Seven Tips and Notable Quirks in Tree of Savior

Playing Tree of Savior is an act of discovery, I’m always learning some new system or mechanic that I’ve never personally seen in other MMOs (although I know they are out there, especially among older Korean titles). Many of these discoveries I wish I had known before I even started as it would have saved me time, money, or improved my leveling experience early on. So for those interested in the game when the free to play doors are opened wide or who have just started playing recently, here’s a list of seven random things you may want to know.

  1. Kill credit goes to whoever landed the final killing blow. This was actually the mechanic that started this post and coincidentally it was covered by Massively OP in an “Overthinking” article the same day I drafted this. Basically you only get credit if you land the killing blow, which means if you’re a Ranger and use barrage to “help” my cleric whose slowly killing a group of mobs, you’re actually stealing all the XP for yourself. Basically, don’t be helpful and don’t roll a Cleric.
  2. Ground affect spells like the Cleric’s heal won’t trigger on flying mobs. So if you are attacking a bat or a ghost or anything that doesn’t appear to touch the ground don’t bother using those types of spells. While it makes logical sense, it’s really annoying as a Cleric when my one offensive spell is a ground affect.
  3. If you want to start a guild, you’ll need to be a Swordsman and chose the Templar class. Tree of Savior ties a few utilitarian functions to higher level classes and this is one of the more unusual ones. There’s also a Cleric class that allows you to copy and sell your class specific spells and a Wizard class that can remove negative attributes that are inherent to every socketable gem.
  4. There are repeatable quests that are offered by some NPCs, usually only one per map. These quests can be completed up to five times and after the fifth turn in you receive a piece of gear along with the other rewards that were received during all the previous turn ins.
  5. Nearly all quests reward XP cards, a consumable item that grants you XP upon use. While you may be tempted to use them immediately as I initially was, they are a strategic element to the leveling process and can be used to help push through levels that require a larger amount of XP. With each town (Orsha and Kleipeda) having their own storyline, you can earn double the cards by hopping back and forth between the two and completing quests in both regions.
  6. Once you’ve completed a quest, there is an icon that appears on the UI (a spinning peppermint) that allows for instant teleportation back to the quest giver for turn in. Not only is this convenient, but if you are going back and forth between the two quest lines (see #5), you can keep a quest in one area open (but ready for turn in) while you go to the other city’s quest series and then use that to port back. If you do this each time you make the switch, you’ll never have to use any of the paid transportation methods the game offers. It’s free, instant teleportation to wherever you left off.
  7. Repair costs are a flat rate per piece, regardless of how much damage they have taken. If you want to save yourself some silver, wait until your items are near broken before repairing them, as you will pay the same amount at 80% damage as you will at 10% damage. Items can be repaired by a blacksmith in either of the major towns.
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