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Announcement for DPK issue maintenance

Greetings Saviors, We would like to offer our most sincere apologies for the inconvenience and confusion caused by the abnormal DPK rations. We have conducted a full review of the game logs related to item drops and have decided to take the following actions.   First, regarding the items that had unusual item drop ratios, only one item will be left per user. The rest will be retrieved. This is because we want to minimalize the effect on the players and the in-game economy.   Accounts that have obtained more than 2 of the items with unusual drop rates will be temporarily blocked for retrieval purposes. These players will be unblocked as soon as the retrieval process is complete. This will only extend to those who did not trade the item via personal trading, the market or use the item to craft other items. Players who have been temporarily suspended due to the removal of items will receive compensation equal to how long they were suspended based on the same rules as for When we provide compensation for temporary maintenance.   However, please note that players who have used this chance to try to exploit and profit from it by conducting massive trade etc shall be punished accordingly. We will announce the severity of the punishments in a later announcement.   Finally, we wish to provide the following items via GM message to your Barracks as an apology for causing so much inconvenience with this issue, Please retrieve the message no later than until EDT 6th of June 23:59   The following "additional" compensation will be sent to each account. (this doesn't include the maintenance compensation)   - 10 Tome of experience - 2 Instance dungeon reset voucher - 20 Fortune Cookies

Announcement
June 2nd, 2017
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Introducing the Fan-Made Database/Skill Simulator

Greetings, Saviors!   Today we would like to introduce a new community project that may interest you! One TOS player (by the name 'rjgtav') has been working on a new open source DB and skill simulator for the game. As we all know and understand how valuable it is to have a working database, we have decided to introduce rjgtav’s contribution through our official announcements as a token of gratitude. Don't forget to leave your feedback through the link on the top-right corner of the page. Being a community-driven project, every bit of your input will help towards improving the database!   https://tos.guru/ktos/database/equipment     Features   - Updated with latest 2018/10/10 iTOS patch (today's patch will be added later in the day) - Database for Attributes, Books, Cards, Classes, Collections, Cubes, Equipment, Equipment Sets, Gems, Items, Monsters, Recipes and Skills - Skill simulator with class & skill attributes and formulas among others - Light & Dark theme - Streamlined performance   Upcoming Features   - Global search and more advanced filtering & sorting - Addition of remaining entities to the database (world map, NPCs, etc.) - Build guides, offline/mobile app support, what's new, etc.     * All rights to the project itself belong to the project's creator (rjgtav). IMC has no official part in the creation and development of the project.

Announcement
October 28th, 2018
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[EDITED] NEW! Log Calendar (Feb ‘18)

  Greetings, Saviors! Login to TOS every day and get your hands on 21 days’ worth of special treats!   Event Period FROM the scheduled maintenance on February 6, 2018 TO the scheduled maintenance on March 6, 2018 Who Can Participate - Players of all levels How to Participate STEP 1. Drop by the good old Event Notice Board to get your daily reward. The daily reward will depend on the total number of days you logged in during the event period.         - Each reward can only be received once per day, per team. STEP 2. The Log Calendar is 21 days, so after you collect all 21 daily prizes, the calendar will restart, and on the next day you will receive the prize corresponding to Day 1. Log Calendar Rewards DAY 01: Fortune Cookie (14 Days) DAY 02: Lv2 Settlement Support Potion DAY 03: Goddess Statue (3 Days) DAY 04: Fortune Cookie (14 Days) DAY 05: Megaphone DAY 06: Miracle Seeds (3 Days) DAY 07: Instanced Dungeon Multiply Token (14 Days) [EDIT] DAY 08: Fortune Cookie (14 Days) DAY 09: New Year's Soup (3 Days) DAY 10: Soul Crystal DAY 11: Keista Restoration Potion Lv2 DAY 12: Fortune Cookie (14 Days) DAY 13: Instanced Dungeon One Entry Voucher (14 Days) DAY 14: Premium Awakening Stone (14 Days) DAY 15: Warp Scroll (14 Days) DAY 16: Fortune Cookie (14 Days) DAY 17: EXP Tome (14 Days) DAY 18: Silver Anvil (14 Days) DAY 19: Golden Anvil (14 Days) DAY 20: Enchant Scroll (14 Days) DAY 21: Attribute Points: 500 (14 Days) Important - If you don’t login on consecutive days, the calendar will not reset to Day 1. For example, you can receive the rewards for Day 1 today, then login 5 days later to receive the reward for Day 2 (you will not receive the reward for Day 1 again). - You cannot receive multiple rewards from this event on the same day. Each reward can only be received once per day, per team. - Items with time limits cannot be moved via Team Storage and they will begin to count down as soon as they are received in your character’s inventory.

Event
February 13th, 2018
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[UPDATED/COMPLETE] Scheduled Maintenance for November 15th, 2016

Greetings, Saviors!We would like to announce the details of our weekly maintenance for November 15th, 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
November 15th, 2016
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Episode 13 : New class and Class Adjustments

Greetings, Saviors. This is Tree of Savior Developer Team.    This posting is the 2nd part of the Ep.13 Update, which is about New class and Class Adjustments, and balance patch.     1st : Episode 13 : Scar of Fate 2nd : New Classes and Class Adjustments 3rd : New Contents, System and System Adjustments     Swordsman: Strike Property Class Adjustments   Like we said in the previous posting, there won’t be a new class in Swordsman Class, but there will be a adjustments of Strike property class. Nak Muay will be adjusted to have the effect of improving the performance of hit attack within strike oriented concepts and this will create synergy with other strike attack classes.   Murmillo will be adjusted to have a position as a major strike property class with Rodelero, Peltasta, and Nak Muay due to change in mechanism and performance of the deal cycle. There will also be a slight change in the attacking skill of Peltasta and Rodelero. Additionally, the performance of Shield Attack will be increased slightly, and the reliability of block in the Midnight Baptism activation condition will be decreased slightly.     Nak Muay   [Changes] Nak Muay has the key to improve the performance of a Strike attack. Ram Muay Attack factor will be adjusted drastically, and when attacking with Strike during buff ignores some of the enemy’s Defense.   If the basic attack is accurate, the [Ram Muay: Shock] debuff will be applied instead of [Shock]. [Ram Muay: Shock] decreases Defense against victim’s strike attack and stacks with ignoring opponent’s Defense effect caused by basic buff status.   ▲ Effect of Nak Muay’s New Vaivora weapon   Also, a new Vaivora weapon which will be added with the adjustments will expand the usage of Ram Muay. Previous [Arts] Ram Muay: Warrior will be deleted. Muay Thai It will be fixed to increase Duration and shorten Cooldown of the skill.  Khao Loi will be excluded from auto-activate skill, but Te Kha, Sok Chiang, Te Trong will be included in the item stats that need basic attack requirements and final damage increases proportionally to those three skills.   For [Arts] Muay Boran, the penalty of increasing magic damage from enemies will be deleted, and Cooldown of Muay Thai will be the same. Khao Loi The condition to learn the skill will be changed from Lv.16 to Lv.1, and the Max. skill level will be changed to 15.  Does not auto-activate in Muay Thai status, the factor will be adjusted with a separate unique attack skill.  Teleports to the targeted enemy and give damage, and puts the enemy under [Stun] when you learn the new [Arts] Khao Loi: Khao Trong Te Kha, Sok Chiang, Te Trong Te Kha, Sok Chiang, Te Trong which activates under Muay Thai status will have increased attack factor and Cooldown.   For all three skills, the max. skill level will be changed to Lv.5 and consume only 15 skill points when all skills are mastered regardless of the learned class level. All of the attack property is unified to Strike and when used solely, the Cooldown will increase than before.     Murmillo   [Changes] The skills that had low usability will be changed to a new form, and the skill tree will change. Frenzied Slash → Frenzied Burst Frenzied Slash skill will be deleted and changed to Frenzied Burst skill.   Frenzied Burst is a skill that flies high into the sky and then falls to a targeted area to attack an enemy in the range. Shield Attack is applied to the Strike properties and stun which was a key function of the Frenzied Slash is inherited.   Evade Thrust→ Butterfly Evade Thrust skill will be deleted and changed to the Butterfly skill.   Butterfly, which uses shield and sword to attack continuously, is a powerful skill that applies Shield Attack to Strike property, increases damage to the enemy under Loophole to Strike property and drags Shield’s Defense to higher Attack like Rodelero's Shooting Star. Also, a minimum Critical Strike Chance which was one of the effects of Evade Thrust is guaranteed.  Emperor's Bane →  Headbutt: Emperor's Bane Emperor's Bane skill will be deleted and changed to Headbutt’s attribute.   Headbutt is changed to Lv.16 learned, Lv.10 mastered, and applying final 2 continuous hits to medium-sized enemies including PC will be loaded as basic. Emperor's Bane, which was a separate skill, will be able to be used just as before if [Headbutt: Emperor's Bane] is learned, and some performance will be adjusted. Sprint: Melee The previous effect of the Melee attribute which was hard for users to predict control will be deleted and changed to buff which is immune to Knockdown, Knockback, some debuff for a certain amount of time. Scutum Hit Shield Train The bleeding effect will be deleted from Scutum Hit.   Shield Train will be changed to Lv.31 learned, Lv.5 mastered, and the factor will be adjusted.     Peltasta   [Changes] Existing skills with duplicate concepts will be converted to new attack skills. Umbo Blow → Langort Umbo Blow skill will be deleted and changed to Langort skill.   Langort, which uses shield and sword at the same time to attack the enemy, is a skill that applies Shield Attack to Strike property, increases damage to the enemy under Loophole to Strike property and drags Shield’s Defense to higher Attack like Shooting Star and Butterfly. Also, it can block the enemy’s attack while casting. Rim Blow The number of overheats will be adjusted, and the missing Umbo Blow’s stun function will be inherited to [Rim Blow: Stern]. Shield Lob Throw shield in a straight line to damage the enemies on the path, and damage the enemies once again by turning back. Unlike before, you don't have to control the distance, you just take the direction to attack more enemies.     [Common] Shield Class   Shield Attack In the Shield Attack attribute, the rate of converting Shield Defense to Attack will increase slightly. Midnight Baptism Midnight Baptism’s activation requirement which increases the damage of Shield Attack when the block is successful (+100% per part) is changed to increase basic damage (+25% per part) and increase damage when blocking (+75% per part). Maximum damage increase effect is +400%, the same as before in total of every part when the block is successful.   In addition, balance adjustments will be added to reduce combat capability deviations between class builds of weapons(attack property) within the Swordsman.   The performance of some buff skills will be adjusted, and the signature buff skills that have clear enhancement effects, such as StartUp and Epee Garde, will be limited to be applied only to the skills with the same attack properties with the corresponding class. In the future, the balance adjustment of the Swordsman will focus on reducing the performance and utilization gap between the three attack properties, which are largely related to the major weapon, such as Slash, Pierce, and Strike, so that players can build based on the weapons they like.       Wizard: Remake & Adjustments Made According to Property   Wizards will have adjustments and factor adjustments for class distribution of each property.   Currently, the Taoist of Wizard class is included in most builds with unlimited secondary additional strikes, and other combinations are limited. After the adjustments, the property of Wizard will be categorized into 3 properties of [Fire, Ice, Lightning], 3 properties of [Earth, Psychokinesis, Non], Dark property and Summon property.    6 properties will be combined as classes with single property consisting of Pyromancer(Fire), Cryomancer(Ice), Terramancer(Earth), Psychokino(Psychokinesis), Sage(Non) (Exclusive Lightning property class is yet), Elementalist, and Taoist with 3 properties of Fire, Ice, Lightning, Rune Caster and Onmyoji with 3 properties of Earth, Psychokinesis, Non.   Bokor will be excluded from Summon and remade as Dark property Wizard so it could be used with Warlock, Featherfoot, Shadowmancer.   Only Sorcerer, Necromancer will be the pure Summon so another class should be chosen according to the play type, and Chronomancer, Alchemist will be excluded from the synergy based on trees.   Also, when equipping Rod Mastery effect on the Dagger it changes to Convert to Magic Attack, so reward for two weapons will be given.   The final classification of the Wizard’s property and role are as follows. Property Class (bold: Remake Class) Fire Ice  Lightning Pyromancer, Elementalist, Taoist Cryomancer,  Elementalist, Taoist Elementalist, Taoist Earth  Psychokinesis  Non Terramancer, Rune Caster, Onmyoji Psychokino, Rune Caster, Onmyoji  Sage, Rune Caster, Onmyoji Dark  Bokor, Shadowmancer, Warlock, Featherfoot Summon Sorcerer, Necromancer ETC Chronomancer, Alchemist     Wizard   Rod Mastery Effect of Rod Mastery will be changed to convert a certain rate of Dagger’s Attack to Magic Attack when Dagger and Rod are equipped together.     Taoist   [Changes] The biggest change of Taoist is the change of Lightning Charm, which used to copy all attacks and strike with Lightning property regardless of property. Upper Level → Fire Charm Upper Level skill will be deleted and changed to Fire Charm skill.   If you throw Fire Charm at the designated place, it summons a magic circle of flames for a certain time and damages the enemies in range with fire property. Magic circle air strike effect of Upper Level will be inherited to the new [Fire Charm: Updraft] attribute. Begone Demon  → Flame Radiation Charm Begone Demon skill is deleted and changed to Flame Radiation Charm.   Flame Radiation Charm is a skill that burns the fire property talisman and fires flame in front to inflict damage. Storm Calling → Snow Tempest Charm Storm Calling skill is deleted and changed to Snow Tempest Charm skill.   Snow Tempest Charm causes chill wind and damages enemy with ice property. Lightning Charm → Strengthen Charm Lightning Charm is deleted and changed to Strengthen Charm skill.  Strengthen Charm additionally damages the enemy by chance when Fire, Ice,    Lightning property attack is used during the buff. While the buff persists, fire, ice, and electrical property attacks are likely to cause additional damage to the enemy.  Property of additional damage is the same as the original attack property. Creeping Death Charm Attack property will be changed to [Ice]. Eradication Skill learned level will be changed from 31 to 16, Max. skill level will be changed to 10. Eradication: Previous Arts will be changed to increase final damage but the overheat of Eradication will be decreased.     Elementalist   [Changes] Elementalist which had 4 kinds of property will be modified to have 3 kinds of property, excluding the Earth property. Element Mastery: Elemental Earth property will be removed and damage increase rate and duration will increase slightly. Storm Dust → Blizzard Storm  Storm Dust will be changed to Blizzard Storm of Ice property.  Blizzard Storm, which creates Snowstorm in the designated area, can damage continuously with Ice property. Stone Curse → Lightning Orb Stone Curse will be changed to Lightning Orb.   ▲ Feature using [Lightning Orb]    Lightning Spear creates lightning crystal while casting and after casting, created lightning crystal flies to the enemy in front to damage. Elemental Essence → Elemental Burst Elemental Essence, which used to adjust compatibilities of 4 properties, will be changed to a multi-property attack skill, Elemental Burst.   Elemental Burst is a skill that gathers the energy of Fire, Ice, Lightning property and fires to the front, and damages with three properties in order.     Rune Caster   [Changes] Rune Caster will be a class that can use all Earth, Psychokinesis, and Non properties. Rune of Ice → Rune of Earth Rune of Ice skill will be removed and changed to Rune of Earth which summons the stones from the ground to damage the enemy. Rune of Giants → Rune of Repulsion Rune of Giants skill will be removed and changed to Rune of Repulsion.   When using Rune of Repulsion, it pushes away the enemy and damages by firing a Psychokinesis property sphere in front.  Existing Rune of Giants effect will be moved to the attribute [Rune of Protection: Giant]. Rune of Beginning Rune of Beginning is a new skill that enhances the Earth, Psychokinesis, Non property skill that you use. Rune of Gravity Rune of Gravity is a new skill that attacks the enemy by spinning Psychokinesis property sphere around the character.     Onmyoji   [Changes] Onmyoji will be changed as a wizard with Earth, Psychokinesis, Non property like Rune Caster.   Fire Fox Shikigami → Soul Fox Shikigami Fire Fox Shikigami skill will be removed and changed to Soul Fox Shikigami skill.   The summoned Soul Fox Shikigami follows the caster while automatically attacking nearby enemies and priorly attacks the target the caster is attacking. Water Shikigami → Wind Shikigami Water Shikigami skill will be removed and changed to Wind Shikigami skill.   Invoke the power of the Wind Shikigami to summon strong wind currents and attack enemies. Essence of Shikigami Essence of Shikigami is a new skill, which fires psychic abilities in front and moves to a certain distance, damaging the enemy in the path and causing additional damage by returning to the caster. Yin Yang Harmony Attack property will be changed t3o [Non], [Earth], [Psychokinesis].     Bokor   [Changes] Bokor will be modified to a class that uses Dark property and debuff. Bokor is a Dark property class that uses buff/debuff such as [Dark Force], [Curse of Debility], [Pollution], [Decay], etc to attack the enemy. [Dark Force] stacks to the caster with maintaining [Curse of Debility], [Decay] debuff from the Bokor skill. Some skills improve performance by consuming these stacks. Hexing → Curse of Debility Hexing skill is removed and changed to Curse of Debility skill. Apply [Curse of Debility] to the target and decreases the magic Defense and damages continuously.  If you learn the new Arts [Curse of Debility: Dark Force], the chance of [Dark Force] buff applied will increase instead of damage increase effect according to the stacks. Effigy Effigy will be changed to the skill which applies [Pollution] to the enemy under [Curse of Debility] for 30 seconds. Enemy under [Pollution] gets damage continuously. Samediveve Samediveve’s effect will be changed to the skill which applies [Decay] debuff by cursing in a certain range.   Increases final damage to the enemy by the [Decay] debuff when applying [Samediveve: Enhance Pattern].   Zombify Zombie with no extra attack ability is summoned for a certain period of time and charges [Dark Force] buff to the caster for 1 time periodically. Only one zombie can be dragged out and different effects can be selected according to the additional attribute.   Large Zombie applies [Decay] debuff to the nearby enemies, and Wheelchair Zombie applies [Curse of Debility]. Damballa Damballa will be changed to a skill that damages the enemy by consuming some of the [Dark Force].  Aslo, Damballa and [Dark Force] can be enhanced with new Vaivora weapons. Mackangdal Mackangdal has an effect that decreases damage received, and increases duration according to the number of [Dark Force] stacks.   Bwa Kayiman Summons magic circle which remains for a certain period of time by consuming [Dark Force] when using new Bwa Kayiman.   Removes [Curse of Debility], [Pollution], [Decay] from the enemy in the magic circle range and remaining [Dark Force] buff of the caster, increases damage proportionally to the removed ones. Also increases Physical/Magic Defense of allies on the magic circle.     Other Classes    Pyromancer Function of Enchant Fire which changes the attack property will be removed and changed to buff that causes additional damage of fire property to the nearby enemies with explosion when defeating the enemy with fire property.   Rest of the attack skills’ factor will be adjusted. Shadowmancer When separating shadow with Infernal Shadow, the body will not receive damages from the caster’s attack. The body receives enlarged damage when the caster attacks the shadow. Also, Infernal Shadow can be casted from a further range than before, so you can separate the shadow to attack the body in a safer place if there is an ally who can get the monster's attention. Warlock Darkness attribute which additionally damages proportionally to the Attack will be changed to the narrow final damage increase format.  Terramancer Factors of attack skill will be adjusted slightly. Sage Debuff pre-qualification will be removed from Maestro of Dimension attribute.   Factor, Cooldown, Casting time of Micro Dimension, Ultimate Dimension, Dimension Compression, etc will be adjusted.   Hole of Darkness will be changed to damage the enemy during the magic circle duration, and casting will be added. Psychokino When attacking Mutant-type in each skill, damage increase stat will be removed, factor and duration will be adjusted.       Archer: New Class [Arquebusier]    Arquebusier     After Medzio Diana, the Kingdom felt the need for snipers. The Kingdom reinforced the existing training process to mass-produce snipers, which gave an excellent result, the Arquebusier. Arquebusiers are an outstanding sniper who remains calm and doesn't fail to hit the target, even in harsh environments. It is a class that attacks a single target in far distance, which can use both Musket and Cannon.   It has various skills that can attack the enemy from a far distance. For some skills, because it has a striking method that deals damage to the first target on the path of a straight line, it will have stronger power when using the skill by well measuring the distance and path of the enemy. Also, Arquebusier skill has a mechanism that creates/consumes [Clean Hit] buff, and the key point is to manage [Clean Hit] buff efficiently in situations because skills that consume [Clean Hit] activate skills in more enhanced form than the existing skill.  Skill/Attribute/Arts ([Enhance] attribute and [Enhanced Upgrade] Arts are excluded) Prediction   Keep an eye on the front to predict and prepare for the next combat. Momentarily increase your accuracy, and charges [Clean Hit] buff for 3 times. [Arts] Prediction: Perfect Hit   Final damage increases in proportion to the Accuracy of the hit during buff, instead of Prediction's increase in Accuracy effect Pinpoint Fire   Damages the target by firing the weapon.   Consume 1 [Clean Hit] buff to increase minimum Critical Rate of Pinpoint Fire.  Lucky Strike   Fires weapon in front and damages the first enemy who was hit in the straight line.   Charges 1 [Clean Hit] buff when striking the enemy. Lucky Strike: Long-range Fire The farther distance with the struck enemy, the more increase in damage of  Lucky Strike. Arquebus Barrage   Fires weapon to damage enemies in radial range to the back of the hit target.   Consume 2 [Clean Hit] buff to increase 1 strike of Arquebus Barrage. Dusty Salute   Fires shotgun towards the sky, which spreads on the air and damages the enemy in range.   Consume 1 [Clean Hit] buff to apply [Silence] to the damaged enemy temporarily. Dusty Salute: Ceremony   Enemy hit by the Dusty Salute temporarily gets decrease in evasion to the attack from the caster.  Desperate Defense   Build a castle wall where you're standing and apply [Defend Position] buff. During the buff, the Movement Speed decrease effect of Sniper's Serenity is nullified, and [Clean Hit] buff is created as a basic attack.   [Defend Position] buff removes when getting off the defending range.   During the [Defend Position] buff, the strike of Lucky Strike and Precision Fire shoots to the targeted enemy by penetrating the enemies in the way. ▲ Feature using [Lucky Strike] after using [Desperate Defense]  Desperate Defense: Maintain The duration of castle wall increases according to the attribute level. [Arts] Desperate Defense: Courage   Effect of Desperate Defense changes and is changed to designate party member buff skill.   [Courage] buff stacks to the targeted character as much as the number of [Clean Hit] stacks when the skill is cast. Decreases the damage received according to the number of stacks during [Courage] buff.  Charges [Clean Hit] buff periodically when the caster is near the character who received the [Courage] buff. (Does not charge when the caster casts itself.) Precision Fire   Fires a weapon towards the target and damages continuously while maintaining the channeling. If there is an enemy reaching the straight line in the path with the target, damages the corresponding enemy.   Consume all [Clean Hit] buff and decrease Cooldown proportionally to the number of buff stacks, charges 1 [Clean Hit] buff every time you strike the enemy. Precision Fire: Long-range Fire The further distance with the struck enemy, the more increase in damage of Precision Fire. Sniper's Breathing When using [Leap: Dexterity], does not leap backward but temporarily decreases damage received.     Quarrel Shooter   [Changes] Kneeling Shot will be removed and Running Shot for Crossbow will be added. Kneeling Shot → Running Shot Kneeling Shot will be removed and changed to Running Shot.   Running Shot is a buff skill that improves the performance of Crossbow’s basic attack in Swift Step status.   [Arts] Kneeling Shot: Fortress will be changed to Deploy Pavise: Fortress, and a shield will be created near the installed Pavise.        Cleric: Sadhu Remake     Sadhu   [Changes] Sadhu is a magic dealer class which uses soul buff to have a performance effect. Sadhu is a Holy property magic dealer class which uses [Sadhu's Soul] buff to have additional effect on Sadhu skill.   The more [Sadhu's Soul] you have, the more additional effect of each skill you will have. Thus, using the skill that creates and uses the [Sadhu's Soul] evenly and managing the number of [Sadhu's Soul] according to the combat environment is the key to playing Sadhu. [Arts] Cloth Mastery: Communion → [Arts] Sadhu: Penance Effect of the Arts will change.  Increases minimum Critical Rate when attacking with Holy Property regardless of Armor. Spirit Strike New skill will be added.   Cast for a certain time and damage the enemy in front, charge 1 [Sadhu's Soul] to the caster.  - Increases damage and SP consumption per 1 [Sadhu's Soul]. Out of Body Skill effect will change. - Creates a spirit of your own that follows the caster. The spirit charges the caster's [Sadhu's Soul] buff 1 time periodically. Astral Body Explosion Skill effect will change.    - Consume all of [Sadhu's Soul] to damage the enemies in the designated range. Increases damage proportionally to consumed [Sadhu's Soul]. Prakriti Skill effect will change.    - Consume some of [Sadhu's Soul] to create a magic circle that lasts for a certain time. Increases damage of Sadhu skill used on the magic circle. Possession Skill effect will change.    - Consume all of [ Sadhu's Soul] during channeling to damage the target. Increases damage proportionally to consumed [Sadhu's Soul].   ▲ Feature using [Possession]  Vashita Siddhi Skill effect will change.    - Consume all of [Sadhu's Soul] to damage the enemies in the designated range. Increases damage proportionally to consumed [Sadhu's Soul] and apply stun to enemy, proportionally to the time. Prana Skill effect will be added. - Creates 5 [Sadhu's Soul].     Chaplain   [Changes] Some follow-up measures will be added to the last balance patch. Shield Mastery: Chaplain New attribute will be added.   Increases additional damage stat by a certain rate of the equipping Shield’s Defense.  Visible Talent Visible Talent does not damage the gathered damage during the duration at once, but damages separately by 25 strikes as an additional hit of basic attack.   Even if the accumulated total damage exceeds the maximum damage limit, consuming time can cause full damage with divided strikes, and each strike also adds an increase effect by additional damage stats. However, causing any sudden major damage immediately after the accumulated time is unavailable.       Scout: Overall Performances Enhanced & New Class [Clown]   Due to working on improving attack performance of overall Scouts, the attack skill factor of many classes will be adjusted. Main weapon Attack transfer rate of Scout Double Attack will increase, stamina rate consumed when using dash will decrease.   The party buff class Thaumaturge and Enchanter skill will have changes, and a new class Clown will be added.     Clown   It hasn't been long since the group called the Clown began to make its name known in the history of the kingdom. The dagger of the Clowns living under their mask is enough to mercilessly eliminate their enemies. With the genius master, Jorick Show, the Clowns is winning fame all over the continent. It is a Dagger Class which can throw a dagger in long distance to attack the target.   Use some skill to spread [Pocket Knife] on the ground, and use the other attack skill to fire the [Pocket Knife] on the ground for additional strike to the enemy.  Also, it can be useful in party play with the means that can tie up the opponents and the debuff that can be helpful to the combat. Skill/Attribute/Arts ([Enhance] attribute and [Enhanced Upgrade] Arts are excluded) Spinning Knife   Throw a dagger just like a boomerang to damage the enemy. If there is a [Pocket Knife] on the ground, one of random [Pocket Knife] will fly to damage the target. [Arts] Spinning Knife: Juggling   Activates Spinning Knife periodically to the enemy nearby, but the final damage of Spinning Knife decreases. (when activating, the Cooldown of Spinning Knife does not apply.)   Activation requirements are as follows, and Cooldown does exist  until reactivation.  - Enemy must exist nearby  - Requires SP that can use Spinning Knife as the number of Overheats  - Does not activate while directing the Quest. Replica   Throw multiple [Pocket Knife] to the sky. Thrown [Pocket Knife] stays on the air for a moment and falls near the caster, and the enemies located in that area get damage.   [Pocket Knife] stays in the fallen area for a certain time. [Arts] Replica : Trickery   Fires [Pocket Knife] in front and move forward instantaneously. Climax   Damages the enemy by throwing the dagger continuously. If the [Pocket Knife] is on the ground, [Pocket Knife] damages the target by flying to the target in order per every Climax strike.  Climax: Bleeding   Enemy hit by the Climax gets inflicted by Bleeding. Trick or Treat   Drop a [Pocket Knife] around you with a gesture of getting something out of your arms, apply [Trick] debuff to nearby enemies, or apply [Treat] buff to you.   Effect of [Trick] debuff: Temporarily ignores some of Defense against the damage. Effect of [Treat] debuff : Your Clown skill ignores some of enemy’s Defense momentarily. Clown Walk Apply [Slow] debuff to nearby enemy characters by deluding with quick foot skills while pressing a key. ([Immobility] will be applied to the monster instead of [Slow].) Clown Walk: Cheat Box   Summons the box periodically while using Clown Walk, and damages the nearby enemies by exploding when the Clown Walk is finished. (Attack factor of the attribute will be applied separately, proportional to the [Clown Walk] level.)   ▲ [Clown Walk] with [Clown Walk: Cheat Box] applied. ([Colorful Spotlight] effect costume is applied)   You can damage the enemy by disturbing the enemy’s movement if you combine the [Clown Walk] and [Clown Walk: Cheat Box] attribute. Fatal Roulette   Throw a dagger to nearby enemies by spinning the body while pressing the key. [Pocket Knife] falls to the ground by chance periodically. Fatal Roulette: Infinity    When the thrown dagger is accurate to the target, it bounces to another nearby enemy and gives damage.     Enchanter   [Changes] It will be slightly separated to a build that assists the party and a build for the individual buff. Enchant Lightning → Enchant Weapon  Enchant Lightning which changed the party members’ attack property to Lightning will be applied only to yourself and will be changed to Enchant Weapon which increases additional damage. Additional damage rate will not be proportioned to the value of STR and DEX but will differ by the character level and the skill level, and the rate will be increased than before. Agility Movement Speed of Agility will increase slightly proportionally to the skill level. and the skill learn condition will be changed from class Lv.1 to Lv.16, and the maximum skill level will be changed from Lv.15 to Lv.10. Enchant Earth Enchant Earth will not increase the Block Chance, but will be a buff that increases Block Penetration of party members to rates like Enchant Globe.   Skill learn condition will be changed from class Lv.16 to Lv.1, and the maximum skill level will be changed from Lv.10 to Lv.15.     Thaumaturge   [Changes] Thaumaturge will not increase the party member’s income. Swell Body Shrink Body Swell Body cannot be casted to the enemy, and the buff that improves the HP and Physical/Magic Defense of party members like current Arts will be the basic function. (Arts will be removed)   Shrink Body cannot be used as ally buff but can be used only as a debuff that decreases the combat abilities of the opponent (current skill function).    Existing Arts of Swell Body, Shrink Body will be reset and returned. Swell Hands Swell hands increase Attack proportionally not only to skill levels but also to the performance of the caster's subweapons (Pistol, dagger only). If you have a high performance weapon, you can have a higher effect than the existing Swell Hands.   And the calculation that adjusts the minimum/maximum Attack gap will be unified to increase only maximum Attack like the last [Barbarian: Animal Instinct] patch, and the difference in buff effect between the party members’ weapon will be adjusted.   Other Classes   Scout Increases One-handed Sword Attack transfer rate of Double attack, decreases STA consumption than before when using dash. Assassin Outlaw Corsair Rogue Ardito Sheriff Rangda Each skill’s factor will be increased. Bullet Marker Napalm Bullet factor of Tase debuff will slightly increase. Ignoring the enemy’s defense of using R.I.P during Outrage buff will be deleted and the amount of final damage increase will increase more. Damage decrease rate of using Mozambique Drill under Outrage will be eased and the factor of all attack skill will improve.       Beside these, PvP performance adjustments for some classes, balance adjustments for some skills will also be included in the Class adjustments. The details, exact value and the lists are under final check, so the finalized contents can be checked via Patch Note for the next Big Update.   Thank you for watching the New Class and Adjustments. We will inform the New Contents and System Adjustments on the next posting.   ※ Contents, values, and attached materials described in this posting may be added, deleted, or changed when applying to the live server.  

Developer's Blog
January 22nd, 2021
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[COMPLETE] [SA] Silute Relocation Maintenance

MAINTENANCE COMPLETE: The servers and Bot Classifier are now back online in [SA] Silute. You will now be able to access the game. TIME UPDATE: The relocation of [SA] Silute is expected to finish 30 minutes earlier than previously announced, ending at approx. EDT 09:30 AM. MAINTENANCE EXTENDED: We regret to inform you that today's [SA] Silute relocation maintenance is being extended for approx. 3 hours (until EDT 10:00 AM). Thank you for understanding. Greetings, Saviors. As announced earlier today, we will be temporarily relocating our [SA] Silute server to North America in order to improve its stability. The relocation process will take place during the following maintenance period: [EDT] 01:00 to 07:00 (6 hours) Friday, May 27, 2016 Compensation: - 18-hour Token time extension - EXP Tome x6 Note that this temporary maintenance will affect [SA] Silute only. Thank you for understanding. Sincerely, IMC Staff

Announcement
May 27th, 2016
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Dev Interview: Klaipeda’s New Face

  Greetings, Saviors! Now that Klaipeda has become the starting city for all characters and home of the popular Mercenary Post, many have come to settle in the new bustling hub. Klaipeda’s evolution is far from over, however. The devs are planning a large-scale renovation of the city that promises to turn the old town into a wider, more welcoming home for all adventurers. We sat down with Tree of Savior’s head of development (HOD), who’s in charge of planning the renovation, and our art director Maggi, responsible for designing the city's revamped façade, to find out more about Klaipeda’s new face.   Staff: It’s a pleasure to finally meet you in person. I’m sure our players are looking forward to hearing from you, too. HOD: The pleasure is all ours. Staff: So, let’s talk about Klaipeda (the in-game city). With more people coming into the city, it is starting to look a lot more crowded than before. In some channels you almost feel like you’re going to bump into someone when you’re walking around! How did you decide to expand and renovate Klaipeda? HOD: As most players will know, the previous main city was Fedimian, which is up north in the level 100 region. We are very fond of Fedimian and its cozy, rustic feel, but considering that a large part of all characters are high level, the fact that Fedimian is located out of the reach of lower-level characters meant that it was often difficult for new players to feel like they’re in a populated MMORPG. If someone comes into TOS for the first time and their starting city has only a few active characters, they’re going to think, “Should I be playing this game?” To address that issue, along with the recently-updated combat system and the new/returning player events bringing in more start-level characters, we thought it was time to expand Klaipeda and turn it into a more active and friendly central city. Staff: That sounds like a great welcome for new players, and I’m sure a lot of existing players will appreciate it, too. But I can imagine everyone’s already wondering what the new Klaipeda will look like, so I hope Maggi can let us in on that. But first, would you sign my TOS goddess poster? I’m a huge fan :’) Maggi: (signing the poster) Hahah, of course. Staff: Alright, onto the actual question, which is: what is your vision for the new face of Klaipeda? Maggi: Klaipeda is a city that’s very dear to me. Tree of Savior was the first time I got to work on background art; before that, I had only designed characters. And it all started with Klaipeda. We planned alternative names for the city and I submitted a series of different concepts for how it was to look like before we decided on the final image. Klaipeda was the first city players got to see in Tree of Savior, so it needed to convey our game’s characteristic cute but classic style as accurately as possible. To this day, I still think Klaipeda is the city that best manages to do that out of all the others. Staff: For this project, you’re in charge of directing the aesthetic and practical design of the new “constructions” in Klaipeda. When you heard that the city was being expanded, what was the first thing that came to mind? Maggi: The first thing that was mentioned in the initial meeting was that players needed a wide area, like a big plaza, where they could meet and hang out in the city. I started thinking about how I could make that happen, and I figured I could expand Klaipeda’s “third floor” area, which is mostly empty, relocate some NPCs and create a nice, spacious area there. And since we’re going to change the structure of the city, I thought it would be fun to go all out and add a water course to the upper section and a water wheel to give it a livelier feel. Staff: Is there any part of the renovations that you absolutely insisted on keeping? Maggi: I wanted to make sure that we could integrate little elements that would naturally draw players to the plaza. I thought that simply having a wide space available in the city wouldn’t make it much of a proper hangout place, so I designed it in a way that, with the Mercenary Post NPCs relocated, we can also use the space to add things like hair salons in the surrounding buildings or fishing spots in the water courses. The main purpose is to turn Klaipeda into a living, breathing city. Staff: Speaking of a living, breathing city, Mr. Head of Development, do you remember this lady? < Inesa Hamondale, Lord of Orsha > HOD: … Staff: She would very much like to know why Orsha is no longer a starting city for newly-created characters. HOD: It’s true; this is a point in our development history that is most unfortunate. We felt that, from the perspective of a new player coming into TOS and creating their character, starting in Orsha was unnecessarily confusing, as it made it difficult for the player to know what scenarios to expect and how to carry on playing the game. Klaipeda and Orsha aren’t in different realms, nor do their contents oppose in any way, so we concluded that it didn’t make much sense to have both options available. In terms of actual gameplay, technically you could start on one route and move back and forth between both quest paths, but what we found was that this commonly confused players instead of increasing the sense of freedom of exploration. Also, this division only happened in the lower Rank areas until level 100, which in terms of development resource allocation and scenario satisfaction wasn’t always the most effective setup. These reasons, along with our plans for Klaipeda’s renovations, are what led us to ultimately remove Orsha from the starting city options. Staff: So… what’s going to happen to Orsha now? HOD: For now we’re going to leave Orsha as it is, but in the future we want to make use of the city to provide players with more meaningful and interesting contents. Staff: I see. I think we, as inhabitants of the Kingdom, can understand that. Now, Maggi, I had a look at the new concept images for Klaipeda, and in one of them you have this beautiful drawing across the pavement. It’s a very fresh and unique touch to an RPG. Would you care to talk about that? < Concept image of Klaipeda seen from above > Maggi: The idea actually came from our concept designer. In quarter-view games, the floor is very important, and this time we wanted to add something to celebrate Goddess Jurate, so we thought of a drawing spread across the pavement. Our designer immediately pulled together a quick sketch and – what do you know – it looked amazing. I have a feeling this won’t be the last pavement drawing we’ll be seeing from her, so keep an eye out for more. Staff: People often associate the visual world of Tree of Savior with your own creations, but it’s nice to see how much of it comes from the joint efforts of your team. Now I must ask; what main changes can we expect to see in Klaipeda? HOD: The Mercenary Post is going to a wider area at the top of the map, with a path leading up to it. In this area we’ll also be adding a few contents in the buildings and structures of the city that players can interact with. All in all, we expect Klaipeda to become Tree of Savior’s main destination for city contents that all kinds of players can enjoy. Staff: I’m seriously considering moving to Klaipeda after hearing that. Just out of curiosity, could you share a bit of the process of the city’s reconstruction? Maggi: I can show you a rough sketch I did with the help of the background modeling team of how we first envisioned the new structure of the city. I then consulted with background designers to draw out a few sample buildings and facilities. < Sample images for Klaipeda’s expansion project > We also created a few props for a Jurate Festival to celebrate Klaipeda’s renewal. < Banners for the Jurate Festival celebrating Klaipeda’s renewal > Once that was done, the background modeling team took over to create the new structures and put everything into place. We worked very hard to portray the right feel in the city, especially with the opening festival, so we hope that comes across to the players. Staff: May the goddesses bless the renewed city of Klaipeda, and thank you very much for the interview. HOD/Maggi: It’s been a pleasure. Thank you all for your support.  

Developer's Blog
June 2nd, 2017
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Thank You For 100k Likes!

Greetings, Saviors. Thanks to your support, our Facebook page now has over 100,000 likes! To show our gratitude, we would like to showcase a special art illustrated by our art director, maggi. Thank you for supporting Tree of Savior! https://www.facebook.com/treeofsavior/likes

Developer's Blog
April 26th, 2016
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Goddess' Blessed Cube Item List: Updated December 12, 2017

  Important: All the Goddess' Blessed Cubes follow the updated item list regardless of the date it was purchased. This policy will be standard unless stated otherwise. e.g.  Goddess' Blessed Cube A (purchased in November of '16), B (purchased in January of '17) and C (purchased in May of '17) will all follow the item list the most current.

Announcement
December 11th, 2017