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Encyclopedia of Masters Chapter. 2

The Encyclopedia part two also provides the info about Fencer, Necromnacer, Druid, and Sapper Master

Developer's Blog
July 7th, 2017
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Encyclopedia of Masters Chapter.1

Time to meet the Class Masters! Who are they? Well here, we will give you a little info about them!  

Developer's Blog
July 7th, 2017
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[Resolved] [NA] Server Instability

Greetings Saviors,  We apologize for the inconvenience but currently [NA] Servers: Klaipeda and Orsha are facing some server instability.  We ask for your patience and understanding as we work to solve the situation.  Thank you. 

Announcement
July 7th, 2017
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[COMPLETE] Official Forum Maintenance - July 6, 2017

Greetings Saviors, We would like to announce that the Official Forums will be temporarily inaccessible as it will be undergoing maintenance. - Maintenance Period : (EDT) 22:30 - 23:00 July 6, 2017 Please note that access to the other sections of the Official Website will not be affected in any way during this maintenance period. Sincerely, IMC Staff

Announcement
July 6th, 2017
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Scheduled Maintenance for July 4, 2017

Greetings, Saviors!We would like to announce the details of our weekly maintenance for (July 4, 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
July 3rd, 2017
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Goddess' Blessed Cube Item List: Updated July 3rd

  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. NOTE: This edition of the Goddess' Blessed Cube contains 3 Package Costumes (Tuxedo Cat, Fried Chicken Poodle and Popolion), each composed of 1 head piece and one body costume. The head piece of these costumes is considered a Premium Hair item (not a hair accessory) and therefore it is not tradable, it cannot be moved via Team Storage, and it cannot be exchanged for medals at the Exchange Shop. Each costume + hair set can be traded while still in its unopened in Package form, however.

Announcement
July 3rd, 2017
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Monthly TP Spending Limits Applied

Greetings, Saviors. In order to prevent payment fraud-related issues from affecting the game, starting from this week’s scheduled maintenance (July 4, 2017), we will be adopting a monthly TP spending limit for Steam accounts that have a shorter payment record since their time of creation. This means that players who have made fewer purchases on Steam since creating their account (in accordance with the account purchase information provided by Steam​) may be restricted from using more than 300 TP in-game per month. After attempting to use more than 300 TP in one month, players with TP limits will see a message alerting them of this monthly restriction. If you find that a TP spending limit has been applied to your account and want this restriction to be removed, kindly send a ticket via our Support page under the “Payment” >> “Reset TP Spending Limit” category so we can verify and process your request individually. Please note that this TP limit applies only to how much TP an account is allowed spend in-game. It does not restrict the amount of TP that players are able to purchase on Steam. Thank you.

Announcement
July 3rd, 2017
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Hayraven’s Unofficial Chronicles Part 2

  Warm sunlight was shining through the window of the captain’s cabin. Hayraven, opening his eyes, awoke from his shallow sleep. He had dreamt another of his many recurring dreams. At times finding himself on a small boat, facing an unfamiliar foe, or at others recalling events from his past. He would dream of endless rope ladders and ghost ships. Visions of his crew and Vladislovas’ subordinates populated his subconscious; dreams that shifted but remained unchanged as well. He put on his clothes and stepped out onto the deck, where he was greeted by his crew. Hayraven raised his hand in response as he walked, but was halted by the sight of Seadog approaching. The latter looked up at the watchman stationed atop of the mast. Before Seadog could speak, the watchman cried out, “Mast sighted starboard!” Unaware of the fact that he would have been punished had his warning arrived only a second later, the watchman continued to shout. “Merchant vessel! Flag unidentified!” He soon followed with more information. “Flag confirmed! It’s a Kedoran Alliance vessel!” Hayraven nodded at Seadog, who understood his orders. The captain, having spotted the approaching vessel long before the watchman, sat down on a deckchair and quietly observed his crew prepare for battle under Seadog’s command. The merchant ship was now close enough for all the men on board to see. Seadog, who was standing next to the captain, muttered in surprise, “Huh. Who do we have here?” Hayraven’s eyes were also set on the group of heavily armed men on deck of the neighboring vessel. “Looks like Guerra’s Pledge of the Blade mercenaries are on board,” he said. Seadog spoke carefully. “They don’t seem to be shipping any cargo. If all they have are the mercenaries, their ship will be light and fast. Seems to me like they should be counting on that to retreat as fast as they can now… Unlike the Golden Note mercenaries, they don’t look like they travel with enough combat supplies, either.” “Running away would taint their reputation; that can’t be good for business. No, they’re looking for a fight here. Let’s grant them their wish”, Hayraven concluded. “Do you reckon Guerra’s involved?” “It doesn’t look like he is, Captain.” Seadog shot another glance at the watchman, confirming the absence of any new reports. Hayraven spoke again. “Look at the way they’re lined up. They’re expecting hand-to-hand. They think I’m going to fight them their way, do they?” “The Pledge of the Blade is known for the knives, but they should know their arrows, too.” Hayraven took Seadog’s words lightly. “We’re pirates; we start our fights from the ship, and if we can, we end them from the ship. Why let it escalate? It’s not like we’re fighting the Great Pirate Vladislovas now, is it?” Seadog acquiesced and began calling out the captain’s orders to the crew in a sonorous voice. Hayraven returned to his deckchair. The early stages of the battle were easy for Hayraven’s side. The wind blew in the direction of the enemy, protecting his ship from the merchant vessel’s arrows and allowing his crew to decimate a large part of the mercenary forces. Yet, no strangers to projectile attacks themselves, the Pledge of the Blade used wide shields to defend their crew. However, they were at sea, and if anyone had the knowledge to make the most of the factors at play, it was Hayraven. By controlling the movement of his own ship from its fortunate position, he made use of the wind and currents to tilt the enemy vessel to a nearly 45 degree angle. Not only were they now standing on a slope, the mercenaries had to maintain their balance over the continuous rocking of the waves, which to less seasoned sailors was no easy task. Once the Pledge’s numbers were sufficiently reduced, hand-on-hand combat began. Seadog coarsely shouted the order at the pirates. “Hook them! Hook the ship!” Hayraven’s subordinates hurried to swing their hooks into the enemy vessel. The mercenaries, in turn, bustled to and fro, cutting off the ropes attached to the pirates’ metal hooks using large two-handed swords. Observing the mercenaries’ fast response to his attack, Hayraven stood up from the deckchair. “They aren’t playing, are they?” He ran to the edge of the ship and swung his own iron hook at the merchant vessel, striking an unknown mercenary across the chest. The hook went on to bury itself deep within the ship. Another member of the Pledge ran towards Hayraven’s hook brandishing his bayonet. Seeing him, the captain withdrew his pistol and aimed. One shot was all it took to blast away the mercenary. Yet already another one was attempting to reach the hook. This time, the mercenary avoided the pistol shot, causing Hayraven to react with a smile of amusement. “Alright, this one knows what he’s doing. Let’s see you cut this, then!” As he spoke, Hayraven swung another hook at the enemy ship, one which the agile mercenary was unable to avoid. Struggling to free himself from the hook, the man bore deep injuries as Hayraven pulled him through the waters between the two vessels. The keel hauling eventually took his life before the captain could pull him up onto the pirate ship. The two crafts drew closer and closer, and Hayraven eagerly reached for the Jolly Roger. “Did Vladislovas ever hit a ship with the Jolly Roger from this far?” he asked, grinning blithely. Seadog, who had been standing by the captain awaiting new orders, shook his head. “At this distance? Impossible.” Hayraven replied. “That’s right. For anyone else it is.” With this, he launched the pirate flag across the waters. Seeing the Jolly Roger lodge itself in the merchant ship, Hayraven called out to his crew. “Go! Let them fear my flag! I’m giving twice the loot to the first pirate to slaughter a mercenary by the Jolly Roger!” Seadog followed with his own commands. “You heard the captain. The last man to get on that ship is riding the keel.” The pirates dutifully complied, echoing each other’s battle cries as they crossed over onto the merchant ship. The Pledge of the Blade were already behind their opponents in both number and morale, and having Hayraven himself join the combat only asserted their inevitable defeat. The Pirate Captain’s dust devil quickly spread terror among the last surviving members of the mercenary group, who promptly abandoned their weapons and surrendered. It wasn’t long before Hayraven’s subordinates executed the few who had dared to resist them. Finally, the captain and crew of the merchant ship, who had been hiding in a corner of the vessel as the battle was held, were dragged out onto the deck. These sailors had been spared by the mere efficacy of Hayraven’s powerful attacks. Had the conflict spread out across the entire ship, they were unlikely to have survived. The pirate looked down at the captured crew before addressing them. “Are these all the men you have? I didn’t think there’d be so few of you.” Their captain replied. “It is as Guerra requested, yes. The Alliance crew was reduced and the work was assigned to his mercenaries to decrease costs. Not only was the ship mostly occupied by these mercenaries, we are also carrying a considerable amount of our own cargo. It was very difficult for us to sail in these conditions, you see. Guerra’s men aren’t familiar with the sea; I suppose that ultimately led to their defeat today.” “According to your logs, the goods you’re shipping are heavy but they aren’t worth much. And you say you cut the freight charges, too. It sure doesn’t sound like a good deal for the Alliance.” “Before our encounter, Captain, the mercenaries were paying their passage as stipulated in the contract, tending to the weapons and cleaning the deck. As for the goods, they may not be worth much now, but surely you’re aware of how we do business at the Kedoran Merchant Alliance. The original value of those goods will pose no problem. That is why…” The captain of the merchant vessel stood up to adopt a bolder stance. “Should you release this ship, the crew and all of our merchandise in safety, I propose to write you a certificate. A document that guarantees you a generous fee from any branch of the Kedoran Alliance. Our goods won’t yield much profit to an untrained merchant. And as you can see, our current personnel are far too scarce to be of any help to you. Our only condition is that this ship arrives safely at its destination. Once that is confirmed, you’re welcome to claim your reward.” “So you’re offering me a paper that’s worth more than this ship, the cargo and a few crewmen. Is that right? And all I have to do is wait for you to dock and tell the Alliance to get my money?” “That is correct. I should say, our communications network is rather advanced; it won’t take long for the information to reach all our branches.” Hayraven pondered for a moment. “Alright. The Alliance always finds a way to avoid a loss, don’t they? Dirtier than pirates, you are. Then, the rest of the filthy mercenaries will stay with us, yes? Everything they had on them, too.” The captain of the Kedoran Alliance knew Hayraven was not asking for consent, and so he nodded in agreement. The surviving mercenaries and their belongings were moved to the pirate ship. Oceanid approached Hayraven and asked, “Should we get the plank ready?” It was the custom in pirate ships to force captured enemies onto a plank laid on the side of the vessel and demand that they choose between joining the crew and drowning at sea. Hayraven, however, shook his head. “Leave them be. I have a deal with Olfas Grimm. We’ll gather a few more prisoners and sell them off to the Monk Master. Let them starve until they’re weak enough, but not so much that they’ll mutiny.” The captain’s orders were confusing, but Oceanid acceded and returned to the crew. Hayraven was left to mutter to himself. “Guerra, you filthy rat. I hope you find me after this; maybe then I’ll finally get myself a worthy fight. This time we’ll use our knives. Hmm. Come to think of it, they do say Creak is a match for Guerra. Who knows, it could be fun to fight Creak, too. Bore a bullet hole in his skull like I did to Vladislovas. He’s not bad with his gun either, or so they say.” At the end of his train of thought, Hayraven became silent. He raised his eyes to the silhouette of the merchant ship slowly disappearing in the horizon before turning back to the captain’s cabin.

Developer's Blog
December 13th, 2017
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Dev Interview: Fishing, TBL, DPK and Balance

Greetings, Saviors! This week, we had a talk with our Head of Development (HOD) to find out more about a couple of updates that are coming to Tree of Savior in future patches, including PvP improvements, drop rate system changes and balance tweaks. Please note that the updates mentioned here are still being tested and can differ from the actual content that is applied in iTOS. The dev team is, however, working to bring these updates into the game within one or two months, as soon as testing is complete. Any changes will be announced in advance through the patch notes. That said, go ahead and read the full interview below!   Staff: How are you, Mr. Head of Development? In our previous interview about renovating the city of Klaipeda, you and Maggi briefly talked about introducing fishing spots in-game, which is now becoming TOS’ first real “life” content. May I ask why you decided to go with fishing over other activities? HOD: I’m a little hesitant to call it Tree of Savior’s first real “life” content, considering how simple the fishing function is. Our goal is to introduce a sort of relaxing farming activity to contrast with more intense types of gameplay that require higher degrees of concentration. We figured fishing was the right answer to that. We also considered mining, but we didn’t want to risk abusing anyone’s graphic cards, so we crossed that out for now.   Staff: Another question; you already made clear that you’re going to introduce a fishing function in the city of Klaipeda, but will there be fishing spots in other maps as well? HOD: Adding a fishing spot to Klaipeda was our original plan, following the renovation of the city. Besides that, some players may be surprised to hear that we’re also adding one to Cobalt Forest, and in the future we have plans to continue introducing fishing spots in other maps with streams or lakes. We expect the items from each spot to be different from the ones you can fish in the city of Klaipeda. Also, right now fishing is completely automatic, but we’re considering the addition of a couple of simple manual controls. We don’t think it’ll be anything too complex, just simple actions that can give the player an advantage.   Staff: If you have plans to expand the fishing function, do you also want to develop other life contents for Tree of Savior? I would love to see a fishing spot in Goddess' Ancient Garden, by the way! HOD: That’s what we’re hoping to do, yes. We believe a good game should be able to offer the player the chance to live out their dreams, so we want to delve into that idea for our next projects. We’ve considered things like sailing a yacht, car racing, exploring deserts, jungles, oceans; any challenge or adventure that’s hard to come by in the real world. We’ve also thought about letting the players do fun things like car tuning, farm tuning, island tuning (we’re just really into tuning)… Or, if you want to enter more into the realm of fantasy, open a fancy bar and invite celebrities to exclusive parties, collect designer clothing or watches, sports cars… Basically, we want this kind of experiences that aren’t always feasible in your everyday life to be more readily available in Tree of Savior. Staff: In a way, the game is already letting us do that, I think. We get to become a Savior of a fallen kingdom and communicate with goddesses. That’s certainly an experience. I can’t wait to see what other dreams we’ll be able to live out in-game. Now, moving on to a different subject, after the big combat changes last May, the dev team announced the following: For our PvP sports content, the Team Battle League, we’re focusing on improving synchronization issues between server/client and location, as well as server speed. First, we want to change Team Battle League matches from the current 2:2 and 5:5 formats to a single 3:3 setup. We also intend to balance out a few skills and systems that hinder the concept of TBL as sports content. Some of the aspects we’re thinking of including in this rebalance are the immunity to multiple target devices (knockdown, stun, freeze and other ailments that cause the inability to control your own character), the duration and effect of long buffs/debuffs, and the stat gaps between different items. Any changes we make related to these, however, will only apply to TBL or other battle-type contents played in similar instanced zones. Finally, regarding TBL, we also feel inclined to add some improvements to the current point and ranking rewards. I heard you’re doing some real progress on these updates, and I’m sure players are looking forward to seeing them applied. I’m excited about them too, I think I’ll finally bring out my mighty musket! Hahah. From what I saw, however, there was no news on the synchronization issues or the point and ranking rewards. Can you let us in on how that’s progressing? HOD: For the location sync issues, we increased the processing speed of PvP-specific server machines, which slightly minimized the location differences that happen between client and server with high movement speeds. For one, we fixed the error that made characters appear in a different position after being knocked down or becoming incapable of combat. Our next goal is to monitor PvP controls in Team Battle League to create a better environment for GvG battles, which we also want to update. We aren’t done with Team Battle League improvements, though. We also have a patch ready with new point and ranking rewards, and we plan to introduce new timed costumes for top-rank players of the season. Finally, we created new PvP rules regarding stacked mass control instruments, movement speeds and debuffs. These rules are going to be applied to characters equally in all enclosed combat areas like TBL and, of course, we’ll keep tweaking them as required by the circumstances. Staff: Enclosed combat areas “like” TBL, you say…? Could that be a hint? In any case, there’s another subject I would like to discuss today. In kTOS, you recently announced that you're going to change the current DPK item drop rate system to a probability-based one. If I remember correctly, the DPK system was put in place to guarantee that an item gets dropped after a certain threshold is reached, whereas a probability-based system means that there’s a chance you won’t get the item even after farming for an entire day. I’m curious about the reason why you decided to remove DPK and go for this probability-based item drop system instead. Also, I would like to ask if a “personal” DPK was never an option you considered as a viable drop system. HOD: Ultimately, for a system like non-personal DPK to thrive you need an environment in which you have several players farming at the same time. If only one or two players are hunting in the same zone, the advantages of DPK (regular and consistent supply of items in the server) are lost, and it inevitably creates tension and rivalry between the players. Because of this, we can see why so many of our players spoke out in favor of a “personal” DPK counting system. The problem is that Tree of Savior is serviced all over the world on Steam, kTOS and other local servers, and in each of those the farming environment is different. Changing to a personal DPK system wouldn’t solve the fundamental issues of DPK itself, and besides, your personal kill count rewards already come from the Adventure Journal. So all in all, we felt that a probability-based item drop system was more appropriate for the game. Now, after moving from a fixed count DPK system to a top-down one, and now to a probability-based system, I’m sure the players will be wondering, “So what’s the new drop rate?” It’s not our policy to reveal the exact drop rates of each item, but we ran thorough simulations to ensure that the items weren’t dropping less than before, and then we set the drop rate a little higher than that. One thing we did was double the supply of Monster Gems, which under the DPK system was rather low. For Hunting Grounds cubes, we added ⅛ pieces of those cubes to the Grounds so that players can get items from them more frequently.   Another thing I would like to mention is that, as pointed out by many of our players before, a lot of the fields in Tree of Savior often get ignored after the quests are complete or they’re “skipped” altogether. We’re only trading DPK for a probability-based system now, but we have other things in mind to improve the fun aspect of farming in fields, which we hope will help bring more life into those forgotten maps. Staff: It’s certainly sad to see so many of those beautiful maps go unnoticed; good to hear that you’re working to change that. Now, another subject that’s always been much discussed is balance. According to your latest kTOS test server balance patch, any additional SPR a Pardoner gets from stat-enhancing buffs is going to be excluded from the total SPR counted when opening a shop. Would you like to explain the reasoning behind this decision? HOD: There was some lack of foresight from our dev team when creating the big combat changes earlier this year, in that we didn’t consider all the possible ways in which Pardoner buffs could be affected. This led to certain shop buffs becoming powerful enough to visibly affect the game. Overall, we wanted to adjust the balance of Pardoner shop buffs in a way that doesn’t make them vastly superior to Priest buffs, but without taking too much from the convenience or performance of general Pardoner buffs. We’re still considering other changes to Pardoner shop buffs, but we’ll announce more details after we have something more concrete. Staff: I see what you’re saying. Hopefully everyone playing a Pardoner will understand, too. If possible, I also want to ask about the other contents of your latest balance patch, which sounded very interesting. From what I saw, it was divided into 3 categories: 1) increased overheat, 2) stacking skills and 3) other changes. Let’s start with overheat, then. I’m sure an increase in overheat is good news to anyone using those types of skills, but I have a question. Consider a skill that can be used in 3 times and has 15 seconds of cooldown time. Using the skill only one time will still require 15 seconds for it to be restored back to the full 3 hits. If each hit is worth 5 seconds of cooldown (considering the total is 15 seconds), why doesn’t the skill restore 1 hit every 5 seconds? HOD: We at the dev team can see how having to wait for a period of time that’s the same as the entire cooldown of a skill to restore a single hit is not the most reasonable option. We’ve been meaning to tackle this inconvenience for a long time now, but I guess it was always pushed back by bigger, more urgent issues. We aren’t ready to apply the “3 hits / 15 secs = 1 hit / 5 secs” rule you suggested just yet, but we are considering restoring the hit count after the skill’s total cooldown time has passed when one or more hits have been used. Staff: So you don’t know when that’s going to change yet, then? Well, I hope you have a chance to work on it soon. Would you like to comment on 2) now? Your notes state that you’re going to allow players to stack certain skills with the same skills of other players. You know, every time there’s another Plague Doctor in my party I always feel like they’re “stealing my spot”, so I’m glad that’s going to change. You’re not allowing all debuffs to stack, however. Both the Fletcher’s Broadhead and the Highlander’s Crosscut can inflict Bleeding, but I didn’t see any mentions to Crosscut in your plans. Is that intended? HOD: Those plans concern only skills where DOT (damage over time) applies, so shared debuffs are not included. Black Death Steam, for example, is an attack that only Plague Doctors have, and its DOT merely borrows from the common debuff structure; in reality, it deals damage equivalent to other attack skills. The Highlander’s Crosscut, on the other hand, is simply a skill with an added Bleeding debuff, the same way some skills can have Stun, for example. The Fletcher’s Broadhead is a skill where the DOT comes in the shape of the Bleeding debuff, making it similar to Black Death Steam or the Wugushi’s Needle Blow. Staff: So the difference is that those skills are damage-dealing skills, but they happen to be structured like a debuff. I see. I won’t bother you much longer, but I have one final set of questions about your balancing plans. First, what do you intend to achieve with your next balance patch? In other words, what direction can we expect TOS balance patches to take in the future? How far along do you think you are regarding your ultimate balance goals? Finally, how much more do you want to change with future patches? HOD: After the big combat changes, PvE difficulty was reduced by a lot. It’s hard to tell where the next patches will take this aspect of the game, since our goal is to follow whatever needs are felt at the moment, whether that implies a more difficult or an easier gameplay. What I can tell you is that we did consider the connection to future new regions and contents when applying the big changes, so we don’t predict anything too drastic. We haven’t reached all our balancing goals yet, of course, even considering the next couple of updates we have in store. We have a summon behavior improvement patch that’s already been developed and is now awaiting review. We are also working on a series of other aspects of the game, including more class-specific issues. One thing I want to say is that we hope players don’t think we’re done with a class after it’s been patched one or two times. We’re always looking to improve class balance. And lastly, I can’t tell exactly how many balance patches will make it into the game in the near future, but our plan is to keep working on them until new classes arrive. Staff: Ooh, new classes *_* I would love to hear more about them, but I can tell you’re busy so I won’t take any more of your time. Thank you so much for this interview. HOD: No problem. Thank you to our players for reading!  

Developer's Blog
June 29th, 2017