Tree of Savior Forum

EXP Rates explained

That’s true, I do wonder if there were more NPC’s with repeatable quests, but I was sure I spoke to everyone I could find. Maybe they were disabled also to prevent people from getting to far? Or perhaps just really well hidden lol.

i looked everywhere for every npc i could find to do quests as much as I could. I still needed around 16 hours around lv 70 and the only reason for that was lack of grinding places/channels , place had too many players.

Yeah, they apparently had a dynamic channel system where it would add more channels when needed but it certainly didn’t feel like it most of the time. I guess cause even though there may not have been many people on the map, the 10-20 who were, were all in the same place xD

Another issue for me is the level range here. Let me explain. The game has 600 levels right? Every 15 or so levels you change grind spots. What happens if your friends can’t keep up with you? You basically leave them behind. The punishment for farming higher level mobs is just too heavy. That should decrease if you are in a party, but somehow doesnt.

So yeah I like the rates, I dislike the punishment for killing higher level mobs and the lack of places/channels to grind better.

There’s just a lot missing… I’m so glad it’s in cbt…

Hahaha. Sure I can choose to level on Vubble mages until lvl 40 but that doesn’t make argument any less true.

The argument isn’t even about Panto Archers. The fact stand that you will run out of Exp card around lvl 30, and by the time you reach Tenet Garden, you will have no choice but to either grind a low level mob, Tenet Garden, Chapel B1 or Chapel F1.

This might seem like having multiple grind areas, but understand that they are all on the same map progression and are not meaningful progression options. For example you can’t quest your way out of it, or spend time farming silvers instead (best silver is still Panto Archers), or spend time farming gear instead (Tenet Garden dropped most level appropriate gear), or choose a fast Exp spot (that’s Tenet Garden Panto Archers), or Choose a spot best for mages (That’s still Tenet Garden), or choose a good party leveling spot (That’s chapel B1 but it’s the next door map). I hope being this elaborate helps you see the problem of linear progression with limited options.

Imagine if RO1 had only Payon dungeon 1 for lvl 1-10, Payon dungeon 2 for level 11-20, Payon dungeon 3 for lvl 20-30, and no other maps available for grinding because wolves is lvl for lvl 80+, Ant hell is for lvl 90+ etc. Sure you can stay at Payon Dungeon 1 until lvl 15 to finish you set and then go straight to Payon Dungeon 3, but seriously don’t tell that me that that’s a meaningful progression option.


Look at what @maruthontour just said. She is yet another proof to my argument that most people aren’t really annoyed by the exp rate, it’s the limited choice of progression that is frustrating.

Nope, still don’t see it.

You said ‘no choice’ then list 3 maps + there’s still option of farming lower level mobs, how is that having ‘limited options’?
Sure the maps are next to each other, but that just reduce the amount of time you waste if you decide to change farming spot isn’t it?
Also, this might blow your mind, but some of the really strong gear is NOT from Tenet Garden.
For example, a necklace with +5 physical attack drops from Chupacabra, +5 magic one from one of the monsters next to Miner’s Village. (and Chupacabra skin can be used to craft a lv 40 leather piece)
For leather user, Cafrisun set is quite strong and that drops from a monster that doesn’t spawn in Garden.
Or how about http://www.tosbase.com/database/items/122102/, also NOT from garden.
You want wizard stuffs?
http://www.tosbase.com/database/items/272101/
http://www.tosbase.com/database/items/142102/
http://www.tosbase.com/database/items/142101/
http://www.tosbase.com/database/items/582103/

And to my knowledge, early level of RO you’re more or less limited based on your class.
Mage/Archer? Go shoot immobile monsters until you have enough stat to actually kill something else.
And in those maps, chances are you won’t see Merchant/Acolyte or most other melees, because those immobile monsters may be easy target for range, but they’re quite strong if you’re in its attack range.
How many areas can a solo Priest-to-be Acolyte go for level? Probably just ONE, Payon 1F

[Edit x2: Don’t even get me started how 1 map for each recommended level range is not limited]


These are all in Tenent Garden. The Pyrlight Pendant is from Desmodus, I’m not entirely sure where it spawns.

[Edit: I double checked on Panto Wizard and now I’m not sure where they spawn, but Ice rod is in Tenet Garden. Regardless the argument still stand that they are all within the same map progression, i.e. Payon Dungeon 1 to Payon Dungeon 4]

[Edit x3: Also I just checked the level of Panto Wizard, it’s lvl 29!! :scream: Are you suggesting me to go back to 10 levels lower (where there will be exp penalty) to level?]

Start making sense or you have just proven unworthy of my time.

Which ones? I haven’t tried any of the more current ones to be honest, but most of the older ones i tried made me give up on trying new ones lol. I don’t really want to be rushed to cap, i just don’t want to spend a year playing a game and not being able to see the end-game stuff like pvp.

They better remove the penalty for fighting monsters much higher level than us and leave us the option of using our own skills to make faster procession. It wouldn’t be grindy or at least not boring grinding if I have to constantly be in the thrill of getting killed and always have to use my skills as effective as possible for rewards. Also personally I always think it’s not good just multiply the EXP but changing how much the EXP will drop from some monsters because EXP from some are fine but some are too bad.

I wanted to make a feedback thread for this but too lazy.

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Except ToS is probably gonna take a long time to reach lvl 600 in its development; and ToS will likely not have meaningful endgame until much later (like early RO1).

That’s simply not true, there was also payon 2 and later on 3, Orc dungeon, Amatsu dungeon and way back then Glast heim churchyard was a very popular aco party spot before it got nerfed due to crusaders grinding way too fast there with grand cross

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Definitely not one as fecono said. You believe it or not, when there are many people killing Anubis, I go heal bomb them then tele and wait for someone to finish the job, results in leveling pretty decent with this awesome thrill of always in fear of getting killed if I make even a small mistake. This is what I call having fun!

Now in ToS, even with party people are still forced to grind the same places as they do when solo or places just harder a little (because of the penalty and scaling of EXP from mobs).

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Do you know exactly what the penalty was? It felt like they were given some huge buff to defense but i didn’t check if their exp rates were penalized too. Also, we should be rewarded for fighting higher level monsters, not punished!

I don’t care too much how long it takes to reach 600 or how grindy it becomes when i’m close to max level (in RO i had no problem with it becoming very grindy from 90-99), but if i play a game for a year i’d like to at least be able to try some of the end-game content and not be stuck grinding in the low level areas still.

People should stop extrapolating CBT to Release and taking things out of context.

Is the EXP rate on iCBT acceptable for its available content of ~lvl 80? I think most would say yes.

Assuming imc is going to use the same EXP rate on a release version is simply absurd.

The penalization of fighting high level mobs all though a little annoying did infact have it’s reasons. It was there to stop people from boosting characters. Without it there is nothing stopping a lvl 600 chracter from taking a lvl 1 newbie into a lvl 600 area and boosting him to god knows what.

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Initially I wanted to add this to my Feedback, but I also saw the boosting problem that RO1 had. I haven’t been able to figure out a solution to this yet.

I really don’t think there is one except this exact solution every other method I can think of would only limit the player further than this pre-existing method. Sure you could argue about them raising it slightly to +10 above your level but you have to remember that for every increase to make it easier for you it also makes it easier for people to boost characters. The developers made an important decision to implement this to keep this from happening and they felt as though +5 was the right choice. I’ll trust in them but I won’t rule out possible future tweaking of the number.

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There is a reduction in EXP but I don’t know exactly how much, some said it starts at +5 level but I also am not sure about this. About damage, no matter what I do the damage I deal is always 1 to monsters much higher level than me (I tried with monsters +40 level) unless in case of bug, this was a big disappointment. Also doing overkill will give you 2x the EXP, this pushes players even more from fighting stronger monsters because they can just mob and do overkill on the lower level ones, much easier while more reward.

Many have been comparing the grind of ToS to that of RO and say that ToS must have hardcore grind because RO had but they forget that in RO reward is always there if you can somehow defeat monsters much stronger and that was the fun (pre-renewal of course). One can choose to DS Stings all day for mindless grind or they can choose to go seek thrill in bio3 with a party, both have what they want. I wish it was the same in ToS.

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In the end it could even just be a design decision. Maybe they want to keep you in your pre-decided grinding groups as they feel that it’s best for the player to do so? But in the end I think the point about level boosting really makes sense in this example aswell, though I don’t like to bring up the same point twice I do think alot comes down to exactly this.