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 (Click here)

6. FAQ 2 (Click here)

7. FAQ3



Greetings, Saviors.

Today we would like to go over some of the class features that a lot of the players may feel are nerfed and the explain to you the reasons behind those changes, as well as the general direction that the Re:Build update will be heading in the future.

The removal of class skills is the cornerstone on which Re:Build’s balance adjustments are based on. With Re:Build, each class is made to be given 6 to 8 skills that players can choose from, as we came to the decision that some skills had to removed due to one of the following reasons:

- The skill is rather useless and can easily be replaced by other better skills

- The skill hurts the class’ characteristics

- The skill overlaps with roles played by other classes

- The skill has a negative impact on the overall balance of classes

We are looking to make adjustments to restore the impact of one-handed spear attacks that go hand in hand with the class’ Rete skills.

The Retiarius’ [Finish] skills have been nerfed somewhat due to the standardization of skill factors with Re:Build. Skill factors share a common formula and it is impossible for us to increase the efficacy of Retiarius skills alone.

We are hoping that the Templar class will be an influential part in TOS’ GvG content and are currently investigating to see if there’s room for further improvement.

The same problems persisted after Re:Build, so all previous skills relating to guild system functions have been removed and the Templar has been altered to specialize in GvG content.

Templars were a class designed for guild functions. Because of this, the class has had many systematic difficulties such as players not being able to use rank reset.

As compensation, the cooldown of [Epee Garde] has been reduced so that the skill’s effect can be maintained continuously. Also, the damage of some skills has been enhanced to reinforce the class characteristics that make use of amplified damage through critical attacks.

[Lunge] was removed because it lacked compatibility with other skills that used the rapier, and [Attaque Coquille] was removed because it was deemed harmful to the balance of the game due to its ‘ignore defense’ property that applies to critical attacks. [Attaque Au Fer] was removed because it was difficult to implement skills that make the target drop their weapon.

The effects of [Trot] can be sustained with reuse but now with the downtime and also with having to reuse the skill makes the class more vulnerable in PvP situations.

Having greater mobility in a PvP environment is a huge advantage. Until Re:Build, the Cataphract’s skills had been limited by its low rank, but now that the class has increased skill factors we felt that its mobility had to be limited instead.

Skills like [Embowel], [Stomping Kick] and [Pouncing] could have been removed instead but they seemed to fit in better with the Barbarian class’ concepts. While they may be considered just as underwhelming in terms of effectiveness, we plan to provide improvements for those skills following further inspection.

The Barbarian class skill set was in need of cleaning up as the class had too many skills. [Giant Swing] was removed because it was an underused skill and the strike-type skill [Helm Chopper] has been moved to the Hackapell class.

We are planning to add more features that let players manage threat level in our future updates.

Due to the balancing changes in Re:Build, Peltasta’s threat level could not remain 50x, as that would mean that the class would continuously maintain threat from monsters. The threat level is reduced to 10x and is now more dependent on how the player utilizes the array of skills available.

We aim to make Peltasta the main tanker class in TOS. Re:Build’s Peltasta skills are defense-oriented and have been carefully selected to increase synergy with other shield-wielding classes. Other skills that did not fit in with the class’ tanker roles were removed during the process, leaving the class with 7 core skills.

[Oguveve], being a skill that enhances the STR of zombies, was removed in order to reinforce the new class concept we had planned for the Bokor. Any future improvements made to the Bokor class will introduce more skills akin to [Damballa].

Opposed to classes like the Sorcerer, a class that summons a single Demon Lord, or the Necromancer, a class that summons an army of undead, the Bokor will use zombies as consumables in combat.

As all summoning classes are now in the Wizard tree with the introduction of Bokor in the Wizard tree. We felt that a class that deals with the management and enhancing of summons was required.

The Taoist has become a DPS class, having been transferred to the Wizard tree, while [Lightning Charm] has replaced [Dark Sight] in enhancing the class’ dealing capabilities.

While [Dark Sight] was extremely overpowered for content such as Earth Tower, it did not have any uses outside of this particular feature.

However, the cooldown for [Howling White Tiger] and [Water Shikigami] has been reduced to provide continued damage.

The core concept behind the Wizard tree is AoE damage over a given time duration. The overheat for the Onmyoji class has been adjusted to reflect this and the playstyle will also be changed.

The goal of Re:Build is to emphasize the different class characteristics. In other words, each class’ shortcomings must also be apparent as much as their advantages are.

As for the class role, seeing how the Shadowmancer class had great survival skills in PvP, we’ve decided to focus and enhance this aspect for the class in the future.

The reduction of skill damage in Re:Build was necessary with the reduction of the aforementioned delay.

The Shadowmancer class had high damage skills that went beyond the rules set for balance in order to deal with the problem of having a huge delay after skill use.

Also, [Rune of Protection] has been made to provide damage reduction while casting and give a knockdown resistance attribute to provide the class with stable casting abilities. The [Skilled Casting] attribute will now reduce Rune Caster skills’ cooldown with each casting to a minimum of 0.5 seconds to give the class more free time to deal with the different perils it faces while in combat.

Rune Caster had been a class with a vague role so we have adjusted the Rune Caster class to a more DPS-centered class. In the process, the [Rune of Protection] and [Rune of Ice] skills have been altered. [Rune of Ice] is now an attack skill.

Currently, AoE damage skills that can be used while in [Levitation] are in the works and also greater synergies with the Warlock class is planned as mentioned above.

[Blood Curse] had to be removed as the Featherfoot class’ maximum HP value was adjusted with the rebalancing of the game.

With the removal of [Drain], we’ve come to question the combat methods employed by the Warlock class and what skills a Warlock would require. We are currently working to make Warlocks a class that fights using evil spirits and we’re thinking of enhancing synergies with the Featherfoot class to create a Wizard class utilizing Dark property attacks.

With the rebalance of skills, it was difficult to balance the increase in magic damage that the skill provided previously, or give players a replacement skill which had a similar function.

For example, players can now use [Demon Scratch] to pull enemies in, and also use the skill as the opener for chaining different skills.

Classes in the Wizard tree that were above rank 7 had been somewhat nerfed for the overall balance of the new class system. We’ve planned to overcome this by enhancing the synergy between dark property damage and curses and giving more utility to other skills.

The overall number of elemental skills has been reduced but the Elementalist’s efficacy was kept intact with the addition of the [Elemental Essence] skill which boosts the efficacy of the class’ skillset.

As the Elementalist had a variety of skills of different properties, it could not be helped that its skills overlapped with many of the other classes within the Wizard tree. Because of this, [Prominence] was given to the Pyromancer class and [Freezing Sphere] was given to the Rune Caster class as [Rune of Ice].

In the case of [Flesh Strike], we gave the skill for the Skull Mage to use instead as we wanted to make the Necromancer a class that specializes in summons above all else.

As the number of summons grew, it was more difficult for each of the summons to be balanced in terms of power. Therefore, we reduced the total number of summons for the Necromancer class and instead increased each of their powers, while also adding the Skull Wizard to give them more variety.

But being a support class first and foremost, it will have skills like [Reincarnate], [Stop] and [Pass] all provide the player and the party members the upper hand in combat.

Following the Re:Build update, the role of party support has been moved to classes in the Cleric and Scout trees while the Chronomancer class will now focus on providing synergy between the different classes within the Wizard tree.

[Quicken] and [Haste] were given to another class as we felt that the two skills were more physical in nature rather than magical, which is what the Chronomancer class should be concerned with.

If there is enough feedback from players who feel that it is now more difficult to control their summons, we will work towards improving this particular aspect of the summoning classes.

[Attack Ground] and [Hold] were removed as they overlapped with [Summon: Force Attack] and [Summon: Cancel Attack], which are skills that are available for all summoning classes. Another reason for their removal was because they were skills that should have been available without the need to invest points into.

The crafting of various potions and the [Homunculus] skill still requires work, and we will make this one of our top priorities for early 2019.

The Alchemist’s role as a support class has been reinforced with the addition of [Sprinkle HP Potion] and [Sprinkle SP Potion] skills.

[Quick Cast] was transferred to the Chronomancer class as it seemed redundant in the Wizard class with the removal of the circle system. However, the cooldown of Wizard skills has been reduced and we changed the Rod Mastery attribute to make up for the loss of Quick Cast.

The Wizard class has been given basic attack and defense magic as well as debuffs that can increase the efficacy of party members’ attacks.

To counter this, Mergen’s [Spread Shot] was changed so that it is affected by AoE attack ratio to keep the damage output changed as least as possible overall.

Mergen is a powerful two-handed bow class both before and after Re:Build. Triple Arrow’s explosion was much too overpowered: as the character’s AoE attack ratio increased, the explosion chance had to be lowered to 50%.

The Armor Break attribute was removed to consolidate this problem and [Grooving Muzzle] was enhanced to maintain the Musketeer’s advantage over opponents with high DEF, making it so that damage could be dealt even during skill cooldown time.

The Musketeer was a class that relied heavily on the attribute [Sniper’s Serenity: Armor Break]. It was intended that Musketeers have the upper hand in facing enemies with high DEF but, since the debuff was in effect for all party members and not just the Musketeer alone, it affected the balance negatively overall. It turned the Musketeer into a supporter and not a DPS class.

[Shoot Down] was removed and it has been merged with the [Cannon Shot] skill to provide a more focused skillset.

With the absence of other classes that use cannons, the devs felt that it was necessary for the Cannoneer class to take a step into a different conceptual direction. As a result, [Bazooka] has been toned down and the remaining skills have been enhanced instead.

Up to this point, we have envisaged the Cannoneer as a class that provided powerful ranged attacks while remaining stationary. But since Cannoneers were the only class that made use of cannons, there wasn’t much else for players to do when using the [Bazooka] stance.

[Hovering] was removed because it did not fit in with other Falconer skills so it was replaced with [Tomahawk], which is another attack skill.

The Falconer’s [Call] skill was rather unfair because it was necessary for players to invest in the skill in order to gain full control of the Hawk. We felt that it was redundant to have the Hawk leave after every skill so we removed [Call] in the process of making this improvement.

[Running Shot] was instead replaced by [Swift Step], made available for the Archer base class so that all Archer tree builds can make use of the skill.

[Running Shot] was a skill that did not conflict with the class concept of the Quarrel Shooter as a defense-oriented class but it was a skill that ruined the balance of the Archer tree builds. We added skills such as [Block and Shoot], [Shield Guard] and knockback defense in order to reinforce class roles.

[Snatching] and [Pointing] were removed because they were the two skills that were the most underused. The remaining skills were enhanced for synergies with other classes in the tree and stability of gameplay style.

The Hunter class is limited in the skills they can use in that they must fight alongside their companion.

The Archer is a class that can remain mobile while attacking so [Swift Step] has taken the place of the [Running Shot] skill in providing the Archer with attacking while speedily moving about.

Class Removed Skill Changes Reasons & Future Plans

Cleric Safety Zone Deprotected Zone Divine Might Heal mechanic changed [Heal] in the past was too powerful in that it hindered variety in the Cleric tree builds as a support class. Now [Heal] targets a single player and will be a specialization that needs to be invested in to yield maximum effect. Skills like [Safety Zone] that annul the incoming damage were the most powerful defensive skills available in the game. This made the Cleric tree builds even more restrictive and made the gameplay even more repetitive overall. For this reason, most of the support skills that grant invincibility to the whole party have been removed.

Priest Exorcize Stone Skin SPR factor adjusted for Blessing and Sacrament Priests are not an offense-focused class, so skills such as [Exorcise] were removed and replaced with [Turn Undead], while [Stone Skin] was moved to the Paladin class in order to reinforce the class’ role. The skill factor for Blessing and Sacrament has been altered. We are aware that the currently implemented skill factor is in need of further review and we will continue to balance the class along with the Pardoner class.

Krivis Melstis changed so that only the caster is affected [Melstis], a skill that increased the duration of all beneficial buffs, was a very powerful skill. The problem was that the Krivis class is a DPS class and not a support class. For reinforcing class roles and balancing issues, [Melstis] had been a staple skill of many Cleric builds so it was changed so that it only affects the caster rather than remove it altogether.

Druid Telepath Sterea Trofh skill change Carnivory skill change The class design goal for Druid is to create a physical/magic hybrid class. In order to achieve this, we increased the damage of [Chortasmata] and changed [Carnivory] into a buff that increases physical and magic critical damage. Despite the removal of one offensive skill, this buff allows the Druid class to have greater synergy with the other classes in the tree. The change made to [Strea Trofh] was for the same reason as [Safety Zone]. [Strea Trofh] was changed into an evasion skill to increase the viability of melee fighting while using [Lycanthropy]. [Telepath] was removed as it was useless in most of the game’s content and prone to cause balance issues in PvP settings.

Dievdirbys Statue of Goddess Ausrine effect change [Statue of Goddess Ausrine] was a skill that granted invincibility to the whole party and hence one of the skills that hindered variety for builds and play styles in TOS’ late-game content. We removed the skill’s invincibility and made it so that players can now be more mobile without having to lose the buffs gained from other Dievdirbys statues to reinforce mobility, which was one of Dievdirbys’ biggest shortcomings. The class will provide increased DPS capabilities with [Carve Owl]’s improved damage increase and [Statue of Goddess Ausrine]’s increased mobility.

Oracle Forecast Change Arcane Energy changed [Forecast] was removed as it was a skill that won’t be of any use with the new content that is to be added into the game and [Change] was removed because the change in monster stats made it inapplicable in Re:Build. The Oracle class was restructured to supplement these changes. [Arcane Energy] is changed so that it can be used repeatedly without concern for SP consumption and [Prophecy] was changed so that it could negate incoming crowd control skills. Players can also make use of the [Death Sentence: Reset] attribute to increase party damage by up to 50% and use [Foretell] to support allies to victory.

Monk Double Punch affects basic attack Iron Skin, Golden Bell Shield effect change [Double Punch] was the game’s only skill without a cooldown. It was governed under a unique skill factor. It also caused problems as the efficacy of the skill could be affected by many different factors including those outside the game. In order to combat this, [Double Punch] was changed into a buff that altered the character’s basic attack instead of being a skill in itself. Because of the Monk’s melee tendencies, [Iron Skin] was changed into a buff that reduces received damage which can be continuously used, and [Golden Bell Shield] was changed to provide players with reduced cooldown and increased damage when using Monk skills.

Paladin Smite Turn Undead Sanctuary Phys DEF, Mag DEF increase adjusted The increased defense and additional damage gained through [Sanctuary] decreased by half overall. But since the DEF values on shields and armor have been increased and the HP of monsters has been lowered, the skill will not feel as nerfed as it does on paper. [Turn Undead] was moved to the Priest class in order to reinforce the Paladin’s role as a defensive support/DPS class. [Smite] has been removed but since it is available to use in the Cleric class, players will still be able to make use of the skill.

Chaplain Magnus Exorcismus The Chaplain class now is free from being bound to the Priest class and can stand on its own with its new skills, which can boost the class’ offensive capabilities. [Magnus Exorcismus] was removed as it did not fit in with the rest of the Chaplain skillset which focused on enhancing attacks.

Plague Doctor Bloodletting Pandemic: Increased Range attribute Disenchant Plague Doctor is a class that specializes in buffs and debuffs. The biggest problem with the Plague Doctor class was that there was little in the way of interactivity as its skills had long cooldowns and duration. [Bloodletting] and [Disenchant] were removed to prevent players from removing enemy buffs easily but [Fumigate] was kept so that ally debuffs can be removed. Also, [Modafinil] has been added to the Plague Doctor’s arsenal to increase party mobility. The [Pandemic: Increased Range] attribute was removed as we deemed it to be the culprit behind making the Plague Doctor class much too overpowered.

Kabbalist Double Chance Ein Sof nerfed Players relied too much on [Ein Sof] as it was a skill that increased characters’ HP drastically and it hindered players from investment in newer gear, so we’ve decreased the maximum HP gain for [Ein Sof] out of necessity. Nonetheless, combat and player stats have been rebalanced through the update so [Ein Sof] is still an essential part of the Kabbalist skillset. [Double Chance] was a skill that overlapped with [Gevura]. [Double Chance] was removed because of this and [Gevura], which increases maximum damage as well, was kept instead.Despite the nerf, [Ein Sof: Stacked Healing] remains and Kabbalist is still one of the key healer classes in the game.

Zealot The effect of maximum SP capacity adjusted It became more difficult to increase the damage dealt by [Blind Faith] since SPR no longer affects the amount of SP a character has. But players can still use item effects to increase their SP and as monster HP has been lowered overall the skill is still just as valid as it was before Re:Build.