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[iTOS EXCLUSIVE] Dev Comments: Intense Balancing (Feb 20)

Greetings, Saviors! As you may know from this week’s patch notes, today’s content update includes a serious balance rework in classes of all trees. We at the dev team have previously discussed many of these changes in the Intense Balancing post series, and now that they’re being applied to the game, we thought we’d chime in with some additional comments for our iTOS audience about how certain skill adjustments came to be and what our intention behind them was. Keep in mind that this post doesn’t cover all that’s being applied in this patch. For the full list of changes, check the patch notes for February 20, 2018.    : Falconer     Roost - Falconer skills within 100 range from the roost will now deal 50% more damage. - Duration decreased from 120 to 20 sec. - Cooldown decreased from 60 sec to 20 sec. This one is simple: Roost didn’t serve much of a purpose before, but with this change the skill takes on the role of focusing the Falconer’s attacks.   Circling - Will now decrease AoE defense ratio to 1 regardless of skill level. - Effects will now be maintained even when the character moves (the Hawk will follow). - Duration changed from 10 sec to 10 + (skill level * 1) sec. Circling is one of the most recognizable Falconer skills, and a very appealing one at that. The downside to its unregulated power was that, not only were bugs frequent, but under certain circumstances it could become too much of an overpowering skill. To address this, we cut the AoE defense ratio decrease and made it a “mobile” skill where the Hawk follows the casting character. With this, Circling can no longer be used for unlimited attacks, but it remains just as powerful and important in the Falconer repertoire.     Pheasant - Damage to Beast enemies increased 50%. - Max. targets changed from unlimited to 15. - Skill factor changed from 660% with 36.3% per skill level to 990% with 54.5% per skill level. - Cooldown reduced from 40 to 25 sec. Despite being a red icon dealer class, Falconers didn’t really have a representative attack skill. What’s more, considering the unique concept of the class, it was lacking a true attack that made proper use of the Hawk. Pheasant was the obvious choice for the role, so in this patch we wanted it to be reborn as the skill to go to for a powerful blow. Along with its various attributes, we hope Pheasant will become the staple Falconer tile skill in the eras to come.     Pre-emptive Strike - Skill can now be turned ON/OFF at any time. - Increased damage of Sonic Strike and Hovering activated by Pre-Emptive Strike (skill level * 10%). - Added cyclical SP consumption effect that applies whenever Pre-Emptive Strike is active. - The buff disappears if SP is low. - Duration changed to unlimited. - Cooldown changed to 0 sec. We at the dev team were happy with the concept of Pre-emptive Strike, but we had a few issues with its low performance and lack of overall convenience. In this patch, we applied a solution to those problems by allowing the skill to be switched ON/OFF and increasing the damage of Sonic Strike and Hovering under its effects.     Hawk Hunt - New attribute. - After performing its skills, the Hawk remains in standby mode and does not leave. - Max. level 1. Circle 3 Falconer may have Pre-emptive Strike and Aiming, but we felt like it was missing a certain charm, so we decided to add a new attribute that would facilitate the process of managing the Hawk. It’s at C3 that Falconers can really prove themselves as veteran hawk hunters now.     : Musketeer The Musketeer is a widely attractive class with a fanbase of its own, but its skills weren’t quite living up to the appeal. Our main gripe (and that of many players) was that the most powerful attack skills were all concentrated in Circle 1, so making a satisfying investment of your early skill points was almost impossible. Our goal with these Musketeer changes was, then, to redistribute and improve the performance of the class’ skills in order to simplify skill point investment while staying true to the original Musketeer concept. Subweapon Attack - Musketeers can now use subweapon attack (C) when equipping a Musket. With Butt Stroke gone, we brought in subweapon attack so that players can use it in conjunction with the new attribute as an escape move. This, we hope, can add to the technical repertoire of the class.     Covering Fire - Charging time removed. - Reduced pause after casting from 2 sec to 1.5 sec. Covering Fire is a good option for making up for the lack of AoE attack in the Musketeer class, but the long charging time and cast delay meant that it was far from practical. With these changes, the skill becomes considerably easier to handle.     Snipe - Skill moved to C2. - Skill factor increased from 2266% to 2833% (567% increase). - Damage increase per level increased from 124.6% to 155.8% per level (31.2% increase per level). - Reduced pause after casting from 2 sec to 0.5 sec. Having Snipe in Circle 1 was somewhat of a disadvantage to Musketeers due to the limited performance of the skill and the amount of points required for properly investing in it. By moving it to Circle 2 and adjusting the damage, Snipe can now be free of its main restrictions.     Bayonet Thrust: Reduced Recovery - Attribute removed. Butt Stroke and Bayonet Thrust were not only ignored by most players, but they also didn’t fit right with our vision of the Musketeer class. For this reason, instead of finding a way to make players use these skills, we decided it was better to delete them (with our sincere apologies to bayonet fans) and create new skills that more accurately represent the Musketeer technique.     Grooving Muzzle - New skill. - Maximum level 15. - Increases accuracy +100 when using skill. - Ignores 15% of enemy defense. - 30% chance of changing basic attack to 3 consecutive critical attacks. - Duration 10 + (skill level -1) sec. - Cooldown 35 sec. In order to improve on the Musketeer’s compatibility, we decided to add in a new basic attack skill. Not only is Grooving Muzzle a handy addition to any class build, it can be used during the cooldown of your other skills in place of raw basic attacks.     Volleyfire - Changed from AoE ratio of 5 to fixed value of 8 targets. - Changed from “effect” multi-hit to true multi-hit. - Overheat increased from 1 to 2. - Cooldown reduced from 26 sec to 20 sec. While Covering Fire and Volleyfire can both be considered as the go-to Musketeer skills for AoE attack, the latter was significantly less popular. Now, with increased overheat, reduced cooldown and differentiated features, players will have to think twice before forgoing Volleyfire.     Sniper’s Serenity - Added ability to walk slowly when in Sniper's Serenity status. - Movement speed is fixed to 10 and unable to move during basic attacks. - Using skill while on the buff deactivates it and applies cooldown. - Cooldown reduced from 20 sec to 1 sec. - SP consumption changed from 370 (+41 per level) to 111 (+12.3 per level). We at the dev team are very satisfied with how Sniper’s Serenity performs. It’s a favorite of in-game Musketeers, too. However, we did feel like the way it was structured resulted in too many gameplay restrictions. Because of this, we wanted to make a few changes that would improve the feel of the skill without tampering too much with its performance.     Prime & Load - New skill. - Maximum level 1. - Cooldown 25 sec. - Using skill resets Musketeer's C1 and C2 attack skill cooldown. - Additional cooldown is applied according to the reset skills. As we said earlier, although the initial concept of the Musketeer is fairly attractive, it was lacking in compatibility with lower Rank classes. We tried to amend this in previous patches, but it wasn’t enough to solve the main problem at hand. Here, too, we came to the conclusion that instead of forcing the use of unrelated skills, the answer was to reinforce combat in the style of the Musketeer. That’s how we came up with Prime & Load, which can be used to deal powerful blows without interruption or fill in the gaps of other skills.       : Hoplite     Stabbing - Increased piercing speed by approx. 2 times. - Damage now increases up to 2 times with consecutive pierces. Stabbing is an appealing skill, but due to its subpar efficacy it was never a favorite of Hoplite players. We wanted Stabbing to become a somewhat risky skill with the payoff of dealing large amounts of damage from one spot, so we had damage increase over time to make that risk worth taking. We also improved on the general feel of the skill by upping the stabbing speed.     Long Stride - Damage now increases with weight (100% weight = +100% damage). - Increased range by approx. 2-3 times. - Targets increased from 5 to 10. - Cooldown decreased from 49 to 30 sec. Long Stride was originally intended as the go-to Hoplite AoE technique, but in reality it turned out to be a little too impractical. For this skill, we doubled the range and number of targets, and we reduced the cooldown time to improve the overall utility of Long Stride.       : Cataphract As developers, we always felt sorry for how the Cataphract class was being used mostly for Trot. We tried to come up with ways of improving it more than once, but it wasn’t enough to transform the class in the we had hoped. This time, we decided to go all out and not only add different effects to the skills, but also develop new skills to help cement the Cataphract’s offensive side.     Earth Wave - Changed to increase damage by 50% on knocked down enemies. - Removed casting time. - Overheat changed from 1 to 3. - Cooldown decreased from 12 to 10 sec. Our goal here was to make Earth Wave a more quintessential Cataphract skill. The increased overheat and shorter cooldown make it more readily available, while the absence of casting time gives way to an easier application.     Steed Charge - Reduced staggering effect that occurs after the skill is cast. - Skill can now be used one more time within 1.5 sec of being cast. Although charging is an important concept to the Cataphract class, it wasn’t always explicitly represented in skills other than Trot. That’s why we’re reducing the staggering effect of Steed Charge, allowing players use the skill again within a shorter amount of time. Hopefully, Steed Charge can now be used as a better technical tool to quickly rush to the enemy or retreat when necessary.     Acrobatic Mount - New skill. - Increases the damage of skills only able to use while riding by + (skill level *5)%. - Increases SP consumptions by + (skill level *10)%. - Only able to use while riding (deactivates when dismounted). - Duration 40 sec. - Cooldown 60 sec. Another distinctive trait of Cataphracts is mounted combat. Sadly, the heavy mounting restrictions on skill use all but nullified any merits the class had in cavalry play. Our solution to this was enhancing mounted skills with an added buff, which gives Cataphracts the ability to deal high degrees of damage in exchange for increased SP consumption. With Acrobatic Mount, it’s up to the players to decide whether they want to take the high risk, high return route or give up some of the damage boost for a more comfortable management of their SP.       : Dragoon     Dragon Soar - Damage on Flying enemies increased 30%. - Overheat changed from 1 to 3. Our plan for Dragon Soar was to create a handy skill players can use to fill in the gaps of other Dragoon techniques. We think the skill’s damage and overall performance are good enough for its purpose, so we went for an overheat increase as the main change.     Dragontooth - Casting time changed to 1 sec regardless of skill level. - Critical rate now doubles when the skill is accurate. - Additional effects are now applied according to the type of spear equipped. - Two-handed spears ignore 50% defense. - One-handed spears increase critical damage by 10%. The problem with Dragontooth was that, as you increased in level, the casting time grew significantly longer, which severely constricted the skill’s usability. That is far from the vision we had for Dragontooth, so in this patch we worked towards improving its synergy with other aspects of the class. We added weapon bonuses and reduced the casting time in order to give Dragoons enough room to play around with the skill and make the most of its performance.       : Quarrel Shooter     Running Shot - Additional attack calculations changed from multiplication to addition formulas. - Base 80%, per-level increase 30%. - Buff can now be right-clicked to cancel. - Duration changed to 300 sec. We know Running Shot was already a fairly popular skill, but with the introduction of Double Gun Stance and other high rank skills, it was threatening to become a little too OP. So, in consideration of future basic attack skills, we decided to modify Running Shot’s calculation formulas into producing more reasonable results.       : Linker     Hangman's Knot: Splash Defense - Name changed to Hangman's Knot: Focused Attack. - Effects changed to set the AoE defense ratio of linked enemies to 1, and increase damage received by 5% per attribute level for 3 sec. Having Hangman’s Knot reduce the AoE defense ratio of enemies below 0 could sometimes make the skill unintentionally overpowering, so we limited that reduction to a maximum of 1. To compensate, we added new effects to Focused Attack in an attempt to maintain some of the performance of the original attribute without restricting it excessively.       : Matador With our tweaks to the Matador class, our goal is to cement its role in situations where the casting character is being targeted, as well as increase its overall technicality. This was only our first step towards achieving that goal, but we have more plans to continue working on the Matador in future patches.     Muleta - Added buff that increases critical rate by 10 per skill level for 20 sec when the counter-attack is successful. - Changed cooldown and SP consumption to apply immediately when the skill is cast. - Blocks physical melee attacks when counter-attacking. - Duration increased from 0.5 sec to 1 sec. - Cooldown increased from 8 to 10 sec. Muleta was a rather difficult skill to use against continuous enemy attacks. Because of this, we made a few changes to help it block consecutive attacks more easily after the first counter-attack.     Paso Doble - Skill range increased by about 33%. - Skill length increased from 40 to 60. - Cooldown reduced from 25 sec to 20 sec. - Character no longer takes damage while the skill is being cast. - Increased AOE ratio by 5. We felt that Paso Doble wasn’t performing as well as we had hoped, so we started by adjusting the cooldown, range and AoE ratio. Then, we added the “no damage taken while casting” effect to give players better control in escaping dangerous situations.     Black Slide - 100% chance of evasion during the maneuver. Allowing Back Slide to be used at the right time to evade enemy attacks is one example of the measures we took to increase the technical aspect of Matador combat.       : Lancer We were already pretty satisfied with the situation of the Lancer class as a whole. We only felt like the SP consumption was a tad excessive for a Swordsman tree class, so we decided to reduce the overall SP requirements of its skills.       : Inquisitor     Breaking Wheel - Breaking Wheel: Additional Damage attribute activates up to 15 hits regardless of the wheel's durability, and the wheel remains even after 15 hits. - Breaking Wheel can no longer be destroyed, even when hit by enemies. Using Breaking Wheel with an attribute to deal additional damage is in no way a flaw in the design of the skill. However, under certain unconventional situations, this skill did allow for unlimited hits, or for the number of hits to be increased beyond what we intended. Since we had no problems with the basic performance of Breaking Wheel, instead of nerfing it, we simply put a stop to its unintended use. In fact, now that the wheel can’t be destroyed by enemy attacks, the skill can perform even better than before in normal circumstances.  

Developer's Blog
February 20th, 2018
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[EDITED - Added Items] Goddess' Blessed Cube Item List: Updated March 7th

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

Announcement
March 6th, 2017
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[UPDATED] Weekly Question and Answer – November 4th, 2016

Q1. At the moment, the map from the teleport is different from the mini-map from the hotkey (N) and cannot search on the teleport map. These are quite inconvenient. Are they intentional?  Previously, we planned to make different between world map and teleport map but now, It has become almost same each other. We firmly understand the inconvenience and will provide more comfortable and convenient function for players.  Q2. Guild raid rewards are not satisfactory compared to the effort we have put into raising the guild level. We are curious to know reward renovation and additional contents to vitalize the guild contents.  Perhaps it is not sufficient but the amount cubes given as guild raid rewards will increase from 1 to that proportional to the tickets. Other plans include updating guild events and adding new guild event rewards such as a falconer-only companion and so on. We are currently coming up with ways to ultimately improve not just the guild contents but almost all the aspects of the game. Q3. At the moment, monster gem getting destroyed when extracted is quite disappointing. Is this intentional? Also, do you have any plans to provide us with alternatives?  Monster gems do not have a level system as Red Gem, Blue Gem, etc and their effects do not stack with similar effects and furthermore, they increase a skill level by 1. These factors make it the monster gem destruction unavoidable. For the moment, there is no plan to create an alternative to prevent it. Q4. There are some talks about the high mdef for some monsters in the high-level maps coupled with high hp. Do you have any plans to balance them? Yes, we are planning to balance some of monster's HP in the high-level maps. However, we believe that increased properties of Gems and Enchant Scrolls' Status and transcendence equipment which will lead to our players to grind them more easily.   

Developer's Blog
November 4th, 2016
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[UPDATE] [SPECIAL] Dark Packages

Greetings, Saviors! We’re getting ready to release a new set of three special premium item packages in our TP Shop. Check them out below!   Sale Period FROM the scheduled maintenance on April 16, 2019 TO the scheduled maintenance on May 14, 2019 Dark Card & Gem Package 149 TP Max. 3 packages per team - Monster Card Album: Black  x5 - Lv 10 Enhancement Card  x3 - Shining 8-Star Gem Abrasive  x2 - Ancient Golden Coin  x25 - Ancient Golden Socket  x2 - Dark Energy* x1 * Use this item to apply the Dark Energy buff for 6 days: physical attack +7,000, magic attack +7,000, physical defense +10,000 and magic defense +10,000 when inside Velcoffer's Nest (buff effects do not apply outside that map). Dark Energy Package 49 TP Max. 3 packages per team - Shining 8-Star Gem Abrasive  x1 - Ancient Golden Coin  x25 - Ancient Golden Socket  x1 - Dark Energy* x1 * Use this item to apply the Dark Energy buff for 6 days: physical attack +7,000, magic attack +7,000, physical defense +10,000 and magic defense +10,000 when inside Velcoffer's Nest (buff effects do not apply outside that map). Dark Energy All-in-One Package 198 TP Max. 1 package per team - Dark Card & Gem Package x1 - Dark Energy Package x1 - Diamond Anvil (14 Days) x1 Important - Enhancement Cards and Gem Abrasives obtained through these packages can be transferred via Team Storage and traded with other players. All other items included in the packages can be transferred via Team Storage, but not traded with other players.

Announcement
April 15th, 2019
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Future Improvements: Character Slots, Inventory and More

Greetings, Saviors! For us at the dev team, there have always been certain UI/functionality improvements that we’ve wanted to bring into the game, many of which were also requested by players. We’ve been working on a few of them recently, and today we thought we’d share a little preview of the updates we’re preparing. As always, remember that the details of these updates can look different when they are actually applied to the game.   Personal Shops (Repair, Spell Shop) What’s changing: - Comma (,) used to separate numbers. - Total amount included in new confirmation window. It’s not always easy telling how much you’re spending on a personal shop. Important price information doesn’t really stand out from the rest of the UI, so many of us end up clicking that confirmation button without fully knowing the total amount we’re paying. Less honest shop owners can take advantage of that to sneakily hike up their prices or otherwise cause trouble for unsuspecting customers. <The new confirmation window.> To combat that kind of problem, we’re going to start using commas in numbers (displaying “1000” as “1,000”, for example) and add a new confirmation popup window that tells you the total price of what you’re about to purchase. Lodge (Character Selection) What’s changing: - More character slots. - New character list organizing function. - New popup alert about items not transferrable via Team Storage. - New popup alert about deleting characters with cards equipped. We’re finally bringing in the much needed maximum character slot expansion. Also, we have plans for a new function that lets you reorganize the order of your characters in the list; that way you don’t have to fumble through the pages of your Lodge every time you want to login with your favorite characters. <This window alerts you when you are receiving items not transferrable via Team Storage.> As you know, some items in TOS cannot be transferred between characters through the Team Storage (namely timed items). To avoid mistakes by receiving this kind of items on the wrong character, we’re going to add a new popup window that asks for your confirmation before sending the items to the target character’s inventory. Gem Enhancement What’s changing: - Processed equipment items no longer used as materials for gem enhancement. We’re sure some of you will have made the mistake of accidentally using an important equipment item as gem EXP. All those resources spent on identifying, enhancing and transcending that one item, only for it to disappear in the blink of an eye… We know that can be tough, and we don’t think anyone would feed important equipment items to a gem in any case, so we’re going to remove processed equipment (items that have been enhanced, transcended or added sockets/gems) from the range of items that can be used to increase gem EXP. <Processed equipment items are blacked out and cannot be selected when you’re enhancing a gem.> <A message pops up when you right-click a processed equipment item.> Market What’s changing: - New categories. - Character name included in ‘sale completed’ message. - Less restrictions on search term length. Our plan for Market categories is to reorganize them into more specific subdivisions, in a way that makes it easier for players to find the item they’re looking for. In the future, this will also include advanced search options that let you filter items by stats, added sockets, etc. <This popup message will include the name of the character that sold the item.> If you’ve seen the alert that pops up whenever you have Silver to retrieve from the Market, you’ll know that it isn’t the most informative, especially when you have multiple active characters. Because of this, we want the popup message to start including the name of the character that sold the item, so you’ll always know where to go to pick up the Silver. Guild Hangout What’s changing: - Time frozen inside Guild Hangouts during maintenance. Guinea Pigs and guild crops can only be grown inside the Guild Hangout, with players needing to regularly check on them for food and water. <Guinea Pigs and Dilgele need to be fed/watered regularly.> This system can sometimes work against guilds when there’s a server maintenance going on, since guild members aren’t able to access the Hangout. That is why we’re working to stop time inside Guild Hangouts whenever the server is down, so you won’t have to worry about your growing crops or Guinea Pigs even if maintenance gets extended. Inventory What’s changing: - Improvements on the problem of undiscardable items. - New function to batch-delete selected items. - New function to filter and display items. - Grade/enhancement/transcendence displayed even with the tooltip off. <What do you do with a Kepa Doll?> Kepa Dolls and potions obtained from quests are only some of the items which can’t be deleted from your inventory. We want to allow players to delete these items at will, so we made plans to revise the Inventory UI in a way that lets you filter out the items you want and batch-delete those you don’t need. Dungeons What’s changing: - New ‘Return’ function for Mercenary Post missions, Saalus Convent missions and Uphill Defense. - New Hunting Grounds info UI. We would like missions to have the ‘Return’ function that allows you to go back to the original map without having to wait, the same way you can do with instanced dungeons. We would also like to add a proper Hunting Grounds UI like the Instanced Dungeons window (F10) since, currently, there is little information on them outside the World Map (N). <Instanced Dungeon cleared vs. Mission cleared.> We also considered suggestions to add a Storage NPC in Saalus Convent to make storing Blessed Shards easier after each mission, but we didn’t want to encourage players to permanently move their characters there, so in the end we decided against it. Error Popups What’s changing: - New execution error popup messages. We’re preparing new popup messages for errors related to the execution of the game. We’re trying to improve the source of the errors too, of course, but we also think the error messages should provide more information on how to deal with the issue when it occurs. <Example of a possible popup error message.> Other Future Improvements - Customizing the location of buff UI and monster HP bars. - Improving character stat visibility.   These are only a few functions we’re working on at the moment, but we hope they give you an idea of the kind of improvements we’re hoping to implement in the future. As for when you’ll see these updates in the game, their development will likely depend on the progress of higher priority issues like bug fixes, new content, balance adjustments, etc. We will keep releasing more details about these and other improvements through the dev blog and the patch notes, so keep an eye on our official pages.

Developer's Blog
February 6th, 2018
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Goddess' Blessed Cube Item List: Updated February 7th

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

Announcement
February 6th, 2017
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[Special] A Whole Renewed World Package

Greetings, Saviors!   We have prepared special packages! Don't miss the chance to get strong:)       Period     From the scheduled maintenance on August 24, 2021 To the scheduled maintenance on September 28, 2021       Renewed Growth Package 298TP max: 3 per team Item Name Cnt Trade x32 EXP Tome 5 Only Team Storage Goddess Token (Gabija): 50,000 1 Only Team Storage Mystic Tome 100 Only Team Storage Level Jumping Card (Lv.450) 1 Only Team Storage Class EXP Card Box 1 Only Team Storage 2021 Botanic Necklace 1 Only Team Storage 2021 Botanic Bracelet 2 Only Team Storage 2021 Botanic Seal 1 Only Team Storage Mercenary Badge Voucher : 5000 20 Only Team Storage Lv15 Basic Condensed HP Potion 500 Only Team Storage Lv15 Basic Condensed SP Potion 500 Only Team Storage Attribute Points 10,000 50 Only Team Storage Silver Chest: 1,000,000 10 Only Team Storage [Event] Unlcok Voucher Selection Box 1 Only Team Storage Class Change Voucher Lv 4 1 Only Team Storage Character Slot Voucher 1 Only Team Storage [Event] Renewed Token 10000 Only Team Storage ※ The price at the [First Time Shoppers Only] and [Rookie/Returning Player Shop]: 208 TP ※ Max: 1 for [First Time Shoppers Only] and [Rookie/Returning Player Shop]     Renewed Get Ready Package A 517TP max: 5 per team Item Name Cnt Trade Bounty Hunt Written Order Selection Box 10 Only Team Storage Saint's Sacellum (Auto Match) One Entry Voucher (Untradable) 10 Only Team Storage Challenge Mode One Entry Voucher 30 Only Team Storage Division Singularity One Entry Voucher 20 Only Team Storage Division Singularity Multiply Token 40 Only Team Storage Instanced Dungeon Reset Voucher 10 Only Team Storage Instanced Dungeon Multiply Token 20 Only Team Storage Res Sacrae Raid: Auto Match One Entry Voucher 20 Only Team Storage Res Sacrae Raid: Auto Match Multiply Token 20 Only Team Storage Demonic Sanctuary: Auto Match One Entry Voucher 2 Only Team Storage Sole Hunt One Entry Voucher 5 Only Team Storage ※ The price at the [First Time Shoppers Only] and [Rookie/Returning Player Shop]: 361 TP ※ Max: 1 for [First Time Shoppers Only] and [Rookie/Returning Player Shop]     Renewed Get Ready Package B 398TP max: 5 per team Item Name Cnt Trade [Lv.460] Premium Enhance Aid 66 Only Team Storage [Lv.460] Goddess Enchant Jewel (Untradable) 33 Only Team Storage Lv.460 Awakening Abrasive (Untradable) 55 Only Team Storage Legend/Unique Assister Random Box 10 Only Team Storage Weight Increase +1000 Potion 10 Only Team Storage Enhancement Coupon: 100,000 Silver 500 Only Team Storage ※ The price at the [First Time Shoppers Only] and [Rookie/Returning Player Shop]: 278 TP ※ Max: 1 for [First Time Shoppers Only] and [Rookie/Returning Player Shop]     Renewed Attendance Package 198TP max: 1 per team Day Item Name Cnt Trade Day 1 Weight Increase +1000 Potion 5 Only Team Storage Day 2 Attribute Points 10,000 20 Only Team Storage Day 3 Instanced Dungeon Reset Voucher 10 Only Team Storage Day 4 Mercenary Badge Voucher : 5000 20 Only Team Storage Day 5 Challenge Mode One Entry Voucher 20 Only Team Storage Day 6 Legend/Unique Assister Random Box 5 Only Team Storage Day 7 [Lv.460] Goddess Enchant Jewel (Untradable) 20 Only Team Storage Day 8 Res Sacrae Raid: Auto Match One Entry Voucher 10 Only Team Storage Day 9 [Lv.460] Sandra's Magnifier (Untradable) 20 Only Team Storage Day 10 [Lv.460] Engrave Stone (Untradable) 10 Only Team Storage Day 11 [Lv.460] Enhancement Supplement (Untradable) 20 Only Team Storage Day 12 Bounty Hunt Written Order Selection Box 2 Only Team Storage Day 13 Mystic Tome 50 Only Team Storage Day 14 Vaivora Vision (Untradable) Selection Box 1 Only Team Storage ※ You can receive the items within 28 days once you open the package, and cannot receive the item after the time is up. ※ Item will be given automatically when you log in. (can be given even when you log in to another character) ※ Items are not given all at once, but by each one on a corresponding day.     2020 Botanic Upgrade Package 49TP max: 1 per team Item Name Cnt Trade 2020 Botanic Necklace Upgrade Scroll 1 Only Team Storage 2020 Botanic Bracelet Upgrade Scroll 2 Only Team Storage     Renewed All in One Package 1198TP max: 1 per team Item Name Cnt Trade Renewed Growth Package 1 Only Team Storage Renewed Get Ready Package A 1 Only Team Storage Renewed Get Ready Package B 1 Only Team Storage Vaivora Vision (Untradable) Selection Box 2 Only Team Storage ※ The price at the [First Time Shoppers Only] and [Rookie/Returning Player Shop]: 838 TP ※ Max: 1 for [First Time Shoppers Only] and [Rookie/Returning Player Shop]

Announcement
August 24th, 2021
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Weapon Design Contest WINNERS!

Greetings, Saviors! The TOS weapon design contest is over, and the results are in! After going through all your submissions and evaluating them with our team, we have decided to pick not only 10, as initially announced, but 25 winners! All winners will have at least one weapon inspired by their designs introduced in the game, plus a couple of other rewards. See below!   Winning Designs (By server, in no particular order. Click the team names to see the corresponding submission.) [NA] Klaipeda HumanExplorer Lestelle Raine Lovkin Jellyjelly WarNux Repentance Chrysaint [SA] Silute Foxy Lunairetic Carrossel Immanence [EU] Fedimian TheMoonProject [SEA] Telsiai WeebsUnited Pendragon_ Allgoodname 3xtKurumi Hadezuka Enril Kusari Pyrecen The_Bluesorrow Artsy_Ink nxLynz Shiseptiana   Rewards 1) In-game Title & Goddess’ Blessed Cubes - All players listed above will one ‘TOS Weapon Designer’ in-game title and a set of 10+1 Goddess’ Blessed Cubes at their Message Box during the scheduled maintenance of December 4, 2018. 2) Designed Weapons - After today, we will work on creating at least one weapon based on the suggestions of each winner, which we will gradually introduce into the game. As each new weapon is added, it will be sent to the player who created its original design. We will keep you updated on this process through future announcements.

Announcement
December 3rd, 2018
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[UPDATE] Scheduled Maintenance for February 6, 2018

Greetings, Saviors!We would like to announce the details of our weekly maintenance for (February 6, 2018). 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
February 5th, 2018