Tree of Savior: Character Classes

classes

Some of the Many Tree of Savior Classes

Tree of Savior is launching with over 80 playable classes and many more to come. However you don’t simply pick one and go as with ala WoW or most other games. ToS is a little more complicated.

In ToS you start in a lodge and you name it, the name of your lodge is essentially your player name and its what all players see when they interact with you.  From then on you create your characters which you can name whatever you want and don’t have to be unique.

I think the best way to explain the ToS class system is to explain the terminology involved. In Tree of Savior there is: Base levels, Class Levels, Circles and Ranks.

Base levels are your regular levels. When you create your first character you select a class, your starting options will be Swordsman, Archer, Wizard or Cleric. As you play the game you’ll accumulate exp that will level you up and allow you to distribute amongst character statistics you feel are needed, very straight forward.

Class Level are capped at 15, gaining class levels awards skill points for you to allocate to gain or improve skills.

Ranks are Tiers of 15 class levels, every time you reach the class cap of 15 you’ll want to do a quest to advance to a higher version of your same class or a new class. When you do the quest and pick a class you’ll advance to the next rank ready to gain another 15 class levels. Higher ranks give more class choice options.

Circles refer to the times you’ve picked the class. So advancing from Rank 1 to Rank 2 you decide to pick the same class e.g. Cleric Choosing to remain Cleric instead of changing class will unlock new abilities for the class and be known as Cleric Circle 2 or Cleric C2. A Cleric upon reaching Rank 2 deciding to change class to Priest instead for example would then be known as Cleric C1/Priest C1 in Rank 2.

Notes: Picking the same class can only be repeated twice for a total of 3 ranks as the same class (Circle 3 Max) Each time you pick the same class you’ll gain new abilities for that class and can rank up your old skills even further.

Picking a new class still allows you to use your old skills but you cannot level them up.

Each time you rank up more options for class changes unlock, currently there are 7 ranks allowing a lot of choice to cater for different types of play.

For a list of classes and more information fansite tosbase has comprehensive information. Tosbase also has a a nice skill simulator that you can play with to make your own combination of classes and abilities. Playing with this skill simulator will give you a good idea of how the class system works if you’re still unsure and give you insight as to what’s available for long term game planning.

Tree of Savior: Combat – The Return of Normal Attacks

big_red_kepa

Group of players fighting early elite monster The Big Red Kepa a.k.a “Red Kappa”

Tree of Savior brings back normal attacks. In modern games they’ll have you spamming special abilities every moment possible in “rotations” so the special moves aren’t that special at all. Most special attacks and buffs in this game have moderate cooldowns anywhere from at least a couple of seconds to minutes. Certain classes do have attacks with no cooldown effectively having replacements for their normal attack but thats very specific.

Players will initially rely mostly on auto attacks and and gathering groups of monsters to unleash larger attacks to blow up. Wizards will do this too, however their rods/staves shoot magic as a normal attack which is based on their magic power so their normal attacks are not useless either. This may be quite an adjustment to Modern MMO players where the concept of normal attack has been mostly eliminated.

Ragnarok vets must also make an adjustment though. In this game the existence of cooldowns everywhere can be very jarring to a Ragnarok player. Modern MMO players are quite used to this, lower spells have no or few seconds cooldown and huge spells having 10 minutes or so cool down.

In Ragnarok players managed their skill usage based on their SP resource  (skill points, functions the same as mana) so larger devastating spells would take more mana. Operating efficiently demanded players self moderate sp consumption, skill usage and availability of consumables and support classes. An extreme example from Ragnarok is the Monk skill Guillotine-Fist taking all SP and preventing SP regeneration for 5 minutes however if geared and built extremely narrowly and specifically well could down an MvP (World Raid Boss) in 1 hit or with support from consumables and other classes repeat and continue to down the bosses very quickly. As a side comment on the character customization this build was quite useless outside of that one purpose (thus really hard to level up) and you needed to be specifically geared for every different boss.

I for one am happy with the return of normal attacks and hope players will find this hybrid game-style enjoyable.

Tree of Savior (ToS)

tos_web

My Cleric rescuing some villagers

I’ve followed this game with whatever little scraps of info given since it was known as Project R1. Luckily I was able to play in the closed beta and heading closer to launch I’ve been doing a lot of theory-crafting in preparation.

For those who don’t know what all the fuss is about this game is being developed by the original creators of Ragnarok Online and Grenado Espada. The purpose of ToS is to bring the Ragnarok Online experience into the modern era.

What made Ragnarok Online unique was that it was open world (no instances), had free-trade and robust character, item and monster system and large scale guild vs guild pvp known as War of Emperium.

General gameplay was purely grinding/exploring for exp or resources to fund dangerous expeditions, pvp or crafting. Trade was healthy due to the flat item system and no concept of “Soulbound” items. Unlike modern MMOs the only quests in the game were for story, specific items or access to areas, you did not do mindless arbitrary quests all day to level, to level you killed monsters either solo or in parties and due to the robust systems in place you could cater your character to solo or party and different maps contained different mixes of monsters suited to solo, partying or both.

Ragnarok Veterans or general MMO players tired of all the WoWclones I encourage to  give this game a try.

The game is available via steam.

Early access starts on the 29th of March, the game becomes available free to play on the 28th of April.

I hope this game lives up to its potential as there hasn’t really been a game like this in a long time.