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Balance Change Plan

Greetings, Saviors. This is Tree of Savior Developer Team.    Tree of Savior Development Team has been working on the damage, buff, skill utility, and system of each class since the 4ever update. We are still working on the buff balance of Scout type classes, so we will continue with the other processes after the Scout type classes process is done.    We would like to share future plan for its concept and direction.   The primary changes will be as follow.     Minimalizing skill consumption items   We are planning to remove the item consumption of some skills. Not all skills will be affected, but attack skills will be prioritized in order to reduce the burden during the battle. This change can take some time for the post-process of unnecessary items or functions in addition to removing the item consumption feature, so the change can be applied step by step.   Class Change Retiarius Remove all Rete required for Pull Rete and Throw Rete Pyromancer Remove Pyrite required for Hell Breath Cryomancer Remove Cryorite required for Frost Pillar Rune Caster Remove all Rune Stone required for Rune of Ice, Rune of Justice, Rune of Protection, Rune of Destruction, and Rune of Rock Onmyoji Remove all Paper Doll required for Greenwood Shikigami, Water Shikigami, Toyou, and Ying Yang Harmony Taoist Remove all Strange Yellow Paper for Storm Calling, Creeping Death Charm, Divine Punishment, and Eradication Sapper Remove all Trap Kit for Claymore, Punji Stake, Spring Trap, Broom Trap, Leghold Trap, and Spike Shooter Fletcher Remove all items required for Broadhead, Bodkin Point, Barbed Arrow, Crossfire, Divine Machine Arrow, and Magic Arrow Dievdirbys  Remove Sculpting Wood for Carve Owl Monk Remove silver required for God Finger Flick Inquisitor Remove all Torture Tools for Pear of Anguish, Breaking Wheel, Iron Maiden, and Ripper Exorcist Remove Holy Water required for Aqua Benedicta     PVP Change   We have been reduced overall PVP skill factors for both dealing damage and receiving healing, but we believe the healing amount received is relatively less than the damage dealt. Therefore, we are planning to improve the healing amount received in the future. Also, we believe some skills are too advantageous than the rest of the classes, thus some skills are subject to be adjusted.   Zone Healing Received TBL 15% → 22.5% GTW, Gemstone Feud 25% → 37.5%   Skill Name Adjustment Heal Cooldown Revive Duration and Cooldown Reincarnate: Ally Duration and Cooldown Resurrection Casting Time and Cooldown Backmasking Casting Time and Cooldown Durahan Card When incapacitated, become invulnerable for short time and then incapacitated (No Resurrection)     Scout Type Classes   Even though the Scout type builds are statistically evenly spread, we found that even the pistol based builds choose Assassin as part of the build. We are planning to adjust overall damage buff skills of the Scout type classes and then adjust damage increment factor to widen the range of the builds.   Also, we are planning to simplify the skill set of Bullet Marker for the optimization of skill points for Bullet Marker.     Rangda   Rangda is a class without any requirement for the dagger and pistol. We want to emphasize this point by applying the [Penyerapan] in a more generalized form. And we are planning to limit [Kutukan] as it can neutralize a target with no extra limit or requirement. A Rangda will need to combine Kutukan with Keletihan in order to neutralize the target for 100%.   Skill/Attribute Adjustment Kutukan Kutukan debuff will be inflicted by 50% in PVP. Each Keletihan: Fatigue debuff stack will increase the Kutukan chance. Penyerapan Maximum skill level is changed from 15 to 5. Rawa Delay is adjusted   Corsair   We believe the [Dagger Mastery: Sudden Attack] is inefficient to Corsair. Therefore, we will remove the [Dagger Mastery] attribute and improve the output of [Brutality] as a counterpart.   The [Dagger Mastery: Sudden Attack] is not exclusive to Rogue only.   Skill/Attribute Adjustment Brutality Damage increment value will be adjusted. Dagger Mastery: Sudden Attack This attribute will be removed.     Rogue   Rogue is a class which attacking from behind with [Dagger Mastery] and [Backstab] is critical, but it requires some skills to achieve the goal. This is the unique point of the Rogue, but we want it to be more accessible and convenient to players. Also, we would adjust [Burrow] so that it can be more useful in PVP environment.   Skill/Attribute Adjustment Dagger Mastery: Sudden Attack More damage will be dealt to the target for attack from behind. Backstab Skill factor is changed. First overheat use of Backstab in PVP zone will have special effect added. Critical Chance increment is removed. Damage increment if critical hit is removed. Feint Maximum skill level is changed from 10 to 5. Moves to rear of the target within range and fix direction of the target for 3 seconds. Increases damage against target from behind per [Feint] debuffs of target (Up to 100%). An attack against target with 5 [Feint] debuffs will apply as 3 consecutive strikes. Cooldown is increased. Feint: Back Roll This attribute will be removed. Burrow Burrow will no longer deal damage. Can move slowly while burrowed. Using Burrow again while burrowed will pop up the character and silence enemies around. Burrow: Enhance The effect of the attribute will be changed to duration. Sneak Hit Maximum skill level is changed from 10 to 5. The Critical Chance value per skill level will be changed as maximum skill level is changed. Evasion Maximum skill level is changed from 10 to 5. The Evasion value per skill level will be changed as maximum skill level is changed. Movement Speed will also be increased.   Ardito   We would like Ardito to be more useful when combining the new attribute with dagger.   Skill/Attribute Adjustment Ardito: Assault 30 second long [Gunpowder] buff stacks for each Granata, Tre Granata, and Ritirarsi. - Each [Gunpowder] buff increases dagger's Critical Chance. (Stacks up to 5) Using Invasione or Taglio stacks [Fresh Blood] buff - Each [Fresh Blood] buff increases dagger's Damage and Critical Damage. (Stacks up to 10)     Bullet Marker   Buller Marker is the class with the most skills. This provides the widest variety of skill choice, but it backfired as an ambiguous use of many skills or some skills are even turned out as useless skills.    Schwartzreiter is designed as riding class with few active skills, thus it does not go well with Bullet Marker. We are planning to remove some skills with mount capability and change all Bullet Marker skills to unmounted only skills.   We want to maintain the original skills as much as possible even after the change, so we are planning to use Outrage as a connector to other skills. Skill factors will also be reconsidered.   Skill/Attribute Adjustment Double Gun Stance Pistol skill damage will be incrased while Double Gun Stance is active. Tracer Bullet Maximum skill level is changed from 10 to 5. Cooldown is changed. Duration is changed. Tracer Bullet: Precision Shot Pistol skills will receive bonus minimal Critical Chance. Outrage Skill effect is changed. - Bullet Marker skill damage is incrased while Outrage is active. - Special abilities of some Bullet Marker skills will be activated if [Overheat] buff is 10 or more stacked while Outrage is active. Napalm Bullet Stacks 1 [Overheat] buff upon use. - Synergy with Outrage: Inflicts [Tase] debuff to target. - [Tase] Debuff: Receives Lightning Property damage when hit by an attack. R.I.P. Stacks 1 [Overheat] buff upon use. - Synergy with Outrage: Shoots bullets that ignore target's Defense for certain amount. Mozambique Drill Stacks 1 [Overheat] buff upon use. - Synergy with Outrage: Shoots bullets that ignore target's Defense and inflict damage over time. Bloody Overdrive Bloody Overdrive will attack every area if [Overheat] buff is 10 stacked. Freeze Bullet: Silver Bullet New attribute is added. - The pistol skills will have Holy Property instead of basic attacks freezing the target. Tase This skill will be removed. Full Metal Jacket This skill will be removed. Smash Bullet This skill will be removed. Silver Bullet This skill will be removed.     Sheriff   We will reconsider the skill factors as well as adjusting the maximum skill level of Westraid for more variety of attack skills.   Skill/Attribute Adjustment Westraid Maximum skill level is changed from 15 to 5. The Accuracy value per skill level will be changed as maximum skill level is changed. Sheriff: Reload New attribute is added. - 1 [Reload] buff will stack if a Sheriff skill's cooldown is completed. - Each [Reload] buff stack will increase pistol Attack and Critical Damage.      Schwartzreiter   The pistol class tree is divided into mount based class tree (Schwartzreiter) and unmount based class tree (Bullet Marker). This is the base that we used for the damage adjustment. Therefore, we want to emphasize the mount based class with new attributes and adjusted skill factors. Skill/Attribute Adjustment Schwartzreiter: Special Maneuver New attribute is added. - Moving while mounted on a companion will stack [Mobility: Pistol] buff periodically. - Standing still will decrease [Mobility: Pistol] buff periodically. - Each stack of [Mobility: Pistol] will increase Critical Damage of pistol attack. (Up to 20 stacks) - Getting off from the companion will reset the buff. [Art] Limacon: Enhanced Upgrade New Enhanced Upgrade for Limacon Art will be added.   Swordsman One-handed weapon + Shield Class   Rodelero   We are planning to adjust skill factors of Rodelero to suit them more for PVE. Also we will optimize skill points by adjusting the maximum level of some skills and combining the Shield Charge to Slithering and further adjusting Slithering.   Skill/Attribute Adjustment Rodelero: Shield Attack Portion of Physical Defense of the shield will be transferred to Attack. Shield Push Will remove a buff of target. Reducing Defense penalty will be changed into Increasing damage received penalty. Shield Shoving Maximum skill level is changed from 10 to 1. - Gem and Divine Might will increase skill level beyond 1. - The Evasion, Critical Resistance, Block of affected target will be reduced in addition. Shield Bash Level requirement for the skill is reduced to Rodelero level 16. - Maximum skill level is changed from 5 to 10. Slithering Level requirement for the skill is changed to Rodelero level 16. Basic skill effect will be changed to the following: - Movement Speed will be increased during channeling. - Block and Physical Defense will be increased and become immune to knockback while moving. - FInishing the channeling will inflict damage to enemies in front. - The damage will be increased proportionally to the damage received while channeling. Shield Charge This skill will be removed.   Murmilo   The Cassis Crista is almost a mandatory for Rodelero or Peltasta due to its transition of shield Defense to Attack for one-handed weapon class builds. We want various class builds to be enjoyed. Starting from removing the damage increment of Cassis Crista, we would improve [Shield Attack] skills of Murmilo, Rodelero, and Peltasta and adjust skill factors.   Skill/Attribute Adjustment Murmilo: Shield Attack Portion of Physical Defense of the shield will be transferred to Attack. Frenzied Slash Will be able to use the skill without Cassis Crista. Will no longer move fixed distance but move to the target. Cassis Crista Will no longer transfer portion of Physical Defense of the shield and some effects will be adjusted. Sprint Movement Speed will be increased by a big amount and return to the original speed over time. Sprint: Melee New attribute will be added. - Sprint skill will no longer increase the Movement Speed but will increase AoE Attack Ratio by 100% and deal damage to enemies around when Murmilo skill is used. - The duration of Sprint will increase by 100%.     Hackapell   We believe that the low skill factor, many overheats, short cooldowns, and the effect of Hakka Palle are unnecessarily merged together.  We will reconsider the overall overheat and cooldown. The skill factors will be adjusted accordingly to changed skills. Hakka Palle will be changed to damage buff skill.        Other Classes   Squire   We will adjust the foods of the Refreshment Table as the maximum HP increment and HP recovery time boost of the foods are too excessive. Also, we would lower the damage of monsters from major raids and make the food buffs stick with your character even if the character is incapacitated for easier and more convenient experience with the raids.   Soup (HP recovery time boost) and Yogurt (SP recovery time boost) will be applied as % and will be applied as multiplication with other recovery time boosting buffs.   As payback for lowering the efficiency of the Refreshment Table foods, Equipment Maintenance will be buffed to suit with the current status of the balance. The performance of the equipment which went through the maintenance can have their performance boosted up to 10.5% for the skill level of Equipment Maintenance.   Skill/Attribute Adjustment Equipment Maintenance Gloves and Boots can be maintained as well. Weapon's Attack increment will be applied proportional to the weapon's Attack. - The applied value will be the average of minimum and maximum Attack value of the weapon. - The number of possible attacks will be affected by the Squire's [STR] and [DEX]. Armor's Defense increment will be applied proportional to the Armor's Defense. - The applied value will be average of Physical and Magic Defense. - The number of possible attacks to withstand will be affected by the Squire's [STR] and [DEX]. Refreshment Table The maximum HP increment effect of Salad will be reduced. The maximum SP increment effect of Sandwich will be reduced. HP recovery time boost of the Soup will be changed to proportion instead of seconds. - 5 seconds faster → 10% faster SP recovery time boost of the Yogurt will be changed to proportion instead of seconds. - 5 seconds faster → 10% faster     Sorcerer The SP recovery time boost of [Summon Servant] will also be adjusted as the Refreshment Table of Squire's Salad and Yogurt are adjusted. Also, [Icrement of Additional Damage] will be adjusted as well. The summons will receive the effect of the buffs of the master. (This applies to Necromancer and Bokor as well)   Skill/Attribute Adjustment Summon Servant SP recovery time boost of the Yogurt will be changed to proportion instead of seconds. - 5 seconds faster → 10% faster [Additional Damage] buff will be adjusted.      Dievdirbys    Basics are as same as Sorcerer, but the Statue of Goddess Zemyna has its own value. So only SP recovery time boost will be adjusted.   Skill/Attribute Adjustment Statue of Goddess Zemyna SP recovery time boost of the Yogurt will be changed to proportion instead of seconds. - 5 seconds faster → 10% faster [Additional Damage] buff will be adjusted.    Nak Muay   Currently, Nak Muay requires certain conditions to increase the damage output and the required work to build up the output is too much. We will adjust the skill factors and Muai Thai for better output and synergy with the other skills.     Sapper   Like Nak Muay, we believe Sapper requires certain conditions to raise the output. We will reconsider the skill factors of Sapper skills.     Other Adjustment Plans   [Purification Pendant] will be added to Gemstone Fued. It will be given to the character upon entry to Gemstone Feud and can only be used inside the Feud. Using it will remove all advanced removable debuffs. The pendant can be used even if the character cannot use other items or skills, and will provide resistance to status ailment for a short period of time against advanced removable status ailment debuffs, knockback, and knockdown for the high chance. [Arch Stone Fragment] will be added, which can be used to craft an Arch Stone. The fragment will be much easier to obtain. We would like to provide a better user experience with items while keeping the value of Arch Stone. The drop rate of Arch Stone will remain as before. Arch Stone Fragment will be dropped as same as Arch Stones, but some may be dropped from somewhere else. [Boruta Seal Fragment] will be added, which can be used to craft a Boruta Seal. It can be obtained from the Kedora Merchant Alliance's Mysterious Cube. The Boruta Seals will be dropped as same as before. New Master NPC cards will be added.

Developer's Blog
June 12th, 2020
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New Vaivora Weapons, Guild Quest: Ancient Being Adjustment, and Other Development Plans

Greetings, Saviors. This is Tree of Savior Developer Team.    We would like to share the new and improved contents that are currently under development.     New Vaivora Weapons   Upon the arrival of the 4ever Update, we introduced Vaivora weapons which improves certain skills of some classes to provide a better experience in item setup.    We are aware that there are still many classes that do not benefit from the Vaivora weapons, thus we are planning to bring more Vaivora weapons as soon as possible. We would like to introduce some of the Vaivora weapons that would be interesting to you. We will provide more information about the other Vaivora weapons when they are implemented.     1. Vaivora Rod   - INT +140 - Critical Chance +490 - Ice Property Attack +1885 - Ice Pike skill level +3   Eternal Frozen Land - Eternal Frozen Land buff stacks by 1 per freezing an enemy - Any basic attack will trigger a special skill at the cost of all Eternal Frozen Land buff   Special Skill "Gust" - AoE Attack Ratio 20, Ice Property Attack - Skill factor equal to current Ice Pike skill level - Each stack of Eternal Frozen Land buff will increase the Gust skill damage by 7% - Additional Gust skill damage by 100% and inflicts [Freeze] debuff if the Eternal Frozen Land stack is full 30   The new Vaivora Rod will provide high Ice Property Attack and designed to assist areal attack capacity of Cryomancer. You will get a stackable special buff by freezing the enemies and can spend the buff to unleash the special skill of the Vaivora Rod.     The special skill of the Vaivora Rod inflicts damage to enemies in front of your character. The damage will be multiplied up to 4 times by stacking the buff with some other skills such as the Ice Pike of Cryomancer.   2. Vaivora Dagger 1   - STR +148 - Physical Critical Attack +1152 - Strike Attack +996 - Granata skill level +3 - Granata AoE Attack Ratio +10   Carpet Bombing - Throws a grenade every 0.25 seconds while using Taglio. Each grenade deal 12.5% of current Granata skill factor - The grenades of Carpet Bombing do only 50% damage to bosses and characters   The new Vaivora Dagger for Ardito will drop grenades while Taglio skill is active. Ardito with the new Vaivora Dagger will be able to do areal damage and we hope this will increase the role of Ardito in contents that need areal damage such as Challenge Mode.     3. Vaivora Dagger 2   - STR +148 - Physical Critical Attack +1152 - Stab Attack +996 - All Rogue skill level +1   Phantom Blade - After using Knife Throw skill, next 3 basic attacks within 10 seconds will throw knives. Each knife will have 40% of the current Knife Throw skill factor - Damage +30% for 3 seconds after the last basic attack knife throw   Unlike the Vaivora Dagger 1 for Ardito, the Vaivora Dagger 2 is prepared for Rogue's Knife Throw skill. This weapon will allow the Rogue to throw additional knives, which will aid Rogue's DPS.      4. Vaivora Two-handed Sword   - STR +215 - CON +120 - Accuracy +744 - Block +744 - Cartar Stroke skill level +3 - Cross Guard's block chance increment effect +100%   Dual Sword - Buff activated for 2 seconds while Cross Guard is active - Resist to all normal removable status ailments while the buff is active - Uses [Reverse Slash] upon successful block while the buff is active   Reverse Slash - Attacks an enemy within 200 units in front. [Magic Circle] or [Damage over time] skill will not trigger this skill - Charges to the attacker - Deal damage 300% of Cartar Stroke skill factor The Reverse Slash can be used right after previous Reverse Slash is successfully activated by Cross Guard skill The Reverse Slash will not be triggered for next 5 seconds if failed   The new Vaivora Two-handed Sword is for Highlander. Its high Accuracy and Block values and special ability will distinguish the Highlander in the PVP environment.   Using Cross Guard skill while equipped with the new Vaivora Two-handed Sword on the right time to block an attack, the Highlander will charge to the attacker and deal the damage 3 times of Cartar Stroke skill. The Stagger debuff of the Cross Guard skill will be applied as usual, thus the Highlander can continue with other skills after charge.    5. Improvement of the previous Vaivora weapons.   The Development Team is also preparing to improve previous Vaivora weapons.  We would like the characters with the Vaivora weapons to outstand but in parallel performance among the other Vaivora weapons.    Therefore, we would improve some Vaivora weapons with minimal difference than before which are considered as relatively low performance.        Guild Quest: Ancient Being Improvement   1. Reason for the Improvement The Guild Quest: Ancient Being is for both guilds with and without the GTW Spots to face the mighty dragon to obtain great rewards. Since the first introduction of the quest, its difficulty has been based on Episode 11. But after Episode 12 update, we believe it is less competitive and challenging.   Therefore, we decided to improve the Guild Quest: Ancient Being for difficulty, rule, and reward wise.   2. Difficulty     Guild Quest: Ancient Being Battle in Sulivanis Lair Dragon Boruta Lv 450 450 Dragon Boruta HP x5 x14 Dragon Boruta Attack x3 x5   3. Rewards   The rewards for the Ancient Being will be improved as the difficulty is increased.  Both Guild Quest: Ancient Being and Battle in Sulivanis Lair rewards will be improved.   4. Maximum Participants Limited   Both Guild Quest: Ancient Being and Battle in Sulivanis Lair are affected.   Before After Maximum Participants 60 30   5. Battle in Sulivanis Lair Ranking Improvement   You will be able to check your record in the Instanced Dungeon Panel (F10) in real-time. This is to provide basic information for the participating guild and improve convenience.   Guild Master will be able to retrieve the rewards from this panel after the season of the Battle in Sulivanis Lair is ended on Sunday.   6. Changes in Urbas Seal and Boruta's skills   Some of the patterns and skills will be changed. This includes the activation condition of previous patterns being unified into Boruta's HP status.     Before After Rein  Spawns monsters periodically  Spawns monsters and elite monsters according to Boruta's HP Roar  Spawns periodically and deal areal damage upon explosion  Spawns according to Boruta's HP and deal areal damage upon explosion * Damage is 3 times higher than before Echo    Spawns according to Boruta's HP and inflict [Echo] debuff to all party members of random party Vengeful Fever    Spawns according to Boruta's HP and creates Vengeful Fever magic circle at the location of the character with the highest threat value   You may use 200 Urbas Seals to lighten one of the 4 patterns.       Challenge Mode Expansion and Hard Mode   1. Challenge Mode Expansion The Challenge Mode is expanded to stage 10.   For your pleasant experience, you may choose between the Challenge Mode of 1~7 stages or 6~10 stages before entering the Challenge Mode. The new stages will yield similar EXP and silver with that of previous stages, but will increase the chance to obtain the Episode 12 zone elite monster exclusive items.      2. Challenge Mode: Hard The Challenge Mode: Hard will require an entry voucher in order to enter. You will be able to get the materials for the new Unique grade armor for 100%.   As a compensation for the hardship, you can craft the armor of your choice with the materials. The new Unique grade armors will have their names originated from a goddess and a demon goddess. They will improve status specialized for the Challenge Mode or the basic attack ability or the summons.      3. New Legend grade equipment from the fields.   The new Legend grade equipment from the fields is limited to Lv. 440 or above, and can be crafted from the new material which can be obtained from Challenge Mode stage 5~10. The new material will not be obtained from the filed like Planium, but can be crafted from the fragments of the material. The higher stage will have higher chance to drop the fragment, and stage 8 or higher will drop the fragment for 100%.     The new Legend grade equipment is specialized for the field hunting, Challenge Mode, and Dimensional Collapse Point. It will have unique options such as damage increment in non-PVP zone, increment on the Movement Speed, and bonus Looting Chance.       Design Cut   The Design Cut is an itemized hairstyle like wigs. The Design Cuts can be shared within the team and contains various colors of the hairstyle in the item.     The price of the Design Cut will vary as each Design Cut contains a different number of colors. Since the Design Cut does not benefit from the dye, the price will be generally cheaper than the price of the wig.      After the Design Cut is integrated into the system, the hair can be changed as the following methods.     Wig Hair Design Cut Equip O X O Team Storage O X O Dye O X Fixed color upon purchase X Color Change O X O Beauty Shop Coupon X O X   Thank you for reading the Future Update Plan for June 2020.   ※ Please note that all contents, concepts, values, and plans from this post may change in the future. 

Developer's Blog
June 9th, 2020
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2020 Developer Road Map

Greetings. This is Tree of Savior Development Team.    In this post, we would like to review the core objectives of 2019 Road Map and introduce our long-term goals. We selected “Social”, “Community”, “Casual” as keywords for the next development theme for Tree of Savior. In addition, we will work on the system stabilization as well.   2019 Road Map Core Objectives Review   The keywords for 2019 were “Lag”, “Lateral Farming”, “Casualization”.      First, we optimized the game by changing the battle calculation from the Interpreter type to Native Code type and solving the main bottleneck sections. This attempt resulted in improving calculation speed, which loads less stress on the server during the battle where a lot of multi-hit skills are used. Currently, we are under development for improving the battle calculation furthermore, along with improving the rendering speed of the client and the reformation for accurate movement synchronization. The reformation for the movement synchronization will change the TCP connection to the UDP connection, and it is about 90% completed. We will conduct several tests before we apply this reformation to the live server.    Second is the Lateral Farming. We were aiming to provide a better approach to various items with less stress. Turned out that our approach was not successful. We believe that this result is due to the unbalance between the difficulty and the rewards, and the expensive price to customize the items. We are planning to improve this situation during 2020.    The last, Casualization is still undergoing objective. The term Casualization does not necessarily mean easy contents. It means there is no fixed way to achieve a specific goal. We want you to achieve your goal whether you are in a party or guild or doing it alone, even if it takes longer than doing it as a group. We believe the current casual contents are successful as many Saviors are enjoying them, but the rewards from the Boruta are not as successful as the other casual contents. Therefore, we are planning to improve on the rewards from the Boruta in the future.    Keyword 1. Social / Community   We have been developing mainly on the systems and contents related to battle. We developed the Guild Housing on top of the battle, but it wasn’t satisfactory. We believe this dissatisfaction was due to lack of communication between the participants, which led to less party playing and satisfaction.  We are planning to improve the Tree of Savior experience by providing housing and other contents for the communication element.    2. 2nd Archetype We are planning to develop brand new contents. We want to avoid too much action and enhance asynchronous multiplayer experience. We haven’t come up with specific content but we are thinking about defense mode, co-op survival, asynchronous competition, and team contents. We hope this new content will balance with the battle contents and relieve the fatigue in addition to new motivation and sense of accomplishment. We will write another post when this project becomes solid.   Casual   The idea of casual in us is to provide an opportunity with less limitation. We wish you can accomplish your goal even if it takes longer than accomplishing it in a party or guild. If you want to achieve your goal faster, you can do it as a party or guild. Our new Casual version Raids from previous updates diminished the burden to be in a party. We updated the Mercenary Badge Shop and Weekly Boss Raid in order to lessen the limitation to acquire the rewards from Boruta. We will update or add casual versions of contents which do not meet our idea of Casual Contents one by one.      System Stabilization   1. Network Structure Reformation   Tree of Savior is using TCP for the movement system. TCP uses a larger load than UDP, which makes it less suitable for accurate data transfer such as character movement. Therefore, we are reforming the network structure for the movement system with UDP. We are almost finished with this task, only some minor errors to fix before applying it to the live game. We expect this reformatting will fix a lot of asynchronous position and movement problems.    2. 64bit Migration   Tree of Savior has been servicing for 4 years. The game is accumulating resources consistently. This increases the required system resource and the memory requirement for the game is almost at the maximum limit for the 32bit environment. We believe optimization within the 32bit system is also hitting the wall. Therefore, we are working on a migration to a 64bit system. The migration is about 70% done. We will do several stability tests when the migration is done and once the game is stable in a 64bit environment, we will apply it to the live game.    Class   1. New Classes and Remakes   There are 5 professions and 80 classes in Tree of Savior, sums up to 85 classes in one game. We are balancing the classes with patches, but more classes make the development and maintenance much more difficult. Also, we found that some classes are unsatisfactory in concept, performance, and data management. Therefore, we are thinking to reduce the development of new classes and remake the existing classes.    We are currently undergoing analysis on sorting out which class to remake based on overall performance via statistics and data. The remake will keep the advantages and appeal and bridge the gap of the class. Some remakes could replace the class concepts, skills, and attributes to almost like new class. Also, there are less classes for the Archer and Scout profession than Swordsman, Wizard, and Cleric, so we are considering adding new classes for those two professions.   2. New Arts   The purpose of the [Art] system is not only to improve the skill performance like [Enhanced Upgrade] but also to provide unconventional experience by applying another special effect, changing the property or visual, and altering the play style of the original class. We are planning to release 1 new Art per class (85 at the moment) throughout the entire year.    3. Balance   Class balance is now our regular project as new classes and Arts are released. Our current main balance objective is to improve the weak points of classes, but we are also considering the improvement of usability. The usability is not simply meaning easy use. It includes all the rewards and fun and experience from various synergies between classes.      If the class is considered difficult, such as hard to achieve synergy or it takes a long time to take effect, the reward will be more abundant.   Item Supply   We want to design various means to obtain an item so that you can acquire your wanted item from any content you play. Our ultimate goal is to give you as much choice as possible on how to obtain your desired item. You can choose to play various unwanted contents but it could save the required time and effort to acquire your desired item. Or, you can choose to play only your favorite contents: it will require you a little more time and effort than playing all contents, but you will eventually get what you want.    Item Option Variation   We will release special effects for the legend items in Episode 12. The legend items from Episode 12 will be 2 types, and each type will have its own special option. You should be able to choose the legend item with proper option for your desired content.    The Set Stats will be either versatile or specialized. The versatile Set Stats will be less efficient than the specialized ones but can be used on all kinds of contents. The specialized Set Stats will be efficient to certain contents, but will show less efficiency in the other kinds of contents.     Enhanced Social and Information Sharing   We believe current battle focused systems and relatively weak community elements could limit the MMORPG Tree of Savior experience and we are looking for the improvement. We started with invigorating the Guild community, but it seems limited invigoration to the big guilds as the current system is concentrated on the battle and farming.    Therefore, we are looking for ways to create a healthy community even if you are not part of a big guild but in a small group or targeting non-battle contents.    1. Private Lounge   Currently we have only Guild Housing, but it is bound to the guild, governed by the guild, and operates as a guild meeting room. There’s a little sense of communication, but it requires to be part of a guild. We believe this is a limited communication element, so we are planning to implement the Private Lounge as a new center of communication at the individual level.   The Private Lounge will be easy to enter. Various themes will be available and you may reposition or replace the furniture in your Private Lounge. You can promote your Persona Housing so that people can visit your lounge and begin communication with various people.      ※ Please note that this is a concept screenshot. Any aspect in the image can be changed in the future.   2. Guild Objective Diversification   We believe that the current guild objective is focused on battle due to the Guild Quest rewards, such as GTW and Boruta. We think that these rewards are very intuitive, which ranks diverse guilds and commits polarization.    We believe guilds which aim other than battle also deserve to grow into big guilds, so we are developing Guild Hangout based activities to attract Saviors of similar interest. We have crafting, trading, and non-battle achievements on the table. We will write another post once the development is on course.    3. Game Information Accessibility Enhancement   We believe current information sharing is relying on the guild communication and out-game community. We think there should be much easier ways to gather information, therefore, we are developing an in-game system to provide information. This is to support both new and returning Saviors with appropriate introduction to the systems, contents, and history of the updates for character promotion and item farming.    Also, we are planning to create an open party system where you can register a party for certain content and gather other Saviors to improve the current party gathering system within guild or by shout.    Scenario Contents Improvement   We are preparing contents related to the post-Episode 12 scenario and planning to release a portion of it as soon as possible. This will bring people around the Tree of Savior World and unveil some previously unsolved lores.    1. Improve Probability of the new Raid Scenario   We are preparing a new raid similar to the Lepidoptera Junction from Episode 11. The related Class Master will request your help and involve more deeply with the content. We believe this will impress you and improve your experience with the story of the raid.    2. Orsha Renewal   We will bring the Beholder for the next scenario. The new scenario will be held in the reformed Orsha and some quest regions. Upon the renewal of Orsha, we are preparing a reformation of the world map according to the Episodes.    3. Developing Scenario based on NPCs   We will use NPCs more actively when developing new contents or quests. Especially the Goddesses you can encounter only in the quests or the wandering Tel Harsha will join the scenario and events.    <Tel Harsha, the keeper of Irredian Shelter>   Thank you for reading the 2020 Tree of Savior Development Road Map.   ※ Please note that all contents, concepts, values, and plans from this post may change in the future.   

Developer's Blog
April 8th, 2020
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The 4ever Update: Detailed

  Greetings, Saviors!   We'd love to introduce our 4ever update in detail. Today's post will cover this large-scale update from A to Z.   Content   1. Equipment and Stat Revision   - Random Stats - Ichor Difficulty Adjustment - Dismantlement and Stat Transferring - Weapon Attacks by Type - Leather Armor Adjustment   2. New Items   - New Sub-weapon: Weapon Accessories - New Equipment: Ark - New Legend Equipment and Set Stats - New Unique Equipment 3. Combat System Revision   - Combat Formula - PvP Combat Formula   4. New Content   - Merge of Mercenary and Saalus Mission: Lv.400 Instanced Dungeon - Challenge Party Benefits - Goddess' Blessing Event       1. Equipment and Stat Revision   Random Stats    Currently, there are 4 kinds of equipment rarities (magic, rare, unique, legend) which grant random stats to the equipment when identified by a magnifying glass item. Magic and rare equipment is often neglected by MMORPG players because lower rarity typically means lower bonus stats for the equipment. Effective from the update of Episode 12, the upper limits of random stats are now equal regardless of rarity. On the other hand, the lower limits are set differentially. You can view the upper/lower limits in the chart below:   Item Rarity Stat Range (Min~Max)% Magic 10 ~ 100% Rare 40 ~ 100% Unique 80 ~ 100% Legend 80 ~ 100%    Now that the lower grades have a chance to receive maximum stats, we anticipate the saviors’ burden of spending hours in the field in order to obtain higher-grade equipment to be eased.    Equipment with Unique rarity has become far harder to obtain from looting, but the increased chance to gain better stats will compensate your efforts and time. Our dev team has been working on this modification of the random stat system to ensure pleasurable farming for players.   Types and Max Value of Random Stats    The dev team has also decided to reduce the value deviation of random stats. As a result, formulas using random stats are modified and there will be newly introduced stats on unidentified equipment while some of the pre-existing stats are deleted.   Additional Damage/DEF by type will no longer be granted on equipment and new stats ‘Additional Damage/Additional Damage Resistance’ will replace them. Existing Additional Damage/DEF by type stats on your equipment will be integrated into ‘Additional Damage/Additional Damage Resistance’ stats.  The new stats and the max value of them for equipment dropped after the 4ever update and Episode 12 are as follows:   Stat/Part Attack Defense Ability Support Attack by Type Add. Damage Attack Offset Critical Resistance Add. Damage Resistance Stat Stamina Looting Chance Critical Rate and 7 Others Max SP Armor 530 794 530 265 794 80 19 80 265 530 Shield/Sub/ One-handed 993 1489 993 497 1489 149 35 149 497 994 Weapon Accessory 497 745 497 249 745 75 18 75 249 498 Two-handed 1489 2233 1489 745 2233 224 53 224 745 1490   Please refer to the follow-up [Supplement] post for detailed stat information. * Attack value differs based on targets' armor (cloth, leather, plate), size (small, medium, large), and creature type    (ghost, plant, beast, demon, mutant, insect). * Attack Offset effect depends on targets' armor type and size. (Medium-type only) * There are 5 kinds of ability stats. * Critical Rate and 7 others: Critical Rate, Block Penetration, Block, Accuracy, Evasion, HP Recovery, and SP Recovery   2 New Magnifiers: Sandra's Magnifier, Sandra's Detailed Magnifier  2 new magnifier items will be introduced into the game. There will be ‘Sandra's Magnifier’ which allows you to re-roll the selected random bonus stats and ‘Sandra's Detailed Magnifier’ which allows you to re-roll the 'value' of the selected random stat.     These items are to become obtainable from [Goddess' Grace]. With the new magnifiers, we intend to ease saviors' burden of constantly re-identifying their equipment for better performance.                           Ichor Difficulty Adjustment    The Ichor system currently plays a large role in enhancing equipment performance. Unfortunately, this is often considered an obstacle to progress by saviors who face difficulty obtaining the desired Ichors. The system will become more player-friendly upon Episode 12 update.   Ichor Extraction    The chance of successful Ichor Extraction will be increased two-fold. This revision will facilitate acquiring Ichor from equipment with random bonus stats. We hope this can bring you a better experience with the Ichor system as Lv. 430 unidentified equipment offers far better stats.   Ichor Transmutation    The number of items required for Ichor Transmutation will be reduced 3 to 2.  Although transmutation was designed to offer players a concrete chance to obtain the Ichor that player desire, Ichor Extraction has always been the alternative. We anticipate more players to utilize Ichor Transmutation after this change.   Dismantlement                                                   Dismantling transcended equipment now provides bonus items depending on its transcendence level. 10% bonus rate will be added per transcendence level and you can obtain extra Nucle Powder and Sierra Powder.     Stat Transferring   As you know, awakening and enchanting equipment do not secure the certain stats and effects you wish to gain, but grant random effects. Therefore, replacing equipment can be a tough decision as bonus stats and effects are not transferable.    We are introducing a new system to transfer the additional effects gained from awakening and enchantment from one to another without any losses. You will soon be able to transfer equipment effects via the NPC in Miners’ Village, Vaidotas. Bonus stat transferring will cost a little silver. The receiving equipment must have the identical rarity, availability level, and part with the equipment you are extracting stats from.   Weapon Attacks by Type    Currently, each weapon type in ToS has a different average attack value. As we have noticed irrational imbalances among classes after the recent balance patch, there will be adjustments to weapon attack value.   Weapon Weapon Type Avg. Attack Ratio (Current) Avg. Attack Ratio (After Change) One-handed Sword One-handed Weapon 1 1.1 Rod 1 1.1 Crossbow 1 1.1 One-handed Blunt Weapon 0.9 1.1 One-handed Spear 1 1.1 Rapier 1 1.1 Dagger One-handed/ Sub-weapon 1.1 1.1 Pistol 1.1 1.1 Two-handed Sword Two-handed Weapon 1.2 1.3 Bow 1.2 1.3 Two-handed Blunt Weapon 1.08 1.3 Two-handed Spear 1.2 1.3 Staff 1.2 1.3 Cannon 1.3 1.3 Musket 1.3 1.3 Weapon Accessory Two-handed/ Sub-weapon - 0.66   We categorized weapons into 2 groups by one/two-handed and increased the average attack ratio based on the weapons with the highest value from each category.    Also, there will be changes which make the attack value ranges even wider to secure the unique feel of each weapon, which could have become less prominent in the case of equalized attack value.   Weapon Weapon Type Attack Min~Max Range (Current) Attack Min~Max Range (After Change) One-handed Sword One-handed Weapon 5% 3% Rod None None Crossbow 10% 3% One-handed Blunt Weapon 5% 1% One-handed Spear 5% 10% Rapier None None Dagger One-handed/ Sub-weapon 5% 8% Pistol 5% 8% Two-handed Sword Two-handed Weapon 10% 20% Bow 10% 20% Two-handed Blunt Weapon 10% 10% Two-handed Spear 10% 30% Staff None None Cannon 15% 50% Musket 15% 35% Weapon Accessory Two-handed/ Sub-weapon - None   One-handed weapons will be more reliable, dealing damage to foes steadily under any combat conditions with a small gap in the attack range. Two-handed weapons will be more effective with certain conditions met. For example, a player with a musket can actively reduce the large min ~ max attack range with the skill ‘Sniper's Serenity’. Plus, splash damage effect that attacks up to 3 foes is planned for cannons. We set the attack range wide so the weapon has a high potential with the effect.     Leather Armor Adjustment    Leather armor was originally designed to allow players to utilize rather aggressive combat styles while providing the lowest defensive performance compared to cloth and plate armor. As a new combat formula will be applied on PvP mode upon Episode 12 update, which does not include Critical limit value, leather armor will lose its strength in PvP mode. Leather armor’s DEF will be increased by 1.5 times to compensate its lost tactical feature.     Physical Defense Magic Defense Set Effect As-is To-be As-is To-be PvE PvP Cloth 100% 100% 200% 200% Magic Damage received -15% Magic Damage received -15% Plate 200% 200% 100% 100% Physical Damage received -15% Physical Damage received -15% Leather 100% 150% 100% 150% Damage +15% Critical Chance +20% Critical Chance Limit +10% Damage +15% Critical Chance +20%       2. New Items   New Sub-weapon: Weapon Accessories    A new sub-weapon, Weapon Accessories will be added.     A Weapon Accessory can be equipped on the sub-weapon slot while holding a two-handed weapon. This sub-weapon boosts the combat performance of the main two-handed weapon by providing extra Physical and Magic Attack stats. With Weapon Accessories, reinforce your two-handed weapons as you can for a one-handed weapon with a shield.                                                                Ichor and Set Stats are available for a weapon accessory. When applying Set Stats, the weapon accessory is considered as a ‘weapon’ just like shields. In addition, the cost for applying Set Stats on a weapon will decrease by half.   New Equipment: Ark     A new equipment, Ark will be added.    An Ark can be equipped on an Ark Slot and provide diverse additional stats. You can upgrade Arks by spending in-game materials and when it is upgraded to a certain level, it unlocks its special effects to help the player.                                                                         You will have your very first Ark as you go through Episode 12 and are soon able to acquire other uncommon Arks from content rewards.   New Legend Equipment and Set Stats   A new Lv.430 Legend equipment will be added. NPC Teliavelis in Fedimian will help you craft the new equipment if you bring the material item ‘Brikynite’ obtained from the newly introduced area.                                                         This new Legend equipment will embrace a higher level of attack and other random stats compared to Savinose Legva. You can visit NPC Vidotas to apply new Set Stats on your equipment.   Set 3 Parts equipped 4 Parts equipped 5 Parts equipped Sauk STR +66   INT +66 Block Penetration +331 Deals damage and knocks out nearby enemies for 1 sec. Increases damage you deal by 150% for 4 sec on landed skill.  - Skill Attack 5330%   - Overheat 3, Cooldown 30 sec   Unequipping Sauk set increases skill cooldown of other set stat skills by 100 sec.    Dragon Strength Lv 1 - Damage Increase Effect Duration +2 sec Essera CON +68 Critical Resistance +265 Gain a 40-sec 'Essera’s Composure' buff which resists all debuffs that require advanced removal.   Buff duration decreases by 5 sec and gain 'Essera’s Will' buff every time debuff resistance effect is activated.   - -4% damage taken per Essera’s Will stacked - Up to 5 stacks for Essera’s Will - Essera’s Will follows the Essera’s Composure duration Cooldown 100 sec   Dragon Strength Lv. 1 - Duration +10 sec Balinta Physical Critical Attack +1286   Magic Critical Attack +1286 HP Recovery +248   SP Recovery +248 Restore HP equaling to 50% of HP Recovery on landed Slash, Pierce, and Strike attack for 30 sec. Restore HP equaling to 25% of HP Recovery on other landed attack for 30 sec. Cooldown 100 sec   Dragon Strength Lv. 1 - Balinta Cooldown -2 sec every second when HP is at 100%     New Unique Equipment    New Unique equipment with fixed stats will be added. The equipment is obtainable at a low chance by hunting Elite monsters in the new Episode 12 areas.                                                                  The Elite monsters in stage 6-7 of the new Challenge also drop the Unique equipment. The drop rate is fairly low but it has better Ichor as compensation.     4. Combat System Revision   4-1. Combat Formula   Attack by Type Formula    We have thought that the formula for attack by type needs to be adjusted as the current formula tends to make players’ efforts to increase the attack value meaningless. Some attack values such as Slash attack rely on the equipment available for only certain classes, which results in an increasing burden for players to set more equipment. In order to prevent the issue and let players set equipment based on their tastes, all attack stats now depend on the armor, size, and creature type of the target.    Attack by type will be added to the damage increase value as +% form. The modified formula is as follow.   Formula (1)   Example   Conditions: Defender Lvl 420, Attacker ATK Value 2,000, Defender DEF Value 500   Steps: 1. 2,000(ATK Value) - 500(DEF Value) = 1,500 2. 1,500(from step 1) / (420(Defender Lvl) * 30) = 0.119 3. 0.119(from step 2) * 100 * 0.5 = 5.95%   Result: Damage Increase: 5.95% The following type stats are applied to Formula (1).   Offensive Stat Defensive Stat Attack against Cloth armored Target Attack Offset against Cloth armored Target Attack against Leather armored Target Attack Offset against Leather armored Target Attack against Plate armored Target Attack Offset against Plate armored Target Attack against Small-type Target None Attack against Medium-type Target Attack Offset against Medium-type Target Attack against Large-type Target None Attack against Ghost armored Target None Attack against Plant-type Target None Attack against Beast-type Target None Attack against Demon-type Target None Attack against Mutant-type Target None Attack against Insect-type Target None     Add. Damage Formula   All additional damage stats will be merged. 8 different values for additional damage and resistance each will be integrated into Additional Damage and Additional Damage Resistance. The property effects against additional damage will also be removed and if the target is not ‘non-property’, it receives +10% more damage and the formula has been simplified.   Formula (2)   The following type stats are applied to Formula (2).   Offensive Stat Defensive Stat Add. Damage Add. Damage Resistance     HP/SP Recovery Formula    HP/SP Recovery now depend on your max HP/SP. The higher max HP/SP you have, the more healing efficiency you can gain. The modified formulas are as follows.   Formula (3)   Formula (4)       In short, the maximum HP/SP you can restore at once is 20% of your total HP/SP.     4-2. PvP Combat Formula   Heal Control    Currently, the only way to interfere healing in ToS PvP mode is using CC skills directly upon the healing characters. Supporting characters are intended to take an important role in battle but we decided it is too restricting to interfere healing, so we are introducing new skill effects for some classes to inflict debuffs to reduce received healing. The skills will allow players prevent healing indirectly. Meanwhile, the victims can lift the debuffs with their skills making the whole battle more interesting.   The Classes to receive the heal control effect are 39, including new classes, and the detailed information for the skills can be viewed at the follow-up [Supplement] post.   Profession No. of Classes No. of Skills Max Effect Max Duration Swordsman 10 12 50% 10 sec Wizard 6 7 50% 15 sec Archer 9 11 69% 20 sec Cleric 3 3 30% 7 sec Scout 6 6 34.5% 7 sec     Buff/Debuff Control    There are abundant skills to grant buffs and debuffs in ToS and we decided to introduce skill effects into existing skills to nullify or worsen buffs/debuffs to enrich battle tactics.    The skills to receive buff control effects are 47, including skills for new classes, and the detailed information can be viewed at the follow-up [Supplement] post.   Profession No. of Classes No. of Skills Max Effect Max Removal Swordsman 14 15 75% 2 Wizard 4 5 50% 2 Archer 6 6 50% 1 Cleric 13 15 100% 2 Scout 6 6 100% 2      The skills to receive debuff control effects for allies are 29, including skills for new classes, and the detailed information can be viewed at the follow-up [Supplement] post.   Profession No. of Classes No. of Skills Max Effect Max Removal Swordsman 3 3 100% 1 on Self, 2 on Allies Wizard 3 3 100% 1 on Self, 2 on Allies Archer 8 8 100% 2 on Self Cleric 6 6 100% 2 on Self, 1 on Allies Scout 8 9 100% 1 on Self, 1 on Allies     Formulas for Critical Rate, Block, and Evasion    The current formula is significantly imbalanced and advantageous to the attacker. This leads players to except defensive elements when selecting equipment. To resolve this issue, we redesigned the formula as a symmetrical function. We anticipate a wider range of settings and tactics in PvP situations.    The modified formulas for [Critical Rate/Critical Resistance], [Block Penetration/Block], and [Accuracy/Evasion] as follows.   Formula (5)   Also, Block damage reduction rate will be changed to 30% from 60% and it will be 60% only while putting up a guard.  The attack stats [Critical Rate, Block Penetration, Accuracy] now have basic chances of activation. The chances are as follows.   Basic Chance of Activation Critical Rate 10% Block Penetration 70% Accuracy 90%   The formula to calculate the final value is as follows.   Formula (6)     Example   Conditions: Defender Lvl 420, Attacker Critical Rate 3,000, Defender Critical Resistance 1,500   Steps: 1. 3,000(Critical Rate) - 1,500(Critical Resistance) = 1,500 2. 1,500(from step 1) / (420(Defender Lvl) * 15) = 0.238 3. 0.238(from step 2) * 100 = 23.8 [Item Stat] 4. Plug in formula (6) = 21.9 4. 10(Basic chance of Critical Rat) + 21.9(from step 4) = 31.9%   Result: Critical Chance: 31.9% The following type stats are applied to Formula (6).   Offensive Stat Defensive Stat Critical Rate Critical Resistance Block Penetration Block Accuracy Evasion   Evasion - Level Advantage   The dev team wished to raise the value of character leveling by offering more benefits to high level characters in order to encourage players to level up.  There will be an advantage granted for Evasion of the character with a higher level than the opposing character based on their level difference. This additional Evasion value will be applied on the final value with a multiple operation.   Here are examples of additional evasion value.   Attacker Defender Lvl Attacker Lvl Lvl Difference Add. Evasion Player 430 400 30 60% 410 400 10 20% 405 400 5 10% 401 400 1 2% 340 310 30 60% 320 310 10 20% 315 310 5 10% 311 310 1 2%             5. New Content   New Instanced Dungeon added     Saalus and Mercenary Post Missions will be merged with a Instanced Dungeon for easy and quick access to the content.   1. Admission     The new Instanced Dungeon is for characters with Lv. 400 or above and you can enter via the Level Dungeon NPC in each city.    Each character can clear the dungeon 3 times a day and you can reset the count by using [Instanced Dungeon Reset Voucher].     2. Locations   Fields for the added instance dungeon differ each day.   Day of the Week Sunday Monday Tuesday Wednesday Thursday Friday Saturday Dungeon Royal Mausoleum Crystal Mine Seven Valley Catacombs Canyon Belt Castle (Saalus) Siauliai     3. Rewards    The new instanced dungeon rewards players with EXP, Talt, and Blessed Pieces. The rewards will be given depending on the completion rate, except Blessed Piece.    The reward items from [Mercenary Mission] will now be obtainable from field. The reward items from Crystal Mine Mission are obtainable from Lv.270 field dungeons.   Challenge Party Benefits    A drop bonus is given depending on the number of members participated in the party. The modified reward system for challenge will be applied on the new Episode 12 areas.   Challenge Stage No. of Members Item Drop Bonus Remarks Under 5 3 2x Apply to locations for Lv.420 4 3x 5 4x Above 6 2 2x 3 3x 4 4x 5 5x      The Elite monsters appearing in Challenge Mode Stage 6 in the new areas will drop the new Unique equipment, providing players more chance to acquire fine equipment and to enjoy group plays.     Unique Casual Mode: Goddess' Blessing    A casual mode was added for single players. However, the rewards from it were not satisfying enough, resulting in a low motivation for players to participate in the mode. Now that Goddess’ Blessing Event will be added, which begins upon clearing a dungeon for 60 seconds offering more rewards, players would acquire more valuable items from the content.  The new event is available via the icon at the top right corner of the screen.                                                     We expect to raise the interest in consuming the content by offering a chance to obtain valuable items with a little silver spent. The event will not continue once the player leaves the dungeon.   That will be all for this post. We appreciate your interest in our 4ever update. Thank you.   * The information disclosed above relates to works currently in progress and are subject to change with future development.  

Developer's Blog
January 8th, 2020
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The 4ever Update: Supplement

Greetings Saviors! We are back here to provide detailed information about The 4ever Update.     Types and Max Values of Random Stats   Stat/Part Gloves/Bottom/ Top/Shoes Shield/Sub/One-handed Weapon Weapon Accessory Two-handed Weapon Attack against Cloth Armored Target 530 993 497 1489 Attack against Leather Armored Target 530 993 497 1489 Attack against Plate Armored Target 530 993 497 1489 Attack against Small-type Target 530 993 497 1489 Attack against Medium-type Target 530 993 497 1489 Attack against Large-type Target 530 993 497 1489 Attack against Ghost Armored Target 530 993 497 1489 Attack against Plant-type Target 530 993 497 1489 Attack against Beast-type Target 530 993 497 1489 Attack against Devil-type Target 530 993 497 1489 Attack against Mutant-type Target 530 993 497 1489 Attack against Insect-type Target 530 993 497 1489 Additional Damage 794 1489 745 2233           Attack Offset against Medium-type Target 530 993 497 1489 Attack Offset against Cloth Armored Target 530 993 497 1489 Attack Offset against Leather Armored Target 530 993 497 1489 Attack Offset against Plate Armored Target 530 993 497 1489 Critical Resistance 265 497 249 745 Add. Damage Resistance 794 1489 745 2233           STR 80 149 75 224 DEX 80 149 75 224 CON 80 149 75 224 INT 80 149 75 224 SPR 80 149 75 224           Stamina 19 35 18 53 Looting Chance 80 149 75 224 Critical Rate 265 497 249 745 Block Penetration 265 497 249 745 Block 265 497 249 745 Accuracy 265 497 249 745 Evasion 265 497 249 745 HP Recovery 265 497 249 745 SP Recovery 265 497 249 745 Max SP 530 994 498 1490                                                                                                                                                                                                                             Heal Control Skills   Profession Class Skill Effect Duration Swordsman Hoplite Pierce Heal Reduction 2.6% *  [Skill Level] 3 sec Up to 39% Barbarian Embowel Heal Reduction 3.3% *  [Skill Level] 5 sec Up to 49.5% Doppelsoeldner Punish Heal Reduction 3.3% *  [Skill Level] 5 sec Up to 49.5% Fencer Fleche Heal Reduction 8% *  [Skill Level] 3 sec Up to 40% Dragoon Dragon Fall Heal Reduction 10% *  [Skill Level] 10 sec Up to 50% Gae Bulg Heal Reduction 2% *  [Skill Level] 10 sec Up to 30% Dragontooth Heal Reduction 3.3% *  [Skill Level] 10 sec Up to 49.5% Lancer Joust Heal Reduction 2.6% *  [Skill Level] 10 sec Up to 39% Matador Paso Doble Heal Reduction 8% *  [Skill Level] 3 sec Up to 40% Retiarius Blandir Cadena Heal Reduction 8% *  [Skill Level] 10 sec Up to 40% Hackapell Storm Bolt Heal Reduction 2.6% *  [Skill Level] 3 sec Up to 39% Blossom Blader Flash Heal Reduction 5% *  [Skill Level] 5 sec Up to 50% Wizard Summon Familiar Sorcerer Heal Reduction 1.3% *  [Skill Level] 10 sec Up to 19.5% Elementalist Stone Curse Heal Reduction 5% *  [Skill Level] 15 sec Up to 50% Sage Hole of Darkness Heal Reduction 10% *  [Skill Level] 15 sec Up to 50% Warlock Mastema Heal Reduction 3% *  [Skill Level] 10 sec Up to 30% Featherfoot Blood Curse Heal Reduction 3% *  [Skill Level] 7 sec Up to 30% Ngadhundi Heal Reduction 2% *  [Skill Level] 4 sec Up to 30% Terramancer Implosion Heal Reduction 2% *  [Skill Level] 4 sec Up to 30% Archer Hunter Coursing Heal Reduction 2.6% *  [Skill Level] 5 sec Up to 39% Retrieve Heal Reduction 2% *  [Skill Level] 5 sec Up to 30% Ranger Spiral Arrow Heal Reduction 3% *  [Skill Level] 5 sec Up to 30% Sapper Punji Stake Heal Reduction 4.6% *  [Skill Level] 15 sec Up to 69% Wugushi Latent Venom Heal Reduction 4.6% *  [Skill Level] 10 sec Up to 69% Wide Miasma Heal Reduction 3% *  [Skill Level] 20 sec Up to 30% Fletcher Broadhead Heal Reduction 1.3% *  [Skill Level] 4 sec Up to 19.5% Appraiser Blindside Heal Reduction 2% *  [Skill Level] 5 sec Up to 30% Musketeer Headshot Heal Reduction 3.3% *  [Skill Level] 5 sec Up to 49.5% Tiger Hunter Piercing Shot Heal Reduction 1.6% *  [Skill Level] 5 sec Up to 24% Arbalester Guided Shot Heal Reduction 1.6% *  [Skill Level] 5 sec Up to 24% Cleric Druid Chortasmata Heal Reduction 1.6% *  [Skill Level] 5 sec Up to 24% Monk Palm Strike Heal Reduction 2% *  [Skill Level] 3 sec Up to 30% Plague Doctor Black Death Steam Heal Reduction 1.5% *  [Skill Level] 7 sec Up to 15% Scout Outlaw Throw Sand Heal Reduction 2.3% *  [Skill Level] 5 sec Up to 34.5% Corsair Impale Dagger Heal Reduction 6% *  [Skill Level] 5 sec Up to 34.5% Shinobi Kunai Heal Reduction 1.3% *  [Skill Level] 4 sec Up to 30% Rogue Knife Throw Heal Reduction 5% *  [Skill Level] 5 sec Up to 25% Bullet Marker Smash Bullet Heal Reduction 3% *  [Skill Level] 7 sec Up to 30% Ardito Invasione Heal Reduction 3% *  [Skill Level] 3 sec Up to 30%                   Buff Control Skills   Profession Class Skill Effect Removal Swordsman Hoplite Stabbing Up to 1.15% 2 Removal Chance 0.23% * [Skill Level] Barbarian Warcry Up to 49.5% 1 Removal Chance 3.3% * [Skill Level] Highlander Crown Up to 49.5% 1 Removal Chance 3.3% * [Skill Level] Peltasta Umbo Blow Up to 8% 1 Removal Chance 0.8% * [Skill Level] Doppelsoeldner Zornhau Up to 25% 1 Removal Chance 5% * [Skill Level] Rodelero Shield Bash Up to 50% 1 Removal Chance 10% * [Skill Level] Murmillo Shield Train Up to 25% 1 Removal Chance 2.5% * [Skill Level] Fencer Balestra Fente Up to 25% 1 Removal Chance 2.5% * [Skill Level] Dragoon Dragon Fear Up to 50% 1 Removal Chance 5% * [Skill Level] Lancer Gigante Marcha Up to 50% 1 Removal Chance 10% * [Skill Level] Nak Muay Khao Loi Up to 17% 1 Removal Chance 1.7% * [Skill Level] Retiarius Throw Rete Up to 75% 1 Removal Chance 5% * [Skill Level] Hackapell Cavalry Charge Up to 19.5% 1 Removal Chance 13% * [Skill Level] Helm Chopper Up to 10.5% 1 Removal Chance 0.7% * [Skill Level] Blossom Blader Blossom Slash Up to 50% 1 Removal Chance 10% * [Skill Level] Wizard Psychokino Gravity Pole Up to 10% 1 Removal Chance 2% * [Skill Level] Heavy Gravity Up to 8% 1 Removal Chance 0.8% * [Skill Level] Alchemist Alchemistic Missile Up to 22.5% 1 Removal Chance 1.5% * [Skill Level] Chronomancer Time Forward Up to 50% 2 Removal Chance 10% * [Skill Level] Rune Caster Rune of Destruction Up to 50% 1 Removal Chance 5% * [Skill Level] Archer   Hunter Coursing Up to 50% 1 Removal Chance 1.2% * [Skill Level] Fletcher Bodkin Point Up to 37.5% 1 Removal Chance 2.5% * [Skill Level] Pied Piper Wiegenlied Up to 49.5% 1 Removal Chance 3.3% * [Skill Level] Appraiser Devaluation Up to 50% 1 Removal Chance 5% * [Skill Level] Cannoneer Sweeping Cannon Up to 35% 1 Removal Chance 7% * [Skill Level] Matross Canister Shot Up to 50% 1 Removal Chance 10% * [Skill Level] Cleric Krivis Divine Stigma Up to 50% 1 Removal Chance 10% * [Skill Level] Sadhu Astral Body Explosion Up to 25.5% 1 Removal Chance 1.7% * [Skill Level] Dievdirbys Carve World Tree Up to 100% 2 Removal Chance 10% * [Skill Level] Monk One Inch Punch Up to 9% 1 Removal Chance 0.9% * [Skill Level] Energy Blast Up to 33% 1 Removal Chance 3.3% * [Skill Level] Pardoner Dekatos Up to 15% 1 Removal Chance 1.5% * [Skill Level] Paladin Demolition Up to 8% 1 Removal Chance 0.8% * [Skill Level] Chaplain Visible Talent Up to 50% 1 Removal Chance 10% * [Skill Level] Kabbalist Gevura Up to 50% 1 Removal Chance 10% * [Skill Level] Inquisitor Malleus Maleficarum Up to 49.5% 1 Removal Chance 3.3% * [Skill Level] Miko Hamaya Up to 33% 1 Removal Chance 2.2% * [Skill Level] Zealot Emphatic Trust Up to 35% 1 Removal Chance 7% * [Skill Level] Exorcist Aqua Benedicta Up to 16.5% 1 Removal Chance 1.1% * [Skill Level] Crusader Protection of Goddess Up to 50% 1 Removal Chance 10% * [Skill Level] Retaliation Up to 25% 1 Removal Chance 2.5% * [Skill Level] Scout Outlaw Rampage Up to 25% 1 Removal Chance 5% * [Skill Level] Squire Arrest Up to 100% 1 Removal Chance 6.7% * [Skill Level] Shinobi Mijin no Jutsu Up to 100% 2 Removal Chance 10% * [Skill Level] Linker Joint Penalty Up to 24% 1 Removal Chance 1.6% * [Skill Level] Rogue Lachrymator Up to 100% 1 Removal Chance 6.7% * [Skill Level] Rangda Keletihan Up to 16% 1 Removal Chance 1.6% * [Skill Level]                   Debuff Control Skills   Profession Class Skill Effect Removal Swordsman Peltasta Guardian Up to 100% 1 from Self Removal Chance 20% * [Skill Level] Templar Non-Invasive Area Up to 100% 2 from Allies Removal Chance 20% * [Skill Level] Blossom Blader StartUp Up to 100% 1 from Self Removal Chance 6.7% * [Skill Level] Wizard Cryomancer Subzero Shield Up to 75% 1 from Self Removal Chance 7.5% * [Skill Level] Chronomancer Backmasking Up to 100% 2 from Allies Removal Chance 20% * [Skill Level] Shadowmancer Shadow Pool Up to 100% 1 from Self Removal Chance 20% * [Skill Level] Archer Hunter Growling Up to 100% 1 from Self Removal Chance 10% * [Skill Level] Quarrel Shooter Block and Shoot Up to 100% 1 from Self Removal Chance 20% * [Skill Level] Pied Piper Marschierendeslied Up to 100% 1 from Allies Removal Chance 10% * [Skill Level] Appraiser Insurance Up to 100% 1 from Self Removal Chance 10% * [Skill Level] Falconer Hanging Shot Up to 100% 2 from Self Removal Chance 50% * [Skill Level] Matross Fire and Run Up to 30% 1 from Self Removal Chance 2% * [Skill Level] Tiger Hunter Camo Shot Up to 100% 1 from Self Removal Chance 20% * [Skill Level] Arbalester Escape Up to 25% 1 from Self Removal Chance 2.5% * [Skill Level] Cleric Druid Lycanthropy Up to 100% 2 from Self Removal Chance 20% * [Skill Level] Pardoner Indulgentia Up to 49.5% 1 from Allies Removal Chance 3.3% * [Skill Level] Paladin Resist Elements Up to 100% 1 from Allies Removal Chance 6.7% * [Skill Level] Chaplain Binatio Up to 100% 1 from Self Removal Chance 6.7% * [Skill Level] Zealot Invulnerable Up to 100% 1 from Self Removal Chance 10% * [Skill Level] Crusader Protection of Goddess Up to 50% 1 from Allies Removal Chance 10% * [Skill Level]   Scout Corsair Jolly Roger Up to 100% 1 from Allies Removal Chance 10% * [Skill Level] Shinobi Bunshin no Jutsu Up to 100% 1 from Self Removal Chance 10% * [Skill Level] Thaumaturge Swell Brain Up to 100% 1 from Allies Removal Chance 20% * [Skill Level] Linker Lifeline Up to 100% 1 from Allies Removal Chance 20% * [Skill Level] Rogue Burrow Up to 100% 1 from Self Removal Chance 6.67% * [Skill Level] Schwarzer Reiter Evasive Action Up to 100% 1 from Self Removal Chance 10% * [Skill Level] Ardito Ritirarsi Up to 30% 1 from Self Removal Chance 20% * [Skill Level] Recupero Up to 100% 1 from Self Removal Chance 10% * [Skill Level] Sheriff Redemption Up to 100% 1 from Self       That will be all for the 4ever update. Thank you.     * The information disclosed above relates to works currently in progress and are subject to change with future development.  

Developer's Blog
January 2nd, 2020
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[BGM] Five New Theme Songs for Five New Classes

Greetings, Savrios.     We are proud to present to you five new theme songs for the five new classes coming to the game with our 4ever update.     Enjoy!                    

Developer's Blog
December 17th, 2019
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The 4ever Update: New Class Skills and Balancing Preview

Greetings, Saviors!   Today we would like to give you a more detailed look at the five new Classes that will be added to the game with the upcoming 4ever update.          Blossom Blader   The Blossom Blader is a branch of the Swordsman Class that has been honed and developed in a faraway continent to the east. They have opted not only for efficiency in battle but also graceful movement, leading to a style of swordplay that stresses the importance of ‘stance’.     Flowering   Applies [Flowering] debuff to enemies in front. The [Flowering] debuff stacks with Blossom Blader skills hitting the target and provides additional damage when using Blossom Blader skills. Flowering: Gust   Attribute that increases critical chance while attacking targets under [Flowering] debuff while reducing the amount of additional damage they receive from [Flowering]. Falling Blossom   Moves the player instantaneously to a nearby enemy affected by [Flowering] debuff and deal damage. [Flowering] debuff is removed once the enemy is struck by Falling Blossom and the target receives additional damage and becomes afflicted with a status ailment. Falling Blossom: Imprison   Applies an additional [Silence] debuff go enemies with [Flowering] debuff of 3 stacks or higher. Meditate   Reduces incoming damage by 50% while casting and increases the damage of critical attacks in proportion to the time spent casting. Taking a certain amount of damage while casting will cause the skill to be interrupted and cause penalties for the caster. Meditate: Flying Sword   Decreases the cooldown for the Flying Sword skill when used after Mediate has been cast. Meditate: Falling Blossom   Falling Blossom can be cast immediately when used after Meditate and adds 3 stacks of [Flowering] debuff. Meditate: Flash   Using Flash after Mediate decreases received damage for a 5-second duration. Meditate: Blossom Slash   Increases the damage of Blossom Slash when used after Mediate. Flying Sword   Summon multiple swords to attack the target. [Arts] Flying Sword: Thousand Flying Swords   Multiple swords will swing themselves furiously around the target, dealing reduced damage to enemies nearby to the target. Flash   Charges forward to quickly stab enemies in the player’s path. Flash: Flurry   Flash’s skill cooldown is reduced when critical occurs from using Flash (there is a separate cooldown for the Attribute as well). Blossom Slash   Hide yourself and slash a single target multiple times before revealing yourself again.   Blossom Slash       Terramancer   Rocks may eventually crumble, but they never permanently perish in that they are returned to nature in the end. Terramancers spend great time and effort in order to link with the Earth because of this but they do not worship the Earth Goddess Zemyna. Their spirituality is more in tune with nature itself than with the Goddesses worshipped in the Kingdom.     Terramancer: Sand Cloud   Ignores the damage reduction effect of Petrify debuff and adds additional critical chance. Also applies [Sand Cloud] debuff on targets when hit with Terramancer skills. Sand Blast   Blasts the target with sand. Sand Blast: Explosion   An explosion is caused when critical hit occurs with Sand Blast and causes Sand Blast to damage nearby enemies in proportion to the amount of damage dealt. Sand Wall   Raise a wall of sand from the ground. The wall can be passed by anyone, but it slows down the movement speed of enemies when they walk through. Implosion   Causes a destructive resonance from within the target’s body for damage. Ignores a part of the target’s Magic DEF and causes additional damage against targets wearing Plate armor. Critical damage occurs against targets under [Petrify]. Implosion Stone Shower   Shoots rock fragments towards the direction the player is faced in. Enemies are hit with consecutive hits. Stone Shower: Stun   Provides a chance to stun enemies hit by [Stone Shower] for a 2-second duration. Rolling Stone   Summon a large boulder to roll. The boulder is removed and damages the enemy when coming into contact. The skill does not need to be fully charged but a full charge increases the damage dealt. Rolling Stone: Trample   Makes Rolling Stone ignores Magic DEF of enemies in proportion to attribute level. Rolling Stone Horned Golem   Summon an Earth Golem that charges ahead to damage enemies in its path. [Arts] Horned Golem: Circular Damage   The AoE of Horned Golem is turned circular from which a gush of sand rises. Slows the movement speed of enemies passing through the area.       Arbalester   Arbalesters were founded during the reign of King Rael. They started out as a group who studied the art of homing arrows and their research had progressed drastically by the time of King Rael II during which the Kingdom begun funding their studies. Due to this financial support, the Arbalester were incorporated into the Kingdom’s royal army.   Arbalester: Destruction   Increases Physical Attack and Block Penetration values when the player has a dagger equipped as a sub-weapon. The effects increase in proportion to the attack value of the equipped dagger. Also provides the chance to remove an enemy buff when attacking. Arbalester: Precision   Increases the accuracy of attacks when the player has a shield equipped as a sub-weapon. Also provides a chance to automatically fire homing arrows when attacking. Escape   Swiftly dash backwards then fire homing arrows. Evasion chance is increased while dashing and increases the caster’s movement speed temporarily when cast. Escape: Shielding   Increases block rate instead of evasion when shield is equipped. [Mark] debuff is applied on enemies when a successful block occurs. Guided Shot   Shoots a homing arrow on enemies in front and leaves a [Mark] on them. Enemies under the [Mark] debuff receive increased damage from homing arrows. Fanwise Shot   Shoots multiple arrows to a fan-shaped area. Fanwise Shot: Additional Shots   Homing arrow is fired when Fanwise Shot hits an enemy under [Mark] debuff. Dark Judgement   Shoots an arrow on a targeted enemy then fires a homing arrow. [Arts] Dark Judgement: Dark Curtain   Adds Dark property to attacks with [Dark Judgement] and leaves a [Mark] on enemies hit by Dark Judgement. Dead Zone   Shoots multiple arrows skyward and make them rain down on enemies. Shining Burst   The player spins around for the duration of the key press and shoots arrows at enemies around the player. The player remains mobile during skill use and additional hit occurs against enemies afflicted with [Mark] debuff. Arbalester’s Precision, Dead Zone and Shining Burst in a combo       Crusader   Crusaders begun during King Ousel’s rule when the Grand Cathedral was completed. The Kingdom had suffered from many civil wars up to this point and the Crusaders were formed in order to protect the Kingdom’s religious heritage in the times of turmoil. Crusaders equip themselves with heavy armor overlain with cloth adorned with religious symbols. Most Crusaders have died during the tragedy that is Medzio Diena and there is all but few remaining scattered across the Kingdom at the current time.   Chant   Receive the favor of the Goddesses to choose between two different buffs.   - Goddess’ Protection: Activates the restoration effects with Crusader skills. - Goddess’ Wrath: Increases the damage of Crusader skills and Magic ATK. Restoration effects of Crusader skills are diminished or removed completely. [Arts] Chant: Goddess’ Blessing   Applies the buff [Goddess’ Blessing] to activate both [Goddess’ Protection] and [Goddess’ Wrath] simultaneously but with diminished efficacy. Crusader using a Chant Holy Smash   Strike with a blunt weapon imbued with divine power causing an explosion.   - Goddess’ Protection: Provides restoration when the caster is near the enemy struck with Holy Smash. - Goddess’ Wrath: Damages enemies around the target struck with Holy Smash. Ring of Light   Summons a ring of light that damages enemies for a 1-second duration.   - Goddess’ Protection: The ring explodes to restore the caster. - Goddess’ Wrath: The ring explodes to damage nearby enemies. Ring of Light under Goddess’ Protection   Ring of Light under Goddess’ Wrath Sacred   Pray to spread the power of the Goddess around the caster.   - Goddess’ Protection: Restores nearby allies during prayer and causes an explosion after 1 second to heal nearby allies again. - Goddess’ Wrath: Damages enemies during prayer and causes an explosion after 1 second to damage nearby enemies. Sacred: Fissure   [Sacred] ignores enemy DEF partially. Condemn   Strike the earth with a blunt weapon to engrave a divine symbol on the ground.   - Goddess’ Protection: Heals allies within the area of effect. - Goddess’ Wrath: Damages enemies within the area of effect. Retaliation   Lands a ray of divine power to a designated location.   - Goddess’ Protection: Heals allies within the area of effect. - Goddess’ Wrath: Damages enemies within the area of effect. Divine Protection   Creates a barrier using divine powers around the caster.   - Goddess’ Protection: Heals allies within the area of effect. - Goddess’ Wrath: Damages enemies within the area of effect. Divine Protection: Defend   Reduces the damage received for allies within [Divine Protection]’s area of effect while Goddess’ Protection or Goddess’ Wrath is activated.       Rangda   One of the fortunate things to have happened after Medzio Diena is that the Rangda have taken up arms against the invading demon forces. Up to this point, the Rangda have had held both the Goddesses and demons as divine beings and preferred to worship Giltine over all other Goddesses. Their religious beliefs were frowned upon by the clergymen of the Kingdom but since their traditions predate that of the Kingdom’s religious practices, their sacrilege was overlooked and they were left free to pursue their traditions independent of the Kingdom’s rule due to their historical value. What caused them to change as the drastic shift in the power dynamics of the divines that occurred following Medzio Diena. Despite their peculiar beliefs, the Rangda wanted to see the balance of power restored and until then they have decided to battle against the demon forces.   Luka   Attack the enemy for continuous damage. The duration of the damage increases in proportion to the number of debuffs on target. Kutukan   Applies [Chaotic Curse] to target. [Chaotic Curse] debuff turns the enemy into a [Kepa], disables their HP/SP recovery and causes target to deal continuous damage to nearby enemies. Kutukan: Remove Buff   Grants a chance to remove buffs on targets affected by Kutukan. The number of buffs removed increases in proportion to the attribute level. Kutukan Penyerapan   Increases the damage of caster’s Dark property attacks. Also increases the stacks of [Lethargy] and [Movement Speed Reduction] debuffs applied on target with Rangda skills. [Arts] Penyerapan: Siphon Life Force   Restores the caster’s health in amounts proportionate to the number of debuffs on nearby enemies. Barong   Controls a tamed Barong to follow the caster. The Barong attacks nearby enemies for the duration of its summon and has the chance to remove enemy buffs when attacking. Barong: Buff Eater   The caster receives a random buff every time the Barong removes an enemy buff.   - Attack Buff: Increases damage dealt with increasing buff stack. - Defense Buff: Reduces incoming damage with increasing buff stack. - Utility Buff: Increases movement speed with increasing buff stack. Keletihan   Causes enemies within area of effect to become lethargic. [Lethargy] debuff decreases the target’s resistance against accuracy, evasion and critical attacks. Efficacy increases in proportion to the stack of [Keletihan: Lethargy] debuff. Keletihan: Added Effect   Provides additional effect depending on the number of Keletihan stacks.   - 3 Stacks: Curse debuff for 10 second duration - 4 Stacks: Silence debuff for 3 second duration - 5 Stacks: Stun debuff for 3 second duration Rawa   Creates a swamp in front of the caster. Reduces the movement speed of enemies passing through the swamp and the reduction amount increases the longer they remain on the swamp. Rawa: Fatigue   Increases the stack of [Keletihan] debuff every 3 seconds on enemies standing on Rawa. Target must already hve [Keletihan] debuff for its stack to increase.       Changes to Existing Classes     Change Detail New Hunter Art [Arts] Rush Dog: Fierce Attack Removes the stun effect of Rush Dog and increases skill damage. Does more damage against [Bleeding] enemies. Ataka Ataka Set Stat effect will now have a limit to the maximum amount of damage that can be spread when damage is passed from monster to player. Main and Sub-weapon Attack Value Transfers New Attribute [One-handed Spear Mastery: Battle Preparation] A Swordsman attribute that transfers 20% of weapon ATK value to Physical ATK when Equipped with both a [Dagger] and a [One-handed Spear]. New Scout [Double Attack] Effect Increases the ATK value of equipped sub-weapon by 20% of the main weapon’s ATK value. Buff is removed when a shield is equipped and also when auto-swap is used. Cleric [Cure] Cooldown of Cure is reduced by 3 seconds when advancing into any of the following classes (can be stacked, max. 9 second reduction):   Pyromancer [Fire Pillar] Using [Fire Pillar] and [Storm Dust] will only cause [Fire Pillar]’s number of hits to increase. Quarrel Shooter [Deploy Pavise] The number of Pavise that can be installed in Team Battle League will be increased to 4. Retiarius [Blandir Cadena] The attacks performed during [Blandir Cadena] will be changed to 5 Pierce attacks from 2 Pierce attacks and 3 Slash attacks.       We will bet ow this post with a more detailed list of changes that will be introduced in the 4ever Update soon.         * The information disclosed above are currently works in progress and are subject to change with future development.

Developer's Blog
December 12th, 2019
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The 4ever Update: An Introduction

Greetings, Saviors!   Today we are proud to announce that our next major content update, 4ever, will soon arrive to TOS. With the 4ever Update, we will be introducing not only new classes, but also new content, systems and items.   Today’s post will be a brief introduction of the changes to come in our 4ever update.       Five New Classes   Swordsman Blossom Blader Blossom Bladers belong to the Swordsman Tree and makes use of both one-handed and two-handed swords. They are an offense-oriented class characterized by their speedy attacks. Wizard Terramancer Terramancer is also a class that focuses on attacks with Earth-property spells that involve sands and rocks. Archer Arbalester Arbalester is a class that non-stop barrage of attacks with the crossbow against single and multiple enemies. Cleric Crusader Crusader is a more varied class that can act as both a magic DPS or a healer depending on the [Chant] it chooses to use. Scout Rangda Rangda is a debuff-centered class that uses its ‘Barong’ to remove buffs from enemies and weaken them.       Equipment and Item Changes   It is the dev team’s intention to motivate players to collect the various in-game items and equipment. We will make it easier for our players to obtain the said items and the various bonus stats will be integrated and newly introduced and the formulas for battle damage calculations overhauled in order to adjust to the changes made.     Random Bonus Stats   - The maximum bonus stat obtainable will be identical for all equipment grades and the items of Unique grade or above will be guaranteed to have a bonus stat equal to at least 80% of the maximum possible stat. - The numerical range of bonus stats obtainable on an equipment will be displayed. - New Magnifying Glass item will be introduced that lets you re-roll only the selected random bonus stat. - Additional property damages and property resistance bonus stats will no longer appear and be integrated into the new ‘additional damage/additional damage resistance’ stats (Existing stats will remain on the affected equipment and their effects will be combined)     Ichor Difficulty Adjustment   - The rate of successful Ichor Extraction will be increased by two-fold. - The number of items required for Ichor Transmutation will be reduced to 2 from 3.     Dismantling and Enchanting Overhaul   - Items obtained from Dismantling will be increased by maximum of 50% depending on the dismantled equipment’s Transcendence stage for all Dismantling. - Awakening and Enchant Jewel stats can now be transferred between equipment of identical grade, level requirement and equipment slot.     Adjustment of Weapon Attacks by Type   - Weapons, categorized by one-handed and two-handed, will have their attack values adjusted to be closer to the highest attack value available within their respective category. - The attack value ranges will be adjusted for all weapons. For example, one-handed weapons will have a smaller value range while the range will be wider with two-handed weapons.     Leather Armor Adjustments   - The DEF value of Leather Armor will be increased by 50%. - Leather Mastery’s 10% increase in critical chance will remain unchanged (the maximum critical chance cap will not be applied for PvP environments).       New Items     New Sub-Weapons: Weapon Accessories   - Weapon Accessories slot will be added where new accessories can be equipped simultaneously with two-handed weapons.     New Equipment: Ark   - New ‘Ark’ equipment slot will be added.     New Legend Equipment and Set Effects   - The new ‘Disnai’ Legend grade equipment will be added. - New set effects will be made available for the new Disnai Legend equipment.     New Unique Equipment   - New Unique grad items will be added with fixed stats, which can be obtained by hunting monsters in the new Episode 12 areas. - The new Unique equipment will be more difficult to obtain by comparison but they will have higher stats as compensation.     Combat Overhaul     Changes in the Combat Calculations     - The combat calculations will now be integrated into the overall combat damage as percentages instead of addition/subtraction. - Property Attack/Defense values will be removed and replaced with Additional Damage/Additional Damage Resistance. The values calculated will be integrated with addition/subtraction and non-property targets will receive additional +10% damage. - HP/SP recovery will be improved with higher max. HP/SP values, up to an amount equal to 20% of the player's max. HP/SP values.     PvP Combat Calculations   - Various skills will now be able to reduce HP recovery effects by up to 50%. - Various skills will now be able to remove enemy buffs and ally debuffs. - Calculations for Critical Resistance, Block and Evasion will now be adjusted to be just as effective as attacks-based stats. - Base chance for Critical Strikes, Blocks and Accuracy will be added and reflected in the combat mechanics. - Increased chance for evasion will be added when battling enemies of lower levels, which will range from 2~60% (they will be integrated into the combat calculation at the final step through multiplication).     New Content   - New areas and quests will be added for Episode 12. - Saalus and Mercenary Post Missions will be merged with the Lv. 400 Instanced Dungeon and be available during different days of the week. - Challenge Mode in Episode 12 areas will now provide increased item drop rates up to five times based on the number of players belonging to the party. - 'Goddess' Blessing' event will be added for Unique Raid: Casual, which will be similar to the 'Goddess' Grace' event.       That will be all for today, but keep a look out for more on the way!       * The information disclosed above are currently works in progress and are subject to change with future developmenet.

Developer's Blog
December 6th, 2019
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Episode 12: The Last Prophecy

The Final Battle Against Giltine: Episode 12     Greetings, Saviors!     The dev team is currently working on the final chapter of the Giltine saga with Episode 12: The Last Prophecy. Episode 12 will introduce new characters and stories that will unfold right up until the final battle against Giltine, which will be partly revealed in today’s Dev Blog post.   Episode 12: The Last Prophecy will introduce new areas and characters such as Demon King Baiga and the Road of Demise. New monsters and new equipment will be introduced along with the increase in the level cap from 420 to 450.       Following the Path of Fate       Our Saviors will face off against new and powerful forces of evil alongside Neringa and the Goddess Austeja. Your journey will begin in West Jungers Road where the stench of death runs fowl.       Bringer of Destruction, Demon King Baiga       Not all demons had sided with Giltine and her plans. The Demon King Baiga will reveal himself to the you at the Vienibe Shelter in order to test your strength. Time is running out! You must convince the Demon King in order to put a stop to Giltine’s plans.       The Holy of Holies       The Ruins of Rinksmas was once the heart of the Kingdom’s faith and boasts the oldest known statue of the Goddess Ausurine. It is here where you will come face to face with a holy presence that will guide you in your new journey.       Under the Blackened Wings       Giltine’s plan to sacrifice the world has almost reached its end phase. The Goddess Laima, who had been guiding you all this time, is now slowly beginning to perish at the hands of Giltine. The end is nigh.       The Demon Goddess Giltine       The Demon Goddess Giltine is the culprit behind Medzio Diena that shook the world. Now you will finally stand before Giltine. You must stop her before Goddess Laima perishes. Giltine awaits at the end of your journey.       Demon King Baiga Appears       The Demon King Baiga, one of the four Demon Kings under Giltine’s wing, finally reveals himself. He believes that destruction and chaos is all that matters in the world and regards all humans and demons alike as pawns in his game.       Episode 12: Changes in Scenario       Episode 12: The Last Prophecy will introduce new characters that will appear in the future main quests as well as the old favorites such as Giltine. They will be introduced with the new Demon Goddess Giltine Raid, which will be added after the release of Episode 12.       * The information disclosed above are currently works in progress and are subject to change with future developmenet.

Developer's Blog
December 6th, 2019