Tree of Savior Forum

KToS General Thread v4.0

KTEST Patch Notes 10/2

Skin

A feature to change your character’s skin color has been added.
-Character creation has 3 default skin choices you can choose.
-You can check additional skin colors in the Beauty Shop.
-Buying a skin color in the Beauty Shop provides one stamp toward coupons.
-The skin color is saved even if you change genders.

Raid Portal Stones

1. The required materials for “Recipe - Raid Portal Stone” have been changed.
-Sierra Powder: 15 → 3
-Nucle Powder: 30 → 300

2. The drop location for Legend Raid Portal Stones have been adjusted.
-These stones can drop in Challenge Mode stage 5, 6, and 7. (The higher the stage, the higher the chance.)

Effect Transparency

A feature to adjust the transparency of effects has been added.
-You can adjust this in the game options between 10% to 100%.

(If the effect transparency is set too low, the effects in some quests may not be visible.)

Legend Raid: Casual

1. The raid [Tomb of the White Crow: Legend Casual] has been added.
-You can enter 3 times per week per team. (Additional entries require Legend Raid Portal Stones.)

2. The [Joint Penalty Immunity] buff in Tomb of the White Crow: Legend has been removed.

Improvements to the Misrus Solo Raid

The [Essence of Life] device has been added to the Misrus Solo Raid.

[Essence of Life] immediately restores 50% of your HP, then restores 50% more HP over the duration of the buff.

[Essence of Life] Cooldown: 1 minute 30 seconds

Team Battle League Tournament Rebalance

-PVP balance, including Team Battle League, is being adjusted on a continous basis.

Team Battle League Tournament Healing Adjustments
After the damage formula for PVP was changed, the development team has been closely monitoring battles in PVP across various content. As a result of these changes, the development team has determined that the amount of healing in content such as Guild Territory Wars, Gemstone Feud, and in general GVG content is adequate.

However, in [Team Battle League Tournament], it was determined that the amount of healing is excessive, and the influence healers have on the success of a fight is too high. Therefore, the amount of healing applied in [Team Battle League Tournament] will be adjusted as follows.

Current: 50% of base healing
Change: 10% of base healing

※ No changes have been made in Guild Territory Wars or Gemstone Feud.

Adding a boosting effect to Team Battle League Tournament
To prevent battles from going on for too long and to allow battles to be more dynamic, we are adding a boosting effect to [Team Battle League Tournament].

-[Thrombus]: Healing debuff
-Decreases healing done to yourself or allies by 10% per stack (up to 9 stacks for a 90% reduction)
-Adds 1 stack every 20 seconds after being activated
-For example, if a heal would provide 10,000 health, it would only provide 9,000 at 1 stack (-10%), then 8000 at 2 stacks (-20%), all the way down to 1000 at 9 stacks (-90%).

-[Conflict]: Increased damage received debuff
-Increases damage taken by 10% per stack (up to 9 stacks for a 90% increase)
-Adds 1 stack every 20 seconds after being activated
-For example, if an attack would deal 10,000 damage to an enemy, it would instead deal 11,000 at 1 stack (+10%), then 12,000 at 2 stacks (+20%), all the way up to 19,000 at 9 stacks (+90%).

Removed Bonus Team Battle League Tournament Stats
In the same vein as adding the [Thrombus] and [Conflict] debuffs, we are also making the following change:

-Removed +300 CON stat bonus in Team Battle League Tournament

Adjustment to Companion AoE Defense Ratio

Companions accompany their owner and provide a variety of useful bonuses. One of these benefits include the ability for the companion to take damage from enemies instead of their owner by increasing their AoE Defense Ratio. Up to this point, the development team has left this as-is due to the high investment costs required in order to give a suitable amount of AoE Defense Ratio to your companion, and the ability to respond to this tactic by using single targeted skills.

However, as time goes by, the amount of AoE Defense Ratio on companions in both PVE and PVP environments has become far too high. Unlike a player character, companions can equip multiple pieces of the same gear that provide a high value of “AoE Defense Ratio”, specifically only for that stat gain, which allows them to be exclusively hit by monsters and characters even with a high AoE Attack Ratio. The development team believes that this benefit has begun to seriously undermine player roles in PVE environments and the ability for players to respond to enemies in PVP situations.

The development team came up with a variety of alternative changes in mind, until the final conclusion was reached. Here are some ideas we had:

1. If your companion dies, greatly increase the penalty so that its resurrection is not so easy.

-If we did this, we would give exceptions to Hunters and riding classes, but that just limits the problem to only those classes.

2. Have a separate league for Team Battle League where AoE Defense Ratio for companions will apply.

-Team Battle League is not too popular, and there are very few users that invest in a high amount of AoE Attack Ratio for PVP.

3. Create and provide specific, exclusive equipment for companions that will replace the use of AoE Defense Ratio equipment.

-The addition of companion specific equipment at this point would likely just be another source of burden and stress on saviors.

4. Reorganize and modify the AoE Attack Ratio vs AoE Defense Ratio system.

-Overhauling the large number of different AoE Attack Ratio skills in Tree of Savior only because of an issue with the AoE Defense Ratio of companions is likely to have many other side effects.

After reviewing the above alternatives, we came to this final solution:

The AoE Defense Ratio stat of companions will be fixed to 1.

The development team is planning to add rewards for those that passionately enjoy Team Battle League, and this change will greatly impact battle in this content. In addition, after making this change, we will review if there are any issues that arise in other content such as Guild Territory Wars and Gemstone Feud. Thank you for enjoying Team Battle League, and we will continue to improve the content through careful monitoring.

image Oracle

Oracle has always been a strong class in PVP situations, but after the ARTS update, they received skill upgrades that give opponents no options in combat to respond.

We want Oracle to keep their strengths in combat, but adjust them so they have less of an impact.

Divine Might: Ill Omen
[Change] Will now only apply to half of the skills of the count of Divine Might.
[Change] Duration: 10 seconds
[Change] Cooldown: 1 minute

Crevox Note: For clarification, these changes only apply to Divine Might: Ill Omen, which is the art for Divine Might. It converts Divine Might into a debuff skill that lowers enemy skill levels to 1 for a set number of skill uses. The normal buff version of Divine Might has not been changed.

Twist of Fate
[Change] Cannot be used on enemies in PVP situations that are already under the effect of Twist of Fate.

image Hunter

The top priority with hunter is to fix issues of the class where using skills would frequently fail due to a conflict with the companion’s AI and the user’s commands. With these changes, we’ve greatly improved the usability of Hunter skills and adjusted some of them as well.

Hunter is a class that has a lot of very effective skills for PVP situations, so we want Praise to be more useful for combat and have them focus more on companion management.

Thanks to AI and skill usability improvements, we decided to reduce the duration of Growl, as it’s no longer needed to last as long as it does and it blocks interaction in combat.

Coursing
[Change] The skill factor has been changed.
[Before Change] 181% + [Level-1] * 6%
[After Change] 950% + [Level-1] * 158.5%
[Max Level] 265% → 3169% (9855%)

[Change] Number of Hits: Every 0.5 seconds 1 hit → 3 hits
[Change] Inflicts damage to a boss monster and then moves to the owner’s side.

Rush Dog
[Change] The skill factor has been changed.
[Before Change] 72% + [Level-1] * 9.2%
[After Change] 283% + [Level-1] * 47.2%
[Max Level] 200% → 943% (4715%)

Retrieve
[Change] The skill factor has been changed.
[Before Change] 223% + [Level-1] * 7.4%
[After Change] 625% + [Level-1] * 104.2%
[Max Level] 326% → 2083% (6249%)

[Change] Number of Hits: Every 0.5 seconds → 3 hits
[Change] Inflicts damage to a boss monster and then moves to the owner’s side.

Praise
[Added] Increases Hunter skill damage by 30%.

[Removal] Increases companion Attack, Critical Rate, Accuracy by 25.
[Removal] Reduces companion damage received by 95%.

Growling
[Change] Duration: 10 minutes → 30 seconds

image Sadhu

For Sadhu, our goal with changes is to give it an identity as a magic damage dealer that takes advantage of their spirit, as mentioned in previous notes.

While performing this update, the synergy of flat Psychokinesis damage (as mentioned earlier) with Sadhu was judged to not be a good fit for the main concept of Sadhu.

Spirit Absorption
[Added] A new skill to return and absorb your spirit.

Out of Body
[Change] The skill factor has been changed.
[Before Change] 100% + [Level-1] * 10%
[After Change] 2013% + [Level-1] * 335.5%
[Max Level] 240% → 6710%

[Change] Cooldown: 0 seconds → 15 seconds
[Change] Summons your spirit to a specified location.
[Change] The cooldown will be reset if you hit an enemy under the effects of Possession.

[Removal] No longer releases your spirit.
[Removal] No longer returns and absorbs your spirit.

Prakriti
[Change] The skill factor has been changed.
[Before Change] 100% + [Level-1] * 0%
[After Change] 2100% + [Level-1] * 0%
[Max Level] 100% → 2100%

Astral Body Explosion
[Change] The skill factor has been changed.
[Before Change] 364% + [Level-1] * 30%
[After Change] 1231% + [Level-1] * 205.3%
[Max Level] 784% → 4105%

Vashita Siddhi
[Change] The skill factor has been changed.
[Before Change] 1135% + [Level-1] * 47%
[After Change] 3193% + [Level-1] * 828.1%
[Max Level] 1558% → 10645%

[Change] The skill’s speed has been adjusted.
Skill Use Time: 1.5 seconds → 0.75 seconds

Possession
[Change] The skill factor has been changed.
[Before Change] 190% + [Level-1] * 34.5%
[After Change] 3078% + [Level-1] * 798.1%
[Max Level] 500% → 10260%

[Change] Fires a projectile, disabling the first enemy that it hits. (1 hit)
[Change] Overheat: 2 → 1

Prana
[Removal] Removed the additional flat damage bonus.

Summon Classes

Summons will now inherit specific stats of characters for use in battle.

Base Character Stats

  • Level: 420
  • SPR Stat: 1500
  • Magic Attack: 20000
  • Physical / Magic Defense: 35000
  • Summoning Demon: Demon Lord Marnox (Legendary)
  • Card Level: 10

image Necromancer

We changed Necromancer’s Gather Corpse skill to one that you can open battle with.

We also enhanced Disinter to become a skill that sacrifices summons in order to power up others.

Gather Corpse
[Change] The skill factor has been changed.
[Before Change] 200% + [Level-1] * 0%
[After Change] 735% + [Level-1] * 190.6%
[Max Level] 200% → 2450%

[Change] Max Skill Level: 1 → 10

[Added] Skeleton Soldiers prioritize attacking enemies that have been hit with Gather Corpse.
[Added] Enemies that are hit by Gather Corpse are inflicted with a Bane effect.
[Added] Bane: Increases damage received from all summons by (2.5% * Skill Level) up to 25%. Duration: 5 seconds

Create Shoggoth
[Change] Shoggoth Defense Bonus: +35% → +10%
[Change] Physical Attack/Defense +5% per card star → +0.5% per card star
[Change] Receives the summoner’s attack and defense stats.
[Change] The CON stat of the Shoggoth is increased by 10% of the summoner’s SPR stat.

[Removal] Shoggoth Attack +35%

Flesh Hoop
[Change] The skill factor has been changed.
[Before Change] 266% + [Level-1] * 8.8%
[After Change] 313% + [Level-1] * 52.2% (15 Hits)
[Max Level] 389% → 1043% (15645%)

[Added] Increases the damage of Flesh Cannon by 100% if using Flesh Cannon would cause Flesh Hoop to be removed, and it removes Flesh Hoop.

Flesh Hoop: Demoralize
[Change] The name of the attribute has changed.
-Flesh Hoop: Demoralize → Flesh: Demoralize

[Before Change]
-Weakens enemy attacks for 4 seconds per attribute level near the hoop after using [Flesh Hoop], inflicting [Attack Weakened] that can be stacked up to 10 times

[After Change]
-Enemies hit by [Flesh Hoop] or [Flesh Cannon] have their attack damage reduced by 2% per attribute level for 4 seconds.

Raise Dead
[Change] Receives the summoner’s attack and defense stats.
[Change] The CON stat of Skeleton Soldiers is increased by 10% of the summoner’s SPR stat.

Disinter
[Added] Sacrifice a Skeleton Soldier, Archer, or Wizard as tribute to gain a buff.

-Skeleton Soldier: Increases the maximum HP and Physical Defense of Skeletal Soldiers, Archers, and Mages by 10% for 30 seconds.

-Skeleton Archer: Increases the critical strike chance of Skeleton Soldiers, Archers, and Mages by 100% for 30 seconds.

-Skeleton Mage: Provides immunity to normally removable debuffs for Skeletal Soldiers, Archers, and Mages for 10 seconds.

[Removal] No longer collects corpse parts nearby.

Corpse Tower
[Change] Receives the summoner’s attack and defense stats.
[Change] The STR stat of the Corpse Tower is increased by 10% of the summoner’s SPR stat.

Flesh Cannon
[Change] The skill factor has been changed.
[Before Change] 83% + [Level-1] * 4.2%
[After Change] 176% + [Level-1] * 45.8% (16 hits)
[Max Level] 120% → 588% (9408%)

[Removal] Enemies hit are no longer inflicted with Necromancer Bane.

Raise Skull Archer
[Change] Receives the summoner’s attack and defense stats.
[Change] The STR stat of Skeleton Archers is increased by 10% of the summoner’s SPR stat.

Raise Skull Mage
[Change] Receives the summoner’s attack and defense stats.
[Change] The INT stat of Skeleton Mages is increased by 10% of the summoner’s SPR stat.

image Bokor

We want to put Bokor’s focus more onto curses and zombies.

We fixed Hexing so that the non-recovery effect mentioned in its tooltip now functions correctly, which will improve the performance of dark Wizard builds in PVP.

We have slightly adjusted Mackangdal to be more useful as it was before changes. We will monitor PVP balance closely as a result.

We also improved Bokor’s ability to lead an army of zombies. Zombify will create 8 zombies all at once.

Hexing
[Change] Overheat: 2 → 1

[Bug Fix] The recovery prevention of this skill for enemies has been fixed.

Effigy
[Change] The skill factor is changed .
[Before Change] 248% + [Level-1] * 8.2%
[After Change] 458% + [Level-1] * 76.5%
[Max Level] 362% → 1529%

[Removal] No longer deals additional damage to [Blind] enemies.

Mackangdal
[Change] You will take no damage for the duration of Mackangdal, but when the duration expires, you will take the accumulated damage doubled. However, if the buff is removed early, it will instantly deal double the accumulated damage. In PVP, the duration is halved.

Bwa Kayiman
[Change] The skill factor has been changed.
[Before Change] 139% + [Level-1] * 18%
[After Change] 591% + [Level-1] * 153.4%
[Max Level] 301% → 1971%

[Change] Bwa Kayiman has been changed from a channeled skill to a buff skill.
-Zombies will follow you for the duration.
-Duration: 10 seconds → 5 seconds

[Added] Zombies cannot be knocked back/knocked down during Bwa Kayiman.

Damballa
[Change] The skill factor has been changed, and the total skill factor is different between normal zombies and special zombies (large zombies and wheelchair zombies).

[Before Change] 504% + [Level-1] * 75%
[After Change - Normal Zombie] 106% + [Level-1] * 106.5%
[Max Level] 804% → 532%
[After Change - Special Zombie] 434% + [Level-1] * 434.5%
[Max Level] 804% → 2172%

[Change] Cooldown: 10 seconds → 1 second
[Change] No longer knocks back enemies.

[Bug Fix] Fixed an issue where Damballa provided a much higher chance of summoning Zombies than intended.

[Removal] No longer deals additional damage to [Blind] enemies.

Damballa: Chance of Zombification
[Change] Now will only summon normal zombies.

Zombify
[Change] Instantly summons 8 zombies upon use.

Zombify: Large Zombie
[Change] Chance to summon per attribute level increased (1% → 2%).
[Change] Attribute can no longer be used with [Zombify: Wheelchair Zombie].
[Change] Now creates Large Zombies regardless of the monster’s size.

Zombify: Wheelchair Zombie
[Change] Chance to summon per attribute level increased (1% → 2%).
[Change] Attribute can no longer be used with [Zombify: Large Zombie].

image Sorcerer

Sorcerer’s main problem comes from low stats on their summons. We’ve adjusted them so that they inherit your character’s stats.

Summoning
[Change] Receives the character’s Physical Attack, Magic Attack, Physical Defense, and Magic Defense.
-Stat Transfer Rate (%): 10 + [Skill Level] * 6

[Change] The summoned demon receives a portion of your Accuracy, Evasion, Critical Rate, Critical Resistance, Block, and Block Penetration based on the summoner’s SPR stat.
-Stat Transfer Rate (%): [SPR] / [Character Level] * 4

Example: If 50% of stats are transferred, the summon will receive 50% of your Accuracy stat (and the other stats as well).

Summon Familiar
[Change] The skill factor has been changed.
[Before Change] 62% + [Level-1] * 18.7%
[After Change] 460% + [Level-1] * 76.8%
[Max Level] 323% → 1535%

Summon Salamion
[Removal] Removed the attack bonus from Salamion.

Riding
[Removal] Removed the increases to Physical and Magic Attack in proportion to your character’s Magic Attack while Riding.

Desmodus
[Change] The skill factor has been changed.
[Before Change] 206% + [Level-1] * 25%
[After Change] 575% + [Level-1] - 149.1% (2-3 hits)
[Max Level] 431% → 1916% (3832 ~ 5748%)

Evocation
[Change] The skill factor has been changed.
[Before Change] 553% + [Level-1] * 90%
[After Change] 1154% + [Level-1] * 1154%
[Max Level] 913% → 5770%

[Change] The skill’s cooldown has been changed.
Cooldown: 45 seconds → 20 seconds

33 Likes

These posts can take a long time to complete and I appreciate your patience as I get them ready and available for viewing.

Due to time constraints, I will likely skip providing pictures of the new costumes via datamining this time, but you can view those above from other users.

Thank you.

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Thank you crevox for the hard work

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I will try and not judge Sadhu changes prior to someone sharing a gameplay of it, but some things that got my attention:

  1. Why Prakriti still does not scale the SFR with level and, apparently, did not receive an Enhance attribute? I mean, the standard OoB always had both, and they clearly want prakriti to be used more often -_-

  2. I wonder if possession will still be an aoe damage skill. Hope they don’t make it single target, but it seems like it…

  3. will the spirit be like a bushin that attack on its own? That would be very cool

Still skeptical, gonna wait for someone to test it.

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Those ridiculous itens are not the Halloween’s cube right?

Lol maybe to early for Halloween items? The bow still looks cool though. Still want a monstrous looking cannon xD

anyone know the link of news new Costume??

I went and tried Sadhu in kTest. Sadhu changes probably won’t do that much in making players want to play the class in terms of fun factor but that may just be me.

Out of Body is now a targeting skill where you target a place to summon your spirit with an explosion (not a bunshin that attacks on its own, its the same spirit we currently have). However, Out of Body now has a cooldown so you cannot tap Out of Body again to return your spirit and must use either Spirit Absorption (no cooldown) or Prakriti (has a cooldown) to do it, which is kinda counter-intuitive for Sadhus who are used to tapping Out of Body to return spirit. Also wastes an additional skill slot for Spirit Absorption (Spirit Absorption does not need skill points, this skill doesn’t even have a skill icon). Other than those, it is essentially the same Out of Body where you cannot move the body and only the spirit while it is out. Oh, and Out of Body’s auto attack is now a single hit attack, no more fake multi-hits.

Prakriti’s skill level increases the duration of Prakriti’s magic circle AoE attack, still the same at 10 seconds maxed with the same tick rate it has right now in iToS. Otherwise, it is still the same old Prakriti but with more damage. Vashita Siddhi and Astral Body Explosion (not sure if the Auto-Attack thing to increase its damage is still there since I didn’t test it) hasn’t changed much outside skill factor changes and animation improvements. 10645% damage on Vashita Siddhi though, as if reaching cap damage is not easy enough in kTest …

Possession is no longer an AoE skill. You take like a 0.5 seconds charge time or something and fire an energy ball that hits a single enemy (the range is quite far though) for one hit that roots them for a moment. Possession no longer has any AoE potential of any sort, but in a mobbing situation its probably used to reset Out of Body. Sucks that it isn’t a multi-hit skill, its going to be limited by damage cap with that 10260% skill factor if maxed. Hitting an enemy under Possession’s debuff with Out of Body resets Out of Body, but it’s probably useful on bosses if maxed instead of mobbing as mobs die very easily to 10260% skill factor damage. Prana still stayed at 30 second duration with a 1 minute cooldown, kind of a shame since Melstis no longer increases buff duration and I was hoping Prana’s duration gets bumped in return.

Bloated skill factor aside, the class is still the same kind of set-up class albeit a few changes:

  • Buff with Prana > Possession > hit monster under Possession with Out of Body > Prakriti > Out of Body > Astral Body Explosion > Vashita Siddhi and Spirit Absorption.

As compared to:

  • Buff with Prana > Possession x2 > Out of Body > Auto-Attack > Astral Body Explosion > Vashita Siddhi > Out of Body/Prakriti

The rework puts more emphasis on Sadhu’s Out of Body usage as a damage skill to use on cooldown and as a set-up skill to other Sadhu skills (gave Prakriti some damage too) in exchange for removing Possession’s ability to mob, making it solely a bossing skill. Sadhus must re-cast Out of Body every 15 seconds as it is a damage skill now and will depend on setting up Out of Body + skills surrounding Out of Body for most of its damage for things, including mobbing instead of Possession.

If people avoided Sadhu due to how unwieldy Out of Body is being forced to stay still and all, the rework kinda doubled down on Out of Body’s usage and probably didn’t really do much to fix its unwieldiness IMO.

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Costumes in action.
These are pretty legit. I want one.

GO GO POWER RANGERS!

BeFunky-photo

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Early ? Dunno … 2017 Halloween’s goddess was 17’Oct and 2018 in 23’Oct. This month leticias are gonna be till 15’ , so by this logic October 16 its supposed to be Halloweens … push it to November after the Halloween date itself makes no sense…

Unless either this super sentai is a new type of cube , or halloweens this year will be just like autumn cube.

None of these change fit the description that they delivered for Sadhu previously. Possession is THE ONLY SKILL that change and fit the description that they described last time. wdf.

1 Like

why use card lv 10 as example jeez.

Probably unable to fulfill their previous plans or their ideas weren’t conveyed properly, but yeah. Was also bummed out that their plans and the final result doesn’t really match.

They mentioned that they acknowledged Sadhu’s problem with Out of Body since it forces a player to stay rooted, and that skill factor changes alone won’t fix it. Yet, most of the things Sadhu got were simply skill factor changes, while Out of Body became more troublesome to use in exchange for Out of Body now doing damage, and Possession is now a single target skill. Out of Body still roots a player in place, and the new Sadhu forces the player use more Out of Body to boot.

Talk about acknowledging the problem but making things worse. Then again, kTest bloated skill factor meta makes any skills one-shot mobs so …

I didn’t get how the new OoB works… is it kind of an Owl Statue? Cause you said it attacks with an explosion… Also, you can’t move your body when spirit is out? Or just the spirit that turns into a dummy doll? If you can move, then it is kind of OK for the mobility issue. If not, then they prove once again that devs can acknowledge a problem, but can’t fix it.

And ABE, Prakriti and Vashitta skill works around the deployed spirit?

Prakriti still the same hit cycle? Then yeah, still lame I guess :confused:

Oh well, guess I got too hyped about it.

EDIT: nevermind, I just watched the video shared here… It is still the same Sadhu honestly, with aimed OoB and worst possesion. Yeah, I kinda got too hyped about it really.

Can somebody help me understand this? Thank you.

The summons essentially inherit all you “stats”. The chart is too show how SPR is affecting it (as well as DMG~DMG range)

Before was when it didnt take your stats and had its own. After is when your stats are being used for the summons.

Essentially its a massive buff. If you build tanky on your summoner, your summons will be tanky. If you buildy glass cannon, your summons will be glass cannon. Something to that effect.

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Also, some things that leads me to believe something is wrong about Sadhu patch:

  1. New skill have no icon

  2. tos.neet does not have any update on any skill changed, even though new items are there. If you try to filter skills by Sadhu class, it gives an error. I know that it is a database, but it always behaved properly, so far, with updates

  3. This statement about OoB, cause it clearly makes no sense with actual OoB there releasing your spirit :


image

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It is basically the same Out of Body we currently have in iToS right now. Instead of pressing a button for the spirit to come out, you target a zone for the spirit to appear. It is not like owl statues.

Astral, Prakriti and Vashita still works like how they are right now and Prakriti still has the same hit cycle.

Haha, I have no clue if there is some error, but the current Sadhu in kTest simply is disappointing to use. Other than the new mechanics behind Out of Body and Possession losing its mobbing ability, it is essentially the same Sadhu we all know. Everything seems alright only because of the bumped up skill factor.

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ehhhhh ? so just keep exploding zombies now ?

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