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TheXIIIthGuy's "Tome of Offense"

Discussion in 'Toram Online Game Guides' started by Komibii, Feb 8, 2020.

  1. Komibii

    Komibii T H E _ S U P R E M E _ G A M E R Elite Member

    Aug 7, 2015
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    Asthe, Komibii, & Ajikka
    Many of you may remember the "Tome of Offense" that was written by TheXIIIthGuy with the help of Mayam and a few others, and that it got deleted because the two of them became less interested in the game and felt underappreciated for all of the hard work that they put into the community.

    While I respect TheXIIIthGuy and Mayam immensely, and know that posting this here may be against their wishes, a good few people wanted it to be posted here and I figured that newer players would still find it incredibly useful. I was informed that a copy of it had been made private on Amino, so I decided to search for it, and for whatever reason I had access to it, but decided to worry about it later. I searched for it again, and I no longer had access to it, but by pure luck I was able to get it again by going into my search history which I never delete because I'm a good boy who doesn't search for anything that would require me to clear it every once in a while (jk, I use incognito for that).

    Just to remind you again, none of this is my own work. I also had to put all of it through Google Translate because that last remaining copy was in Spanish, so some of it may not make much sense as it used to. I will do some corrections, formatting, and polishing later, but here is the Tome of Offense.

    Introduction, Chapter 1, Chapter 2
    First, what is DPS? This is an acronym for Damage Per Second (Damage per second in Spanish). It's not as easy as you think, this is just a small part of the cake so to speak. To become a so-called Pro so to speak is not only to take a skill and voila, here we will get to take the Knowledge and Mathematics.

    Every simple math involves something about damage and speed. For this, we will take each part and explain the damage mechanics as well as the step-by-step speed to finally give a formula that will focus everything to mention.

    In this future blog that will be carried in 13 parts with a bonus, we will talk about all the information about how the mechanics of the same game work with knowledge collected by many and mathematics.

    This blog is made in English by "TheXIIIthGuy" with the help of @ mayan @, Arewzo and more collaborators who took their time to explain all this.

    At the end of the Offensive Volume I will carry out the last volume called "The Dual Tome: A guide to the best Kirito in Toram" to focus on one of the characters with more mechanics in the game and somewhat tedious in handling it.
    Here we will talk totally about the calculation of damage and much more important the basis of damage. This chapter will describe the basis of damage and how it plays a role in the calculation of damage.

    What is damage basis?

    The damage base is a universal number calculated for all damage abilities in the game, including self-attacks. This damage is calculated with the damage statistics (ATK or MATK depending on the skill), the player's level, the level of the mob and the resistance of the mob (Physical or magic respectively).

    In many games, the calculation of damage of a skill has the following formula:

    (Attack Value + Skill Attack Value) * Skill Damage Multiplier

    But what about the practice? Is Toram currently different from other RPG games? No. But this one has some whims about other RPGs, nothing out of the ordinary. It has an Attack Value (What is the Base Damage), a Skill Attack Value (What is the Skill Constant) and a Skill Multiplier. In this case we will focus on the damage base.

    As I said before, the damage basis is the value that governs everything about the calculation of damage. This value is invariable (The ATK / MATK can be altered in combat) and serves as the basis of damage.

    Here is the formula for physical skills except those of Dual Sword (and therefore also the auto attacks of the dual sword).

    Base Damage = (ATK + Player's Level - Mob's Level) * (100 - Mob's Physical Resistance) / 100

    In the case for magic skills:

    Base Damage = (MATK + Player's Level - Mob's Level) * (100 - Mob's Magical Resistance) / 100

    No need to worry about decimal numbers since the value will be taken to the smallest number closest to the result.

    This is important?

    Absolutely, having a good foundation is very important for real life or video games. While it is not all for Toram since there are many ways to increase your damage, it is one of the most important ways to increase your damage.

    How do I increase this?

    Increase ATK / MATK

    The best way is to increase your base damage, but how do I do this? This will be the story of the next chapter.

    Go up to the Cap level

    Although it has minimal effect on the damage base, this can seriously affect a character since some values are influenced by the level.
    We had explored on the basis of damage, but now we will begin to see an important element in the base of damage: ATK and MATK. Basically everyone in this game knows about these two values, which are one of the stats visible to the naked eye.

    But, there are hidden details that in this chapter we will discuss in detail about ATK and MATK.

    What is ATK / MATK?

    ATK and MATK are the main statistics that influence the physical and magical attack respectively. These are affected by the character's level, the weapon's attack value and the stats used for that weapon. They can also be affected by gears, potions and other skills buffs.

    ATK is used to calculate the damage of self-attacks and physical skills, on the other hand the MATK is for the calculation of damage of magic skills. Beautifully simple, right? It really is not so, for this reason there are varieties of Builds in Toram, ATK and MATK can vary greatly between each character. However, all classes share a similar calculation format for these statistics:

    ATK or MATK = (LV + Weapon Attack [If applicable] + Stat Boost) * (1 + ATK or MATK% / 100) + Flat ATK or MATK

    First, we must understand how Weapon Attack is calculated. The complete formula is as follows:

    Weapon Attack = round down (Attack value of Weapon * (1 + Weapon Attack% / 100)) + round down (Attack value weapon * refine weapon² / 100) + refine weapon + flat Weapon Attack

    Take into account the statistics of Weapon Attack% and the effect of refinement are additive (Except for some values when rounding). Why do we point this out? The reason is that it is relative.

    For example:

    -If we have an attack value weapon of 100 and suppose you have a team with + 10% Weapon Attack that is very common. Then your weapon attack will have a 10% increase over the base attack of the weapon. On the other hand, if you are lucky and take the weapon to + S before equipping the gear with a 10% Weapon Attack bonus.

    The formula before equipping said gear would be:

    100 * (1 + 15² / 100) + 15 = 340

    And the formula after equipping the gear would be:

    round down (100 * (1 + 10/100)) + round down (100 * (1 + 15² / 100)) + 15 = 350

    Where if your increase was 10% Weapon Attack for the gear, on the other hand the overall increase was relatively small (350/340) = 1.0294 which was an increase of 2.94%.

    Then the value of refinement is more important than the +% Weapon Attack stats at the moment, since the game is constantly changing and maybe in the future there is + 50% Weapon Attack where we must take into account in the formula.

    Now what they expected so much, the ATK / MATK formulas for each existing class:


    What can we deduce from this?

    -If I had to assign stats to maximize ATK and focus on the rest, Two Handed Sword, Bowgun, Staff or Barehand could reach their full potential (or near this) and depend on gears or other stats to increase their damage.

    -The Arrows with high attack values gives a significant ATK% to Bow and Bowgun users.

    -The Brawlers are better with magical attacks than many other physical classes due to the high gain of MATK by the INT statistics and the impulse of Weapon Attack% (Despite being divided between two).

    - Staff users are better for hybrid classes unlike Halberds.

    Another thing to take into account, you can equip a Knuckles or Magic Device as a sub weapon but with the cost of decreasing by -15% MATK and -15% ATK respectively.

    This is important?

    Of course, the main contributor in the damage base is the ATK and MATK, this should be as high as possible. On the other hand, having a high ATK or MATK will not always mean doing high damage, where the following chapters will be explained.

    How to increase them?

    Get a strong weapon

    The Weapon Attack if applicable for your statistics, as well as the refinement in the weapon and finally upload your statistics to the maximum possible. Keep in mind that the game is updating, as well as weapons. Therefore, you have to constantly renew your weapons.

    Use the appropriate statistics for your weapon

    What are you thinking of placing AGI in a Two Handed Sword?

    Upload your character to the maximum

    Did you notice that the level increases your ATK and MATK? And that this also increases the damage rate? This is very true since it takes an important role in the calculation of damage. Start leveling up.

    Get equipment from ATK% and buffs / passives that increase ATK% / MATK%

    This is very essential when maximizing your damage statistics and at the same time very important. The trick is that it also increases the ATK / MATK you get from your weapon, so the effect could be further amplified.
    Last edited: Feb 8, 2020
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  2. Komibii

    Komibii T H E _ S U P R E M E _ G A M E R Elite Member

    Aug 7, 2015
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    Asthe, Komibii, & Ajikka
    Chapter 3, Chapter 4, Chapter 5
    After talking about the damage base in the previous chapters, it is time to know how to increase the damage base ... "But why will we talk about defenses? Isn't it a guide on the offensive?"

    Sure, but now we will talk a little about the magical and physical defenses of mob's / bosses as they affect and decrease your damage base.


    DEF is the statistic that reduces the damage taken from a player or mob / boss by a physical attack, as well as the MDEF in the case of magical attacks.

    For boss fights, physical and magical defenses can be increased by the difficulty chosen. But this can be reduced with the Armor Break or Physical / Magic Pierce ailment.

    Defenses work differently for a player, mob or boss. But now we will focus only on the case of mob or boss.

    In the case of mob, its defense calculation is very simple:

    Effective Defense = Total DEF * (1 - player's physical pierce% / 100)

    Effective Magic Defense = Total MDEF * (1 - player's magic pierce% / 100)

    This part of the analysis of the defenses of a mob is very simple. But on the other hand, bosses have another way of calculating their defense.

    A boss's defenses are calculated as the sum of his natural defense and the defenses of his parts. That is, breaking the parts of a boss can decrease the DEF / MDEF. But there is something to keep in mind, the boss can increase his natural defense by an ailment generated by the player or also by the effect of Tumble / Flinch or Stun.

    The natural defense statistics as well as the defenses of its parts are determined by the chosen level:

    -Easy + 10%

    -Normal + 100%

    -Hard + 200%

    -Nightmare + 400%

    -Ultimate + 600%

    The effect of using armor break in a mob / boss decreases its Total DEF / MDEF by 50% (The physical / magic pierce% stats act independently as indicated in the aforementioned formula).

    Therefore, taking into account the DEF / MDEF of your enemies implies the effect of your damage base.

    Final Damage (Step 1) = Base Damage - DEF or MDEF

    The decrease in damage caused by defenses decreases directly, which can be somewhat cumbersome with the next steps of the damage base.

    This is important?

    Of course, when you carry out battles in major difficulties in the bosses, you will realize because your damage decreases.

    How do I reduce this?

    Get more Physical / Magic Pierce statistics

    It is not advisable to fill your computer with these stats by sacrificing other damage statistics. But, we must take this into account.

    On the other hand there are skills that have defense penetration effects such as Shell Break (Physical Pierce), Holy Light (Magic Pierce) or the best known now that is Dragon Thooth or Garyou Tensei (With Kaikiri effect) with the ability to have 100 % of Physcial Pierce.

    Meet the boss / mobs AI

    Some may increase their defenses by making a certain pattern (Case of Grass Dragon Yelb after the Bleed / Silence / Stop AoE combo), by certain generated effects (Flinch or Tumble a Cerberus) or some cases decrease them by ailments (Like Zhahhak Machina).

    Breaking parts

    Breaking parts of a boss can help decrease his defenses, so he can also earn an EXP and DROP bonus. But you have to keep in mind that it doesn't always work since some bosses when trying to break those parts, raise their defenses. Therefore, they are not always meaningful if you know what this does.
    Previously, we have begun to build the damage calculation formula little by little by adding DEF and MDEF. But now it's time to talk about a very important issue for the damage base: Skills. We will focus on two aspects of the skills called "Skill Constant" and "Skill Multiplier".

    What is Skill Constant and Skill Multiplier?

    "Skill Multiplier" could be called in the game as the power of the skill. Similarly "Skill Constant" as another aggregate on the power of the skill. But each of these is different in each skill and between them.

    Each offensive ability has a Skill Multiplier as well as a Skill Constant that will define whether a skill is good or not. The skills follow this formula:

    (Base + Constant) * Multiplier

    And now, we select a small part of the final damage calculation:

    Final Damage (Step 2) = Final Damage (Step 1) + Skill Constant

    Final Damage (Step 4) = Final Damage (Step 3) * Skill Multiplier

    Something to take into account is that auto attacks are considered as skills, with Constant values equal to 0 and Multiplier values equal to 1.

    On the other hand, you will have noticed that we skip step 3 in the mentioned formulas, the reason is that there is another fact that will be discussed later, so let's assume for now that step 2 is the same as step 3.

    This is important?

    Of course, as we discussed earlier in Chapter 1 that the basis of damage is the most important in the calculation of damage. Choosing a good skill is a very important step.

    The Multiplier gives a huge increase in the damage base (A good dps skill has Multiplier greater than 7). On the other hand, the Constant also give a boost to the damage base.

    How to increase this?

    Maximize your ability

    Most skills increase their Constant and Multiplier according to their level. So do not hesitate to level up the skill.

    Know some effects for your ability

    There are some skills that have an extra bonus in their constant and multplier skills. For example: Heavy's Smash in his second attack on enemies with Armor Break, Shell 'Break increases his damage on high-defense enemies, Strike Stab receives bonus from STR as well as if the enemy has an ailment.


    So far, we have seen information concerning the calculation of damage: ATK and MATK (Main statistics), Base Damage (An important aspect in the calculation of damage), DEF and MDEF (One of the great damage limiters in heads of high difficulty ) and finally the skills. With this we can calculate the normal damage (Damage with white numbers) leaving aside some accessories such as Short / Large Range Damage or passive skills such as Whack and Sword Techniques.

    From this moment we will see a lot of multipliers that will increase our damage. Maybe you can get bored and you can not deny, but there are small details that can not be ignored. We will begin to let the mind fly.
    Critics are the first multiplier that amplifies white damage and if you are a physical class, it is one of the very important stats for us. In this chapter, we will explain about the Critical Rate and Critical Damage.

    What is Critical Rate and Critical Damage?

    Critical Rate is the probability that a physical hit will be considered a critical hit. On the other hand, Critical Damage is the increased damage for a hit that is considered critical hit.

    Critical Rate represents the chance to make a critical hit and follows the following formula:

    Total Critical Rate = (25 + CRT / 3.4) * (1 + Critical Rate% / 100) + Flat Critical Rate

    While Critical Damage is the multiplier used for critical hits with the following formula:

    Total Critical Damage = (150 + STR / 5) * (1 + Critical Damage% / 100) + Flat Critical Damage

    And finally, if the hit was critical, this will multiply your damage in white turning it into yellow damage with the following formula:

    Final Damage (Step 5) = Final Damage (Step 4) * Total Critical Damage / 100

    This is important?

    If you are a magician who only uses magic skills, go to Chapter 7. But if you are a physical class, you must take this into account that can increase your damage by 50% or more. Another important thing, A CRITICAL HIT IS NEVER AVOIDED (Except for Evasion Rate% ability) by the enemy's Dodge or Flee statistics.

    How can I increase the Critical Rate?

    Get a team with Critical Rate stats

    It is easy to increase this with weapons or armor with statistics in Critical Rate as well as Additionals, Special or Xtales.

    Using skills that drive Critical Rate

    There are skills that give an extra bonus at the critical rate like Astute or Meikyo Shisui. But there are also skills with Critical Rate reduction such as Snipe and Stike Stab.

    Place point is the CRT statistic

    We can place some points in the CRT custom statistic that is unlocked at level 40. But this will depend on your equipment and skills you use.

    How to increase Critical Damage?

    Place point is the STR statistic

    This depends on your character as it can benefit from increased attack, stability (Depends on your weapon) and a bit of ASPD.

    Use equipment with Critical Damage

    Teams with Critical Damage% are more effective in classes with STR as the main statistic. But for those who do not have STR as their principal, it is better to use Flat Critical Damage as an option.

    Use skills with Critical Damage boost

    Sadly there are not many skills that work as expected, but they do exist. If you want to know which ones, go to the skills information section on the wiki.

    How to balance the ATK, Crit Rate and Crit Damage?

    Everyone asks this question when creating new builds, so we will see more formulas:


    + X means more multipliers that will be seen in the future

    + Y means multipliers that will be seen in the next chapter

    All this is defined in two options, whether you make criticism or not.

    Which is better, more ATK or more Crit Damage?

    This depends a lot on your build:

    -If the skill has high Skill Constant is better Crit Damage

    -You have high Critical Rate is better Crit Damage

    -You have enough ATK% then Crit Damage is better

    -You have too much Flat Crit Damage / Crit Damage% so ATK% is much better in many cases

    What about the Critical Rate reduction of Snipe or Strike Stab?

    In the skills section located on Wiki, you will find the formulas of Snipe and Strike Stab to calculate how much critical they have when using such skill.

    Be careful, since these formulas are only used to find the Critical Rate of those skills and not your Total Critical Rate.
    Last edited: Feb 8, 2020
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  3. Komibii

    Komibii T H E _ S U P R E M E _ G A M E R Elite Member

    Aug 7, 2015
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    Asthe, Komibii, & Ajikka
    Chapter 6, Chapter 7, Chapter 8
    The time has come to understand about the Unsheathe Attack and its multipliers.

    What is "Unsheathe" exactly?

    Unsheathe Attack is a special attack when your weapon is taken from your back, rather, when you unsheathe your weapon from its holster. This I can apply for self attacks but also some skills in the game.

    This statistic has two types: Flat Unsheathe Attack and Unsheathe Attack%.

    First of all, we must know which are considered Unsheathe Attack. Therefore, we will show a list:

    For users who do not use katana

    -First auto attack done against the boss

    -Auto attack after being Guard

    -Auto attack after being Evaded

    -Auto attack after approaching with Shukuchi

    -Auto attack after using Shadow Step (DW) as well as the skill Charging Slash (DW)

    For katana users:

    -All the auto attacks you do with katana

    -Most skills except Garyou Ransei

    These attacks are affected by Unsheathe Attack and Unsheathe Attack% statistics.

    Now let's see how they act in the damage calculation formula. Remember that in chapter four we let step 3 pass, now you will see what was the reason for this. But there is also something curious, the Flat Unsheathe Attack acts first than the Unsheathe Attack%. These are an exception to the rules.

    Let's fix the issue of the step we leave behind:

    Final Damage (Step 3) = Final Damage (Step 2) + Flat Unsheathe Attack

    Final Damage (Step 6) = Final Damage (Step 5) * (1 + Unsheathe Attack%)

    As you will notice, Unsheathe statistics take a direct increase in damage value, so let's complete the total formula a little more:

    Final Damage = (Base damage - DEF + flat unsheathe attack [If the attack / skill is unsheathe] + skill constant) * skill multiplier * Total critical damage [If critical] * (1 + unsheathe attack% / 100) [If the attack / skill is unsheathe] * Other multipliers missing see

    This is important?

    If it is important as long as the build you use has skills considered Unsheathe after having covered your other important statistics

    How to increase this?

    Using equipment, xtals and buffs

    You can get equipment with unsheathe stats, xtals with these and also some skills like GodSpeed or Flash Blast.
    Stability is one of the biggest limitations for a DPS class. This part should not be set aside and be very careful. This chapter will see the mechanics and ailments that affect stability.

    What is stability?


    Stability is the statistic that indicates how much your damage can oscillate which can affect your maximum damage as DPS (Located on the right side of the weapon's attack). The Graze effect and Fatigue ailment dramatically decrease your stability. On the other hand, the magic class has a small change in its stability calculation.

    Let's see how is calculation:

    Total stability = Stability of the weapon + Stability by stats + Stability by equipment

    Two things have to be taken into account:

    -Barehand (Without having equipped any weapon) has a stability of one

    -The Dual Wield class will not talk here because its mechanics are more complex

    The total stability can reach 100% or more (Calculation by default) and in the following table we will see how the statistics affect the stability for each weapon:


    As you will notice, the STR and DEX statistics are usually the most used to improve stability.

    On the other hand, Bow and Bowgun users have an advantage to increase their stability, they can equip Arrows which will add the stability of the arrow being 100% for Bows and 50% for Bowguns.

    Do you remember that we had spoken that the magic classes have another calculation? The magic class has another type of stability calculation for their magic skills as indicated by the following formula:

    Stability of magic skills = (100 + Total Stability) / 2

    Something to keep in mind is that the stability limit for magic skills is 90%. Suppose that according to your calculation of stability for magic skills exceeds 90%, the game discards it and places it as if it were 90% since this is its limit.

    Once you have calculated your stability, the game generates a random number between 100 and your stability (Total stability for auto attacks or physical skills and Stability of magic skills for magical abilities) which we will call RNG Stability where the damage calculation will be multiplied .

    Finale Damage (Step 7) = Finale Damage (Step 6) * RNG stability / 100


    Fatigue ailment reduces your total stability by 50%.


    The Graze is the attack which you did to the boss even though he evaded it (as if you had touched it) which depends on your HIT and the enemy's Dodge. Grazing halves your stability. Magic skills are not affected by Graze.

    Let's see technically first how the Attack Accuracy is calculated:

    Attack accuracy = 100 - (mob's dodge - player's accuracy) / 3 + MP cost of skill / 10

    -This value is rounded up (45.3 ~ 46)

    -This value does not exceed 100

    -This value takes into account the combo tag and the Weaken ailment

    -The more MP cost the skill has, the more precision it will have

    -This value is affected by Blind: It is multiplied by 0.6 if the attack is made from 4m to more and by 0.8 to 4m or less

    After the calculation of your Attack Accuracy, the game generates a random number between 0 to 100 which we will call Num. Where if your Attack Accuracy exceeds Num, you will have no problem hitting.

    But if Num is less than or equal to your Attack Accuracy, another calculation will be taken where another data called Graze Threshold appears which if it is less than or equal to Num, the attack will miss. On the other hand, if it is greater than Num, your attack will be considered Graze.

    Graze Threshold values are invariable for each weapon.


    Finally, if you are affected by Fatigue and your attack was considered Graze having a total stability of 80, your stability ranges from 20 to 100.

    Additionally there are two mechanics that help against graze:

    -Perfect Aim is an effect that some skills possess where they cannot be affected by graze and be evaded by the dodge effect (Before they were not affected by the Evasion Rate ability of some bosses).


    -Dazzled is an ailment that you can generate on the mobs which helps us to reduce a little the effect that the attack can be evaded or affected by graze.

    This is important?

    Of course, having high stability makes your damage more often high values.

    How do I increase my stability?

    Using high stability weapons

    Having more stable weapons ensure greater damage done to enemies.

    Using Arrow for Bow or Bowgun

    The arrow are a great help to increase stability in these weapons and have an extra bonus to increase their attack.

    Use STR or DEX

    This depends a lot on the weapon you use and if it is beneficial for your attack.

    Using gears or buffs that give stability

    There are some equipment to increase your stability as well as stats in avatars. On the other hand, using Paralysis Shot raises stability by 1% for each skill level.

    How to decrease the Graze effect?

    Increase accuracy

    Increasing points in DEX, but it is not necessary to have much importance because in heads of high difficulty the graze effect is very often.

    Break boss parts

    This is a double-edged effect since it can decrease the enemy's dodge or also increase it.

    Using anti-grazing mechanics

    The physical classes have this mechanism of great help in some skills that we mentioned before.
    Most know how it works on the elements, but now we will talk a little more in detail about them.

    What are the elements exactly?

    An element is an attribute of type in a mob or weapon. A player's weapon is usually the one that gives him an item, but some skills have one already preset and cannot be modified. Hitting a mob with an element to which it is weak, you generate more damage but there are also "Dmg to" statistics to increase this.


    Elements are attributes placed to a weapon. These elements are classified into 6 types which have an operation similar to stone, paper or scissors.


    Therefore, if you attack an enemy with the element to which it is weak, the damage increases by 25%.

    Naturally, mobs with a neutral element have no weakness.

    The element of the attack usually depends on the element that the weapon possesses, but some abilities possess an already fixed element which cannot be modified.

    On the other hand, Bow and Bowgun users have it easier because they only need to change the Arrow element. But be careful, since the element takes priority and cancels the element of the Bow or Bowgun.

    For example:

    -If you are using a Neutral Bow, it will change its element according to the arrow placed.

    -If you are using a Cupid Bow (Light Element) or another with an established element and we place an arrow of Fire element, the attribute of the arrow will take priority and cancel the attribute of the Bow.

    There are also statistics to boost called "Damage to element%", which increase the damage according to the element. Now let's see how they are calculated:

    Total Element Boost = 100+ 25 (If the mob is weak to the weapon element) + Damage to element% (If the mob is of the indicated element)

    Assuming we attack an Earth element mob, with a Fire element weapon and with + 15% Damage to element earth, the increased damage will be 140%.

    On the other hand if it were -15% Damage to element earth, the damage would be 110%.

    The neutral attribute mobs have no weakness to any element but there is equipment with stats + Damage to element Neutral% that help a lot.


    Therefore, the increase in damage per item is applied as:

    Final Damage (Step 8) = Final Damage (Step 7) * Total Element Boost / 100

    Some skills have their own element and may have a secondary one such as dual sword skills or some of Shot Skills (Moeba Shot, Paralysis Shot and Smoke Dust).

    It is important?

    Of course, it is a method to increase your damage considerably. But you also have to keep in mind that there are some skills that cannot change its element (For example: Trigger Slash) or are not affected by the weapon element (For example: Finale or Binding Strike) but by Damage to element% statistics .

    How to increase this?

    Using equipment with "Element" and "Dmg to element%"

    It is advisable to have weapons with these elements to generate more damage, but at the same time it is a bit heavy to be changing weapons by element of the mob.

    Using element skills

    You can use skills with an element already fixed on some mobs to avoid the cost of buying equipment for each element and it is limited according to your build.

    Note: Each element can affect a skill with a generated ailment as long as it is available to be affected by the weapon element. For more detail on which skills are affected, go to the skills section located on the wiki.

    The arrows only alter the element that lead to the Bow or Bowgun.
    Last edited: Feb 8, 2020
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  4. Komibii

    Komibii T H E _ S U P R E M E _ G A M E R Elite Member

    Aug 7, 2015
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    Chapter 9, Chapter 10, Chapter 11
    Proration is one of the methods to increase the damage done in combat but it can also decrease it drastically. At this time we will talk more technically about proration.


    It is that mechanism where the mob becomes resistant to one type of attack but at the same time weak to other types of attacks. There are 3 types of attack (Each generates a type of proration):

    -Auto attacks or automatic attacks (Proration Neutral)

    -Physical Skills (Physical Proration)

    -Magic Skills (Magic Proration)

    Each mob has a different sensitivity to home type of attack mentioned.

    As we mentioned, each of these three types has a type of proration. But there are some exceptions:

    -Spining Slash (Dual Sword skills) and Sword Tempest (Sword Skills) which are classified as physical skills but generate Magic Proration.

    -Holy Fist (Priests Skills) has two physical and magical components at the same time in the calculation of damage, but generates Physical Proration.

    -Punish Ray (Halberd Skills) uses the ATK and the physical resistance of the mob to calculate damage, but it behaves like a magical ability and generates Magic Proration.

    A mob begins in each fight with 100% in the three types of proration that exist, with a different variation rate for each. This indicates how much the damage increases or decreases depending on which attack you used. Let's see how Proration works in the calculation of damage.

    Final Damage (Step 9) = Final Damage (Step 8) * Proration (Neutral or Magic or Physical) Actual / 100 (Depending on the type of attack)

    They will wonder why Proration Actual says? The reason is simple, the proration changes during combat. So we have to differentiate between the Current Proration Multiplier and the new Proration Multiplier. Here is how the proration in combat changes:

    NPM = CPM + Proration Rate (If the type of attack is different from the type of proration)

    NPM = CPM - Proration Rate (If the type of attack is the same as the type of proration)

    The Proration Multiplier can raise up to 250% of the original damage, but they can also decrease up to 50% of the original damage.

    The Skills only generate their proration once in spite of multiple hits (i.e., Stike Stab makes 3 hits, but only generates a single Proration and other skills alike).

    Let's see an example:

    Suppose we fight a Boss with the following proration ratios:

    Neutral Proration = 1%; Physical Proration = 10% and Magical Proration = 30%

    -If we start with a self-attack, the Neutral Proration decreases 1% (99%), the Physical Proration rises 10% (110%) and the Magical Proration 30% (130%). Therefore, you will not see much change in damage from self-attacks, a slight increase in physical abilities and a large increase in magic abilities.

    -If we start with a physical ability, the Neutral Proration increase 1% (101%), the Physical Proration decreases by 10% (90%) and the Magical Proration increases by 30% (130%).

    -If we start with a magical ability, the Neutral Proration rises 1% (101%), the Physical Proration increases 10% (110%) and the Magical Proration decreases 30% (70%). If we use a magic skill again, the Magical Proration drops 30% (70% - 30% = 40%) but will reach the minimum multiplier of 50%. Therefore, if you continue attacking with magical abilities the damage does not change anything (Take into account the magical stability).

    There are some bosses where the proration ratio is very insignificant that is not so noticeable (Icons, Warmonger, Bexis, etc).

    Another point in mention:

    -If a car attack fails (Miss) or is evaded (Evasion), it does not generate any proration. But if a skill fails or is evaded, they generate proration.

    -Any effects associated with self-attacks (Aggravate, Hidden Arm, Additional Melee / Magic) are affected by the proration (the first two by Neutral Proration and the last two by Physical Proration), but do not affect it.


    Of course, it is an easy method to increase your damage by 250% and also how you can dramatically reduce your damage by some builds that are dedicated only to making a single type of attack.


    Use auto attacks normally

    It is a method to increase or stabilize the proration by one or two auto attacks between combos. But you can also hire a mercenary to do it for you.

    Combine different skills in a combo


    Combination of buff skills that do not generate proration with magic skills before the physical damage skill.

    If you use a magical ability before a strong physical ability, your damage may improve. But always be careful, since the proration also affects the damage of your equipment (It is shared).
    Passive skills, Short / Long Range Damage, combos, gems, ...

    These are a lot of additional ones that can increase or decrease your damage that we have seen so far.

    Previous requirements:

    -An understanding of certain statistics and liabilities

    -Know about the Base Drop Gems and its effects

    -Have heard about Lethargy ailment

    -Have a basic knowledge about combos

    -Have read the previous chapters


    They are passive skills that increase the damage of certain skills. There are currently 5 of them:

    Sword Techniques:


    Increase the damage of Sword Skills by 2% each level.

    Martial Discipline:


    Increase the damage of Martial Skills by 2% each level (Knuckles must be equipped as primary or secondary weapon).

    Long Range:


    Increases the damage of abilities that are activated from 8m to more by 1% per level.



    Probability of increasing the damage of any physical ability by 11% to level one and by 1% each level of the skill (Maximum of 20%). The chance of being activated is 1% per skill level.



    Whack counterpart for magical abilities.

    The last 3 that are mentioned only affect some skills. The following table shows those that are not affected:




    These are statistics that affect the damage depending on the distance in which the ability is activated. Short Range Damage affects activated skills from 0-7 meters while Long Range Damage affects activated skills from 8 meters to more.

    This takes into account the position of the enemy and the summoner at the moment in which the ability is activated (Only at that moment is it defined whether it affects or not)

    The same skills that are not affected by Long Range, Whack or Concentrate that we saw in the previous image are not affected by them.


    If the skills are affected by the Combo Tag.


    It is the ailment that a mob can generate where your damage decreases by 30%.


    There are two abilities that affect the damage that are Brave Aura and Mana Recharger.


    There are gems that increase the drop considerably but at the same time decrease your damage.



    Like players, mobs can make Guard or Evasion attacks they receive. Evasion avoids the blow while Guard reduces the damage by 75%. This can be avoided with the Anticipe (For Evasion) and Guard Break (For Guard) statistics. You can only have a maximum of 50% chance to avoid Guard or Evasion.

    We finish with the last damage calculation:

    Final Damage (Last Step) = Finale Damage (Step 9) * (1 + Sum of all Skill Multiplier / 100) [If affected] * (1 + Short / Long Range Damage / 100) [Depends on the attack used] * 0.7 [If Lethargy affects] * (1 + Sum of all Last Damage Modifiers) [If affected by Brave Aura and / or Mana Recharge] * (1 + Sum of all Combo Multiplier / 100) [If the skill is in combo] * (1-Base Drop Gem Damage Reducer / 100) [If you use gem] * 0.25 [If it's Guard]


    At some point we will have a set of these in our build and you will know how they act in your damage formula.
    We are done with the damage formulas and every multiplier that exists for now. But now we will see some mechanics that a DPS class should not neglect. In this case we will talk about the MP and its association with the AMPR (Attack MP Recovery) statistics.


    -To have knowledge of the skills

    -Have base knowledge about MP



    It is the abbreviation in English of "Mana Points". Basically it is what allows you to use skills several times. While AMPR is "Attack MP Recovery" which represents how much MP you recover per auto attack.

    Total MP = (99 + Level Player + INT / 10 + TEC) * Max MP% + flat Max MP

    The MP total cannot go below zero or exceed 2000 MP (Except for the use of Mana Potion that doubles your MP Total).

    Many skills use MP to be activated and they require MP in multiples of 100. But there are also some factors that affect the cost of MP skills:

    -Some skills decrease the cost of MP when they level it up

    -Ailment Weaken increases the cost of MP by 100% skills

    -The Impact ability halves the MP cost of the next skill (Rounding to multiples of 100, that is 150 ~ 200)

    -Some combo tags help reduce the MP cost of skills

    The MP can regenerate out of combat, but also within it.

    -MP Charge restores a good amount of MP forcing the player to be in a long cast (Lower in Staff or Magic Device users)

    -War Cry of Stuggle is a quick comparison to MP Charge (Faster in Halberds) but with less MP restoration which depends on your HP

    -Quick Draw gives small chances of recovering an amount of MP while using skills that consume MP (Take into account the combo tags)

    -Shell Break restores MP when it generates Armor Break

    -Mana Recharge is a small AoE that quickly recovers MP but with a significant reduction of damage by the summoner and if you receive a blow it disappears

    -Sober Analisys which naturally recovers MP in battle but in small amount

    For more analysis of these skills, I suggest you see the descriptions in the Wiki section.

    Finally we will talk about a very important mechanism for most characters.


    (I will probably make a new gif or video for this one)

    MP recovery by auto attack

    It is the recovery of MP for each automatic hit you give to an enemy. There are ways to acquire AMPR by skills, equipment or your avatars (If you are very lucky).

    Total AMPR = [(10 + Total MP / 100) * (1+ (AMPR% / 100)] + flat AMPR

    If the auto attack is evaded or miss, it will not generate AMPR and there is also no limit to acquire more AMPR.


    MP is important for each class, as it allows you to activate skills more times and equally for DPS classes. AMPR is mostly important for physical classes, since at the moment they do not have a quick way to recover MP.


    Get team with MP

    There is a lot of equipment to acquire a good amount of MP, but you must consider if they affect your damage.

    Get skills that increase MP

    MP Boost gives 30MP for each skill level and Bushido gives 10MP for each skill level.

    Place INT or TEC

    This clearly depends on your build and character to use

    Using MP Potions

    There are potions that increase our MP for a certain time.


    Get MP

    As the AMPR formula indicates, the more MP you have, the more AMPR you will earn.

    Get AMPR team

    There is equipment that gives us additional AMPR statistics, but keep in mind if your damage can be reduced or not.

    Get AMPR buffs

    Some skills (Guardian, Trigger Slash, Shadow Step, Rampage, etc ...) increase your AMPR depending on its mechanism. On the other hand, some potions grant AMPR.
    Last edited: Feb 8, 2020
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  5. Komibii

    Komibii T H E _ S U P R E M E _ G A M E R Elite Member

    Aug 7, 2015
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    Asthe, Komibii, & Ajikka
    Chapter 12, Chapter 13
    Attack Speed, Motion Speed, Cast Speed ... All these statistics influence your DPS character and these affect your speed.

    You want to be fast like him:
    Or maybe you expect to be faster than him?
    Whichever you choose, we will focus on the statistics that influence it in this chapter.

    Previous requirements:

    -To have knowledge of statistics

    -To have knowledge of the skills


    ASPD is the statistic that determines how long it takes you to wait between two auto attacks. This is greatly influenced by AGI statistics and the type of equipment you use, but this can also be influenced by many buffs and liabilities.

    Motion Speed is the statistic which determines how fast you move when attacking. This is influenced by ASPD, some buffs, ailments and some combo tags.

    Cast Speed is the value that determines the cast time of certain abilities.


    It is a statistic that has many purposes. Mainly you get it from the AGI statistic, but how much is the amount you get and the secondary statistic that affects the ASPD is determined by the weapon you use. Each weapon has its own ASPD base as well as which statistics benefit it.
    The first function of the ASPD is to determine the waiting time between two auto attacks. Here we will see how the delay between auto attacks is calculated:

    Auto attack delay = (1100 - ASPD) / 100

    This value is not rounding to the lower value; This represents the time you wait in seconds. Does it make sense now?

    "Wait, then you have to have 1100 ASPD to reach the top and not 1000!"

    Of course, the first common mistake is that 1000 ASPD is enough, but no.

    "But what about the green bar?"

    Shh ... We'll talk later about that.

    Now, the second purpose of ASPD is to increase Motion Speed.


    It is the statistic that determines the animation speed of the characters when they attack (Motion Speed does not increase the movement speed). But the question is: How does this work? To better understand this, we include a term called "Animation Time Modifier" that could be considered the inverse of Motion Speed, that is "The more Motion Speed, the less Animation Time Modifier you will have."

    Here we will see how they work:

    Motion Speed from ASPD = (ASPD - 1000) * 0.005556

    Total Motion Speed = Motion Speed from ASPD + Motion Speed stat%

    Animation Time Modifier = 100 - Total Motion Speed


    -Motion Speed from ASPD is unlocked exceeding 1000 ASPD

    -The Motion Speed from ASPD is approximate

    -We would need 10,000 ASPD to reach the top of Motion Speed without the need for Motion Speed stats%

    -The Motion Speed from ASPD cannot be less than 0

    -The Total Motion Speed cannot exceed more than 50% supposedly (To calculate the maximum possible one should go to FPS reading)

    -You earn 1% Motion Speed every 180 ASPD by exceeding 1000 ASPD

    -Overcoming 10k of ASPD, it no longer affects Motion Speed due to ASPD.

    "But what about the green bar?"

    On the green bar, it's just some system. The bar currently takes 0.1s to fully render, so the time it shows is currently the delay between each auto attack (0.1s). In the case that you reach 1100 - 1099 ASPD, the bar will only pass as a blink indicating that it has no time to fully render.

    Anyway, each attack has its own Base Animation Time. The time it takes to complete is calculated as:

    Total Animation Time = Base Animation Time * Animation Time Modifier / 100

    This value is not rounded to the lowest value, since it represents the time for the animation to complete. Let's see some examples:

    - Suppose your attack has a Base Animation Time of 1s. If you have 0% of Motion Speed, your Total Animation Time will be 1s * (100 - 0) / 100 = 1s

    - Suppose now that you have 50% of Motion Speed, then the Total Animation will be 1s * (100 - 50) / 100 = 0.5s

    -Now if we have a -100% Motion Speed, the calculation will be 1s * (100 + 100) / 100 = 2s

    There are also some different factors of the ASPD or equipment that influence the Animation Time Modifier.

    Activating this ability multiply your Animation Time Modifier by (100 - 5 * Level Skill) / 100 just for herself.

    Power Shot:
    Activating this ability multiply your Animation Time Modifier by (100 + 155 - 10.5 * Level Skill) / 100 for Bows and by (100 + 105 -10.5 * Level Skill) / 100 for Bowguns (The Animation Time Modifier also affects charging time of skill).

    Flash Stab:
    Activating this ability multiply your Animation Time Modifier by 0.5 for Halberds and 0.75 for 1H only for the skill itself.

    Swift Combo Tag:
    Set your Animation Time Modifier to 50% for the skill that has it; This cancels the effect of Astute, Power Shot and Flash Stab.

    Freeze Ailment:
    This multiplies your Animation Time Modifier by 1.5 for the duration of the ailment effect.

    Chain Cast:
    If you activate a Magic Skills branch skill and it doesn't have Cast Time, it multiplies your Animation Time Modifier by (100 -5 * Level Skill) / 100 for that skill.

    Trigger Slash:
    The buff that provides this ability in the Animation Time Modifier is 50 for the next skill that continues, it cancels the effects of those discussed above.

    If one factor does not cancel another, it is added with the other.


    It is the statistic that modifies the time spent in the invocation animation when you use a skill with a time of invocation (Cast Time). Many of them are magic or support type skills, but some are not affected.

    Here we will show a list of skills that are not affected by Cast Speed but have Cast Time:
    Keep in mind that the skills mentioned are based on the type of weapon or the level of ability to calculate Cast Time.

    Here we will see how the CSPD is calculated:

    Total CSPD = (player's level + DEX * 2.94 + AGI * 1.16) * CSPD% + flat CSPD

    The CSPD modifies the activation time of the skills according to its Base Cast Time:

    Cast Time Modifier A = 100 - (0.05 * Total CSPD)

    Cast Time Modifier B = 100 - (0.01111 * (Total CSPD - 1000))

    Total Cast Time = Base Cast Time * Cast Time Modifier A / 100 * Cast Time Modifier B / 100


    -Total Cast Time represents your Cast Time in seconds

    - Modifier A is only used when your Total CSPD is less than 1000 and its maximum is 50

    - Modifier B is used when your Total CSPD exceeds 1000 being its maximum equivalent to zero

    -When both modifiers are used when passing 1000 CSPD, A will always take the value of 50 while B is calculated with the Total CSPD

    -The functional CSPD limit is up to 10,000 making the Cast Time instant

    Another factor that influences Total Cast Time is the Chain Cast ability, which reduces the Cast Time by (100 - 5 * Level Skill)% to the ability that continues if you have time to invoke


    Each of the statistics we mentioned seem insignificant, but in a game where the animation of your attack decides if you can evade or be hit by an enemy's AoE it takes a lot of importance.


    Uploading AGI

    This depends a lot on your build.

    Obtaining ASPD skills and liabilities

    You can spend skill points to get them or by Star Gem in the case of Quick Aura.

    Get equipment and buffs

    Using potions or equipment that increase our ASPD may help.


    Use the Swift tag combo

    You can use this to reduce the animation time of the skill by using it in a combo, but you should be aware of how the combos work.

    Use Motion Speed Buffs

    You can use these buffs but some have restrictions where you should use them in combos.

    Upload ASPD

    This is a good method to have Motion Speed, but you must take into account that reaching the top is somewhat difficult and maybe it will lower your damage.

    Get a team with Motion Speed

    There are some but you always have to see if they will reduce your damage.


    Get CSPD team and buffs

    Fortunately, magicians focus on achieving good CSPD for their abilities (Except for the Finale ability). Some teams raise a small amount, but there are potions that do the job better.

    Use Chain Cast

    Taking advantage of this effect in a combo is good as long as it is effective or not.

    Use DEX or AGI

    Usually, magicians raise DEX as a second statistic to improve their MATK and CSPD a bit, but if you need more CSPD you can upload AGI.
    After knowing each aspect of the damage calculation and the additional factors for DPS, we should have a perfect understanding of how DPS works in Toram. In this chapter we will not see anything new, but we will review the important damage formulas and some extra tips for your own builds.

    Previous requirements:

    -Have read everything


    Last math set:

    Base Damage (Auto attacks / Physical skills) = (ATK + player's level - mob's level) * (100 - mob's Physical Resistance) / 100

    Base Damage (Magic skills) = (MATK + player's level - mob's level) * (100 - mobs's Magic Resistance) / 100

    Final Damage (Auto attacks) = (Base Damage [Auto attacks / Physical Skills] - DEF + flat Unsheathe Attack [If the attack is Unsheathe] + Skill Constant [If Rampage or Force Arrow is activated]) * Rampage Multiplier [If Rampage is activated] * Total crit damage / 100 [If it is crit] * (1 * Unsheathe Attack% / 100) [If it is Unsheathe] * RNG Stability / 100 * Total Element Boost / 100 * Current Neutral Proration / 100 * (1 + Short / Long Range Damage / 100) [Depends on the attack used] * 0.7 [If affected by Lethargy] * (1 + sum of all Last Damage Modifiers) [If affected by these] * (1 - Base Drop Gem Damage Reducer / 100) [Repeat this for each gem] * 0.25 [If Guard]

    Final Damage (Physical skills) = (Base Damage [Auto attacks / Physical Skills] - DEF + flat Unsheathe Attack [If it's the attack is Unsheathe] + Skill Constant) * Total crit damage / 100 [If it's crit] * Total Element Boost / 100 * Skill Multiplier * (1 * Unsheathe Attack% / 100) [If Unsheathe] * RNG Stability / 100 * Current Physical Proration / 100 * (1 + Short / Long Range Damage / 100) [Depends on the attack used] * 0.7 [If affected by Lethargy] * (1 + sum of all Last Damage Modifiers) [If affected by these] * (1 + sum of all Combo Multipliers / 100) [If in a combo] * (1 - Base Drop Gem Damage Reducer / 100) [Repeat this for each gem] * 0.25 [If Guard]

    Final Damage (Magic skills) = (Base Damage [Magic Skills] - MDEF + flat Unsheathe Attack [If the attack is Unsheathe] + Skill Constant [If Rampage or Force Arrow is activated]) * Rampage Multiplier [If Rampage is activated] * Crit damage / 100 [If it's crit] * (1 * Unsheathe Attack% / 100) [If it's Unsheathe] * RNG Stability / 100 * Total Element Boost / 100 * Current Magic Proration / 100 * (1 + Short / Long Range Damage / 100) [Depends on the attack] * 0.7 [If affected by Lethargy] * (1 + sum of all Last Damage Modifiers) [If affected by these] * (1 - Base Drop Gem Damage Reducer / 100) [Repeat this for every gem] * 0.25 [If it's Guard]


    Play according to the strengths of the character or build

    This sounds very obvious and very true at the same time. When building a personal build you should know its strengths and weaknesses which you should improve as much as you can.

    Use the mechanics for your benefit

    Armor break, proration, boost per item, etc. Already knowing this you can improve your damage according to how you do your own build.

    "And with all the above, concludes the guide on DPS. I hope you have extracted good information so that I can help you and learn to steal the rank of attacker at all"
    (Mentioned by the original author TheXIIlthguy)

    The main thing when creating your own build is to focus on what you want to achieve through trial and error. You can copy many build of so many people but in the end everything is in your game form. You have a lot of information about the game on the wiki to be able to learn on your own, always play to be good, learn, help, teach and most of all have fun with your friends.

    Statistics simulator to create a build

    Skill point simulator
    Last edited: Feb 9, 2020
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  6. Yunan

    Yunan Not Enough Salt Elite Member

    Dec 22, 2016
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    That tag tho
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  7. Komibii

    Komibii T H E _ S U P R E M E _ G A M E R Elite Member

    Aug 7, 2015
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    Asthe, Komibii, & Ajikka
    Additional Chapters

    This part is not to get the rank of attacker, but to report on the statistics "Additional Melee" and "Additional Magic" that can be found in the statistics of avatars, equipment and xtals.

    What are they?
    Additional Melee and Additional Magic are extra statistics that you can equip your character. When you make a successful auto attack, they have a 25% chance to activate and generate extra damage.

    We thought that these were only affected by ATK and MATK, but when you look at their damage formula, everything changes.

    Additionnal Melee Multiplier = Sum of all the Additionnal Melee's percentage values / 100

    Additionnal Melee Final Damage = (Base Damage (Auto attacks / Physical skills) - DEF) * Additionnal Melee Multiplier * RNG Stability / 100 * Total Element Boost / 100 * Current Physical Proration / 100 * 0.7 [IF affected by Lethargy] * (1 + sum of all Last Damage Modifiers) [IF affection a Brater Aura and / or being the caster of Mana Recharge] * (1 - Base Drop Gem Damage Reducer / 100) [IF using a Base Drop Gem; repeat this for every Gem] * 0.25 [IF the attack was Guarded]

    Additionnal Magic Multiplier = Sum of all the Additionnal Magic's percentage values / 100

    Additionnal Magic Final Damage = (Base Damage (Magic skills) - MDEF) * Additionnal Magic Multiplier * RNG Stability / 100 * Total Element Boost / 100 * Current Magic Proration / 100 * 0.7 [IF affected by Lethargy] * (1 + sum of all Last Damage Modifiers) [IF affetced by Brave Aura and / or being the caster of Mana Recharge] * (1 - Base Drop Gem Damage Reducer / 100) [IF using a Base Drop Gem; repeat this for every Gem] * 0.25 [IF the attack was Guarded]


    -For the RNG Stability of the Additional Magic it follows the same condition as the magical abilities.

    -These can't make a critical hit.

    -They are not considered Unsheate Attack.

    -As they depend on the self-attack must be successful, then they cannot be miss and are not affected by the effect of Graze.

    -They do not affect the proration but they are affected by the effect of the proration.
    In this case I will leave the main statistics used for damage formulas and extra Guard / Eva ratio data.

    According to Mayam, the one who did all this work with the help of his work group, the mechanics of aggro, proration, ailment and resistances have changed without notice from the programmers.

    Taking advantage of the power of membership, the images are full HD 4K 1080 XD

    I hope it helps, thanks. nwn

    Last edited: Feb 9, 2020
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  8. Komibii

    Komibii T H E _ S U P R E M E _ G A M E R Elite Member

    Aug 7, 2015
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    Asthe, Komibii, & Ajikka
    I have added the last 4 chapters (had to separate them into 2 posts). I will fix the formatting, word choice, spelling, and grammar of the posts later.
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  9. StarlightZoto

    StarlightZoto Well-Known Member

    Sep 22, 2017
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    thanks for sharing . been wondering where to look for this kind of information
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  10. Melon Empress Hiira

    Melon Empress Hiira Well-Known Member

    Jun 27, 2018
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    Finally! I could read the Holy Bible of Offense once again!! Err.... I mean, Tome.... (ノ)'ω`(ヾ)

    A-ahem... Imma send some melons soon enough (if I remember ofc)
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  11. Zezusa

    Zezusa Well-Known Member

    Dec 5, 2018
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    Thanks for the info, most I am familiar with a little but it’s a good read for new players especially.
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  12. Isra

    Isra My Blessed Friends Elite Member

    Oct 28, 2016
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    Lets hope people dont ask questions that are already answered
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  13. Komibii

    Komibii T H E _ S U P R E M E _ G A M E R Elite Member

    Aug 7, 2015
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    Asthe, Komibii, & Ajikka
    A lot of the big threads like this one and the skill tree list can be found on Amino. I haven't seen if Mayam's Tome of Defense (or whatever he called it) on Amino, but I am curious if someone saved it. It would be nice to have it on the forums again.
    The more questions people ask, the more my post count can go up. The higher my post count, the more powerful I become. >:)
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  14. BLCY

    BLCY Well-Known Member

    Oct 11, 2017
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    The tome of defense and Dual Tome is in Toram Online en Español, find my profile Sir BLCY because I was who translated all in spanish.
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  15. Isra

    Isra My Blessed Friends Elite Member

    Oct 28, 2016
    Likes Received:
    Someones here for the long game
  16. Xiavu

    Xiavu Lurking Overlord of LOVE[L.O.L.] Elite Member Epic Member

    Jul 28, 2016
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    Well, it is fun to answer same question in many creative ways. Like explaining proration as short as possible. Or explaining it with whips, candles and paddels. Only way i cant explain it is by math tho. (^w^)
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  17. Melon Empress Hiira

    Melon Empress Hiira Well-Known Member

    Jun 27, 2018
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    Whips? Candles? Paddels?
    I can see where tis is goin to....
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  18. Hiame

    Hiame MellowTea Gang Super Likable

    Aug 31, 2015
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    Good Question...
    Senpai being lewd again huwhuuhuhuhuHAAAAA
  19. Komibii

    Komibii T H E _ S U P R E M E _ G A M E R Elite Member

    Aug 7, 2015
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    Asthe, Komibii, & Ajikka
    I suppose we all have to thank you for that. The Tome of Offense would be gone forever if you hadn't saved it. If you haven't already, i would suggest translating the skill tree list (https://aminoapps.com/c/toram_online/page/blog/skill-tree-list/qkp2_eKQURungNPLJlXDgdZ55Bdo7j1bWr5) if no one has done it already. I'm sure a lot of people in the Spanish-speaking community would find it useful.
    As long as you are here with me <3
    That would actually be an interesting competition. The winner's prize could be having their explanation copied and pasted to all of the newbies who ask the mighty question.
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  20. BLCY

    BLCY Well-Known Member

    Oct 11, 2017
    Likes Received:
    Yeah, ty. About the skills three, i translated all and too the skill tree, because I have a friend in the amino who know about programation and she help me to complete the skills in each change do for devs.

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