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 Greetings, Saviors! Today we’re following up on the previous [Re:Build] FAQ post with a few more questions received from players after the release of the first announcements. We will also include a few comments on feedback from test-server kTOS players, to give you a better idea of the current concerns surrounding this update and the direction in which it continues to be developed. Q. What principles have framed your balance decisions so far? We’re taking class balance into a different direction now, compared to when we first started developing [Re:Build]. Here’s how. Our initial ideas for balance: We wanted to ensure that every class maintained its own unique value and distinctive characteristics, no matter what build you chose. In our idea, this meant leveling out all skills to the same “height”. The standard we used for that was the current Rank 6, not simply because it’s between Ranks 1 and 10, but because we wanted to avoid having skill-based classes overperform basic attack ones, and skill factors in Rank 6 correspond to that middle ground we were looking for. More specifically, skills higher than Rank 6 were dialed down, while those below it were boosted to Rank 6 standards. We then deleted a few skills that ended up too powerful even after the numeric adjustments, like Armor Break, a support skill in the damage-oriented Musketeer class. On the other hand, we added new skills to classes where we considered the current skill set insufficient to its role in the game. Paraclitus Time, for instance, was introduced to the Chaplain repertoire to reinforce its identity as a close-range basic attack class. The problem: Once the update was brought over to the kTOS test server, the main issue was that all skills in general felt like they had been excessively scaled down: an overall nerf. This was because of multiple reasons. First, high-rank classes – once the main damage dealers – felt significantly weaker after the factors were leveled out, which in turn amplified how the surge in low-rank class factors was perceived. On the other hand, low-rank dealer classes, who due to Rank limitations were making more use of their buffs and debuffs, suddenly saw a decrease in buff/debuff utility when their skill factors increased. Finally, our excessive focus on making each individual class reach maximum performance took a severe toll on the overall tempo of combat. We largely failed to consider practical aspects like skill cooldown, overheat, buff/debuff duration, and skill range, which made combat situations feel that much more frustrating. Our current direction: We’ve now turned our balancing plans around. Instead of basing balance around a uniform standard of performance, we want to focus on individual value. What we’re aiming for is a balancing system that allows classes to manifest their unique identity without threatening raw performance. Skill factors will of course be adapted to exhibit similar degrees of performance, but instead of trying to make up for the shortcomings of their effects, we want to emphasize their advantages. If, in this process, we’re unable to provide players with skills that are more satisfying than the ones they have now, we’ll have no choice but to bring back skills from the “delete” pile. A specific example: Running Shot, for instance, is a skill that players like for how it allows them to shoot while running (as the name implies). This skill was set to be deleted since it didn’t fit in with the concept of the Quarrel Shooter class, but because it is such a unique and beloved feature of the Archer tree, we decided to instead transfer it to the skill set of the Archer class by merging it with Swift Step. We won’t be integrating Running Shot in its entirety, of course, since the performance would still be out of proportion, but we are carrying over its basic function. This is only one example of how we can keep skill factors in check with the overall balance but still make use of a skill’s best traits. Q. Skills feel so impractical in this update. Is this Tree of Basic Attacks now? The fact that skill-based classes felt a decrease in skill usability after the test server update is not related to us having based the new balance changes around the results of basic attack Rank 6 classes. It was never our intention to slow down the overall combat tempo for skill-heavy fighters. We did perform several adjustments to skill cooltime and overheat since then, but the full process is not yet complete. With TOS being not just an MO but an MMO, however, we do expect the system where players need to go back to town for potions in order to maintain a good level of field efficacy to remain valid. Q. How come only some classes have skills that connect with other classes? It feels as if you’re forcing certain builds onto players. We do have a lot more skill combinations prepared for follow-up patches. We want to keep introducing them as quickly as possible. Q. The monsters don’t seem any weaker, so it feels like you dialed down everyone’s combat abilities. As mentioned earlier, our plans are not to lower, but to raise overall performance equally. We did intend for monsters to feel a little tougher, but we've been adjusting their difficulty to more reasonable levels. We initially increased monster abilities because, after [Re:Build], you will be able to change your class build much more freely according to your intentions (growth, farming, hunting, etc.), which means there is less of a need to balance out fields in a way that allows support-heavy classes to clear quests solo. We felt that having monsters blow up at the slightest contact with a skill was diluting the meaning of character growth and putting a damper on the challenge aspect of the game. With [Re:Build], we wanted to make sure that players were required to invest in their build, equipment and attributes to a certain degree to achieve a smoother field experience. That doesn’t mean, however, that we’re pushing players into party play at all times. There are features you can enjoy solo and others where you need a party: those two are meant to be somewhat separate categories. We’ve already strengthened this distinction in features like instanced dungeons and the Challenge Mode, but we want to continue doing that for these and other elements of the game as well. Q. Historically, Hackapells used a one-handed sword and a pistol. That seems more in tune with the Scout tree, doesn’t it? Why were they put under Swordsman? Historic accuracy is of course important but, when it comes to allocating class trees, fitting our existing resources into the new system successfully comes first, from the viewpoint of utility. We hope you understand. For now, our priority is to stabilize things from the perspective of playability, and only then will we consider polishing up the game lore. As for equipment preferences, Scout classes use mostly pistols and daggers; one-handed swords are a Swordsman trait. If we were to move Hackapells to the Scout tree for historical accuracy, they would probably gain a few pistol skills, but they would be forced to enhance and transcend two different weapons. Not only that, a class majoring in one-handed swords within the Scout tree would see very few new equipment items catered to their particular strengths, putting Hackapells in a position similar to the one they have now in the Archer tree. Q. You said you were going to reallocate the classes based on equipment compatibility, but no class in the Swordsman tree is properly compatible with mounted combat using a one-handed sword and a shield. We realize that there are a few gaps left in terms of compatibility. To be frank, this is mostly due to problems in the processing of animation data that we failed to solve completely. We are in the process of making all one-handed sword skills and classes compatible with mounted combat. Creating all the resources necessary for one-handed sword skill and class compatibility is going to take some time, so for Hackapells, for example, we expect to balance out these gaps with other improvements (overheat, skill factors, etc.) until the problem is solved. Then, as we work out the remaining compatibility issues, we will continue to gradually adjust the balance to common rules. Q. Weren’t Squires a type of knight apprentice? Why are they in the Scout tree? Squires may have been known as knight apprentices in the past, but that wasn’t always the case. Our Squire class is based on the traditional supportive role of historical squires, which is why we allocated them to the Scout tree. All skills in the class – apart from Deadly Combo, which focuses on self-protection – are geared towards that concept. We do feel that our Squire still falls a little short of what we intended, however, so we want to continue tweaking it to better fit our ideas. We want the Squire to offer on-site equipment maintenance, while also providing a decent amount of field/hunting support. Q. Having a fixed number of advancements means that, even when you expand the maximum level, we won’t be able to learn new skills. What are your plans? We introduced attribute level limitations according to character level precisely because of this. Once the maximum level is expanded, slowly we’ll start to add new attributes, and rather than creating new skills from the feedback we receive, we’re going to strengthen existing skills instead. That is, basically, our plan. These new attributes and level restrictions will also allow us to introduce more radical skill modifications. For instance, we could have an attribute that makes Meteor drop weaker but multiple meteors on the enemy. In a previous dev blog post we also toyed with the idea of a Master Circle, a system which was slightly revised to fit the [Re:Build] plans but is still valid. If in the future we consider that simply adding new attributes doesn’t inject enough novelty into the game, we may adapt the concept of a Master Circle. Q. Having jumps consume Stamina is too inconvenient. We’ve talked about this in the Rank System Changes Pt. 2 post. Basically, within the category of “resources to manage during combat”, we want skill use to consume SP while movement consumes Stamina. We won’t limit movement itself, but we did increase the consumption of Stamina on jumps, which in combat situations give you the advantage of evading certain attacks, canceling skills, etc. Q. What about the Homunculus, have you forgotten about it? We are currently focused on developing the first stage of improvements for the [Re:Build] update. We do want to get to the Homunculus eventually, but because of its complicated structure we may have to adjust very basic aspects of it to fit with our current vision for TOS, which will take time. We haven’t forgotten about it, however. We expect to have clearer details for an improved Homunculus early next year, at which point we will release more information about it through the dev blog (we want to get rid of the one-week lifespan, for example). Q. Trot is such an important skill for the Cataphract as a mounted class. Why did you limit its duration? While we do want to respect the identity of each class, we can’t do so at the expense of balance. Letting players expand their maximum speed indefinitely has unintended consequences in PvP that we cannot control. On the other hand, we realize that limiting the skill’s duration feels like a drastic change to existing Cataphracts. In line with this, we now expect to alter the skill again, either by removing duration limits but cutting some of the performance, or by applying some other kind of penalty. Q. When monsters use Barrier, the knockback is too harsh on close-range characters. Just like other monster skills, Barrier was introduced as an obstacle to specific types of classes (in this case, close-range fighters) and a way to diversify otherwise boring field combat. That said, we recognize that this variety can be overshadowed by inconvenience when too many monsters use the skill at once, so we’ve committed to making the following alterations: 1. Multiple monsters will not use the Barrier simultaneously. 2. Each monster will use Barrier only once. 3. Distance between monsters will be increased. Q. Corsairs still need to enhance and transcend two different weapons, all because of one skill that requires a pistol. Isn’t this a little unfair? Classes like the Scout, Corsair and Outlaw were all envisioned as hybrid dagger/pistol characters. They weren’t designed to use both weapons interchangeably, though. We see the Corsair not as a class that is forced to process both weapons, but one that can choose to specialize in either of them, becoming either a dagger-wielding Corsair or a pistol-wielding one. The same can be said about skills that are compatible with both weapons. These skills feel and act differently depending on whether you are a dagger- or pistol-specialized Scout, for example, which allows you the freedom of choosing between two distinct roles – or styles – from within the same class. In other words, we don’t intend to burden these classes with mandatory dagger + pistol setups, we want them to distinguish themselves as either dagger or pistol majors. Q. So classes in the Scout tree use one-handed sword + pistol/dagger setups, but the only skills in the entire tree that require a one-handed sword are the Corsair’s Double Weapon Assault and Hexen Dropper. Why not just turn pistols and daggers into main weapons? As we mentioned before, Scout-tree classes are intended for pistols and daggers. Apart from a few cases where the concept of the class/skill requires it, they aren’t really meant to use one-handed swords. Similarly, as a group of classes that specializes in subweapons, they cannot equip shields. Instead, they have the most attack-heavy attributes (critical rate, attack speed) and rely on evasion to keep themselves safe. Turning pistols and daggers into main weapons is a different issue altogether. We have to say, though: we do agree that using a one-handed sword does not suit these classes well. It would be hard to make them not equip a main weapon at all due to technical factors, but we will think of alternatives to make it work better in this context. Q. If players have no control over their basic stats, won’t they feel forced into certain classes to match their desired stat build? When we say we want classes to manifest their unique roles and identities, we aren’t just talking about their strong points; we want their weaknesses to show as well. From this point of view, when we give players 390+n stat points to customize at will, two problems occur. 1. You can invest stats to compensate for your classes’ disadvantages instead of amplifying its strengths, creating characters that pretty much have it all. This isn’t what we’re trying to do in TOS: we want people to play the classes, not the stats. 2. Players with vast knowledge on the games’ systems can take advantage of the stats to correct their character’s most crucial weaknesses. For those without the same knowledge, 390+ choices are too many, to the point where stat investments lose meaning. In order to avoid these two problems while still protecting the role of character customization in TOS, in the future we want to gradually allow players to invest more stat points at will, besides those obtained through Statues of Goddess Zemyna and quests. Q. The new UI is too inconvenient. You can’t tell a skill’s overheat unless you get at least one level of it, and the tooltips don’t tell you about mounting compatibility either. Those are problems we are aware of and already working to improve. As a final note, would just like to say that, as you can imagine, going over all the skills and features we’ve been receiving feedback on and reworking them into something satisfactory is going to take a good while, more than what we initially expected when we began developing [Re:Build]. We wish we had seen the need for this rework sooner, but we will take this as process to improve Tree of Savior in a way that is meaningful to all of us, and we are eager to continue applying your feedback and ideas into our development plans. Thank you to all the players who have been discussing the [Re:Build] news and communicating with us; we really appreciate your attention and enthusiasm.
Greetings, Saviors!We would like to announce the details of our weekly maintenance for (November 27, 2018). 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.
Greetings, Saviors! Rainbow Trek is back with new and improved rewards! Hop around the colorful platforms and collect prizes to the sound of TOS’ best tracks! Event Period FROM the scheduled maintenance on November 27, 2018 TO the scheduled maintenance on December 26, 2018 Who Can Participate - Characters of all levels How to Participate STEP 1. Head over to your nearest Event Notice Board to join in and select one of three destinations: Rainbow Klaipeda, Rainbow Orsha or Rainbow Fedimian. - In order to display all game elements correctly inside the event map, please turn on the ‘Show Other Character's Effects’ option under your Game Settings beforehand. STEP 2. When you arrive at your destination city, you have 60 minutes to follow the colorful steps all the way to the goal chest! - You can also use the teleportation devices inside the event map to go back to the corresponding save point. - Every event city contains 3 hidden reward boxes with that you can find along the way, but the big prizes are always at the end of the rainbow! See the Rewards section below for details. - Each city track can be played once per day, per team (total of 3 tracks per day, per team). Rewards 1) Hidden Rewards Find three of the following rewards along the way to the end of the rainbow! - Attribute Points: 100 x1 2) Goal Rewards Get all of these from the chest located at the end of each city rainbow! - Instanced Dungeon One Entry Voucher (14 Days) x1 - Instanced Dungeon Multiply Token (14 Days) x1 - [Event] Rainbow Dust x3 3) Rainbow Dust Collect Rainbow Dust and exchange it at the Event Notice Board for the following items. - Rainbow Dust x10 = Attribute Points: 500 x1 (no limits) - Rainbow Dust x10 = Blessed Shard x1 (max. 10 per team) - Rainbow Dust x20 = Chess Timer Toy x1 (max. 1 per team) Important - Inside the event maps your character cannot attack nor use skills. - Movement speed inside the event maps is applied the same for every character (including mounted characters). - You can right-click the Rainbow Trek buff in the corresponding UI (upper left-hand corner) to exit the event map before the 60 minutes are up. - If you failed to reach the end of the rainbow, you can re-enter the same map and try again (on the same day). However, each reward can only be obtained once per day, per team. - Items with time limits (14 Days) are untradeable and cannot be transferred via Team Storage. - [Event] Rainbow Dust can be transferred via Team Storage, but not traded with other players. - [Event] Rainbow Dust will be automatically deleted at the end of the event period.
Greetings, Saviors!We would like to announce the details of our weekly maintenance for (November 20, 2018). 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.
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 in November of '16), B (purchased in January of '17) and C (purchased in May of '17) will all follow the item list the most current.
Greetings, Saviors! Head out to the Fishing Spot in Klaipeda and collect Unique Talt that you can transform into real Unique equipment items! Also, don’t miss the Latte Art hair accessories! Event Period FROM the scheduled maintenance on November 20, 2018 TO the scheduled maintenance on December 18, 2018 Who Can Participate - Characters of level 50 and above How to Participate STEP 1. During the event period, the Fishing Spot in the city of Klaipeda turns into a magic Talt pond, where you can fish for an item called Unique Talt. Simply go fishing at the spot for a chance to collect some Unique Talt. STEP 2. Near the Fishing Spot you will see a Talt Processing Device, a machine which turns Unique Talt into Unique-grade items! Here is how much Unique Talt you’ll need to obtain each type of item: Lv. 380 Unique Unidentified TWO-HANDED WEAPON Selection Box - Requires Unique Talt x40 - Can be produced 1 time per team Lv. 380 Unique Unidentified ONE-HANDED WEAPON Selection Box - Requires Unique Talt x20 - Can be produced 2 times per team Lv. 380 Unique Unidentified TOP ARMOR Selection Box - Requires Unique Talt x10 - Can be produced 2 times per team Lv. 380 Unique Unidentified BOTTOM ARMOR Selection Box - Requires Unique Talt x10 - Can be produced 2 times per team Lv. 380 Unique Unidentified GLOVES Selection Box - Requires Unique Talt x5 - Can be produced 2 times per team Lv. 380 Unique Unidentified BOOTS Selection Box - Requires Unique Talt x5 - Can be produced 2 times per team STEP 3. The fishing surprises don’t end there! During the event period, you will also have a chance to fish two adorable hair accessories – Latte Art: Bunny and Latte Art: Kitty! Important - Unused Unique Talt and Selection Boxes will be automatically deleted at the end of the event. - Unique Talt can be transferred via Team Storage but not traded with other players. - Equipment items obtained through the Selection Boxes are permanent, and they can be traded to other players or transferred via Team Storage. The Selection Boxes themselves can only be transferred via Team Storage, but not traded in any way. - Latte Art accessories can be traded with other players and transferred via Team Storage.
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 6. FAQ 2 (Click here) Greetings, Saviors. As previously showcased in our dev blogs, the major contents available in TOS will be undergoing drastic changes with the implementation of the new class system. In this post, we would like to overview the compatibility issues and the solutions that we have come up with for issues that you may face with our [Re:Build] update. All event dates and periods will be re-announced after the schedules for the [Re:Build] update have been confirmed. Character 1. Class Tree Change for All Players - Available for all characters created before the date of the [Re:Build] update. - Available for the given period from the time each character enters the game. - One-time Class Tree Change + one-time return to original class tree (total of 2 changes per character). - Typing /classtreechange in the chat displays the remaining days available for Class Tree Change. <Players can change their base class through the ’Class Tree Changer’ NPC.> 2. 3,000 Class Change Points for All Characters - Available for all characters that have advanced in class at least once. - All characters can receive 3,000 Class Change Points once per day for the given period starting from date of the [Re:Build] update. - 3,000 points are issued automatically when the character enters the game during the event period (1 class change costs 1,000 points). <Classes can be changed by clicking on the ‘Advancement Info’ button on the UI at the bottom-right corner of the screen.> 3. Unlock Resets and Support for Hidden Classes - All hidden class unlocks will be reset during the [Re:Build] update because of changes in the class tree composition. - All players who have hidden classes unlocked are issued Unlock Voucher Selection Boxes corresponding to the number of hidden classes they have unlocked. - Unlock Voucher Selection Boxes can be retrieved from eligible players’ Market Retrieve tabs following the maintenance for the [Re:Build] update. - Players who have unlocked hidden classes using Class Unlock Vouchers obtained from Unlock Voucher Selection Boxes purchased with TP (untradable box/tradable voucher) will also receive Unlock Voucher Selection Boxes as compensation. - Players who have unlocked hidden classes using Class Unlock Vouchers obtained from Unlock Voucher Selection Boxes purchased with Popo Points (Box and Voucher untradable/voucher transferable via Team Storage) will also receive Unlock Voucher Selection Boxes as compensation. - UPDATE: All eligible players will receive the same type of Unlock Voucher Selection Box (untradable, but transferrable via Team Storage). 4. Attribute Point Extraction Fee Exemption - With the reduced cost of attributes, all players will be exempt from paying the fee (10%) for attribute point extraction. - Extraction fee exemption is available once per character and is provided to all players for a given period starting from the date of the [Re:Build] update. - This applies only to characters created before the update. Support for Existing Items 1. Class Costumes - On the date of the [Re:Build] update, all existing class costumes in your inventory are replaced with ‘Class Costume Vouchers’, that can be retrieved from your Market Retrieve tab. - This will apply for all 101 Class Costumes that have been purchased using TP or Exchange Medals prior to the [Re:Build] update. Swordsman Vouchers Wizard Vouchers Archer Vouchers Cleric Vouchers Swordsman Swimwear Costume (Male) 2 Wizard Swimwear Costume (Male) 2 Archer Swimwear Costume (Male) 2 Cleric Swimwear Costume (Male) 2 Swordsman Swimwear Costume (Female) 2 Wizard Swimwear Costume (Female) 2 Archer Swimwear Costume (Female) 2 Cleric Swimwear Costume (Female) 2 Swordsman Wonderland Costume (Male) 2 Wizard Wonderland Costume (Male) 2 Archer Wonderland Costume (Male) 2 Cleric Wonderland Costume (Male) 2 Swordsman Wonderland Costume (Female) 2 Wizard Wonderland Costume (Female) 2 Archer Wonderland Costume (Female) 2 Cleric Wonderland Costume (Female) 2 Swordsman Smart Casual Costume (Male) 2 Wizard Smart Casual Costume (Male) 2 Archer Smart Casual Costume (Male) 2 Cleric Smart Casual Look (Male) 2 Swordsman Smart Casual Costume (Female) 2 Wizard Smart Casual Costume (Female) 2 Archer Smart Casual Costume (Female) 2 Cleric Smart Casual Look (Female) 2 Swordsman Master Costume 2 Beholder Costume 2 Paladin Follower Costume 2 Paladin Master Costume 2 Warrior's Spring Flower Dress (Male) 2 Wizard's Spring Flower Dress (Male) 2 Archer's Spring Flower Dress (Male) 2 Cleric's Spring Flower Dress (Male) 2 Peltasta Master Costume 2 Mercenary Post Manager Costume 2 Christina Costume 2 Wings of Vaivora Costume 2 Warrior's Spring Flower Dress (Female) 2 Wizard's Spring Flower Dress (Female) 2 Archer's Spring Flower Dress (Female) 2 Cleric's Spring Flower Dress (Female) 2 Orsha Soldier Costume (Male) 1 Jurus Costume 1 Pilgrim Costume (Male) 1 Fedimian Merchant Costume (Male) 1 Uska Costume 1 Lord Delmore Costume 1 Manager Costume 1 Item Merchant Alf Costume 1 Orsha Soldier Costume (Female) 1 Grita Costume 1 Pilgrim Costume (Female) 1 Fedimian Merchant Costume (Female) 1 Wilhelmina Costume 1 Wizard Master Costume 1 Storage Keeper Costume 1 Equipment Merchant Jura Costume 1 Trump Swordman Costume (Male) 2 Trump Wizard Costume (Male) 2 Trump Archer Costume (Male) 2 Trump Cleric Costume (Male) 2 Swordsman School Look Costume (Male) 2 Wizard School Look Costume (Male) 2 Archer School Look Costume (Male) 2 Cleric School Look Costume (Male) 2 Trump Swordman Costume (Female) 2 Trump Wizard Costume (Female) 2 Trump Archer Costume (Female) 2 Cleric Servant Costume (Male) 2 Swordsman School Look Costume (Female) 2 Wizard School Look Costume (Female) 2 Archer School Look Costume (Female) 2 Trump Cleric Costume (Female) 2 Swordsman Royal Guard Costume (Male) 2 Mage Bunny Boy Costume (Male) 2 Archer Racoon Costume (Female) 2 Cleric School Look Costume (Female) 2 Swordsman Ceremonial Costume (Male) 2 Mage Bunny Girl Costume (Female) 2 Archer Ceremonial Costume (Male) 2 Cleric Servant Costume (Female) 2 Swordsman Ceremonial Costume (Female) 2 Wizard Ceremonial Costume (Male) 2 Archer Ceremonial Costume (Female) 2 Cleric Ceremonial Costume (Male) 2 Swordsman White Rose Costume (M) 2 Wizard Ceremonial Costume (Female) 2 Archer's Heavily Armed Costume (Male) 2 Cleric Ceremonial Costume (Female) 2 Swordsman White Rose Costume (F) 2 Wizard Gothic Costume (Male) 2 Archer Sailor Costume (Female) 2 Cleric Party Outfit (Male) 2 Swordsman Party Outfit (Male) 2 Wizard Gothic Costume (Female) 2 Archer Party Outfit (Male) 2 Cleric Party Outfit (Female) 2 Swordsman Party Outfit (Female) 2 Wizard Party Outfit (Male) 2 Archer Party Outfit (Female) 2 Cleric Christmas Costume (Male) 2 Swordsman Sailor Costume (Female) 2 Wizard Party Outfit (Female) 2 Cleric Christmas Costume (Female) 2 - Class Costume Vouchers can be traded for other class-exclusive costumes at the ‘Class Costume Trade’ tab of the TP Shop UI. <The Class Costume Trade tab will only be visible to players that have Class Costume Vouchers in their possession.> 2. Special Costumes - The effects of the following three special costumes will be changed in accordance to deletion or change in skills. - The following changes are applied during the maintenance for the [Re:Build] update: Costume Current Effect New Effect Cleric Special Costume (M/F) ‘Heal’ tile color change ‘Heal’ skill effect color change Quarrel Shooter Special Costume (M/F) ‘Running Shot’ attack effect color change ‘Deploy Pavise’ pavise object texture change Swordsman Special Costume (M/F) ‘Restrain’ skill effect change ‘Bear’ skill effect change 3. Gems - Due to the changes in gem effects, all gems (both colored and monster gems) are extracted from their equipment sockets without penalty and moved to your Market Retrieve tab during the maintenance for the [Re:Build] update. - Players are able to transfer EXP from one gem to another without any loss through the ‘Benevolence of the Goddess’ event that will be open for a given period following the [Re:Build] update. <Using an 8-star green gem to enhance a 1-star yellow gem will result in an 8-star yellow gem.> - In the case the players’ class tree has changed or skills have been deleted or transferred to a different class, the corresponding monster gem will be deleted and replaced with a ‘Monster Gem Selection Box: Class’. - Players can select a new monster gem for their new skill set using the ‘Monster Gem Selection Box: Class’. - ‘Monster Gem Selection Box: Class’ items given to players as replacement will be retrievable from the Market Retrieve tab. Old Monster Gems New Monster Gems Gem Skill Gem Skill Black Ridimed Gem Helm Chopper Black Ridimed Gem Aggress Goblin Charger Gem Shooting Star Goblin Charger Gem Sprinkle HP Potion Goblin Magician Gem Haste Goblin Magician Gem Modafinil Mine Fire Mage Gem Prominence Mine Fire Mage Gem Leghold Trap Nuo Gem Capture Nuo Gem Instantaneous Acceleration Earth Deadborn Scap Gem Skull Swing Earth Hallowventer Gem Stone Skin Earth Hallowventer Gem Exorcise Ducky Gem Spring Trap Ducky Gem Swell Right Arm Deadborn Scap Archer Gem Omikuji Deadborn Scap Archer Gem Running shot Denden Gem Sprinkle SP Potion Denden Gem Lunge Rubblem Gem Oblique Fire Rubblem Gem Collar Bomb Lemur Gem Prominence Lemur Gem Mordschlag Lichenclops Gem Visible Talent Lichenclops Gem Pointing Varv Gem Howling Varv Gem Swell Left Arm Bite Gem Advanced Orders Bite Gem Long Stride Bat Gem Tomahawk Bat Gem Full Draw Banshee Gem Fire Claw Banshee Gem Surespell Boowook Gem Bear Boowook Gem Vertical Slash Red Meduja Gem Block and Shoot Red Meduja Gem Transpose Red Infro Hoglan Gem Insurance Red Infro Hoglan Gem Freezing Sphere Red Zigri Gem Behead Red Zigri Gem Perspective Distortion Vikaras Mage Gem Hard Shield Vikaras Mage Gem Butterfly Siaulamb Lagoon Gem Quicken Siaulamb Lagoon Gem Quicken Socket Mage Gem Bully Socket Mage Gem Telepath Shredded Gem Raise Skull Wizard Shredded Gem Sleep Atti Gem Kneeling Shot Seedmia Gem Restrain Corrupt Velfiggy Gem Time Forward Atti Gem Wild Shot Wendigo Archer Gem Paraclitus Time Ultanun Gem Double Slash Wendigo Magician Gem Stone Rune Corrupt Velfiggy Gem Attaque Coquille Wendigo Searcher Gem Helm Chopper Wendigo Archer Gem Snatching Infrorocktor Gem Turn Undead Wendigo Magician Gem Telekinesis Infroburk Gem Sharp Spear Wendigo Searcher Gem Vendetta Yonazolem Gem Double Attack Jukopus Gem Concentrate Shaman Doll Gem Swell Hands Infrorocktor Gem Deprotected Zone Zinutekas Gem Concentration Infroburk Gem Umbo Thrust Green Corpse Flower Gem Dragon Fear Yonazolem Gem Flu Flu Chupacabra Gem Smite Shaman Doll Gem Turn Undead Corylus Gem Knife Throw Zinutekas Gem Spiritual Chain Cronewt Gem Flying Colors Green Corpse Flower Gem Langort Tontulia Gem Raiton no Jutsu Chupacabra Gem Safety Zone Truffle Gem Dagger Slash Corylus Gem Divine Might Tini Archer Gem Binatio Cronewt Gem Giant Swing Tini Magician Gem Elemental Essence Tontulia Gem Smite Pokubu Gem Rampage Truffle Gem Time Bomb Arrow High Vubbe Archer Gem Free Step Tini Archer Gem Heavy Shot Hogma Shaman Gem Enchant Glove Tini Magician Gem Flare Hogma Mage Gem Divine Might Panto Gem Pommel Pokubu Gem Kneeling Shot High Vubbe Archer Gem Flare Shot Hogma Shaman Gem Stone Skin Hogma Mage Gem Ogouveve <New monster gems effects after skill changes.> <Players can choose the monster gem corresponding to their class using the ‘Monster Gem Selection Box’.> 4. Weapons The following compensations are made in order to solve the compatibility issues that may arise with the class tree changes in the [Re:Build] update: 1) All weapons with 0 potential have their potential increased by +1. - This increase in potential will be applied during the maintenance for the [Re:Build] update. - This applies to all weapon items created before the [Re:Build] update. 2) All market fees for weapons, armor and accessories are refunded. - Available for a given period from the date of the [Re:Build] update. - This applies to all weapons, armor and accessories traded over the Market during the event period. - All market fees consumed during this period are refunded during the scheduled maintenance of the week after the event period is over. - Caution: All market fees (10% of item price) are refunded regardless of Token use state. The terms are only applied to items finalized in sale before a date to be announced. Does not apply to items other than weapons, armor and accessories. UPDATE: This measure will be replaced with a different event, to announced closer to the day of the update. 3) Events every week for either discount in item enhancement/transcendence/re-identification or looting chance +200%. Week Day Event 1st Week Sat 50% enchantment discount Sun 50% discount for even-numbered transcendence 2nd Week Sat 50% discount for item re-identification Sun Looting chance +2000 3rd Week Sat 50% enchantment discount Sun 50% discount for even-numbered transcendence 4th Week Sat 50% discount for item re-identification Sun Looting chance +2000 5th Week Sat 50% enchantment discount Sun 50% discount for even-numbered transcendence 6th Week Sat 50% enchantment discount Sun 50% discount for even-numbered transcendence 7th Week Sat 50% enchantment discount Sun 50% discount for even-numbered transcendence 4) ‘Weapon Type Change’ for special Legend-grade weapons (Lolopanther, Solmiki and Velcoffer) and Unique Raid weapons. - The service is available for a given period following the implementation of the [Re:Build] update. - Applies only to items created before the [Re:Build] update. - Available once per item (if the item’s ownership is transferred via 1:1 trading or the Market, however, it can no longer be exchanged). Unchanged on weapon trade Category Velcoffer Lolopanther, Solmiki Enhancement Lv YES YES Transcendence Lv YES YES Enchantment YES YES Awakening YES YES Set Stats Set stats transferred n/a Changed on weapon trade Category Velcoffer Lolopanther, Solmiki Potential and Sockets One-handed -> One-handed No change No change Two-handed -> Two-handed No change No change One-handed -> Two handed Potential +1 No change Two-handed -> One-handed (5 sockets) Socket -2, Potential +2 Two-handed -> One-handed (4 sockets) Socket -1, Potential +1 Two-handed -> One-handed (less than or equal to 3 socket) No change No change * Ichor extraction Extracted n/a * Ichor Extraction: To prevent Ichors from losing their value due to extraction and main weapon type change, all players are provided with 100% Ichor Extraction Voucher on the following grounds: 100% Fixed Stat Ichor Extraction Voucher for where fixed stat ichors are used 100% Random Stat Ichor Extraction Voucher for where random stat ichors are used Unique Raid Weapons - Stats of items from before the update are not maintained. They will be replaced with new item stats. - Due to potential and maximum socket adjustments, items may be different before and after the update. Unique Random-Stat Weapons - If changing from a one-handed weapon to another one-handed weapon, or from a two-handed weapon to another two-handed weapon, the item’s stats will be maintained. - If changing from a one-handed weapon to a two-handed weapon or vice-versa, the item’s stats are reset and an Artisan Magnifier is provided. - Due to potential and maximum socket adjustments, items may be different before and after the update. Velcoffer Cannons - Currently existing Velcoffer Cannons become designated as ‘(Old) Velcoffer Cannon’ after the update. - You can exchange your (Old) Velcoffer Cannon for a two-handed weapon at the NPC. This will give you a ‘Velcoffer Cannon (Two-handed)’ with the same stats, plus +2 sockets and +1 potential. - Exchanging your cannon with a ‘Velcoffer Cannon (Two-handed)’ counts as a one-handed to two-handed weapon change, so you will not be able to exchange your new ‘Velcoffer Cannon (Two-handed)’ for another Legend weapon with this service. - Even if you do not change your existing Velcoffer Cannon for a new one while the weapon exchange service is available, all ‘(Old) Velcoffer Cannons’ will automatically be replaced by a ‘Velcoffer Cannon (Two-handed)’ after the service closes. Socket and potential increases will apply as mentioned above for these items as well. - If an item that needs to be automatically exchanged is being kept in your Team Storage, it will be sent to the Market Retrieve tab of the first character in your Lodge list. If no character is available for that, the item is sent back to your Team Storage. 7) Appearance items obtained through TP purchase will be returned. - Weapons under appearance item effects will be returned to their basic appearance during the scheduled maintenance for the [Re:Build] update. - The appearance item used on the weapon will be returned to your Market Retrieve tab. - If you have used a Weapon Appearance Material from the TP shop to change weapon appearance and want to have the Weapon Appearance Material item returned, please make a request by sending us an inquiry ticket. We will only process the tickets received within the first two weeks of the [Re:Build] update in the following format: 1. Server Name: 2. Team Name: 3. Character Name: 4. Name of item used as material for appearance change: 5. Name of item that had its appearance changed: The above measures have been planned through careful consideration to minimize the distress that players may experience with the drastic changes that the game is undergoing. At this stage, all plans for dealing with compatibility issues are subject to further changes with the actual implementation of the [Re:Build] update and we promise to keep our ears open to the feedback from the community with the implementation of the [Re:Build] update and to always strive to make progress wherever possible. Thank you.
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 5. Compatibility Issues & Solutions (Click here) 6. FAQ 2 (Click here) Greetings, Saviors! As you can tell from the title of this post, here we’ll be discussing in more detail possible questions you may still have about the [Re:Build] update. We remind you that the full extent of skill changes and other updates will be released only through the patch notes when this update hits, but we hope this can satisfy your curiosity on some of the patch’s novelties. Q. Why aren’t you letting players exchange armor items as compensation for compatibility issues? We have provided armor exchange services in previous patches that dealt directly with the functions of armor items, as not doing so would result in losses for players who had already farmed for items according to their own needs. With [Re:Build], however, the armor mastery changes don’t affect players in the same way, and so we’re not providing an exchange service for armor equipment. In this update, we’re increasing the performance of all kinds of armor mastery by the same standards, but the basic functions of the items themselves will not change. It may feel as though Leather-type armor becomes relatively more important with [Re:Build], but due to the formula adjustments, it ends up performing very similarly to what it does prior to the update. As for the “class-specific armor mastery” we talked about in part 1 of the [Re:Build] details post, that will come later with the introduction of the next generation of items. We aren’t sure yet of when that will be ready, but it will likely have a more direct impact on the game’s items, so we will certainly consider an exchange service when the time comes. Q. We’re worried that game content is going to remain unbalanced after [Re:Build]. We, too, recognize that the high efficiency of certain game features has caused players to largely forsake others. To combat this, we want to transfer some of the elements of popular content to features that are less efficient. On the other hand, this involves tampering with aspects of TOS beloved by many players, so we will need to be careful about any changes we make. Nothing is set in stone yet, but we’re working on a few content revisions to supplement and reinforce the purpose and meaning of each of these game features, and we will let you in on the details once we have more concrete information to share. Q. How did you end up choosing ‘Scout’ as the new class tree? Our main focus with this update was to make sure that the distinctive traits and personality of each class were maintained no matter what build you create. Equipment compatibility was, of course, a major aspect of it. Some compatibility issues were solved by transferring a class to a different tree, like in the case of the Hackapell which, despite currently being in the Archer tree, contains a majority of sword skills (only one skill uses a bow). This wasn’t the case with the soon-to-be Archer tree Rogue, Corsair, Shinobi, Bullet Marker and Schwarzer Reiter. For those classes, we decided to gather them up into a new tree altogether; one where they could synergize. Based on the variety of roles in this tree we added the closest related classes: Linker, Thaumaturge and Enchanter. Then, as you know, in TOS each tree is named after its base class. Rather than constituting a significant part of the lore, class trees help distinguish in-game roles in a way that is meaningful to your build, while still ensuring a healthy degree of variety. Of course, every class has its role in the game’s lore, and we realize that some classes will lose some of theirs by being transferred to a different tree. However, we believe that it is more important for players to be able to create their own unique character builds in a cohesive structure (hence the Bokor tree change, for example: we wanted it to be compatible with other summoning classes). Base classes are decided less on the basis of being the “tree representative”, and more on how well they work with the other classes in the tree. If you look at the Swordsman or Archer trees, for example, their base classes don’t exactly represent the identity of the tree in general. The important thing is whether they are compatible with other classes further up the tree, which is why the Scout, a class with few attack skills, no weapon restrictions and plenty of utility, was chosen as the starting class for the new tree. Q. Since you’re transferring Quick Cast to the Chronomancer skill set, aren’t you worried that it will become a mandatory class in builds with lots of casting? We understand that, in the current game, getting Wizard C3 is almost a mandatory step in casting-heavy builds. Because of this, our goal is to make most casting skills easier and more comfortable to use even without Quick Cast. Casting convenience will also be supported by weapon types like the Rod, increasing the importance of farming for varied equipment items. We hope these changes will define the Chronomancer’s Quick Cast as a nice plus, rather than a necessity, and we will continue to watch out for its usage to ensure it doesn’t become “mandatory”. Q. Where does the name of the new field boss – Boruta – come from? Boruta is the name of a noble devil from Eastern European folklore who busied himself with corrupting fellow aristocrats. According to tales, he preferred to leave those of lower social classes to the mercy of other treacherous devils. ※ Note that the above content is still under development and may be subject to changes before it is finally applied to the game.
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 4. FAQ (Click here) 5. Compatibility Issues & Solutions (Click here) 6. FAQ 2 (Click here) Greetings, Saviors! This post will be all about the new content that's making its way to TOS with the [Re:Build] update. If you're interested in knowing how this update is going to change the rank system and other game features, make your way to our double post on that (click here for part 1). Otherwise, keep reading for more details on the new raids and items. Borutos Kapas A Large-Scale Field Raid <View of the Slibinas Lair.> Along with rank system changes, we are working on new game content where players can participate on a scale larger than ever before in TOS. ‘Borutos Kapas’ is a Lv 360 large-scale field raid. All eligible Saviors must join forces to stop the dragon Boruta from once again wreaking havoc on the Kingdom. In doing so, you can obtain new kinds of equipment, called ‘Seals’ and ‘Medals of Honor’, issued by the Kingdom in recognition of the contributions made in holding back Boruta’s reawakening. Stopping the almighty Boruta is not an easy task and you must be well equipped and well prepared in order to survive. Dragon Boruta - The Ultimate Field Boss Boruta and his kin were vanquished many eons ago when the goddesses and demon lords ruled the lands. Most of the dragonkin were hunted down by the goddesses and demon lords, or imprisoned by them in the darkest depths of the world. For millions of years, Boruta tried many times to return to the world to unleash his vengeance on those who shamed him, but had been held back under the watchful eyes of the goddesses. But now that the goddess’ powers have diminished significantly due to Medzio Diena, the treacherous Boruta begins to rear his head once more. The story of dragon Boruta was only told through the books until now. Are you ready to face this legendary creature? New Equipment and Rewards How to Obtain the Rewards Players are rewarded on the basis of their contribution in suppressing Boruta’s reawakening. This reward issued to players is called the ‘Medal of Honor’, and the guild who made the greatest contribution overall can receive a new type of equipment called the ‘Seal’. You can talk to Kupole Kaze located in the Vedas Plateau to find out how much contribution you and your guild have made in suppressing Boruta's reawakening. New Equipment Type: Seals A new type of equipment called ‘Seal’ is introduced with the [Re:Build] update. This item will affect the skills for all five class trees and enhance the stats attached to Legend-grade items above Velcoffer. As an example, the damage received by the player under the Ire of Karujas effect will be reduced from 20% to 5%. Seals can be enhanced by Blacksmith Teliavelis. To enhance a seal, two seals of the same grade and same enhancement level are required. Upon successful enhancement, the bonus stats inherent to the seal being upgraded will be activated. Medal of Honor: Boruta The ‘Medal of Honor’ is given out by Kupole Kaze when your contribution points in suppressing Dragon Boruta have reached a certain level. These medals can be traded with the Merchant NPC in your Guild Hangout for special items. New Legend Card: Boruta <New Legend Card: Boruta.> Successfully suppressing Boruta’s reawakening grants all participants a chance to obtain the new Legend Card. The Mark of Honor: Borutos Kapas <A character wearing the Mark of Boruta.> Boruta never forgets. When the Saviors join forces against him, he remembers those who scarred him the most in battle. All members of the guild that have the highest contribution points in the battle against the dragon will wear the Mark of Boruta. The Mark of Boruta is in the shape of a dragon’s wings and will last for two weeks. As good as it looks, it also puts you and your allies in great peril as Boruta’s attention and hatred will be drawn towards those who wear the Mark. Join the Strike Force! Joining the Strike Force: Collecting the Urbas Insignia To receive protection from Boruta’s wrath, players are required to have the ‘Urbas Insignia’. Giving the insignia to Kupole Kaze will help you withstand the damage lashed out by Boruta in Slibinas Lair. The effects of the insignia last until Boruta awakes the next day. The ‘Urbas Insignia’ can be obtained by hunting monsters in an area of Lv. 330 or higher following the [Re:Build] update. Strike Force Operation Schedules Monday to Saturday Sunday Times (server time) 06:00 to 03:00 the following day 1) 06:00 to 19:30 2) 21:30 to 03:00 the following day Boruta will attempt to spread his wings and escape from Slibinas Lair after a certain time has passed. When this happens, the Kupoles will attempt to stop Boruta from escaping. The Strike Force can assault Boruta any time to weaken him except when he is attempting to escape. About Boruta When Boruta awakes from his slumber, his longstanding hatred towards goddesses and humans causes the very unity between Saviors to falter. All characters not included in your guild become exposed to your attacks. Boruta is a dragon of immense vitality and power. It takes more than a little preparation to face against such a strong beast. Boruta’s intense malice will chase after you and attempt to steal your spirit. In this location, the dragon’s roar awaits its next victim… Companions and trusty summons will help protect you from Boruta’s hatred. The Dragon Regains His Strength… With the goddesses disappeared, as time passes Boruta will only become stronger and stronger. However, even the ultimate monster is no match to those chosen by the goddess, if only they join forces to defeat this powerful beast. Unique Raid: Astral Tower Closed Quarters Astral Tower Closed Quarters: What Are They? The Closed Quarters are a new area with entrance located on the 4th floor of the Astral Tower. Originally, there were several restricted sections in the Astral Tower. The one on 5F was closed off under Ignas’ command after he became head of the tower. Unsatisfied with rising to leader of the Schaffenstar, not only did Ignas collude with the demons, he made secret attempts to reach otherworldly beings from his closed quarters. In the Closed Quarters, you are accompanied by NPC Elder Ramunas, an ally with vast knowledge on the Astral Tower who will provide precious help during the raid. Ignas is a clever man, and he’s laid out multiple barriers throughout the quarters to deter intruders. Ignas’ closed quarters also include a series of power sources that keep those barriers running. In order to reach him, you will have to disable each one of the power sources, but there will be obstacles to your mission. Astral Tower Closed Quarters: Ignas Ignas uses a bow as his main weapon, dealing mostly long-range attacks, but he also specializes in Lightning magic. One may think an archer like him would be vulnerable to close-range attacks, but he isn’t foolish enough to let you come close… Besides his weapon specialization, Ignas is fast and very intelligent. He directs his attacks to whoever represents the biggest threat, and he has several traps set up to impede those who intrude in his space. Not only that, despite having been overthrown by the resistance forces, Ignas is still followed by numerous subordinates who will do anything to stop you. New Equipment ※ Note that the above content is still under development and may be subject to changes before it is finally applied to the game. That’s it for our detailed introduction to the main changes and additions coming to TOS with the [Re:Build] update! Next up, we’ll be discussing how the changes are going to be handled in-game and how players will be compensated for them, so keep following the blog for more information!