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Dev Interview: Random Item Stats

Greetings, Saviors! Our most recent dev teaser included a quick snippet about a new system of random stats on equipment items (previously introduced through the PvE roadmap) that sparked more than a little curiosity among players. We thought it was time to shed some light on this feature, so we met with the TOS developer in charge of the random stat system to find out how it can be used and what it really means for the game.   Staff: Hello, it’s such a pleasure to meet you! We’ve all been wondering about this random stat system since the PvE roadmap, and I was told you were the one to bother about it. IDev: Yes! I’m in charge of planning all things item-related for Tree of Savior. It’s nice to meet you, too. Staff: I see, we shall call you the I(tem)Dev, then. If you read any of the other Dev Interviews you’ll know I always find the most original nicknames for our devs. Moving on. I would like to start by asking how the random item stat system came to be, and what your intentions behind it were. IDev: Our goal with the random item stat system is to address the excessive gap that exists between equipment items, in terms of both difficulty of acquisition and actual performance. We believe that the random stat system can help make it easier for players to obtain better gear that fits their needs. Staff: I’m not sure I get it. In what way does the system make it easier for us to get better items? IDev: Currently in the game, it’s easy enough to get your hands on low-performance equipment. If you want to take your gear a step further, however, you either have to enhance/transcend your “okay” items to a high enough stage, or dedicate hours and hours to farming for the right materials. With the random item stat update, not only do equipment drop rates increase, but the items come to you in their finished state, so you have a better chance of finding gear you’re happy with. Staff: Okay, that makes sense. I was hoping you could also tell us, specifically, what is the maximum number of stats and sockets per equipment item under the new system? IDev: Hm… For this one I think it’s better if I show it to you in a table, hold on (*scribbling*). Here you go.   Type Sockets Stats One-handed weapons 3 1-4 Two-handed weapons 5 3-6 Armor 1 1-4 We’re still working out the details on accessory items so I don’t have that information yet, but in any case this is just our initial plan and it could suffer some changes before the system is actually applied to the game. Staff: So the number of stats allowed is different depending on the type of gear. In that case, what determines the maximum value of the item stats you get? Are you setting a maximum value based on the sum of all the item’s stats, or is it applied individually for each stat? IDev: The maximum value of each stat is going to be individually influenced by the item’s equip level and grade. Staff: I’m also curious to know if perhaps gear stats are going to have any influence on skill levels. IDev: We don’t have any plans to make that happen, no. But who knows, that could change in a future update. [WARNING - Fake item stats ahead.] <A girl can dream, can’t she? T^T> Staff: Fair enough. You mentioned in the PvE roadmap that players will need to identify the new items at an Appraiser in order to reveal their random stats. If that’s the case, will Appraisers with higher skill levels have any advantages in terms of what stats are revealed in the identified items? IDev: The Appraiser’s skill level is not going to influence the type of stats that get revealed in the item, but it will somewhat increase the chances of revealing a higher number of stats. Staff: I can see it’s going to be a good era for Appraisers… Speaking of the future, what other plans do you have for after the random stat system is implemented? IDev: Well, I don’t want to spoil too much – and please take this with a grain of salt – but if I were to summarize it in three words… Kite Moor, property resistance, Chaplain. Staff: I’m pretty sure that was more than three words… I’m not complaining, though. Whatever Kite Moor is, it sure sounds luxurious! And… those were all the questions I had for you. Thank you so much for the interview; your answers were very enlightening. IDev: The pleasure is all mine. Glad I could be of help, and thank you to the player community for the continuous support!

Developer's Blog
September 21st, 2017
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Introducing: Guild Territory Wars

Greetings, Saviors! We at the dev team have hinted about wanting to develop new formats of PvP content before, particularly when it comes to guild wars. Well, we’ve been working away on a bunch of new ideas ever since, and today we’re ready to introduce you to a different kind of GvG experience we’re developing called the Guild Territory Wars. Our goal with the Territory Wars is to create a guild activity that’s challenging and highly rewarding, one that requires optimal team work from the guild members and strong leadership from the guild master. Everything is still in the works for now, but we’re going to continue focusing on this and other projects to advance and diversify guild content.   So… What Are Territory Wars? Guild Territory Wars are a large-scale PvP challenge in which guilds can battle each other to seize areas of territory in a field. We believe Territory Wars – and the hefty rewards we have planned for them – can help promote healthy competition, creating a real purpose for guilds to grow and develop. Before the War   The plan is to have Guild Territory Wars begin every Sunday at 8 PM and last a total of one hour. Before the schedule begins, players will be able to select whether to take part in the wars or not through an option in the Guild window. Only the guild master will have the authority to opt in or out of Territory Wars. This is in line with a series of other updates we have planned for guild content, which aim to solidify the role of leader for guild masters. Spot Areas   Spot Area Genar Field Galeed Plateau Inner Wall District 8 Grade B B A   Spot Areas are maps where players can fight in Territory Wars, with Spots being the sections of land you can seize. According to the grade of the Spot Area, the rewards for seizing the corresponding Spot will be different. As of now, we have a total of three Spot Areas planned out (the ones in the table above), but we will consider adding more areas to the game depending on how they perform. The War Begins!   When the Territory Wars schedule starts, entering a Spot Area will require you to select one of two options at the green arrow in adjacent fields. Here you can jump right into the war zone, or skip the battle and enter the map as you normally would. After moving to the Spot Area, guild members can battle in true PvP style to either protect their seized Spot or seize the one held by the rival guild. Members of the guild that seized the Spot in the previous Territory Wars will be allowed to enter the Spot Area 5 minutes before the war begins to plan out their strategy. Seizing/Protecting a Spot   During the war, each Spot Area will contain a Territory Tower, with the land around it forming the Spot that can be seized by a guild. To gain hold of a Spot, guild members will need to earn points by advancing into the perimeter of the tower. The guild that currently holds the Spot, on the other hand, can fight back by reducing the points of the invaders. The final score will then determine which guild will hold that Spot during the next Territory Wars. 1) Earning Points (Invading Guild)   The invading guild earns points every second according to the number of members within the perimeter of the Territory Tower. Below is a table that shows the amount of points earned by invading the Spot of the guild that holds it.   No. of members in the Spot 1 member 2 members 3 members 4 or more members Points earned per second 3 5 7 9 2) Taking Points (Protecting Guild)   The guild protecting their Spot can deduct points from the invading guild, also according to the number of guild members within the perimeter of the Territory Tower. Here, too, the amount of points taken from the invading guild every second increases proportionally to the number of members of the protecting guild inside the Spot.   No. of members in the Spot 1 member 2 members … 9 members 10 or more members Points taken per second 1 2 9 10 3) Final Score   The first guild to score exactly 1,000 points in the war seizes the Spot. In certain situations, however, the guild may not be able to gain any more points, like in the example below.   Guilds My guild (1 member in the Spot) Guild A (1 member in the Spot) Guild B (2 members in the Spot) Guild C (1 member in the Spot) Score 999 999 995 850 If, like in this example, two or more guilds have gathered all the conditions to reach 1,000 points, their score will no longer increase. Instead, those guilds will need to gather all of their members inside the Spot in order to win. We should note that there’s still room for improvement in the point system, but we will keep you notified of any changes. 4) Protector Buff   Guilds that succeed in seizing a Spot will receive a special Protector Buff that boosts their members’ combat abilities. Not only that, the more wars a guild manages to keep hold of a Spot, the more intense the effects of the buff will be. Strategic Bosses     Territory Wars have one more tactical element to them: boss monsters. During the war, a powerful boss monster will appear, which guild members can defeat in order to receive temporary beneficial effects. These boss monsters can make a big difference in the amount of points you earn or take, becoming an important part of your guild’s strategy. We do, on the other hand, understand that there could be aspects about this feature we haven’t fully predicted, so we’re open to adjusting any rules necessary to make the system as fair as possible. The Rewards     Winning the Territory Wars and securing a Spot is certainly worth a generous reward. After every period of war, guilds that succeeded in seizing a Spot will receive a set percentage of the amount of Market fees they paid during the past week. This prize is delivered in the form of items to the Guild Storage. Again, this a feature we are still polishing. Any changes we make to the rewards should be announced separately.

Developer's Blog
September 19th, 2017
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GM Playdate!

  Greetings, Saviors! You've seen us around town and have probably played some games with us, but now we are taking it to the next level.  Meet us, your lovely GMs, for a little playdate at channel 1/2 of Gateway of the Great King (Lv. 58). In the area near the Statue of Goddess Vakarine. The same place as last April. Please check the image below and the following schedule for each server. GM Playdate Schedule SERVER: [SA] Silute Sep 20, [EDT] 22:00 ~ 23:00 / [BRT] 23:00 ~ 00:00   SERVERS: [SEA] Telsiai, [SEA] Varena Sep 21, [EDT] 05:00 ~ 06:00 / [SGT] 17:00 ~ 18:00   SERVERS: [NA] Klaipeda, [NA] Orsha Sep 21, [EDT] 22:00 ~ 23:00   SERVER: [EU] Fedimian Sep 22, [EDT] 05:00 ~ 06:00 / [CEST] 11:00 ~ 12:00 Event Timeline 0:00 Meeting Start 0:10: short conversation and pre-event 0:30 Hide and Seek 0:45 Monster Hunt 0:50 GM raid 0:55 Photo time   See you soon!   

Announcement
September 18th, 2017
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[COMPLETE] Scheduled Maintenance for September 19, 2017

Greetings, Saviors!We would like to announce the details of our weekly maintenance for (September 19, 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
September 19th, 2017
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[CLOSED] Sidekick Booster (Sep '17)

    Greetings, Saviors! It's time to bring out your loving Companions one more time for the Sidekick Booster event! Travel and battle with your trusty sidekick for up to 10 rewards a day, plus a sweet EXP boost!   Event Period FROM the scheduled maintenance on September 19, 2017 TO the scheduled maintenance on October 10, 2017 Who Can Participate - All characters with by a companion of level 50 or higher How to Participate STEP 1. Associate a Companion to one of your characters and activate it. Every time your Companion consumes some of its Stamina, you have a chance of obtaining one of 6 different gifts!           - The gifts drop randomly, and you can win up to 10 per day, per team. STEP 2. Any character battling with a Companion will also receive an extra +20% of EXP gains during the event period! Rewards Receive one item every time your Companion consumes its Stamina! - Keista Protective Potion - Keistas Bravery Potion - Fortune Cookie - Advanced Gem Abrasive (14 Days) - Instanced Dungeon One Entry Voucher (14 Days) - Instanced Dungeon Multiply Token (14 Days) Important - The effects of this event will only apply to non-Hawk Companions of level 50 or higher. - Event reward items are untradeable. - Companions with 0 Stamina will not drop reward items.

Event
October 11th, 2017
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Official Forum Maintenance - September 17, 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 September 17, 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
September 17th, 2017
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[TEASER] Level Expansion, New Systems

Greetings, Saviors! We know many have been curious about the new content that’s coming to TOS in the next level expansion (which, we should warn you, is not tied to the addition of new classes; we'll talk more about those later)… As seen in our PvE roadmap, we have a lot more prepared besides the new maps and quests, so today we’re releasing another sneak peek of the key features you’ll be seeing when that patch arrives. Here they are!            

Developer's Blog
September 15th, 2017
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Intense Class Balancing, Here We Go

Greetings, Saviors! We have yet another batch of changes to discuss today, this time related to class balance. We’ve discussed class-specific balancing on many other occasions here at the blog, but the changes we’re introducing today are a little different. Unlike regular balance patches, this one is going to bring more substantial changes to each class, with some skills acting entirely different and new attributes added to the mix. Today we’re sharing some of the adjustments we have in store for a few Cleric classes (don't worry, we have plans for other classes and class trees too). As always, remember that the changes discussed here aren’t final or absolute. Some content may be added or readjusted before it makes it into the game, so keep that in mind.   Paladin Changes We’re starting with Paladins, a class for which we have a few specific skill changes planned. Namely, we’re turning the C2 Conversion skill into a Turn Undead attribute and adding two brand new skills.   Turn Undead: Conversion Conversion skill removed, added as Turn Undead attribute. Sanctuary New buff skill. Demolition New attack skill. Shield Guard C key activates shield to block attacks.   First, we’re taking Turn Undead and Conversion, two skills largely ignored by most Paladins, and combining them into a single skill with increased effects. The cooldown for Turn Undead is being reduced from 70 to 50 seconds, while the AoE ratio goes up by 2. As for the skill’s area, we’re switching the current conical shape for a square one that covers 1.7 times more terrain, giving players a much more comfortable reach on nearby monsters. As mentioned above, the Conversion skill will become a Turn Undead attribute, replacing the current [Conversion: Might Enhance]. The new [Turn Undead: Conversion] attribute, then, means a certain chance per skill level of converting enemies hit by Turn Undead. With this, you can have up to 5 converted monsters at any time, which will act like summons and receive influence from your SPR stat and additional attack from your weapon’s magic attack. Of course, Paladins who already invested points in their Conversion skill will have those returned in the form of Paladin skill points.   Now, let’s look at the new skills. First, we’re adding Sanctuary, a buff that can protect and empower allies, neatly reinforcing the role of the Paladin as a defense Cleric class. For as long as the Paladin holds their prayer, Sanctuary increases ally defense, an increase which then determines the strength of the additional Holy property attack the skill provides. So Sanctuary offers decent protection and attack boosts to nearby dealers who may be short on defense or HP. On the other hand, the skill can only be used with a shield equipped and it lasts for a maximum of 10 seconds (it isn’t canceled when the casting character is attacked).     The other new skill we have ready for Paladins is Demolition, a wide-range attack technique used exclusively with two-handed blunt weapons. Demolition, with its AoE attack ratio of 12, strikes the ground 3 times to deal a total of 7 hits on any monsters nearby. We thought a skill like this was needed to complement the lack of wide AoE action in the physical attack Cleric family, while still differentiating itself from Monk skills of a similar concept.     The new Circle 3 attribute, Shield Guard, gives Paladins the same ability Peltastas and Murmillos have of using their shield to block enemy attacks. Combined with other future Paladin attributes, it can also serve to protect allies, depending on your controls and setup. Priest Buffs and Pardoner Shops   Pardoner shops have always been the subject of discussion. They’re a unique characteristic of Tree of Savior, with many Pardoners dedicating themselves to providing the highest performing buffs at the most affordable prices to everyone in-game.   On the other hand, while celebrity Pardoner buffs get all the acclaim for their attractive effects, Priest buffs are relegated to the background, to the point where even Priest characters often buy their buffs from Pardoners instead of using their own. With these changes, we want to have shop buffs perform 30% below the effects of normal buffs, while boosting the numbers on real skill buffs. Pardoner shop buffs will, therefore, be more limited in terms of how much of a boost they can offer, while Priest skill buffs will perform similarly to the current shop ones. First, we’re doubling the defense-increasing effects of Aspersion (considering a standard of skill level 15, SPR 300). Then, we’re increasing by almost 4 times the effects of the Pardoner skill Increase Magic Defense (same standard), and we’re adding it to the list of skills allowed in the shop. From Blessing, we’re removing the limits on the maximum number of attacks and applying it with 30% less effect in Pardoner shops. Instead, you’ll be able to use this buff for a long time without worrying about the number of attacks you’ve used. Sacrament, often just used as a supplement to additional property damage buffs, is saying goodbye to the downward compatibility with Blessing and the meager Holy damage extra. Our plans now are to have it add a very significant amount of Holy property damage to regular attacks. To recap everything, this is how Pardoner shop and Priest buffs are going to change.   Skill BEFORE (Skill Buff) AFTER (Skill Buff) BEFORE (Shop Buff) AFTER (Shop Buff) Aspersion Lv. 15 Physical defense +512 Physical defense +1060 Physical defense +512 Physical defense +742 Increase Magic Defense Lv. 15 Magic defense +560 Magic defense +2207   Magic defense +1544 Blessing Lv. 15 Add. damage +913 (limited attacks) Add. damage +913 (unlimited) Add. damage +913 (limited attacks) Add. damage +639 (unlimited) Sacrament Lv. 10 Holy attack +330 Holy property add. damage +370 Holy attack +1285 Holy attack +330 Holy property add. damage +370 Holy attack +899 As you can see, skill buffs are going to get a pretty significant increase after the changes. Defense shop buffs, even with 30% less effect, are still going strong. Blessing may become less effective in shops, but it offers unlimited attacks and, when used with Sacrament, a similar degree of additional damage and more than 1 hour of comfortable hunting.   Other Skills     The Priest’s Monstrance, due to its peculiar system (and the occasional bug…), can often be difficult to install, so we wanted to change the way this skill is used to a more intuitive one. The new Monstrance magic circle will be large regardless of level, and it will not disappear when it’s stepped on by an enemy. The Bokor’s Ogouveve is going to increase zombie damage based on skill level. Like Sacrament, the Chaplain’s Last Rites is having its additional Holy damage removed and will instead be adding damage to Holy property attacks, which increases when your HP gets below a certain level.   To create a more stabilized dealing skill for Monks, Golden Bell Shield is becoming a stationary attack skill that provides both invincibility and resistance to knockback/knockdown, gaining you time until the Pain Barrier kicks in. This last part is because, along with the skill change, we’re replacing Golden Bell Shield’s Safety Zone attribute with a Pain Barrier one, which applies a Pain Barrier state for 5 seconds after the skill (your character will be able to move during that time). For the Pardoner’s Decatose, we’re reducing the amount of Silver consumed from 1,500 to 300. The 10% chance of reacquiring the Silver spent is being scrapped; instead, the 10% chance of instant enemy death can be increased up to 2 times (to 20%) according to your SPR stat. Not only that, the skill is getting an overheat of 2 and a new [Decatose: Enhance] attribute. To the Oracle’s Forecast we’re adding an evasion increase of 100 for you and your party members.   We’re also reorganizing the attributes in the Kabbalist’s Merkabah. [Enhanced Durability] will become a basic function and [Magic Defense] will be integrated into [Divine Protection]. Gematria and Notarikon, two skills which take up a little too many points for the amount of function they offer, will be mastered at level 1. They are also having their cooldown reduced from 10 to 1 second in order to combine with other skills more conveniently.   This is all we have for you today, but there are still many more class balancing plans left to talk about. Don’t be too discouraged if your class or preferred skill wasn’t discussed here; as we mentioned in the beginning of this post, none of the changes are final and we are always working on other classes and aspects of the game. We’ll make sure to keep you updated on our plans as usual. Thank you!

Developer's Blog
September 15th, 2017
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Official Forum Maintenance - September 14, 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 September 14, 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
September 14th, 2017