby enemies. Since the explosion happens in the spot where your party members are located, you can coordinate to stack its effects. As you can guess, this skill also comes with an Enhance attribute.   NEW! [C2 Skill] Thorn Another new Druid skill is Thorn, which generates a thorny vine that deals continuous damage. Ground enemies hit by the vine have their movement restricted, and the skill also includes an Enhance attribute.   [C3 Skill] Henge Stone To this skill we’re adding an effect that increases the damage of magic skills cast by nearby Cleric classes by 10%. Duration is extended to 10 seconds, and cooldown time changed to 25 seconds.   [C3 Skill] Lycanthropy Lycanthropy is set to undergo several changes. Here is a summary. - 3 seconds of immunity after transformation - Only wolf skills allowed after transformation - Wolf skill damage increased by more than 2 times - Wolf skill damage increased by 10% per Lycanthropy skill level - Wolf skill cooldown reduced by 20-50% - Critical rate increased by 40 per skill level - Movement speed +3 - Maximum HP +100% - Physical defense/magic defense +50% - 2% HP restored every 8 seconds - Dash added - Duration fixed at 100 seconds - Cooldown changed to 120 seconds [UPDATE] - Block penetration +400 - Increased factors and range for all wolf skills - Additional debuff effect for some wolf skills - Movement speed increased from +3 to +10 - Duration reduced from 100 seconds to 30 seconds Learning the new Lycanthropy: Human Form lets you turn into a half-human creature instead of the original wolf whenever you use Lycanthropy. There are a few differences between the half-human and wolf varieties of this skill, so here’s what you can expect from Human Form: - No wolf skills allowed (only your basic skills) - Basic attack changed to Scratch, which induces 5% Bleeding - Dash allowed - 2% HP restored every 8 seconds - Magic attack skill damage increased 4% per skill level - Physical attack skill damage increased 6% per skill level - Critical rate increased by 40 per skill level - Duration of 60 seconds   Ranger   [C1 Skill] Steady Aim Duration changes to 300 seconds, and Missile damage increase is adjusted from +5% per skill level to skill level%. Two new attributes are added to Steady Aim. First, Steady Aim: Two-handed Bow Specialization (C2) increases the skill’s Missile damage bonus by 50%. This means that, if Steady Aim alone increases Missile damage by 15% at Lv 15, with the specialization attribute that number jumps to 22.5%. The new C3 attribute, Steady Aim: Pro Ranger, increases the damage of all Ranger skills by 50%.   [C1 Skill] Critical Shot This skill’s additional critical chance is increased from 62% to a fixed 100%, with a stacking buff generated every time Critical Shot is accurate. This buff increases critical damage by 10% per stack, and it can accumulate up to 5 stacks.   [C1 Skill] High Anchoring The 1-second casting is removed, with the skill also expanding in width by 50%. Learning the new High Anchoring: Continuous Fire C3 attribute reduces the cooldown of Spiral Arrow, Bounce Shot and Time Bomb Arrow in proportion to the number of targets hit with High Anchoring.   [C2 Skill] Time Bomb Arrow Two new attributes are added to Time Bomb Arrow: C2 Remove Knockdown and C3 Extend Fuse. Time Bomb Arrow: Extend Fuse increases the duration of the bomb to 4 seconds, but it also boosts damage by 200%.   [C3 Skill] Bounce Shot Overheat increases to 3.   [C3 Skill] Spiral Arrow Cooldown time decreases from 36 to 15 seconds, while overheat changes from 2 to 1. After the update, Spiral Arrow will ignore enemy defense by 20% and apply the Sure Victory debuff to any targets hit by it, which increases the skill’s consecutive hits.   Fletcher   Common The power of all skills except Magic Arrow increases by 20-50%.   [C1 Skill] Bodkin Point Cooldown is changed to 20 seconds and overheat to 2. Not only that, Bodkin Point gains the ability to remove Subzero Shield (Cryomancer), Genbu Armor (Onmyoji) and Shield Charger shields. Finally, the duration of this skill’s physical defense reduction effect increases from 6 to 15 seconds.   [C1 Skill] Barbed Arrow The number of hits applied according to defense type change to the following:   Defense Type BEFORE AFTER Plate 1 hit 1 hit Leather 2 hits 3 hits Cloth 3 hits 5 hits   [C2 Skill] Magic Arrow We’re changing the design of this skill’s magic circle, and allowing targets to receive part of the damage when they are hit slightly outside the Magic Arrow range.   NEW! [C3 Attribute] Fletcher: Expanded Range This new attribute increases the range of Fletcher skills in proportion to attribute level. [UPDATE] Besides these changes, the Fletcher's Divine Machine Arrow is also set to have its overheat increased from 1 to 3, while cooldown time increases from 10 to 20 seconds. Mergen   [C2 Skill] Down Fall Damage is reduced to 2/3 of its current value, while the attack cycle speeds up by 2 times and enemies hit by the skill become staggered.   [C2 Skill] Jump Shot We’re revising the skill to grant your character invincibility while you jump backwards. At the same time, the attack range is adjusted to count from a point in front of the caster.   Wugushi   [C1 Skill] Needle Blow Skill and related attributes deleted.   [C1 Skill] Bewitch Skill and related attributes deleted.   [C1 Skill] Zhendu Zhendu will add a Poison property to your attacks. All attacks receive additional Poison property damage, while basic attacks gain a Poison property attack bonus (same structure as the Pyromancer’s Enchant Fire). These Poison property attack values are influenced by your STR stat. Cooldown is set at 110 seconds, duration at 300 seconds, and the skill can also be shared via the Linker’s Spiritual Chain.   NEW! [C1 Skill] Latent Venom This new skill allows you to fire a poisonous arrow that deals continuous damage to the target for a period of time. Enemies hit by Latent Venom receive Poison damage every second for 100 seconds, with damage increasing a little more in each turn.   [C2 Skill >> C1 Skill] Throw Gu Pot Skill changes from Circle 2 to Circle 1.   [C1 Skill] Detoxify Maximum level changes from Lv 15 to Lv 1. This skill also gains a new C3 attribute, Detoxify: Level 3, which lets you cure poison up to level 3.   NEW! [C2 Skill] Wide Miasma Wide Miasma is a new C2 skill that has your character break a vial of poison on the ground, spreading a cloud of toxic gases all around. Also, with the new C3 attribute Wide Miasma: Stealth, your character can momentarily enter stealth status within the skill’s range after casting it.   [C3 Skill >> C2 Skill] Jincan Gu Skill changes from Circle 3 to Circle 2.   NEW! [C3 Skill] Crescendo Bane Crescendo Bane is a new skill that activates the poison running through your enemies’ veins. Using Crescendo Bane cuts the duration of the target’s poisoned status in half, while doubling the speed of the damage cycle. This skill activates not just the caster’s poison, but all Poison debuffs the target may hold, and it also applies twice the additional Poison property damage (already activated Poison debuffs, however, cannot be reactivated). The range of this skill increases with skill level, and it reaches a maximum of 10 targets. With new attribute Crescendo Bane: Poison to Poison, the skill deals additional damage to Poison property monsters.   Nak Muay   NEW! [C1 Skill] Muay Thai Muay Thai is a buff that, when casted, reduces the cooldown time of all Nak Muay skills by 1 second each. This does not apply to the basic Nak Muay attack. Besides the new skill, when this update patch hits we will also be reducing the difficulty of Nak Muay class unlocking requirements. Skill Consumables Along with the Cleric/Archer skill renovations, we have plans to adjust the current setup of skill consumables for these classes. Here’s a summary of what changes you can expect.   Class Skill BEFORE AFTER Quarrel Shooter Stone Shot Stone Bullet x1 (generated by skill) Stone Bullet x1 (12 Silver) Stone Picking skill/attributes deleted Sapper Claymore Claymore x1 (300 Silver) Trap Kit x5 (30 Silver x 5) Punji Stake Pine Wood x3 (12 Silver x3) Trap Kit x1 (30 Silver) Broom Trap Ash Wood x3 (12 Silver x3) Trap Kit x3 (30 Silver x 3) Spike Shooter Wire x1 (320 Silver) Trap Kit x5 (30 Silver x 5) Dievdirbys All statue skills Different kinds of Wood (12-20 Silver) Sculpting Wood x1 (12 Silver) Wood acquired from Carve Attack: Chance to Obtain is also replaced by Sculpting Wood Paladin Barrier - Holy Water x10 (50 Silver x10) Krivis Melstis - Holy Powder x5 (20 Silver x5) Inquisitor Breaking Wheel Wheel of Judgment x1 (1,000 Silver) Torture Tools x3 (300 Silver x3) To compensate players in the classes affected by these changes, when the patch is applied we will be setting up a Reset Helper NPC in-game which you can visit during a period of 2 weeks after the corresponding scheduled maintenance.   Eligible characters Items provided All Archer tree classes All Cleric tree classes Stat Reset Potion (14 Days) x2 Skill Reset Potion (14 Days) x2 Attribute Reset Potion (14 Days) x2 Nak Muay C1 and above Skill Reset Potion (14 Days) x2 Not only that, characters in the Sapper, Dievdirbys and Inquisitor classes will be compensated for their skill consumable changes as follows.   Class For every: You will receive: Sapper Pine Wood x3 Trap Kit x1 Ash Wood x3 Wire x1 Trap Kit x10 Claymore x1 Dievdirbys Oak Wood x1 Sculpting Wood x1 Pine Wood x1 Cedar Wood x1 Ash Wood x1 Inquisitor Wheel of Judgment x1 Torture Tools x3 You will be able to exchange these consumables at the reset NPC or at each Class Master. And, of course, the previous materials will no longer be available for purchase.   That’s it for today’s intense balancing patch plans. Don’t be too sad if your favorite class wasn’t featured here; we want to keep improving on the balance issues of all the trees and classes, and we’ll make sure to release more information whenever a new patch is on the way. Thanks for joining us, and stay tuned for more news!

Developer's Blog
May 15th, 2018
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NPC Profile - Appraiser Master

Appraiser Master - Sandra  The Self-taught Appraiser, Sandra The daughter of a wizard, Sandra was trained by her father to cultivate her hidden talents. After his passing, while organizing her father’s property and deciding what items would be worth selling, Sandra learned more about her father’s well-balanced classification system and the nature of the various items he had collected. This became her first guide into the world of appraising. With a discerning eye fit for a professional, Sandra organized her inheritance and made a sizeable profit. Thus realizing she had a special affinity for this type of work. Using the money gained from her inheritance, she collected and traded various materials to hone her skills. And in a matter of years, she began to receive the recognition she deserved for her skills. She has continued to gain the trust of merchants and traders due to her always friendly demeanor and proper pricing. Even items that others find difficult to judge, she can appraise them with ease. Sandra is well respected in the industry and though a few have tried, no one has been able to deceive her.

Developer's Blog
May 11th, 2018
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Now In Development: Beauty Shop

Greetings, Saviors!   It’s been hinted at on the dev blog before, and now it’s closer than ever to becoming a reality!   Have a look at what’s coming when TOS’ new Beauty Shop opens for business. Introducing our new content preview: Check it out below!              

Developer's Blog
May 4th, 2018
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The Lore You Know - Retiarius

A new opponent enters the arena. This time it’s the “net-figher” – the Retiarius -- a fierce opponent to heavily-armored gladiators, such as the Murmillo.  While the images of most gladiators were based on military groups, the image of the retiarius was created around characteristics pertaining to the sea and fishermen. In ancient Rome, fishing was an important part of daily life and having a gladiator who embodied this aspect was something the people could get behind. The story of the retiarius was to fight against more heavily armored gladiators like the murmillo and the secutor, who were both based off of fish.  The retiarius was equipped with three pieces of equipment to claim victory in the arena, a rete, a fascina, and a pugio. The rete, which you may already be familiar with if this is your class of choice, was a weighted wide mesh net about 3 meters in diameter. The fascina was a 1.6 meter trident that was one of the most unique weapons used in the amphitheater and required intense training to master. Unlike the sword, the trident was not the best weapon for close quarter combat, but due to the fact that the retiarius was based off the image of a fisherman, it was a necessary addition. The final piece of equipment was the pugio, a small dagger used in tight situations to parry blows from a sword.     The ends of the rete were wrapped around the wrist of the retiarius and used to trap their opponents, trip them, or ensnare their weapon. If the cast was unsuccessful it could be jerked back and used again. But in the heat of the battle, if the rete was lost, the retiarius would have to continue the fight with just their fascina and pugio. Sometimes opting to grip the fascina with two hands for better control. In other cases, the retiarus would keep their distance, stabbing with the fascina until they were able to use their agility and mobility to close the gap and strike with the pugio.  As mentioned earlier, in contrast to the murmillo, the retiarius was the most lightly armored gladiator in Rome. They bore no helmet or shield, instead they simply wore a manica, which was an arm guard worn on their right arm, and a galerus, which was a bronze shoulder guard. The galerus was a way for them to protect themselves from head strikes.    Like all other gladiators, the retiarius moved the crowd and provided entertainment as they fought to the death. Luckily our retiarii, as their final move, have Vital Protection: Near Escape, to not only whip the crowd into a frenzy but to survive the battle as well. References Wisdom, Stephen. 2001. Gladiators: 100 BC–AD 200. Retiarius. [Text]. Nossov, Konstantin. 2009. Gladiator: The Complete Guide to Ancient Rome's Bloody Fighters. Retiarius. [Text]. Warriors and Legends. 2018. Retiarius Gladiator. [Online]. Wikipedia, 2018. Retiarius. [Online].   

Developer's Blog
May 4th, 2018
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NPC Profile - Zealot Master

Zealot Master - Aliza Tal  Who is Aliza Tal?  Daughter of the leaders of two previously divided Zealot factions, Aliza has been selected as the current Zealot Master tasked with maintaining the order’s unity. Ultimately, the success of this unification will depend on how Aliza approaches her duty as Master, guided by the legacy of her parents. From birth, members of this order have been put through rigorous combat training and religious education as extraordinarily strong will and determination are needed to fulfill the Zealot’s mission. Although the order does not have a friendly relationship with other clerics, Aliza has already demonstrated her ability as Master by earning the trust of not only the Zealots but of other clerics as well. As a Zealot with extraordinary talent, she has the insight needed to lead the order into a bright future as now comes the time where the Zealots’ specialization in searching for absent divinity is ever more important.      The Order of the Zealots The Zealots are devoted to searching for the goddesses and returning them to humanity. While other clerics use the divine power of the goddesses through prayer or ceremonies, the Zealots sacrifice their life energy and similar forces to utilize a new power, one that does not borrow from a divine figure. A majority of the Zealot order is concerned with finding Laima and Jurate and those Zealots who have devoted themselves to reestablishing contact with Jurate have separated themselves from the Loremasters. Now that all of the goddesses have disappeared after the events of Medzio Diena, one could say that the Zealots possess an advantage over the other cleric groups. While you are here, feel free to take a look at our previous article about the true history of the Zealot. 

Developer's Blog
April 27th, 2018