Tree of Savior Forum

Design Breakdown - Pardoner

WARNING - This thread isn’t made for new players or those that seek guidance on how to use said class, please look for proper threads regarding it such as class overviews and build guides. Design Breakdown is a design discussion thread only and has no purpose to help players on practical aspects of the game.

Starting another Design Breakdown with one of the most used classes, those that help lonely players to survive, Pardoners. Being a mid rank class it can use build over other classes to draw power, and as such enable players to access their services as if they had an ally along the way, however this comes with a cost and it isn’t silver. In case this is your first time on a Design Breakdown topic go to this link for some basic information.

PARDONER - RANK 5 - Crafting

“Pardoners are clerics who don’t shy from increasing their wealth through the goddess’ blessing.”

Spot on, Pardoner is a business class and takes their skills as goods to be exchanged, it’s a really interesting identity that can work quite well due the game class system. However, there are quite some restrictions regarding what the class can provide and so available builds.

Pardoners were clerics from christian church that provide religious services if the follower paid enough, as such anyone that could take the bills could reserve its spot in heaven, this was a tactic employed by the church to keep the power as merchants rose in society.


Simony (C) - Lead

As the major themes in pardony are money and divinity it does make sense to have a skill that enables others to access its holy powers, in fact Pardoners would even make receipts for their clients, that’s enough to justify Simony.

This feature is really powerful as it allows any class to access their skills and gives additional cast for those that have them, skill scrolls don’t carry attributes but can access them if the user has the compatible class, it’s a simple yet amazing feature.

Unfortunately this skill has some flaws related to craftability that can’t be ignored, the first one being the terrible cost formula that makes no sense at all. To make a skill scroll it is required 1 parchment and 200 silver, in a total of 700 silver, multiplied by the skill level at a total of 10.500 silver for a 15 lvl skill - that’s a lot for a one use thing. This kind of formula prevents scrolls to be viable as an income source as the market fees requires them to be sold at the minimum non profitable price of 15.000 for non token users and 11.667 for token ones, in order to make any money out of scrolls the market price has to go higher and yet they’ll be taxed.

It’s understandable that such restriction prevents classes from having skills trivialized by scrolls, however as the class system is designed lower rank classes already have more coverage due their placement, if this the main reason it completely backfires as late rank skills have the same production cost. A way to work around it is by adding a rank factor to the formula as each skill cost is taken based on their minimum learnable rank, at that scenario Barrier would have a rank 6 factor.

Along with that the fee can be simplified by having a single parchment as requirement and keep a similar formula for silver (with or without a rank factor), as the current model it doesn’t make much sense to have both an ingredient and a fee as both multiply equally.

One interesting thing that can be done with Simony to increase Pardoner combat efficiency without any major balance disruption - a new type of skill scroll. It’s possible to add a cheaper non-transferable scroll for personal use only, that provides Pardoner additional power by using money and doesn’t threat other classes.

Lastly, Simony lacks an ingame a kind signal to mark scrollable skills, players shouldn’t rely on trial and error to find them nor be forced to research, also as those have to be updated by other players any further change to the skill pool may not have the updated information.


Indulgentia (B) - Relief

The whole deal with Pardoners was selling indulgentia, in the real life it was suppose to reduce the purgatory passage. Here the skill deals damage to enemies and remove debuffs from allies, with some abstraction it’s possible to connect aimment lifting to suffering lifting. Even the offensive component can make the cut as purgatory split those that will go to heaven and those that will be sent to hell, it’s a bit of a stretch but it ain’t an easy theme to work with.

Unlike Cure this skill targets all units around caster, however it only deals one hit to enemies and that doesn’t really make any difference in battle. It also has one of the weirdest scales as the supportive is at full power at level 1 and adds non-party players per level, offensively it over scales as target limit increases. Indulgentia works as a relief but lacks a hook to promote itself, giving it such thing would make it as round as it can be.


Discerning Evil (B) - Gimmick

Fear used to be a major element on medieval christianity, along with the concept of retribution on afterlife it doesn’t feel off to have a skill that amplifies the suffering of one.

As basic as it sounds it’s a powerful skill when used properly as it can extend poison damage and control duration, the issue tho is that the skill increases duration based on the % of time remaining, any short duration debuff is barely affected on early and mid levels making it not as viable as it could.

One way to bypass that is by making it double the duration of debuffs based on their starting time, this can be affected by a cap time based on skill level. As safety measurement is also possible to add Discerning Evil as a stackable debuff that reduces efficiency in half by each additional stack.


Increase Magic Defense (C) - Midground

That’s where we see devs either got cornered or didn’t bothered to link a theme to it, it’s just a flat dumb name, even the gameplay aspect of it doesn’t link to Pardoners.

As a standalone skill it fails as its overscale also diminishes the skill as it can be sold, ironically by its own class. This skill serves as a counterpart of Aspersion as it does the same but for magic, however it deserves a better fitting name as the current one doesn’t connect to the theme.


Completely lackluster, aside for Indulgentia and some punctual uses for Simony, all skills require at least circle 2 to be effective and only bloom at the last circle. There’s no room for skill distribution as Increase Magic Defense can be sold by other Pardoners making it pointless to take, the only attractive skill is Discerning Evil yet the low % doesn’t do much.


Oblation (F) - High Lead

As churches don’t have any income source their survival relies on donations, it was common to have a donation box near entrance so every adept could drop a penny or two every time they go there. Those could be moved around and even be taken to public events, that’s how oblation came to be as an offering to god to keep their temples.

There are so many issues with this skill that it’s hard to start, it’s boring, useless, non-profitable, highly restricted and depends on thirds to work, the perfect recipe for disaster.
Unlike other shop type skills Oblation can only be set near statues, this alone restricts the use to few maps as towns can’t be taken, and as reward for submitting an item to the shop the customer is awarded with silver and the same goes to the shopkeeper.

As weird as it sounds both sides get silver and the item is destroyed with no mechanism to recover it, this itself makes the skill questionable as the donation isn’t that important and doesn’t worth applying for, overall mats are better used for recipes and can be sold at NPCs rending the skill useless aside for a small bonus on few offensive skills.

What Oblation needs is a good reward for interacting, perhaps a small buff such as increased HP/SP regen near statue, looting chance or EXP bonus for the current map only. Another quality of life that can be done is changing it to take silver in different tiers as a simplified version, as such it should have a debuff preventing it to be used while active and so impossible to be exploited as silver transfer. This skill has potential to be worth a C3 if done right.


Spell Shop (F) - High Lead

Again the whole thing about selling blessings and holy services, it can’t be more straightforward than that.

This is known as Pardoner’s signature skill and it’s an amazing skill concept for any MMO as a way to help solo players to survive on their own, unfortunately its design doesn’t match the potential it has, leading to issues on both local and global spheres. It’s unfriendly, trivializes content and restrain build diversity.

Spell Shop also ignores all known rules being the only shop that can all services available at once, uses previous class as part of it, can be improved by character stats, ignores customer specs and offers a counterproductive improvement when leveled.

As it can offer all services and the game allows them to be accessed easily Spell Shop requires a specific build to work, one that takes 40 out of 45 points on Priest and 20 out of 45 on Pardoner. Any shop that doesn’t have Aspersion, Blessing, Sacrament and Increase Magic Defense maxed is out of the business as are completely viable from a rank point of view, Cleric 2 can be added for one extra level on all skills along with the shop itself as a minor yet mandatory component into an already strict the build. This lack of restriction isn’t good for the game as the whole business is solely based on equipment, the highest level Pardoner with the best equipment will be the shop that takes it all.

To fix that aspect it’s required to either split skills among more classes, as it difficultes shops to offer everything and frees some stress on individual classes, add more skills to the pool or enable only one buff to be sold per shop. A last resource is the complete removal of scale on buffs, this tho would kill the best feature it has and the only exciting element the skill has.

Now one thing Spell Shop is held responsible for is content trivialization, the sole existence of it diminishes Priest as it can’t compete with shops as those have access to high level equipment and more stat points. Foreseeing this they added a 30% value restriction to counter that but it only affects rank 8 and 9 characters. As Blessing adds fixed damage and Sacrament doubles it any monster under 5k HP is no threat as they die less than 4 hits, this isn’t even enough to be harmed and even if so Aspersion and Increase Magic Damage give defensiveness enough to nullify their damage.

The most elegant way to solve such problem is by adding a proportional rate based on customer and seller ranks, as such it’s possible for shops to consume less material for lower power buffs, the default consumption is 10 materials per buff and can be replaced by 1 per customer rank.

Example
Customer - Rank 2
Seller Rank 8
Material Consumption 2 per buff
Buff Power 2 / 8 = 0.25 * 0.7 = 17.5%

At the current state a 1k Blessing (lvl 15, 357 SPR) would grant 700 additional damage, but changing it to a rank proportion it would be only 175 as a Priest at the same rank could reach around 190 (lvl 5, 52 SPR), even a rank 9 Pardoner (1k SPR) would reach only 332 bonus damage - it’s way more reasonable.

Despise that there’s another issue with Spell Shop when taken with a party Priest - buffs can’t be overwritten nor improved. This measurement protects the Pardoner service as it’s something that cost money, at one end you get the purchased buff with the penalty that lasts for long and can’t be removed, at the other you can’t have them at full power in case you have a Priest. There’s a really simple way to fix it, change it to a line two or three buff and disable the effect if a stronger buff is applied.

As for what can be improved by leveling, perhaps the ideal might be… nothing. As other shops don’t have any requirements Spell Shop can get away with as a single point skill, tho that can’t be done at the current state. Another option is to have maximum rank power or rank proportion limit based on skill level, this isn’t as interesting as makes the skill mandatory to be maxed.


This used to be the peak of the class before Increase Magic Defense was added to Spell Shop and since then it can’t be dropped, it may be more beneficial to Pardoners to have only one or two buffs per shop as they’ll have more options on building instead of the same 40 mandatory points on Priest and 20 on Pardoner.

Oblation doesn’t even counts as a skill and needs a complete rework to be usable, it also shouldn’t be placed at the same circle as Spell Shop as they both operates as shops. As usual the this is the rank where combat power falls so Decatose would make a huge difference here instead of being late at the next circle.


Decatose (B) - Relief

Since Pardoner is all about money, and divinity, it feels reasonable to use it to smash the hell out of demons, it’s the kind of creative freedom that works even without a source counterpart to back it up. I wouldn’t be surprised it Decatose have a meaning to match the concept but i couldn’t find any useful information on it.

By default crafting classes have two common issues, the first one is the lack of combat potential as skills are mostly business oriented or are completely supportive, the second one is that the real combat oriented skills are introduced at the last circle - Decatose is exactly that.

Adding a damage skill as the only last circle skill doesn’t improve the class at all, it does solve the damsel in distress issue that those classes and such is more appropriate to be at circle 2. Aside that there’s no particular issue on it, it fits the theme and has an unique mechanic, fairly good.


Unlike the first circle this one has basic skills in their full power, tho that’s the only thing this circle brings to the table as the second circle is mostly completed on its own and Oblation can’t be taken seriously. As much as Decatose works in theme it arrives too late and isn’t enough to be worth of c3, there’s no reward for keeping the class till its very end yet stopping midway isn’t an option.


Conclusion

Pardoner has an interesting and unique role in the game, it provides useful buffs at all stages of the game and also some few skills to be casted, that’s a great feature for solo play and parties that can’t take a priest.

The one crime Pardoner is guilty of is to diminish Priest on its regular use, its services are so powerful that even those that got to Priest 3 can dismiss their skills due the over extended duration Pardoner provides and also the commitment required to overcome them. As it is, Pardoner kills most of Priest potential as a standalone class and also doesn’t allow players to use high level scrolls as their cost is too high to be viable.

What this class needs is more diversity on build paths, Priest takes too much on it and Simony can’t sustain the class on its own, the remaining skills don’t even scratch the surface as they either don’t offer enough or have no use.

C 1 C 2 C 3
Identity E A D
Theme C A B
Gameplay F D B
Cohesion E C B
Point Distribution F F C
Dropout F F C

That finishes up the Cleric steak, the next class will be Wizard as even after the latest changes it has issues on how it deals with a specific mechanic. As usual drop any arguments and opinions to keep the subject rolling.

5 Likes

The pardoner kit actually fits their lore. It’s nice that we get something that isn’t just another way to do damage or the same damage on a different skin.

MY biggest problem is that pardoners REQUIRE other ranks to work. That IMHO is the biggest flaw in its design.

MERCHANT SKILLS
Simony
Scrolls should not require having the skill to make. A huge chunk of a scroll’s power comes from attributes and those can’t be built into scrolls making having access to all scrollable skills not OP. On the other hand, if you DO have the class that includes the skill in their kit you get a scroll WITH attributes making the scroll itself more powerful.

Barrier is a great example of this. The same goes for the new aukuras (old was better though). Both these skills have different mechanics attached to attributes.

As for the cost, you can have an attribute to link learned classes to the spell you want to scroll. Something like Scribe specialization: reduce the cost of scrolls made by 700 (or what ever cost seems balanced) per lv of the skill you have learned.

Spell shop
There are only 4 spells. Bake them into spell shop and free up THREE ranks.

COMBAT SKILLS
Realistic approach
In keeping to the pardoner theme, I think the combat skills should be installations that cost money. In very basic terms pardoners are really just engineers that collect money for the church. They would later use said money to build infrastructure (roads) and buildings (hospitals).

How would it work? Well we have skills like: aukuras, all deiv statues, and capella. There is a more recent skill that fits better though and that is forgery (appraiser). It is an installation that does NOTHING if you don’t interact with it. This could replace indulgentia’s implementation but keep the functionality.

  • donation box (indulgentia)
    Set up a donation box. Players can interact with the donation box to spend money to cast (current) indulgentia.

This opens up the ability to support without the pardoner actually doing the supporting. If the pardoner is unable to activate it himself (stun, freeze, what ever status effect), someone else can activate it for him (at a silver cost).

  • donation box (healing)
    Set up a donation box. Players can interact with the donation box to spend money to cast (in coming) mass heal?

  • donation box (discerning evil)
    Set up a donation box. Players can interact with the donation box to spend money to cast (AoE) discerning evil.

Fantastical approach
In keeping ONLY to the money aspect of pardoners, we could borrow from the classic summoner from the final fantasy series and call them goddess favors. Call on the goddesses (not used by deivs) like Saule(sun) and Gabija(fire) to grant you favors. They would have to be BIG spells to warrant getting the attention of the goddesses. Naturally you can’t just have the goddesses appear for every pardoner so we only get kupoles to actually appear.

  • Saule(indulgentia)
    Burn/offer silver to summon a kupole under Saule to grant you the warmth of the sun. Cure lv2 ailments and deal damage to x allies/enemies.

  • Gabija (discerning evil)
    Burn/offer silver to summon a kupole under Gabija to grant you the power of fire. Place a burning debuff on all enemies and extend all debuff duration by x% of their base duration.

  • Jurate (decatose)
    Burn/offer silver to summon a kupole under Jurate to grant you the wrath of the sea. Deal ice (since no water property element) property damage to an area

  • Lada (oblation)
    Burn/offer silver to summon a kupole under Lada to grant you the gift of love. Heal all allies in an area.

To sum up, combat skills could be either donation boxes that anyone in the party can donate to for spells or kupole’s to act out favors from the goddesses.

2 Likes

It both is strenght and a weakness, it could be more effective if Pardoner itself had at least one scrollable skill (along with single buff shop).

I those interactions are reasonable, adding attributes when crafting might overload the system and also diminishes the value of classes itself (as it was the case with Barrier) and for the current pool doesn’t allow skill overlap.

This concept is brilliant, it does invades Diev territory but i think it can be done in a way both have their own value, heck even as a viable choice for Diev, the only issue is to implement it in a way it won’t feel clunky to use. The idea of praying for your favorite goddess is also pretty interesting, even if appied as a static buff.

I basically hate it because it’s too expensive rank wise. It’s 6 ranks. Chaplains only needed 4. I’m all for requiring classes for hidden classes like with chaplain since hidden classes only have 1 circle. If pardoner where a hidden class then I would be all for it (soft) requiring priest3 for spell shop alone. For example a hidden class requiring bokor1 + deiv1 that allows zombies to carry statues on their backs.

It’s hard for me to articulate. What I mean is “it’s ok to scroll aukuras without having the actual skill because the user wont have the attributes”. Based on what I’ve seen on how scrolls are used on non clerics, it would be a nightmare to try and fit attributes to scrolls. How would they even sell on the market.

For example: lv5 barrier scroll

  • used by paladin3 with lv5 barrier learned + attributes
    scroll simulates the lv5 barrier including attributes because the user has the attributes
  • used by anyone without lv5 barrier learned
    scroll simulates the lv5 barrier excluding attributes because the user doesn’t have the attributes

Being able to craft scrolls without requiring the classes does not break scrolls functionality wise. It does however open up scribe builds. In the case of barrier 5, you get 2 big areas that prevent entry (sometimes), divert damage to you, and reduces certain incoming damage if you have paladin3. If you don’t have paladin3 you get 1 small area that only prevents entry (sometimes).

In effect all it does is reduce the number of scribe alts you need to gain access to scrolls.

I really like these topics, you helped me to realize many issues regarding class design in the Cleric tree.

Regarding Pardoner, from what I see, there are three aspects that should be present in the class gameplay:

  • Acquire wealth with the Goddesses’ blessings
  • Acquire wealth with scroll crafting
  • Gain power through wealth

Although all three aspects are there, they’re all surrounded by the issues the class has.

The first one is related to the Buff Shop, which is also a problem for Priests. I could write an opinion about how Pardoner and Priest could be reworked, but I don’t think it’ll ever happen, so your suggestion is spot on: give diminishing effects for the buffs sold by Pardoners based on the buyer’s character Rank.

The second one is the scroll crafting. Like mentioned here, the two main problems are the cost of making high lvl scrolls and that many skills that can be put on scrolls are almost useless without their attributes. They need to change the scroll crafting cost formula and give Pardoner their own attributes to craft enhanced scrolls (buff scrolls with increased duration and skill scrolls with additional effects, e.g., barrier scroll with increased area, turn undead scroll with increased number of targets/increased instakill chance, etc.).

The third one concerns the class gimmicks, mainly Oblation, Indulgentia and Decatose. I agree that the skill should have additional effects. Remove the “cannot be used inside cities” restriction and turn it into a install skill like Squire’s Base Camp/Refreshment Table that the Pardoner can place beside their Buff Shop. Make buffs have 50% of their effectivity and 100% if the buyer puts something in the offering box, or buffs with increased duration after donating something. The interaction between Indulgentia and Oblation is quite good already and I think Decatose should be the same. Instead of SPR increasing the instakill chance, make it based on the amount of items in the offering box.

1 Like

This is an issue we had before when ET was only doable if you had Barrier, Paladins lost impact on it as their best skill as anyone could get it as cheap as 2k (even tho the main issue was that Barrier was scrollable in the first place), it was a bad way to solve it but it worked and we don’t want that back. Even now such strategy is possible with coordination (5 tiny barriers at a wall) and Barrier has MDef component it still has some (tiny) value.

I’m glad to hear that, this is the whole point on this series.

That’s both interesting and dangerous (also not sure if they can make it), it does open a window for those that want to invest further into skills but non-enhance attributes may provide too much power (as Barrier) and can diminish the classes that own the skill. It can be done, but it has to be carefully.

My problem with this is this would be a new set of skills just for the pardoner ON TOP of their current kit. The lack of attributes is really only a problem for those who don’t want to spend the ranks. Scrolls are pretty powerful for those that do spend the ranks for the associated skills in that they add 1OH.

So it’s either we get to freely craft scrolls without a build requirement or simony scrolls have to be a small set of new skills. In fact I wouldn’t mind if all simony scrolls were like dispeller scrolls that are auto consumed when something happens.

I think everything could be solved in a lot of ways. My concern is that they still didn’t choose a way to solve both scroll crafting and Spell Shop… Also we can mention Ecnhanter a bit too with its also horrible scroll crafting and its also horrible “buff shop”… I rly don’t know why they didn’t choose a way yet and fix them…

I think for Spell Shop I actually would like it if the buffs would apply twice/would stack with normal Priest buffs. The skills could be rebalanced for it. Pardoner buffs could go to the second row buffs and have a bit different color. Because there would be double sacrament already Last Rites rly could be changed to something else (bit referring to the Priest/Chaplain topic )

I actually think it would be okay if the Priest buffs would be the weaker ones in all ways. Because Priest is the lower rank class and also nerfing Pardoner buff shop to the ground would affect multihit builds too much… and also Priest can easily buy the buffs as anyone else so it wouldn’t suffer because of it imo.

I also want to add…what for some reason a lot of times is neglected… that we have character levels too not just ranks. I do think scaling built on character level could be more precise than ranks. But anyway I agree it would be better if lower level characters wouldn’t get the same buff as higher level ones…

Tbh back then when SPR scaling wasn’t a thing but we already felt the flat values on skills can’t last… i wanted them to make skills scale with character level… but instead they chose SPR… I don’t say that was a horrible decision but I would have enjoyed it more if they don’t restrict it to one stat…

I don’t want to go in depth of scroll making but with proper cost and restrictions I always thought they could actually let pardoner have 1 skill available from each cleric class instead of the random ■■■■ we have… I never understood ( same goes for spell shop tho ) how can this whole thing exist without a… system… Like there is no way to know what class you should choose ingame for skill scrolls… If there would be skills from every class mostly c1 I guess…then there would be a system…and ppl couldn’t just simply ■■■■ up the whole thing if they don’t know much about the game…

1 Like

As money-making is the focus of the Pardoner, why the heck is the Class a money-spending Class?

It uses up so much money on basically everything (scroll making, buff shop, Indulgentia, Decatose) and has little to no gain from Oblation. Pardoner in TOS reminds me a lot of Merchant/Blacksmith/Alchemist in RO,
requiring extra items to craft things, having a discount&overcharge mechanic (Oblation) and spend $$$ to whack enemies (Mammonite = ± Decatose; Mammonite has no CD time,though)

To tackle this problem, I suppose a few things changed wouldn’t be so bad.

First of all, Simony.
This skill should only use one scroll per skillevel, or at least provide several skill scrolls in return.

I’d change it the following way:

The level of the scrolled skill is no longer dependent on Simonys level, it will only depend on the original level the caster has.
Instead, Simony will now craft additional scrolls every 3 skillevels, so when using Simony level 16, you will always craft 6 scrolls at once.
This will greatly reduce the production costs per scroll when advancing into Pardoner even if you keep the base costs per skillevel the same.

E.g. you want to scroll Aukuras level 15. The cost will be the same (15 skill scrolls + 7500 silver),
the results will depend on the Pardoners Simony level;
level 1 Simony will produce 1 scroll, so the cost for this scroll will be 10500 silver.
level 7 Simony will produce 3 scrolls, so the cost per scroll will be 3500 silver. (achievable at Pardoner C1 with gem + Divine Might)
level 10 Simony will produce 4 scrolls, so the cost per scroll will be 2625 silver. (achievable at Pardoner C2)
level 16 Simony will produce 6 scrolls, so the cost per scroll will be 1750 silver (achievable with Pardoner C3 and either Divine Might or gem).

This would make Pardoner C1 still useful since it could craft up to 3 scrolls with investment, giving C2 just an edge over C1 with 1 additional scroll, but again offering C3 to have a huge boost with 2 additional scrolls with a small investment.

To make Pardoner C2 shine, I’d change the way Oblation works.

I’d give it two different uses, one for in-town donation and one for outside the towns.

First of all, in town, the in-town variation will be still a donation box, but feeding it items will result in a chance to get specific benefits like buffs, titles, etc. on chance when putting an item inside.
The item donated would be directly converted to silver and added onto the Pardoners silver balance.

The basic nature of the skill should be changed to provide an additional storage with +800 weight capacity per skill-level (so a maximum of 8000 weight at level 10) that can be placed in the field to autoloot every item available for looting for the Pardoner on the screen[the items would first go into the Oblation and only once it’s full, into the Pardoners equipment).

The Oblation should be accessible via extra icon, similar to how Necronomicon works, and allow free item extraction, but not allow putting items into it.

With Oblation placed on the field, the Pardoners chance to loot items&silver should increase in its effective radius, and provide additional damage (+15% per skillevel of Oblation) to Indulgentia and Decatose.

That way Pardoner would certainly become a money-making Class with 3 build options to make money:

Offensive (with Oblation, Decatose and Indulgentia)
Active (scroll-making via Simony)
Passive (Buff Shop in town)

By the way, I’d also change Indulgentia into a DoT-debuff(dealing its damage per hit every second for 10 seconds) and add a bleeding attribute to Decatose, so you can have in-Class synergy with Discerning Evil.

1 Like