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Re:Build - FAQ

  Table of Contents   1. Rank System Changes Pt. 1 (Click here) 2. Rank System Changes Pt. 2 (Click here) 3. New Content: Borutas 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.

Developer's Blog
November 26th, 2018
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Re:Build - New Content: Borutas Kapas & Astral Tower Closed Quarters

Table of Contents   1. Rank System Changes Pt. 1 (Click here) 2. Rank System Changes Pt. 2 (Click here) 3. New Content: Borutas 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!

Developer's Blog
November 26th, 2018
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Re:Build - Rank System Changes Pt. 2

Table of Contents   1. Rank System Changes Pt. 1 (Click here) 2. Rank System Changes Pt. 2 3. New Content: Borutas Kapas & Astral Tower Closed Quarters (Click here) 4. FAQ (Click here) 5. Compatibility Issues & Solutions (Click here) 6. FAQ 2 (Click here)     Greetings, Saviors! Welcome to part two of this detailed blog post on the upcoming [Re:Build] update. If you haven’t yet, make sure to read part 1 first (click here), so you won’t miss important info on the new advancement system, skills and attributes.     Character Stats and Formulas We see three major issues with how basic stats are currently handled in the game. 1. Focusing stat point investment on a single stat has great consequences in the balance of individual characters. 2. Some stats display far more efficacy than others, according to their effects. 3. A single basic stat can influence several other stats, displaying excessive importance in item stats. In order to address these issues, we are automating stat allocation in tune with level-up progress and adapting stat effect formulas, while reducing the number of other stats they influence. Stat Allocation According to Level Our current basic stat system was designed so that players could freely customize their character builds as they level up. Unfortunately, with the maximum character level now reaching Lv. 390, this created an environment where many characters have all of their points invested on a single basic stat, resulting in an excessive influence on other stats. With the [Re:Build] update, characters no longer obtain stat points when they level up. Instead, basic stats increase automatically by about two points (twice the current amount) with every character level achieved, according to that character’s class choices. Every class has its own set ratio of stats, and your final basic stat composition is determined by the average of the ratios assigned to each of your classes. For example, if you pick only attack-focused classes from the Swordsman tree, you’ll likely end up with higher STR and DEX values. Similarly, should you go for more defensive classes, CON will be among your main basic stats. A less specialized, more balanced selection of classes will result in a relatively even basic stat composition. Of course, differences do exist even among characters of the same sort (dealer, tank, support, etc.), as each class and role introduces new basic stat setups. The following are the basic stat ratios applied to characters based on different class choices. <Basic stat differences between a Lv. 390 Swordsman-Highlander and Swordsman-Peltasta character.>   Swordsman Tree Class STR DEX CON INT SPR Swordsman 0.75 0.5 0.75 0 0 Nak Muay 0.6 1 0.4 0 0 Doppelsoeldner 0.9 0.7 0.4 0 0 Dragoon 1 0.4 0.6 0 0 Lancer 1 0.45 0.55 0 0 Retiarius 0.9 0.6 0.5 0 0 Rodelero 0.7 0.4 0.9 0 0 Matador 0.9 0.5 0.6 0 0 Murmillo 0.8 0.4 0.8 0 0 Barbarian 0.8 0.8 0.4 0 0 Cataphract 1.1 0.4 0.5 0 0 Templar 0.65 0.7 0.65 0 0 Fencer 0.6 1.1 0.3 0 0 Peltasta 0.3 0.2 1.5 0 0 Highlander 0.95 0.8 0.25 0 0 Hackapell 0.75 0.8 0.45 0 0 Hoplite 0.8 0.5 0.7 0 0   Wizard Tree Class STR DEX CON INT SPR Wizard 0 0 0.4 0.8 0.8 Necromancer 0 0 0.3 0.6 1.1 Taoist 0 0 0.5 0.7 0.8 Rune Caster 0 0 0.55 0.85 0.6 Bokor 0 0 0.4 0.7 0.9 Psychokino 0 0 0.55 0.95 0.5 Shadowmancer 0 0 0.4 1.1 0.5 Sage 0 0 0.3 1 0.7 Sorcerer 0 0 0.2 0.7 1.1 Alchemist 0 0 0.55 0.65 0.8 Elementalist 0 0 0.2 1 0.8 Warlock 0 0 0.2 1.1 0.7 Onmyoji 0 0 0.4 0.95 0.65 Chronomancer 0 0 0.55 0.7 0.75 Cryomancer 0 0 0.7 0.7 0.6 Pyromancer 0 0 0.5 0.9 0.6 Featherfoot 0 0 0.6 0.7 0.7   Archer Tree Class STR DEX CON INT SPR Archer 0.75 0.75 0.5 0 0 Appraiser 0.85 0.65 0.5 0 0 Ranger 1.1 0.6 0.3 0 0 Musketeer 1.1 0.4 0.5 0 0 Mergen 1 0.6 0.4 0 0 Wugushi 1 0.5 0.5 0 0 Sapper 0.7 0.4 0.9 0 0 Falconer 0.8 0.5 0.7 0 0 Cannoneer 1.2 0.2 0.6 0 0 Quarrel Shooter 0.5 0.5 1 0 0 Pied Pier 0.7 0.7 0.6 0 0 Fletcher 1 0.65 0.35 0 0 Hunter 0.9 0.3 0.8 0 0   Cleric Tree Class STR DEX CON INT SPR Cleric 0.25 0.25 0.45 0.25 0.8 Druid 0.6 0.4 0.3 0.6 0.1 Dievdirbys 0.2 0.15 0.35 0.7 0.6 Monk 0.8 0.7 0.5 0 0 Miko 0.2 0 0.5 0.5 0.8 Sadhu 0 0 0.3 1.2 0.5 Exorcist 0 0 0.4 1.2 0.4 Oracle 0.2 0.2 0.4 0.4 0.8 Inquisitor 1 0.4 0.6 0 0 Zealot 0.7 0.8 0.5 0 0 Chaplain 0.7 0.7 0.3 0.15 0.15 Kabbalist 0.15 0.15 0.3 0.3 1.1 Krivis 0.7 0.15 0.3 0.7 0.15 Pardoner 0.15 0.15 0.4 0.5 0.8 Paladin 0.3 0.2 1.1 0.2 0.2 Priest 0.15 0.15 0.3 0.4 1 Plague Doctor 0.15 0.15 0.4 0.6 0.7   Scout Tree Class STR DEX CON INT SPR Scout 0.7 0.9 0.4 0 0 Rogue 0.6 0.9 0.5 0 0 Linker 0.7 0.8 0.5 0 0 Bullet Marker 0.75 1.1 0.15 0 0 Schwarzer Reiter 0.8 0.95 0.25 0 0 Squire 0.7 0.7 0.6 0 0 Shinobi 0.75 0.9 0.35 0 0 Thaumaturge 0.65 0.65 0.7 0 0 New Class 1 0.9 0.7 0.4 0 0 New Class 2 0.55 1.1 0.35 0 0 Enchanter 0.45 1 0.55 0 0 Corsair 0.85 0.75 0.4 0 0   With these calculations, a character consisting of Swordsman - Highlander - Barbarian - Doppelsoeldner has their STR increased by (0.75 + 0.95 + 0.8 + 0.9) / 4 = 0.85 per level. Final values are rounded out to the nearest whole number. The basic stat system then becomes more automated according to your level, but the original mechanism isn’t completely discarded. You can still invest stat points obtained from quests and Goddess Statues freely in a stat of your choice, and you can reset them with a Stat Reset Potion as well. When the [Re:Build] update hits, all stat points obtained by leveling up will be automatically reset so they can be reapplied. Basic Stat Effects The effects of each basic stat change as follows.   Stat BEFORE AFTER STR Physical Attack +2 per 1 STR Physical Attack +2 per 1 STR +5 per 10 STR +5% per 10 STR Accuracy +0.5 per 1 STR DELETED   +3 per 15 STR   CON Max. HP +0.5% of max. HP per level Max. HP +0.3% of max. HP per level +1.5% of max. HP per 10 levels +1% of max. HP per 10 levels HP Recovery +2 per 1 CON DELETED   +3 per 5 CON   Max. STA +1 per 20 CON DELETED   Block +0.5 per 1 CON DELETED   +3 per 15 CON   ADDED   Physical + Magic Defense +2 per 1 CON   +5% per 10 CON INT Magic Attack +2 per 1 INT Magic Attack +2 per 1 INT +5 per 10 INT +5% per 10 INT Healing +1.2 per 1 INT DELETED   +10 per approx. 34 INT   SPR Max. SP +0.5% base MSP per 1 SPR DELETED   +1.5% base MSP per 10 SPR   SP Recovery +2 per 1 SPR DELETED   +3 per 5 SPR   Summon Damage ((SPR / (level + 1)) * 100)% Summon Damage ((SPR / (level + 1)) * 100)% Healing +2.8 per 1 SPR Healing +1 per 1 SPR +10 per approx. 15 SPR +3% per approx. 10 SPR Buff Factor * Applied individually for every buff Buff Factor * Applied individually for every buff ADDED   Magic Critical Attack +2 per 1 SPR   +5% per 10 SPR DEX Attack Speed (DEX / 750)^0.75 Attack Speed (DEX / 1000)^0.5 Critical Attack +4 per 1 DEX Physical Critical Attack +2 per 1 DEX +10 per 10 DEX +5% per 10 DEX Block Penetration +0.5 per 1 DEX DELETED   +3 per 15 DEX   Evasion +0.5 per 1 DEX DELETED   +3 per 15 DEX   Level Attack +0.5 per level Attack +1 per level Defense +1 per level Defense +1 per level ADDED   Critical Attack +1 per level Max. HP (400 * class tree value) + ((level - 1) * 80 * class tree value Max. HP (400 * class tree value) + ((level - 1) * 80 * class tree value Max. SP (200 * class tree value) + ((level - 1) * 12 * class tree value Max. SP (200 * class tree value) + ((level - 1) * 18 * class tree value Block +0.25 per level Block +1 per level Block Penetration +0.25 per level Block Penetration +1 per level Accuracy +0.25 per level Accuracy +1 per level Evasion +0.25 per level Evasion +1 per level Critical Rate +0.5 per level Critical Rate +1 per level Critical Evasion +0.5 per level Critical Evasion +1 per level HP Recovery Level * class tree ratio HP Recovery 1% of max. HP SP Recovery Level * class tree ratio SP Recovery 3% of max. SP Healing +1 per level Healing +1 per level   Evasion, Block and Critical in Magic Attacks <Block, evasion and critical being applied to magic attacks.> Like what already happens with physical attacks, concepts of evasion, block and critical rate will apply to magic attacks as well. Here, values of accuracy and evasion, block and block penetration, and critical rate and critical resistance are based off the same stats that influence the effects of physical attacks.   <(Left) A rod with magic critical attack values. (Right) HP restoring effects replaced by a magic critical attack stat in Animus.> Critical attack is divided into two different stats – physical critical attack and magic critical attack. The critical attack stat currently in-game turns to physical critical attack at the time of the update, while magic amplification values are adapted to the new magic critical attack stat. Magic amplification as a stat is, then, erased from the game. Some items may also see their stat values altered due to these changes. Evasion, Block and Critical Rate We’re readjusting calculation formulas for evasion, block and critical rate: instead of the [attacker’s stat - target’s stat] format, we will begin applying a [attacker’s stat / target’s stat] approach. In order to maintain evasion, block and critical rate standards, however, we also need to balance out accuracy, block penetration and critical resistance, which requires higher values on these stats. Following these changes, we are switching buff effect constants for ratio-based formulas. This also requires equipment items with higher stat values as characters enter the topmost level brackets. <Evasion values required to maintain the same evasion rate in relation to the opponent’s accuracy, before and after the update.> The graph above may show only the change in evasion values, but block and critical rate stats will produce similar results, though with different factors and formulas. In evasion, for example, when the number of monsters targeting you exceeds 5, every additional monster causes your evasion rate to decrease by 10%, up to a maximum of 50% (10 monsters). As for block, rather than completely nullifying the attack, it will instead cut its damage in half. SP Since new skills introduced after the update will no longer belong to upper ranks, they will no longer require increasingly high SP consumption. If left untouched, this could mean that a lot of characters would end up with excessive SP capacities relatively to how much their skills consume. To prevent that, we’re removing the influence of SPR on SP, and instead have it escalate according to your character level. Following that, the amount of SP consumed by skills is also slightly increased in concordance with the new level-based standards. On the other hand, apart from a few special cases, SP consumption will no longer increase in proportion to skill level. Threat and Casting Time Ratio Factors that determine the degree to which monsters “hate” you, currently referred to as “provocation” or “provocation values”, are unified into a single definition: Threat. Your threat values are displayed in the Character Information window along with other stats. Casting Time Ratio, a stat that tells the variation in skill casting time, is also a new feature displayed in the Character Information window. As new equipment is introduced after the [Re:Build] update, this stat is also set to appear in-game as an item stat. Movement Speed Buffs and consumables that increase movement speed will lose their ability to stack, applying only the highest movement speed value among those that are available. For example, if you receive a +10 movement speed buff and then consume a +5 movement speed potion, only the +10 buff (the one providing the highest value) will apply. That said, movement speed boosts originating from equipment items, Companions, Tokens and other special benefits will continue to stack regardless of this rule. Stacking Defense-Ignoring Effects The following table shows how stacked defense-ignoring effects will have a milder impact after the big update.     Defense-ignoring Effect 1 Total Effect Defense-ignoring Effect 2 Total Effect Defense-ignoring Effect 3 Total Effect BEFORE 20% 20% 20% 40% 10% 50% AFTER 20% 36% 42.4% <Percentage of defense ignored according to the number of defense-ignoring stacks, before and after the update.>   Items The rank system update is also bringing significant changes to equipment items’ main stats: attack (in weapons) and defense (in armor). Some items will inevitably have their stats updated due to the rearrangement of class trees, while others turn into entirely different equipment types, according to the new class-specific improvements. Main Equipment Stats <Comparison of weapon attack (left) and armor defense (right) values before and after the update.> As classes currently of different ranks and degrees of performance are adapted to the same standards, item growth is set to become more important than ever. In conformity with this, weapons have their attack values increased up to 70%, while armor items see a boost in defense of up to 50%. This, of course, calls for an adjustment of the game’s minimum and maximum attack values as well. There will be no change to enhancement value increases, however, making this equipment-boosting feature slightly less influential. <Defense values before (left) and after (right).> In order to ensure a clearer role separation between one- and two-handed weapons, we are giving shields a significant increase in defense of approximately 252%. A notable change, considering magic attacks are becoming blockable. Within weapons of the same type, the two-handed version can then provide higher attack values, while its one-handed counterpart secures higher defense and block abilities. Other Stats <The Masinios Crossbow undergoes a stat change due to skill Running Shot being deleted.> In cases where an item contains a stat related to deleted skills or ones that are undergoing significant changes due to class tree reallocations, etc. – as is the case of the Masinios Crossbow up here – those stats are replaced by a similar skill function or a different special stat. Gems Following the aforementioned revisions in skill factors, main item stats and evasion/block/critical formulas, regular gems are receiving a few necessary adjustments to their effects. They are as follows. When this update hits, all regular and monster gems will be extracted from equipment items penalty-free and sent to the corresponding character’s Market Retrieve tab. Once again due to heavy class/skill and tree rearrangements, some monster gems (skill gems) are set to become obsolete or unusable. In cases where, after the update, a character’s class has changed trees or a skill has been moved/deleted, any corresponding monster gems in their possession will be replaced with a Monster Gem Selection Box: Class. This item allows players to select one of five boxes containing a monster gem pertinent to their desired class tree. Cannons   <Cannons as two-handed weapons.> In line with the class tree overhaul, cannons are reallocated to the two-handed weapon category with all that entails: two-handed weapon attack values and enhancement costs, and higher Blessed Gem requirements for transcendence. Cannons already transcended at the time of the update will see no changes to their stage of transcendence. New cannon varieties introduced after the big patch will come with a maximum of 5 sockets and increased potential. Here, too, cannons already in the game at the time of the update will not undergo any changes related to sockets or potential. <Legend-grade cannon with its number of sockets increased to 5 after the update.> The one item we will alter for this [Re:Build] patch is the Velcoffer Cannon, which sees its maximum sockets increased to 5. Existing Velcoffer Cannons will automatically receive two added sockets with no potential consumed.   Other Important System Changes Moving and Jumping Stamina will no longer be consumed by regular movement, decreasing only when the character jumps. This way, Stamina becomes a basic resource to manage during combat, while diminishing inconveniences to regular character movement. <Example: dash differences in Wizard (top) and Archer (bottom) tree characters.> Dash becomes available to characters of all trees, but with different effects and degrees of performance. See below.   Tree Effects Swordsman Dash is maintained even when you are attacked. Able to dash while mounted. Wizard Dash movement speed -4 Archer Able to dash only in non-combat situations. Dash movement speed +3 Cleric Same movement speed as the original Dash. (Lycanthropy: Human Form changes to reduce Stamina consumption by 50%) Scout Dash movement speed +3 Stamina consumption +100%   Target Priority in Range Attacks In range attacks, the enemy with the highest AoE defense ratio is the first to be selected as the target. For attacks largely influenced by the character’s AoE attack ratio, the larger the number of enemies with a high AoE defense ratio, the harder it becomes to attack multiple enemies at once. On the other hand, this makes it possible for tank characters with a high AoE defense ratio to stand up to certain monster skills on their own. Kannushi Advancement Characters who changed from Miko to Kannushi via Switch Gender no longer need to switch back to female in order to advance to the Miko class again: they can remain a male character and advance straight to Kannushi. This applies to characters who use Switch Gender to become a Kannushi after this patch is applied, but also to those who are already a Kannushi at the time of the update. Characters who do not have the Kannushi class in their build at the time of the update will first need to become one via Switch Gender before this rule applies to them. Sorcerer Riding Skill Targeting After summoning a demon and mounting it with the Riding skill, any demon skills used are directed not to the demon’s target, but in the direction that the demon is currently facing. Skills that require a target to be designated, however, can be directioned towards the closest enemy. Improved Fields and Main Quests In order to combat the problem of long waiting periods between monster respawns in regular fields, which can interfere with the flow of hunting, we are increasing monster populations by 50-450% in a total of 81 regions. Besides this, we are addressing issues of low satisfaction with quest rewards by continuing to increase Silver and EXP yields, particularly in main quests. All 83 final (main) quests in their corresponding level bracket and region have their Silver rewards multiplied by 8-13 times, comparatively to the current game. Main quests and all subquests of level 300 and above also get the following increase in EXP gains. Lv. 1-100 main quests: 5 times increase Lv. 101-200 main quests: 5 times increase Lv. 201-300 main quests: 3 times increase Lv. 301-390 sub- and main quests: 5 times increase In regions corresponding to level brackets lacking a main quest, subquests that are significant enough to the game’s story become main quests as well. Level brackets affected by this change are as follows: Lv. 180-190, Lv. 220-250, Lv. 310-330. Another important change is that, after completing a main quest, any camp warps of lower related regions can be automatically activated. Visit a Wings of Vaivora NPC after completing any of the following quests to activate the corresponding camp warps.   Everything Intact (3) Goddess Gabija Mysterious Slate (2) Old Story (7) Revelation of Fortress of the Land Secret Trade (3) Swindler Rexipher The Bishop's Last Mission (2) The Clown from the Closing Show The Demons' Goals The Dimensional Crack (7) The Final Battle (7) The Goddess' Hidden Message The Goddess' Sacrifice (2) The Hidden Sanctum's Revelation (1) The King of the Great Humans The Revelation of Kalejimas This is Only the Beginning To Gateway of the Great King   Not only that, Goddess Statues will allow you to move directly to Master NPCs of classes included in your current build. <The new Goddess Statue function lets you move directly to a Class Master NPC.> In order to alleviate common frustrations related to object selection in mouse mode, a new priority selection function (Shift + left-click) is being added that will allow players to move and interact with NPCs more conveniently. Finally, timed items will automatically disappear after they expire, rather than remain in a character’s inventory. System messages will alert you of which expired items were deleted through the chat window. This rule also applies to expired items in the possession of characters at the time of the update.   ※ Note that the above content is still under development and may be subject to changes before it is finally applied to the game. As mentioned in part 1, we have a lot of to cover about the [Re:Build] update, including all the new content that’s coming along in the patch. We have another post up about new raids, equipment and much more which you can read by clicking here!

Developer's Blog
November 26th, 2018
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Re:Build - Rank System Changes Pt. 1

Table of Contents   1. Rank System Changes Pt. 1 2. Rank System Changes Pt. 2 (Click here) 3. New Content: Borutas Kapas & Astral Tower Closed Quarters (Click here) 4. FAQ (Click here) 5. Compatibility Issues & Solutions (Click here) 6. FAQ 2 (Click here)     Greetings, Saviors! Today we would like to continue our dev blog series on the upcoming [Re:Build] update! Here, we will be overviewing the changes made to the game’s rank and stat systems. As there is a lot of content to cover, we are breaking this post down into two parts, the second of which you can read here (click to go to the post).   <A player hunting monsters using the new Pyromancer and Warlock skills.> The New Class Advancement System <New class advancement UI.> The current rank system allows players to pick their classes, each subdivided into three circles, and advance their character in rank by 9 times, reaching the maximum of Rank 10. The new class advancement system allows each character to advance their class three times, but each advancement is equal to reaching Circle 3 of the chosen class on the current rank system. Classes that only have Circle 1 skills (i.e. Shinobi, Rune Caster, Chaplain, Miko, Appraiser and Nak Muay) will have their skill sets expanded with the [Re:Build] update. In [Re:Build], players are able to choose a total of 4 different classes similar to how they can currently pick one base class and three different Circle 3 classes (total of 10 ranks). As much as it will be difficult for players to become a jack-of-all-trades with the new advancement system, our ultimate goal is to reinforce the strengths and weaknesses unique to each class/build, as well as to enhance party interaction and create synergies between the different builds available in the game. To adhere to the lore of the game, hidden classes can be chosen starting from the character’s second class advancement. This is because the unlocking of hidden classes is closely related to the lore of the game. Hidden class quests require the player to be somewhat knowledgeable about the game world, and Class Masters and quest locations are located in mid- to high-level areas. Class Level Maximum class level will be expanded to 45, as one class advancement is equal to advancing 3 Circles in [Re:Build]. However, the maximum class level for base classes such as Swordsman and Wizard will remain at 15, with part of their their current skills either transferred to a different class or removed from the game. Class Change System <Points can be earned for Class Change by completing in-game tasks, as shown above.> Similar to [Rank Reset], a [Class Change] system will be implemented into the game to alleviate some of the difficulties that players may experience in creating their unique character build. Players can earn up to 1,000 points per week and save up to 3,000 points in total by completing various tasks in-game. These points can be consumed for a single Class Change, which costs 1,000 points. Upon Class Change, the players’ class attribute points are reset to be spent again on the new class of choice. Existing Rank Reset Vouchers are repurposed as Class Change Vouchers that give players points for class change when used. Rank 8 Class Prerequisites Removed <Rank 8 classes that will no longer have prerequisites for advancement.> Prerequisites for advancement into Rank 8 classes will be removed, while hidden classes (i.e. Shinobi, Rune Caster, Miko, Appraiser, Nak Muay) will continue to require an unlocking process just as before, with the exception of the Chaplain class, which is no longer a hidden class. All characters that have already unlocked Rank 8 classes prior to the update will earn a title for each of the Rank 8 classes that have been unlocked. Even after the [Re:Build] update, players can still earn the Rank 8 titles by completing the corresponding class quests. Rank Reset for All Characters With [Re:Build], all rank advancements are reset and characters are returned to their base classes. Attribute points are refunded to the player to spend again, and class EXP is also returned to the player as new EXP Cards that correspond to the newly updated system. Characters that have already used Rank Reset Vouchers prior to the [Re:Build] update are also issued new EXP Cards of equal value. The ranks of Templar characters are also reset, as the system will allow for any Templar to reset their ranks, regardless of Guild Master status.   New Class Tree and Class Reassignment Class Tree Reassignment The [Re:Build] update reassigns the classes from their original class trees in order to reestablish and further solidify the key characteristics that define each class tree. Including the newly introduced Scout class tree, there are 5 class trees in total. The changes in class tree composition have been made with factors such as the type of weapon used by each class and the class’ ability to mount in mind, and with the goal of maximizing the compatibility between the different classes within a single class tree, as well as the synergy between the different players within a single party. <Names in blue are classes that have been assigned to a new class tree.> The Swordsman tree consists of classes that utilize bladed melee weapons such as swords, spears and rapiers, as well as classes that are able to combat while mounted on a Companion. Hackapells originally belonged to the Archer tree due to the historical records that they used both swords and bows. The decision to move this class to the Swordsman tree was made because one-handed swords have become the natural weapon of choice for Hackapell players. The Hackapell class was moved to the Swordsman tree to maintain the overall consistency of the Archer tree at the cost of historical accuracy. Also, to fit in better with the Swordsman tree, Hackapells become able to equip one-handed swords as their main weapon, and equip daggers and shields in the subweapon slot. The Wizard tree includes all DPS-focused magic users, summoners and support classes that have spell-related buffs. The grouping was made with the focus on how different attack spells available within the tree can be combined for maximum synergy, and also on whether a candidate class’ skill set consists of offensive, defensive and self-targeting buffs. Following these guidelines, the summon-focused Bokor class and the DPS-focused Taoist classes are being moved to the Wizard tree along with some skill adjustments. Archer tree classes specialize in ranged attacks and wield bows and crossbows as their main weapons. Cannons are now two-handed weapons and their attack value is being increased to reflect this change. See the ‘Items’ section in part 2 of this post for more details on cannon changes. Also, we have a new class that uses muskets and cannons as main weapons planned for reveal in the first half of 2019. Cleric tree classes specialize in blunt weapons but, like the Wizard tree, they are not heavily restricted by weapon type. As the tree includes many different classes that play the roles of physical and magic DPS, healer and support, the classes within this tree are unified by the theme of being either healers or devotees of different religions within the game world. New Class Tree: Scout The new Scout tree will include classes from other trees, as well as two brand new classes (Assassin and Outlaw). The classes in the Scout tree are grouped by their main weapons of choice, which are daggers and pistols, and also by the availability of support spells that affect the player’s party as a whole. The key characteristics of support classes within the Scout tree is that they have no affiliation with religion or healing. Hence, the Linker and Thaumaturge classes have been moved to the Scout tree, as their skill set is optimized for party support. Newly introduced classes that major in support roles will be added to either the Cleric or Scout trees in the future. Another key feature of the Scout class tree is their focus on attack speed. They will be optimized for offensive roles with skills that have shorter animation and casting time in comparison to classes of the other trees. The Bullet Marker and Schwarzer Reiter classes have been moved to the Scout tree because of their focus on normal attacks, and the Enchanter is also transferred over from the Wizard tree because of its DEX-focused build. Scout tree classes wield one-handed swords as their main weapon, but most of their skills make use of the daggers and pistols equipped in their subweapon slot. As is tradition, the name given to each tree is identical to that of the tree’s base class. In the case of the new tree, the Scout class was chosen to become the base class with the compatibility with the other classes within the tree in mind. The base class for the Scout tree needed to be compatible with daggers, pistols and support spells. At first, the Rogue class was considered as the candidate for this tree’s base class, but it was ultimately abandoned because of the fact that the Rogue class’ skills are based almost exclusively on daggers. As the Scout class did not specialize on any specific weapon and had many skills that were in need of a rework, it was a better choice overall to be elected as the new tree’s base class. [Re:Build] reworks the Weapon Swap attribute in order to increase compatibility between the skills that utilize different types of weapons within a single class tree. The Weapon Swap attribute, formerly obtainable in the player’s second rank, will now be a default feature for all characters. Weapons will be swapped automatically upon using two different skills that require different weapons when the two skills are used consecutively, as long as the alternative weapon is registered for Weapon Swap. With the aforementioned changes, many classes that were formerly neglected will find a place in many players’ builds. The Taoist, as an example, was a class typical of this problem and was not fit to be neither a dealer nor a supporter, being used only as a support class in conjunction with the Krivis class skill, Zaibas. The [Re:Build] update moves the Taoist class into the Wizard tree and introduces new Lightning spells for the Taoist so as to repurpose it as a DPS class. <The Taoist’s Storm Calling skill can be used to maximize the efficiency of Electrocute.> Players will be able to use Quick Cast to overcome long casting times and also make use of Upper Level to reinforce tiled offensive skills such as Flame Ground or Toyou. These are just some of the examples of enhanced class compatibility that can be found in the Wizard tree with the [Re:Build] update. <Players can use Upper Level to reach flying enemies with tile-based skills like Flame Ground.> The skills of classes that have not changed trees, for example the Hunter, have been adjusted to improve the various aspects of the class. More details on classes and their skills will be revealed through the official patch notes. Class Stat Specialization   Swordman Max HP Max SP Phys DEF Mag DEF Block HP Recovery   100% 60% 300% 300% 150% 120%   Wizard Max HP Max SP Block Penetration SP Recovery       65% 100% 150% 120%       Archer Max HP Max SP Accuracy Move Speed       70% 70% 150% 110%       Cleric Max HP Max SP Phys DEF Mag DEF Critical RES HP Recovery SP Recovery 80% 80% 150% 150% 150% 120% 120% Scout Max HP Max SP Dodge Critical Rate ATK Speed     75% 60% 150% 150% 110%       Each class tree will have specialized stats, and these stats will increase in proportion to the class tree stat specialization. With specialized stats, classes with similar skill sets will be played differently in combat and require different equipment settings. Apart from the stat differences as shown above, class trees will differ considerably in terms of skill AoE ratio, range and overheat rates. Along with specialized stats for different class trees, different classes within a tree will also affect character stat growth, which will be explained further in detail in the second part of this announcement. Class Tree Change <Players can change their character class tree with the help from the Class Tree Helper NPC.> We are providing a temporary Class Tree Change for all players in order to give the players the chance to experiment in the event that their favorite class has been removed from the player’s current class tree. More information about the Class Tree Change will be detailed in a future announcement. Templar <New Templar costume.> All guild-related functions are removed from the Templar class. Guild Masters will no longer be required to have a Templar character in order to gain access to guild functions. Templars’ skill set is also reworked so that their role becomes more GvG-focused.   Skills With the new horizontally-structured class system in [Re:Build], skill factors are no longer determined by the rank at which the skills are acquired. Skill factor standards after the [Re:Build] update are as follows:   Category Skill Factor Class Ranks Removed The skill factors are now independent of the skill’s rank and circle and all skills have consistent skill factors. AoE / Number of Targets Skill factor increases with smaller AoE and lower number of targets. Skill factor decreases with larger AoE and higher number of targets. Singular / Multiple Hits The casting time and the number of hits during casting are adjusted, along with new values that determine how the number of hits changes over skill duration. All skills have a skill factor that fits into a balanced range of DPS. Overheat / Cooldown Time Overheat and skill cooldown factors are reworked. Channeling Spells and Magic Circles Skill factors will be influenced by aspects such as threat levels while casting, difficulty in casting and maintaining the spell, the duration in which the player is inactive after the spell is cast, etc. Others If the skill has crowd control functions, its skill factor will be deduced. Item consumption will be taken into account on determining skill factor. The delay time present before and after casting a skill will also influence the skill factor.   Do keep in mind that there are exceptions influenced by factors such as technical difficulties and continuity of the lore where the above rules either don’t apply or are applied in a different manner.   BEFORE AFTER   The overall damage produced by skills is reduced with these changes in skill factor, but the overall HP of monsters have also been decreased to reflect the changes made to the game’s balance. On the other hand, the difficulty of Saalus Convent and Mercenary Post missions will be increased, while the difficulty of Hunting Grounds is lowered in order to match the changes implemented in the [Re:Build] update. Buff Skills <The Swordsman’s Gung Ho skill changes from a fixed-value damage increase to a percentage-based increase.> Buff skills are being adapted to include new effect factors or ratios. In the current game, fixed-value effects stop many of these skills from performing satisfactorily at later levels, so this change is here to help their buff effects stay relevant even as the character levels up. Skills Being Added/Deleted and Moved With the [Re:Build] update, new skills will be added to reinforce the role and characteristics of the different classes and, in return, others will be deleted from the game due to their incompatibility with the class’ concept or negative influence on game balance. A new skill, ‘Elemental Essence’, is a good example of this change, as it emphasizes the Wizard’s character role as a master of the elements. Some skills will also be moved to a different class, again to fit into the target class’ role and characteristics. Another example would be ‘Quick Cast’, a cast time-reducing skill currently in the Wizard class, which aptly becomes a Chronomancer skill after the update. Quicken, a support skill that affects the caster’s entire party, is moved from the Chronomancer to the (soon-to-be Scout tree) Thaumaturge class skill repertoire. A full list of all the skills affected and how they change will be included in the patch notes corresponding to the [Re:Build] update. Multiple-use Skill Recharges Skills that can be used more than one time will change the way they recharge after cooldown.   BEFORE AFTER +1 use recharged after cooldown All uses recharged after cooldown   In the current game, when a player doesn’t exhaust all the uses of a multiple-use skill, that skill recharges one use at a time after the cooldown. With the [Re:Build] update, all uses of the skill are recharged simultaneously after cooldown, so there is no need to expend them unnecessarily. Party Member-Targeting Skills <Players will target specific party members with the ‘Heal’ skill instead of generating Heal tiles.> Buff skills applied to a single party member become targetable. Buffs like Healing Factor, for example, require the caster to place the skill tile on the ground for the intended party member to use them in the current game. With the new targeting function, Plague Doctors are able to cast Healing Factor on the desired party member directly. This feature also allows you to direct buffs towards yourself and avoid having them “stolen” by fellow players. Attributes Attributes are one of the base systems of TOS combat, one that so far has suffered from excessive costs and enhancement attributes skewed towards dealer classes. We’re setting out to solve this by significantly decreasing attribute costs and correcting the most inconvenient and unfair aspects of this system. Attribute Costs and Buff Enhancements <Graph comparing the accumulated costs of attribute points before and after Re:Build> Overall enhance attribute costs are readjusted to a standard similar to that of current Rank 7 skills. This change means you can raise two enhance attributes to level 100 with the same number of points used to level one Rank 10 enhance attribute to level 100 in the current game setup. Other attributes have reduced in cost as well. The overall attribute points spent per character has been decreased but the attribute points for skills below Rank 7 have been raised also. So, depending on the build, the total attribute cost that you may have required could be higher overall. Besides the cost reductions, one important change is the addition of Enhance attributes to buff skills. Important enhancing attributes will no longer be an exclusive feature of attack skills, becoming useful to support classes as well. With the enhance attributes that are made for buff skills in the Re:Build update, supporters can further increase the effectiveness of their build. Attribute Point Extraction <Attribute point extraction UI. For a given period after the update, all players will be given the one time chance(per character) to extract attribute points without silver costs.> A new feature is introduced that allows you to extract attribute points from one character in the form of scrolls, then pass them onto another character in your team. This function lets you extract attribute points in batches of 1,000, and it comes with an extraction fee (paid in Silver) equivalent to 10% of their original price. If one attribute point costs 1,000 Silver, that means a fee of 100 Silver per point. The items extracted cannot be traded to other players 1:1 or via the Market; they can only be transferred to same-team characters through the Team Storage. Also, you can extract only from your total of unused attribute points, not from points already consumed by attributes. Extracting used attribute points is only possible after changing classes or using other functions that automatically reset attribute points. Armor Mastery Attributes Armor mastery features assigned to characters are undergoing a few significant changes. Same-type equipment effects will trigger whenever a character equips not 3, but 4 items of the same group. Some effects will be altered, and their values will apply based on the effects of the lowest-grade armor item. For example, if 3 of your armor items are Unique and 1 is Rare, your overall armor grade will be Rare. Armor mastery effect changes are as follows.   Armor Type BEFORE AFTER Cloth Magic damage taken -10% Normal Magic damage taken -5% Magic Magic damage taken -7.5% Rare Magic damage taken -10% Unique Magic damage taken -12.5% Legend Magic damage taken -15% Leather Critical rate +50   Accuracy +50 Normal Critical chance +4% Max. critical chance +10% (all grades) Magic Critical chance +8% Rare Critical chance +12% Unique Critical chance +16% Legend Critical chance +20% Plate Physical damage taken -10% Normal Physical damage taken -5% Magic Physical damage taken -7.5% Rare Physical damage taken -10% Unique Physical damage taken -12.5% Legend Physical damage taken -15%   As you can see, Cloth and Plate armor effects remain the same, but apply in different degrees according to item grade. Leather effects, on the other hand, are adjusted to fit into the new critical formulas and add +10% to maximum critical chance limits, increasing the 50% threshold to 60%. Critical chance here corresponds to the actual ratio applied when the character attacks. If you have a 30% chance of critical, for example, that percentage is increased by 20% with Legend-grade armor, becoming 36%. After the [Re:Build] patch, we plan to introduce new class-specific types of armor mastery, including effects that are relevant to the characteristics of each class. Each type of armor will continue to be compatible with different class trees, namely Plate for Swordsmen, Cloth for Wizards, Leather for Archers and Scouts, and Cloth/Plate for Clerics.   ※ Note that the above content is still under development and may be subject to changes before it is finally applied to the game. Head on over to part 2 of this blog post, where we discuss even more details of the [Re:Build] update (click here)!

Developer's Blog
November 26th, 2018
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Scheduled Maintenance for November 13, 2018

Greetings, Saviors!We would like to announce the details of our weekly maintenance for (November 13, 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.

Patch Note
November 12th, 2018
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Kupole's Daily Attendance Check (Nov '18)

  Greetings Saviors, We have a special Kupole waiting to talk with you every day when you are in town. Take a break and check in with this Kupole to receive some boosting experience buffs.    Event Period  FROM the scheduled maintenance of November 13, 2018 TO the scheduled maintenance of December 11, 2018    Who Can Participate  - Characters of all levels    How to Participate STEP 1. For the duration of the event period, you will see a curious Kupole hanging around town. It looks like she's taking notes....Why not take a second to talk with her?  STEP 2. After talking with the Kupole, you will receive a very special buff. The effects of this buff will differ depending on the number of days you log into the game.  STEP 3. Each day you log into the game and talk with the Kupole, she will register the number of days and will grant you a buff accordingly. Make sure you talk with her!    - Keep in mind that the effects of the buff differ according to the number of days you speak with the event Kupole.  - If you break your consecutive streak, you will have to start over from Day 1.    Buffs Day 1: Nothing...sorry you're just getting started and the Kupole wants to see if you'll come again.  Day 2: EXP +5%  Day 3: EXP +10%  Day 4: EXP +15%  Day 5: EXP +20%  Day 6: EXP +25%  Day 7: EXP +30%  AND Movement Speed +1    Important - The buffs can be obtained by all characters and will last up to 1 hour. - The number of times you can receive the buff is unlimited.

Event
November 12th, 2018
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Special Bonus Season (Nov '18)

  Greetings, Saviors! For 3 whole weeks, get special buffs from Tree Root Crystals and double the rewards from Earth Tower!   Event Period FROM the scheduled maintenance on November 13, 2018 TO the scheduled maintenance on December 4, 2018 Who Can Participate - All players (team level restrictions may apply) How to Participate 1. Tree Root Crystals (for all Team Levels) Destroy Tree Root Crystals in any field to receive a special buff of +25% EXP gains and +2 movement speed for 30 minutes! 2. Earth Tower (for Team Level 5 and above) Play Earth Tower with your party and get twice the amount of reward Cubes on each run!

Event
November 12th, 2018
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[UPDATE] Official Forum Maintenance 06 Nov 2018

  Greetings Saviors, We would like to announce that the Official Forums will be temporarily inaccessible as it will be undergoing maintenance. -  Maintenance Period : (EST) 21:30 - 23:30 Nov 07, 2018 [Updated] 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
November 6th, 2018
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Scheduled Maintenance for November 6, 2018

Greetings, Saviors!We would like to announce the details of our weekly maintenance for (November 6, 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.

Patch Note
November 6th, 2018