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.

Continuing My Adventures in Tree of Savior as a Cleric

I’m slowly making my way back up in levels in Tree of Savior, this time as a Cleric and with a slightly better idea of how to progress without so much grind. A couple of nights ago I ran out of quests in Kleipeda so I bought a teleport scroll to Orsha and started the main storyline based in that town. To do so I had to go back to the level one zone for the area and blitz through the earlier portions as quickly as possible. In the future I think I’m going to start doing a bit of back and forth between the two cities earlier so that I’m not wasting so much time on mobs I out level.

After a couple of low level maps, even though I was still getting very little XP from the mobs, I started to collect more of the level 2 XP cards which will come in handy later. Right now I have about 120 of them saved up and another 10 of the level 3 cards so my plan is to start using them once I reach the early forties or whenever I run out of quests and would otherwise have to start grinding to continue leveling. It should allow me to speed through those levels and get past the lengthier bits of the XP curve more quickly.

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Around level 25 in the Orsha main story questline (I was level 28 at the time) I completed a segment of the story, ported back to Orsha, talked to a couple of NPCs and then… nothing. I didn’t have the next quest in the chain pop up nor did continuing to speak to the Bishop or Lord of Orsha (key figures in the quest chain) help any either. I was ready to log off for the night at that time anyway and I had a few more side quests to clean up in the zone I had ported out of so I went back to finish those and decided I would figure out what happened to the main story quest line later. I forgot to check the actual quest log, not just the sidebar on the UI, so maybe I’ll find what I’m supposed to do next there.

Overall I wouldn’t say leveling is happening any faster from doing both storylines, it’s just more interesting than staying in one zone and grinding the same mobs for an hour or more. I am eager to reach the 40s though and start using my XP cards. Who knows how many I’ll have collected by then. Unfortunately level as a Cleric is part of the reason it’s taking so long to get back to that level range as my time to kill is much longer than it was as an Archer or Swordsman. Still, I’m enjoying the class and eventually I’ll get to learn the Monk advanced class which should make my attacks more powerful.

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It’s a beautiful game and despite it’s simplicity I’m still enjoying it a lot. Things have quieted down drastically on my server since last week’s founders launch which makes the game run much smoother and the maps feel much less congested. I wish I was a little further along so that I could join those who are still playing in their level 50, 90, and 130 dungeons, but I think I’ve got at least another week before I’m able to participate so hopefully there are still players looking for groups in global chat.

I’m not only eager to see what dungeons are like in Tree of Savior, but I’m also curious to see what the community is like in that environment, especially right now when the initial wave of players has died down and we have yet to experience the surge of the full free to play launch, something I am not looking forward to. Chat channels right now are your typical mix of gold sellers (although that’s quieted down), new player questions, and trolls; lots of trolls (all of which can be experienced in one of four different languages on Orsha!) That’s pretty standard MMO global chat though, I want to know what the community is like on that more personal level of being in a party and having a common goal.

Other than figuring out what happened to my missing quest line in Orsha and hopefully reaching 50 soon so I can try a dungeon, I don’t have many other goals or objectives to list for the game; no plans for tomorrow other than to keep plodding through quests and maps and exploding plant monsters, unlocking more skills, more attributes, and more classes along the way. It’s not a complicated game making it difficult to find things to write about; very little about the gameplay changes or expands after your first few maps. But it is fun and it’s the game I look forward to playing each night so that has to count for something, right?

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Tree of Savior: Leveling and Class Overview, 1-20

My last post on Tree of Savior was less than favorable; while my experience grinding from level 36 to 44 did include about an hour of camping mob spawns with an enjoyable group of players, the last hour was tedious, boring, and left me wondering whether or not I wanted to continue playing. After publishing that post I did some research and found that there were a few tricks to leveling that would in theory make things less painful. I also spent a little time looking at builds to help me understand class choices so that I would hopefully make better selections going forward when it came time to advance.

Since then I’ve spent several hours leveling each of the classes (including the archer I deleted and rerolled) and used that opportunity to decide which one I would continue to play. I think I’m going to move forward with the Cleric and build him into a dps monk with support elements as well. However I did enjoy my time with all the classes and do feel a little better about the leveling experience so today I figured I would share my thoughts on both.

Leveling

Before getting started there are a few things you need to know about the way leveling works in Tree of Savior. First of all, the game has something like 200 or more levels before you reach the cap. That would be an insane amount of XP grinding were Tree of Savior to function like other MMOs that gradually take longer and longer for characters to gain a level but thankfully it does not. Instead, there is an XP curve that goes in cycles while you level. Starting off, the leveling will go quickly but as you reach the late 30s and early 40s it will take longer to gain a level. This was where I got stuck grinding. However around 46 the curve resets and suddenly levels take almost no XP and several can be gained within a few minutes. This cycle happens repeatedly throughout the leveling process.

To help push through the grindier bits of the curve, you can save the experience cards you get as rewards and spend them all at once so that the more difficult levels get a little XP boost. Additionally, I’ve learned that Kleipeda is the better starting city (I started in Orsha the first time) with so many more quests to complete along the way so that you don’t have to grind as much. In the first 20 levels I’ve found that to be true. I’ve also found that I needed to take my own advice and really explore every inch of the map and click on every NPC. Quest givers look no different from regular NPCs so you need to talk with them all. If you like lore, you’ll get little tidbits from those who don’t offer quests. When you do run out of quests there are warp scrolls you can purchase to go to the other city, Orsha, and start questing there. Basically there’s no reason to grind, at least not for long.

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Wizard (Circle 2)

I had a lot of fun with this class, but the abilities I used were limited. For dealing damage there is Energy Bolt, a spell that will hit the target and enemies surrounding it and earthquake which does area damage in a column in front of you. As with every other class the Wizard also has a basic attack that doesn’t cost SP, Tree of Savior’s resource for all classes. For the first 15 levels or so, the Wizard was extremely power and the two dps skills would one shot just about everything in my path. Earthquake in particular became one of my favorite spells to cast out of all the classes in the game. However the closer I got to 20 the weaker my Wizard was, especially in comparison to the Swordsman and Archer.

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Cleric (Circle 2)

The Cleric in Tree of Savior is a melee class that uses a hammer for its basic attack. All of your spells are meant for support, either healing, cleansing, buffing, or debuffing your friends and foes. The healing spell creates a tile on the ground—only one at first but up to 5 with the base class and even more if you advance to Cleric circle 2 as I did—which will either heal an ally who steps on it or damage an enemy. The cleric took a little while to get used to, and it can still be difficult to get the tiles to show up on the ground where I want them, but I like the idea of playing support and I like the way the healing tiles work in this game. Like with the Wizard, damage output seemed great for the first 15 levels with mobs exploding as soon as they stepped on one of my tiles but by level 17 or 18 I noticed a significant change. Both classes are probably best played with a party as the game goes on.

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Swordsman (Highlander)

The Swordsman is your basic warrior archetype, and the build that I was following focused on damage buffs for the first 15 levels so I spent most of my time recasting the buffs and then slapping leaf bugs, onions, and “Vubbes” (goblins) with my basic attack. There are other damaging spells you can learn with this class but I didn’t place skill points in any of them until I advanced to the Highlander class and gained access to Cartar Stroke. This is a charged ability that annihilates everything in front of the Swordsman in one shot. I haven’t mention this before, but many of the dps spells like this one have 2 or 3 charges before triggering the cooldown which means you get a few uses in a row. Once buffed, the Swordsman (now a Highlander) was the highest damaging class of them all. Using Cartar Stroked after being fully buffed, I would nearly one shot bosses in the level 17-19 range, which was insane compared to how long it took me to kill the same bosses with the Cleric and Wizard.

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Archer (Ranger)

The Archer is still one of my favorite classes in the game however I was not enjoying the Quarrel Shooter like I thought I would and so I started over so that I could choose ranger instead and ultimately be on a better path for playing as a Falconer at higher levels. The archer shoots a ranged bow for its basic attack and has several additional dps abilities to spec into right out of the gate. Oblique shot is the best for leveling purposes as it is an instant cast ability that hits two monsters and usually kills them both. Multi Shoot is good if you have a nice tight grouping of mobs—it will take them all out at once—but it requires charging and has a small area of impact so usually spamming Oblique shot is quicker. While not as powerful as the Swordsman, the Archer was nevertheless a strong contender for highest dps and once I became a ranger and learned the ability Barrage (5 shots in a spread in front of the archer) I could clear entire rooms if they were grouped up right.