Tree of Savior Adventure Journaling

After working through a couple of zones and several quest chains last night I was looking for something different to do in Tree of Savior. There’s a UI menu called the Adventure Journal (default, F4) that is a list of achievements for the game however this list includes a ranking system. Players are ranked based off of the number of points they’ve accumulated in the journal and you can see what the average rank is, your current rank, and the top ranking player in the game. In the same tab you can also see everything that is factored in to your Adventure Journal score—monsters killed, map completion, crafting—it’s a little bit of everything and it all adds up.

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On the left is a list of my rank and progress in each of the categories. The yellow to blue meter shows where I fall compared to the average.

 

I’ve not tried crafting yet (finding the recipes and materials are difficult from what I can tell) and I try to kill at least one of every monster type while I’m questing so I decided to try and work on my map completion to improve my rank, working my way through earlier zones to get 100% in each one. It’s not as easy as it sounds because unfortunately it can be difficult to see which areas you have left to discover. Big areas are obvious; they’re either completely black or a smoky grey. However it’s not all that uncommon to have 95-98% completion and see no visibly missed areas on the map. The only solution is to run around the outside edges until you figure out what area you missed.

Doing this allowed me to pick up a few quests along the way that I missed which also adds to my achievement points and gave me a little extra XP from the cards I earned as a reward. However it proved to be tedious scouring the map for those hidden spots so while I plan on continuing this endeavor from time to time, last night after six or seven I grew tired of the activity and went back to questing. One useful discovery I made though while exploring was a statue of a goddess that gave me an additional stat point. I only came across the one but it makes me wonder how many of these there are peppered across the world map.

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The goddess Saule was captured and had to be rescued though by whom and from what from I do not know. I need to write things down as I play.

 

Once more working my way through the main story, I learned a little more about what’s going on in the game. To be honest it’s a little confusing and while some of that may have to with translation most of it has to do with my faulty memory. This is true for me in all MMOs, but I just can’t remember things very well from one quest to the next and it makes it difficult for me to keep up with the story. From what I have gathered though, there is a growing presence of monsters in the land and this is related to the absence of several goddesses. The only one left present is a demon goddess so that’s a bit of a downer. Recently I rescued one of the missing goddesses and it turns out that they’ve lost their powers, but either the game hasn’t explained why, I don’t remember, or I wasn’t paying attention. Reader’s choice.

There’s also a lot of talk about my character as the revelator and revelations which seem to be stone tablets that one of the goddesses infused with her own being or some such; again, not really sure what’s going on exactly but I think I’ve collected two of them. Or the same one twice. Arrgh. Despite my shortcomings the pacing of the story is still good and I’ve liked the quest design and boss fights that are just all over the place as you play through the story and pick up side quests. I’ll never be a lore expert on this or any other game but I get the general idea and I do take the time to read all the dialogue and quest text, even if I never will remember it.

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The models for each of the bosses are really whimsical. I could probably do an entire post on mob and boss character design. It’s a big part of why I enjoy Tree of Savior.

 

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And here’s another one. There were at least three in this zone, not an uncommon amount for each and every map.

 

I’m level 72 now and things are really starting to slow down again with gaining new levels. From what I hear it will be 85 or 86 before I hit the next XP curve. It’s not a big deal though as I have lots of zones to work through now and plenty of story and quests. Once I do hit that second XP curve though, one hundred shouldn’t be too far behind. In the meantime I have a few things I want to check out in addition to questing. First off, I want to take a look at the crafting and see if there’s anything I can make with what all the materials collected. Then secondly, I keep collecting these empty boxes from treasure chests in several of the zones but I’ve never figured out what they were for. So I think I’m going to do a little google search so I can see what that’s all about. There’s still lots to do and discover in Tree of Savior.

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I love the bridges in this game, they’re all so beautifully illustrated. Time to go and explore what’s on the other side!

Completing Underground Chapel

 

The first instanced dungeon in Tree of Savior—Underground Chapel— is a simple affair; it is little more than a grind party in a limited area with more challenging mobs and a boss at the end. While it may not be complicated (or interesting for that matter) it is really good XP for leveling and is the best opportunity for using your group oriented class skills. However there are some things that are different from the typical MMO dungeon which may not be readily apparent when you first start playing the game. It’s not too difficult to stumble through the first time but for those interested in knowing what a dungeon is like, here’s a brief summary from my own experience so far.

First of all, you’ll need to go to either Tenet Garden or Novaha Institute and find a little red pagoda looking thing with a spinning shield above it. I have no idea what these are supposed to be, but clicking on it will bring up a text box that will ask if you want to do the dungeon. You’ll want to choose either “enter” if you have your own party formed or “search for a party” if not. Either way, you will have to go to the physical starting location for the dungeon in order to enter.

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Standing around waiting for a full group before entering the dungeon at the actual location of its entrance? Now that’s old school.

 

Once you’ve entered the dungeon you’ll notice that your party is made up of five players but that it doesn’t necessarily cover all roles the way a typical MMO dungeon would. You may have three Wizards and two Clerics, or three Archers, two Swordsman, and no Clerics. That’s because the encounters aren’t really based on having a traditional trinity and each group member will have to figure out for themselves how to best use their class abilities to the benefit of the group. For example, I’m set up to dps and provide buffs but I will also throw out heals if there aren’t any other Clerics specialized in healing.

The map for Underground Chapel is fairly simple. There are three corridors and five rooms with two of them branching off of the left corridor, two off of the right, and the fifth at the end of the middle aisle which is where the boss is located. You only have to clear the middle aisle of trash to reach the boss and end the dungeon but because of the enormous amounts of XP you earn per kill it’s worth it to get a full clear. It gets old after you’ve done it a couple of times but with only two dungeon runs allowed per day, it’s not like you can burn yourself out quickly.

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Grouped up and ready for action. On Orsha, it helps if you know a little Portuguese. So far I’ve learned that “Valeu” means “thanks.” 

 

The mobs do hit hard and you will want to watch your own health bar. Only one class, the Peltasta, has a taunt of any kind from what I understand, and the Cleric’s healing ability creates tiles on the ground that must be walked over to get the heal which means you must be proactive to heal yourself if you are taking too many hits. You may also have abilities that will drop threat if you have too many mobs attacking you. Some groups can feel quite chaotic if you don’t all work together to group the mobs in one cluster so you can aoe them down. If you’re lucky, you’ll have a Linker, a Wizard class that can link enemies so they share damage and can pull them together in a single clump.

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Somewhere under all those particle effects is an actual group of five players.

 

Once you reach the final room, you’ll want to clear as much of the trash as you can before engaging the boss but it’s pretty easy to pull him on accident before you have defeated everything in the room. This boss can be a bit challenging because he does hit hard and there’s no tank soaking up all the damage. The NPC animations make it pretty obvious when something bad is going to happen so just watch out for red on the ground or big, dramatic animations and run out of the way. If you do happen to die you can restart at the beginning of the middle hallway and it’s a short run back to where the boss is. You do not have to wait for the whole group to wipe before rejoining the fight.

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The boss has been defeated and the loot piñata has begun to explode. For some reason the boss model did not show up in all my other screenshots during the fight.

 

After you’ve killed the boss a message will show up saying that you have 60 seconds before you will be ported out of the instance and back to the pagoda where you first entered. There’s no gear or anything rewarded in the dungeon, only gobs of XP and something called a Shadowgaler Cube. Using this item grants you another item called “Talt,” which according to the tool tip can be used to upgrade your guild. Not being in a guild I have no idea what the upgrade system is like. However when you do receive the Talt you also have the option to spend silver to earn a different reward instead, or it’s a reroll and there are other things that can be earned but at a lower drop rate. I’m still not entirely clear on this.

And there you have it, everything you need to know about the first dungeon in Tree of Savior. It’s a bit underwhelming to say the least and I’m hoping they get better as the game continues. However the next one isn’t until level 90 so I have another twenty levels or so before I can see for myself what, if anything changes. As a method for leveling, it’s great. As a form of challenging or at least interesting group content? Not so much.

Tree of Savior: Dungeons and Cleric Leveling

I’ve reached level 66 on my Cleric in Tree of Savior and the last twenty levels or so have been a blur for a couple of reasons. First of all, once I reached level 46, the next 5 levels happened rapidly. All it took was about fifteen level 3 XP cards because 46 was the magic number where the leveling curve resets and suddenly all I needed to gain a level was an XP amount similar to earlier on in the leveling process. Imagine reaching level 46 in World of Warcraft and suddenly needing the same amount of XP to reach level 47 as you did for level 10 only you’re gaining the same amount as always from level 46 mobs.

I then gained another 8 levels or more from running the first dungeon, Underground Chapel, a couple of times. When you queue for a dungeon with random players you get something like a 600% XP buff and when that’s added to the amount of XP you earn per kill and the fact that levels are still coming quickly, a couple of runs is all it will take to get you to level 60. After that I managed the last few levels from more questing, XP cards, and two more dungeon runs which still net a hefty amount of XP, even when your character level is much higher than the required level 50 for entry.

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Here’s my entire team of alts hanging out in their lodge. I like how the character log in screen has them all together like this. I’ve always thought of my alts as a team.

 

It sounds like a speedy leveling process and it certainly can be, but overall as a Cleric leveling is quite slow compared to other classes. When I’ve played an Archer or Swordsman my damage has been high enough that I can one or two shot a cluster of mobs, just as I’m traveling along from quest point to quest point which nets a kind of passive XP gain as you travel. Those same mobs might take 7 or 8 hits from my Cleric, so more often than not I just pass them by if they aren’t part of a quest.

Another thing that makes it worse for my character in particular is that I’m leveling to be a Monk and therefore improving my strength attribute rather than intelligence. However until I actually spec into the Monk class, very few Cleric abilities do physical damage other than the basic attack, meaning all my spells are weaker than they would be for a Cleric focusing on magic damage skills. It also means I’m using the basic attack quite often. That’s changed a little after I selected my third Class, the Dievdirby, which has a powerful physical damage attack with three charges that has been a huge time saver.

While it may be slow going when playing solo, I’m still set on my current goal of leveling a Cleric to be a dps Monk with lots of support buffs for other classes. This is where my character has started to shine— in dungeons. I have three skills right now that are really beneficial for groups. The first is a Cleric (circle 2) skill, that increases the skill level of everyone’s abilities. That means if you’ve only placed 5 skill points in an ability, when I use my buff you will then have 6. The duration and cool down are such that I can keep this buff active the entire time.

 

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Chopping away at a block of wood to carve a statue. It’s an interesting choice to make in the middle of a combat situation.

 

The other two abilities come from my most recent class, the Dievdirby. This is a class unique to Tree of Savior so far as I know, but with abilities similar to the totems that Shaman provide in World of Warcraft. The Dievdirby carves statues out of wood which you must purchase or gather in order to use the ability. There are several types of wood available and each ability has it’s own required type. The ones that are most helpful in dungeons, especially during a boss fight, are the statue of Zemyna and the statue of Laima. The first decreases the cost of SP (mana) and it’s recovery time while the second decreases the cool down on all skills.

Right now my own damage isn’t that great but these buffs are pretty significant for the entire group during a dungeon run. Once I’m able to spec into the Monk class my damage will really start to increase and I’ll have a really good combination of utility and damage output. That’s going to take awhile as I’ll have to rank up two more times first which means I will be well into the one hundreds before that happens. Hopefully I’ve got the resolve to stick with the Cleric for that many levels and so long as I keep enjoying my time playing, I’m sure I will.