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* DamageSpongeBoss: Dungeon bosses, mercenary mission bosses, and all other bosses that aren't part of some quest have absurd amounts of health, making it absolutely necessary to have a party if you want to kill them in a reasonable length of time.

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* DamageSpongeBoss: Dungeon bosses, bosses have about ten times the health of a boss at that level, as do mercenary mission bosses, bosses. Field and all other world bosses that aren't part of some quest have absurd amounts of health, are even worse, with health in the millions, making it absolutely necessary to have a party if you want to kill them in a reasonable length of time.


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* HeadlessHorseman: The Dullahan is a headless ghost on a horse wearing heavy armor. It serves as the world boss of the Roxona Recontruction Agency. Very tough to kill, but it holds a part to one of the game's best armor sets.
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* DynamicDifficulty: Instanced missions at the Mercenary Post are scaled to the highest-leveled player in the group, though players need to be at least level 100 to access them in the first place.
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* HubLevel: Klaipeda and Orsha, the two starting towns, have nearly everything the player needs. You'll be heading back often to offload gear, train skills, and so forth.

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* HubLevel: Klaipeda and Orsha, the two starting towns, have nearly everything the player needs. You'll be heading back often to offload gear, train skills, and so forth. Fedimian serves as a third later in the game, though it lacks some of the features of the first two.
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* WarpWhistle: In several varieties:
** The Statue of Goddess Vakarine allows you to warp between any similar statue so long as you've previous visited it. It costs a small amount of silver relative to the distance traveled.
** Warp Scrolls purchased with TP act as a portable Statue of Goddess Vakarine, but also leave a single-use return warp point in the area you teleport from that costs no silver to use.
** Item Merchants sell warp scrolls that allow instant teleportation to one of the three main towns, depending on the scroll. These do not leave a return point, but they're significantly cheaper and bypass the need to pick a location, allowing them to be used as an escape method in a pinch. Fedimian scrolls are only sold in Fedimian, preventing the player from jumping to the game's halfway point before they're ready, but the other two are sold at the start so the player can move between the two halves of the map for questing.
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* AlwaysAccurateAttack: Any ranged attack (arrows, magic, etc.) that only requires a target cannot miss, though they can be dodged or blocked depending on the abilities of the target. This can be particularly annoying for players, as enemies can hit you from any distance if they cue the attack while you're still in range.
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** Equipment also has an Item Potential gauge--this refers to the amount of times gear can be safely modified. Beyond that, further modification may destroy it.

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** Equipment also has an Item Potential gauge--this refers gauge. Adding gem slots to the amount of times gear can be safely modified. Beyond that, equipment reduces this potential, as does failing to upgrade it on an anvil (which also resets any previous upgrades). If brought down to zero, further modification may destroy it.



* CrapsaccharineWorld: In spite of the game's vibrant environment, the game's story can become very dark, with npcs getting killed by monsters or turned into demons.

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* CrapsaccharineWorld: In spite of the game's vibrant environment, the game's story can become very dark, with npcs [=NPCs=] getting killed by monsters or turned into demons.
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* MetalSlime: If you ever see an enemy flashing while not under any status effects, this indicates that killing them will result in a massive payout. Silver and gold flashing means a lot of money, while blue is a massive amount of experience. Silver is the most common and still extremely rare, while the others you'll be lucky to ever see.

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* MetalSlime: If you ever see an enemy flashing while not under any status effects, this indicates that killing them will result in a massive payout. Silver and gold flashing means a lot of money, while gold means a large amount of items from that monster's loot table, and blue is a massive amount of experience. Silver is the most common and still extremely rare, while the others you'll be lucky to ever see.
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* DamageSpongeBoss: Dungeon bosses, mercenary mission bosses, and all other bosses that aren't part of some quest have absurd amounts of health, making it absolutely necessary to have a party if you want to kill them in a reasonable length of time.


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* EliteMooks: Dungeons have enhanced versions of normal mooks with a significant increase in both health and damage.


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* MetalSlime: If you ever see an enemy flashing while not under any status effects, this indicates that killing them will result in a massive payout. Silver and gold flashing means a lot of money, while blue is a massive amount of experience. Silver is the most common and still extremely rare, while the others you'll be lucky to ever see.


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* UndergroundMonkey: Many of the enemies are recolored variants of previous ones.

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Four years later, certain people throughout the land experienced a dream in which the Goddess of Destiny, Laima, told them to go to the mining town of Klaipeda. They are known as Revelators, and they are the Kingdom's best hope in finding out what happened to the Goddesses and how to set the world right again.

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Four years later, certain people throughout the land experienced a dream in which the Goddess of Destiny, Laima, told them to go to either the mining town of Klaipeda.Klaipeda or the tropical city of Orsha. They are known as Revelators, and they are the Kingdom's best hope in finding out what happened to the Goddesses and how to set the world right again.


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*CrapsaccharineWorld: In spite of the game's vibrant environment, the game's story can become very dark, with npcs getting killed by monsters or turned into demons.

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* AntiGrinding: Grinding as opposed to questing is made difficult by a number of factors. Fighting monsters too far above or below your current level comes with experience penalties, to the point of outright granting no experience if the difference is too great. Dungeons have enemies which are far tougher but grant much more experience (with a bonus if you use enter with the party matching system), but you can only do these twice a day (plus however many reset scrolls you may have) and the experience penalties still apply. Finally, the necessary experience to reach the next level doesn't increase consistently, instead going up considerably every 40 levels or so and dropping back down for the next cycle, so grinding tends to lose its effectiveness at the edges of these cycles.



* DeathIsASlapOnTheWrist: Similar to the games that came before it, ''Tree of Savior'' doesn't punish players too hard for death--they're given the option of waiting for a resurrection or respawning at their last spawn point (or, revive right where they died [[{{Microtransactions}} for a small fee]]). However, dying does dramatically drop the durability of equipped gear, and certain items carried in a player's inventory (such as gemstones) will be destroyed or dropped upon death.

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* DeathIsASlapOnTheWrist: Similar to the games that came before it, ''Tree of Savior'' doesn't punish players too hard for death--they're death. When a player dies, they're given the option of waiting for a resurrection or resurrection, respawning at their last spawn point (or, point, or using a purchasable Soul Crystal to revive right where they died [[{{Microtransactions}} for a small fee]]). However, on their own. Regardless of which option is chosen, dying does dramatically drop incurs a significant penalty to the durability of all equipped gear, gear and certain items carried causes the player to drop every gemstone in a player's inventory (such as gemstones) will be destroyed their inventory. If not revived by another player or dropped upon death.a Soul Crystal, the gemstones are lost permanently.
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until the TP actually allows constant buying, just removing this


* BribingYourWayToVictory: Downplayed. TP allows you to purchase items from the Cash Shop, which includes (among other things) Megaphones to access certain chat features, Soul Crystals for on-the-spot revives, Tokens for various in-game benefits (XP bonus, increased movement speed, market discount, etc.), Skill Reset potions so you can reroll your character, and all sorts of outfits/hairstyles. Your character will automatically generate TP to a maximum of five, which is enough to purchase most of the basic items (Megaphones, revives, warp scrolls) but not multi-use packs of them. The items you can't afford, like Tokens, can usually be found on the market for a considerable sum of silver, which you can earn without paying a dime. Being able to buy TP does make the game go faster, but not to an extreme.
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* CallASmeerpARabbit: Koru Jungle has a furry quadruped with leafy antlers. This is apparently a "parrot".
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* BribingYourWayToVictory: Downplayed. TP allows you to purchase items from the Cash Shop, which includes (among other things) Megaphones to access certain chat features, Soul Crystals for on-the-spot revives, Tokens for various in-game benefits (XP bonus, increased movement speed, market discount, etc.), Skill Reset potions so you can reroll your character, and all sorts of outfits/hairstyles. Your character will automatically generate TP to a maximum of five, which is enough to purchase most of the basic items (Megaphones, revives, warp scrolls) but not multi-use packs of them. The items you can't afford, like Tokens, can usually be found on the market for a considerable sum of silver, which you can earn without paying a dime. Being able to buy TP does make the game go faster, but not to an extreme.


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* PurelyAestheticGender: Characters can be either male or female, which merely determines what outfits they'll be getting.

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* MoneySink: Ubiquitous as an effort to fight inflation. Buying attributes costs a considerable sum, storing and removing items costs a little bit in both directions, items need repairs every so often, and that's just the most basic aspects of the game.



* PointBuildSystem: ''Tree of Savior'' has one that is similar to what ''VideoGame/RagnarokOnline'' has, albeit with some major changes. Rather than six stats (STR/VIT/DEX/AGI/INT/LUK), there's five/l

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* PointBuildSystem: ''Tree of Savior'' has one that is similar to what ''VideoGame/RagnarokOnline'' has, albeit with some major changes. Rather than six stats (STR/VIT/DEX/AGI/INT/LUK), there's five/lfive:
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titles aren't bolded


'''''Tree of Savior''''', originally known as ''Project R1'' when it was first announced at Hangame 2011, is an action-adventure {{MMORPG}} developed by IMC Games--the same company responsible for ''VideoGame/GranadoEspada''--and set in a world based on Lithuanian folklore and the native religions of the Baltic region.

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'''''Tree ''Tree of Savior''''', Savior'', originally known as ''Project R1'' when it was first announced at Hangame 2011, is an action-adventure {{MMORPG}} developed by IMC Games--the same company responsible for ''VideoGame/GranadoEspada''--and set in a world based on Lithuanian folklore and the native religions of the Baltic region.

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* HundredPercentCompletion: The game provides bonuses for nearly everything. Exploring every corner of the map, killing enough of every type of enemy, and so forth all net completion bonuses that can be redeemed for silver or experience cards.



* BossBattle: Oh, sure, raid bosses and ''RO''-style MVP bosses spawning right in a field are to be expected. ''Tree of Savior'', however, has many, ''many'' event or quest-triggered boss battles which pit you (and your party, if you have one) alone against the beastie. Many of these play out more like a boss battle from the ''Franchise/{{Ys}}'' series than anything else!
** For these type of battles, the game seamlessly places you in an instanced version of the field you're currently on. Once the boss is defeated, you're phased back into the rest of the world.
* BreakableWeapons: Weapons and armor both have durability gauges that deplete with use (and deplete dramatically upon death). They can be repaired either by a Squire, or by a non-player Blacksmith.

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* BossBattle: Oh, sure, BossBattle:
** Questlines usually end with a boss battle of some sort, pitting you (and your party if applicable) against a large, hard-to-kill beastie. You can also find hidden bosses in certain areas that are triggered by interacting with an object, which play out the same. The game transitions you to an instanced copy of the current dungeon for the duration of the battle to prevent non-party members from interfering.
** There are also
raid bosses and ''RO''-style MVP bosses spawning right in a field are to be expected. ''Tree of Savior'', however, bosses.
* BreakableWeapons:
** Almost all equipment
has many, ''many'' event or quest-triggered boss battles which pit you (and your party, if you have one) alone against the beastie. Many of these play out more like a boss battle from the ''Franchise/{{Ys}}'' series than anything else!
** For these type of battles, the game seamlessly places you in an instanced version of the field you're currently on. Once the boss is defeated, you're phased back into the rest of the world.
* BreakableWeapons: Weapons and armor both have
durability gauges statistic that deplete with use (and deplete dramatically upon death). They slowly depletes as the equipment is used (firing weapons, armor taking hits). Dying results in a significant durability penalty to all currently-equipped items. Once an item is reduced to zero, all of its benefits are removed until it is repaired. Items can be repaired either by a Squire, Squire or by a non-player Blacksmith.



* CallingYourAttacks: Player characters do this for many of their class skills--and not simply through text as was done in ''RO'', but through voice!
* CharacterClassSystem: ''Tree of Savior'' sports a rather unorthodox PrestigeClass system. Every character starts with a base profession, but after a certain amount of levels, they advance to a new rank and are given a choice of continuing to stay in their current profession (though this can only be done up to three times), or pick a new one (depending on what's available).
** In addition to all this, there are hidden classes planned for each of the major class types. During the closed betas, IMC Games indicated these classes would have population caps; only a certain amount of characters at any given time could be one.
** In the closed betas, only six ranks were available. As of early access, there's seven.
* TheChosenMany: Even though characters might refer to you as ''the'' Revelator, you aren't the ''only'' Revelator. Aside from the fact that all player characters are Revelators, several non-player characters are also considered Revelators as well.
** In a LeaningOnTheFourthWall moment, one NPC in the western Šiauliai Woods comments on the sheer number of Revelators running about.

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* CallingYourAttacks: Player characters do this for many of their class skills--and not simply through text as was done in ''RO'', but through voice!
voice.
* CharacterClassSystem: ''Tree of Savior'' sports a rather unorthodox PrestigeClass system. Every character starts with a base profession, but after a certain amount of levels, they advance to a new rank and are given a choice of continuing to stay in their current profession (though this can only be done up to three times), or pick a new one (depending on what's available).
**
determined by the base profession. There are seven available ranks, allowing for a wide range of class combinations. In addition to all this, addition, there are hidden classes planned for each of the major class types. During the closed betas, IMC Games indicated these classes would have population caps; only a certain amount of characters at any given time could be one.
** In the closed betas, only six ranks were available. As of early access, there's seven.
* TheChosenMany: Even though characters might refer to you as ''the'' Revelator, you aren't the ''only'' Revelator. Aside from the fact that all player characters are Revelators, several non-player characters are also considered Revelators as well.
**
well. In a LeaningOnTheFourthWall moment, one NPC in the western Šiauliai Woods comments on the sheer number of Revelators running about.about.
* CollectionSidequest: Within each area is a chest containing a collection box for that area. By giving it to the Magic Association NPC, then filling out the collection by donating several items from that area, you unlock a permanent stat bonus shared by every character in your team.



* HubLevel: Klaipeda and Orsha, the two starting towns, have nearly everything the player needs. You'll be heading back often to offload gear, train skills, and so forth.



* LastLousyPoint:
** Exploring all 100% of a map can turn into this, since the grid-based nature of the map isn't always consistent with the actual physical layout. You can have a totally visible map and yet be a few percentage points short because there's a corner or two you didn't fully explore. Fortunately, there's a mod which renders such sections visible and makes the search far less annoying.
** {{Giant Mook}}s in any given area have spawn rates lower than other monsters, spawn in fewer numbers (sometimes as low as two), and can spawn anywhere on the sometimes sizable map. This makes earning the related kill achievements much harder, especially when competing with other players for those kills.



* PointBuildSystem: ''Tree of Savior'' has one that is similar to what ''VideoGame/RagnarokOnline'' has, albeit with some major changes. Rather than six stats (STR/VIT/DEX/AGI/INT/LUK), there's five--
** STR (Strength), which governs physical and CriticalHit sttrength as well as how much a character can carry,
** CON (Constitution), which governs resistance to {{Critical Hit}}s, maximum HP, and HP recovery rate,
** INT (Intelligence), which governs magic attack strength,
** SPR (Spirit), which governs maximum SP, SP recovery rate, and the ability to penetrate blocks,

to:

* PointBuildSystem: ''Tree of Savior'' has one that is similar to what ''VideoGame/RagnarokOnline'' has, albeit with some major changes. Rather than six stats (STR/VIT/DEX/AGI/INT/LUK), there's five--
five/l
** STR (Strength), which governs physical and CriticalHit sttrength strength as well as how much a character can carry,
carry.
** CON (Constitution), which governs resistance to {{Critical Hit}}s, maximum HP, and HP recovery rate,
rate.
** INT (Intelligence), which governs magic attack strength,
strength.
** SPR (Spirit), which governs maximum SP, SP recovery rate, and the ability to penetrate blocks,blocks.



* SpiritualSuccessor: As noted, ''Tree of Savior'' is widely hailed as one to ''Ragnarok Online'' due to both the similar presentation and amount of former ''RO'' developers involved. The game includes many mechanics that the original dev team for ''RO'' [[WhatCouldHaveBeen had planned]] before Samsung bought Gravity Corporation early on. Some of these include--

to:

* SpiritualSuccessor: As noted, ''Tree of Savior'' is widely hailed as one to ''Ragnarok Online'' due to both the similar presentation and amount of former ''RO'' developers involved. The game includes many mechanics that the original dev team for ''RO'' [[WhatCouldHaveBeen had planned]] before Samsung bought Gravity Corporation early on. Some of these include--include:

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Doing some minor revising of my writing for clarity. Also, updating some information to reflect the game's release.


In 1091, almost a hundred years after the celebration of the Millenary (the thousand-year anniversary of the Kingdom's founding), the divine tree suddenly grew dramatically in size, destroying much of the capital city (as well as damaging outlying cities) and leaving the citizens dumbstruck. The tree had grown so tall that it appeared to touch the sky--its trunk so wide that it could not be measured. Yet this was only the beginning--monstrous, carnivorous plants appeared throughout the city and devoured much of the surviving populace. The king, the royal family, most of his ministers, and much of the Kingdom's government also perished in the aftermath.

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In 1091, almost a hundred years after the celebration of the Millenary (the Millenary--the thousand-year anniversary of the Kingdom's founding), the founding--the divine tree suddenly grew dramatically in size, destroying much of the capital city (as city, as well as damaging outlying cities) cities, and leaving the citizens dumbstruck. The tree had grown so tall that it appeared to touch the sky--its sky, its trunk so wide that it could not be measured. Yet this was only the beginning--monstrous, beginning: monstrous, carnivorous plants appeared throughout the city and devoured much of the surviving populace. The king, the royal family, most of his ministers, and much of the Kingdom's government also perished in the aftermath.



''Tree of Savior'' (originally known as ''Project R1'' when it was first announced at Hangame 2011) is an action-adventure {{MMORPG}} developed by IMC Games (the same company responsible for ''VideoGame/GranadoEspada''), set in a world based on Lithuanian folklore and the native religions of the Baltic region.

to:

''Tree '''''Tree of Savior'' (originally Savior''''', originally known as ''Project R1'' when it was first announced at Hangame 2011) 2011, is an action-adventure {{MMORPG}} developed by IMC Games (the Games--the same company responsible for ''VideoGame/GranadoEspada''), ''VideoGame/GranadoEspada''--and set in a world based on Lithuanian folklore and the native religions of the Baltic region.



Presently the game is still in beta. An English-language closed beta was held via Steam between the 4th and 10th of August 2015, with 5,000 randomly picked participants (with some additional beta keys sent out later on). A second beta followed, lasting between October 27 and November 25, open to anyone who registered beforehand as well as all previous beta test players.

to:

Presently the game is still in beta. An English-language closed beta was held via Steam UsefulNotes/{{Steam}} between the 4th and 10th of August 2015, with 5,000 randomly picked participants (with and some additional beta keys sent out later on). on. A second beta followed, lasting between October 27 and November 25, open to anyone who registered beforehand as well as all previous beta test players.
players. After polling the community, IMC Games launched a one-month early access program in April 2016. The full, free-to-play launch would follow later that May.



** Equipment also has an Item Potential gauge--this refers to the amount of times equipment can be safely modified. Beyond that, further modification may destroy the weapon.

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** Equipment also has an Item Potential gauge--this refers to the amount of times equipment gear can be safely modified. Beyond that, further modification may destroy the weapon.it.



* CharacterClassSystem: ''Tree of Savior'' sports a rather unorthodox PrestigeClass system. Every character starts with a base profession, but after a certain amount of levels, they advance to a new rank and are given a choice of continuing to stay in their current profession (though this can only be done up to three times), or pick a new one (depending on what's available). Presently there are six ranks overall, and theoretically a different class can be picked for each of them--or, a character can specialize in only two classes.
** In addition to all this, there are hidden classes planned for each of the major class types. During the closed betas, IMC Games indicated these classes would have population caps--only a certain amount of characters at any given time could be one.

to:

* CharacterClassSystem: ''Tree of Savior'' sports a rather unorthodox PrestigeClass system. Every character starts with a base profession, but after a certain amount of levels, they advance to a new rank and are given a choice of continuing to stay in their current profession (though this can only be done up to three times), or pick a new one (depending on what's available). Presently there are six ranks overall, and theoretically a different class can be picked for each of them--or, a character can specialize in only two classes.
available).
** In addition to all this, there are hidden classes planned for each of the major class types. During the closed betas, IMC Games indicated these classes would have population caps--only caps; only a certain amount of characters at any given time could be one.one.
** In the closed betas, only six ranks were available. As of early access, there's seven.



* {{Gotterdammerung}}: One woman in Klaipeda mentions that even before Medis Diena, the Goddesses have been disappearing one by one. Gabija stopped replying a long time ago, followed by Vakarinė just before Medis Diena, then Zemyna and Saulė shortly afterward. People aren't even sure if Laima is truly a goddess, as the common people have never seen her. Ever.

to:

* {{Gotterdammerung}}: One woman in Klaipeda mentions that even before Medis Diena, the Goddesses have been disappearing one by one. Gabija stopped replying a long time ago, followed by Vakarinė just before Medis Diena, then Zemyna and Saulė shortly afterward. People The common people aren't even sure if Laima is truly a goddess, as the common people they have never seen her. Ever.



* OneSteveLimit: Averted in the case of player characters, thanks to the Lodge system--all characters owned by an account belong to the same Lodge, which is also named by the player. The Lodge's name acts as a sort of surname for the characters, and it's what people will see in party lists as well as the chat window.

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* OneSteveLimit: Averted in the case of player characters, thanks to the Lodge system--all characters owned by an account belong to the same Lodge, which is also named by the player.has a player-given name. The Lodge's name acts as a sort of surname for the characters, and it's what people will see in party lists as well as the chat window.



* SpiritualSuccessor: As noted, ''Tree of Savior'' is widely hailed as one to ''Ragnarok Online.'' The game includes many mechanics that the original dev team for ''RO'' [[WhatCouldHaveBeen had planned]] before Samsung bought Gravity Corporation early on. Some of these include--

to:

* SpiritualSuccessor: As noted, ''Tree of Savior'' is widely hailed as one to ''Ragnarok Online.'' Online'' due to both the similar presentation and amount of former ''RO'' developers involved. The game includes many mechanics that the original dev team for ''RO'' [[WhatCouldHaveBeen had planned]] before Samsung bought Gravity Corporation early on. Some of these include--
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Don\'t change the name of the trope.


* [[AdventurousIrishViolins Adventurous Lithuanian Violins]]: Prominent in several songs, but notably in the [[https://www.youtube.com/watch?v=qQqaS9EDSpY main theme]] "Tree of Savior."

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* [[AdventurousIrishViolins Adventurous AdventurousIrishViolins: Lithuanian Violins]]: instead of Irish, in this case. Prominent in several songs, but notably in the [[https://www.youtube.com/watch?v=qQqaS9EDSpY main theme]] "Tree of Savior."
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Presently the game is still in beta. An English-language closed beta was held via Steam between the 4th and 10th of August 2015, with 5,000 randomly picked participants (with some additional beta keys sent out later on).

to:

Presently the game is still in beta. An English-language closed beta was held via Steam between the 4th and 10th of August 2015, with 5,000 randomly picked participants (with some additional beta keys sent out later on).
on). A second beta followed, lasting between October 27 and November 25, open to anyone who registered beforehand as well as all previous beta test players.

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Long ago, Emperor Zachariel succeeded in uniting the land's disparate countries under his banner. The resulting nation was known simply as "the Kingdom," for no other nations were known to exist outside Zachariel's rule. Zachariel established a new city as the Kingdom's capital, around a tree known as the Divine Tree. Every year, priests would gather in the capital city to bless the Divine Tree.

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Long ago, Emperor Zachariel succeeded in uniting the land's disparate countries under his banner. The resulting nation was known simply as "the Kingdom," for no other nations were known to exist outside Zachariel's rule. Zachariel established a new city as the Kingdom's capital, around a tree known as the Divine Tree. Every year, priests would gather in the capital city to bless the Divine Tree.
it.



* InsurmountableWaistHeightFence: This has become more noticeable thanks to the ability to jump. You'll inevitably find a lot of places that look like they should be accessible, either by jumping over a barrier or landing on a ledge--but try as you might, you just can't get to them.

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* HerdHittingAttack: A ''very'' common move used by boss monsters--often as a ShockwaveStomp, but found in many other flavors as well.
* InsurmountableWaistHeightFence: This has become more noticeable than it was in ''RO'' thanks to the ability to jump. You'll inevitably find a lot of places that look like they should be accessible, either by jumping over a barrier or landing on a ledge--but try as you might, you just can't get to them.



* {{Mana}}: In the Pyromancer's Lab at Klaipeda, you can find textbooks discussing the nature of mana. Mana is defined as the power to change divine grace into other forms, something that ''both'' the Cleric and Wizard class families do. It appears to be treated differently from the game mechanic of SP (see Mana Meter, below).
* ManaMeter: Like ''RO'', all classes use SP for skills and spells, represented by the SP meter.



* ShockwaveStomp: A ''very'' common attack used by event boss monsters, found in many flavors.

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* ShockwaveStomp: A ''very'' common attack used by event boss monsters, found RoofHopping: This is doable in many flavors.Klaipeda and makes for effective shortcuts through the town.
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* RegionalRiff: [[https://www.youtube.com/watch?v=c7bCAnhbh-M "Triste"]] (the theme of Klaipeda) incorporates a folk music style that's evocative of traditional Lithuanian music, albeit in a morose style (as befitting of the song's name).

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* RegionalRiff: [[https://www.youtube.com/watch?v=c7bCAnhbh-M "Triste"]] (the theme of Klaipeda) incorporates a folk music style that's is evocative of traditional Lithuanian music, albeit in a morose style (as befitting of the song's name).



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* ActionRPG: ''Tree of Savior'' is decidedly more of one in its mechanics than ''RO'' (or any of its sequels) is--footwork is just as important to staying alive as your stats and gear, multiple classes have the ability to attack while on the move, and combat isn't just a matter of autoattacking. Oh--and you can ''jump''. Also, while the game ''can'' be controlled via [[PointAndClickGame point-and-click]] like ''Ragnarok Online'', ''Tree of Savior'' defaults to keyboard commands and is also compatible with gamepads.



* ActionRPG: ''Tree of Savior'' is decidedly more of one in its mechanics than ''RO'' (or any of its sequels) is--footwork is just as important to staying alive as your stats and gear, multiple classes have the ability to attack while on the move, and combat isn't just a matter of autoattacking. Oh--and you can ''jump''. Also, while the game ''can'' be controlled via [[PointAndClickGame point-and-click]] like ''Ragnarok Online'', ''Tree of Savior'' defaults to keyboard commands and is also compatible with gamepads.



* RegionalRiff: [[https://www.youtube.com/watch?v=c7bCAnhbh-M "Triste"]] (the theme of Klaipeda) incorporates a folk music style that's evocative of traditional Lithuanian music, albeit in a morose style (as befitting of the song's name).



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* [[https://www.youtube.com/watch?v=c7bCAnhbh-M "Triste"]] (the theme of Klaipeda)

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* [[AdventurousIrishViolins Adventurous Lithuanian Violins]]: Prominent in several songs, but notably in the [[https://www.youtube.com/watch?v=qQqaS9EDSpY main theme]] "Tree of Savior."
* [[https://www.youtube.com/watch?v=c7bCAnhbh-M "Triste"]] (the theme of Klaipeda)



* CharacterClassSystem: ''Tree of Savior'' sports a rather unorthodox class system. Every character starts with a base profession, but after a certain amount of levels, they advance to a new rank and are given a choice of continuing to stay in their current profession (though this can only be done up to three times), or pick a new one (depending on what's available). There are six ranks overall, and theoretically a different class can be picked for each of them--or, a character can specialize in only two classes.

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* CharacterClassSystem: ''Tree of Savior'' sports a rather unorthodox class PrestigeClass system. Every character starts with a base profession, but after a certain amount of levels, they advance to a new rank and are given a choice of continuing to stay in their current profession (though this can only be done up to three times), or pick a new one (depending on what's available). There Presently there are six ranks overall, and theoretically a different class can be picked for each of them--or, a character can specialize in only two classes.classes.
** In addition to all this, there are hidden classes planned for each of the major class types. During the closed betas, IMC Games indicated these classes would have population caps--only a certain amount of characters at any given time could be one.

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The game is the industry equivalent of PuttingTheBandBackTogether: Hak Kyu Kim, IMC Games' founder, was one of the founders of Gravity Corporation and part of ''VideoGame/RagnarokOnline'''s original development team. Several of ''RO's'' original developers are working on ''Tree of Savior'' as part of his studio--including [=soundTeMP=], who provided the bulk of ''RO's'' soundtrack. Between this and the similar presentation, game mechanics, and TwoAndAHalfD SpritePolygonMix, many have hailed this game as a SpiritualSuccessor to ''RO''.

to:

The game is the industry equivalent of PuttingTheBandBackTogether: Hak Kyu Kim, IMC Games' founder, was also one of the founders of Gravity Corporation and part of ''VideoGame/RagnarokOnline'''s original development team. Several of ''RO's'' original developers are working on ''Tree of Savior'' as part of his studio--including [=soundTeMP=], who provided the bulk of ''RO's'' soundtrack. Between this and the similar presentation, game mechanics, and TwoAndAHalfD SpritePolygonMix, many have hailed this game as a SpiritualSuccessor to ''RO''.



* ActionRPG: ''Tree of Savior'' is decidedly more of one in its mechanics than ''RO'' (or any of its sequels) is--footwork is just as important to staying alive as your stats and gear, multiple classes have the ability to attack while on the move, and combat isn't just a matter of autoattacking. Oh--and you can ''jump''. Also, while the game ''can'' be controlled via [[PointAndClickGame point-and-click]] like ''RO'' was, ''Tree of Savior'' defaults to keyboard commands and is also compatible with gamepads.

to:

* ActionRPG: ''Tree of Savior'' is decidedly more of one in its mechanics than ''RO'' (or any of its sequels) is--footwork is just as important to staying alive as your stats and gear, multiple classes have the ability to attack while on the move, and combat isn't just a matter of autoattacking. Oh--and you can ''jump''. Also, while the game ''can'' be controlled via [[PointAndClickGame point-and-click]] like ''RO'' was, ''Ragnarok Online'', ''Tree of Savior'' defaults to keyboard commands and is also compatible with gamepads.



** Equipment also has an Item Potential gauge--this refers to the amount of times equipment can be safely modified. Beyond that, further modification may destroy the weapon.



* DeathIsASlapOnTheWrist: Similar to the games that came before it, ''Tree of Savior'' doesn't punish players too hard for death--they're given the option of waiting for a resurrection or respawning at their last spawn point (or, revive right where they died [[{{Microtransactions}} for a small fee]]). However, dying does dramatically drop the durability of equipped gear, and certain items (such as gemstones) will be destroyed upon death.

to:

* CultureChopSuey: Despite ''Tree of Savior's'' basis in all things Lithuanian, elements from many other cultures exist in the setting, too. This is most readily apparent in the character classes.
* DeathIsASlapOnTheWrist: Similar to the games that came before it, ''Tree of Savior'' doesn't punish players too hard for death--they're given the option of waiting for a resurrection or respawning at their last spawn point (or, revive right where they died [[{{Microtransactions}} for a small fee]]). However, dying does dramatically drop the durability of equipped gear, and certain items carried in a player's inventory (such as gemstones) will be destroyed or dropped upon death.



* GlobalCurrency: Silver. One kingdom, one currency!



* HardCodedHostility: Ever since Medis Diena, all manner of creatures have become increasingly violent to humans, where before only the Vubbes were ever trouble. One soldier notes early on that plant-based monsters didn't exist at all before that day. When you reach Srautas Canyon, you'll discover that the goat-like Pantos were once friendly to and mingled with humans, but ever since Medis Diena they have become increasingly hostile.

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* HardCodedHostility: Ever since Medis Diena, all manner of creatures have become increasingly increasingly, implacably violent to humans, where before it was only the Vubbes were ever trouble.that acted this way. One soldier notes early on that plant-based monsters didn't exist at all before that day. When you reach Srautas Canyon, you'll discover that the goat-like Pantos were once friendly to and mingled with humans, but ever since Medis Diena they have become increasingly hostile.



* ItemCrafting: Any character can craft their own equipment, as well as refine gemstones--so long as they have the right materials (and a recipe, in the case of gear).
* NonStandardSkillLearning: On top of acquiring skill points with each job level and using them to acquire new skills and skill levels, there are Attributes. These are perks which augment how skills work--some can even change how they work ''entirely,'' and these usually come with an on/off switch so the player can modify skill behavior as the situation demands. Attributes must be learned from a class master, which involves both a hefty sum of [[GlobalCurrency Silver]] and a certain amount of time (which can be anywhere from a few minutes to half an hour or more). Thankfully, similar to ''VideoGame/EVEOnline'', your character will continue studying attributes even while logged out.



* OrganDrops: Most monsters will typically drop a body part or organ. It's less common for them to drop something they were wearing or wielding. Nevertheless, they're often required for ItemCrafting.



** SPR (Intelligence), which governs maximum SP, SP recovery rate, and the ability to penetrate blocks,

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** SPR (Intelligence), (Spirit), which governs maximum SP, SP recovery rate, and the ability to penetrate blocks,



* SocketedEquipment: Sockets usually have to be drilled into equipment first before gemstones can be inserted.



** Massive, fully polygonal bosses. Gravity had attempted to implement something like this in ''RO'' with a zombie dragon MVP in Payon Dungeon (originally it was a ''massive'' sprite-based monster), but it never happened due to the Samsung buyout and departure of the original devteam.

to:

** Massive, fully polygonal bosses. Gravity had attempted to implement something like this in ''RO'' with a zombie dragon MVP in Payon Dungeon (originally it Caves (its early form was as a ''massive'' sprite-based monster), but it never happened due to the Samsung buyout and departure of the original devteam.devteam.
** Unlocking treasure chests. This was originally a planned ability for Thieves in ''RO.''
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* Gotterdammerung: One woman in Klaipeda mentions that even before Medis Diena, the Goddesses have been disappearing one by one. Gabija stopped replying a long time ago, followed by Vakarinė just before Medis Diena, then Zemyna and Saulė shortly afterward. People aren't even sure if Laima is truly a goddess, as the common people have never seen her. Ever.

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* Gotterdammerung: {{Gotterdammerung}}: One woman in Klaipeda mentions that even before Medis Diena, the Goddesses have been disappearing one by one. Gabija stopped replying a long time ago, followed by Vakarinė just before Medis Diena, then Zemyna and Saulė shortly afterward. People aren't even sure if Laima is truly a goddess, as the common people have never seen her. Ever.
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* CrosshairAware: Early boss battles (and certain enemies in the field) telegraph their attacks with glowing red danger zones or arrow paths. As you progress, however, boss attacks speed up, and bosses start dispensing with them entirely.

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* CrosshairAware: Early boss battles (and certain enemies in the field) telegraph their attacks with glowing red danger zones or arrow paths. As you progress, however, boss attacks speed up, and bosses start dispensing with them the warning zones entirely.

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The game is the industry equivalent of PuttingTheBandBackTogether: Hak Kyu Kim, IMC Games' founder, was one of the founders of Gravity Corporation and part of ''VideoGame/RagnarokOnline'''s original development team. Several of ''RO's'' original developers are working on ''Tree of Savior'' as part of his studio--including SoundTMP, who provided the bulk of ''RO's'' soundtrack. Between this and the similar presentation, game mechanics, and TwoAndAHalfD SpritePolygonMix, many have hailed this game as a SpiritualSuccessor to ''RO''.

to:

The game is the industry equivalent of PuttingTheBandBackTogether: Hak Kyu Kim, IMC Games' founder, was one of the founders of Gravity Corporation and part of ''VideoGame/RagnarokOnline'''s original development team. Several of ''RO's'' original developers are working on ''Tree of Savior'' as part of his studio--including SoundTMP, [=soundTeMP=], who provided the bulk of ''RO's'' soundtrack. Between this and the similar presentation, game mechanics, and TwoAndAHalfD SpritePolygonMix, many have hailed this game as a SpiritualSuccessor to ''RO''.



* StupidityIsTheOnlyOption: While in the Crystal Mine, you may come across a dining table at the miner's resting hall which still happens to have a plate of potato dumplings set out. Even though you're explicitly told they don't look like they should be eaten, your only options are: "Eat it," "Try eating it," and "Must try eating it." Suffice to say, be glad [[ItTastesLikeFeet it's your character who's eating them and not you]].

to:

* StupidityIsTheOnlyOption: While in the Crystal Mine, you may come across a dining table at the miner's resting hall which still happens to have a plate of potato dumplings set out. Even though you're explicitly told they don't look like they should be eaten, your only options are: "Eat it," "Try eating it," and "Must try eating it." Suffice to say, be glad [[ItTastesLikeFeet it's your character who's eating them and not you]].you]].
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Getting this article started!


[[quoteright:330:http://static.tvtropes.org/pmwiki/pub/images/treeofsavior_330px.jpg]]

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Long ago, Emperor Zachariel succeeded in uniting the land's disparate countries under his banner. The resulting nation was known simply as "the Kingdom," for no other nations were known to exist outside Zachariel's rule. Zachariel established a new city as the Kingdom's capital, around a tree known as the Divine Tree. Every year, priests would gather in the capital city to bless the Divine Tree.

In 1091, almost a hundred years after the celebration of the Millenary (the thousand-year anniversary of the Kingdom's founding), the divine tree suddenly grew dramatically in size, destroying much of the capital city (as well as damaging outlying cities) and leaving the citizens dumbstruck. The tree had grown so tall that it appeared to touch the sky--its trunk so wide that it could not be measured. Yet this was only the beginning--monstrous, carnivorous plants appeared throughout the city and devoured much of the surviving populace. The king, the royal family, most of his ministers, and much of the Kingdom's government also perished in the aftermath.

That day came to be known as Medis Diena, or the Day of the Divine Tree. Since that day, the Goddesses have been gone from the world, unresponsive to the prayers of the Kingdom's people.

Four years later, certain people throughout the land experienced a dream in which the Goddess of Destiny, Laima, told them to go to the mining town of Klaipeda. They are known as Revelators, and they are the Kingdom's best hope in finding out what happened to the Goddesses and how to set the world right again.

''Tree of Savior'' (originally known as ''Project R1'' when it was first announced at Hangame 2011) is an action-adventure {{MMORPG}} developed by IMC Games (the same company responsible for ''VideoGame/GranadoEspada''), set in a world based on Lithuanian folklore and the native religions of the Baltic region.

The game is the industry equivalent of PuttingTheBandBackTogether: Hak Kyu Kim, IMC Games' founder, was one of the founders of Gravity Corporation and part of ''VideoGame/RagnarokOnline'''s original development team. Several of ''RO's'' original developers are working on ''Tree of Savior'' as part of his studio--including SoundTMP, who provided the bulk of ''RO's'' soundtrack. Between this and the similar presentation, game mechanics, and TwoAndAHalfD SpritePolygonMix, many have hailed this game as a SpiritualSuccessor to ''RO''.

Presently the game is still in beta. An English-language closed beta was held via Steam between the 4th and 10th of August 2015, with 5,000 randomly picked participants (with some additional beta keys sent out later on).

For tropes specific to the player classes and non-player characters, check the '''[[Characters/TreeOfSavior character sheet]]'''.

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!!''Tree of Savior'' provides examples of:

* ActionRPG: ''Tree of Savior'' is decidedly more of one in its mechanics than ''RO'' (or any of its sequels) is--footwork is just as important to staying alive as your stats and gear, multiple classes have the ability to attack while on the move, and combat isn't just a matter of autoattacking. Oh--and you can ''jump''. Also, while the game ''can'' be controlled via [[PointAndClickGame point-and-click]] like ''RO'' was, ''Tree of Savior'' defaults to keyboard commands and is also compatible with gamepads.
* BossBattle: Oh, sure, raid bosses and ''RO''-style MVP bosses spawning right in a field are to be expected. ''Tree of Savior'', however, has many, ''many'' event or quest-triggered boss battles which pit you (and your party, if you have one) alone against the beastie. Many of these play out more like a boss battle from the ''Franchise/{{Ys}}'' series than anything else!
** For these type of battles, the game seamlessly places you in an instanced version of the field you're currently on. Once the boss is defeated, you're phased back into the rest of the world.
* BreakableWeapons: Weapons and armor both have durability gauges that deplete with use (and deplete dramatically upon death). They can be repaired either by a Squire, or by a non-player Blacksmith.
* BulletHell: A few bosses have moves that involve firing patterns of bullets and lasers. As you progress, these patterns grow more complex and harder to dodge.
* CallingYourAttacks: Player characters do this for many of their class skills--and not simply through text as was done in ''RO'', but through voice!
* CharacterClassSystem: ''Tree of Savior'' sports a rather unorthodox class system. Every character starts with a base profession, but after a certain amount of levels, they advance to a new rank and are given a choice of continuing to stay in their current profession (though this can only be done up to three times), or pick a new one (depending on what's available). There are six ranks overall, and theoretically a different class can be picked for each of them--or, a character can specialize in only two classes.
* TheChosenMany: Even though characters might refer to you as ''the'' Revelator, you aren't the ''only'' Revelator. Aside from the fact that all player characters are Revelators, several non-player characters are also considered Revelators as well.
** In a LeaningOnTheFourthWall moment, one NPC in the western Šiauliai Woods comments on the sheer number of Revelators running about.
* CrosshairAware: Early boss battles (and certain enemies in the field) telegraph their attacks with glowing red danger zones or arrow paths. As you progress, however, boss attacks speed up, and bosses start dispensing with them entirely.
* DeathIsASlapOnTheWrist: Similar to the games that came before it, ''Tree of Savior'' doesn't punish players too hard for death--they're given the option of waiting for a resurrection or respawning at their last spawn point (or, revive right where they died [[{{Microtransactions}} for a small fee]]). However, dying does dramatically drop the durability of equipped gear, and certain items (such as gemstones) will be destroyed upon death.
* ElementsOfNature: Here, Water, Earth, Wind, and Fire. They are explicitly considered "the simplest forms of all things," and under the purview of the Goddesses.
* EveryoneCallsHimBarkeep: The Kingdom has no other name than "the Kingdom." It encompasses all the lands held by previously known nation-states, so its founder, subsequent rulers, and citizens have felt no need to give it a name.
* Gotterdammerung: One woman in Klaipeda mentions that even before Medis Diena, the Goddesses have been disappearing one by one. Gabija stopped replying a long time ago, followed by Vakarinė just before Medis Diena, then Zemyna and Saulė shortly afterward. People aren't even sure if Laima is truly a goddess, as the common people have never seen her. Ever.
* HardCodedHostility: Ever since Medis Diena, all manner of creatures have become increasingly violent to humans, where before only the Vubbes were ever trouble. One soldier notes early on that plant-based monsters didn't exist at all before that day. When you reach Srautas Canyon, you'll discover that the goat-like Pantos were once friendly to and mingled with humans, but ever since Medis Diena they have become increasingly hostile.
* HaveYouSeenMyGod: One of the central themes present in the storyline.
* InsurmountableWaistHeightFence: This has become more noticeable thanks to the ability to jump. You'll inevitably find a lot of places that look like they should be accessible, either by jumping over a barrier or landing on a ledge--but try as you might, you just can't get to them.
* OneSteveLimit: Averted in the case of player characters, thanks to the Lodge system--all characters owned by an account belong to the same Lodge, which is also named by the player. The Lodge's name acts as a sort of surname for the characters, and it's what people will see in party lists as well as the chat window.
* PointBuildSystem: ''Tree of Savior'' has one that is similar to what ''VideoGame/RagnarokOnline'' has, albeit with some major changes. Rather than six stats (STR/VIT/DEX/AGI/INT/LUK), there's five--
** STR (Strength), which governs physical and CriticalHit sttrength as well as how much a character can carry,
** CON (Constitution), which governs resistance to {{Critical Hit}}s, maximum HP, and HP recovery rate,
** INT (Intelligence), which governs magic attack strength,
** SPR (Intelligence), which governs maximum SP, SP recovery rate, and the ability to penetrate blocks,
** DEX (Dexterity), which governs accuracy ''and'' evasion as well as the probability of inflicting {{Critical Hit}}s.
* ShockwaveStomp: A ''very'' common attack used by event boss monsters, found in many flavors.
* SpiritualSuccessor: As noted, ''Tree of Savior'' is widely hailed as one to ''Ragnarok Online.'' The game includes many mechanics that the original dev team for ''RO'' [[WhatCouldHaveBeen had planned]] before Samsung bought Gravity Corporation early on. Some of these include--
** The 80+ classes. Gravity's founders had planned 70 or so for ''Ragnarok Online'', but the dev team that replaced them opted for a less-diverse, more-vertical class system.
** Characters owning their own customizable home, revisited here as the Lodge system.
** Massive, fully polygonal bosses. Gravity had attempted to implement something like this in ''RO'' with a zombie dragon MVP in Payon Dungeon (originally it was a ''massive'' sprite-based monster), but it never happened due to the Samsung buyout and departure of the original devteam.
* StupidityIsTheOnlyOption: While in the Crystal Mine, you may come across a dining table at the miner's resting hall which still happens to have a plate of potato dumplings set out. Even though you're explicitly told they don't look like they should be eaten, your only options are: "Eat it," "Try eating it," and "Must try eating it." Suffice to say, be glad [[ItTastesLikeFeet it's your character who's eating them and not you]].
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None

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[[quoteright:330:http://static.tvtropes.org/pmwiki/pub/images/treeofsavior_330px.jpg]]

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