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Tree of Savior is now Free to Play!

Greetings, Saviors! Tree of Savior is now Free to Play! You can check the details at the following link. https://forum.treeofsavior.com/t/f2p-release-and-new-sea-server-coming-may-10-2016/251161 As always, we thank you for your continued support, love and enthusiasm for Tree of Savior. Sincerely, IMC Staff

Announcement
May 10th, 2016
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Combat System Changes Dossier Pt. 2

Greetings, Saviors! Following up on our QnA sessions about the ‘Plans for Combat System Changes’, we're continuing with a series of posts offering more detailed information on each aspect of the game's revised contents. Today’s discussion will focus on the changes that are coming to the basic and combat stats of characters, as well as the role of accuracy and evasion, block and critical. 1. How will stats be organized and how will the stat system work? STR, INT, CON, SPR and DEX will continue to form the set of basic stats that you can freely increase using the points you receive every time you level up. These basic stats, combined with the influence of your level, rank, items, buffs, etc. will contribute along with the variables of your physical attack, magic attack, accuracy, critical rate, etc. to form your final combat stats. Here’s an overview of the stat system changes: 2. In what way will the efficacy of attack stats increase? As you likely know, in TOS there are two types of attack, physical and magic, which are calculated independently and increased by the STR and INT stats, respectively. If so far STR (INT) increased +1 of physical (magic) attack at a time, now these stats will increase attack +2 at a time. The following skill attack chart, which includes some of what we’ll be discussing more in-depth on our next post in the Dossier series, summarizes the influence of attack stats on your final attack values. In the current setup, the skill factor comprises all of the additional damage, so the higher you level up (along with your skill damage and item attack), the less your attack stats will be worth, comparatively. This can cause physical attack characters to lean towards full DEX builds, while magic attack characters, not receiving any effect from DEX in their attacks, often bit the bullet and either invest in INT or go full CON for a tank-like build. Having STR and INT go from +1 to +2 may not seem like a big difference, but when you account for the new skill calculations, the influence of these stats in attack increases significantly. Forgoing STR and INT to invest in your items while picking only utility skills will, of course, continue to be a feasible type of build, but after the big changes STR and INT will certainly be worth more than before. We’re confident that at least you won’t feel fooled by the stat tutorial NPC in West Siauliai Woods going “STR is for Swordsmen!”… 3. How will CON and SPR relate to HP and SP? CON and SPR will continue to increase HP and SP respectively, but the extent to which they do so will depend on the character’s class, level and stats. As far as class goes, max. HP and max. SP will increase as such (assuming characters of the same level and stats): With the new changes, we expect any total amount of HP you have to be enough for your character. Because of the revised damage formulas, it’s a lot more difficult to become almost invincible no matter how high your defense is, and every little bit of damage counts. This will also, we hope, help avoid situations where a character becomes incapable of combat after one or two hits for having low HP. SP, on the other hand, is going to become a bigger necessity. A few skills may have gained some degree of SPR efficiency, but in general, if you want to use skills more than your average character, you’re going to have to invest at least a little in SPR (whether through stats or items). Alternatively, you can start relying on SP potions, since you’ll be able to use more than one at a time. 4. What will change about critical rate and resistance/chance? A lot of things are changing about the basic stats and their purpose, but to physical attack characters, the biggest change is probably in the use of DEX. If currently DEX increases accuracy, evasion and critical rate, after the changes it will increase a whole different set of factors: attack speed, evasion, block penetration and critical attack. Also, apart from the standard increments you get from leveling up, there will be no way to increase your critical rate or resistance by investing in a basic stat. With TOS’ current combat formulas, it’s not that difficult to reach nearly full critical attack, if you focus on DEX and collect all the extra critical rate factors from items, skills and buffs. As far as your DPS goes, after level 50 (even with a level 45 weapon), STR and INT tend to become progressively less significant, while the critical rate you can get from DEX allows you to increase your attack by a certain percentage with almost every hit, which makes this stat a lot more appealing to Archers in particular. [Stat distribution by class tree - data collected from recently active characters on Steam]  Any seasoned player of TOS will be familiar with game guides advocating full DEX builds for physical attack characters; and for good reason, as they have allowed for 100% accuracy and very high degrees of evasion. Because of this situation, we concluded that it was best not to leave this up to personal stat customization and instead decided to remove critical rate from DEX and critical resistance from CON. This is the new critical rate formula we’re using: critical chance = (max(0, critical rate – critical resistance)) ^ 0.6 To this formula you can add all the other chance-increasing values to calculate your final critical chance. Unlike in the current version of the game, you won’t be able to have all your attacks be critical, but you’re going to get a bigger increase in critical attack from DEX than the one you currently get from STR (changed from +2 to +4). [Chances of hitting critical according to the difference of critical rate and resistance] Basic critical chance will come from the difference between the attacker’s critical rate and the target’s critical resistance. There will be a standard increase according to the level of the character or monster, but that difference will not exist when both individuals are of the same level. Unlike attack, since critical chance is determined by this difference, if an item offers +20 critical rate for example, this factor will be worth the same at both low and high levels. The relative effect of +50 critical rate from a full set of leather armor, then, will also carry over regardless of your level. Along with this, we’re changing the critical rate increase obtained through skills and buffs from a percentage value to a fixed +/- one. A good example would be the Swift Step: Critical Rate attribute, where the increase was changed from +5% to +30 per attribute level. We do feel like our choices regarding the critical chance formula and the items and skills with critical chance and resistance were a little conservative in these new combat changes. On the other hand, we are aware that there are classes which rely on critical attack and we understand the value of Yellow Gems is important, which is why we added critical rate options to all the new Hunting Grounds 270 and 315 physical attack weapons, and we’ll continue to apply similar options to new items, skills and attributes. 5. What changes can we expect in terms of evasion and block? First, we changed the evasion calculation formula in the same way we did with critical; like so: evasion chance = (max(0, evasion – accuracy)) ^ 0.65 The factors are slightly different, but here the final evasion rate is also calculated from the difference between the attacker’s accuracy and the target’s evasion, and just like it happens with critical rate/resistance, accuracy/evasion factors remain relatively valuable regardless of the character’s level. This, in fact, is one of the reasons why we decided to remove accuracy and evasion from gloves and boots. With the new changes applied, armor items will only increase your basic defense, and to a degree that is appropriate for your own level (in any case, it’s not like accuracy gloves were of much use to magic characters anyway…). As for the block calculation formula, no surprises here: block chance = (max(0, block – block penetration)) ^ 0.7 We used a very similar calculation to the other two introduced in this post. Block rates are therefore determined from the difference between block resistance and block penetration, with the final rate also being influenced by buffs or the Peltasta’s Shield Guard, for example. Here we’d like to note that, the reason why evasion and block factors are going to increase with stat investment while critical won’t, is because the former two do not have the side effect of significantly amplifying your DPS. Plus, they do not produce any results with a magic attack target, since they rely on the side that is receiving the attack. Also, we’d like to clarify that the critical, evasion and block factors we discussed here are not related to magic attack. Magic attack naturally applies to all kinds of targets, the way it has always been in TOS. Magic attack players therefore have it relatively easier when it comes to deciding their attack stat distribution, but on the other hand they also gain no bonus from it. This is a feature that we do not intend to change.

Developer's Blog
April 28th, 2017
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Introducing Rank 8 – Archer

Greetings, Tree of Savior dev team here. As you can guess, we’re continuing our introduction of the new Rank 8 classes, and today we’re covering the Archer tree.   Falconer (Circle 3) The master of hawk companions is finally developing into Circle 3; here’s what we have in store for this class. The ‘Circling’ skill is getting an expanding attribute that has a 5% chance of repeated attack within its area. For Archers having trouble dealing with multiple enemies, this could be a life-saver. The new skill ‘Aiming’ widens the area of the hawk’s strike, allowing you to attack from further away. ‘Aiming’ can be used in conjunction with ‘Circling’ and other skills, making it useful for short-range attack classes and party play. ‘Preemptive Strike’ will allow hawks to attack enemies without the direct instruction of a Falconer. The hawk will automatically use the skills ‘Hovering’ and ‘Sonic Strike’, with ‘Preemptive Strike’ being influenced by the skill level of its corresponding Falconer character. Also, any skills used automatically by the hawk will not count towards SP drain nor cooldown times.     Schwarzer Reiter (Circle 3) This high-mobility, mount-focused class is seeing its final evolution in Circle 3. We expect to add an expansion attribute to shoot-and-retreat skill ‘Caracole’ that will allow for a wider range of damage. And for reiters with stamina to spare, we will be adding an attribute to reduce the recoil of ‘Caracole’ and allow for faster consecutive attacks. ‘Limacon’ is getting a new ‘Misery’ attribute that will allow it to attack two enemies at once. We also expect to change ‘Limacon’ to a buff-type skill in a future patch; after activating it, you’ll have to press C during its duration to use it. C3 skill ‘Forward Shot’ will have your character advance forward while shooting two long-range weapons at once. Unlike ‘Retreat Shot’, with this skill your character will keep shooting even if you stop moving, making it an excellent ‘breakthrough’ technique.     Musketeer (Circle 2) Long-range specialists, the Musketeers are becoming even more worthy of their names in Circle 2. We developed a ‘Misery’ attribute for ‘Snipe’ that will allow it to target two enemies at once. The new ‘Bird Fall’ skill was created to deal serious damage to flying-type monsters. In PvP combat, this skill disables flying statuses and is notably strong against flight-type classes. We’re also adding a quick fire attribute to ‘Penetration Shot’ that will allow you to use it as your main attack even in crowded battles.     Cannoneer (Circle 2) The role of Circle 2 Cannoneers in teamwork is what makes it stand out. ‘Siege Burst’ will have an attribute added which allows players to destroy enemy magic circles. The ‘Cannon Barrage’ skill will fire several shots directly at enemies in front of you. The ‘Bazooka’ skill will allow you to deal damage to several enemies through AoE damage at a range that is comparable to ‘Kneeling Shot’. However, you will need to be careful when using this skill as you will not be able to move while using it and will not be able to target nearby enemies.     Hakkapalle (Circle 1) The Hakkapalle is a cavalry class that first appears at Rank 8. The most distinct feature of the Hakkapalle is that you will be able to use a one-hand sword as your sub weapon, allowing melee attacks despite being an archer. You will also be able to ride companions just like the Schwarzer Reiter class. The difference is that you will be able to make a dash if you double-press the movement keys while mounted. However, it is slower than the ‘Trot’ skill of Cataphracts, just about the speed increase of a Swordsman dashing, and uses the companion’s stamina as well. Archer classes all have the ability to hit enemies with up to 5 arrows and decrease the defense of enemies by 10% per arrow. The ‘Skarphuggning’ skill, which is a melee slash attack, will be able to hit the enemy more according to how many arrows are stuck in the enemy so you will be able to deal a lot of damage by melee attacking enemies after attacking them with ranged weapons. There are many ranged and melee combinations, including being able lower the enemy’s critical resistance or sticking up to 7 arrows into them, so players that enjoy their combinations are sure to enjoy this class.     Mergen (Circle 1) The Mergen class first appears at Rank 8 and is a strong class against many enemies at once. Any players that have been using bows should take a close look at the Mergen class. The Mergen class has additional damage bonuses when using Two-hand Bows. The ‘Spread Shot’ skill will fire 5 arrows at once. Players will be able to fire on the move just like normal attacks with bows. The ‘Parthian Shaft’ skill is useful when attacking fast moving enemies as it deals penetration damage without having a negative effect on the user’s movement speed. The ‘Triple Arrow’ skill which developers believe will become one of the class’s most loved skills. The ‘Homing Arrow’ skill will attack enemies in the surrounding area without having to target them. This should prove useful as a first attack type skill. For instance, if there is only one enemy in the area, any arrows fired with this skill will all focus on it. This makes the skill useful for both focused fire and AoE attacks.

Developer's Blog
July 29th, 2016
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Velcoffer’s Nest and New Legend Gear

Greetings, Saviors! We’re very excited to bring you a preview of the brand new set of Legend-grade equipment we’re developing and all the fresh content that’s coming along with it. Just keep reading to find out what we have in store, and remember that the actual content can always end up looking a little different from the plans we’re presenting here.   Velcoffer’s Nest Dragons are known to have existed since ancient times, but their entire species was confined long ago after a great war between goddesses and demons. Then, with Medzio Diena, the seals that imprisoned them grew weaker and, one by one, the dragons began to awaken. One of the first ancient dragons to escape confinement was Velcoffer, who now inhabits Section 5 of the Tevhrin Stalactite Cave. Velcoffer’s Nest can be entered via the Gatekeeper Kupole standing guard in the area. The 5-player raid mission is structured like an instanced dungeon, the rewards consisting of Cubes that drop Velcoffer Spirit Fragments (character-bound). You can collect these fragments and deliver them to Blacksmith Teliavelis for Legend-grade Velcoffer equipment. The new Blacksmith Teliavelis NPC, who produces Velcoffer equipment from the Spirit Fragments, will be added to the city of Fedimian. All items in the Velcoffer series, as well as future Legend equipment, will be enhanced, transcended and maintained only by Blacksmith Teliavelis. Velcoffer’s Nest will share its clear count with the other Legend raids: Earth Tower’s Lolopanther and Solmiki Areas. Entrance will be limited to one time per week, per character (two times for Token users), but each entry will count only if the mission is cleared, so you can keep trying until you succeed. Unlike Earth Tower, where each area drops a different kind of item needed for the equipment, in Velcoffer’s Nest there is no division. Velcoffer Spirit Fragments can be found in the entire map and are used for all types of Velcoffer weapons and armor. Velcoffer  Gear The Lv 360 Velcoffer Legend series comprises weapon and armor items of all kinds, plus costumes (you will no longer get Legend accessories from raids; instead, we’re making future Demon Lord field boss accessories Legend grade). When complete, a set of Velcoffer equipment has the potential to surpass not just Lv 350 Unique items (Primus, Masinios, etc.), but also the next generation of gear in terms of performance. For this reason, set and individual stats are going to be applied to the Velcoffer series through a system different from the current Lolopanther and Solmiki ones. Individual Stats Newly created Velcoffer items will not come with their own stats. In order to apply individual stats to a piece of Velcoffer equipment, players will need an item called Ichor, which can be extracted from equipment of other grades. The chances of extracting Ichors from equipment are low. If you succeed, however, the host item is consumed and replaced with an Ichor that contains all of its stats (the extracted Ichor will also be tradable regardless of the state of the original equipment). Failed attempts consume 1 Potential, and items with 0 Potential are destroyed. Ichors can be extracted from Lv 350 weapon and armor items of all grades, and the process requires a set amount of Nucle Powder and Sierra Powder to complete. The following is a list of current items you’ll be able to extract Ichors from. Type Magic Rare Unique Weapons (incl. Shields) Raffye Berthas Raffye Primus Raffye Masinios Armor Basticle Jevenellis Irellis Berthas Basticle Berthas Jevenellis Berthas Irellis Primus Basticle Primus Jevenellis Primus Irellis Ausura Fietas Laitas Once you have an Ichor, you can apply the stats it contains to a Legend grade item. Ichors are categorized according to the type of equipment they are extracted from, and can only be used in Legend items of the same type. Weapon Ichors are divided into One-handed Sword, Staff, One-handed Bow, etc.; similarly, Armor Ichors come in Top, Bottom, Gloves and Boots varieties. Below are a few examples of how different Ichors can be used on items of the same type. A) Primus Raffye Sword >> One-Handed Sword Ichor >> Velcoffer Sword (One-handed) B) Ausura Greaves (Plate) >> Boots Ichor >> Velcoffer Greaves (Plate) C) Ausura Greaves (Plate) >> Boots Ichor >> Velcoffer Shoes (Cloth) And these are examples of how Ichors cannot be used, since they aren’t intended for items of their own type. A) Primus Raffye Sword >> One-Handed Sword Ichor >> Velcoffer  Two-handed Sword B) Ausura Greaves >> Boots Ichor >> Velcoffer Leather Gloves In conclusion, getting an Ichor with top-notch stats will not be an easy task, but you can replace the Ichor you have on a Legend item at any time. Replacing the Ichor in order to apply better stats on your equipment will not reduce its potential, nor is there a chance that the attempt might fail. Set Effects Applying set effects to Velcoffer equipment is going to require a special item called Faerytiris Solution that’s able to store EXP when activated. The solution can be purchased from Alchemist Master Vaidotas Winterspoon and it absorbs part of the EXP you obtain when hunting monsters. Your character will still receive their full share of the EXP, however, and the solution will store it even if you’re already at maximum level. Once you collect enough EXP in your bottles of Faerytiris Solution and use them on your Velcoffer gear, a random prefix is generated. There are a total of 5 different prefixes that act as key tags from which you can compose sets of 3-5 by equipping items that have the same prefix. You need 4 bottles of the solution for each weapon, and 1 for each armor item (the bottles can be used more than once). Velcoffer weapons also count towards the set effects, so in total you can go for one set of 4-5, or two sets of 3, considering all the combinations (left hand, right hand, top, bottom, gloves and boots). Plus, the set effects will include not just the usual passive and conditional stats, but new active skill effects as well. Finished Items The regular way to obtain Velcoffer gear is, as we mentioned, doing raids and collecting the required Spirit Fragments little by little. However, if you’re lucky, there is a (slight) chance you might get a finished Velcoffer item at random from one of the reward cubes. The finished items all possess the same stats and performance but they are character-bound, meaning they can’t be traded or moved via Team Storage regardless of their potential or transcendence status. If you don’t need the item or it doesn’t match your character’s class, you have the option to dismantle it for some Nucle and Sierra Powder, plus a few Velcoffer Spirit Fragments. Finally, along with the Velcoffer equipment we’re introducing the Velcoffer Costume and Helmet. The Velcoffer Costume and Helmet can be obtained only through the rewards cubes (they can’t be created from Spirit Fragments), but they are 100% tradable. Besides the cosmetic appeal, wearing both the costume and the helmet as a set also has the effect of reducing all damage taken inside Velcoffer's Nest. What do you think? We are still polishing the details of the new Velcoffer gear, but our hope is that this will introduce some variety to TOS’ roster of equipment items, as well as the mechanics of how they are obtained and processed. Make sure to keep following our News page for more details!

Developer's Blog
April 23rd, 2018
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[UPDATE] Re:Build - Compatibility Issues & Solutions

Table of Contents   1. Rank System Changes Pt. 1 (Click here) 2. Rank System Changes Pt. 2 (Click here) 3. New Content: Borutos Kapas & Astral Tower Closed Quarters (Click here) 4. FAQ (Click here) 5. Compatibility Issues & Solutions 6. FAQ 2 (Click here)     Greetings, Saviors. As previously showcased in our dev blogs, the major contents available in TOS will be undergoing drastic changes with the implementation of the new class system. In this post, we would like to overview the compatibility issues and the solutions that we have come up with for issues that you may face with our [Re:Build] update. All event dates and periods will be re-announced after the schedules for the [Re:Build] update have been confirmed.   Character 1. Class Tree Change for All Players - Available for all characters created before the date of the [Re:Build] update. - Available for the given period from the time each character enters the game. - One-time Class Tree Change + one-time return to original class tree (total of 2 changes per character). - Typing /classtreechange in the chat displays the remaining days available for Class Tree Change. <Players can change their base class through the ’Class Tree Changer’ NPC.> 2. 3,000 Class Change Points for All Characters - Available for all characters that have advanced in class at least once. - All characters can receive 3,000 Class Change Points once per day for the given period starting from date of the [Re:Build] update. - 3,000 points are issued automatically when the character enters the game during the event period (1 class change costs 1,000 points). <Classes can be changed by clicking on the ‘Advancement Info’  button on the UI at the bottom-right corner of the screen.> 3. Unlock Resets and Support for Hidden Classes - All hidden class unlocks will be reset during the [Re:Build] update because of changes in the class tree composition. - All players who have hidden classes unlocked are issued Unlock Voucher Selection Boxes corresponding to the number of hidden classes they have unlocked. - Unlock Voucher Selection Boxes can be retrieved from eligible players’ Market Retrieve tabs following the maintenance for the [Re:Build] update. - Players who have unlocked hidden classes using Class Unlock Vouchers obtained from Unlock Voucher Selection Boxes purchased with TP (untradable box/tradable voucher) will also receive Unlock Voucher Selection Boxes as compensation. - Players who have unlocked hidden classes using Class Unlock Vouchers obtained from Unlock Voucher Selection Boxes purchased with Popo Points (Box and Voucher untradable/voucher transferable via Team Storage) will also receive Unlock Voucher Selection Boxes as compensation. - UPDATE: All eligible players will receive the same type of Unlock Voucher Selection Box (untradable, but transferrable via Team Storage).   4. Attribute Point Extraction Fee Exemption - With the reduced cost of attributes, all players will be exempt from paying the fee (10%) for attribute point extraction. - Extraction fee exemption is available once per character and is provided to all players for a given period starting from the date of the [Re:Build] update. - This applies only to characters created before the update.   Support for Existing Items 1. Class Costumes - On the date of the [Re:Build] update, all existing class costumes in your inventory are replaced with ‘Class Costume Vouchers’, that can be retrieved from your Market Retrieve tab. - This will apply for all 101 Class Costumes that have been purchased using TP or Exchange Medals prior to the [Re:Build] update.   Swordsman Vouchers Wizard Vouchers Archer Vouchers Cleric Vouchers Swordsman Swimwear Costume (Male) 2 Wizard Swimwear Costume (Male) 2 Archer Swimwear Costume (Male) 2 Cleric Swimwear Costume (Male) 2 Swordsman Swimwear Costume (Female) 2 Wizard Swimwear Costume (Female) 2 Archer Swimwear Costume (Female) 2 Cleric Swimwear Costume (Female) 2 Swordsman Wonderland Costume (Male) 2 Wizard Wonderland Costume (Male) 2 Archer Wonderland Costume (Male) 2 Cleric Wonderland Costume (Male) 2 Swordsman Wonderland Costume (Female) 2 Wizard Wonderland Costume (Female) 2 Archer Wonderland Costume (Female) 2 Cleric Wonderland Costume (Female) 2 Swordsman Smart Casual Costume (Male) 2 Wizard Smart Casual Costume (Male) 2 Archer Smart Casual Costume (Male) 2 Cleric Smart Casual Look (Male) 2 Swordsman Smart Casual Costume (Female) 2 Wizard Smart Casual Costume (Female) 2 Archer Smart Casual Costume (Female) 2 Cleric Smart Casual Look (Female) 2 Swordsman Master Costume 2 Beholder Costume 2 Paladin Follower Costume 2 Paladin Master Costume 2 Warrior's Spring Flower Dress (Male) 2 Wizard's Spring Flower Dress (Male) 2 Archer's Spring Flower Dress (Male) 2 Cleric's Spring Flower Dress (Male) 2 Peltasta Master Costume 2 Mercenary Post Manager Costume 2 Christina Costume 2 Wings of Vaivora Costume 2 Warrior's Spring Flower Dress (Female) 2 Wizard's Spring Flower Dress (Female) 2 Archer's Spring Flower Dress (Female) 2 Cleric's Spring Flower Dress (Female) 2 Orsha Soldier Costume (Male) 1 Jurus Costume 1 Pilgrim Costume (Male) 1 Fedimian Merchant Costume (Male) 1 Uska Costume 1 Lord Delmore Costume 1 Manager Costume 1 Item Merchant Alf Costume 1 Orsha Soldier Costume (Female) 1 Grita Costume 1 Pilgrim Costume (Female) 1 Fedimian Merchant Costume (Female) 1 Wilhelmina Costume 1 Wizard Master Costume 1 Storage Keeper Costume 1 Equipment Merchant Jura Costume 1 Trump Swordman Costume (Male) 2 Trump Wizard Costume (Male) 2 Trump Archer Costume (Male) 2 Trump Cleric Costume (Male) 2 Swordsman School Look Costume (Male) 2 Wizard School Look Costume (Male) 2 Archer School Look Costume (Male) 2 Cleric School Look Costume (Male) 2 Trump Swordman Costume (Female) 2 Trump Wizard Costume (Female) 2 Trump Archer Costume (Female) 2 Cleric Servant Costume (Male) 2 Swordsman School Look Costume (Female) 2 Wizard School Look Costume (Female) 2 Archer School Look Costume (Female) 2 Trump Cleric Costume (Female) 2 Swordsman Royal Guard Costume (Male) 2 Mage Bunny Boy Costume (Male) 2 Archer Racoon Costume (Female) 2 Cleric School Look Costume (Female) 2 Swordsman Ceremonial Costume (Male) 2 Mage Bunny Girl Costume (Female) 2 Archer Ceremonial Costume (Male) 2 Cleric Servant Costume (Female) 2 Swordsman Ceremonial Costume (Female) 2 Wizard Ceremonial Costume (Male) 2 Archer Ceremonial Costume (Female) 2 Cleric Ceremonial Costume (Male) 2 Swordsman White Rose Costume (M) 2 Wizard Ceremonial Costume (Female) 2 Archer's Heavily Armed Costume (Male) 2 Cleric Ceremonial Costume (Female) 2 Swordsman White Rose Costume (F) 2 Wizard Gothic Costume (Male) 2 Archer Sailor Costume (Female) 2 Cleric Party Outfit (Male) 2 Swordsman Party Outfit (Male) 2 Wizard Gothic Costume (Female) 2 Archer Party Outfit (Male) 2 Cleric Party Outfit (Female) 2 Swordsman Party Outfit (Female) 2 Wizard Party Outfit (Male) 2 Archer Party Outfit (Female) 2 Cleric Christmas Costume (Male) 2 Swordsman Sailor Costume (Female) 2 Wizard Party Outfit (Female) 2     Cleric Christmas Costume (Female) 2   - Class Costume Vouchers can be traded for other class-exclusive costumes at the ‘Class Costume Trade’ tab of the TP Shop UI. <The Class Costume Trade tab will only be visible to players that have Class Costume Vouchers in their possession.> 2. Special Costumes - The effects of the following three special costumes will be changed in accordance to deletion or change in skills. - The following changes are applied during the maintenance for the [Re:Build] update:   Costume Current Effect New Effect Cleric Special Costume (M/F) ‘Heal’ tile color change ‘Heal’ skill effect color change Quarrel Shooter Special Costume (M/F) ‘Running Shot’ attack effect color change ‘Deploy Pavise’ pavise object texture change Swordsman Special Costume (M/F) ‘Restrain’ skill effect change ‘Bear’ skill effect change   3. Gems - Due to the changes in gem effects, all gems (both colored and monster gems) are extracted from their equipment sockets without penalty and moved to your Market Retrieve tab during the maintenance for the [Re:Build] update. - Players are able to transfer EXP from one gem to another without any loss through the ‘Benevolence of the Goddess’ event that will be open for a given period following the [Re:Build] update. <Using an 8-star green gem to enhance a 1-star yellow gem will result in an 8-star yellow gem.> - In the case the players’ class tree has changed or skills have been deleted or transferred to a different class, the corresponding monster gem will be deleted and replaced with a ‘Monster Gem Selection Box: Class’. - Players can select a new monster gem for their new skill set using the ‘Monster Gem Selection Box: Class’. - ‘Monster Gem Selection Box: Class’ items given to players as replacement will be retrievable from the Market Retrieve tab.   Old Monster Gems   New Monster Gems Gem Skill   Gem Skill Black Ridimed Gem Helm Chopper   Black Ridimed Gem Aggress Goblin Charger Gem Shooting Star   Goblin Charger Gem Sprinkle HP Potion Goblin Magician Gem Haste   Goblin Magician Gem Modafinil Mine Fire Mage Gem Prominence   Mine Fire Mage Gem Leghold Trap Nuo Gem Capture   Nuo Gem Instantaneous Acceleration Earth Deadborn Scap Gem Skull Swing   Earth Hallowventer Gem Stone Skin Earth Hallowventer Gem Exorcise   Ducky Gem Spring Trap Ducky Gem Swell Right Arm   Deadborn Scap Archer Gem Omikuji Deadborn Scap Archer Gem Running shot   Denden Gem Sprinkle SP Potion Denden Gem Lunge   Rubblem Gem Oblique Fire Rubblem Gem Collar Bomb   Lemur Gem Prominence Lemur Gem Mordschlag   Lichenclops Gem Visible Talent Lichenclops Gem Pointing   Varv Gem Howling Varv Gem Swell Left Arm   Bite Gem Advanced Orders Bite Gem Long Stride   Bat Gem Tomahawk Bat Gem Full Draw   Banshee Gem Fire Claw Banshee Gem Surespell   Boowook Gem Bear Boowook Gem Vertical Slash   Red Meduja Gem Block and Shoot Red Meduja Gem Transpose   Red Infro Hoglan Gem Insurance Red Infro Hoglan Gem Freezing Sphere   Red Zigri Gem Behead Red Zigri Gem Perspective Distortion   Vikaras Mage Gem Hard Shield Vikaras Mage Gem Butterfly   Siaulamb Lagoon Gem Quicken Siaulamb Lagoon Gem Quicken   Socket Mage Gem Bully Socket Mage Gem Telepath   Shredded Gem Raise Skull Wizard Shredded Gem Sleep   Atti Gem Kneeling Shot Seedmia Gem Restrain   Corrupt Velfiggy Gem Time Forward Atti Gem Wild Shot   Wendigo Archer Gem Paraclitus Time Ultanun Gem Double Slash   Wendigo Magician Gem Stone Rune Corrupt Velfiggy Gem Attaque Coquille   Wendigo Searcher Gem Helm Chopper Wendigo Archer Gem Snatching   Infrorocktor Gem Turn Undead Wendigo Magician Gem Telekinesis   Infroburk Gem Sharp Spear Wendigo Searcher Gem Vendetta   Yonazolem Gem Double Attack Jukopus Gem Concentrate   Shaman Doll Gem Swell Hands Infrorocktor Gem Deprotected Zone   Zinutekas Gem Concentration Infroburk Gem Umbo Thrust   Green Corpse Flower Gem Dragon Fear Yonazolem Gem Flu Flu   Chupacabra Gem Smite Shaman Doll Gem Turn Undead   Corylus Gem Knife Throw Zinutekas Gem Spiritual Chain   Cronewt Gem Flying Colors Green Corpse Flower Gem Langort   Tontulia Gem Raiton no Jutsu Chupacabra Gem Safety Zone   Truffle Gem Dagger Slash Corylus Gem Divine Might   Tini Archer Gem Binatio Cronewt Gem Giant Swing   Tini Magician Gem Elemental Essence Tontulia Gem Smite   Pokubu Gem Rampage Truffle Gem Time Bomb Arrow   High Vubbe Archer Gem Free Step Tini Archer Gem Heavy Shot   Hogma Shaman Gem Enchant Glove Tini Magician Gem Flare   Hogma Mage Gem Divine Might Panto Gem Pommel       Pokubu Gem Kneeling Shot       High Vubbe Archer Gem Flare Shot       Hogma Shaman Gem Stone Skin       Hogma Mage Gem Ogouveve       <New monster gems effects after skill changes.> <Players can choose the monster gem corresponding to their class using the ‘Monster Gem Selection Box’.> 4. Weapons The following compensations are made in order to solve the compatibility issues that may arise with the class tree changes in the [Re:Build] update: 1) All weapons with 0 potential have their potential increased by +1. - This increase in potential will be applied during the maintenance for the [Re:Build] update. - This applies to all weapon items created before the [Re:Build] update. 2) All market fees for weapons, armor and accessories are refunded. - Available for a given period from the date of the [Re:Build] update. - This applies to all weapons, armor and accessories traded over the Market during the event period. - All market fees consumed during this period are refunded during the scheduled maintenance of the week after the event period is over. - Caution: All market fees (10% of item price) are refunded regardless of Token use state. The terms are only applied to items finalized in sale before a date to be announced. Does not apply to items other than weapons, armor and accessories. UPDATE: This measure will be replaced with a different event, to announced closer to the day of the update. 3) Events every week for either discount in item enhancement/transcendence/re-identification or looting chance +200%.   Week Day Event 1st Week Sat 50% enchantment discount Sun 50% discount for even-numbered transcendence 2nd Week Sat 50% discount for item re-identification Sun Looting chance +2000 3rd Week Sat 50% enchantment discount Sun 50% discount for even-numbered transcendence 4th Week Sat 50% discount for item re-identification Sun Looting chance +2000 5th Week Sat 50% enchantment discount Sun 50% discount for even-numbered transcendence 6th Week Sat 50% enchantment discount Sun 50% discount for even-numbered transcendence 7th Week Sat 50% enchantment discount Sun 50% discount for even-numbered transcendence   4) ‘Weapon Type Change’ for special Legend-grade weapons (Lolopanther, Solmiki and Velcoffer) and Unique Raid weapons. - The service is available for a given period following the implementation of the [Re:Build] update. - Applies only to items created before the [Re:Build] update. - Available once per item (if the item’s ownership is transferred via 1:1 trading or the Market, however, it can no longer be exchanged).   Unchanged on weapon trade Category Velcoffer Lolopanther, Solmiki Enhancement Lv YES YES Transcendence Lv YES YES Enchantment YES YES Awakening YES YES Set Stats Set stats transferred n/a   Changed on weapon trade Category Velcoffer Lolopanther, Solmiki Potential and Sockets One-handed -> One-handed No change No change Two-handed -> Two-handed No change No change One-handed -> Two handed Potential +1 No change Two-handed -> One-handed (5 sockets) Socket -2, Potential +2 Two-handed -> One-handed (4 sockets) Socket -1, Potential +1 Two-handed -> One-handed (less than or equal to 3 socket) No change No change * Ichor extraction Extracted n/a   * Ichor Extraction: To prevent Ichors from losing their value due to extraction and main weapon type change, all players are provided with 100% Ichor Extraction Voucher on the following grounds:    100% Fixed Stat Ichor Extraction Voucher for where fixed stat ichors are used    100% Random Stat Ichor Extraction Voucher for where random stat ichors are used Unique Raid Weapons - Stats of items from before the update are not maintained. They will be replaced with new item stats. - Due to potential and maximum socket adjustments, items may be different before and after the update. Unique Random-Stat Weapons - If changing from a one-handed weapon to another one-handed weapon, or from a two-handed weapon to another two-handed weapon, the item’s stats will be maintained. - If changing from a one-handed weapon to a two-handed weapon or vice-versa, the item’s stats are reset and an Artisan Magnifier is provided. - Due to potential and maximum socket adjustments, items may be different before and after the update. Velcoffer Cannons - Currently existing Velcoffer Cannons become designated as ‘(Old) Velcoffer Cannon’ after the update. - You can exchange your (Old) Velcoffer Cannon for a two-handed weapon at the NPC. This will give you a ‘Velcoffer Cannon (Two-handed)’ with the same stats, plus +2 sockets and +1 potential. - Exchanging your cannon with a ‘Velcoffer Cannon (Two-handed)’ counts as a one-handed to two-handed weapon change, so you will not be able to exchange your new ‘Velcoffer Cannon (Two-handed)’ for another Legend weapon with this service. - Even if you do not change your existing Velcoffer Cannon for a new one while the weapon exchange service is available, all ‘(Old) Velcoffer Cannons’ will automatically be replaced by a ‘Velcoffer Cannon (Two-handed)’ after the service closes. Socket and potential increases will apply as mentioned above for these items as well. - If an item that needs to be automatically exchanged is being kept in your Team Storage, it will be sent to the Market Retrieve tab of the first character in your Lodge list. If no character is available for that, the item is sent back to your Team Storage. 7) Appearance items obtained through TP purchase will be returned. - Weapons under appearance item effects will be returned to their basic appearance during the scheduled maintenance for the [Re:Build] update. - The appearance item used on the weapon will be returned to your Market Retrieve tab. - If you have used a Weapon Appearance Material from the TP shop to change weapon appearance and want to have the Weapon Appearance Material item returned, please make a request by sending us an inquiry ticket. We will only process the tickets received within the first two weeks of the [Re:Build] update in the following format: 1. Server Name: 2. Team Name: 3. Character Name: 4. Name of item used as material for appearance change: 5. Name of item that had its appearance changed: The above measures have been planned through careful consideration to minimize the distress that players may experience with the drastic changes that the game is undergoing. At this stage, all plans for dealing with compatibility issues are subject to further changes with the actual implementation of the [Re:Build] update and we promise to keep our ears open to the feedback from the community with the implementation of the [Re:Build] update and to always strive to make progress wherever possible. Thank you.        

Developer's Blog
January 23rd, 2019
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Scheduled Maintenance for January 15, 2019

Greetings, Saviors!We would like to announce the details of our weekly maintenance for (January 14-15, 2019). Make sure to check below for the maintenance schedule and patch notes.Please note that other issues and bugs are also being worked on even if they are not mentioned below.

Patch Note
January 14th, 2019
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[UPDATE] Upcoming: New Season Server! Pre-Register and Get Rewards!

Greetings, Saviors!   New Season Server is coming! Therefore, we have prepared a Pre-Registration event for the upcoming New Season Server! Don't miss the great opportunity to boost your New Season Server's experience!     Pre-Registration Period   From the scheduled maintenance on August 4, 2020 To the scheduled maintenance on August 11, 2020     About the New Season Server   - The New Season Server will run from August 11 to November 10, 2020, and will be merged into the original world after the scheduled maintenance on November 10. - The New World's Server name is:      New Season Server       Region   Original Server  Season [NA]  North America  Klaipeda Season [EU] Europe Fedimian Season [SEA] Southeast Asia Telsiai Season [SA]  South America  Silute       How to Pre-Register   - Log-in to the New Season Server and create a new team. - You can create a team in the New Season Server only if you don't have a team in the original server. If the existing team in the original server is in a low growth, you may delete the team by newly added team delete function. - Be aware of that inventory and storage and every content that the character in the team has, will be removed when deleting the team. (Unused 'Premium TP' will be preserved and will be restored and added at the time of the World Merge.)     Special Rewards for Pre-Registration - Lv.400 Legend Growth Weapon Selection Box x1 - Growth Weapon Stage 5 Transcendence Voucher x1 - Growth Weapon +11 Enhancement Voucher x1 - Medeina Emoticon: Flustered and Joy - [Event] Unlock Voucher Selection Box  x 1 - [Event] Character Slot Voucher x1 - x8 EXP Tome x3 - Miracle Seeds x 30 - Goddess Sculpture x30 - [Event] Token: 14 Days x1   Special Benefits for New Season Server - Special Benefits: - Bonus EXP +300% [update]- Looting Chance +1000 - Ichor Extraction Bonus +20% - Enhancement Price -50% - Every Stage Transcendence Price -50%  - The amount of Raid Portal Stone needed is fixed to 1 when entering the Unique Raid fixed.       Rewards for reaching the Maximum Level    [UPdate]- Rewards are the following: Item Name Amount Team Storage Market/Trade Tiny Tini 1 O X [Event] 11 EHN 10 TRA Varna Weapon Selection Box 2 O X [Event] 11 EHN 10 TRA Varna Armor Selection Box 2 O X Arts Reset Potion Profession Selection Box 4 O X [Event] Lv.400 Jumping Box 1 O X [Event] Character Slot Voucher 1 O X [Event] Maximum Level Emoji Box 1 O X [Event] Reset Pack 1 O X - Check whether you have received the reward or not by entering /maxLevel.   - [Event] 11 EHN 10 TRA Varna Armor Selection Box will be given when reaching Lv.440, others when reaching Lv.450.   * Maximum Level Emoji Box contents :  - Emoticon: Kupole (Evil)  - Emoticon: Kupole (Sigh)  - Emoticon: Kupole (Peace)  - Emote: Boruble (Shy)  - Emote: Rozalija (Joy)  - Emoticon: Marnoxi(Chocolate)  - Emoticon: Medeina (Handwashing)  - Emoticon: Medeina (Flustered)  - Emoticon: Medeina (Joy)  - Motion Emoticon: Kupole (Sigh)  - Motion Emoticon: Kupole (Shocked)  - Motion Emoticon: Kupole (Cheeky)  - Motion Emoticon: Medeina (Flustered)  - Motion Emoticon: Medeina (Joy)   * Reset Pack Contents :   - Stat Reset Potion x1  - Skill Reset Potion x1  - Attribute Reset Potion     New Season Server Event   - There will be following events on our season server:  1. Goddess’ Roulette   2. Season Server Guild Event  You can check on the events here.     Merge Policy    - Our New Season Server will be merged into the Original Server after the scheduled maintenance on November 10, 2020. The policy below only applies to the New World.    *Basic Merge Term (Transfers when any one of the following conditions is completed.)  1. A character with level 140 or higher must exist in your account  2. Record of purchase in Premium TP or TP Purchases and consuming records. : Please note that accounts that do not complete the conditions will not be transferred, it will be removed.      - For accounts that are subject to transfer by achieving the Basic Merge Terms, all other than the ones specified below will be maintained.   Resets and Removals Team Lodge Message Box Friends Group Party Refreshment Guild Guild application Battle in Sulivinas Lair Guild Territory Wars seized status Character Rubber Records Golden Fish Remnants of Bernice Ranking (Only the ranking, not the rewards.) Weekly Boss Raids (Only the scores, not the rewards.) Chats Group Chat Party Chat Item Market List up Items ( Cancel and move to the cabinet)   ※ The information above may change due to updates.   FAQ     1. Can I purchase TP in the New Growth Support Servers? - Yes. You can purchase all TP items as same as the Original Servers.  You could check the guide details at here. [Guide - TP Shop] 2. Will the guild from the New Growth Support Server preserve? - Yes. The whole guild will be transferred to the Original Server.  3. I read the clear time for the Legend Raids will be gone. What about the titles? - The first kill titles of the New Servers will be preserved.  4. Will the titles from the Team Battle League transferred? - No. The Team Battle League titles are temporary titles which last for a season. It will not be preserved.  5. Will my friend list remain? - Yes. Your friend list will be transferred.  6. What happens to the items that I obtain from the New Growth Support Server? - All items except some event items will be preserved. Any event items that will disappear after the event will have a notification sentence on their tooltips.  7. Will the Adventure Journal be reset? - No. Only your ranking and points will be reset. If you already received the rewards, the rewards and record will be preserved.  8. Will my achievements transferred? - Yes. All of your achievements will be preserved.  9. Will my collections transferred? - Yes. All of your collections will be preserved.  10. What will happen to the monster cards? - They will be preserved.  11. What happens to the items on the market during the unification? - We advise you to retrieve all items from the market before the unification. Any unsold items will be sent to your market cabinet.  ※The FAQ will be updated continuously. 

Announcement
October 23rd, 2020
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Re:Build - Rank System Changes Pt. 2

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

Developer's Blog
November 26th, 2018
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Active Player Event: Guess to Impress (Sep '17)

  Greetings, Saviors! Guess what! Guess to Impress is back for a new edition! If you've been an active player of TOS for some time now, this is your chance to win a whole month's worth of daily rewards! All it takes is a little guesswork to get your hands on event gear, Skill and Stat Reset Potions, and more!   Event Period FROM the scheduled maintenance on September 12, 2017 TO the scheduled maintenance on October 17, 2017 Who Can Participate - Players with TOS accounts created before September 12, 2017 How to Participate STEP 1. During the event period, destroy Tree Root Crystals for a chance to win Daily Guess Tickets. Every Tree Root Crystal you destroy can earn you one of these tickets. STEP 2. Once you've gathered enough Daily Guess Tickets, bring them to your nearest Event Notice Board and guess the Number of the Day!         - The Number of the Day will be any number between 1 and 10, and it will vary every day from player to player.         - Each guess will cost you one Daily Guess Ticket, so make sure to stock up.         - After you've guessed the Number of the Day, you'll have to wait until the next day to guess again. STEP 3. Every time you guess the Number of the Day, your team's total correct guess count goes up by +1, allowing you to receive a Daily Guess Reward according to your team's number of correct guesses!         - Each Daily Guess Reward will be automatically sent to the inventory of the character that makes the correct guess for the day, so make sure you're logged in with your desired character. Daily Guess Rewards Receive a new reward every time you increase your team’s total count of correct guesses! 1 = Savior's Top Voucher (14 Days) x1 2 = Savior's Accessory Voucher (14 Days) x1 3 = Savior's Bottom Voucher (14 Days) x1 4 = Savior's Accessory Voucher (14 Days) x1 5 = Savior's Boots Voucher (14 Days) x1 6 = Savior's Accessory Voucher (14 Days) x1 7 = Savior's Gloves Voucher (14 Days) x1 8 = Lv2 Settlement Support Potion x2, Superior Gem Abrasive: 14 Days x1 9 = Lv2 Settlement Support Potion x2, Goddess Sculpture (14 Days) x2 10 = [Event] Token: 7 Days x1 11 = Lv2 Settlement Support Potion x2, Earth Tower One Entry Voucher (14 Days) x1 12 = Lv2 Settlement Support Potion x2, Fortune Cookie x5 13 = Lv2 Settlement Support Potion x2, Lv 2 Keista Restoration Potion x20 14 = Lv2 Settlement Support Potion x2, Superior Gem Abrasive: 14 Days x1 15 = Attribute Points: 1000 x1 16 = Lv2 Settlement Support Potion x2, Goddess Sculpture (14 Days) x2 17 = Lv2 Settlement Support Potion x2, Earth Tower One Entry Voucher (14 Days) x1 18 = Lv2 Settlement Support Potion x2, Fortune Cookie x5 19 = Lv2 Settlement Support Potion x2, Lv 2 Keista Restoration Potion x20 20 = Skill Reset Potion (14 Days) x1 21 = Lv2 Settlement Support Potion x2, Superior Gem Abrasive: 14 Days x1 22 = Lv2 Settlement Support Potion x2, Goddess Sculpture (14 Days) x2 23 = Lv2 Settlement Support Potion x2, Earth Tower One Entry Voucher (14 Days) x1 24 = Lv2 Settlement Support Potion x2, Fortune Cookie x5 25 = Silver Anvil (14 Days) x1, Golden Anvil (14 Days) x1, Diamond Anvil (14 Days) x1 26 = Lv2 Settlement Support Potion x2, Lv 2 Keista Restoration Potion x20 27 = Lv2 Settlement Support Potion x2, Earth Tower One Entry Voucher (14 Days) x1 28 = Lv2 Settlement Support Potion x2, Goddess Sculpture (14 Days) x2 29 = Lv2 Settlement Support Potion x2, Superior Gem Abrasive: 14 Days x1 30 = Stat Reset Potion (14 Days) x1 - Use the Savior's Vouchers to obtain an event equipment item (30 Days) of your choice. NOTE: Equipment items obtained through Savior's Vouchers can be equipped by characters of level 100 and up. They cannot be enhanced, transcended, added sockets or equipped on Companions. Important - Participation in this event is counted on a per-team basis. - Daily Guess Tickets cannot be picked up by players with accounts created after September 12, 2017. - Daily Guess Rewards mistakenly collected with the wrong character cannot be refunded. Make sure you receive each Daily Guess Reward with the correct character. - You can check your team's total correct guess count at any Event Notice Board.

Event
September 11th, 2017