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Introducing the 'Team Battle League'

Greetings Saviors! This is the Tree of Savior Dev Team. We would like to introduce a feature that PVP oriented players will have an interest in, the 'Team Battle League'.   What is the 'Team Battle League'? The 'Team Battle League' is PVP content where you can enjoy combating players that are from the same regional servers. You will not be able to battle players from different regions. It is open for 4 separate sessions each day which are an hour long : (EDT) 4 a.m., noon, 7 p.m. and 10 p.m. Only characters that are over Rank 5 will be able to participate, but anyone is free to spectate. Please note that the rankings are reset every Monday at midnight (EDT). You will be able to check any 'Team Battle League' related contents by pressing the icon indicated in the image below.   [Point Shop] The Point Shop is where you can use the points acquired from the 'Team Battle League' to purchase items. You can purchase items with the points acquired from the 'Team Battle League'. ※ The contents above may be changed as results of patches.   How to Participate The 'Team Battle League' icon will appear next to the minimap when a new session is about to begin. There are 2v2 and 5v5 matches. However, please note that only 5v5 matches will count towards your ranking.  You will automatically be moved to the 'Team Battle League' zone once the opponents are decided and all of the combatants are ready. The battle will begin as soon as the [Battle Start] notice appears. Please remember that you will not be able to use crafted scrolls. ※ The contents above may be changed as results of patches.   Checking Results The 'Team Battle League' operates on a best of three system. Your team will receive a yellow orb located next to the round number for each victory. Everyone will be moved to Klaipeda after the rounds are over.   Checking Ranks You will be able to check your records and rankings after participating. Your 'Team Battle League' score will always be marked on the Adventure Journal rankings. Top tier players will have rankings assigned to them and different icons will be added in front of their Team names. You can also check 'Team Battle League' information from the 'Team Battle League' NPC named Valis who can be located in Fedimian. ※ The contents above may be changed as results of patches.   Battle Points You will receive 10 Battle Points for a win and 5 Battle Points for a loss. You may earn up to 50 Battle Points per day and will be able to purchase items such as EXP Cards with those points. You will only be able to purchase 1 EXP Card per day. The EXP Card level will differ according to your character's level. ※ The contents above may be changed as results of patches.   Spectating You will be able to watch battles in real-time without participating by [Spectating]. You will also be able to [Spectate another player] if you are knocked down during combat.  You will be able to chat anonymously while you spectate, but players in the arena will not be able to see it. However, please note that you cannot use any skills when you are spectating. You are able to select characters you wish to spectate from by clicking on them. There is no limit on how often you can switch, so you will be able to learn from the plays of others. You will be able to stop spectating at any time by pressing [Exit Spectator Mode] or wait until the battle is over to be automatically disconnected. ※ The contents above may be changed as results of patches.

Developer's Blog
July 22nd, 2016
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NEXT Project #1: Details about Goddess Equipment System

      Greetings Saviors!   We have announced the Goddess System, which is helpful to make an environment to grow various characters via Brief Plans for 2021 Update posting in May.  The Goddess System includes changes in equipment items and management system, and updates about related contents.   Click here to see the Brief Plans for 2021 Update posting (LINK)   We are going to tell you about 1. the things that didn't have details in the Brief Plans for 2021 Update posting, 2. contents that have changed when developed, and 3. the contents that have been fixed.   List 1. Performance of Goddess Equipment 2. Dual Weapon System 3. Equipment Upgrade Setting 4. Equipment Inheritance 5. Enhancement Details 6. Set Stat 7. Random Stat 8. Vaivora Vision & Fixed Ichor 9. Gem 10. Enchant 11. Awakening 12. Ark Storage 13. Accessory Storage 14. Lowering the Cost of Enhanced Upgrade Arts 15. Gear Score 16. Accompanying Balance Patches 17. Expansion and Management of Maximum Damage     Performance of Goddess Equipment     Lv.460 Goddess Equipment is stronger than the Lv.440 Legend Equipment by 30% based on the final 10 TRA. Type of the equipment is 1 set, and damage increase/decrease stat like Legenda - Retribution and Dysnai - Field does not exist but the Attack and Defense is highly set.   Attack Lv.440 Legend (Avg. One-handed) Lv.460 Goddess (Avg. One-handed) Difference with Legend 0 TRA 6564 13128   10 TRA 13128 17066 +30%   Because the basic value of Goddess Equipment is high (0 TRA is equal to 10 TRA Lv.440 Legend), there is no difficulty to do the current contents even when you lack the Goddess' Blessed Gem needed for Transcendence. Performance per 1 Transcendence stage is +3%, and the total number of Goddess’ Blessed Gem needed to make 10 TRA is 20.   Category Basic Value 10 TRA Attack of 10 TRA One-handed Weapon 13128 17066 22186 Subweapon 13128 17066 Two-handed Weapon 15097 19626 22186 Weapon Accessory 1969 2559   When the Subweapon is not a shield, 30% of the value (basic, TRA, Enhance) is applied according to the Attack calculation without attribute or buff. Attribute or buff that brings Attack of existing Subweapon is removed, but some attributes of class with shield attack skill (Shield Attack of Swordsman class, Shield Mastery of Quarrel Shooter) remains.   Value of Two-handed Weapon is 115% of One-handed Weapon, and the value of Weapon Accessory is 15% of One-handed Weapon. Total value of Two-handed Weapon + Weapon Accessory is 130% because the Attack of Weapon Accessory is wholly added.   The value of One-handed weapon and Subweapon is equal. Subweapon of classes other than the Scout are Dagger and Shield, Scout class uses Dagger/Pistol as main weapon and One-handed Dagger as Subweapon.   Increasing the value of Attack according to the Enhance value of One-handed, Sub, and Two-handed is all equal, and Weapon Accessory is set as 30% compared to others. This means that when the Enhance value is equal, One-handed + Sub weapon vs Two-handed + Weapon Accessory have equal Attack.   Assuming that the Attack increased by Enhance is +3000, the values are as follows.   Category One-handed weapon + Subweapon Two-handed weapon + Weapon Accessory Weapon’s Attack 10 TRA Main: 17066 x 100% Sub : 17066 x 30%   Total = 22186 Main: 19626 x 100% Sub : 2559 x100%   Total = 22186 Weapon’s Attack  10 TRA+ Enhance (3000) Main: (17066 + 3000) x 100% Sub : (17066 + 3000) x 30%   Total = 27256 Main: (19626 + 3000) x 100% Sub : (2559 + 900) x 100%   Total = 27256   Enhance Attack increasing from Main Weapon is equal, One-handed weapon is 30% of Subweapon, Attack of Two-handed weapon without Shield and Attack of Two-handed weapon+Trinket has equal value because Weapon Accessory has 30% of value by 100% chance.   Also, the maximum number of Random Stat and value for One-handed Weapon, Two-handed Weapon, Subweapon, and Weapon Accessory is unified. You can choose every class type with random stat remaining when using the Weapon Type Change Tome for Goddess, and the cost is 20.  Value of the Armor is as follows.   Parts Basic Defense (Physical/Magic) 10 TRA Defense (Physical/Magic) Plate 6630 / 3315 8619 / 4309 Leather 4973 / 4973 6364 / 6364 Cloth 3315 / 6630 4309 / 8619 Armor 13128 / 13128 17066 / 17066   Armor’s basic value also has 2 times more than the Lv.440 Legend, performance of 10 TRA is 30% increased than the Lv.440 10 TRA and has 30% higher value. Until now, the Defense rate of Shoes and Gloves were lower than the Top/Bottom, but from the Goddess Equipment, all 4 parts will have equal value (Enhance included). Defense of the Shield is set with equal value with the Attack of Subweapon.   As well as the weapon, Goddess’ Blessed Gem x20 per piece are needed to increase up to 10 TRA. Other rules are equal to the weapon.     Dual Weapon System       Dual Weapon System that equips 2 pairs of weapons consists of Main Slot and Sub Slot, and is only supplied to the Goddess Equipment.   Main Slot is slot ‘1’ and Sub Slot is slot ‘2’ in the current version.     - Equipment of every rank can be equipped in the Main Slot.   - Only Goddess Equipment can be equipped to the Sub Slot when Goddess equipment is in the Main Slot.    The standard Dual Weapon System is applied only with 2 pairs of Goddess Equipment. You cannot use 2 pairs of Legend (or below) equipment like before because you cannot use Sub Slot when weapons other than the Goddess rank are equipped to the Main Slot.   The performance of equipment is equal as before when only one set is equipped, and when 2 sets are applied, Attack, Defense is applied as average, class’ attribute is applied as 50% per set.   Set Main Weapon Subweapon Attack A: 1 Set 17066 x 100% 17066 x 30% = 22186 B: 2 Sets equipped (Subweapon x2) 17066 x 50% 17066 x 50% 17066 x 15% 17066 x 15% = 22186 C: 2 Sets equipped (Subweapon x1, Shield x1) 17066 x 50% 17066 x 50% 17066 (15%) 0 (15%) = 19625 D: 2 Sets equipped (Shield x2) 17066 x 50% 17066 x 50% 0 (15%) 0 (15%) = 17066   When 2 sets are equally equipped like the B, the Attack is equal to one set (A). Instead, the Fixed and Random Stat and Enchant, Awakening, or other stats in the 2nd weapon set are added. Enchant is applied to a total of 8 slots and cannot be applied duplicately.   When equipping 1 Shield in 2 sets like C, the Attack decreases and the Defense increases by 50% than that of the Shield. When equipping 2 shields like D, the Attack is applied as equipping only Main Weapon, and the Defense of the Shield becomes 50%+50%=100% which is equal to equipping one set of Main Weapon + Shield.   Attribute is applied by 50% each when equipped Ex) Increases Critical Rate by 30% when One-handed Dagger is equipped Increases Critical Damage by 100% when Rapier is equipped   When two attributes are learned, and different weapons are equipped, the Critical Rate increases by 15%, and Critical Damage increases by 50%. Also, when using the skill that needs a specific class’ weapon, the corresponding skill will be casted even when one is equipped in any of the two slots.   From this update, changing equipment during combat becomes unavailable.     Equipment Upgrade Setting       You can manage Goddess Equipment Crafting and Upgrade by the unified UI. You can craft, Enhance, Transcendence, Enchant, and apply stats here. But the Awakening proceeded by the user’s skill will be as usual.     Equipment Inheritance     Goddess Equipment basically has a continuous structure by using the previous generation’s equipment as a material. Because this Goddess Equipment is the first generation, it is inherited from Lv.440 Legend Equipment which is final equipment currently. This system isn’t an event for the Legend equipment but a regular system which will be continued from now on.   Requirement for Inheritance is Lv.440 Legend with 8 or above TRA. If it meets the 8 or above TRA, every equipment from crafting, event, purchase can be inherited to Goddess.   Weapon can be inherited into weapon, armor to armor, and weapon can be chosen from all kinds of weapons and Armors from every kind of armors. Shield is categorized as a Subweapon, so needs to be chosen from weapons.   If the Inheritance material equipment is 11 ENH 10 TRA or above,  ⅔ Enhancement value and Enchant value(decimal point ignored, Enhancement value is up to 14 after Inheritance) will be inherited to Goddess.    ENH of  Inherited Equipment Goddess ENH Value ENH of  Inherited Equipment Goddess ENH Value 11 7 17 11 12 8 18 12 13 8 19 12 14 9 20 13 15 10 21+ 14 16 10       Goddess Equipment is character-based when equipped. Thus, before deciding the character to equip, you can put it in the Team Storage.   Care:   If you have a character with Lv.460, Goddess Weapon + Subweapon will be given free of charge once per team during the event period.     Enhancement Details     Category Legend Goddess Chance to Succeed 51.2% (fixed) Chance to succeed decreases  when Enhancement value increases Success ENH +1 ENH +1 Fail ENH -1 No change Chance Adjustment X Enhancement Supplement Failing Adjustment Value Max. ENH Value 40 30 Enhancement Cost Anvil Silver Vasilisa Scale (Working title) Gabija’s Coin   Goddess equipment can be enhanced by using Gabija’s Coin, Vasilisa Scale (Working title) (Main reward for Goddess Raid), and Enhancement Supplement. Gabija’s Coin is a seasonal coin that will be used as silver to the system related to this season’s equipment, and can be obtained from main contents like challenge mode.   Success Rate for each stage of Goddess Equipment Enhancement is as follows.   ENH Success Rate ENH Success Rate ENH Success Rate +1 ~ +5 100.0% +11 15.0% +17 3.0% +6 80.0% +12 10.0% +18 2.0% +7 60.0% +13 8.0% +19 1.0% +8 45.0% +14 7.5% +20 1.0% +9 30.0% +15 6.0% +21 1.0% +10 20.0% +16 4.5% +22~ 1.0%~   Enhancement will be 100% done until 5 ENH, decreases the chance afterwards and fixed to 1% from ENH 19 or above.   ENH One-handed Weapon Subweapon Two-handed Weapon (Attack) Weapon Accessory (Attack) Armor (Defense) Shield (Defense) +1 ~ +5 +175 +53 +175 +175 +6 ~ +10 +190 +57 +190 +190 +11 ~ +15 +205 +62 +205 +205 +16 ~ +20 +220 +66 +220 +220 +21 ~ +30 +235 +71 +235 +235   Actual Attack and Defense rate according to the Enhancement value are as above. It is set as 30% higher than the Lv.440 Legend equipment with the same Enhancement. (Increases Attack by about 4000 for 20 ENH weapon)   You can increase the success rate of Goddess equipment by using Enhancement Supplement.   Item Max. amount Function Enhancement Supplement 3 Increases basic Enhancement Success Rate by 20% Premium Enhancement Supplement 2 Increases basic Enhancement Success Rate by 20%   Enhancement Supplement which can be stacked up to 3 can be obtained via Goddess Raid Hard, etc,and can be traded via market. Premium Enhancement Supplements purchased with TP can be stacked up to 2. Increases Enhancement Success rate by 100% when using 5 Enhancement Supplements.   For example, when using 3 Enhancement Supplements to enhance 15 ENH that have 6% of success rate as basic, the rate will be increased to 9.6%. (60% x1.6).   For Goddess equipment, the Enhancement value does not decrease when failing the enhancement. Also, after failing, the chance to succeed in enhancement increases by a certain chance.    Final Success Rate = Basic Chance x (1 + number of Supplement x 0.2) + [Total amount of failing adjustment value]   Failing Adjustment Value is 10% of the chance (Supplement included) before the trial, accumulates the value until success and adds to the final success rate. (+%p)   When enhancing ENH 15, if you have failed by 9.6% of chance with 3 Enhancement Supplements at first run, 0.96% Failing Adjustment Value is saved. When you try the 2nd run with only 1 Supplement (20%), the Enhancement Success rate is 7.2% but the final chance becomes 8.16% because the Failing Adjustment value 0.96% adds up.   If the 2nd run fails, the total Adjustment value is +0.72%p, added with 0.96% which is the existing failing Adjustment value and becomes 1.68%. Accumulated Failing Adjustment Value piles until the success and resets when it succeeds. Care:   Current Golden Anvil and Ruby Anvil cannot be used directly in the Goddess Enhancement system, but can be exchanged as Enhancement Supplement. Tradable Anvil is exchanged to tradable Supplement, and untradable Anvil is exchanged to untradable Anvi but the details can be checked via actual update. Because Accessory(Necklace, Bracelet) remains as Legend rank, Anvils can be used for enhancing them. (refer to the Accessory Storage category)   Comment:   It is very sad that the performance scene of the current Enhancing system, where someone can put an Anvil and hit on it and others watch whether it succeeds or fails, is disappearing.   However, we think that this system is like a roller coaster, where the result is curious because the probability is always half, the Enhancement value drops when it fails, extremely decreases when the Golden/Ruby Anvil fails(goes to hell) and then rises again with a dramatic succession.    We couldn’t apply the current Enhancement system because Goddess equipment has more parts and it provides a guide for growing multiple characters. We had thought deeply about maintaining the performance scene, but because it’s going to succeed eventually, we’ve made up our mind just to stick to executing the UI.     Set Stat   Goddess equipment can be equipped up to 8, but set stat is still calculated as 6 pieces. Slot ‘2’ of Dual weapon system does not check the Set stat.   6 Pamoka Solution is needed to apply set stat as equally for every part, and 2 Pamoka Solution is needed when re-applying to the equipment that already had set stat applied.    Type of Set Stat is equal as now (Sauk, Balinta, Severty, Redeti, Essera, Charist) and some of the set stat’s performance will be adjusted.       Random Stat       The Random Stat is applied fundamentally like Savinose equipment, you can check on the stat via Identification when crafting for the first time. Random Stats from the Lv.460 Goddess equipment are as follows.   Stat Value OOO target Attack Attack against OOO Target Offsetting Max. SP Weapon: 565 ~ 1131 Armor : 302 ~ 604 Additional Damage Additional Damage Resistance Weapon : 848 ~ 1697 Armor : 452 ~ 905 STR / DEX / CON / INT / SPR SP Recovery Looting Chance Weapon : 85 ~ 170 Armor : 45 ~ 91 Critical Resistance / Critical Rate Block Penetration / Block Accuracy / Evasion HP Recovery Weapon : 283 ~ 566 Armor : 151 ~ 302 STA Weapon : 20 ~ 40 Armor : 11 ~ 22     Magnifier to control Random Stat Lv 460 Mysterious Magnifier Lv 460 Artisan Magnifier Lv 460 Sandra's Magnifier Lv 460 Sandra's Detailed Magnifier   will be provided in game.   Care:   Various Magnifiers you currently have can be used.     If one character wants to use various kinds of Random Stat, you can save the stat with the Engrave System and use it whenever you want. When you use  Lv 460 Engrave Stone to the equipment you want to extract Ichor, it’ll try Engraving by certain chance and will be saved to the slot when succeeding.  Engrave chance is  5% + 5% per 1 Engrave Stone (necessary), maximum by 100%. Lv 460 Engrave Stone can be obtained from contents or purchased via Gabija’s Coin Shop.     One character can have 2 Engraving Slot per parts, will be added in Achievement or reward of contents. Engraving Slot will be expanded by +5 when using Engraving Slot Expansion Voucher which is a timed premium item.   Care:   Random Stat Ichor for current Armor can be saved in Goddess Engraving right away. Stat value may not be enough because the Goddess equipment’s level is high, but it’ll be useful until you collect all Random Stat for Goddess Random Stat.   Random Ichor for weapons cannot be used for Engraving since the number of stat and value is unified.   Silver Ichor Extraction Kit can be exchanged to Lv. 460 Engrave Stone x1 , Golden Ichor Extraction Kit can be exchanged to Lv 460 Engrave Stone x2. Tradable Ichor kit is exchanged as tradable Engrave Stone, untradable Ichor kit is exchanged as untradable Engrave Stone.     Vaivora Vision & Fixed Ichor     Vaivora weapon is no longer an equipment but is changed to a form of ‘Vision’.   Vaivora Vision, which is not an equipment, has no limit per class. You can apply the stat to the Goddess equipment once you register on the Vaivora Vision Storage. You can apply it to multiple characters once you open one type of Vaivora. Stat value of Two-handed weapon and Trinket is changed equal to the One-handed weapon.     Vaivora Vision registered to the storage can be leveled up like the former Vaivora weapon or Ichor and the costs are as follows. Lv.1  (Initial Registration) Vaivora Vision x1 Lv.2  Vaivora Transmutator x2 Gabija’s Coin x20,000 Lv.3  Vaivora Transmutator x5 Gabija’s Coin x50,000 Lv.4  Vaivora Vision x1 Vaivora Transmutator x10 Gabija’s Coin x100,000   Comment:   Currently, 8 Vaivora equipment are needed for Lv.4 Vaivora. But every character needed 2 pairs of weapons and because the Goddess system suggests multiple characters, decreasing the amount for Lv.4 Vaivora was necessary.  Crafting fee for not only Lv.4 Vaivora but also high cost equipment such as Goddess/Demon God’s Armor, Ark, Accessory, etc will be re-organized by  ±1/4 than before.   Care:   Vaivora Enchant Scroll purchased with TP will be exchanged as untradable Vaivora Vision (for Storage).     Vaicora Vision does not vary between types, which means Vaivora stat can be applied to any weapon you wish.    Chaplin can now use Sacred Armor with a two-handed blunt, or Cataphract can use Matchless with a one-handed spear and shield. If a healer that gave up on Defense equips Mass Heal: Freeze on the Two-handed blunt, the skill effect of the assisting skills could increase based on higher ATK. Of course, enhanced stats for specific skills are meaningful only if you have them.   If you wish to only add the stats except the skill effect, you can add Fire Bolt to the two-handed sword.   Vaivora Vision has an [Independent] type, which indicates Vaivora that enhances a particular independent skill. Only 2 Independent Vaivoras of different kinds can be equipped out of 4 weapon slots. Also, you can equip 1 Independent Vaivora Vision of the same kind at a time.   At this point, Vaivora Vision which isn't an Independent type is only coordination. Therefore, you can equip either 4 coordination, 1 Independent/ 3 coordination, and 2 Independent 2 coordination. In the future, other non-independent type Vaivora other than coordination could be released. Different types of coordination and Echo will be integrated into a single type of Vaivora Vision - Coordination, Vaivora Vision - Echo.   Vision system is for the expansion of the combination between class build and the equipment and the Vaivora of the shared class weapon. Vaivora Visions of the shared class weapon will be added by the updates. We are planning to expand the limit of Independent Vaivora to 3 when Vaivora is added to most of the classes.   You can put the armor fixed ichor of Unique equipment or ichor of Lv.430 or higher in the storage. Applicable items are as follows.   3 kinds of Demon God (Can Level up) Ziburynas - Overload Raid Kartas - Harsh Imperator Rumpelstiltskin - Reckless Gambler 5 kinds of Goddess’ (Can Level up) Vakarine - Midnight Baptism Dahlia - Infinity Blessing Gabija - Holy Flame Zemyna - Saint Oath Austeja - Divine Enigma 3 kinds of Wonderous Courage Wisdom Stability 3 kinds of Glacia Imperturbable First Strike Thaw   You can level up the Demon God/Goddess type after registering in storage, just like Vaivora, and the required items are as follows:   lv.1(First Register) Arquenium x1 Dark Red Soul Stone Piece x1 Complete Piece of Divine Power x1 lv.2 Blessed Transmutor x3 Gabija's Coin 12,500 lv.3 Arquenium x1 Dark Red Soul Stone Piece x1 Complete Piece of Divine Power x1 Blessed Transmutor x6 Gabija's Coin 25,000     Gem     Weapon Armor Basic Slot x2 : Can equip the original color gem Basic Slot x2 : Can equip skill gem Additional Slot x1 : Can equip new gem   You can equip 2 color gems in the weapon and 2 skill gems. You can equip skill gems in any parts of the armor. Additional gem sockets of Goddess equipment can be added in the common UI and consume Gabija's Coin instead of silver. Also, it no longer requires any cost when extracting gems. (This is applied to items of all grades.)   1 Socket for the new Aether Gem can be opened in the weapon. Golden Socket and Arch Stone Fragment is required to open an Aether Gem Socket, and you can obtain the Aether Gem from the new Hunting Grounds.     Enchant     To enchant the Goddess equipment, you need Lv 460 Goddess Enchant Jewel, which costs Gabija's Coin x4,000.   By using 8 slots in total by Dual Weapon system, you can activate 8 kinds of enchant stats. The same stats do not overlap and only higher values apply.   You cannot transfer enchant stats from Legend to Goddess, and can only be transferred between the Goddess equipment of the same level. It will only be transferred to the next level Goddess equipment by inheriting.   Care:   As the Scout class uses pistol and dagger as main weapon, the existing ‘Damage when attacking with sub weapon’ stat will be combined with ‘Damage when attacking with main weapon’ stat and no longer appear.   A single current Lv 460 Legend Enchant Jewel can be exchanged with 4 Lv 460 Goddess Enchant Jewel.     Awakening     Awakening still relies on the current user shop, instead of the Goddess UI. You can obtain Lv 460 Awakening Abrasive from contents or using Vasilisa Scale (Working title), and this Awakening Abrasive allows you to achieve a higher awakening stat.    Awakening stat applied when using Lv 460 Awakening Abrasive are as follows. (Value is applied randomly by an equal chance)   Weapon Value Armor Value Physical Attack 57 ~ 285 Physical Defense 131 ~ 653 Magic Attack 57 ~ 285 Magic Defense 131 ~ 653 Physical Critical Attack 171 ~ 885 Maximum HP 477 ~ 2384 Magic Critical Attack 171 ~ 885 Maximum SP 189 ~ 1514 Accuracy 28 ~ 142 Evasion 28 ~ 142 Block Penetration 28 ~ 142 Block 28 ~ 142 Critical Rate 28 ~ 142 Critical Resistance 28 ~ 142 Additional Damage 171 ~ 885 Additional Damage Resistance 171 ~ 885   Magic Critical Attack, Block Penetration, and Block is added, and HP/SP Recovery cannot be obtained from 460 Abrasive.  As the level of the abrasive is not equal to the level of the equipment, the existing Lv430 Abrasive can be used on the Goddess equipment, but the applied stat will be that of the past.   You cannot transfer Awakening stats from Legend to Goddess. However, if the weapon type is the same (Pistol to Pistol) you can transfer between the Goddess equipment.     Ark Storage       You can store 7 kinds of Ark (Swift, Thunder, Storm, Disperse, Divine Retribution, Suppress, Healing Wave) in the Ark Storage. By consuming items and opening the kind of Ark you wish, each character creates character-bound Ark via storage. When created the level will be set to 1 and the items required to open and level up are as follows.   Level Cost of EXP gain (Nucle Powder) Cost of Leveling Up First Open - Arch Stone Fragment x4 Thierrynium x1 2 2,000 Goddesses' Blessed Gem x1 Mystic Tome Page x1 Sierra Stone x1 3 6,750 Goddesses' Blessed Gem x2 Mystic Tome Page x1 Sierra Stone x1 4 16,000 Goddesses' Blessed Gem x6 Mystic Tome Page x2 Sierra Stone x1 5 31,250 Goddesses' Blessed Gem x12 Mystic Tome Page x4 Sierra Stone x2 6 36,000 Goddesses' Blessed Gem x14 Mystic Tome Page x5 Sierra Stone x2 7 49,000 Goddesses' Blessed Gem x18 Mystic Tome Page x6 Sierra Stone x2 8 64,000 Goddesses' Blessed Gem x24 Mystic Tome Page x8 Sierra Stone x2 9 81,000 Goddesses' Blessed Gem x25 Mystic Tome Page x11 Sierra Stone x3 10 100,000 Goddesses' Blessed Gem x25 Mystic Tome Page x14 Sierra Stone x4 Total 386,000 Arch Stone Fragment x4 Thierrynium x1 Goddesses' Blessed Gem x127 Mystic Tome Page x52 Sierra Stone x18   Care:   All items consumed will be returned when dismantling the current Ark. This applies to the quest Ark as well.   ex) When dismantling Lv 10 Ark   - Arch Stone Fragment x20 (Quest Ark excluded) - Thierrynium x1 (Quest Ark excluded) - Goddesses' Blessed Gem x1,009 - Mystic Tome Page x413 - Sierra Stone x117 - Nucle Powder x3,088,000 - 3,088,888 silver   Stats of some Arks can be adjusted during the update.      Accessory Storage       You can store 6 kinds of Luciferie Accessories (Pyktis, Triukas, Kantribe, Prideti, Isgarinti, Juoda) in the accessory storage, and items required to open each slot are as follows.   Required Item Open Luperium x1 Scorched Valuable of Tel Harsha x72 Violetin Crystal x1 2 sets of lower rank legend accessory (Necklace, Bracelet 2) Moringponia + Drakonas or Carnas 1 set of Luciferie that corresponds to the Legendary Accessory ingredient of the lower rank (Necklace, Bracelet)   <▲ Example of Opening Luciferie Pyktis storage cost>   The existing accessories can be dismantled as follows.    Type Necklace Bracelet Luciferie Violetin Crystal x2 2 kinds of Legend Necklace (Moringponia, etc) Luperium x2 Scorched Valuable of Tel Harsha x144 Violetin Crystal x1 2 kinds of Legend Bracelet (Moringponia, etc) Luperium x1 Scorched Valuable of Tel Harsha x72 Karaliene Violetin Crystal x2 2 kinds of Legend Necklace (Moringponia, etc) Violetin Crystal x1 2 kinds of Legend Bracelet (Moringponia, etc) Incomplete Karaliene Violetin Crystal Fragment x2 2 kinds of Legend Necklace (Moringponia, etc) Scorched Valuable of Tel Harsha x16 Violetin Crystal Fragment x1 2 kinds of Legend Bracelet (Moringponia, etc) Scorched Valuable of Tel Harsha x8   Lower rank Legend Accessory per stat type are as follows.   Stat Type 380 Legend 400 Legend Pyktis Drakonas Pasiutes Moringponia Pyktis Triukas Drakonas Lynnki Moringponia Triukas Isgarinti Drakonas Frieno Moringponia Isgarinti Isgarinti Drakonas Kite Moor Moringponia Pyktis Kantribe Carnas Pyginis or Carnas Magija Moringponia Kantribe Juoda Carnas Zeisty Moringponia Juoda <▲ Example of Items obtained when dismantling Luciferie Juoda Necklace>   However, you must extract Luciferie property in order to dismantle. 2 sets of scrolls with current enhancement stat and potential will be given when extracting property.     Transcendence, Enhancement and Potential stat is transferred when applying it to the bound Luciferie from the storage. The Transcendence, Enhancement and Potential of the item that had its property extracted will be set to 0 and can be dismantled.    Accessory works with the current anvil enhancement system instead of the Goddess enhancement as it is still Legend grade. Also it has no limit difference in playing content from bound Luciferie when used without storage. Goddess accessories are planned to be updated in the future.     Lowering the Cost of Enhanced Upgrade Arts   The cost of Mystic Tome required in Enhanced Upgrade Arts, which also takes a big part in character building, will be lowered to ¼ of the current cost.   The Unidentified Mystic Tome returned after resetting the Arts will be changed to 4 new Mystic Tome (working title) and can be used when learning the Arts again.     Gear Score     Gear Score, system that sets score based on the weapon, armor, accessory, seal, and Ark is added. Gear Score is based on the level and grade of the equipment and set according to the additionally processed status. This will replace the current entry limit system which requires ‘** grade *TRA *ENH or above’ to enter.   Weapon, Armor Accessory Seal Ark Enhancement Transcendence Level of Random Ichor, Number of stats and its value Level of fixed Ichor Value of enchant stat Grade of set stats Enhancement Transcendence Enhancement Type(Crafted Ark) Level   Gear Score is calculated by the average of each part’s values, and will be used as an entry limit of various contents.     Accompanying Balance Patches     The following balance adjustments will take place with the Goddess equipment:   Additional Damage will be organized. Because the additional damage that works as a damage that ignores defense is affected heavily by number of hits and low value balance, it will be based on the following standards.   Additional Damage Dealer (ADD) in class with over a certain number of attack against a single target per duration Additional Damage increases in proportion to ATK(00% buff included) as a characteristic of an ADD The deviation of the additional strike number during the basic attack between ADDs is managed within a certain range (Judges factor, range, and AoE status of the basic attack) Other classes does not possess skills that applies additional hit or increases additional damage Additional damage attributes will be added to Quarrel Shooter, Chaplain, and Schwarzer Reiter. We’ve selected the most basic DPS class out of the ADD to be changed for the first time and other skill DPS that have a high number of hits against a single target are also considered to be changed. If there are two or more ADD in one class, the effect will not be stacked.   Because additional damage is damage that ignores defense, there's a gap in the number of hits per duration. Current basic-attack-based ADDs all have a different number of hits per duration, range, attack status when moving, and AoE status. To reflect this, the necessary balance adjustment within the class will be carried out.   Expansion and Management of Maximum Damage     As the ATK, factor, and damage increase stat becomes higher and higher, the number of attacks that is limited to the current maximum damage of 10,000,000. Therefore, following adjustment will take place:   Maximum Damage is expanded to 40,000,000 Factors with high value will be broken up   Maximum damage is expanded from 10 million to 40 million and skills that give a single hit damage over 20,000% will have its factor broken up by adjusting consecutive hits, overheat, or cooldown to evade reaching the maximum damage. Attacks activated by items and attack of the summons are also included.   As the new equipment is updated, the defense of the monsters in the current competitive system will be adjusted to receive a similar damage. New or newly adjusted contents in the future will also be made to keep pace with the Goddess equipment.       This concludes the NEXT Project #1 : Goddess Equipment Systems.    The next post will be NEXT Project #2 : New / Adjusted contents and system.   Thank you.      ※ The system, item name, value in this post may be added, changed, or removed during the actual updates.  

Developer's Blog
June 10th, 2021
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Re:Build - FAQ 3

Table of Contents   1. Rank System Changes Pt. 1 (Click here) 2. Rank System Changes Pt. 2 (Click here) 3. New Content: Borutos Kapas & Astral Tower Closed Quarters (Click here) 4. FAQ (Click here) 5. Compatibility Issues & Solutions (Click here) 6. FAQ 2 (Click here) 7. FAQ3     Greetings, Saviors.   Today we would like to go over some of the class features that a lot of the players may feel are nerfed and the explain to you the reasons behind those changes, as well as the general direction that the Re:Build update will be heading in the future.     The Removal of Skills The removal of class skills is the cornerstone on which Re:Build’s balance adjustments are based on. With Re:Build, each class is made to be given 6 to 8 skills that players can choose from, as we came to the decision that some skills had to removed due to one of the following reasons:   - The skill is rather useless and can easily be replaced by other better skills - The skill hurts the class’ characteristics - The skill overlaps with roles played by other classes - The skill has a negative impact on the overall balance of classes     1. Swordsman Tree   Class Removed Skill Changes Reasons & Future Plans Swordsman Pommel Beat Restrain Double Slash Concentrate   We believe that the base class in a tree must provide players with the foundations on which they can plan their build. [Pommel Beat] was removed because it was heavily underused and [Double Slash] was removed for the reason that it is merely an inferior version of the [Skyliner] skill. While skills like [Gung Ho] increased character ATK value by a percentage, [Concentrate] was removed because it was a skill that raised ATK value by a fixed amount, which inevitably ends up “better” or “worse” when compared to similar skills. Highlander Skull Swing Vertical Slash   The central mechanic behind the Highlander class is the chaining of its skill sets. This meant that the class required excessive amounts of skill points to be fully effective, so we have removed two of the less efficient skills. Despite the removal of the two skills, the ATK values of the remaining skills have been increased to compensate for the removal. Peltasta Umbo Thrust Langort Threat level 50x → 10x We aim to make Peltasta the main tanker class in TOS. Re:Build’s Peltasta skills are defense-oriented and have been carefully selected to increase synergy with other shield-wielding classes. Other skills that did not fit in with the class’ tanker roles were removed during the process, leaving the class with 7 core skills. Due to the balancing changes in Re:Build, Peltasta’s threat level could not remain 50x, as that would mean that the class would continuously maintain threat from monsters. The threat level is reduced to 10x and is now more dependent on how the player utilizes the array of skills available. We are planning to add more features that let players manage threat level in our future updates. Hoplite Long Stride   Hoplite’s [Long Stride] was removed as it basically serves the same purpose as [Dragon Fall], only weaker. To compensate for the removal of [Long Stride] the overall skill factors of all Hoplite skills have been increased. Barbarian Helm Chopper Giant Swing   The Barbarian class skill set was in need of cleaning up as the class had too many skills. [Giant Swing] was removed because it was an underused skill and the strike-type skill [Helm Chopper] has been moved to the Hackapell class. Skills like [Embowel], [Stomping Kick] and [Pouncing] could have been removed instead but they seemed to fit in better with the Barbarian class’ concepts. While they may be considered just as underwhelming in terms of effectiveness, we plan to provide improvements for those skills following further inspection. Cataphract   Skill duration and cooldown time for [Trot] Having greater mobility in a PvP environment is a huge advantage. Until Re:Build, the Cataphract’s skills had been limited by its low rank, but now that the class has increased skill factors we felt that its mobility had to be limited instead. The effects of [Trot] can be sustained with reuse but now with the downtime and also with having to reuse the skill makes the class more vulnerable in PvP situations. Doppelsoeldner Mordschlag   Doppelsoeldner was a class that had too many skills, which in turn required selective skill point investment on the part of the player. In order to diffuse this, skill acquisition levels are adjusted and Zornhau, Zucken and Redel can officially be chained one after another. [Mordschlag] was removed because it was deemed unfitting for the Doppelsoeldner class that wield two-handed swords in wide arcs. Rodelero High Kick   Like the Doppelsoeldner class, Rodelero was a class that required many skill points. Also, to keep the class concept of ‘DPS with a shield’, we have removed the [High Kick] skill. With the removal of High Kick, the ‘increased strike-type attack’ buff has been moved to [Shield Shoving] to maintain the chaining of skills that were available before Re:Build. Fencer Lunge Attaque Coquille Attaque Au Fer   [Lunge] was removed because it lacked compatibility with other skills that used the rapier, and [Attaque Coquille] was removed because it was deemed harmful to the balance of the game due to its ‘ignore defense’ property that applies to critical attacks. [Attaque Au Fer] was removed because it was difficult to implement skills that make the target drop their weapon. As compensation, the cooldown of [Epee Garde] has been reduced so that the skill’s effect can be maintained continuously. Also, the damage of some skills has been enhanced to reinforce the class characteristics that make use of amplified damage through critical attacks. Templar Summon Guild Member Warp to Guild Member Build Guild Tower Reduce Craft Time Buff Share   Templars were a class designed for guild functions. Because of this, the class has had many systematic difficulties such as players not being able to use rank reset. The same problems persisted after Re:Build, so all previous skills relating to guild system functions have been removed and the Templar has been altered to specialize in GvG content. We are hoping that the Templar class will be an influential part in TOS’ GvG content and are currently investigating to see if there’s room for further improvement. Retiarius Vital Protection Standardization of skill factors: Dagger Finish, Trident Finish The Retiarius’ [Finish] skills have been nerfed somewhat due to the standardization of skill factors with Re:Build. Skill factors share a common formula and it is impossible for us to increase the efficacy of Retiarius skills alone. We are looking to make adjustments to restore the impact of one-handed spear attacks that go hand in hand with the class’ Rete skills. Hackapell Leg Shot   Hackapell has lost the use of pistols since having been moved to the Swordsman tree and hence the skill [Leg Shot] is removed. This was a heavily underused skill because most would choose swords over pistols in the subweapon slot when playing the Hackapell class. To improve overall class function over class concept accuracy, [Helm Chopper] has been added to the list of Hackapell skills in the place of [Leg shot].       2. Wizard Tree   Class Removed Skill Changes Reasons & Future Plans Wizard Surespell   Quick Cast Sleep   The Wizard class has been given basic attack and defense magic as well as debuffs that can increase the efficacy of party members’ attacks.   [Quick Cast] was transferred to the Chronomancer class as it seemed redundant in the Wizard class with the removal of the circle system. However, the cooldown of Wizard skills has been reduced and we changed the Rod Mastery attribute to make up for the loss of Quick Cast. Pyromancer Flare   Pyromancer has become a DPS class following the implementation of Re:Build. In order to make the Pyromancer a more simple damage centered class, we have removed [Flare], a skill which required delicate controls, and added [Prominence] in its place. Psychokino Telekinesis   While [Telekinesis] had been a critical skill in PvP, it was next to useless in the game’s PvE content. We felt that the Psychokino had enough viability in both PvP and PvE with its remaining skillset, which includes great skills like [Heavy Gravity]. Alchemist     The Alchemist’s role as a support class has been reinforced with the addition of [Sprinkle HP Potion] and [Sprinkle SP Potion] skills.   The crafting of various potions and the [Homunculus] skill still requires work, and we will make this one of our top priorities for early 2019. Sorcerer Attack Ground Hold   [Attack Ground] and [Hold] were removed as they overlapped with [Summon: Force Attack] and [Summon: Cancel Attack], which are skills that are available for all summoning classes. Another reason for their removal was because they were skills that should have been available without the need to invest points into.   If there is enough feedback from players who feel that it is now more difficult to control their summons, we will work towards improving this particular aspect of the summoning classes. Chronomancer Haste Quicken   [Quicken] and [Haste] were given to another class as we felt that the two skills were more physical in nature rather than magical, which is what the Chronomancer class should be concerned with.   Following the Re:Build update, the role of party support has been moved to classes in the Cleric and Scout trees while the Chronomancer class will now focus on providing synergy between the different classes within the Wizard tree.   But being a support class first and foremost, it will have skills like [Reincarnate], [Stop] and [Pass] all provide the player and the party members the upper hand in combat. Necromancer Dirty Pole Flesh Strike The number of skeleton summons reduced from 10 to 5 As the number of summons grew, it was more difficult for each of the summons to be balanced in terms of power. Therefore, we reduced the total number of summons for the Necromancer class and instead increased each of their powers, while also adding the Skull Wizard to give them more variety.   In the case of [Flesh Strike], we gave the skill for the Skull Mage to use instead as we wanted to make the Necromancer a class that specializes in summons above all else. Elementalist Prominence Freezing Sphere   As the Elementalist had a variety of skills of different properties, it could not be helped that its skills overlapped with many of the other classes within the Wizard tree. Because of this, [Prominence] was given to the Pyromancer class and [Freezing Sphere] was given to the Rune Caster class as [Rune of Ice].   The overall number of elemental skills has been reduced but the Elementalist’s efficacy was kept intact with the addition of the [Elemental Essence] skill which boosts the efficacy of the class’ skillset. Warlock Dark property damage increase for curse (hex) spells Drain   Dark property damage increase removed Classes in the Wizard tree that were above rank 7 had been somewhat nerfed for the overall balance of the new class system. We’ve planned to overcome this by enhancing the synergy between dark property damage and curses and giving more utility to other skills.   For example, players can now use [Demon Scratch] to pull enemies in, and also use the skill as the opener for chaining different skills.   [Drain] removed With the rebalance of skills, it was difficult to balance the increase in magic damage that the skill provided previously, or give players a replacement skill which had a similar function.   With the removal of [Drain], we’ve come to question the combat methods employed by the Warlock class and what skills a Warlock would require. We are currently working to make Warlocks a class that fights using evil spirits and we’re thinking of enhancing synergies with the Featherfoot class to create a Wizard class utilizing Dark property attacks. Featherfoot Blood Curse   [Blood Curse] had to be removed as the Featherfoot class’ maximum HP value was adjusted with the rebalancing of the game.   Currently, AoE damage skills that can be used while in [Levitation] are in the works and also greater synergies with the Warlock class is planned as mentioned above. Rune Caster   Rune of Protection Rune of Ice Rune Caster had been a class with a vague role so we have adjusted the Rune Caster class to a more DPS-centered class. In the process, the [Rune of Protection] and [Rune of Ice] skills have been altered. [Rune of Ice] is now an attack skill.   Also, [Rune of Protection] has been made to provide damage reduction while casting and give a knockdown resistance attribute to provide the class with stable casting abilities. The [Skilled Casting] attribute will now reduce Rune Caster skills’ cooldown with each casting to a minimum of 0.5 seconds to give the class more free time to deal with the different perils it faces while in combat. Shadowmancer   Overall damage decrease The Shadowmancer class had high damage skills that went beyond the rules set for balance in order to deal with the problem of having a huge delay after skill use.   The reduction of skill damage in Re:Build was necessary with the reduction of the aforementioned delay.   As for the class role, seeing how the Shadowmancer class had great survival skills in PvP, we’ve decided to focus and enhance this aspect for the class in the future. Onmyoji   Overall overheat decrease The goal of Re:Build is to emphasize the different class characteristics. In other words, each class’ shortcomings must also be apparent as much as their advantages are.   The core concept behind the Wizard tree is AoE damage over a given time duration. The overheat for the Onmyoji class has been adjusted to reflect this and the playstyle will also be changed.   However, the cooldown for [Howling White Tiger] and [Water Shikigami] has been reduced to provide continued damage. Taoist Dark Sight   While [Dark Sight] was extremely overpowered for content such as Earth Tower, it did not have any uses outside of this particular feature.   The Taoist has become a DPS class, having been transferred to the Wizard tree, while [Lightning Charm] has replaced [Dark Sight] in enhancing the class’ dealing capabilities. Bokor Ogouveve   As all summoning classes are now in the Wizard tree with the introduction of Bokor in the Wizard tree. We felt that a class that deals with the management and enhancing of summons was required.   Opposed to classes like the Sorcerer, a class that summons a single Demon Lord, or the Necromancer, a class that summons an army of undead, the Bokor will use zombies as consumables in combat.   [Oguveve], being a skill that enhances the STR of zombies, was removed in order to reinforce the new class concept we had planned for the Bokor. Any future improvements made to the Bokor class will introduce more skills akin to [Damballa].       3. Archer Tree   Class Removed Skill Changed Skill Reasons & Future Plans Archer Full Draw   Heavy Shot   Kneeling Shot   The Archer is a class that can remain mobile while attacking so [Swift Step] has taken the place of the [Running Shot] skill in providing the Archer with attacking while speedily moving about.   [Kneeling Shot] was moved to the Quarrel Shooter class to provide focused attacks that the class needed. Hunter Snatching   Pointing   The Hunter class is limited in the skills they can use in that they must fight alongside their companion.   [Snatching] and [Pointing] were removed because they were the two skills that were the most underused. The remaining skills were enhanced for synergies with other classes in the tree and stability of gameplay style. Quarrel Shooter Running Shot   [Running Shot] was a skill that did not conflict with the class concept of the Quarrel Shooter as a defense-oriented class but it was a skill that ruined the balance of the Archer tree builds. We added skills such as [Block and Shoot], [Shield Guard] and knockback defense in order to reinforce class roles.   [Running Shot] was instead replaced by [Swift Step], made available for the Archer base class so that all Archer tree builds can make use of the skill. Falconer Hovering   Call Damage decrease due to the addition of Pre-Emptive Strike The Falconer’s [Call] skill was rather unfair because it was necessary for players to invest in the skill in order to gain full control of the Hawk. We felt that it was redundant to have the Hawk leave after every skill so we removed [Call] in the process of making this improvement.   [Hovering] was removed because it did not fit in with other Falconer skills so it was replaced with [Tomahawk], which is another attack skill. Cannoneer Shoot Down Removed the increased damage effect of Bazooka Up to this point, we have envisaged the Cannoneer as a class that provided powerful ranged attacks while remaining stationary. But since Cannoneers were the only class that made use of cannons, there wasn’t much else for players to do when using the [Bazooka] stance.   With the absence of other classes that use cannons, the devs felt that it was necessary for the Cannoneer class to take a step into a different conceptual direction. As a result, [Bazooka] has been toned down and the remaining skills have been enhanced instead.   [Shoot Down] was removed and it has been merged with the [Cannon Shot] skill to provide a more focused skillset. Musketeer Attribute: Armor Break   Birdfall   The Musketeer was a class that relied heavily on the attribute [Sniper’s Serenity: Armor Break]. It was intended that Musketeers have the upper hand in facing enemies with high DEF but, since the debuff was in effect for all party members and not just the Musketeer alone, it affected the balance negatively overall. It turned the Musketeer into a supporter and not a DPS class.   The Armor Break attribute was removed to consolidate this problem and [Grooving Muzzle] was enhanced to maintain the Musketeer’s advantage over opponents with high DEF, making it so that damage could be dealt even during skill cooldown time. Mergen   Triple Arrow’s explosion is now activated by chance Mergen is a powerful two-handed bow class both before and after Re:Build. Triple Arrow’s explosion was much too overpowered: as the character’s AoE attack ratio increased, the explosion chance had to be lowered to 50%.   To counter this, Mergen’s [Spread Shot] was changed so that it is affected by AoE attack ratio to keep the damage output changed as least as possible overall.     4. Cleric Tree   Class Removed Skill Changes Reasons & Future Plans Cleric Safety Zone   Deprotected Zone   Divine Might Heal mechanic changed [Heal] in the past was too powerful in that it hindered variety in the Cleric tree builds as a support class. Now [Heal] targets a single player and will be a specialization that needs to be invested in to yield maximum effect.   Skills like [Safety Zone] that annul the incoming damage were the most powerful defensive skills available in the game. This made the Cleric tree builds even more restrictive and made the gameplay even more repetitive overall. For this reason, most of the support skills that grant invincibility to the whole party have been removed. Priest Exorcize   Stone Skin SPR factor adjusted for Blessing and Sacrament Priests are not an offense-focused class, so skills such as [Exorcise] were removed and replaced with [Turn Undead], while [Stone Skin] was moved to the Paladin class in order to reinforce the class’ role.   The skill factor for Blessing and Sacrament has been altered. We are aware that the currently implemented skill factor is in need of further review and we will continue to balance the class along with the Pardoner class. Krivis   Melstis changed so that only the caster is affected [Melstis], a skill that increased the duration of all beneficial buffs, was a very powerful skill. The problem was that the Krivis class is a DPS class and not a support class.   For reinforcing class roles and balancing issues, [Melstis] had been a staple skill of many Cleric builds so it was changed so that it only affects the caster rather than remove it altogether. Druid Telepath Sterea Trofh skill change   Carnivory skill change The class design goal for Druid is to create a physical/magic hybrid class. In order to achieve this, we increased the damage of [Chortasmata] and changed [Carnivory] into a buff that increases physical and magic critical damage. Despite the removal of one offensive skill, this buff allows the Druid class to have greater synergy with the other classes in the tree.   The change made to [Strea Trofh] was for the same reason as [Safety Zone]. [Strea Trofh] was changed into an evasion skill to increase the viability of melee fighting while using [Lycanthropy].   [Telepath] was removed as it was useless in most of the game’s content and prone to cause balance issues in PvP settings. Dievdirbys   Statue of Goddess Ausrine effect change [Statue of Goddess Ausrine] was a skill that granted invincibility to the whole party and hence one of the skills that hindered variety for builds and play styles in TOS’ late-game content. We removed the skill’s invincibility and made it so that players can now be more mobile without having to lose the buffs gained from other Dievdirbys statues to reinforce mobility, which was one of Dievdirbys’ biggest shortcomings.   The class will provide increased DPS capabilities with [Carve Owl]’s improved damage increase and [Statue of Goddess Ausrine]’s increased mobility. Oracle Forecast   Change Arcane Energy changed [Forecast] was removed as it was a skill that won’t be of any use with the new content that is to be added into the game and [Change] was removed because the change in monster stats made it inapplicable in Re:Build.   The Oracle class was restructured to supplement these changes. [Arcane Energy] is changed so that it can be used repeatedly without concern for SP consumption and [Prophecy] was changed so that it could negate incoming crowd control skills. Players can also make use of the [Death Sentence: Reset] attribute to increase party damage by up to 50% and use [Foretell] to support allies to victory. Monk   Double Punch affects basic attack   Iron Skin, Golden Bell Shield effect change [Double Punch] was the game’s only skill without a cooldown. It was governed under a unique skill factor. It also caused problems as the efficacy of the skill could be affected by many different factors including those outside the game.   In order to combat this, [Double Punch] was changed into a buff that altered the character’s basic attack instead of being a skill in itself.   Because of the Monk’s melee tendencies, [Iron Skin] was changed into a buff that reduces received damage which can be continuously used, and [Golden Bell Shield] was changed to provide players with reduced cooldown and increased damage when using Monk skills. Paladin Smite   Turn Undead Sanctuary Phys DEF, Mag DEF increase adjusted The increased defense and additional damage gained through [Sanctuary] decreased by half overall. But since the DEF values on shields and armor have been increased and the HP of monsters has been lowered, the skill will not feel as nerfed as it does on paper.   [Turn Undead] was moved to the Priest class in order to reinforce the Paladin’s role as a defensive support/DPS class. [Smite] has been removed but since it is available to use in the Cleric class, players will still be able to make use of the skill. Chaplain Magnus Exorcismus   The Chaplain class now is free from being bound to the Priest class and can stand on its own with its new skills, which can boost the class’ offensive capabilities. [Magnus Exorcismus] was removed as it did not fit in with the rest of the Chaplain skillset which focused on enhancing attacks. Plague Doctor Bloodletting   Pandemic: Increased Range attribute   Disenchant   Plague Doctor is a class that specializes in buffs and debuffs. The biggest problem with the Plague Doctor class was that there was little in the way of interactivity as its skills had long cooldowns and duration.   [Bloodletting] and [Disenchant] were removed to prevent players from removing enemy buffs easily but [Fumigate] was kept so that ally debuffs can be removed. Also, [Modafinil] has been added to the Plague Doctor’s arsenal to increase party mobility.   The [Pandemic: Increased Range] attribute was removed as we deemed it to be the culprit behind making the Plague Doctor class much too overpowered. Kabbalist Double Chance Ein Sof nerfed Players relied too much on [Ein Sof] as it was a skill that increased characters’ HP drastically and it hindered players from investment in newer gear, so we’ve decreased the maximum HP gain for [Ein Sof] out of necessity. Nonetheless, combat and player stats have been rebalanced through the update so [Ein Sof] is still an essential part of the Kabbalist skillset.   [Double Chance] was a skill that overlapped with [Gevura]. [Double Chance] was removed because of this and [Gevura], which increases maximum damage as well, was kept instead.Despite the nerf, [Ein Sof: Stacked Healing] remains and Kabbalist is still one of the key healer classes in the game. Zealot   The effect of maximum SP capacity adjusted It became more difficult to increase the damage dealt by [Blind Faith] since SPR no longer affects the amount of SP a character has. But players can still use item effects to increase their SP and as monster HP has been lowered overall the skill is still just as valid as it was before Re:Build. Exorcist   Reduction of chained skills from the removal of Magnus Exorcismus The [Exorcise] - [Magnus Exorcismus] - [Entity] chain is now impossible but we will soon be introducing new skill chains that can be utilized by the exorcist class.       5. Scout Tree   Class Removed Skill Changes Reasons & Future Plans Scout Flu Flu   Flare Shot   Perspective Distortion   Camouflage   Scan   The skills that were underused have been removed and buffs related to critical rate and evasion have been added. Attack skills that make use of the dagger and pistols have been added, replacing the bow. Squire Penalty Reduction Base Camp nerfed   - Players can warp only when in the same zone   - buff duration x2 bonus removed Squires are one of TOS’s main crafting classes. While they lack combat abilities, they affect the game as much as the other classes. But in their current state, they lack in their role as a support class and [Base Camp] is also rather underused. This is why we want to add new functions and improve existing skills for the Squire class to fit into its new role.   The basis of this change will be the [Base Camp] skill. We want to make the [Base Camp] skill something more than a convenient warping point.   For this to be possible, we made it so that [Base Camps] can now be installed in a wider range of areas (except for instanced dungeons). But also in order to balance the efficacy of the skill, we made it so that players can only warp to a [Base Camp] when in the same zone as the installed [Base Camp]. The twofold increase in buff duration was removed as it was open to player exploit. Shinobi   Reduced shadow clones for Bunshin no Jutsu, and shadow clones only mimic Shinobi skills Before, the validity of the builds that included Shinobi was whether Bunshin no Jutsu was able to mimic the skill or not. This went against the philosophy behind Re:Build.   The damage of other Shinobi skills have been increased and the new [Raiton no Jutsu] skill has been added to reduce the player’s reliance on the [Bunshin no Jutsu] skill. However, the charging time for [Bunshin no Jutsu] was removed to make it possible for the class to deal sudden bursts of damage. Thaumaturge Transpose Swell left/right arm merged The efficacy of [Swell Left/Right Arm] was dependant on the target characters’ equipment. Also, having two different skills that serve a similar purpose was rather inconvenient. The two skills have therefore been combined as [Swell Hands] and the increase in attack damage was reduced slightly for balancing.   [Transpose] was removed as it did not fit in with the new rank system where character stat is automatically distributed. Thaumaturge will undergo further adjustments in the future as it is a key support class in the Scout tree. Enchanter Empowering   After Re:Build, SP has become one of the most important stats. Skills that increased the maximum SP have been either altered or removed and [Empowering] was removed because of this same reason.   While Enchanters needed to invest in DEX in the Wizard class tree, there is no need for players to needlessly invest in DEX stats now that the class belongs to the Scout tree. Due to this stat synergy, skills like [Enchant Lightning] and [Lightning Hands] can be improved naturally with the Scout tree’s stat progression.   In case of [Lightning Hands], we must admit that it is yet not as effective as we intended it to be. But since the DEX focused stat progression is now introduced, we will further review the skill to see if any more adjustments are required. Linker Spiritual Chain Lifeline nerfed Linker’s [Lifeline] was a great skill in that it allowed party members to share each of their strengths. But since most players had min-maxed stats prior to Re:Build, everyone became overpowered while under its effects.   On top of this, using [Spiritual Chain] to share buffs made the party next to invincible.[Lifeline] was changed so that only the caster’s highest stat is shared among the party, and [Spiritual Chain] was removed altogether.   Now that the Linker class is in the Scout tree, skills like [Electric Shock] and [Joint Penalty] will see more use, but there still are further plans for adjustments after seeing how the change in [Lifeline] pans out in the future. Rogue Vendetta   Capture   [Vendetta] and [Capture] have been removed as they were underused skills in the Rogue class. [Capture] was a fun skill but it was difficult to utilize and always had been a source of problems for many players.   Rogue’s overall DPS has been increased as it is an offensive class specializing in daggers. The [Knife Throwing] skill has been added to increase the critical rate and enhance the class’ offensive concept. Schwarzer Reiter Wild Shot   The Schwarzer Reiter has come to wield one-handed swords as its main weapon after moving to the Scout tree. [Wild Shot] has been removed because of this change, but since Schwarzer Reiter has always maintained continuous ranged attack using the [Limacon] skill, [Wild Shot] won’t be missed as much as other skills. Bullet Marker     As explained before, many classes have their number of skills reduced after Re:Build, but Bullet Marker is an exception.   This is because the Bullet Marker is a hybrid class that has both mounted and unmounted skills. The Bullet Marker was designed to be compatible with all mounted and unmounted classes and hence it has 1.5 times the number of skills when compared to other classes.       Tree of Savior is a game with a myriad of class combinations and play styles available. There is always the risk of implemented mechanics not playing out as the devs had first intended. We promise that we will do our best to keep our eyes out for any serious concerns that hinder the game’s balance in the future and also keep our ears open to the feedback from our players.     Thank you for reading.

Developer's Blog
January 23rd, 2019
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Scheduled Maintenance for March 29-30, 2021

Greetings, Saviors!We would like to announce the details of our weekly maintenance for (March 29-30, 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
April 19th, 2021
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[COMPLETE] Scheduled Maintenance for July 12th, 2016

Greetings, Saviors!We would like to announce the details of our weekly maintenance for July 12th, 2016. 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
July 12th, 2016
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Goddess' Blessed Cube Item List: Updated June 7th

  Important: All the Goddess' Blessed Cubes follow the updated item list regardless of the date it was purchased. This policy will be standard unless stated otherwise. e.g.  Goddess' Blessed Cube A (purchased on November of '16), B (purchased on January of '17) and C (purchased on May of '17) will all follow the item list the most current.

Announcement
June 5th, 2017
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[UPDATE] Fedimian Pot Grand Festival

Greetings, Saviors!   The city of Fedimian is opening a Fedimian Pot Grand Festival! Join the Festival and have fun!     Event Period   From the scheduled maintenance on May 12, 2020 To the scheduled maintenance on June 2, 2020     Who can Participate   - Characters of level 50 and above   How to Participate   Step 1. Talk to the Event Notice Boards in the cities to enter the event dungeon. Upon the entry of the first character, 10 seconds count will begin. A circle of green light will block the characters from starting beforehand. The circle will vanish after the 10 seconds count is done.   Step 2. The characters can move around the city of Fedimian up to 6 minutes. You can break the pots around the Fedimian. Each pot contains either 1 [Event] Lucky Ticket or 1 [Event] Exchange Voucher. All party members will receive all tickets and vouchers which the party finds. The Event Dungeon will end once your party gathers 25 [Event] Lucky Tickets.   Step 3. There will be a lot of residents who disguised as monsters and traps set by the residents to disrupt your raid on the pots. The residents will slow whoever in touch with them, and the traps will immobilize whoever steps on them. There are also tiles which boost your movement speed if you step on them. Avoid the obstacles and use the boost tiles to collect the tickets as soon as possible.    Step 4. If your party finished the event dungeon within 3 minutes, additional time attack bonus rewards will be granted. The bonus rewards are 5 Fortune Cookies and 200 [Event] Exchange Vouchers. - You can eat the Fortune Cookies for the useful buff. The buff will level up to 5 if you eat additional Fortune Cookies while the buff is active.  Cookie Stack Buff 1 Level 1: EXP +30%, Movement Speed +1 2 Level 2: EXP +60%, Movement Speed +2 3 Level 3: EXP +90%, Movement Speed +3 Max HP +500 4 Level 4: EXP +120%, Movement Speed +4 Max HP +1000 5 Level 5: EXP +150%, Movement Speed +5 Max HP +2000 Step 5. You can also collect the [Event] Exchange Voucher from various in-game contents. Contents Character / Team Exchange Voucher Instanced Dungeon Character 10 Uphill Defense Mission: Normal Difficulty: 10+ Stage Team 20 Uphill Defense Mission: Hard Difficulty: 5+ Stage Uphill Defense Mission: Very Hard Difficulty: 5+ Stage Earth Tower Team 50 Unique Raid / Unique Raid: Casual Character 20 Legend Raid / Legend Raid: Casual Team 50 Challenge Mode 5+ Stage Character 25 Dimensional Collapse Point 5+ Stage 25 Regular Field / Hunting Ground 2 ※ You cannot receive the [Event] Exchange Voucher if the monster's level is ±50 from your character's level.   Step 6. You can receive [Event] Golden Lucky Tickets from various actions.  Action Condition Max Obtainable per Day Access Hour 1 [Event] Golden Lucky Ticket per hour accessed 24 Event Dungeon Clearing the Event Dungeon for the first time of the day 1 Fishing 1 can be fished per day, 10% chance 1   Step 7. You can obtain the tickets, vouchers, and cookies up to the following numbers daily. [Event] Lucky Ticket 50 per team [Event] Exchange Voucher from the Event Dungeon 500 per team [Event] Exchange Voucher from Contents 500 per team Fortune Cookie 10 per character - You can type /pot to check how many tickets, vouchers, and cookies you have gathered for the day. - You cannot receive tickets, vouchers, or cookies if you already reached the daily acquisition limit. ※ The daily limit will reset on every 06:00 EST.   Step 8. You can exchange the tickets for the boxes and vouchers for various useful items from the Event Notice Boards in the cities. The boxes will grant one of the items in the lists, respectively. - 10 [Event] Lucky Tickets = 1 Lucky Box Name Count Team Storage Tradability [Event] Ancient Golden Socket 1 O X Skill Reset Potion (14 Days) 1 O X Attribute Reset Potion (14 Days) 1 O X [Event] Sandra's Detailed Magnifier (14 Days) 1 O X Silver Ichor Extraction Kit (14 Days) 1 O X 7 Star Gem Abrasive (14 Days) 2 O X Premium Awakening Stone (14 Days) 1 O X Challenge Mode One Entry Voucher (14 Days) 1 O X Attribute Points: 500 (14 Days) 1 O X [Event] Mysterious Magnifier (14 Days) 2 O X [Event] Exchange Voucher 100 O X   - 2 [Event] Golden Lucky Tickets = 1 Golden Lucky Box Name Count Team Storage Tradability Butler & Maid Costume Box (Black) 1 X X [Event] Golden Ichor Extraction Kit 1 O X [Event] Sandra's Magnifier (14 Days) 1 O X [Event] Golden Anvil (14 Days) 1 O X [Event] Artisan Magnifier (14 Days) 1 O X Attribute Points: 1000 (14 Days) 1 O X   - [Event] Exchange Vouchers Name Per Stock Price Team Storage Tradability [Lv. 420] Stage 10 Transcendence Scroll Team 1 1000 O X [Lv. 420] Stage 8 Transcendence Scroll Team 2 750 O X Token: 14 Days [EVENT] (14 Days) Team 1 250 X X [Event] Sandra's Magnifier (14 Days) Team 10 200 O X [Event] Sandra's Detailed Magnifier (14 Days) Team 20 150 O X [Event] Artisan Magnifier (14 Days) Team 50 50 O X [Event] Mysterious Magnifier (14 Days) Team 80 25 O X [Event] Golden Anvil (14 Days) Team 20 75 O X [Event] Silver Anvil (14 Days) Team 50 25 O X Challenge Mode One Entry Voucher (14 Days) Team 25 125 O X Challenge Portal Scroll (14 Days) Team 30 10 O X x8 EXP Tome (14 Days) Character 3 75 X X Instanced Dungeon Multiply Token (14 Days) Character 20 10 X X Enchant Scroll (14 Days) Team 30 10 O X Raid Portal Stone Team 80 7 O O [Event] Small Elixir of HP Recovery Team 400 5 O X [Event] Small Elixir of SP Recovery Team 400 5 O X Lv15 Basic Condensed HP Potion Team 500 5 O X Lv15 Basic Condensed SP Potion Team 500 5 O X Soul Crystal Team 40 10 O X Attribute Points: 1000 (14 Days) Team 100 25 O X     Important   - If you don't move for 30 seconds, you won't be able to obtain any items for the next 30 seconds. If you move during the 30 seconds, you can obtain the items again. - If you don't move for more than 1 minute, you won't be able to obtain any items for that Event Dungeon attempt. - All skills and buffs affecting the movement speed will not be effective in the Event Dungeon.  - [UPDATE] Any unused [Event] Lucky Tickets, [Event] Golden Lucky Tickets, [Event] Exchange Vouchers, [Event] Lucky Boxes, Fortune Cookies and [Event] Golden Lucky Boxes will be deleted at the scheduled maintenance on June 9, 2020.

Event
May 27th, 2020
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Request to Transfer to the SA Server Open

Greetings, Saviors. We are now taking requests for team transfers to the upcoming SA server. The ticket process and transfer procedure are the same as those done for EU and SEA servers. However, please note that unlike the first two regional servers, only the players on Klaipeda or Orsha may request transfers to the SA server. Please refer to the following link for more information and directions on how to submit your transfer request: https://forum.treeofsavior.com/t/request-to-transfer-to-the-sa-server-open/217324 Thank you for your cooperation. Sincerely, IMC Staff

Announcement
April 26th, 2016
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[COMPLETE] Scheduled Maintenance for January 9-10th, 2017

Greetings, Saviors!We would like to announce the details of our weekly maintenance for January 9-10, 2017. 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
January 10th, 2017