Big Rank Updates + More Intense Balancing


Sep 28th, 2017

Greetings, Saviors!

It’s finally time to talk about the next character rank and the brand new classes that are coming along with it. This time around we’re doing things a little differently, so we wanted to take our time to explain how the rank system is changing, and what you can expect when the update arrives.

We’re also continuing the last post on intense class balancing with another round of Cleric tree overhauls, this time affecting the Krivis and Oracle classes.

As always, don’t forget that the changes discussed here aren’t final and can look different by the time they’re added to the game. As for class-specific plans, keep in mind that there are more updates in store for other classes and class trees, so don’t be too disheartened if yours hasn’t been mentioned yet.

Horizontal Expansion of New Classes

First, we’re going to reorganize the way class ranks work and how they’re updated.

Starting from this update, any new classes will be considered as Rank 8 classes in order to provide numerous character progression paths. The maximum character rank will still increase from 8 to 9, meaning each character will be able to advance into a maximum of 9 classes, including the Circle 2 of current Rank 8 classes. They will be implemented separately from the level expansions and other new content updates.


In other words, we’re making a distinction between Character Rank and Class Rank. Character Ranks will continue to increase, allowing each character to advance into one more class whenever they reach Class Level 15. The maximum Class Rank, on the other hand, is fixed at Rank 8, which will include all the new classes added to the game in the future.

This means that all classes in Class Rank 8 (both current and future) will provide equal combat abilities (attack skill factors) and will be hierarchically equivalent to one another. The reason we decided on this model was that, no matter the total number of class ranks, the classes that pack the most punch are usually the ones in the last one or two ranks, which ends up limiting your class build choices. We wanted to create a system that was fairer to future updates.

If, in the current game, your rank (your highest ranks’ skill attack) is the big decisive factor in your combat ability, after the update that role is being taken by your level (basic stats) and items. Because of this, besides the ongoing development of new items, our goal is to increase the amount of tactical skills unique to each class and create an environment where players can more freely make up their character builds according to their own preferences.

For lower-rank classes, which skill factors remain relatively low, we have plans to introduce a Master Circle (name undecided) which will expand their combat power and abilities to a level similar to those of higher-rank classes.


New Classes


As you can guess, this character rank expansion is bringing with it a new set of classes, but here too the system through which they’re updated is going to change. Here’s a summary of how it works:


Current system  - Once-a-year update with 8 new classes (2 per class tree) introduced at the same time.
 - New classes added to a class rank +1 higher than the previous maximum.
 - New farming content and level expansion added at the same time.
New system  - One new class introduced periodically (4 classes this time only).
 - All new classes added to Class Rank 8.
 - Farming content and level expansions updated independently from new ranks.

To sum up, until now we aimed for a once-in-a-year rank update with 8 new classes and additional high-level content all at once, but this time we’re releasing a smaller set of 4 new classes (1 per class tree). This is because, in future rank updates, our goal is to start introducing one new class each time. Aside from that, we’re also updating maximum level expansions and new high-level content independently from new ranks.


To the current Rank 7 and 8 classes, of course, we’ll be adding Circles 3 and 2 respectively. Plus, we’ve developed brand new attributes for some of those classes. We expect to share more details about the new classes and skills at a later date through the dev blog.


Class Rollback System


The class system in Tree of Savior is one of our game’s most unique characteristics, but it can also be one of the hardest to approach by players. The high degree of freedom goes hand in hand with a certain burden – and sometimes regret – about class build choices.


To improve this, we want to create a system that will allow all characters to revert their latest advancement decision (one character rank) at any time. To understand how this would work, take for instance a character with the following class build: Cleric 2 – Priest 2 – Monk 3 – Inquisitor 1 (Rank 8). For this character, the rollback system will put them back in Rank 7, Class Level 15, before the advancement into Inquisitor 1.

Any Class EXP acquired during Rank 8 will be reset as well, and because the highest rank this character has achieved was Rank 8, they won’t be able to rollback one more time to a Rank lower than Rank 7 (in other words, you can’t rollback more than one character rank).

Any class advancement requirements will be maintained in the case of rank rollback, so players won’t have to fulfill them again if they want to advance into the same class.


Advancement Quest Changes


We’re doing away with advancement quests for any new classes to come. Instead, we’re opting for a system where your character will have to fulfill certain requirements before talking to the Class Master in order to advance. This is similar to how current hidden classes work, although the requirements won’t be as difficult to achieve.

Existing classes, as well, will no longer require advancement quests; after reaching Class Level 15, you can simply select a class from the menu to advance automatically. At this point you will also be given the option to warp to the corresponding Class Master. As for the advancement quests currently in the game, we have plans to renew them and add them as regular subquests offered by the Class Masters.


For the new classes, however, after your character has advanced, you’ll be able to receive a Specialization Quest from your Class Master. This class-specific quest can consist of high-difficulty missions, retrieval quests and other challenging activities.


As what happens with current existing classes, by advancing into one of the new classes you automatically get the basic costume corresponding to it. The difference is that, with the new classes, you can also get different variations of the costume with alternative colors or additional accessories depending on the difficulty of the Specialization Quests you complete.


Krivis Changes

Time to get specific again. Following our previous “Intense Class Balancing” post, which covers classes like Paladin, Priest, Pardoner and other Cleric tree folk, this time we’re introducing some Krivis-specific improvements expected to arrive with the next rank expansion.

In a nutshell, we’re restructuring Krivis into a low-rank magic attack class, one worthy of standing between the basic skill-savvy Cleric C2 and the support-heavy Priest.


Divine Stigma
Added DOT (damage over time) attack function and damage bonus to Zaibas.

Aukuras: Attribute
Attribute changes Aukuras to a Fire attack buff with added property damage.

Maximum buff limitations removed; Daino effects changed.


The new Aukuras: Goddess of Fire attribute (Circle 2) allows you to reduce the duration of Aukuras by 80% and the cooldown to 30 seconds, while adding Fire property damage to magic attacks on nearby enemies based on your INT/SPR.


To Divine Stigma, now with a fixed duration of 15 seconds and cooldown reduced to 6 seconds, we’re adding a DOT attack function that applies additional Fire property magic damage every second. Not only that, enemies affected by the Divine Stigma debuff receive 1.5 more damage from skill Zaibas.

Along with these changes, Divine Stigma is also getting a new Demon Slayer attribute, which increases damage on Demon-type enemies, and a regular Enhance attribute.


Finally, we’re removing all limitations of the maximum number of buffs and turning Daino, which so far served to increase that number of buffs, into a skill that changes your basic attacks into magic ones. Attacks performed under Daino will have no block, evasion or critical, and they will rely on your INT stat for added value.


Oracle Changes

Next up, here’s what we’re preparing for our Oracle skill overhaul.


Arcane Energy
Will no longer reduce SP or STA when moving to a map.

Counter Spell
Changed to remove nearby enemy tiles and apply immunity to magic attacks.

Duration fixed at 25 secs, no. of targets reduced by 50% and cooldown changed to 40 secs.

Death Sentence
Changed to apply set percentage of additional damage on enemies affected by the skill.

Chance of invincibility changed to regular invincibility within the circle; changed duration and movement speed.

The Oracle class is getting its fair share of buffs, nerfs and simple modifications this time. First, Arcane Energy will no longer reduce SP or Stamina, while Counter Spell will now remove all enemy tile skills nearby and provide immunity to magic attacks. We are also changing the duration of this skill to 10 seconds, with a cooldown of 60 seconds and no limitations to the maximum number of targets.

Prophecy, on the other hand, is getting a fixed duration of 25 seconds instead of the current variation of 10-80 seconds. Meanwhile, the number of targets is being reduced from 2 to 1 per skill level, with cooldown increasing from 25 to 30 seconds.



Death Sentence is turning into a skill that applies additional damage to enemies affected by it. This additional damage increases from +40% on 1 target at level 1, to +130% on 5 targets at level 10. Besides this change, we’re expanding the skill’s range by 4 times and setting the duration at a fixed 15 seconds, with cooldown reduced from 200 to 60 seconds.

An important change to note about Death Sentence is that, unlike the current effects, enemies affected by the skill will not be instantly defeated after its total duration. They will receive additional damage as explained in the paragraph above, but that damage is then applied to the caster after the skill’s duration. To reduce this handicap, Oracles can invest in the new Death Sentence: Reduce Penalty attribute (Circle 2), which reduces the damage returned in proportion to the attribute level.


Finally, the effects of Foretell are changing from a mere 43-45% chance of invincibility to full invincibility when moving inside the skill’s magic circle, plus 100% accuracy for ally attacks.

On the other hand, Foretell duration is being changed from 15 seconds at all levels, to 5 seconds on level 1 gradually increasing to 15 seconds at level 5. Its cooldown is also being revised, changing from 42 to 50 seconds. The default movement speed under Foretell is set at 50, but the new Decrease Movement Speed attribute allows you to reduce that number by a good amount.

That's it for today's updates. We know the new rank system changes we have planned are quite significant, so don't hesitate to leave your feedback about them or the second round of class balancing introduced here. We would love to know what you think!