This page is not getting updated anymore.

Questions and Answers

Questions

Answers

TOS is an authentic MMORPG where you can meet lots of people in random in various fields and villages and you will also experience the same event with everyone else when you visit a particular place at a particular time.

village
▲ Of course, villages will be filled with lots of people.

While you are doing a scenario quest, cut scenes or event scenes will appear and to avoid interruptions from the other players, you will be temporarily switched to independent mode. This may have confused you that TOS looks like MO, but the most of fields and dungeons will be played in MMO style.
TOS is a type of game that requires player’s actions. Timeliness, location, and directions play important roles. You will be able to move using cursor keys on keyboard and you will attack using Z and X keys. We have concluded that it is hard to follow these moves using a mouse so we have decided not to use a mouse except for clicking on UIs.

controls
▲ A piece of information for those of you who will start to shake your mouse once the game gets started.

We are currently testing to see if making the gamepads compatible with the game will be feasible.
No. character's gender can be chosen freely.
gender
▲ If you fall in love with a female character, then play with a female character.
When you first create your character, you can choose among swordsman, wizard, archer and cleric which are four basic classes. These characters will grow as their levels increase and the basic classes can be switched to upper classes within each class.

classes
▲ Each class has it’s own unique skills and attributes.

One special thing about TOS system is that, instead of switching to an upper class, it is possible to further develop the existing class.

For example, a player who started the game with wizard will be able to switch to either pyromancer or cryomancer which are Rank 2 classes at some point in the game, but it is also possible not to switch to a Rank 2 class and further develop the existing class. This will make your wizard to use the same skills at higher levels and the new advanced skills compared to the previous wizard which was in it’s 1st circle.

ranks
▲ Rank 3 Classes are shown for swordsman.

You will encounter your decision point again as you play the game, and you will be able to choose linker or psychokino which are Rank 3 classes along with the wizard in it’s 3rd circle, pyromancer and cryomancer.
The maps in the game are zone type. We think they are more suitable for classical game type.
When you switch to an upper lever class, the costume which is exclusive for that class will be available. Of course, you can keep using the costume you had before. There are some exclusive costumes for the basic four classes as well and you can wear those costumes regardless of which upper class you have switched to.

decoration
▲ Characters are posed with diverse costumes, items and accessories.

There are also accessories for characters' hair and head, and the weapons and the shields that are in use will be also shown in the game.
We are not planning PK system which players can be engaged in PK anytime they want on the fields. However, we are planning some kind of Tournaments which will be held periodically.

pvp
▲ Weird looking letters shown above are the texts that the spectators have typed
Let’s hear some booing to the enemies of our friends!

Tournaments can be participated in both single and party mode and if you win a tournament, you will get to keep the trophy until the next tournament. We are also preparing large scale PvP contents which lots of users can participate together.
We are preparing a large volume of quests, but except for a few main scenario quests, most of the quests will be non-mandatory quests which can be chosen by players. Therefore, ways to enjoy TOS can be diversified.

However, in [Adventure Journal], individual records of completion will be saved and each player will be able to do more and get more in the game based on the completion record so we recommend you complete as many quests as you can.

You might complain that ‘Why do i have to do this in the game. I don’t even write diaries.” But, try it before you complain.
adventure journal
▲ Update [Adventure Journal] by using the data that have been accumulated.
You might complain that ‘Why do i have to do this in the game. I don’t even write diaries.” But, try it before you complain.
This question is the most frequently asked question within the last several months or so.

We have set a rough schedule based on the feedback and the results that we gathered from FGT last February and our plan is to launch CBT in summer. That’s our rough plan.
We haven't finished optimizing the game, but our plan is to optimize the game so that the game can be played on Ultrabook notebooks which are currently sold outside.
The story starts with a huge tree. After this tree had appeared on the Earth, the Goddesses who had been protecting the humans suddenly disappeared from the Earth. Under the attacks from the monsters, humans struggle to live on day by day. After some time, the warriors who were selected by the Goddess Ramia, who controls destiny, save the Goddesses and they start to reveal the hidden stories about the tree and the monsters.
It depends on the size of barrack. The first barrack that is given to players when they start the game will have four character slots. However, as you move into bigger barracks, you will be able to create more characters and you will also be able to decorate your barrack.

barracks

▲ Other players can visit your barrack and leave messages.
Yes. There is server wide chatting available in the game and you can do it using a mic. All the messages that are sent to the server will be displayed on the upper side of the screen and they can be scrolled down as in Granado Espada.
Instead of using individual stalls, we are planning to have a market where all the players can register their items. However interpersonal trades are also possible. If we add a feature which allows individual stalls in the game, it will be focused more on purchase requests rather than selling the items. There is also a feature in the game which GM can submit items to be listed on auction at the fixed times and it will have all the same features that are available in the real auctions.

auction

▲ Bidding will be intensive.
We are expecting level 100 will be the level cap for the CBT version of the game. We are talking about the basic level of the characters and there are different levels for each class.
No. There are four classes to choose from at the start of the game. After that, with each character's advancement as you play the game, there will be total of 80 classes in the game. We will have 80 classes for the official launch version of the game and the numbers can increase after that.
When you train your existing class of the character, you can level up the existing skills and you can also learn new skills and attributes for the class. For example, a player who started the game with Wizard may decide not to advance to Creomancer and instead level up the Wizard to 2nd layer of circle. The skills of the Wizard will be stronger after that.
All classes will be able to collect the items in the game.

craft

▲ Lots of items can be crafted from Adventure Journal. Write down your friend’s secret in the journal and the secret can be given to the others as well.
It depends on each player's controllability, but we think that it will not be hard if you understand the patterns of the bosses' movements. The bosses that will appear on the raids and the fields may be little more difficult.

barracks

▲ Bosses are not hard.
When you move or control your character, only keyboard is used, but when you click on UIs, you can use mouse. We had a version of the game which you can move your character using mouse, but it was rather hard to play the game using mouse so we gave up on using mouse. Nothing happens even if you click on the ground.
Yes it's possible. The chatting system in TOS is very similar to smartphone messenger.

When you log in to the game, all the messages that you have received when you were offline will be displayed. All the previous messages and dialogues will also be saved in our servers so unless you delete them, you will be able to view all of them.
That’s a very detailed question. Many people are asking this question so I think I need to clarify on this question.

For the characters such as swordsman or cleric which mainly use short range physical attacks, their attacks will be directed towards the monsters nearby. However, for some other kinds of skills such as healing, so-called buff zones will be created on the ground and by stepping on those buff zones, the effects will be activated. These buff zones can be also used on the monsters for inflicting damages or to debuff some effects on the monsters. By using these skills cleverly, more strategic battles are possible.

For the characters that mainly use long range attacks such as wizard or archer, their basic attacks will be targeted automatically towards the monsters that are closest to them from their eye points.

This automatic target feature will be also available when you are talking with NPCs or when you want to view other players’ information.

Even when you are engaged in a battle filled with lots of other players or monsters, most of time, you will be able to attack the monster that you want to attack when you change the direction to that monster. If you want to target a monster that is further away, then you can manually target the monster using SHIFT and cursor key.

Archer can move while attacking an enemy, but the damages that will be inflicted on the enemy depend on the distance from the enemy. So you need to maintain appropriate distances from the enemies in the game.

For a few other skills, while pressing onto hotkey, you can move to any location you want by pressing cursor keys.
Yes. It's possible if you install boot camp.
No. We don't have any criminal classes at the moment. However, we do have Rogue and Corsair classes that are specialized in hiding and sudden attacks. We also have Wugushi class which is specialized in using poison.
We temporarily inserted a feature which allows recording in-game video clips since that makes easier for us to develop the game. However, we haven’t decided whether or not to insert this feature in the official version of the game. It will be possible to take screenshots in the official version of the game.
After FGT, We found out that lots of people feel awkward and difficult on this automatic matching people to form parties so we are modifying the party feature so that everyone can understand it easily. We will tell you more about it when our development is completed on this feature.
We do have cards in the game, but we don't have any system which allows combining those cards on to items to have any optional effects on items. The types of items and XP that can be obtained from the monsters in the game are fixed for each monster. However, when a player's level exceeds monsters' levels too much, then EXP points that the player will acquire will start to diminish. Items' parameters are also fixed by item's category and parameters can be improved by inserting jewels on items. If you insert a magic amulet on to an item, extra options will be activated. Jewels and magic amulets can be inserted together.
CBT will be small scale and we are planning it for a short range of period so there won't be guild system in CBT.
We have a class which is specialized in using spear. Especially, Hopelight which uses one handed spear and a shield will become much more powerful when it is with Centurion class.
In Chinese letters, it is written 巫蠱師. We got an inspiration from the tribe who were specialized in making and using poisons.
When characters are using weapons on right hand, characters are hardly visible on the screen so to make them more visible, we changed the sides. I never thought you would notice this...
Please think of it as the image reflected from mirror.
Daggers act as sub-weapons in TOS. The items that will be equipped on left hand will all be called sub-weapons and some of them can be used by pressing C key.

When you are equipped with a dagger, you can attack the monsters using C key. Therefore, certain classes in Swordsman can attack faster by pressing Z key and C key repeatedly. There are other sub-weapons such as magic items which can use unique skills and some other equipment that are not really important in the game.
Yes. They are random. But the monsters are made to pull each other so they can be grouped together.
We haven’t decided yet. Do you need a player which can switch to different music in the game? Please send us your suggestion.
1 point will be given after each level up. You can freely allocate this point on any of four stats.
It is hard to clearly distinguish between pets and mounts in TOS. Some of the pets in the game can be used as mounts and some mounts can help you in battles and the level of closeness between you and the mounts can be increased.

In our development team, we call them collectively as "Companions", and this word may become the one of the official glossaries in the game.

Some companions can't be riden nor it can help us in battles, but they will either help us in transportation or in other ways. There will be many types of companions in the game.
You can transport between the statues of goddess that are scattered across the villages and the fields in the game. If there are no statue of goddess on particular field, then you can transport to the last place that you were warped using an warp item or the place near the statue that you already know.
Not all skills are using that interface, but it is usually used when we use certain skills that need to select certain spots on the ground. For example, summoning flame spots on the ground. While holding onto a hotkey for any one of those kind of skills, use directional keys to move blue circle to the spot that you want to cast a skill on, and then release the hotkey to use the skill. When you quckly press and release a hotkey, then the skill will be casted in front of the direction which your character is looking at.
Actually we have many of them. But, since we are releasing video clips for the game which we are developing at the moment, we have a lot to show you besides abnormal status or de-buffs.
Companions stay with the characters at barrack. If the maximum number of characters that is allowed for a particular barrack is four and you have a companion, then you can only have three characters in the barrack.
When you start the game, you select both your character and your companion at barrack and go to the field. This means, for one companion you can share it with various characters. Of course, the level of closeness between your companion and each of your characters will be different. We have a plan to have equipments for companions.
Characters' voices and the effect sounds are all prototype at the moment. They will be re-worked before we launch commercial service.
Well, I think combining or merging is not the right words in our game. However, we have some skills which can be collaborated with different classes of characters in the game.
Basically, depending on monsters' species/size/defense type, attribute of attacks and de-buff status, there will be synergies on attacks. There also synergy effects depeding on the type of combinations of skill + skill and attribute + skill.
For example, "Bleeding De-Buff" + "Stab" attack will create "Greater Bleedign De-Buff".
There was an opinion inside our development team to allow certain classes to equip a weapon on left hand. This has not been confirmed yet, so if we decide to allow it, then we will introduce this to you in the future.
We don't have any evolution system as of yet. Instead, you will be able to level up your companions, increase their stats or attributes and equip items onto them.
No. You don't have to. You can move to bigger barrack.
No. They will also drop other items besides in-game currency. These items can be sold to NPCs or they can also be used as ingredients for crafting or cooking and they can also be used as level up for Gem items. I will tell you more about Gems, Card items and their level ups in the future.
Yes. There is.

Monk class belongs to Cleric type classes. Fist is used in skills, but separate knuckle item does not exist. Instead, it will apply the equipped item's stats on its skills.
Since we have about 80 classes, we do have special, diverse classes that you haven't expected before. In TOS, there are master NPCs who help the growth of each class, to put it in other word, there are various types of classes as there are various types of NPCs. For example, if you met an Appraiser NPC in the game, there may be an Appraiser class. Or if you met a Shepherd NPC, you may be able to change your character’s class to Shepherd class.
No. You don't have to buy arrows. However, for certain skills, you need specific arrows for those skills. There is a separate class which is specialized in crafting and using these specific arrows or items.
As I told you before, there are lots of quests in the game, but you can play the game freely without clearing the majority of the quests. However, since there may be some important or crucial rewards from those quests, play the game by clearing the quests that you think that are important.
Monk class can equip diverse weapons like Swordsman class can equip wands or Wizard class can equip hammers.
SoundTeMP team is one of the musicians who have created the music in the game. They are still working on in-game music these days. Sevin, who is the sound director of TOS, used to be the founding member of SoundTeMP team and so was I. It's so great to work with him again.
There are classes which are specialized in the skills that are useful in battles and there are other classes that have skills which are not really relevant in battles. At the moment, Cook or Fisherman classes are not in the game, but since we will have Cooking feature in the game, we may have Fisherman class or Cook class in the future.
Yes you can. You can also climb onto other objects besides the buildings.
If you accumulate "Agility" stats, you can evade monsters' attacks. And it does not only apply to the classes that are specialized in melee attacks, but it applies to all classes.
There are a few other classes that can use summon skills besides Necromancer. Such as Sorcerer... However, the methods of controlling summonees are little different.
Most of the skills are exposed without any requirements, but a few skills that are related to the other skills can be learned after training those other skills first. As I told you before, it is possible to train your existing class instead of advancing your class to higher class. When you do that, new skills and attributes can be learned.
You advance your class to learn new skills so even if you advance your class to higher class, the skills that you have learned will not disappear.

It is also possible to wear the costumes that your previous class used to wear after advancing your class to higher class.
We are trying to allow players to move freely except for a few specific cases. However, if a player enters a map which requires high level, then it will be hard to play on that map.
There is no day and night system in the game.
We have some hidden contents at the places that are not clearly visible in the game.
At the moment, we don't have marriage system in the game. However if there are lots of users who want this system, then maybe in the future, we could think about adding this system in the game. Please give us your suggestions.
In TOS, each costume makes your character look different from the others. Therefore, they are different from the armors which have defensive attributes. Even if you don't wear the costume that you newly obtained in the game and stay in the previous costume, there will be no disadvantage in terms of stats. Exclusive costumes for each class can be obtained from Class Master NPC when you advance your class to higher class.
First of all, this skill can’t be used often since some time needs to be passed in order to use this skill again. However, if there were dead friends or monsters, they will resurrect. The items that you acquired before you restore the time will remain even if you restore the time. You can understand it as in Sci-Fi movies where the main character who go to the past using time slip still has a cell phone or other things in his/her pocket which are not possible to be existed in the past.
In Rest Mode, HP restores faster. There are also various activities that players can undertake during Rest Mode such as crafting consumables... You can set up a fire place when you are in Rest Mode. It enables faster HP restoration and if there are other players nearby, then those players will also receive benefits from it.
A few classes' concepts are based on the specific cultural areas' historic heritage, but they don't represent certain civilizations or countries.
We don't have any specific plans as of yet.
'Formation' skill will not make the game confusing since this skill will not be maintained for a long time after using it. You use this skill when you feel you need it, and you stop using it after achieving your objective. We don't worry about it that much inside our development team.
Once a certain place has been used to restore the time, then that place will be distorted for some time so that it is not possible to restore the time within that place for some amount of time.
Yes we have a few. Hackapell class represents a mounted class in Archer-type classes.
Yes. A few of our staffs in development team really like the music of Symphonix who is an electronic musician in Germany. We signed a contract with them since we believed that their music will fit really well into a few scenes in TOS. You will be able to listen to a few of their albums as BGM in TOS.
Archer is a very unique and strong class. I will tell you more about it in the near future.
The voices in the game right now are all proto-types. Since the version of the game that we are working on is not the official service version, even the voices of our developers and designers are included in the game at the moment, which were done inside our studio’s recording booth. Of course we will re-work on the voices for the official service version of the game, and when the localizations are needed, then we will make so that players will be able to select the voice pack that they want. It's like that they can select in-game texts in the language that they prefer.
It varies from one class to the other. The class which possesses the least number of skills has five skills.
There are a few classes that have skills related to crafting. Those classes are not sub-classes and they start at the same level like the other classes.
We don't have any keyboard customization function in the game yet, but we will try our best to include this function in the game before we launch our commercial service.
We know that lots of Taiwanese fans are interested in TOS. We also have in our mind that we should prepare a comfortable environment for our Taiwanese fans so please wait for our further development.
There are some classes which have skills that deal damages over time such as Fletcher class which uses special arrows, Wugushi class which uses poison and etc.
No. We don’t have any class yet that only has one gender.
Yes. It is possible to lengthen the life of a fire place by adding firewood into it.
We are looking for the most optimized solution for this question. However, if we were to develop such feature, then we want to first change skin colors of the characters.
Items won't disappear, but if an item's durability becomes 0, then you won't be able to use its maximum performance. You can fix items' durability via Ironsmith NPC or a class named Squire can also fix items' durability.
Ever since our FGT was over, we focused on the development so that we can launch CBT within this year's summer, but more time was needed than we had expected on the overall balancing of the game so we think CBT will be delayed a bit. When the date for CBT gets confirmed, we will announce it to all of you via TOS Facebook and Developers' Blog so please kindly understand for the delay.
We don't have tents in the game yet, but we may add tents in the game in the future. The idea of throwing torches against enemies was present in the earlier version of the game, but we don't have the feature anymore. Please use fireplace to warm yourself.
There a few advantages of using Squire to repair items such as lower costs, items fixable outside villages and so on. Depending on the level of repair skill, an item's stats may exceed its original or intrinsic stats.
If you don't pick it up within a limited time, then it will disappear from Equipment UI. I think this much risk was needed when we allowed Peltasta, which is a melee class, to engage in long range attacks.
You can also bash enemies besides thrusting enemies when using swords. Since you can use both bashing and thrusting for swords, you can use both of them strategically when you face different types of monsters in the game. Some monsters will be weaker on bashing, and some monsters will be weaker on thrusting.
Alchemist doesn't open a shop, but when it crafts an item, it may take several hours so it is possible for Alchemist to stay in the game after log-out when it is engaged in crafting.
Each boss monster has its intrinsic color, but when Sorcerer summons a devil, the color of the summoned devil will always be black.
No. Boss monster card will only dissipate when it combines with another boss monster card. One of the cards will be used to level up the other card.
It depends on Sorcerer's SP and stamina. It is also possible to recharge SP and stamina using specific items while the summoned boss monster is being activated.
Rogue is an Archer-type class in TOS so it uses a bow. It can hide under the ground, but stronger stealth skills can be used by Scout class which is another Archer-type class. Repetitive attacks using weapons on both hands are done by corsair class, but corsair is a Swordsman-type class.
We have Shinobi class in the game.
The leader of a party can decide how to share EXP points. They can be either shared equally or shared based on each player's contribution. This option can be changed anytime depending on which rule your party wants to follow.
An item's Potential will be depleted by 1 whenever it succeeds its enhancement. Don't try to enhance your item when its Potential falls to 1. You may lose your item.
No. They can't. That's why we allowed those characters to stay in the game even if players log out from the game when they are engaged in crafting that requires a long period of time.
We will think about advertisement or any other kind of promotional activities when we are fully prepared for the official service. Thanks for your info anyways.
To become an Elementalist, you have to go through Pyromancer, but Elementalist also uses other spells besides fire such as lightning, petrification curse and etc. For more information, please refer to the class introduction below.
There will be a classed called Puppetier which is a high ranked class, but controlling Puppetier will be slightly different from controlling Catherine Torche in GE.
Yes. Carving will be cancelled if it gets attacked by monsters. Therefore, in order to succeed carving you need to receive help from your party members or 'Safety Zone' which is a basic skill of Cleric class can protect Dievdirbys while it is carving a sculpture.
There are many ways to obtain them. You can obtain them from monsters, craft them yourselves, or buy them from NPCs...
Normally, you can only see your party members, but Scout can select a spot on the map to find out which players or enemies are there and share this info with party members.
We haven't decided whether to include a class related to music. However, if you use vuvuzela which is a sub-weapon, you can make vu- vu- sounds.
We have several basic poses and you can also acquire new poses in the game. Characters can’t dance though.
That was a mistake by us. We were testing something and we didn’t erase the texts. Sorry about that.
No. You can freely trade any items acquired in the game. However, for the current version of the game, an item’s Potential will decrease by 1 whenever it gets traded so its value may fall.
Hello. I am the programmer in charge of "Tree of Savior", Hebrew Young. We just finished converting all the texts in the game in Unicode, and now we are concentrating on making the selection of different languages within the game possible.
When you change the language at option, all the interfaces, dialogues and all other texts will be shown in different language.

korean

▲ Korean


english

▲ English


japanese

▲ And even Japanese
We are preparing, but since those translations were not done by natives, they may feel little awkward. We plan to provide a way to receive suggestions to modify translations from the community in the future.
Right now, since we are preparing for CBT phase of the game, the servers for the test will be located in Korea initially. Therefore, we are going to test how stably the people who live far away from Korea play the game and based on the results we will gather from this test, we will decide whether we will add more physical servers to the other regions besides Korea.
If we have all the translated texts, we can basically support all the languages which have corresponding language codes. For the version which we are currently developing at the moment, there is a feature that we can modify the texts in the game directly and I think if we can improve this feature, we are thinking about distributing the language sets to the users and when they are finished with translations, we will add them in the game.
People started to call me Hebrew Young ever since I selected Hebrew for the first language to test under multi-language version of the game.

Well……………. I don’t know what to say..
Back when our team was first formed to develop TOS, there were so many games out there which concentrated on new rendering technologies and detailed expressions. There were just so many of them. All of them focused on reality so it was very hard to distinguish each game by just looking at screenshots. Instead of just showing characters’ backs, we wanted 3rd person point of view so that players can be more immersed into the game and since timing is crucial in this game, we thought quarter view fits well. That’s why we removed angle rotations. It was also easier to take a view around the characters.

qa
▲ Quarter view which emphasizes player’s visibility
No. Classical designs are just methods and not our objective. To enhance visibility, we even removed angle rotations which were available in the earlier version. We wanted players to really immerse into their characters so as we develop the game, characters’ representations became more and more simple. Eyes, eyebrows, and lips of the characters in the earlier version were very detailed, but we kept modifying the characters so now characters’ eyes are more emphasized.

qa
We wanted to give players a feeling that TOS is like a moving fairy tale book or pop-up book so most of the textures are actually hand drawn by our designers. Instead of relying too much on new 3D rendering technologies, we are trying to emphasize the details so it takes little more time. The number of drawings that we have drawn since the start of TOS project is much more than the number of drawings that we have drawn in the past.
I wanted to make TOS like a huge diorama. We wanted characters to touch on or climb on neatly designed architectures and decorations. To give fairy tale feeling, we emphasized on shapes as much as we had on the characters. As a result, I enjoy myself even when my characters just walk on the fields in the game.

qa
We have thought about it a lot. The world in TOS has some dystopian element so we couldn’t just make it too bright and too happy. Instead, we wanted players to really immerse into the world. The details and the expressions in the game should not be just cute and lovely. Depicting the world as it is, and depicting the reality as closely as possible is more important to us. If there is grass, then it should sway in the wind.

qa
▲ We want to ride on that cable car !!

If there is a lever, regardless of how small it is, players should be able to pull it.
To collect information and documents for backgrounds, costume designs and etc, our staff travelled to various places including Lithuania, Turkey, Nepal, France, China and etc. We have many more places to go.

qa

qa
▲Collecting info at Vilnius

qa

qa
▲’Fedimian’ is designed based on the information we collected from Bhaktapur, Nepal.
We got a motive from Lithuanian mythology. There are classes in the game which are related to the gods in Baltic mythology. It is the same for the “Tree” which is the major part of the story in the game. However, we used Lithuanian mythology only as a motive so the game is not wholly based on Lithuanian mythology.
We are working happily on TOS. I hope our fans keep their continuous interest on TOS.

qa
▲ The initial wizard design in TOS. May appear as NPC in the future.

Okay so that’s it for our interview with Maggi.
AD Maggi is responsible for character designs, costumes, illustrations, NPC images, background images and a lot more in TOS. She always has a drawing pen on her hand. Send her a support message!