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[COMPLETE] Scheduled Maintenance for December 20th, 2016

Greetings, Saviors!We would like to announce the details of our weekly maintenance for December 20th, 2016. 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
December 20th, 2016
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[UPDATE] NEW! The Cursed Shore

Greetings, Saviors! In an attempt to purify a sacred coast, one unknown wizard’s tragic experiment has created a cursed territory filled with some of the Kingdom’s most powerful monsters. Now, groups of adventurers from around the nation are flocking to the Cursed Shore to loot the creatures and defeat the source of their evil energy: the elusive Cursed Stone Whale.   Balance Updates   Attribute Point drop rates will be increased for the following monsters. - Varle Helmsman - Varle Anchor - Varle Henchmen - Aphisher - Scorpio   The following monsters will have their HP reduced. - Red Anchor - Rocktor - Varle Helmsman - Varle Anchor - Varle Henchmen - Aphisher   The drop rates for Cursed Spirits will be increased.   Event Period FROM the scheduled maintenance on June 19, 2018 TO the scheduled maintenance on July 17, 2018 Who Can Participate - Characters of level 350 and above - Characters of Rank 8 and above How to Participate STEP 1. Find the Eerie Waterfall near the Blacksmith NPC in the city of Klaipeda. That’s the entrance to the Cursed Shore. STEP 2. At the Shore, defeat the cursed monsters for a chance to get Attribute Points.   Monster Reward Count Red Anchor Attribute Points: 50 x1 per party member Rocktor Attribute Points: 50 x1 per party member Varle Helmsman Attribute Points: 100 x1 per party member Varle Anchor Attribute Points: 100 x1 per party member Aphisher Attribute Points: 100 x2 per party member Varle Henchmen Attribute Points: 100 x2 per party member Scorpio Attribute Points: 1,000 x1 per party member NOTE: Each monster will only drop its reward to the party members of the player that dealt the most damage to it. This means that, even if multiple parties are attacking the same monster, only one party will receive its rewards when it is defeated. STEP 2. Defeating the monsters at the Cursed Shore also gives you the chance to obtain their Cursed Spirit, which you can use to access the sacred location of the Cursed Shore Altar. Simply show your Cursed Spirit to the Dispatched Soldier NPC to enter. STEP 3. The Cursed Shore Altar can be activated with a Cursed Spirit every two hours for a period of 30 minutes (starting at 00:00-00:30, server time). The player who activates the Altar receives Attribute Points: 1,000 and releases the Cursed Stone Whale that inhabits it. STEP 4. Join forces with nearby players to defeat the Cursed Stone Whale. After the monster is defeated, it drops one of the following rewards for each player within its range. - Challenge Mode One Entry Voucher (14 Days) - Silver Anvil (14 Days) - Golden Anvil (14 Days) - Enchant Scroll (14 Days) - Attribute Points: 500 - Attribute Points: 1,000 - 5-Star Gem Abrasive (14 Days) - Challenge Portal Scroll (14 Days) NOTE: Items dropped by the Cursed Stone Whale can be picked up by any player. The monster simply drops a number of items equal to the number of players within its range. This means you may receive multiple or no rewards after defeating the Whale. For instance, if there are 3 players near the Whale, it will drop 3 items (two Anvils and one Scroll, for example), which anyone can pick up. STEP 5. You can also use the Cursed Spirit item from your inventory to receive a 10-minute buff of movement speed +2, physical attack +50 and magic attack +50. Important - Only characters that are both of level 350+ and Rank 8+ can participate in the event. - Items with time limits (“14 Days”) are untradeable and cannot be transferred via Team Storage. - Activating the Cursed Shore Altar consumes one Cursed Spirit. Simply showing a Cursed Spirit to the Dispatched Soldier NPC in order to enter the Altar region does not consume the Spirit. - Only one Cursed Stone Whale can be released in each time slot. - If left undefeated, the Cursed Stone Whale will automatically disappear one hour after it is released.

Event
June 20th, 2018
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Scheduled Maintenance for November 8-9, 2021

Greetings, Saviors!We would like to announce the details of our weekly maintenance for (November 8-9, 2021). 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 21st, 2021
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[Re:Build] Rare Costumes for Outlaw and Assassin!

  Greetings Saviors! To celebrate the introduction of the new Outlaw and Assassin classes, we are giving our players the chance to obtain rare costumes for the two new classes! See below for details.     Event Period   FROM the scheduled maintenance on January 15, 2019 TO the scheduled maintenance on February 12, 2019     Who Can Participate   - All characters that have advanced into the new Assassin and Outlaw classes (once per team)     How to Participate   STEP 1. Advance into the new Outlaw or Assassin class available in the Scout class tree. STEP 2. The rare costume for the class you advance into will be given to you in your character's inventory.     Important   - You must be advanced into the Outlaw or Assassin class to be able to equip the rare costumes given in the event. - The costumes obtained from the selection boxes cannot be transferred via team storage. - The costumes will be available to purchase at the Beauty Shop from after the scheduled maintenance on February 12, 2019.  

Event
January 14th, 2019
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Intense Balancing: Matador, Musketeer

Greetings, Saviors! As promised in our last post here at the dev blog, this time we’re showing some love to the Musketeer class and the new Matador in another round of Intense Balancing plans. We’re sure you already know that the content we’re discussing here can look different once it actually makes it into the game. Any changes will be announced through the patch notes when they’re ready to be applied.   Matador Changes   [C1 Attribute] Picador NEW - Increases the damage of all skills when you attack an enemy targeting your character with a Rapier. [C2 Attribute] Banderillero NEW - Increases the damage of all Rapier skills when you attack an enemy targeting your character with a Rapier (does not include skills that can be used with all weapons). [C1 Skill] Muleta - Nullified damage received during standby. - Added buff to increase critical rate when the counter-attack is successful. - Increased duration (attribute included). - Changed cooldown and SP consumption to apply immediately when the skill is cast. [C1 Skill] Faena - Increased damage on Large sized enemies. [C1 Attribute] Faena: Risk-taking - Removed block function, even when a Shield is equipped (but increased Faena damage). [C1 Skill] Ole - Enemies not targeting your character will receive 50% of the skill’s effects. [C2 Skill] Paso Doble - Added immunity to all attacks while the skill is being cast. [C2 Attribute] Paso Doble: Remove Knockdown NEW - Removes the knockdown effect of Paso Doble. [C2 Skill] Back Slide - Applied 100% chances of evasion during the maneuver. The Matadors may be new in town, but we have a few things planned for them already. This class is all about counter-attack, provoking enemies and Rapier combat, so we wanted to tweak its skills and attributes to better reflect that concept. First, the new attributes Picador (Circle 1) and Banderillero (Circle 2) are going to increase the damage on enemies targeting your Matador. Picador increases the damage of all skills when you’re equipping a Rapier. Banderillero, on the other hand, limits its damage increase to Rapier skills, but grants an even bigger damage boost than Picador. During solo play, the fact that enemies take you as a priority target means that there is not only an instant increase in damage, but also significant synergy with Ole. For party play, the effect will vary according to the damage you can deal and the use of Capote, since the increased damage of Picador and Banderillero will apply to enemies provoked by this skill. Muleta can be a little inconvenient to use effectively, so we’re changing it to apply both cooldown and SP consumption immediately when the skill is cast. Not only that, with these changes the duration of the muleta is more than doubled, and a successful counter-attack with this skill will completely nullify the damage received and apply a buff that temporarily increases critical rate for every level of Muleta. Tile attack skill Faena is having its damage on large-sized enemies increased by 20%, with attribute Risk-taking boosting Faena damage even when a shield or a dagger is equipped (having a shield equipped, however, will not apply block). Ole will also have 50% of its effects apply even on enemies not targeting your Matador. In Circle 2, Paso Doble will grant you immunity to all attacks while you’re casting it, which can be used as an evasive move. We’re also adding a new Paso Doble: Remove Knockdown attribute. Finally, Back Slide will give you a 100% chance of evasion all throughout the skill’s maneuver. Musketeer Changes Okay, let’s get straight into the Musketeer changes. For this Rifle-wielding class, instead of sticking to simple skill balance adjustments, we decided to rearrange the structure of the skill tree itself. We wanted to address the problem of Circle 1 being too crowded with attack-heavy skills demanding high skill point investments, and the fact that it requires you to use close-range attacks for damage amplification right from the start.   [C1 Skill] Butt Stroke - Skill and related attributes deleted. - Attack function moved to Rifle subweapon (C attack). - Deleted attributes: [C1] Butt Stroke: Enhance [C1] Butt Stroke: Stun [C2] Butt Stroke: Great Attack [C2] Butt Stroke: Additional Damage [C1 Skill] Snipe - Skill and related attributes moved to C2/C3 and boosted. - Reduced pause after casting. - Moved attributes: [C1] Snipe: Enhance > C2 [C1] Snipe: Stun > C2 [C2] Snipe: Ricochet Shooting > C3 [C3] Snipe: Perfect Aim (same Circle) [C1 Skill] Bayonet Thrust - Skill and related attributes deleted. - Deleted attributes: [C1] Bayonet Thrust: Enhance [C2] Bayonet Thrust: Repeated Hits [C2] Bayonet Thrust: Reduced Recovery [C3] Bayonet Thrust: Safe Distance [C1 Attribute] Musketeer: Safe Distance NEW - Makes the character step back when the enemy is hit by a C attack (Butt Stroke). - Substitutes the deleted [C3] Bayonet Thrust: Safe Distance attribute. [C1 Attribute] Grooving Muzzle NEW - Increases accuracy. - Musket skills partially ignore enemy defense. - Chance of critical multi-hit when using normal attacks. [C1 Skill] Covering Fire - Casting removed. [C2 Skill] Volleyfire - Overheat +1. [C3 Skill] Prime & Load NEW - Resets cooldown of Musketeer skills. - Cooldown increases according to type and number of reset skills. [C3 Attribute] Prime & Load: Fast Reload NEW - Decreases Prime & Load cooldown according to attribute level. [C3 Skill] Sniper’s Serenity - Added ability to walk slowly when in Sniper’s Serenity status. As you can see, this Musketeer rework involves some serious structural changes, starting with the removal of Circle 1 close-range attack skills Butt Stroke and Bayonet Thrust. The functions and actions of Butt Stroke are being reintroduced as a basic feature of Musketeer C key sub-weapon attack (no performance increase), while the new Circle 1 attribute Musketeer: Safe Distance provides the back step effects of the current Bayonet Thrust attribute of the same name. Circle 1 also gets a new skill in Grooving Muzzle, which temporarily increases your character’s accuracy and ignores part of the enemy’s defense whenever you attack with the Musket. Grooving Muzzle also gives you a chance of applying regular attacks as critical multi-hits. Snipe, currently in Circle 1, is being moved to Circle 2, with maximum level reduced to 10 and skill factors increased. Snipe’s attributes, of course, are also moving to higher circles, with Enhance and Stun set to Circle 2, and Ricochet Shooting changed to Circle 3 (Perfect Aim remains in Circle 3). The pause occurring after casting Snipe, on the other hand, is being reduced to less than one third of its current duration. Covering Fire is getting a similar treatment, with casting removed altogether, while Volleyfire gets an overheat increase. The new Circle 3 skill, Prime & Load, lets you reset the cooldown of all your Musketeer skills. In the image above, for example, you can see the character activate Sniper’s Serenity, use Snipe, then reset skill cooldown with Prime & Load to cast Snipe again. Unlike the Chronomancer’s Pass, Prime & Load completely resets the cooldown of your skills. The difference is that, according to the type and number of skills that get reset, Prime & Load’s own cooldown is increased. To counter this and slightly shorten the skill’s cooldown, you can learn the new Circle 2 attribute Prime & Load: Fast Reload. Going back to Pass, however, the Chronomancer skill will not apply to Prime & Load, having no effect on its cooldown. As for the other Circle 3 skill, Sniper’s Serenity, it’s going to allow your character to walk even when the buff is active. Regular attacks and certain skill attacks can still be used, although the character will stop walking to cast them. And, if you use Sniper’s Serenity again while the buff is still active or you let it end, the buff will deactivate and the skill’s cooldown will decrease from 20 to 1 second. Below is a table showing how the Musketeer skill tree is changing with this patch:   Circle CURRENT SETUP AFTER THE CHANGES Common   - Subweapon Attack (close range Physical Strike attack) C1 Skills - Covering Fire - Headshot - Snipe - Penetration Shot - Butt Stroke [DELETED] - Bayonet Thrust [DELETED] - Covering Fire - Headshot - Penetration Shot - Grooving Muzzle C1 Attributes - Use Rifles - Gun: Accuracy - Rifle Mastery: Hunting - Covering Fire: Enhance - Headshot: Enhance - Headshot: Stun - Snipe: Enhance - Snipe: Stun - Penetration Shot: Enhance - Butt Stroke: Enhance [DELETED] - Butt Stroke: Stun [DELETED] - Bayonet Thrust: Enhance [DELETED] - Use Rifles - Gun: Accuracy - Rifle Mastery: Hunting - Musketeer: Safe Distance - Covering Fire: Enhance - Headshot: Enhance - Headshot: Stun - Penetration Shot: Enhance C2 Skills - Volleyfire - Birdfall - Volleyfire - Birdfall - Snipe C2 Attributes - Headshot: Reload - Penetration Shot: Rapid Fire - Penetration Shot: Kneeling Penetrate - Snipe: Ricochet Shooting - Butt Stroke: Great Attack [DELETED] - Butt Stroke: Additional Damage [DELETED] - Bayonet Thrust: Repeated Hits [DELETED] - Bayonet Thrust: Reduced Recovery [DELETED] - Volleyfire: Enhance - Headshot: Reload - Penetration Shot: Rapid Fire - Penetration Shot: Kneeling Penetrate - Snipe: Enhance - Snipe: Stun - Volleyfire: Enhance C3 Skills - Sniper’s Serenity - Sniper’s Serenity - Prime & Load C3 Attributes - Snipe: Perfect Aim - Penetration Shot: Wild Shot - Bayonet Thrust: Safe Distance [DELETED] >> changed to Musketeer: Safe Distance - Sniper’s Serenity: Steady Shot - Sniper’s Serenity: Armor Break - Birdfall: Fire Master - Snipe: Ricochet Shooting - Snipe: Perfect Aim - Penetration Shot: Wild Shot - Sniper’s Serenity: Steady Shot - Sniper’s Serenity: Armor Break - Birdfall: Fire Master   One final adjustment we’ll be making to rebalance the Musketeer class will be to increase the minimum/maximum attack of all Rifle weapons by about 8.33%. This boost will of course influence proportional attack increases like item transcendence, so we expect good results in the final physical attack of Musketeers after these changes.   That’s it for today’s updates! You’ll be hearing more about the skill changes discussed in here in future patch notes, so keep an eye on the News page for more details. And make sure not to miss out follow-up blog post, where we’ll be revealing some intense balancing plans for the Wizard class tree. Thank you as always for your support.

Developer's Blog
December 14th, 2017
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Balance Talk: Jan 6, 2017

Hello, this is the developer in charge of skill and class balance in TOS, writing to you once again to get you up-to-date with the balance-related changes we’re preparing to launch. We were very glad to see your positive reactions and engagement in our previous balance post, so we thought we’d share some details about the most recent balance patch we have planned. These changes will most likely be applied in kTOS very soon, and we hope to bring them over to iTOS as well once everything is ready. Note that this could take a while depending on how smoothly the changes apply over at kTOS, so we ask for your patience…   Barbarian Main changes: - Reduced cooldown of Warcry to 42 sec - Added new Warcry attribute We envision the Barbarian as a fearless warrior, using sheer audacity to intimidate and weaken any adversary. In the game, as a mid-lower rank class, the Barbarian is unique in that they become stronger as the combat progresses. In order to stay true to this vision, we needed to incorporate more synergy with other Swordsman tree classes that depend a lot on debuffs. That is why we decided to reduce the cooldown time of Warcry and introduce a new attribute that increases the duration of the skill’s debuff effects. With this, we hope to help all the Barbarians out there unleash their savage side and use Warcy with confidence in battle.   Cannonneer Main Changes: - Increased critical chance for Kneeling Shot - Increased range for Cannon Shot, Shootdown, Cannon Blast and Cannon Barrage by 20% - Increased range by 20% and reduced casting time for Siege Bust by 50% The Cannonneer was designed to be the heavy artillery of TOS, a class that can blast through hordes of enemies with a single blow and fill in the role of AoE dealer; a class that comes with its own handicaps, but a powerful one nonetheless. From what we’ve observed, however, the Cannonneer skills’ short range isn’t always letting them fulfill that role. Besides the necessary slow attack speed and single-hit constraints, we felt that some skill-related restrictions were a little harsh. For this reason, we decided to increase the range of Cannonneer skills and ease some of their restrictions and associated penalties. We also increased the critical chance of Kneeling Shot in hopes it can be more widely used with other Archer tree skills. Don’t be too sad about the disadvantages of the Cannonneer class, though. We’re going to keep working on it until we feel it’s as true as possible to its concept.   Corsair Main changes: - Reduced stamina consumption for Double Weapon Assault according to Jolly Roger skill level In kTOS, we introduced a few changes to Jolly Roger combo requirements and effects, expecting to differentiate the role of Corsairs as party leaders in Earth Tower and other high-level contents. We realized, however, that in solo combat, Corsairs were still not living up to the image of the ruthless pirate we had imagined. So this time, we decided to make the effects of the pirate flag apply to the casting character as well, and use the skill level of Jolly Roger to reduce the stamina consumption for Double Weapon Assault. Ultimately, we want Corsairs to prove their worth not just as leaders of a group, but as capable solo fighters too.   Monk Main changes: - Added stamina-reducing attribute to Double Punch - Reduced Energy Blast charging time to 0.25 sec - Reduced cooldown of Golden Bell Shield to 120 sec Last time on the dev blog I wrote about how we thought Monk skills were a bit too restrictive, especially all the cool skills players usually go for when they choose this class. To bring a little freedom and efficiency into Monk skills, we first added an attribute to reduce the stamina consumption of Double Punch and cut the charging time of Energy Blast in half, increasing these skills’ versatility and efficacy. Finally, we decided to buff Golden Bell Shield as well, seeing as, despite being a Rank 7 skill, it doesn’t offer much more than Safety Zone, which can be learned at Rank 1. We understand that, especially in the case of Golden Bell Shield, which makes you invincible after all, we need to be extra careful when tampering with some of these skills in order to avoid something that’s too OP. We’ll keep this in mind for future updates.   Rune Caster Main changes: - Wizard skills become usable under the effect of Rune of Giants In our previous dev blog balance post, I broke the silence about hidden class changes to write about the updates we were planning for Rune of Giants. We played around with some of these changes and, fortunately, they seem to help Rune Casters use other skills with Rune of Giants a lot more actively like we hoped. Following that, we want to lift even more restrictions from the skill and allow Rune of Giants to be used with the most sought-after Wizard class skills. At the moment we don’t foresee any major negative impact from liberalizing Rune of Giants, so we hope these changes will help turn it into a skill that is increasingly helpful, rather than just “for show”.   Warlock Main changes: - Extended duration of Mastema’s stigma (Devil type) to 20 sec There are only a handful of skills in Tree of Savior that give characters the ability to change the property of enemies, and Mastema is one of them (another prime example is the Druid’s Chortasmata). The main advantage of Mastema is that, as its stigma changes enemies to Devil type, characters with strong attacks against this property can use it to deal extra damage to any monster (this is especially useful to your Cleric friends). On the other hand, we thought 5 seconds was a little too short to have a significant impact in actual combat, so we decided to give a big boost to the duration of Mastema. Our hope is that this will encourage Warlocks to use Mastema in a wider range of situations and in combination with their own as well as other characters’ skills.   I would like to stress here that these changes are just a preview of what we have prepared. By the time this balance patch reaches iTOS, some details may have been changed, so don’t take anything for certain just yet. That said, we look forward to your feedback on these changes, and we hope to keep providing you more updates through the dev blog, so stay tuned!

Developer's Blog
January 11th, 2017
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[COMPLETE] Scheduled Maintenance for September 27th, 2016

Greetings, Saviors!We would like to announce the details of our weekly maintenance for September 27th, 2016. Make sure to check below for the maintenance schedule and patch notes.Please note that other issues and bugs are also being worked on even if they are not mentioned below.

Patch Note
September 27th, 2016
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Forum Maintenance at 01:00 EDT (April 26th, 2016)

Hello, Saviors. The forum will be down for an hour once our regular server maintenance starts tomorrow, on the 26th. You will not be able to access the forum on April 26th, 2016 from 01:00 EDT to 02:00 EDT. Thank you for your cooperation. Sincerely, IMC Staff

Announcement
April 26th, 2016
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NEW! Klaipeda’s Beach Bar

  Greetings, Saviors! The new Beach Bar in Klaipeda has everything you need to escape from the blazing heat of the Summer: refreshing drinks, tasty snacks, and the coolest buffs!   Event Period FROM the scheduled maintenance on July 31, 2018 TO the scheduled maintenance on August 28, 2018 Who Can Participate - Characters of level 50 and above How to Participate STEP 1. First, you’re going to need some currency, so login to Tree of Savior and start collecting that Magic Ice! Whenever you’re logged in, you will automatically receive 5 cubes of Magic Ice in your character’s inventory every 30 minutes for 2 hours. STEP 2. If that’s not enough, head out to any regular field or Hunting Grounds for a chance to get even more Magic Ice from defeated monsters. STEP 3. Pay a visit to the Beach Bar in the city of Klaipeda (in front of the Fishing Spot!) and talk to the Bartender to exchange your cubes of Magic Ice for refreshing treats! You can purchase each treat 3 times per day, per team. Here’s what’s on the menu. [Beach Bar] BBQ Prawn Skewers (Magic Ice x5) - HP +500 and SP +500 every 10 seconds for 30 minutes [Beach Bar] Blue Lemonade (Magic Ice x10) - Movement speed +2 for 30 minutes [Beach Bar] Fresh Coconut Water (Magic Ice x20) - Looting Chance +300 for 30 minutes STEP 4. Become a regular of the Beach Bar for even more rewards! After purchasing the same treat 20 times, a permanent version of that treat is automatically sent to your inventory. Permanent treats are not consumed and can be used 1 time per day. Their effects are the same as the [Beach Bar] items, but with a 1-hour duration! Also, you can keep these treats as toys even after the event! STEP 5. Enjoy your time at the Beach Bar for additional buffs! Relax near the Beach Bar tables for 1 minute to receive +20% EXP gains for 1 hour! You can receive this buff 1 time per day, per character. Important - Daily participation counts for this event reset at 00:00, server time. - Total daily time is counted on a per-team basis, meaning you can play with different characters throughout the time you are logged in and still receive the Magic Ice every 30 minutes. - Automatic Magic Ice rewards also reset at 00:00 (server time), so if you login after 23:30, you will NOT receive all the rewards for that day. - Time is NOT counted in the server selection screen, Lodge or Team Battle League matches. - The first batch of Magic Ice is sent to your inventory as soon as you login. The Ice is always sent to the inventory of the character with which you are currently logged in. - Magic Ice will drop only from monsters up to 30 levels lower or higher than your character. It will not drop from monsters in instanced dungeons and missions. - [Beach Bar] items can only be consumed inside the cities of Klaipeda, Orsha and Fedimian. Their effects can be stacked with other items. - Permanent treats can be used anywhere. Their effects can be stacked with other items, except [Beach Bar] items (e.g. you can’t stack a ‘Fresh Coconut Water’ with a ‘[Beach Bar] Fresh Coconut Water’). - If you use a permanent treat more than once in a day, you will still see the animation but the buff effects will not apply. - All items received from this event are untradeable, but they CAN be transferred via Team Storage. - Magic Ice and [Beach Bar] items will be deleted after the end of the event.

Event
July 30th, 2018