Tree of Savior Forum

đź“ś Hidden Mechanics List

This is blowing up! Thanks so far contributors.

I can see this list getting huge so I’m trying a few different formats for the first post to future proof it before I update it. I don’t want it to be overwhelming once it gets big.

I wish there were more options with the forum BBCode, heh.

This is fairly known to all Sadhu players, but for people just jumping into this class - Out of Body gets a massive damage bonus when your spirit walks through a ground buff cell (Cure, Monstrance, Zaibas, etc.)

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Updated the first post with the rest of the contributions, a new introductory paragraph, thread title, etc.

Found something I haven’t seen mentioned -anywhere- else, at all.

Optional Attributes (the ones you can turn on and off) influence the SP cost or cooldowns (or both) of the skills they are for.

“Full Draw : Defense Decrease” increases SP cost from 12 -> 17 SP
“Full Draw : Knockback Increase” increases SP cost from 12 -> 15 SP
“Swift Step : Critical” increases SP cost from 11 -> 16 SP and cooldown from 36 -> 41s
“Multishot : Critical” increases SP cost from 37 -> 42 SP
“Multishot : Quick Charge” increases cooldown from 14 -> 17s
“Oblique Shot : Slow” increases SP cost from 10 -> 15 SP
“Kneeling Shot : Critical” increases SP cost from 19 -> 24 SP

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Nice find, hadn’t noticed that before.

Certainly explains why the priest increased duration attributes are so misleading. (they increase cool down as well, still leaving a gap in said buffs uptime.)

Monstrance, “duration” increases cooldown from 23s to 27s.
Revive, “duration” increases cooldown from 2m to 2m15s.
Sacrament, “Dark Property Resistance” increases sp from 32 to 35. (skill lvl 1)
Blessing, “Additional Buff” increases sp from 66 to 76. (skill lvl 10)

Heal, “Creating extra” increases cooldown from 22s to 25s.
Heal, “Remove damage”, increases sp from 24 to 27.
Deprotection Zone, “Retention Time” increases sp from 30s to 35s.
Deprotected Zone, “Sword attack” increases sp from 29 to 35.
Safety Zone, “Range Increase” decreases sp from 36 to 30.

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In my opinion this topic should be pinned. This is a great source of knowledge if IMC intends to get the skill descriptions improved before the release of the game. Nice initiative, indeed.

@EternalDream @Wurmheart It seems the tosbase database actually lists these effects from attributes on the right side of each table (example). I’ll include this information in the General section of the list.

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Looks like you’re right. Welp, they still don’t mention it ingame at all though, so it’s best to include a reference to it in the topic.

Indeed. I put it right at the top. Thank you and @Wurmheart for sharing this though-- I was editing them in then realized that tosbase had it half way through, hahaha.

@Insomm @Anarth Thanks guys. I don’t think a lot of this information will get listed in the game (their tooltip UI is too simplistic with big fonts and etc.) though.

For Swordsman:
Normal attacks can be cancelled with movement just like archer’s Moving Shot resulting in free attack speed bonus. Two-handed swords are the easiest to use this, other weapons may be a bit unstable.
Like this:

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I dont know if it is important but for Swordsman:

Peltasta’s Guardian skill says that “it cannot be used with Gung Ho” this isnt true, you can use it but it overrides Gung Ho (and vice versa).

I wanna add something here:

Peltasta

  • When you use Swashbuckling skill without a shield, your game crashes.
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Well, I feel like that’d be an important one to be on the Bug Report forum :stuck_out_tongue:

Swordsman Skill Concentrate gives extra damage on every hit (damage and number of amplified hits depend on skill level and upgrade) ignores enemies armor(when beeing blocked it doesnt deal damage). When fighting against a boss my sword damage varies depending on what level the boss is, while Concentrate always deals the same amount of damage. People underestimate concentrate, i try to increase it as much as possible i do already nearly +100 Damage with it. And it gives a peltaster tank the possibility to deal damage in normal melee, without having to add attributpoints in str.

Highlander:

If you use the attribute Remove Knockback for Cartar Stroke, it will hit at a maximum of 4 hits regardless of what type of enemy you encounter (boss or normal ones). When you have it on and you hit a boss for instance, you will only get 4 hits max. So it’s safe to say that have it off when fighting bosses to deal more than 4 hits (more damage) and have it on when fighting normal mobs for more hits.

It is true, the text is correct, one skill overrides the other.
They can’t be used at the same time.

Would just like to give you props for the topic once again. Coming together very nicely, love the formatting of the list :smile:

Cleric:

  • Deprotected Zone: defense reduction is only applied while monsters are inside the area.

Krivis:

  • Aukuras: has a pseudo-taunt mechanic, where monsters aggro once torch is placed (probably due to the AoE acc debuff).

Paladin:

  • Restoration: increases healing received from other sources.

Auras of any kind, like paladin restoration and krivis aukuras (level 3 attribute) give the same bonus damage as ground tile effects do for sadhu

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Thanks for the contributions all. I should have them added to the list tonight or in the morning.

Fireball: Flame Debuff increases fireball cd to 23s from 15. Increases SP cost too
Icebolt: Chance of Freeze increases SP cost by a small amount