Greetings, Saviors!

We'd love to introduce our 4ever update in detail. Today's post will cover this large-scale update from A to Z.







Content

1. Equipment and Stat Revision

- Random Stats

- Ichor Difficulty Adjustment

- Dismantlement and Stat Transferring

- Weapon Attacks by Type

- Leather Armor Adjustment

2. New Items

- New Sub-weapon: Weapon Accessories

- New Equipment: Ark

- New Legend Equipment and Set Stats

- New Unique Equipment



3. Combat System Revision

- Combat Formula

- PvP Combat Formula

4. New Content

- Merge of Mercenary and Saalus Mission: Lv.400 Instanced Dungeon

- Challenge Party Benefits

- Goddess' Blessing Event









1. Equipment and Stat Revision







Random Stats



Currently, there are 4 kinds of equipment rarities (magic, rare, unique, legend) which grant random stats to the equipment when identified by a magnifying glass item. Magic and rare equipment is often neglected by MMORPG players because lower rarity typically means lower bonus stats for the equipment. Effective from the update of Episode 12, the upper limits of random stats are now equal regardless of rarity. On the other hand, the lower limits are set differentially. You can view the upper/lower limits in the chart below:



Item Rarity Stat Range (Min~Max)% Magic 10 ~ 100% Rare 40 ~ 100% Unique 80 ~ 100% Legend 80 ~ 100%





Now that the lower grades have a chance to receive maximum stats, we anticipate the saviors’ burden of spending hours in the field in order to obtain higher-grade equipment to be eased.

Equipment with Unique rarity has become far harder to obtain from looting, but the increased chance to gain better stats will compensate your efforts and time. Our dev team has been working on this modification of the random stat system to ensure pleasurable farming for players.







Types and Max Value of Random Stats



The dev team has also decided to reduce the value deviation of random stats. As a result, formulas using random stats are modified and there will be newly introduced stats on unidentified equipment while some of the pre-existing stats are deleted.

Additional Damage/DEF by type will no longer be granted on equipment and new stats ‘Additional Damage/Additional Damage Resistance’ will replace them. Existing Additional Damage/DEF by type stats on your equipment will be integrated into ‘Additional Damage/Additional Damage Resistance’ stats.

The new stats and the max value of them for equipment dropped after the 4ever update and Episode 12 are as follows:

Stat/Part Attack Defense Ability Support Attack by Type Add. Damage Attack Offset Critical Resistance Add. Damage Resistance Stat Stamina Looting Chance Critical Rate and 7 Others Max SP Armor 530 794 530 265 794 80 19 80 265 530 Shield/Sub/

One-handed 993 1489 993 497 1489 149 35 149 497 994 Weapon

Accessory 497 745 497 249 745 75 18 75 249 498 Two-handed 1489 2233 1489 745 2233 224 53 224 745 1490

Please refer to the follow-up [Supplement] post for detailed stat information.



* Attack value differs based on targets' armor (cloth, leather, plate), size (small, medium, large), and creature type (ghost, plant, beast, demon, mutant, insect).

* Attack Offset effect depends on targets' armor type and size. (Medium-type only)

* There are 5 kinds of ability stats.

* Critical Rate and 7 others: Critical Rate, Block Penetration, Block, Accuracy, Evasion, HP Recovery, and SP Recovery







2 New Magnifiers: Sandra's Magnifier, Sandra's Detailed Magnifier



2 new magnifier items will be introduced into the game. There will be ‘Sandra's Magnifier’ which allows you to re-roll the selected random bonus stats and ‘Sandra's Detailed Magnifier’ which allows you to re-roll the 'value' of the selected random stat.



These items are to become obtainable from [Goddess' Grace]. With the new magnifiers, we intend to ease saviors' burden of constantly re-identifying their equipment for better performance.









Ichor Difficulty Adjustment



The Ichor system currently plays a large role in enhancing equipment performance. Unfortunately, this is often considered an obstacle to progress by saviors who face difficulty obtaining the desired Ichors. The system will become more player-friendly upon Episode 12 update.





Ichor Extraction



The chance of successful Ichor Extraction will be increased two-fold. This revision will facilitate acquiring Ichor from equipment with random bonus stats. We hope this can bring you a better experience with the Ichor system as Lv. 430 unidentified equipment offers far better stats.





Ichor Transmutation



The number of items required for Ichor Transmutation will be reduced 3 to 2.

Although transmutation was designed to offer players a concrete chance to obtain the Ichor that player desire, Ichor Extraction has always been the alternative. We anticipate more players to utilize Ichor Transmutation after this change.











Dismantlement









Dismantling transcended equipment now provides bonus items depending on its transcendence level. 10% bonus rate will be added per transcendence level and you can obtain extra Nucle Powder and Sierra Powder.





Stat Transferring



As you know, awakening and enchanting equipment do not secure the certain stats and effects you wish to gain, but grant random effects. Therefore, replacing equipment can be a tough decision as bonus stats and effects are not transferable.



We are introducing a new system to transfer the additional effects gained from awakening and enchantment from one to another without any losses. You will soon be able to transfer equipment effects via the NPC in Miners’ Village, Vaidotas. Bonus stat transferring will cost a little silver. The receiving equipment must have the identical rarity, availability level, and part with the equipment you are extracting stats from.







Weapon Attacks by Type



Currently, each weapon type in ToS has a different average attack value. As we have noticed irrational imbalances among classes after the recent balance patch, there will be adjustments to weapon attack value.



Weapon Weapon Type Avg. Attack Ratio

(Current) Avg. Attack Ratio

(After Change) One-handed Sword One-handed Weapon 1 1.1 Rod 1 1.1 Crossbow 1 1.1 One-handed Blunt Weapon 0.9 1.1 One-handed Spear 1 1.1 Rapier 1 1.1 Dagger One-handed/

Sub-weapon 1.1 1.1 Pistol 1.1 1.1 Two-handed Sword Two-handed Weapon 1.2 1.3 Bow 1.2 1.3 Two-handed Blunt Weapon 1.08 1.3 Two-handed Spear 1.2 1.3 Staff 1.2 1.3 Cannon 1.3 1.3 Musket 1.3 1.3 Weapon Accessory Two-handed/

Sub-weapon - 0.66





We categorized weapons into 2 groups by one/two-handed and increased the average attack ratio based on the weapons with the highest value from each category.



Also, there will be changes which make the attack value ranges even wider to secure the unique feel of each weapon, which could have become less prominent in the case of equalized attack value.









Weapon Weapon Type Attack Min~Max Range (Current) Attack Min~Max Range (After Change) One-handed Sword One-handed Weapon 5% 3% Rod None None Crossbow 10% 3% One-handed Blunt Weapon 5% 1% One-handed Spear 5% 10% Rapier None None Dagger One-handed/

Sub-weapon 5% 8% Pistol 5% 8% Two-handed Sword Two-handed Weapon 10% 20% Bow 10% 20% Two-handed Blunt Weapon 10% 10% Two-handed Spear 10% 30% Staff None None Cannon 15% 50% Musket 15% 35% Weapon Accessory Two-handed/

Sub-weapon - None

One-handed weapons will be more reliable, dealing damage to foes steadily under any combat conditions with a small gap in the attack range. Two-handed weapons will be more effective with certain conditions met. For example, a player with a musket can actively reduce the large min ~ max attack range with the skill ‘Sniper's Serenity’. Plus, splash damage effect that attacks up to 3 foes is planned for cannons. We set the attack range wide so the weapon has a high potential with the effect.







Leather Armor Adjustment



Leather armor was originally designed to allow players to utilize rather aggressive combat styles while providing the lowest defensive performance compared to cloth and plate armor. As a new combat formula will be applied on PvP mode upon Episode 12 update, which does not include Critical limit value, leather armor will lose its strength in PvP mode. Leather armor’s DEF will be increased by 1.5 times to compensate its lost tactical feature.

Physical Defense Magic Defense Set Effect As-is To-be As-is To-be PvE PvP Cloth 100% 100% 200% 200% Magic Damage received -15% Magic Damage received -15% Plate 200% 200% 100% 100% Physical Damage received -15% Physical Damage received -15% Leather 100% 150% 100% 150% Damage +15% Critical Chance +20% Critical Chance Limit +10% Damage +15% Critical Chance +20%







2. New Items





New Sub-weapon: Weapon Accessories



A new sub-weapon, Weapon Accessories will be added.



A Weapon Accessory can be equipped on the sub-weapon slot while holding a two-handed weapon. This sub-weapon boosts the combat performance of the main two-handed weapon by providing extra Physical and Magic Attack stats. With Weapon Accessories, reinforce your two-handed weapons as you can for a one-handed weapon with a shield.





Ichor and Set Stats are available for a weapon accessory. When applying Set Stats, the weapon accessory is considered as a ‘weapon’ just like shields. In addition, the cost for applying Set Stats on a weapon will decrease by half.







New Equipment: Ark



A new equipment, Ark will be added.



An Ark can be equipped on an Ark Slot and provide diverse additional stats. You can upgrade Arks by spending in-game materials and when it is upgraded to a certain level, it unlocks its special effects to help the player.







You will have your very first Ark as you go through Episode 12 and are soon able to acquire other uncommon Arks from content rewards.







New Legend Equipment and Set Stats



A new Lv.430 Legend equipment will be added. NPC Teliavelis in Fedimian will help you craft the new equipment if you bring the material item ‘Brikynite’ obtained from the newly introduced area.

This new Legend equipment will embrace a higher level of attack and other random stats compared to Savinose Legva. You can visit NPC Vidotas to apply new Set Stats on your equipment.





Set 3 Parts equipped 4 Parts equipped 5 Parts equipped Sauk STR +66 INT +66 Block Penetration +331 Deals damage and knocks out nearby enemies for 1 sec. Increases damage you deal by 150% for 4 sec on landed skill. - Skill Attack 5330% - Overheat 3, Cooldown 30 sec Unequipping Sauk set increases skill cooldown of other set stat skills by 100 sec. Dragon Strength Lv 1 - Damage Increase Effect Duration +2 sec Essera CON +68 Critical Resistance +265 Gain a 40-sec 'Essera’s Composure' buff which resists all debuffs that require advanced removal.

Buff duration decreases by 5 sec and gain 'Essera’s Will' buff every time debuff resistance effect is activated.

- -4% damage taken per Essera’s Will stacked

- Up to 5 stacks for Essera’s Will - Essera’s Will follows the Essera’s Composure duration Cooldown 100 sec Dragon Strength Lv. 1 - Duration +10 sec Balinta Physical Critical Attack +1286 Magic Critical Attack +1286 HP Recovery +248 SP Recovery +248 Restore HP equaling to 50% of HP Recovery on landed Slash, Pierce, and Strike attack for 30 sec.

Restore HP equaling to 25% of HP Recovery on other landed attack for 30 sec.

Cooldown 100 sec Dragon Strength Lv. 1 - Balinta Cooldown -2 sec every second when HP is at 100%









New Unique Equipment



New Unique equipment with fixed stats will be added. The equipment is obtainable at a low chance by hunting Elite monsters in the new Episode 12 areas.







The Elite monsters in stage 6-7 of the new Challenge also drop the Unique equipment. The drop rate is fairly low but it has better Ichor as compensation.







4. Combat System Revision





4-1. Combat Formula



Attack by Type Formula



We have thought that the formula for attack by type needs to be adjusted as the current formula tends to make players’ efforts to increase the attack value meaningless. Some attack values such as Slash attack rely on the equipment available for only certain classes, which results in an increasing burden for players to set more equipment. In order to prevent the issue and let players set equipment based on their tastes, all attack stats now depend on the armor, size, and creature type of the target.



Attack by type will be added to the damage increase value as +% form. The modified formula is as follow.



Formula (1)







Example



Conditions: Defender Lvl 420, Attacker ATK Value 2,000, Defender DEF Value 500

Steps: 1. 2,000(ATK Value) - 500(DEF Value) = 1,500 2. 1,500(from step 1) / (420(Defender Lvl) * 30) = 0.119 3. 0.119(from step 2) * 100 * 0.5 = 5.95%

Result: Damage Increase: 5.95%





The following type stats are applied to Formula (1).



Offensive Stat Defensive Stat Attack against Cloth armored Target Attack Offset against Cloth armored Target Attack against Leather armored Target Attack Offset against Leather armored Target Attack against Plate armored Target Attack Offset against Plate armored Target Attack against Small-type Target None Attack against Medium-type Target Attack Offset against Medium-type Target Attack against Large-type Target None Attack against Ghost armored Target None Attack against Plant-type Target None Attack against Beast-type Target None Attack against Demon-type Target None Attack against Mutant-type Target None Attack against Insect-type Target None

Add. Damage Formula



All additional damage stats will be merged. 8 different values for additional damage and resistance each will be integrated into Additional Damage and Additional Damage Resistance. The property effects against additional damage will also be removed and if the target is not ‘non-property’, it receives +10% more damage and the formula has been simplified.





Formula (2)





The following type stats are applied to Formula (2).



Offensive Stat Defensive Stat Add. Damage Add. Damage Resistance

HP/SP Recovery Formula



HP/SP Recovery now depend on your max HP/SP. The higher max HP/SP you have, the more healing efficiency you can gain. The modified formulas are as follows.



Formula (3)







Formula (4)

In short, the maximum HP/SP you can restore at once is 20% of your total HP/SP.







4-2. PvP Combat Formula





Heal Control



Currently, the only way to interfere healing in ToS PvP mode is using CC skills directly upon the healing characters. Supporting characters are intended to take an important role in battle but we decided it is too restricting to interfere healing, so we are introducing new skill effects for some classes to inflict debuffs to reduce received healing. The skills will allow players prevent healing indirectly. Meanwhile, the victims can lift the debuffs with their skills making the whole battle more interesting.



The Classes to receive the heal control effect are 39, including new classes, and the detailed information for the skills can be viewed at the follow-up [Supplement] post.





Profession No. of Classes No. of Skills Max Effect Max Duration Swordsman 10 12 50% 10 sec Wizard 6 7 50% 15 sec Archer 9 11 69% 20 sec Cleric 3 3 30% 7 sec Scout 6 6 34.5% 7 sec

Buff/Debuff Control



There are abundant skills to grant buffs and debuffs in ToS and we decided to introduce skill effects into existing skills to nullify or worsen buffs/debuffs to enrich battle tactics.



The skills to receive buff control effects are 47, including skills for new classes, and the detailed information can be viewed at the follow-up [Supplement] post.





Profession No. of Classes No. of Skills Max Effect Max Removal Swordsman 14 15 75% 2 Wizard 4 5 50% 2 Archer 6 6 50% 1 Cleric 13 15 100% 2 Scout 6 6 100% 2

The skills to receive debuff control effects for allies are 29, including skills for new classes, and the detailed information can be viewed at the follow-up [Supplement] post.





Profession No. of Classes No. of Skills Max Effect Max Removal Swordsman 3 3 100% 1 on Self, 2 on Allies Wizard 3 3 100% 1 on Self, 2 on Allies Archer 8 8 100% 2 on Self Cleric 6 6 100% 2 on Self, 1 on Allies Scout 8 9 100% 1 on Self, 1 on Allies





Formulas for Critical Rate, Block, and Evasion



The current formula is significantly imbalanced and advantageous to the attacker. This leads players to except defensive elements when selecting equipment. To resolve this issue, we redesigned the formula as a symmetrical function. We anticipate a wider range of settings and tactics in PvP situations.



The modified formulas for [Critical Rate/Critical Resistance], [Block Penetration/Block], and [Accuracy/Evasion] as follows.

Formula (5)



Also, Block damage reduction rate will be changed to 30% from 60% and it will be 60% only while putting up a guard.

The attack stats [Critical Rate, Block Penetration, Accuracy] now have basic chances of activation. The chances are as follows.



Basic Chance of Activation Critical Rate 10% Block Penetration 70% Accuracy 90%



The formula to calculate the final value is as follows.

Formula (6)





Example



Conditions: Defender Lvl 420, Attacker Critical Rate 3,000, Defender Critical Resistance 1,500

Steps: 1. 3,000(Critical Rate) - 1,500(Critical Resistance) = 1,500 2. 1,500(from step 1) / (420(Defender Lvl) * 15) = 0.238 3. 0.238(from step 2) * 100 = 23.8 [Item Stat] 4. Plug in formula (6) = 21.9 4. 10(Basic chance of Critical Rat) + 21.9(from step 4) = 31.9%

Result: Critical Chance: 31.9%



The following type stats are applied to Formula (6).



Offensive Stat Defensive Stat Critical Rate Critical Resistance Block Penetration Block Accuracy Evasion





Evasion - Level Advantage



The dev team wished to raise the value of character leveling by offering more benefits to high level characters in order to encourage players to level up.



There will be an advantage granted for Evasion of the character with a higher level than the opposing character based on their level difference. This additional Evasion value will be applied on the final value with a multiple operation.



Here are examples of additional evasion value.



Attacker Defender Lvl Attacker Lvl Lvl Difference Add. Evasion Player 430 400 30 60% 410 400 10 20% 405 400 5 10% 401 400 1 2% 340 310 30 60% 320 310 10 20% 315 310 5 10% 311 310 1 2%

5. New Content





New Instanced Dungeon added



Saalus and Mercenary Post Missions will be merged with a Instanced Dungeon for easy and quick access to the content.





1. Admission



The new Instanced Dungeon is for characters with Lv. 400 or above and you can enter via the Level Dungeon NPC in each city.



Each character can clear the dungeon 3 times a day and you can reset the count by using [Instanced Dungeon Reset Voucher].



2. Locations



Fields for the added instance dungeon differ each day.



Day of the Week Sunday Monday Tuesday Wednesday Thursday Friday Saturday Dungeon Royal Mausoleum Crystal Mine Seven Valley Catacombs Canyon Belt Castle (Saalus) Siauliai





3. Rewards



The new instanced dungeon rewards players with EXP, Talt, and Blessed Pieces. The rewards will be given depending on the completion rate, except Blessed Piece.



The reward items from [Mercenary Mission] will now be obtainable from field. The reward items from Crystal Mine Mission are obtainable from Lv.270 field dungeons.







Challenge Party Benefits



A drop bonus is given depending on the number of members participated in the party. The modified reward system for challenge will be applied on the new Episode 12 areas.



Challenge Stage No. of Members Item Drop Bonus Remarks Under 5 3 2x Apply to locations for Lv.420 4 3x 5 4x Above 6 2 2x 3 3x 4 4x 5 5x

The Elite monsters appearing in Challenge Mode Stage 6 in the new areas will drop the new Unique equipment, providing players more chance to acquire fine equipment and to enjoy group plays.





Unique Casual Mode: Goddess' Blessing



A casual mode was added for single players. However, the rewards from it were not satisfying enough, resulting in a low motivation for players to participate in the mode. Now that Goddess’ Blessing Event will be added, which begins upon clearing a dungeon for 60 seconds offering more rewards, players would acquire more valuable items from the content.



The new event is available via the icon at the top right corner of the screen.







We expect to raise the interest in consuming the content by offering a chance to obtain valuable items with a little silver spent. The event will not continue once the player leaves the dungeon.







That will be all for this post. We appreciate your interest in our 4ever update. Thank you.





* The information disclosed above relates to works currently in progress and are subject to change with future development.