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[CLOSED] Survival Instinct (Nov ‘17)

  Greetings, Saviors! If you can’t get enough of scary stuff, get ready for this revamped edition of Survival Instinct! Survive the terrifying mission bosses and get to the Treasure Chest before your time is up! No skills, no attacks – only your instincts can save you.   Event Period FROM the scheduled maintenance on November 7, 2017 TO the scheduled maintenance on November 28, 2017 Who Can Participate - Characters of level 100 and above How to Participate STEP 1. Head over to your nearest Event Notice Board to enter the ‘Curse of the Doll’ event mission. You can enter the mission up to 2 times per day, per character (+1 extra entry is allowed for Token users). STEP 2. Inside the mission, your maximum HP drops to 1 and you become unable to use skills or attacks, meaning your only way to survive is by escaping the ruthless boss monsters that roam the area. STEP 3. Your goal in the event mission is to advance through the map until you reach the Treasure Chest and clear the mission, all within a 10-minute time limit! STEP 4. Once you reach the Treasure Chest, retrieve your reward – the Cursed Doll Cube – to complete the mission. If you’re in a gutsy bunch and all 5 party members retrieve the Cursed Doll Cube, each player in the party will receive one additional Cube! STEP 5. That’s not all! You can go back to the Event Notice Board and receive even more rewards according to your total number of missions cleared! Each of these rewards can only be received once per team, so make sure to receive them with the correct character. 5 Missions = x4 EXP Tome (14 Days) 10 Missions = x8 EXP Tome (14 Days) 15 Missions = Golden Anvil (14 Days) 20 Missions = Diamond Anvil (14 Days) Cursed Doll Cube Rewards Each cube drops one of the following random rewards: - Attribute Points: 500 - Enchant Scroll - Settlement Support Potion - Advanced Gem Abrasive: 14 Days - Keista Restoration Potion Lv4 - Instanced Dungeon Reset Voucher: 14 Days - Fortune Cookie Important - All event reward items are untradeable. - Cursed Doll Cubes are untradeable, but they can be transferred via Team Storage. - Reward items with expiration times (“14 Days”) will start counting down as soon as they are received in your inventory. - The ‘Curse of the Doll’ mission ends when your character becomes incapable of combat or when the 10-minute limit is reached. - If the mission ends before you reach the Treasure Chest, you will not be eligible for its rewards.

Event
January 8th, 2018
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Dev Interview: DPK

<Item developers P&Y> As soon as I entered their office, the sounds of voices in heated discussion mixed with the keyboard clicks of overzealous typers filled my ears. A lively workspace with numbers and formulas flashing from screen to screen and empty energy drinks littered from desk to desk. Amongst this chaos, I could find today’s interviewees, P & Y, aka. the Doppel Glasses. Recent developments -- including the Combat System Changes -- seem to have put an extra toil (and an extra spotlight) on them. Despite all this, after offering me a seat, I had their undivided attention and my interview began.    Yuri: Item Farming. The core of RPGs. It’s quite addictive, don't you think? Sometimes item farming, itself, becomes my own personal short-term goal outside of the normal activities in the game. But how this work exactly? To answer these questions I go to you, our item developers P and Y. P&Y: Hey, how’s it going. :) Yuri: Good, good! So farming for items, making my character stronger, defeating bosses are all experiences we have while playing RPGs. But today, I brought some questions about DPK. Our Saviors are looking forward to your answers. Y: Sure, ask away. Yuri: So let's start with the first one: what exactly is DPK? And why do we have it? Y: Top-down would be a more precise term than drop-per-kill for our game. The reason why we chose this system, rather than DPK, is because if we simply did DPK the worst case scenario would be players hunting for a single item for as long as one or even two months. That’s the downside. To prevent this from happening, with our new system we can at least guarantee that the item will drop. Yuri: So, this means people don't need to pray to the great RNGesus? As a gamer, I think this is a thoughtful concept, but my questions don’t end here. Our Saviors are also interested in the recent adjustments. We’ve received a lot, and I mean A LOT, of feedback that the drop rate is worse than before. Care to comment? P: Yes, there have been some adjustments to item values. We manage the item rate by considering both the players' feedback and the real numbers in the game. In other words, we take into consideration comments from the community and compare them with the in-game logs. If item drop rates need to be changed, then we change them. And, yes, it is true that the drop number has become higher but, when looking at the data, the actual drop rate has increased about 50%. For example, in the previous formula... let's say DPK is 500. This means you must kill 500 monsters to get an item. But with the new formula, each time you kill a monster starting from 1/500, the drop chances increase. Also, the previous system was a little unfair, no? If Player A is trying to get an item from a monster with a 500 DPK rate and they get to 499 kills, but Player B comes along and kills the last one… Well, Player B gets the item and all of Player A's hard work is put to waste. We want to avoid this problem with the new system. Yuri: That’s great to hear. So, what can we expect about the future of this top-down formula? Is it set in stone or will there be a few more changes? Y: Oh, the general structure is going to stay, but we are also going to grant players new ways to acquire items. These items will become available through new content rather than just by killing monsters. This will give players easy and convenient access to certain items. Yuri: I see. I see. Then can you tell me – when does this top-down system reset? P: Haha! When the item drops, of course! :D Yuri: Ah-ha! I almost forgot that this top-down system is all about counting. Well then, is it bound user-wise? Or map-wise? Y: It’s a secret but… it's bound map-wise. For example, if there is a monster with 500 DPK on Map Z and User A kills 100 monsters on channel 1 while User B kills 100 monsters on channel 2, both players have a 1/300 chance of an item drop. Yuri: So this would be the last thing to ask about, plans! What can you tell us about that? P: One of the things we can tell you about is the new material shop system we're considering. You'll probably see them in future events. In this type of shop, you can purchase materials that you need for your recipe. Yuri: So there will be a special kind of shop to do this. P: Right; the list of items sold will be random and it will periodically resupply the products, too. But this will be bound to your account, not a character. Yuri: And the list of items is different for each player? P: I'm afraid not. All players will have the same list, of course. Also, the shop will not sell core items like Practonium but something like all the xxx~niums, shells which require a certain amount of farming but gives user low motivation. and that kind of stuff to cut down the effort of farming for an item. Yuri: Since this is a shop, I think asking for the price is also important. P: Items in these shops will be available for silver. Since this shop is for events, the price is not going to be that expensive. Also, we will coordinate our efforts with iToS staffs to decide when the shops should be reset and how much the items should cost. Yuri: I see. When can we expect to see this in the game? P: We're still ironing out the details. We cannot tell you the exact date at this moment, but we will see this gets updated as soon as possible. Yuri: I understand. Can you tell us what the main reasoning is behind these improvements, so users can have an idea of the direction you're aiming for? P: Our main goal is to relieve the stress of obtaining drop items and also improve convenience for the players. Yuri: Alright, well I think those are all of my questions. Thank you for today's interview. Short, sweet, and to the point. I think it will give our Saviors a general ideal of our new item formula.  P&Y: We are looking forward to show off more interesting items to the players. We would be love to talk about that in the future.  

Developer's Blog
May 17th, 2017
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[UPDATE] [CLOSED] HALLOWEEN '17: Trick or Treat!

  Greetings, Saviors! This Halloween, you can go trick-or-treating in Klaipeda! Simply head out to the event NPC for a set of Odd Candies you can exchange for different rewards. Dress up to the occasion for even more treats!   Event Period FROM the scheduled maintenance on October 24, 2017 TO the scheduled maintenance on November 21, 2017 Who Can Participate - Characters of all levels How to Participate STEP 1. In the city of Klaipeda, ask the Halloween Kupole for your Halloween treats. The Kupole will give your team 30 Odd Candies, but you can get an extra 10 Odd Candies if your character is wearing a Halloween item!         - To receive the additional 10 Odd Candies, your character must be equipping at least one of the following Halloween items: Vampire Costume, Glow-in-the-Dark Skeleton Costume, Jack-o’-Lantern Helmet, Bat Wings, Spider Web Wings.         - [UPDATED]This also includes last Halloween's "Pumpkins and Cube" event item: Jack-O-Lantern Hair Ornament STEP 2. Talking to the event NPC will automatically earn you the title of “Happy Halloween”, which you can add under your team name to celebrate the spooky season.         - This title cannot be traded, but it can be transferred via Team Storage. STEP 3. Return to the Halloween Kupole every day for another batch of Odd Candies! You can receive 30 Odd Candies per day, per team. Again, remember that characters dressed for the season can get an extra 10 Odd Candies every day! STEP 4. Talk to the Scaredy Scarecrow in Klaipeda to exchange your Odd Candies for one of the following rewards! - Blessed Shard Box (100 Odd Candies) - Halloween Box* (300 Odd Candies) - Attribute Points Box Rank A (500 Odd Candies) - Attribute Points Box Rank S (1,000 Odd Candies) - Bear Eyemask (6,000 Odd Candies) *Halloween Box Items (1 random item per box) - Halloween Firecracker x5 - Odd Candy x50 - Odd Candy x100 - Odd Candy x300 - Title: Dungeon Creeper - Commemorative Note x1 [displays a commemorative image] - EXP Tome (14 Days) x1 - Goddess Sculpture (14 Days) x1 - Old Enhancement Card x1 - Enchant Scroll (14 Days) x1 - Golden Anvil x1 - LV 10 Gem Abrasive x1 Important - Odd Candies cannot be traded but they can be transferred via Team Storage. - Odd Candies will be automatically deleted after the event period has ended. - EDITED: The Happy Halloween cannot be traded or transferred via Team Storage.

Event
November 22nd, 2017
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New Event: Playing Cupid

Greetings, Saviors! Valentine's Day is here~ Craft boxes of Valentine Chocolates and help a friend conquer the heart of her beloved for a roster of sweet, sweet rewards in our new Valentine’s Day event. See below to find out how to participate. 1. Event Period - From: scheduled maintenance on February 14, 2017 - From: scheduled maintenance on March 7, 2017 2. How to Participate - Go to Klaipeda or Orsha cities and purchase a recipe for Valentine Chocolates from the Girl in Love (she will be near the Wings of Vaivora NPC). Recipes can be purchased for 1,000 Silver each. There is no limit to the number of recipes you can purchase, but only characters of levels 50 and up can purchase them and participate in the event. - Defeat the final bosses in instanced dungeons and missions to obtain ingredients for the chocolates. Chocolate ingredients can ONLY be obtained from final bosses in instanced dungeons, mercenary missions and the Former Fantasy Library. Chocolate ingredients CANNOT be obtained from bosses in guild raids, Earth Tower, Saalus Convent missions or field bosses. - You will need one of each ingredient to craft a box of Valentine Chocolates:     - Recipe - Valentine Chocolates x1     - Cocoa Powder x1     - Refined Sugar x1     - Whipping Cream x1     - Chocolate Mold x1 - Give the completed Valentine Chocolates to the Girl in Love. Every time you deliver a box of Valentine Chocolates, she will reward you with a Gift Cube containing a random prize. - Also, after reaching a certain number of total Valentine Chocolate boxes given to the Girl in Love, you will also receive special Chocolate Cubes with extra gifts! 3. Gift Cube Rewards (one for every box of Valentine Chocolates) - Big Stamina Pill x1 - Highly Condensed HP Potion x2 - Highly Condensed SP Potion x2 - Movement Speed Potion x1 - Settlement Support Potion x1 - Superior Gem Abrasive (14 Days) x1 - Megaphone x1 - Warp Scroll (14 Days) x1 - Instanced Dungeon Reset Voucher (14 Days) x1 4. Chocolate Cube Rewards (counted by the total of Valentine Chocolates) 1 box = Soul Crystal (14 Days) x10 6 boxes = Keista Restoration Potion Lv1 x10 11 boxes = EXP Tome (14 Days) x4 16 boxes = Keista Restoration Potion Lv2 x10 21 boxes = Zemyna Necklace (14 Days) x1 26 boxes = Keista Restoration Potion Lv3 x10 31 boxes = Enchant Scroll (14 Days) x6 36 boxes = Keista Restoration Potion Lv4 x10 41 boxes = Old Enhancement Card x2 46 boxes = Silver Anvil (14 Days) x2 5. Important - Ingredient items are tradable. - Ingredient items and cubes received from this event will be deleted during the scheduled maintenance of March 7, 2017. - The total number of Valentine Chocolates given to the Girl in Love NPC are counted on a per-team basis. - Rewards obtained from giving Valentine Chocolates to the Girl in Love cannot be moved via Team Storage. - Rewards obtained from giving Valentine Chocolates to the Girl in Love will be automatically deposited in the inventory of the character that gives the chocolates. - Final bosses in the instanced dungeons and missions mentioned above will drop ingredient items whether defeated solo or in a party.

Announcement
February 13th, 2017
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Balance Talk: Jan 13, 2017

Greetings, Saviors! This Balance Talk will be an update on the changes we’re making to the classes mentioned in our post from last week (if you haven’t yet, read it here first). The bulk of the changes we’re planning for each class remain the same as explained in the previous post (cooldown and duration reductions, etc.), so under “Updates” I will only be highlighting the elements that were altered or added since last week. Again, keep in mind that these changes won’t be applied to iTOS immediately, and by the time they do, some details may have been altered.   Barbarian Updates: - Circle 3 Warcry debuff attribute: debuffs applied by the casting character will last 1 sec longer per attribute level on enemies affected by Warcry (maximum level 10) If on one hand this class conjures up the image of a rugged warrior with a mind of their own, something we learned after playing around with the latest changes was that the Barbarian is surprisingly compliant, in the sense that it is flexible enough to successfully mix with other classes under and above it. One way we decided to push this trait of the Barbarian was to connect the new Warcry attribute with the skills of other lower- and higher-rank classes by allowing it to extend the duration of all debuffs cast by the character, further enhancing the mighty cry of the Barbarian.   ​ Cannonneer Updates: - Cannon Blast overheat changed to 2 - Siege Burst range increase removed (sorry, we ran into some trouble when testing this) - Siege Burst cooldown time reduced from 30 to 7 sec - Bazooka range increased by 20% and skill cancellation time reduced - Other Cannonneer skills can be used with Bazooka (this will also increase the skills’ attack range by 200%) After reading your feedback on our last balance post, one thing we deeply agreed with was that the Cannonneer was still in need of some adjustments to bring it closer to our previously-mentioned vision of the AoE single-hit blaster. Unfortunately, we had some issues with the Siege Burst range increase we wanted to apply, so we had to cross that one out for the time being (we’re not giving up on it, though). After some internal discussion, however, we decided to add in a few more changes to the class, namely the ability to use other Cannonneer skills in the Bazooka state. To sweeten the deal, we also made Bazooka increase the range of these skills by 200%. Note that this increase won’t apply to range boosts coming from equipment items or other external elements, but we believe it’s a good step towards giving the Cannonneer some real explosive potential.   Corsair Updates: - Stamina consumption when using Double Weapon Assault reduced 5% per Jolly Roger skill level - Changes applied to make the Jolly Roger flag last longer Seeing the little Corsair icon appear on the party UI is always a good omen to other players, given the class’ well-earned reputation of the sturdy group leader. This is especially true after our latest changes to Jolly Roger, which helped Corsairs make a name for themselves in high-level contents. As I explained last week, however, we felt that Corsairs weren’t faring so well in solo combat, which is why we upped the usability of Jolly Roger, namely by making it reduce the stamina consumption in Double Weapon Assault. We’re not yet done with the Corsairs though, and we’ll keep perfecting the class until they are as helpful to themselves as they are to their party members.   Monk Updates: - Golden Bell Shield cooldown reduced to 14 sec (24 sec in PvP) - Golden Bell Shield cooldown reduced 1 sec per skill level - Golden Bell Shield duration changed to 1.5 sec - After using Golden Bell Shield, buff will last for additional 0.5 sec - Golden Bell Shield casting time reduced - Golden Bell Shield: Safety Zone attribute cooldown changed to +1 sec We did some more testing on the Monk changes mentioned last week and, from the results we got, it does seem the Double Punch stamina consumption-reducing attribute and the Energy Blast charging time reduction did produce some slight improvements in the use of both skills. At the same time, there are still some problems, some pointed out by the players themselves, that we still need to work on to make sure these skills are having an appropriate influence in the Monk class. The biggest changes since last week for the Monk, however, belong to Golden Bell Shield. We’ve always been a little afraid to tamper with this skill but, after going through the feedback received from players worldwide, our team agrees that, as a class that undergoes extensive physical training to multiply the blessing of the goddesses within itself, it’s only fair that Golden Bell Shield gets a proper boost as well. Don’t think you can start walking around without a Soul Crystal or two, though…   Rune Caster Last week I talked about how we intended to make Rune of Giants usable with other Wizard skills to expand on its utility. We still stand by that idea, especially considering how the Rune Caster is already restricted by the long casting and cooldown times of its skills. On the other hand, we are a still little wary of making Rune of Giants work with all skills, as this could have unexpected consequences. For this reason, we believe it’s best to lift the restrictions on Rune of Giants gradually and analyze the results step by step, increasing the efficacy of this skill in a way that’s safer for the general balance of the game.   Warlock To put the recent Warlock changes in perspective, allow me to mention the Bokor class for a while (I’m not Cleric-biased, I swear). The Bokor’s skill set, despite being in the Cleric tree, revolves mostly around curses and the dead, but in a way that is still connected to the grace of the goddesses, even if a little unorthodox. In the case of the Warlock’s Mastema, we felt that the duration of this skill was too short to allow for any connection to divine power, hence why we decided to extend it and give holy property attacks a chance to make better use of it, at the same time increasing the synergy between Warlocks and other players’ – namely Clerics – class skills. We realize this change isn’t quite revolutionary, but we want to keep improving on the Warlock’s team work abilities as well its efficacy and power in high-level contents.   To the players whose classes aren’t listed here, I hope you won’t be too disappointed; we are aware that there are other classes in need of adjustments. This is an ongoing process, so eventually we’ll get around to making changes to other classes’ characteristics as well. Meanwhile, I thank you all once again for your continuous feedback on our TOS channels. Until the next Balance Talk, this has been yours truly, the balance dev :)

Developer's Blog
January 13th, 2017
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NEW! To the Astral Tower! Pt. 1

  Greetings, Saviors! As the Resistance prepares to take over the Astral Tower, General Lhamin is pushing for immediate action against Head of the Schaffenstar Ignas. The Masters are worried that this tension could escalate into a war between anti-Ignas factions, and it’s the Falconer Master’s duty to keep the communication going between the two parties.   Event Period FROM the scheduled maintenance on September 4, 2018 TO the scheduled maintenance on September 18, 2018 Who Can Participate - Characters of level 30 and above How to Participate STEP 1. Look for the Falconer Master near the Wings of Vaivora in the city of Klaipeda. You will see him appear every hour at 00 and 30 minutes (server time), for a duration of 10 minutes only. STEP 2. Ask the Falconer Master what you can do to help. The Master is using carrier hawks to deliver messages between the factions, and he needs you to defeat monsters in the assigned areas to ensure that the hawks remain safe from enemy attacks. STEP 3. Complete your monster-hunting mission and return to the Falconer Master to receive Attribute Points: 100 x2! According to your situation, the Master may also want to give you an additional assignment that you can complete for special rewards. STEP 4. Succeed in completing the Falconer Master’s additional assignment and receive Astral Tower Hero Cube x1, a box that contains one of the following random items. - Golden Anvil (14 Days) x1 - Silver Anvil (14 Days) x1 - Goddess’ Blessed Gem x1 - Blessed Shard x1 - Raid Portal Stone x1 - Enchant Scroll (14 Days) x1 - Attribute Points: 500 x1 - Attribute Points: 1000 x1 - EXP Tome (14 Days) x2 - Instanced Dungeon Multiply Token (14 Days) x1 - Instanced Dungeon Reset Voucher (14 Days) x1 STEP 5. Complete 7 missions from the Falconer Master and receive the Astral Tower Hero Armband! You can receive this Armband one time per team. Important - Participation in this event is limited to one time per day, per team. - Your daily participation count goes up by 1 when you accept the first mission. - Missions will not be automatically canceled before complete them, and the Falconer Master NPC will remain in Klaipeda while you have a mission in progress and after you complete the mission. - The Carrier Hawk Whistle is an event item provided for you to use in additional assignments. Your character must have it in their inventory in order for the assignment to be complete. - If you receive an additional assignment and interact with the Falconer Master before completing it, the assignment will be automatically canceled and you will not receive its corresponding reward. - The Falconer Master NPC will no longer appear in Klaipeda after the scheduled maintenance of September 18, 2018, so make sure to retrieve your rewards during the event period. - Goddess’ Blessed Gems, Blessed Shards and Raid Portal Stones obtained from this event are tradable and can be transferred via Team Storage. - All other event rewards are untradeable. Items with time limits (“14 Days”) are also not transferable via Team Storage. - Carrier Hawk Whistles and unused Astral Tower Hero Cubes will be automatically deleted one week after the end of the event.

Event
August 31st, 2018
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[SA] Silute Relocation Notice – April 19-20, 2017

Greetings, Saviors! Following the results of last month’s ping test for [SA] players to determine a new region for the server (currently located in North America), we have decided to move Silute back to South America with a server relocation maintenance later this week. Maintenance is expected to take place on April 19-20, 2017. The exact schedule details will be published soon in a separate announcement, so make sure to keep an eye on our News page. Note that this maintenance is NOT a server transfer, meaning we will not be transferring teams from one server to another. The maintenance will not change any aspects about your team, items, etc. so if you are playing in [SA] Silute, you will not have to take special measures before the maintenance. Simply be aware of the time when the maintenance begins (again, look for a future announcement with schedule details). Thank you.

Announcement
April 17th, 2017
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[EDITED] Scheduled Maintenance for October 24, 2017

Greetings, Saviors!We would like to announce the details of our weekly maintenance for (October 24, 2017). Make sure to check below for the maintenance schedule and patch notes.Please note that other issues and bugs are also being worked on even if they are not mentioned below.

Patch Note
October 24th, 2017
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DLC 3 Temporarily Off the Shelves

Hello, Saviors. We regret to say that our Founder's Pack : Exclusive Access 3 product has been temporarily taken down from sales due to abuse and exploit. This product will be available again once we resolve the bot issues. Thank you for your continued support. Sincerely, IMC Staff

Announcement
April 19th, 2016