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[CLOSED] Cherry Blossom Heroes

Greetings, Saviors! A new plot is under way to steal the purity of Spring away from the Kingdom. We're counting on all experienced adventurers to return to their home cities and save the season. Enter the Vubbes' Lair and retrieve the stolen Cherry Blossom Cubes! Keep reading to find out how you can participate.   1. Event Period - From the scheduled maintenance on April 11, 2017 - To the scheduled maintenance on April 25, 2017 2. Who Can Participate - Characters of level 70 and higher 3. How to Participate STEP 1. Interact with the Event Notice Board in the cities of Klaipeda or Orsha to enter the Vubbes' Lair.   - You can enter the Vubbes' Lair event mission 2 times per day (with 1 extra entry allowed to Token users).   - To enter the event mission, your character must be of level 70 or higher. STEP 2. Once the mission begins, defeat the first round of monsters and gather the Dark Crystals spread throughout the misson area. STEP 3. Place the Dark Crystals in the Passage Altar inside the mission area before their effect wears off.   - The Dark Crystals will start taking effect as soon as you pick them up. STEP 4. After 20 Dark Crystals are placed in the Passage Altar, it will open up, transporting you to the final boss monsters. STEP 5. Defeat the Vubbe Fighter and Red Vubbe Fighter bosses to complete the mission and retrieve one Cherry Blossom Cube. STEP 6. Complete multiple missions to receive additional blessings in the form of EXP-boosting rewards.   - 5 missions = x4 EXP Tome x2   - 10 missions = x8 EXP Tome x2   - These rewards can only be received once per account. 4. Cherry Blossom Cube Rewards - Battle Bracelet - Recipe - Petamion - Recipe - Animus - Recipe - Rapid Bangle - Wizard Bracelet - Fossilized Lizard Amber - Dawn Crystal Fragment - Blue Tini Horn - Socket Horn - Magic Moss - Karas Fragment - Pincers - White Spion Fur - Brown Colimen Flower - Kugheri Balzer's Flower Basket - Blue Spion Fur - Obsidian - Black Drake Heart - Terranium - Zircon - Ruby - Keista Protective Potion - Keistas Bravery Potion - Advanced Gem Abrasive: 14 Days - Talt 5. Important - Cherry Blossom Cubes will be deleted at the end of the event period. - Items with expiration dates will start counting down as soon as they are received in your character's inventory.

Event
July 6th, 2018
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Scheduled Maintenance for April 11, 2017

Greetings, Saviors!We would like to announce the details of our weekly maintenance for April 11, 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
April 10th, 2017
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GM QnA Session : April 7th, 2017

  Greetings, Saviors! We are sharing here a compilation of the questions answered at our latest GM meetup in a summarized Q&A format. Thank you to everyone who showed up!   Q : Do you have any plans to launch more gesture macros?      A : As you can see from our recent video, yes, we will launch more gestures in a future patch.   Q : Can I get detailed information regarding Rank 9?  A : I hope to know the exact date of arrival.    We are planning to release Rank 9 this year; you will be informed via an announcement on our website once it is ready.   Q : There aren't that many bugs on kTOS, why do we have them in iTOS?     A : That's not quite true. It has been our highest priority to continue to reduce the amount of bugs that may be found and we have made considerable progress in doing so.  If there are still bugs that remain they can be reported on the Forum so that we can address them and develop the game further.    Q : Getting disconnected in TBL (Team Battle League) is a big waste of time. I hope you can make a system to re-enter TBL.     A : Thank you so much for your nice suggestion, we will pass it on for the proper team to consider. However, we think creating stable connection conditions in TBL is more important than a re-entry system. We will keep trying to stabilize our servers and client.   Q : Client unexpectedly closing errors occur frequently after the migration to VS 2015. I'm wondering if you're fixing it.    A : Yes it's our top priority and it's not always caused by VGA related issues.    Q : I wonder if you a plan to punish people who leave the party after entering the Royal Mausoleum or Canyon missions in Saalus Convent.     A : We do not have plans for that yet, but we will inform our designers about this issue and try to find an improvement.   Q : We feel that we have a lack of end-game contents. Do you have any plans to make more end-game contents?     A : To be honest, we are not sure of what end-game contents are coming but we guess more plans will be released after the rebalance patch.    Q : We are facing the problem of 0% map exploration for 2 weeks now. When can we expect this issue to be resolved? A : Our dev team members are still finding out the reasons for the 0% map exploration problem. We will try to fix it as soon as possible.    Q : We are really curious about how IMC improved the DPK system in iTOS. Can you explain what things have been changed and improved?     A : As we have done with the Mystical Cube, we are planning to have an interview with the team to give you more detailed information through the dev blog.   Q : There is bug on the Cyclone skill that reduces it from level 15 to level 1 sometimes, which often causes less damage.     A : We have the same bug on kTOS too, we've already informed our QA team to test and we hope it is fixed soon.   Q : Do you plan to do anything about players who didn't get any Practonium from the Mystical Cube even after trying for 3 months?     A : We know many players have complaints about the RNG system of the Mystical Cube and we will forward them for possible improvements   Q : Many players don't know the Unstable Cube can expire. What are your plans to improve this?     A : The team has made a few UI adjustments that will display this information more easily to players. Please wait a little longer for the update.   Q : It's a shame that not many people play the field bosses, it feels like the content is being wasted. Any changes planned for field bosses?     A : That's a fair point. We will pass on this feedback to the designers and maybe request for more field boss events, for example with cubes.   Q : I like GM meetpus, but I wish there was a dev meetup too.     A : GMs do pass on all your feedback to the dev team, and we try to give you information back from the devs too. That's the reason we have the dev blog on our website.   Q : Any plans to add new level 270 and 315 items?     A : We're looking forward more 270/315 items too, but we can't be sure of when they will be released. They are still in development.   Q : Why are words like "hunt" censored in the chat window?     A : We agree, and we will try to improve this.   Q : I saw in your combat changes video preview that you're rebalancing a lot of aspects in the game, does that mean we're getting a class reset too?     A : Yes, we want to open a reset event when this rebalance update arrives. You can read more details about it on our dev blog.   Q : Do you know that some skills are causing fps drops?     A : Yes, we are aware that skills like Divine Might can cause fps drops especially in TBL. We are working to find the cause and will try to fix it.   Q : Are the new user event rewards tradable?     A : No, the event rewards are untradable.   Q : There's a problem where I can't see the quest NPC.     A : Please send in a ticket about your specific quest so we can try and help you.   Q : Will non-Token users be able to use Team Storage too?     A : Many players have made this request. Something is being worked on, but the final changes will be announced later when they are ready.   Q : I wish there were checkpoints in the Solmiki Area like we have in the Lolopanther Area.    ​ A : That's a good idea. It could help improve disconnection issues as well.   Q : Can you make the Kabbalist's Revenged Sevenfold be less powerful in PvP?     A : PvP balance is next on our list of improvements, but we can't be sure of which skills will be affected.   Q : What are you doing about the people who abused the Symbol of Wealth issue?     A : We did not ban anyone, but they are on our watchlist.   Q : Any results you can share from the South America ping test? A : Thank you for sharing your test results. We haven't decided anything yet, but we will let you know when we do.   Q : Will you be adding new monster cards or monster gems?     A : Not yet. We want to focus on stabilization and balance first.   Q : What about new social functions like a marriage system, fishing, etc.?     A : Again, stabilization and balance will come first.   Q : What was your favorite update in TOS?     A : Personally, the update on March 14, 2017 was my favorite.   Q : What will happen to the Agny Necklace? Are you going to make other items like it?     A : You can read about it on our recent Combat System Changes dev blog post.   Q : Will there be other ways for Swordsman classes to defend themselves against magic in PvP?     A : We're not aware of any plans yet. As a Swordsman class player myself, it does hurt to be hit with magic.   Q : How are you fighting against Hook64 and other unauthorized programs?     A : We keep taking new measures against it, but the details don't appear in the patch notes.   Q : Any chances you'll improve the Sadhu class?     A : There are no plans yet for specific classes, but it could be possible after the general balance update.   Q : Will you be using Steam wallpapers and badges?     A : That's something we have been wondering for some time now, but so far it's not one of the top priorities.   Q : Will you release the Chronomancer Master hair and other NPC hairs and costumes?     A : Those are good ideas, we're always open to suggestions for hairstyles and costumes.   Q : What are you doing about AFK and macro users?     A : We're reviewing a few measures and will relay your ideas as well.   Q : Why can't we exchange items we get from the Exchange shop for medals?     A : There are some improvements on the way. Please check our Future Improvements dev blog posts.   Q : What about a search function for the Exchange Shop?     A : That's a good idea. We still want to improve the Exchange Shop UI.   Q : Can you make skill effects flashier? Some skills don't look that powerful.     A : Not yet. We want to focus on stabilization and balance first.   Q : We need better functionality in guilds. There isn't much to do as it is.     A : There should be some guild improvement plans coming soon, maybe. Please wait a while.   Q : Will there be other ways to obtain hairstyles other than buying them at the TP Shop?     A : We're not sure, but getting hairstyles through other ways sounds like a good idea.   Q : Please get rid of guild neutrality. It's less fun when guilds can be neutral.     A : We don't think guild neutrality will be removed from the game.   Q : I wish there was a button to enter instanced dungeons and missions like the one we have for TBL.     A : There are no plans to develop one yet, but we agree it would be practical.   Q : Why do potions have a cooldown time? TOS is not even a MOBA.     A : I personally think it's maybe to prevent balancing issues and such since there are some examples of other famous MMORPGs also having cooldown periods for potions.  Q : Mouse mode is a little inconvenient. It's better than before, but some actions can still improve.     A : We apologize for the inconveniences of mouse mode, that's something that is being worked on. Please let us know exactly what aspects of mouse mode are inconvenient so we can work further to improve on it.   Q : Why don't you do events for returning users?     A : We want to make events specifically for returning users too, but unfortunately it's been impossible because of certain technical issues.   Q : I wish you could introduce more food buffs like the dumplings.     A : We'll take note of that, keep sending any ideas you have about items and other aspects of the game.   Q : I wish I could make my companion big forever like it was during the trickster event.     A : We noticed a good reaction from the players during that event, so we may consider ways to make it happen.   Q : Will you give us another Rank Reset Voucher when Rank 9 comes out?     A : Any updates about Rank 9 should be announced through the website when they're ready, but we're still considering what to do about the Rank Reset Voucher item.   Q : When will we get new companions and costumes?  A : We're always considering new ideas for new companions and costumes, and want to keep releasing more. We take suggestions from the players too, so feel free to keep them coming.   Q : I wish there were more food accessories like the sushi series, for example curry.     A : Curry sounds like a good idea for a hair accessory, too.   p.s During the GM-Meet Up, there was disconnection problem on Fedimian Server. We apologize to those users and we will also provide rewards to all users who have participated. "

Developer's Blog
April 10th, 2017
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[RE-EDITED] Plans for Combat System Changes

Greetings, TOS dev team here.   Our general goal for the year, besides system stabilization, has been creating and revising contents as a way to develop the gameplay of Tree of Savior into a more pleasant one for every player. The first big aspect we have in mind is PvP play, especially in terms of Team Battle League rules and general environment, and GvG stabilization. The second aspect we want to focus on are ways to connect the main storyline of TOS with future field, dungeon and raid updates.   The combat system changes we’re discussing today are deeply related to several aspects of the game we’re trying to improve with our plan, so we feel like they’re crucial when trying to produce noticeable results.   NOTE: These contents are still under development and can change before they are implemented.     1. Log Scale Down Formula   The current attack/defense-based damage formula of TOS, for example, doesn’t always engage with our initial idea of class/stat customization, physical/magic defense separation and high-rank attack in the most effective way. It also creates issues with not only PvP but also high-rank skills, items and monster balance. To improve on this, we decided to try a new ‘log scale down’ formula.   The log scale down formula is useful for calculating damage in an environment such as TOS where stats and items become stronger as the game is updated. The specific numbers will be different depending on the situation, but under this formula the new value for damage is calculated as follows.   damage = (% factor) x attack x log10 ((attack / defense + 1)^0.x + 1) + additional damage   : attack = current attack stated under Character Info and attack applied from buffs, items and attributes : defense = current defense stated under Character Info and defense applied from buffs, items and attributes : % factor = damage increase in a percentage value (+00%) : + additional damage = damage increase in a numerical value (+00) : log10 = log base 10     The subtraction formula used to calculate damage so far can produce some extreme results, especially considering that stats are customizable and attacks are divided into properties. This meant that, unless your character had some degree of defense, you could end up taking damage in the order of the thousands, but amp up your defense over a certain level and your character’s attack would drop dramatically.   Also, even if you did manage to balance your defense, facing an enemy with a higher attack than you would still take a very significant toll on your HP, further polarizing the extremes. This tied in with the problem of physical vs. magic defense, where if you invested solely on physical defense you would have no trouble dealing with a physical attack monster, but taking two or three hits from a magic attack monster in the same map would leave your character incapable of combat. Finally, there was the issue of balance differences between single- and multiple-hit skills.   In conclusion, this is what we expect to achieve with the new damage calculation formula:   - Provide a consistent damage system that takes into account the continuous increase of character and item stats. - Increase the effectiveness of attack stats (STR, INT) and related items. - Set a better foundation for future PvP (including GvG) and high-rank contents.   2. Skill Attack & Stat Calculation   In a system where it is possible to invest in low-rank classes even at higher ranks, our goal here was to support the efficacy of low-rank skills and preserve the value of attack stats (STR, INT) all the way to higher levels. To do this, we decided to change the current ‘simple addition’ calculation formula to a ‘skill factor’ formula.   2-1. Skill Attack Calculation     In the charts above you can see that, currently, in high-rank skills the attack depends largely on the skill’s attack itself, without much influence from level, stats or weapons. With the new calculation formula, the importance of level, stats and weapons is evenly distributed in skills of all levels.   We expect to change most attack skills to the new formula, making the performance of each skill take into account the skill’s range (no. of targets, width, AoE attack ratio) and casting time (moving/static), hit duration, channeling, SP/item consumption, cooldown time, overheat, added effects, etc. With this, we can expect to reduce the performance gap between high- and low-level skills, letting high-rank characters make better use of skills learned in lower ranks.   Buff skills that increase your attack/defense by a fixed number, like Blessing or Aspersion, will also change to a +% calculation. In doing so, single-hit skills, which got little effect from fixed-number buffs compared to multi-hit skills, can now get a better payoff from buff skills. However, we’re keeping fixed-number calculations for property skills where the attack value is influenced by item options and other sources, meaning the use of single- and multi-hit skills can change according to the enemy’s defense.   We also want to revise the performance, price etc. of buff, attack and “functional” skills to match the calculation changes discussed here. Any update details should be announced here in the dev blog or on future patch notes.   2-2. Stat Changes   First, we’re getting rid of “hidden” modifiers like the factors of physical defense, block and double-handed sword skills in the Swordsman tree; magic defense in the Wizard tree; and accuracy, evasion, critical chance and basic attack defense-reducing debuffs in the Archer tree. We’re also eliminating the bonus factor obtained from allocating points in the same stat to avoid promoting excessively disproportionate stat investment.   More specifically, here’s how we want to change each stat:     With broadened STR and INT attack increase ranges and new skill attack calculations, both STR and INT can maintain a steady influence on attack even in high-rank classes.   Accuracy and critical chance, which only apply to physical attack, get removed from DEX and are replaced by normal attack speed, making DEX a more general stat and preventing it from becoming useless to certain classes. INT, another stat which wasn’t always advantageous to invest in, gets boosted with higher efficiency in skills, and we’re also thinking of ways to have it influence status ailment resistance and summon stats.   2-3. Attribute Reset & Point Exchange   In an effort to address the burden of pricy high-rank attributes and prepare for future class updates, we want to allow players to reset their attributes and exchange them for attribute points. Under this system, the silver you invested in attributes can be converted according to a set rate into points, which you can then use to learn other attributes. The point exchange is done at the class master NPC, the same place where you learn your attributes.   We’re also planning to eliminate a few impractical and structurally ineffective attributes, and change the effects of the corresponding skills accordingly. Again, any updates will be announced here in the dev blog or on future patch notes.   2-4. Reset Event Plans   - To compensate players for the balance changes, we want to prepare an event where you can reset your stats, skills and class ranks at an event NPC. The NPC will provide one stat, skill and rank resetting item per day that can be used a single time and for one day only.   - We’ve solved the problem of the character’s EXP not carrying over after a rank reset, so the new item should let you reset your rank under class level 15 without going back to class level 1.   - During the event period, players will be exempt from advancement quests, so you’ll be able to advance ranks directly without a quest. This applies to all characters, including those who don’t use the reset item.   3. Item Stats & Enhancement/Transcendence System   Changing the skill calculation formula to a percentage-based one means we have to change item values as well. With the [(stat + item) x skill factor] attack formula as the foundation, equipment item attack/defense values will also be matched to the new balance changes. The scale of each value gets readjusted according to level and grade, growing to more than twice that of the current values, and particularly reducing the wide attack gap between one- and two-handed weapons. Besides this, we’re also introducing two new level 315 rapiers (rare, unique), but any changes regarding items will be announced via the patch notes when they’re ready to be implemented.   3-1. Equipment Production & Maintenance Costs   We’re planning a few changes to the production and maintenance costs of all equipment items. There will be differences in enhancement costs, required amount of gems for transcendence and repair fees according to the level and grade of the item. Additionally, we’re reducing production and maintenance costs for one-handed weapons and subweapons equipped by the same character.   3-2. Item Enhancement   While the chances of enhancement remain the same, the effects of enhancing an item are improved. After enhancement stage 6, when the chance of enhancement failure is introduced, there’s a slight increase in enhancement values with every fifth stage achieved (+11, +16, and so on). Besides this, the “safe enhancement” range of subweapons is increased from stage 3 to 5 and overall enhancement costs are reduced.   3-3. Main Armor Stats & Accessories   Currently, the main stat offered by upper/lower body armor is physical defense (magic defense being merely an added option), with gloves providing accuracy and boots evasion. This doesn’t always allow for a good stat distribution, so our plan is to apply physical and magic defense as main stats to all upper/lower body armor, gloves and boots, while removing the extra magic defense from plate armor and the additional physical defense from cloth armor.   Plate armor will offer higher physical defense, while cloth armor will provide better magic defense; meanwhile, leather armor will have lower physical and magic defense, but include other attack-focused features. These changes are also expected to affect existing attributes related to armor types.   This concept of duality is applied not only to armor, but to one-handed blunt weapons as well. The attack of these weapons may be lower than that of specialized physical attack one-handed swords or magic attack rods, but they’ll feature both physical and magic attack as main stats, allowing you to boost them via enhancement and transcendence similarly to armor items.   As for accessories, the Agny Necklace, an item with rather peculiar options, will now increase the factor of fire property skill attacks by 50%. Say, if Fireball has an attack factor of 230%, with an Agny Necklace equipped it will expand to 280%.   Along with this, we also want to readjust the attack factor of a few fire property skills to be more effective even without depending on the Agny Neckalce. We expect to follow the same approach with future attack type-specific accessories, although we don’t intend to base any balancing plans around specific items.   3-4. Transcendence   Following the new skill attack calculation changes, we expect item transcendence to have a higher influence on attack; here’s how we plan to readjust the system.       The increase in attack after transcendence stage 4 may have been reduced, but with the higher attack factor obtained from items and the new skill attack calculations, the influence of transcendence on overall attack remains a strong one. The main difference is simply the higher impact of character level and stats.   Another big change coming to the transcendence system will be the unification of the three varieties of Blessed Gems into a single item that can be used to transcend all types of equipment. To transcend a Lolopanther Two-handed Sword (level 270, unique, two-handed) to stage 10, for example, you won’t see much difference in the amount of Blessed Gems required; one-handed weapons and subweapons, however, will see a more visible reduction in the number of Blessed Gems needed for transcendence, as well as items of lower level and grade. On the other hand, items of level 270 and up (we’re talking ‘unique’ items here) will actually require more Blessed Gems to transcend. The price of Blessed Gem recipes is also expected to increase.   Furthermore, upon extracting Blessed Gems from an item, characters will get back 90% of the amount of gems used in transcendence attempts, instead of a percentage based on the item’s current stage of transcendence. The amount of Blessed Gems extracted will no longer reduce according to the remaining potential of the item.   Now, given the immeasurable amount of effort and funds already invested in the current transcendence system by so many players, we can’t simply apply the changes without compensation. Our plan is to, after resetting all transcended equipment, convert all the materials invested into the new unified Goddess’ Blessed Gems and distribute them back to the players. Any recipes and Blessed Gems you may have saved will also be exchanged for the new versions.   4. Field Balance Changes   We’ve done some tweaking to general field difficulty before with a mid-to-high-level monster stat reduction patch, so this time we want to match those changes to the revised combat formulas.   As a lot of you have already experienced, questing for EXP or farming items in Rank 8 fields (level 280 and up) as a solo player is not an easy task, making it almost mandatory for parties in those areas to be comprised of characters with specific builds and equipment. More often than not, this can turn regular solo players away from the fields, relegating them to instanced dungeons and missions. We figured that using the same field design on the high-rank regions currently being developed (levels 330 and up) would only aggravate the problem, so we decided to rebalance a series of field features as well.   So, to all existing fields, and those to be added in future updates, our plan is to apply the following principles.   4-1. Regular Field Difficulty   First, we want to readjust the difficulty of regular quest and subquest fields in a way that doesn’t make the contents too demanding to solo characters near the recommended level.   We’re improving on the excessive distribution of ‘special’ monsters with high HP by eliminating the distinction between ‘regular’ and ‘special’ monsters. The HP of monsters will instead be determined by the level, meaning current Rank 8 region monsters, for example, are getting a big reduction in their HP.   Also, monsters until level 100 will now provide more EXP, allowing early-level characters to quest their way to the higher levels without depending on instanced dungeons alone. Besides theses changes, our general goal is to improve the gameplay in general fields so that regular solo players can engage with all contents even without previous in-depth knowledge of the game’s systems.   4-2. Hunting Grounds & New Equipment   The monsters in Hunting Grounds are designed to be stronger than those in regular fields, with these hunting-focused regions serving mostly as a means to provide particular items. Characters with stronger equipment configurations can usually play solo at Hunting Grounds without much difficulty, while more common equipment setups may require parties of around 3 players.   Along with the updates discussed here, we’re planning to introduce 3 new Hunting Grounds for levels 280 to 330, providing a series of unidentified weapon and armor items with 270 and 315 minimum level requirements. The features in these new equipment items may be less flashy as those in other 270 and 315 rare/unique items, but they still offer decent attack and defense that are level-appropriate.   Finally, we’re adding normal 270 and 315 level items to an NPC shop in the Saalus Convent, in order to help balance out combat for high-level characters without identified items, and also prepare for post-level 330 content.   4-3. Monster Skills & Elite Monsters   With our planned update in effect, regular monsters that spawn in large numbers will no longer use “advanced skills” in combat. By “advanced skills”, we mean skills that affect your character’s movement (stun, knockdown, freeze, etc.) or those with a long duration that inflict poison, burn, slow and others. They will also stop running away for no apparent reason (we know that was a pet peeve for many…). Simple attack skills and buffs remain the same for these types of monsters.   Instead, we’re introducing new ‘elite’ monsters that accompany regular monsters and act as a sort of leader, with stronger combat features and more varied advanced skills.     The content revisions explained here are all part of our yearly plans to make TOS a friendlier game for players in the long run. The success of these plans will of course depend on whether players find them satisfactory or not, which is why we wanted to lay them out for you here.   These updates are going to be applied to our kTOS test server in April of 2017, and will likely arrive in iTOS in the early summer of 2017. We’ll make sure to announce any further details or modifications as they come up.   Thank you for sticking with us through this long post. Please let us know your thoughts or any questions you may have in the forum thread: [link]   We'll be gathering your feedback from the forums, so make sure to add your two cents! The answers should be published here at the dev blog a few days after we compile a good amount of questions.

Developer's Blog
May 10th, 2017
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[UPDATED2] Known Issues: April 7th, 2017

Greetings, Saviors. We are currently aware of the following issues and they are being worked on. We apologize for the inconvenience, and we will update you once they are resolved. 1) Exploration Map Showing 0% Completion [ONGOING]  -After pressing the "N" button to view the world map, regions appear as though they are unexplored. We are continually working on rectifying this issue.  2) Incorrect Cooldown Times in [EU] Fedimian -Players have been experiencing incorrect cooldown times after using certain items in the [EU] Fedimian server.  3) Attribute Learning Stuck at 1 Minute -Attribute learning appearing to be stuck at 1 minute for non-Token users. 4) VGA Error  -Players receiving a VGA Error that causes the game to crash in certain situations. We apologize for the inconvenience and we are working very hard to fix it. Please continue to send us your tickets but make sure to include specifics such as: computer system and time of error occurrence. The more specific the better so that we may resolve this issue as quickly as possible. Thank you.  5) Instant Dungeons Not Resetting  -We are receiving reports of Instance entry counts not being reset and we are looking into the issue.  Please let us know via Support Ticket if you are experiencing other problems. When reporting issues, please be as detailed as possible. Screenshots, character/team/server/class details and timestamps would be greatly appreciated. The more information we have on a specific issue, the quicker it will be resolved. 

Known Issues
April 7th, 2017
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[Video] Plans for Combat System Changes

Greetings Saviors, Here is a preview of the changes we have planned for the combat system. We'll be bringing more details soon, so keep a close eye on our announcements! Please note that they may have changed a bit when they are implemented here on iTOS.

Developer's Blog
April 5th, 2017
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Symbol of Wealth Removed From Goddess Blessed Cube

Greetings, Saviors. We would like to announce that the Symbol of Wealth accessory erroneously added to this month's edition of the Goddess' Blessed Cube during the latest scheduled maintenance has been removed from the list of items obtainable from the cube. You may still see the exchange button available when attempting to exchange a Symbol of Wealth for medals at the Exchange Shop UI, but please note that Symbol of Wealth items can no longer be exchanged for medals at the Exchange Shop.  We will not be removing the items from characters' inventories, so you can keep any Symbol of Wealth accessories you may have obtained from the Goddess' Blessed Cube. If you acquired a Symbol of Wealth from a Goddess' Blessed Cube and wish to exchange it, however, kindly send us a ticket via our Support page to receive 2 Goddess' Blessed Cubes in return. Note that this only applies to Symbols of Wealth obtained from Goddess' Blessed Cubes. Thank you.  

Announcement
April 4th, 2017
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[UPDATED2] Temporary Maintenance for 4th April 2017

[UPDATE] 'Recruiting New Saviors' event items erroneously distributed have been retrieved back from the corresponding characters' inventories. Greetings, Saviors. We will be performing a temporary maintenance on all servers due to the following issue. - Server Disconnection Issue (VGA Error) This maintenance is expected to take place during the following period: EDT 06:35 ~ 07:10 Thank you for understanding and so sorry for the inconvenience

Announcement
April 4th, 2017
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[COMPLETE] [UPDATED[ Scheduled Maintenance for April 3rd-4th, 2017

Greetings, Saviors!We would like to announce the details of our weekly maintenance for April 03-04, 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
April 18th, 2017