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[UPDATE] Scheduled Maintenance for June 1, 2021

Greetings, Saviors!We would like to announce the details of our weekly maintenance for (June 1, 2021). Make sure to check below for the maintenance schedule and patch notes.Please note that other issues and bugs are also being worked on even if they are not mentioned below.

Patch Note
June 4th, 2021
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[CLOSED]The Masters' Unit

  Greetings, Saviors! Five Class Masters are teaming up to fight the biggest monster invasion Letas Stream has ever witnessed! Join their special unit for new rewards every day and the biggest event EXP boost ever!   Event Period FROM the scheduled maintenance on September 12, 2017 TO the scheduled maintenance on October 10, 2017 Who Can Participate - Characters of level 50 and above How to Participate STEP 1. Head to the city of Klaipeda or Orsha and visit the local Event Notice Board to enter the 'Letas Stream Mission'. You can enter the mission 1 time per character, per day (+1 entry for Token users).         - The Letas Stream Mission daily entry count resets at 6 AM (server time).         -  The mission has a time limit of 10 minutes. STEP 2. In the mission, you'll be joined by five Class Masters: Priest, Hunter, Rodelero, Linker and Paladin. Join forces with the Masters and defeat the monsters to clear the mission and receive your rewards – a Master Badge and Master Cube. Not only that, this mission gives you the highest EXP gains of any other event mission ever!         - Master Badges can only be obtained once per day, per team (resets at midnight, server time).         - Master Cubes cannot be moved to the Team Storage. Keep that in mind when participating in the event mission. STEP 3. Collect and exchange your Master Badges for different rewards at the Event Notice Board, and open your Master Cubes for a random prize each time! Master Badge Rewards Collect Master Badges and exchange them for rewards! - Keista Restoration Potion Lv4 x2: 1 Badge - EXP Tome (14 Days): 3 Badges - Instanced Dungeon Multiply Token (14 Days): 6 Badges - Superior Gem Abrasive (14 Days): 7 Badges - Attribute Points: 1000: 14 Badges - Sea Ornament Hairband: 15 Badges Master Cube Rewards Each cube contains a random prize! - Blessed Shard - Enchant Scroll (14 Days) - Premium Awakening Stone (14 Days) - Silver Anvil (14 Days) - Golden Anvil (14 Days) - x4 EXP Tome (14 Days) - x8 EXP Tome (14 Days) Important - The event mission is not affected by Instanced Dungeon Reset Vouchers, Instance Clear Vouchers or Instanced Dungeon Multiply Tokens. - Master Badges and Master Cubes will be automatically deleted after the end of the event period. Make sure to use them before October 10, 2017. - REWARD TRADABILITY:    1) Sea Ornament Hairband - Trade YES, Team Storage YES    2) Master Badge, Attribute Points: 1000 - Trade NO, Team Storage YES    3) All other rewards - Trade NO, Team Storage NO

Event
October 11th, 2017
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Character Rank 10: A New Journey Pt. 1

Greetings, Saviors! It’s your dev team here, and today we’re super excited to bring you guys a preview of what we have prepared for the next Character Rank expansion. Let’s go!   First, as you can probably guess, we will be expanding the current maximum character level of 360 to 390, which will come with a whole new series of main scenarios and subquests. And, of course, the current maximum Character Rank will be expanded from Rank 9 to Rank 10. A New Journey In this new adventure, you find yourself searching for the next Revelation at the Starlit Lake.   At the lake you meet Byle, who is commanding a resistance army against the Schaffenstar. Your destiny guides you as you help Byle’s army chase their leader – the elusive Ignas – in a story that will forever change the fate of the Astral Tower. In another scenario, you unravel the horrific story of a group of Kupoles that have been abducted by demons to serve as sacrifices for the Divine Tree. But that’s not all…   Nicopolis, city of the forgotten Wizard Union. Ages ago, a dangerous magic experiment exterminated all of the city’s inhabitants, leaving it deserted ever since. Now, a nefarious spirit awakened by Medzio Diena threatens to break loose in the region, and it’s your duty to help Owynia Dilben stop it before the worst happens. Content Update Just like before, you’ll be able to enter the Challenge Mode in the new level 360-390 field maps, which will also be complemented with new Hunting Grounds. Daily quest fields current set to ranges of -10 to +10 will be expanded to a range of -20 to +10 levels (30 levels of range in total). For characters above level 380, the 30-level range is maintained by adjusting the range downwards, as shown in the table below.   Character Level Daily Quest Field Levels BEFORE Daily Quest Field Levels AFTER 360 350 – 370 340 – 370 370 360 – 380 350 – 380 380 370 – 390 360 – 390 385 375 – 390 360 – 390 390 380 – 390 360 – 390 As the maximum character level is expanded to 390, so are the requirements to obtain the additional Attribute Points coupon from weekend (Friday to Sunday) daily quests.   TIP. Daily quest rewards change according to the day of the week (server time). Monday to Thursday: [Lv] x 400 Silver (156,000 Silver at Lv 390) x 2 times Friday to Sunday: 100 Attribute Points x 2 (x 3 at Lv 390) x 2 times As is usual, after the Character Rank expansion we will be introducing a new instanced dungeon to the Rank 9 level range (330-360). In the Lanko Lake Dungeon you can comfortably level up your characters and earn some extra Silver from levels 330 to 360 with no penalty.   TIP. The amount of EXP and Silver you get from instanced dungeons depends on the difference of your character level from the dungeon’s recommended level. Up to 30 levels under or above the dungeon’s: 100% of the rewards More than 30 levels under or above the dungeon’s: -2% penalty per level (no rewards starting at 80 levels of difference)   NEW Random Stat Golden Category With the introduction of new fields and Hunting Grounds you will be able to farm unidentified Lv 380 equipment items. This time, we’re adding a new random stat category represented by the color gold, which will include effects rarely seen in the current red, blue, purple and green-category stats. Each item, regardless of grade, will generate a maximum of only one golden stat (this applies to newly-obtained items of Lv 350 and below as well). One thing to note is that, even if you collect the same golden stat in multiple items, the stat’s effects will not stack. Instead, the stat will apply only the highest value among its different iterations. For example, if you have a weapon with a golden stat of critical chance +12% and a pair of boots with a golden stat of critical chance +8%, equipping both will result in an effect of critical chance +12%. Plus, unlike other stats, golden-category stats do not change in type or value when an item is re-identified. On the other hand, golden stats will also be included when an Ichor is extracted. Ichors containing extracted stats can be added to items of a lower level. This means that you will be able to add Ichors extracted from Lv 380 equipment into Lv 360 Legend gear (Velcoffer series). Lastly, with this update we will be exempting Legend items from the additional cost currently required for adding Ichor stats, i.e. Blessed Shards and Sierra Powder. What do you think? If you’re curious to know what else we have up our sleeves, make sure to stick around for part 2 of this post, where we will talk about all the new Rank 8 Circle 3 skills and attributes!

Developer's Blog
July 10th, 2018
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[EDITED] Announcement for Temporary maintenance

UPDATE :  Maintenance is now complete in [NA]Orsha, [EU]Fedimian, [SEA]Telsiai and [SEA]Varena servers.    Make sure to retrieve your compensation items from the Message Box at your Lodge. We regret to inform that this temporary maintenance has been extended in the [NA]Klaipeda and [SA]Silute servers. We will update this announcement once maintenance in  [NA]Klaipeda and [SA]Silute servers are  complete. Thank you for your understanding.   Greetings Saviors, As mentioned in our previous announcement, we have found that there are abnormal DPK rations in the [NA]Klaipeda, [NA]Orsha, and [SA]Silute servers. In order to prevent such issues from occuring on the  [EU]Fedimian, [SEA]Telsiai and [SEA]Varena servers, we will also be having emergency maintenance from the following times: [EDT] 19:00 [BRT] 20:00 [CEST] 01:00 [SGT] 07:00 We will share more details on when the maintenance will end and what steps we took at a later time. Our most sincere apologies for the inconvenience and confusion. Sincerely, IMC Staff

Announcement
June 2nd, 2017
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[Complete] SA Server Transfer Notice: May 3-4, 2016

Greetings, Saviors! The servers have been opened. Please check the link for more details. The team transfer application period for Silute (SA) is now closed and we're preparing to open the server and transfer the teams of those who applied from Klaipeda and Orsha. Please refer to the following link for more information. https://forum.treeofsavior.com/t/sa-server-transfer-notice-may-3-4-2016/241474 Thank you for your cooperation. Sincerely, IMC Staff

Announcement
May 4th, 2016
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Token Price Reduction and Compensation Details

  Greetings, Saviors! As previously announced, during today’s weekly maintenance the price of TP Shop Tokens (30 days) was reduced from 198 TP to 99 TP, and we will be compensating those using or possessing Tokens at the time of the price reduction. We would like to remind you of the details and conditions of this compensation, so make sure to read and understand the information below.   1. Teams Eligible for TP Compensation A. Those using one or more 30-day Tokens at the time of the price reduction B. Those possessing one or more unused 30-day Tokens at the time of the price reduction > Note: TP compensation will not apply to Event Tokens such as 60, 15 and 7-day Tokens.   2. Compensation Items A. 99 TP per each Token being used by the team at the time of the price reduction B. 99 TP per each Token possessed by the team at the time of the price reduction > Note: TP compensation will be provided on a per-team, per-Token basis and sent directly to the inventory of each eligible team.   3. Additional Token Time Extension A. and B. Besides the TP compensation mentioned above, all Tokens being used at the time of the price reduction will receive an extension of 7 days. Unlike the TP compensation, time extension will apply to all Tokens being used at the time of the price reduction, including Event Tokens such as 60, 15 and 7-day Tokens. > Note: the 7-day extension will apply once per team with one or more active Tokens, i.e. multiple active Tokens will not grant your team multiple time extensions.   4. Conditions – IMPORTANT > TP compensation only applies to 30-day Tokens: TP compensation will be provided only to teams owning and/or using non-event 30-day Tokens. Owning and/or using Event Tokens such as 60, 15 or 7-day Tokens will not grant you any form of TP compensation. > All 30-day Tokens count, regardless of how they were obtained: All non-event 30-day Tokens owned and/or being used by a team will make that team eligible for compensation, regardless of how the Tokens were obtained: purchased on the TP Shop, retrieved from the Market, obtained via a Veteran's Pack DLC, etc. > All 30 day Tokens count, regardless of where they're being kept: All unused non-event 30-day Tokens owned by a team will make that team eligible for compensation, regardless of where the owning team is keeping them: one character's personal inventory, Team Storage, Retrieve tab on the Market, contained in an unopened Veteran's Pack DLC in the team's Message Box, etc. >  Compensation provided per Token, per team: Both TP compensation and Token time extension will be provided on a per-Token, per-team basis. This means that, if you are using or own multiple Tokens within your team, that team will receive compensation for each Token being used and each Token owned. For example, if you have a team that’s using a Token, and then character A owns an unused 30-day Token and character B owns another unused 30-day Token, your team will receive: A) seven-day extension on the Token being used by the team, and B) total of 297 TP = 99 TP for the one Token currently being used + 198 TP for the two unused Tokens owned by the team (99 TP for character A’s and 99 TP for character B’s). >  Time of the price reduction: Compensation applies only to teams owning and/or using Tokens at the time of the price reduction, defined as June 7, 2016 at EDT 01:00 AM (start of today’s weekly maintenance period). If you sold a Token or its time expired before the start of today’s maintenance, that Token will not make your team eligible for compensation. >  TP sent directly to inventory: TP compensation will be sent directly to the inventory of each eligible team.

Announcement
June 8th, 2016
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Combat System Changes Dossier Pt. 3

Greetings, Saviors! We're continuing our Dossier series about the ‘Plans for Combat System Changes’ with part 3 today. In this post, we would like to lay out some details regarding the changes that are coming to skills and the way they deal damage. 1. How will the attack factor of skills affect damage? We introduced this chart in our last Dossier post to explain how each factor affects skills before and after the combat system changes. Currently, the attack of a skill is calculated by adding the skill’s attack value to the level + stats + weapon. After the changes, however, this value is going to be calculated based on factors that increase the skill’s attack by a certain percentage. [Bash (Swordsman) Lv. 10 offers a factor of 245%.] The skill increase factor (highlighted below in red) contributes to the new damage calculation formula as such: damage = (% increase factor) x attack x min {1, log10 ((attack / (defense + 1))^0.8 + 1)} + (+ increase) Taking the Bash skill from the image above as an example, the damage provided would be the following (assuming a character of attack 1000, defense 800): Now let’s look at a case of multi-hit damage. [Multi Shot (Archer) Lv. 10 offers a factor of 81% over 10 hits.] Here’s what the damage would look like with this skill (again, assuming a build with attack 1000, defense 800): Multiple hit skills come with a lower attack factor compared to single-hit ones, but in a situation where every hit is accurate, the attack multiplying effect is higher. Boost that with some + additional damage and this type of skills can really prove themselves useful. 2. How will the attack factor vary from skill to skill? There are many types of attack skills in Tree of Savior, each with a different setting. Some skills consist of short, fast-paced hits, while others hit slowly over a longer period. Below are some of the aspects we’re considering in regards to how the different factors will be applied depending on the type of attack skill. The final factor is then determined based on the combination of the aspects above. The only exceptions that escape this rule would be tile skills, which are closely associated with their corresponding class, and skills which would end up nerfed excessively. In those cases, we adjusted the values a little so as to not make the changes too dramatic. 3. How will the attack factor apply in multi-hit skills? For many skills in Tree of Savior, their cooldown (or number of hits) and attack factor will develop simultaneously as the skill level is increased. In those skills, upping the attack factor by basing the sum in the accumulated damage would produce massive degrees of damage by Lv. 15. On the other hand, calculating the skill’s factor on a percentage based in the accumulated damage value would add up to ridiculously low factors at earlier levels. In order for these skills to develop at a more reasonable pace, we decided to either have a fixed cooldown (no. of hits or range) and let only the factor increase, or give them a set factor and allow for only the cooldown (no. of hits or range) to grow with the skill level. Multi Shot (Archer), Breaking Wheel (Inquisitor), Incineration (Plague Doctor) and Cyclone (Doppelsoeldner) are some of the skills that will be receiving this treatment, as well as any future class skills we consider worthy of it. 4. What will happen to skills with no cooldown? We have some pretty major changes planned for no-cooldown skills. The original purpose of no-cooldown skills is to allow your character to have an SP-consuming attack that is more effective that your regular attack. This works fine if the skill only offers an attack factor that is slightly higher (no need for a cooldown), but many no-cooldown skills also include added effects (bleeding, ricochet, debuffs, etc.), which according to the new factor rules leaves them with a much lower attack factor. Now, we don’t think it would be right for these skills to have an attack factor that is lower than regular attacks (100%), nor do we want to increase their SP consumption. To work around this problem, our plan is to give these skills a cooldown that is shorter than that of other 2-3 overheat attack skills, but a visibly higher attack factor than regular attacks. We believe that, in doing this, these low-cooldown skills can be used during the cooldown time of other major attack skills to create a better damage dealing cycle overall. 5. What other changes do you have planned for skills? While testing the new changes, we didn’t individually analyze the effects of every skill in every class build; instead, we simply adjusted the skill factors necessary for the changes along with the buffs and debuffs that most heavily affect them. This method, however, came with a few negative side effects. For example, having insufficient attack skills and skills where the attack/factor doesn’t match the character’s rank/circle continued to be a problem in magic attack Cleric classes (Krivis, Druid, Bokor, Sadhu, Taoist). Because of this, we decided to reduce the general degree of damage magnification obtained from combining skills. In the current version of the game, it’s not uncommon to achieve 2 or 3 times the attack of a skill; with the changes applied, however, you’ll be getting a smaller % of increase that rarely exceeds 2 times. The same will happen in cases where the skill combination can be maintained for longer durations. The main reason why we went for this approach is that, after the combat system changes, the amplification you get from the skill factors and item enhancement is much more noticeable than before. In order to maintain a more balanced environment in future updates and in the current PvP (including GvG) gameplay, we felt like we needed to be stricter about this aspect.

Developer's Blog
May 2nd, 2017
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[CLOSED] Piece Back Mission

  Greetings, Saviors! The demons are carrying out a new plan to rob humans of the divine energy that protects them. Hundreds of stolen Goddess Sculptures are now in the hands of the monsters, but the Kingdom is fighting back. Each city is recruiting fearless adventurers to recover the sculptures' broken pieces and restore their power. Join the mission and be rewarded with the grace of the goddesses!   Event Period FROM the scheduled maintenance on August 16, 2017 TO the scheduled maintenance on September 5, 2017 Who Can Participate - Characters of level 50 and above How to Participate STEP 1. Head over to your nearest Event Notice Board and select the city you wish to join. You can choose between Klaipeda, Orsha and Fedimian.           - You can select one city per week (you can reset it every Tuesday). It can be the same or a different city each week.           - Your selected city will apply to all your characters.           - Once selected, you cannot change your city for the week. STEP 2. With your city selected, it's time to defeat the monsters and retrieve the pieces of the Goddess Sculptures. There are four types of pieces to collect, and the city you join determines which types you can get from monsters.   Klaipeda: Goddess Sculpture Head Orsha: Goddess Sculpture Torso Fedimian: Goddess Sculpture Legs Common to all cities: Goddess Sculpture Wings           - Only players who have selected a city will be able to obtain Goddess Sculpture pieces from defeated monsters.           - The pieces can be obtained from any monster in the game.           - The pieces are tradable exclusively through the Market (they can't be traded 1:1 nor moved to your Team Storage). STEP 3. Collect all four sculpture pieces and obtain a Recipe from your nearest Event Notice Board to craft a Restored Goddess Sculpture.           - You can obtain one recipe per hour, and up to 6 per day (counted from the time you receive the first recipe).           - Use the command '/time' to check how much time is left until you can receive another recipe.           - The recipe is character-bound, meaning you cannot trade it or move it to your Team Storage. Make sure to retrieve it with the right character. STEP 4. Use the Restored Goddess Sculpture crafted from the pieces to select one of two rewards: Goddess Sculpture (14 Days) OR Golden Chest of Grace.           - The Goddess Sculpture (14 Days) offers a buff of increased HP/SP recovery, max. HP, movement speed and EXP gains.           - The Golden Chest of Grace contains one of 9 random reward items (see the section below). Golden Chest of Grace Rewards Use the Golden Chest of Grace to receive one of the prizes below! - Ice Pack - Silver Anvil (14 Days) - Superior Gem Abrasive: 14 Days - 500 Attribute Points - Instanced Dungeon Multiply Token (14 Days) - Instanced Dungeon One Entry Voucher (14 Days) - Warp Scroll (14 Days) - Fortune Cookie - Keista Restoration Potion Lv2 Important - Goddess Sculpture pieces, Restored Goddess Sculptures, Recipes and Golden Chests of Grace obtained during the event will be automatically deleted at the end of the event period. Make sure to use any you may have kept before then. - Restored Goddess Sculptures can be moved via Team Storage, but are otherwise untradable. - Golden Chests of Grace and Recipes obtained from this event are character-bound and untradable. - Goddess Sculpture pieces cannot be obtained from monsters 21 levels or more below your own character's level. - Each individual monster drops a single Goddess Sculpture piece, although the pieces are influenced by skills like Reincarnate and Pillaging (eg. using Reincarnate can give you another chance of obtaining a piece).

Event
September 5th, 2017
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Combat System Changes Dossier Pt. 5

Greetings, Saviors! Now that the main combat system changes we’ve been discussing in the Dossier series have been applied to iTOS, the dev team is back for the final installation of the Combat System Changes Dossier, where we’ll reveal some of the improvement plans we have for the future. Keep in mind that the updates we talk about here haven’t been decided on yet and some aspects may change.   Life After the Combat System Changes The big combat system rework came with a character reset event (open until May 30, 2017!) to match all the big and small changes it brought about. We love seeing how players are involved in testing out different builds in the freshly revised combat system, and we're glad most seem to be taking full advantage of the event. Our plan after this big rework is to assess the problems of specific classes in order to readjust and improve them. Our main focus is going to be on classes that are hard to fine-tune through general formulas alone, particularly those with skill set restrictions or problems related to summon AI, stat calculation, etc.; in other words, classes with very specific concepts that can be tricky to approach by your average player. Some classes may take longer to readjust than others, but we hope to release a few patches containing changes for multiple classes at once. And by the way, we’re excluding Rank 7 and Rank 8 classes, which don’t have their upper skill set fully formed yet, from these plans. Tree of Savior has a few classes with very particular structures and functions you don’t commonly see in an MMORPG, and it isn’t easy fixing them all overnight. We at the dev team feel truly grateful to all the players who decided for a class because they admire the concept despite that class’ lower combat performance, and we certainly want to work towards a TOS where no class is forgotten.   Field Boss Improvements One update regarding combat systems we already hinted at in a previous video was field boss improvements. First, we expect to lower the combat power and rewards of all bosses that appear after a certain period of time, effectively excluding them from the category of field bosses. Our plans are to divide field bosses into two grades. One grade of field boss will be powerful enough to face multiple parties at once, and drop as main rewards recipes for new unique accessory items, with cubes providing other exciting items. These bosses will be the strongest types of monster existing in Tree of Savior Defeating this type of boss will distribute rewards to all party members according to the damage contribution ranks (within the party), plus a bonus reward to the first and last characters to attack the boss (they’ll have to be present when the boss is defeated to receive these rewards). We believe these bonus rewards will be a fun incentive for players who dare to risk their safety to deal that first hit or the finishing blow. The other grade of field boss will be a slightly toned-down version worthy of facing one-on-one with any character that has a decent combat build. These smaller bosses will appear in various fields of different levels and drop material items that can be used to craft equipment obtained from field bosses. This lower grade of boss will appear at random times in random locations, but we want to avoid having it appear right before scheduled maintenance and remove any restrictions that keep characters from temporarily receiving rewards. Along with these boss changes, we also intend to reduce the frequency of knockdown,  omnidirectional and single-target attacks in boss monsters, as well as revise their normal attacks.   Team Battle League For our PvP sports content, the Team Battle League, we’re focusing on improving synchronization issues between server/client and location, as well as server speed. First, we want to change Team Battle League matches from the current 2:2 and 5:5 formats to a single 3:3 setup. We also intend to balance out a few skills and systems that hinder the concept of TBL as sports content. Some of the aspects we’re thinking of including in this rebalance are the immunity to multiple target devices (knockdown, stun, freeze and other ailments that cause the inability to control your own character), the duration and effect of long buffs/debuffs, and the stat gaps between different items. Any changes we make related to these, however, will only apply to TBL or other battle-type contents played in similar instanced zones. Finally, regarding TBL, we also feel inclined to add some improvements to the current point and ranking rewards.   Guild Communities One of the obvious differences between MMORPGs and games you play alone are the communities players create in the former. This aspect is especially encouraged by the guild communities present in most MMORPGs, a genre which established itself nearly 20 years ago. With this in mind, the somewhat restrictive and closed-off guild systems of TOS can seem to fall a little short of other games with user communities. Currently, guilds in TOS cannot be created without a Templar character. The fact that Templar is a Rank 7 class is enough of an obstacle; add that to the relatively lower combat power and the lack of any noticeable benefits for Templars in the recent reset event, and you can see why guild masters are currently left in a bit of a tough spot. The changes we want to bring to guilds include allowing anyone to create a guild consisting of a simple social community. Guilds led by Templar guild masters, on the other hand, will be able to use skills to access extended guild functions and participate in guild wars. Following these changes, of course, we intend to provide reset items to all guild masters for either skill or class reset options. To match these guild system revisions, we also want to update guild wars (we’re not talking about the seasonal Regional Guild Battles, but the GvG play that takes place in open fields). Here, unlike what we’re doing for Team Battle League, we don’t intend to readjust level differences, skills/buffs or the number of participants, however. These changes don’t mean that every guild will have to go to war, either. We very much appreciate the contribution of players who gladly take part in GvG contents, but not all players join a guild for the same purpose. Finally, we want to push the aspects that differentiate Tree of Savior from more rugged MMORPGs by introducing new friendly living and productive activities, and our plan is to include these in guild contents, too. Thank you to everyone who stuck with us throughout the Dossier series. We at the dev team want to make sure that TOS continues to grow into a fun game for all players.

Developer's Blog
May 17th, 2017