Reverie New Savior Guide
I see a lot of players getting into Tree of Savior for the first time or returning after a hiatus that began as early as the first beta.
We recognize a responsibility to help these players and wanted to put forth more effort into doing that. As part of this mission we hosted a Q+A event to address some of the frequent questions/concerns everyone had and others will surely have in the future.
Detailed below is an index for each section of this guide.
Token + Tips
-Outer Wall Sewers
-Drakonas Moringponia and Karaliene Accessories
Episode 12 Content
Token - The difference between TP Tokens and Event Tokens
Tokens are akin to a subscription. They offer a variety of bonuses for 30 days including increased exp rates and freedom from trade restrictions. Tokens further reduce market tax, increase the number of items you can list on the market, and a few other perks. One token will cover your entire team and all of its characters. Using multiple tokens will only stack the duration of the benefits.
I cannot stress enough how beneficial this item is. If you think/know Tree of Savior is for you, I highly encourage you to drop money on TP (cash shop currency) to buy a token or otherwise save your silver until you can afford to purchase one. It is priority one. For any questions about acquiring TP refer to the TP Shop page.
Trade Restrictions and You
Event Tokens (3Days / 7Days etc) do not remove 1:1 trading restrictions.
Tokens (Real ones purchased with TP or from the market) remove 1:1 trading restrictions
Pay attention to the top of the trade window when loaning or gifting items. Items traded between players with no true token or where only one party has a valid token will result in character bound items. These cannot be traded between your team or to other players ever again.
Each item has this sort of graphic with it. This tells us about the Tradeability of the item. If the rectangle is highlighted, that form of trade is available; If it is grayed out, it can no longer be traded in that fashion.
In the above example we are looking at a piece of equipment with 0 potential. We’ll go more in depth on the potential system(see enhancement section) but it is important to know that 0 potential removes personal and market tradability on items.
| Shop | Can sell item to NPC shops |
| Personal | Can trade directly with another player |
| Market | Can list the item for sale on the market |
| Team Storage | Can store item in team storage for all your characters |
- Player made SP potions have a separate cooldown from store bought potions
- Parties can be linked in chat using ‘Insert Party Invite Tag’ from the party menu (F6).
- Parties can likewise be joined by clicking the party tag displayed in chat
- Items can be linked with ctrl+mouse1
- Location can be linked the same way while chat is open
- You can view a player’s gear/classes with ‘/memberinfo PlayerName’ in normal chat
- Checking Weekly Boss Records (F10) can give you names/builds to research
- ‘!! Followed by your message’ will display a message above your head.
Stalking people is encouraged. View character information of everyone you see who intrigues you. You can also view their gear+classes with “/memberinfo PlayerName”. A surprising amount can be learned about classes doing this; what stats do they like, which skills do they use, which weapons work for those classes?
When picking classes it is important to select classes that can utilize the same weapons, play off each other, or have skills that amplify the effects of each other.The ToS Guru Skill Simulator allows you to play around with builds and skill point allocation. We can narrow down what classes to consider by understanding some basic differences in physical vs magical users.
Worth noting at the time of writing (5/26/20) current patch PVE/DPS meta favors 2h builds.
For my money the big decision when creating a physical attacker is knowing what weapon you want to use as it makes your options clear. The swordsman section will largely apply for Archer/Scout. Please continue reading if you have an interest in one of those base classes.
Swordsman tend to separate themselves based on their weapon selection (as do other physical attackers). Take a skill from any class (the dragoon class for our example) and see what we can take from it and use moving forward.
Take a look at the fancy icons on a few skills and break them down.
This particular skill can be used with the following:
- 1H Spear/2H Spear
- While Mounted
- With a Shield/Dagger
If we take a class with skills looking like this, we can narrow down our next choices. We’ve selected to be a spear user. While their may be neutral classes we can take that don’t require a specific weapon, we know for sure that we can reliably select other classes in the same vein based on our weapon.
Looking through the other classes in the Swordman branch we can see:
| Spear Specific Classes | Hoplite | Cataphract | Lancer | Retiarius | |
| Neutral Classes | Rodelero | Murmillo | Peltasta | Highlander | Barbarian |
While a spear specific class might seem like the obvious choice to select next, it is not always the best option and certainly not the only option. In any event we’re down to 9 out of 16 classes to look at. If you have been leaning on 2-handed spears, now is the time to eliminate Peltasta, Murmillo, and Rodelero reducing you to 6 classes. If you want the mobility of a mounted class you can remove Retiarius, Highlander, and Barbarian leaving you with 3 classes.
Archer follows a very similar formula to swordsman. Sometimes you can pick a class and see an immediate path. If you know you want to be a Musketeer(or want to use a Musket), you can eliminate Quarrel Shooter, Cannoneer, Mergen, Fletcher, Arbalester, and Ranger bringing you down to 6 out of 12 classes to look at. Archer’s are specialists with a variety of weapon types that leave many of them taking support classes like Falconer and Pied Piper.
Scouts mostly use daggers/pistols. Much like the swordsman (spear user) example above, you can narrow down your choices by finding the classes that use the weapon you prefer.
Wizard is home to some of the greatest support in the game with classes like Alchemist, and Sage, as well as unique summoning classes and the expected lot of elemental types.
Magic users do not break down nicely by weapon choice, instead putting a higher emphasis on functionality/synergy. The right question for starting a wizard is understanding what play style you enjoy. For more detailed information on all things wizard please see the brilliant write up by icyruios.
- Fire - DPS
- Pyromancer + (Pick 2 of) Taoist/Elementalist/Onmyoji
- Ice - CC/PVP
- Cryomancer + (Pick 2 of) Taoist/Elementalist/Onmyoji/Psychokino
- Earth - DPS
- Terramancer + (Pick 2 of) Elementalist/Onmyoji/Psychokino
- Dark - DPS
Summoner - DPS
Alchemist, RuneCaster, Chronomancer, Bokor, and Sage are not ones I feel comfortable advising on. Again I recommend icyruios’ guide or reaching out to an someone who mains a class you like.
Clerics in Tree of savior stand apart from their contemporaries in that they are not relegated to a support role. While Clerics certainly offer unbelievable utility in healing, resurrection, and barrier, they can also compete with the best DPS from other classes.
More so than Wizard before it, Cleric demands you to have a play style in mind before selecting classes. Locking yourself into full support is certainly an option but not necessary to find parties or retain relevancy. Clerics are unique in that they offer physical/magical DPS along side their more traditional support classes (and with class changing you can level your support cleric as a DPS and change it to a healer later).
- Chaplain/Plague Doctor/Kabbalist/Miko/Exorcist/Sadhu/Crusader/Druid
This breakdown is super underwhelming but Cleric isn’t as simple as stacking Physical or Magical classes. Instead I will push the work off to Wurmheart who outlines the strengths/weaknesses of each in this thread and recommends builds accordingly.
Attributes and Arts
Attributes improve damage of skills or otherwise change the way they function. You can spend or extract attribute points in the skill menu (F3). When spending attribute points it might be wise to focus on a few of your highest DPS skills and balance them until their Enhance Attributes are level 70 or so rather than focusing all points in a single skill. I’d also highly encourage you to spend points on attributes that change how skills works before attributes that increase damage.
Dragon Soar: Ascension is a prime example of an attribute that changes skill function, doubling the number of hits of the Dragon Soar skill from 5 to 10 effectively doubling its damage!
Attribute points can be collected by:
- Attending two guild raids
- Completing quests (F5 Episode list)
- Seasonal Events
- Leticia Cubes
Arts are effectively more elaborate attributes and must be crafted. Collecting mystic tome pages allows players to visit their class master and exchange Mystic Tome Page x2 and Blessed Gems x5 for Mystic Tomes which can be further exchanged with your class master to select an art.
Enhancement Arts can be leveled to 20 while each classes unique art that changes fundamental parts of a skill’s use max at level 1. The skill changing arts can be toggled on/off similar to their attribute counterparts.
Several player shops are available to facilitate a smoother leveling experience. None of these are necessary but the more readily available ones seem silly to go without.
Offers a number of buffs to boost damage and defence
Offers a small attack bonus to your weapon/trinket for one hour
Allows you to repair equipment beyond its normal durability
Both maintenance and repair shops can have the ‘mastery’ arts offering a substantial dps/critical bonus, or physical/magical damage reduction that you should take whenever possible. This is applied automatically when repairing or maintenancing your weapon at these shops.
Base Camp + Table are set up by Squires and shared between party members but can also be left open for all of your guild members to enjoy! The AoE Attack Ratio buffing food is enough to justify it in your leveling but the increase HP/SP and Regen should not be overlooked.
While not a necessity, Exp Tomes can greatly influence leveling speed when grinding mobs. These items are available in the TP Shop but can also be obtain from different events.
Exp tomes last for 60 minutes of in-game time, only effect the character they are used on, and only grant additional exp from monsters. Thankfully this timer does not decrease in town maps. With this knowledge we can abuse Challenge Mode and Dungeons (see below) to maximize the potential exp of a single tome.
Challenge Mode can be accessed by killing a purple mob on a map level 100 or higher once a day. Doing so will open a Challenge Mode portal for 10 minutes.
Challenge mode offers wave after wave of increasing mob density/difficulty with a boss at the end. Clearing these in parties with XP tomes active will yield remarkably quicker leveling than standard grinding.
All experience and items obtained will be issued upon completing or ending the CM. Failure to complete a CM stage in the allotted time or dying will not consume your daily CM entry.
Players are also encouraged to complete 3 dungeon runs daily. Daily dungeons can be accessed from the Sentinel Rian NPC in the North Easter corner of Klaipedia. Dungeon queue times for anything below the 400 dungeon can be lengthy and might be best done with your guild or shouted for.
With the use of Dungeon Multiplier Tokens and Instance One Entry Vouchers it is possible to receive upwards of 30 dungeons worth of Exp in one hour (a single Exp Tome).
Revelation Quests are the main story lines for each area of Tree of Savior and offer the best leveling option. Following these will take you through a number of maps and award substantially more experience and silver than ever before. With the introduction of Episode 12 there are also a crazy amount of attribute rewards to be claimed (F5 - note: this is once per team). You will need all revelations complete to unlock your legend card slot anyway so it is recommended to complete all of these while leveling. While these quests end just shy of 390 there are quest lines for Episode 11 and 12 that are not ‘revelations’ but are worth your time!
[lvl 21][Crystal Mines 3F] ~ Mysterious Slate(1) ~ Questline starts at Klaipeda
[lvl 48][Tenet Church 2F] ~ The Hidden Sanctum’s Revelation(1) ~ Requires Crystal Mines revelation to start
[lvl 64][Kvailas Forest] ~ To Goddess Saule ~ Requires Crystal Mines and Tenet Church revelations to start
[lvl 94][Royal Mausoleum 5F] ~ The King of the Great Humans ~ Questline starts at Rukas Plateau
[lvl 100][Seir Rainforest] ~ The Goddess’ Hidden Message ~ Questline starts at Bellai Rainforest
[lvl 126][Mage Tower 5F] ~ Goddess Gabija ~ Questline starts at Fedimian
[lvl 145][Grand Corridor] ~ The Bishop’s Last Mission(2) ~ Questline Starts at Main Building
[lvl 272][Investigation Room] ~ The Revelation of Kalejimas ~ Questline starts at Kalejimas
[lvl 347][Valandis Room 91] ~ The Clown from the Closing Show ~ Questline starts at Nobreer Forest
[lvl 386][Astral Tower 21F] ~ The Final Battle(7) ~ Questline starts at Barynwell 84 Waters
PaleMoon’s guide is a fantastic resource you can rely on for best results.
Tree of Savior is nothing if not a gear based game.
In order to contribute in parties and level at a practical rate, it its imperative that you keep your gear up to date! But… what should you look for in equipment?
During the leveling process you can start your early game with Kedoran Alliance Support Items. These are claimed from the Wings of Vaivora NPC in each town. At level 400 it is time to start familiarizing yourself with the nuances of gear in Tree of Savior.
| Magic | Berthas | Primus | Legendary |
| | (Rare) | (Unique) | |
Here we can see a comparison between different grades of equipment. The first three chest pieces are the Basticle Plate Armor (level 350). A set of armor that drops as unidentified gear and is given random stats upon identification. The last piece is a Velcoffer Plate (level 360); a crafted reward from the Legendary Velcoffer Raid. While these armor pieces are only separated by 10 levels (and 0 in the case of the Basticle Plates) we can see a substantial increase in defence as the rarity increases. This applies to the attack of weapons in the same way. While leveling, weapons are your priority. Keeping a weapon of the highest grade and level will secure you better damage.
Crafted/Identified + Lines
“Lines” are another factor to consider when choosing a weapon. Lines are what we call the stats on any piece of gear. Crafted items have predetermined lines while identified gear is randomly assigned lines.
So here we can see a Fixed Stat Staff (left) and an unidentified/Random Stat Staff (right). We can determined which is which by the presentation of the lines on each. Crafted items have their lines listed with hyphens while identified gear has colored lines.
- Colored Lines
- Green lines are base stats (str/con/int/spr/dex)
- Purple line are support stats (accuracy/block/evasion/critical rate)
- Red lines (weapon only) are attack stats (physical attack, property damage)
- Blue lines (armor only) are defensive stats (magical defence, property resistance)
- 1-Handed weapons, shields, and armor generate 1-4 random lines
- 2-Handed weapons generate 1-6 random lines
- Trinkets generate 1-2 lines
- The max roll(value of each line) is limited by what level of gear and type of equipment it is on and the grade of equipment (More on this in post 3 where I cover Dysnai Ichoring).
So what are better lines? For the sake of this guide we’ll focus on desirable lines found on unidentified gear and crafted items while avoiding special effects and set effects.
- Green Lines (Con + Str/Int/Dex/Spr)
- AoE Attack Ratio
- Purple Lines (Critical Rate, Accuracy, Block, Evasion)
- Red Lines (Race, Armor-type, Medium Size have niche Weekly Boss and PVP use)
- Blue Lines (Critical Resistance for niche PVP use)
Con is a great stat for every class. A secondary or even tertiary green line are dependent on class. Red and Blue lines tend to underwhelm as the values offered have not kept up with the raw damage found on equipment in rebuild.
Unidentified items can be identified either at the Blacksmith NPC of each town or player owned Appraiser shops. Higher level appraisers are more likely to produce a higher number of lines with higher values.
Its important to know that most identified gear is garbage. Prior to 430 gear it is only worth identifying primus items or items that are potential upgrades for you. 430 gear (Dysnai) will be covered in the 3rd post of this guide.
Dismantling and Re-identification
All of the magic items and leftover junk can be dismantled (at Blacksmith NPC) or used to level gems, giving Exp equivalent to the level of the item. Dismantling will result in nucle powder (sierra for primus items) which can be used to re-identify items at the Blacksmith. Re-identification will retain the color of the lines but change the stat and value of the line.
- 37 Con -> 25 Str
- 12 Accuracy -> 22 SP Recovery
Dismantling berthas, primus, and legendary items has a chance of giving an Enchant Jewel (100% chance when dismantling Dysnai equipment). Legendary equipment can only be dismantled at the Alchemist NPC in Miner’s Village (requires completion of quests in the area).
Refining gear can be done by using anvils on your equipment to increase its attack/defence value at the cost of silver. This is a luck based system but will have some impact on how strong your equipment can be (please complete reading this and the socketing sections of this guide before enhancing anything).
- Each successful refine increases the equipment enhancement level by 1.
- Refinement is safe to +5 and capped at +40
- Each refinement level has a decreasing success rate until +9 (+8 for armor as armor starts with 10% lower success rate) where the chance caps at 51.2%
- Failures result in a decrease of 1 enhancement level and 1 potential
- Items with 0 potential cannot be traded or listed on market
- Failing a refine on equipment with 0 potential will destroy the equipment*
- Attack/Defence bonuses are given for enhancement levels of 6, 11, 16, and 21
- Weapons/Shields at +15 begin to shine and gain a gradually increasing red hue with each enhance
*Using golden and ruby anvils prevents destruction on failure while at 0 potential
Given the random nature of enhancement it is often the gatekeeper to a weapon’s life. For high level players heading into end game, weapons below +11 or sometimes even +16 are seen as unfit for PvP and higher competition areas. With the advent of Ruby Anvils +16 is a reasonably obtainable goal for all players. Do not get discouraged as most equipment will not hit +16 without use of golden and ruby anvils.
- Anvil - loses level and potential on failure
- Silver Anvil - loses level and potential on failure but is free to use
- Gold Anvil - can only be used on 0 potential equipment. Failure results in a loss of enhancement level but does not destroy the equipment. Failures above +11 drop the equipment to 10 (12 fail -> 10). Equipment enhanced with golden anvils can fall below 10.
- Ruby Anvil - Functions the same as a golden anvil except failures above 10 only result in a loss of 1 enhancement level to 15 (20 fail -> 15). Equipment enhanced with rubies can fall below 15.
- Diamond Anvil - does not lose enhancement level on failure but does decrease potential by 1. These are rare event and TP package only now (formerly available in Leticia Cubes). Failing an enhancement with 0 potential using a diamond anvil will destroy the equipment.
- Anvil to 16 and if you have potential and diamonds handy consider reaching for +21
If you fail to +16 with normal anvils your best strategy is:
- 12- Golden Anvils (Switch to ruby at +13)
- 13+ Ruby Anvils (no higher than +16)
Using Blessed Gems, players can transcend their equipment up to ten times, adding 10% of its base attack/defence to the equipment with each transcendence (not factoring enhancement). This can be done at Blacksmith NPCs in each town.
This example showcases a +11 Velcoffer Pistol with Stage 5 Transcendence. This weapon has gained approximately 2300 Attack from the transcendence and 1115 Attack from the refinement.
Socketing gear is the process of adding sockets to equipment at the Blacksmith NPC. Opening a socket reduces equipment’s potential by 1 while offering a space for a gem. Golden Sockets from Leticia Cubes, Events, and Unique Raids, can be used at 0 potential to open sockets in equipment. Keep this in mind when you enhance gear as it might make sense to add sockets and switch to golden/ruby anvils!
Gems come in a variety of color and offer different stats or skills. While colored gems can be leveled by sitting down to access the gem enhancement menu, skill gems are locked at level one and increase a set skill by a single level.
In this example you can see we’ve opened 2/2 sockets and placed two gems inside, each giving a skill level increase. You may only increase a skill level by 1 with a gem so adding a second Guardian Skill Lvl + 1 gem (in this example) would be a waste.
Color Gems come with a positive and negative stat. The Negative stat can be removed with Player Gem Roasting shops in town.
| | Color Gem | Skill Gem |
| Can be leveled | Yes | No |
| Upon removing | Level - 1 | Destroyed |
| Requires Roasting | Yes | No |
| Multiple Stack | Yes | No |
| On Death | Dropped | Dropped |
Enchanting gear requires enchant jewels obtained from dismantling gear. These jewels may only be used on equipment with a level equal to or below theirs. Jewels are consumable and offer a random Enchant line with a random value. Higher grade jewels have a higher chance of granting a higher value enchant. Below is a list of enchants and their maximum values.
Fret not if you receive a poor roll. You can enchant again and again, replacing the previous enchant. Alternatively you can add enchants to basic gear of the same level you intend to wear and transfer the enchant through the Alchemist Master NPC in town. Enchants can only be transfered between gear of equal market trade restriction (you can’t transfer from 0 potential items to items with potential for example).
- Do not stack. Multiple of the same line will only grant you the enchant with the highest value
- Can’t be transferred from higher level gear to lower level gear
- Transferring enchants from lower to higher level gear can be done for a ludicrous price
Awakening, much like enchants, offer an additional line on your equipment. Requiring a Premium Awakening Stone + Abrasive and use of a player’s Awakening shop, awakenings offer the smallest return on investment for maximizing your gear. The values offered are generally low but worthwhile if you have some stones from Fishing or Events.
- Transferring awakenings has the same restrictions as enchants.
- Max values vary by equipment type (1h/2h/trinket)
- Weapon/Armor roll different awakenings (attack only appears on weapons for example)
Ichoring is the end game system for applying stats to legend gear by extracting the stats from other equipment. This is the gatekeeper to the end game and becomes vitally important by the time you reach level 400. Here I’ve linked details on the ichor system. I will share my own thoughts on ichoring as it applies to the current patch in the 3rd post of this guide.
It is possible to change an item’s physical appearance using the Blacksmith NPCs in town. You insert the weapon you want to use and then add a weapon you’d like to use as the appearance. This process costs 1 potential and a lot of silver. The lost potential and silver cost can be mitigated by using a Weapon Appearance Material from the TP shop (can also be purchased from another player on the market) or using a Weapon Appearance Skin (equipment from Goddess Blessed Cube from the TP shop).