Welcome!

Join our community of MMORPG enthusiasts and private server developers! By registering, you'll gain access to in-depth discussions on source codes, binaries, and the latest developments in MMORPG server files. Collaborate with like-minded individuals, explore tutorials, and share insights on building and optimizing private servers. Join us today and unlock the full potential of MMORPG server development!

Join Today!

[Tree of Savior] Seeds of Yggdrasil - Open Beta 28.06

Joined
Feb 23, 2016
Messages
146
Reaction score
76
1463528_334040390071233_1898000743_n - [Tree of Savior] Seeds of Yggdrasil - Open Beta 28.06 - RaGEZONE Forums
We are excited to announce new Tree of Savior server!
Project has been created after contacting my old friend who was spending quite some time on Tree of Savior files, planning tons of Quality of Life solutions and flipping by 180 degrees most mechanics and core calculations- for positive outcome.
But hey - we're just starting!

We will do our best to prepare best ToS gameplay but as all IMC games - it has major flaws for development stages. Despite that we're huge fans who want to show our love by changing game for better.

Here are small roadmap planned by my friend (text belongs to him):


character_revam - [Tree of Savior] Seeds of Yggdrasil - Open Beta 28.06 - RaGEZONE Forums
  • How you invest your status point will directly affect how your class performs, this will be the biggest contributor of your character power.
  • Weapons and other gear (including the gear substrata) will mainly augment the performance of your character being secondary to your status.
  • Handful of classes have already gotten customized. The changes are simple, designed to preserve the classes playstyle, and enhance its compatibility for the new stat system.
  • Some of the classes will get some overhaul. Rather than just buffing/nerfing classes that under/over perform we would develop classes further into their niche role for better and worse.
  • Some classes will be great tanks, some will be good boss killers, some will be great mob farmers. If you want a jack of trades, you will need a circle selection that covers each others weaknesses.
  • As for the specifics of these changes we will only provide basic information like "Sadhu's damage now scales off both int, spr, and max sp." this is to push exploration aspect of the game: Example Wugushi now scales up the poisons based on int, allowing them to ramp up to far stronger output given time while still relying on str/dex for their main damage.

content - [Tree of Savior] Seeds of Yggdrasil - Open Beta 28.06 - RaGEZONE Forums
  • There will be a weekly or monthly ~tower of power~ style dungeon.
  • For the PVE version, you will team up to fight increasingly powerful mobs and bosses to unlock higher floors, with the higher floors designed to pose a significant challenge to players.
  • Rankings will be based on first the max floor reached by each squad, then second the time spend clearing each floor.
  • The PVP version of this will be a similar concept based on node capture/defense.
  • Squads will compete to hold control of nodes which grant the controlling squad points on a certain interval.
  • Depending on the node type your guard will give different point.
  • The victor will be determined based on the squad that gains the most points overall
  • More custom content to come after the majority of the overhaul for the classes, mobs, and zone are done.

discord_info_banners - [Tree of Savior] Seeds of Yggdrasil - Open Beta 28.06 - RaGEZONE Forums
  • Currently the server will employ significantly lower rates with a focus on party play incentives, you will grind your way up to a soft cap in the style of Maple Story/Ragnarok for each release, and during that time we will be working on the next circle of classes, and re-tuning mob fields.
  • Player can grind on their way to the next circle past the soft cap, and can go to higher zones, but you will be grinding harder than usual to get access to the content that is currently under construction.
  • The cash shop mainly aim to contain nothing but cosmetic, and very minor exp/drop boosts to reward players who help cover costs and keep the server running.
  • We will use a freemium style where all said cash items can be sold to other players, which indirectly can allow players to ~buy~ in-game wealth. That wealth will produce a minor increase in power. So the final degree of p2w will be in the hands of the players which it honestly always is one way or another. We are adamantly against selling anvils or anything stat gear through the cash shop directly.
  • Any XP or Drop buff bought on cash shop would be on pause when you are offline from the game or in town zone.

Can join discord from this link: https://discord.gg/q2h8vRSxDz
 
Last edited:
Collianthus - [Tree of Savior] Seeds of Yggdrasil - Open Beta 28.06 - RaGEZONE Forums


We are excited to announce new Tree of Savior server!
Project has created after contacting my old friend who was spending quite some time on Tree of Savior files and creating tons of Quality of Life solutions and flipping by 180 degrees most mechanics/systems - for positive outcomes. And more yet to come!

We don't aim to make professional server as we're still in stage of really early development flow on ToS files. Despite that we're huge fans who want to show our love by changing game for better. :)
Here are small roadmap planned by my friend (text belongs to him too):

Character revamp:

  • How you invest your status point will directly affect how your class performs, this will be the biggest contributor of your character power.
  • Weapons and other gear (including the gear substrata) will mainly augment the performance of your character being secondary to your status.
  • Handful of classes have already gotten customized. The changes are simple, designed to preserve the classes playstyle, and enhance its compatibility for the new stat system.
  • Some of the classes will get some overhaul. Rather than just buffing/nerfing classes that under/over perform we would develop classes further into their niche role for better and worse.
  • Some classes will be great tanks, some will be good boss killers, some will be great mob farmers. If you want a jack of trades, you will need a circle selection that covers each others weaknesses.
  • As for the specifics of these changes we will only provide basic information like "Sadhu's damage now scales off both int, spr, and max sp." this is to push exploration aspect of the game: Example Wugushi now scales up the poisons based on int, allowing them to ramp up to far stronger output given time while still relying on str/dex for their main damage.

Content overhaul:
  • There will be a weekly or monthly ~tower of power~ style dungeon.
  • For the PVE version, you will team up to fight increasingly powerful mobs and bosses to unlock higher floors, with the higher floors designed to pose a significant challenge to players.
  • Rankings will be based on first the max floor reached by each squad, then second the time spend clearing each floor.
  • The PVP version of this will be a similar concept based on node capture/defense.
  • Squads will compete to hold control of nodes which grant the controlling squad points on a certain interval.
  • Depending on the node type your guard will give different point.
  • The victor will be determined based on the squad that gains the most points overall
  • More custom content to come after the majority of the overhaul for the classes, mobs, and zone are done.

Important information:
  • Currently the server will employ significantly lower rates with a focus on party play incentives, you will grind your way up to a soft cap in the style of Maple Story/Ragnarok for each release, and during that time we will be working on the next circle of classes, and re-tuning mob fields.
  • Player can grind on their way to the next circle past the soft cap, and can go to higher zones, but you will be grinding harder than usual to get access to the content that is currently under construction.
  • The cash shop mainly aim to contain nothing but cosmetic, and very minor exp/drop boosts to reward players who help cover costs and keep the server running.
  • We will use a freemium style where all said cash items can be sold to other players, which indirectly can allow players to ~buy~ in-game wealth. That wealth will produce a minor increase in power. So the final degree of p2w will be in the hands of the players which it honestly always is one way or another. We are adamantly against selling anvils or anything stat gear through the cash shop directly.
  • Any XP or Drop buff bought on cash shop would be on pause when you are offline from the game or in town zone.

Can join discord from this link: https://discord.gg/8q5huJPYhC
this is ive been waiting for.. ^_^
 
Thank you! We love to try with this game too. Nobody been working on these files yet so it has tons of flaws and it's prone to produce mistakes. We still hope to bring pleasure experience.
Progress done in Open Beta will be moved to release state of server later.

Server is online!
 
Last edited:
So no informations about rates . Also why on a private server we would pay for exp boosters? I understand milking the players but not when it comes to leveling .
 
So no informations about rates . Also why on a private server we would pay for exp boosters? I understand milking the players but not when it comes to leveling .
During Open Beta exp table might be retweaked. According to Oz rates are adjusted around vanilla exp rates but slightly below to give time on progressive grinding.
About boosters - better cosmetic items then Anvils and P2W items to be sold but it's up to decision of spending players how they would want to help in up keeping project - people behind the project dont live on only water and machine doesn't run on air. We hope you understand.
Any objections Oz can explain and answer on our community discord server.
Basic information about server on our discord and here: https://forum.ragezone.com/topsites/tree-of-savior-seeds-of-yggdrasil.24/
 
Right so server is to keep people running it afloat. So I'm guessing people running it quit their normal day to day jobs to take a risk and live of scraps from donations. So if server won't work I guess they will be homeless. Kinda weird way of setting it up lol . But apart from my merciless reply I'll give it a go and see if my card is worth swiping thanks for reply .
 
Right so server is to keep people running it afloat. So I'm guessing people running it quit their normal day to day jobs to take a risk and live of scraps from donations. So if server won't work I guess they will be homeless. Kinda weird way of setting it up lol . But apart from my merciless reply I'll give it a go and see if my card is worth swiping thanks for reply .
I believe you can talk with lead dev anytime whenever he is online on discord chat or DM if you have any concerns about server monetization. It has been already addressed though.
1719679513460 - [Tree of Savior] Seeds of Yggdrasil - Open Beta 28.06 - RaGEZONE Forums
 
I believe you can talk with lead dev anytime whenever he is online on discord chat or DM if you have any concerns about server monetization. It has been already addressed though.
View attachment 263128
I really dont understand this thought of "no donations for my work". Whats wrong with getting some deserved reward for your work on the server???

I guess talking things like this only make potential players to avoid it thinking it will close as soon as the admin find something better to do, as he is not receiving anything from this work. I myself dont know anyone who buyed a 5th mega yacht with private server working :unsure:

Dealing with a community, with players issues, players generated bugs (and bugs from the game itself), trying to make the server fun to everyone... Doing updates, fixing things, adding events, content. Its more than deserved that pserver owners get some cash in return.

Anyway, good lucky with the server. I'll download it later and give it a try.
 
I really dont understand this thought of "no donations for my work". Whats wrong with getting some deserved reward for your work on the server???

I guess talking things like this only make potential players to avoid it thinking it will close as soon as the admin find something better to do, as he is not receiving anything from this work. I myself dont know anyone who buyed a 5th mega yacht with private server working :unsure:

Dealing with a community, with players issues, players generated bugs (and bugs from the game itself), trying to make the server fun to everyone... Doing updates, fixing things, adding events, content. Its more than deserved that pserver owners get some cash in return.

Anyway, good lucky with the server. I'll download it later and give it a try.
That's the kind of ironical humor he makes through some answers while people might think it can be just unreworked cash grab.
First comes dedication, and later money if players will notice how many hours been put into project.
 
Last edited:
We are excited to announce new Tree of Savior server!
Project has created after contacting my old friend who was spending quite some time on Tree of Savior files and creating tons of Quality of Life solutions and flipping by 180 degrees most mechanics/systems - for positive outcomes. And more yet to come!

We don't aim to make professional server as we're still in stage of really early development flow on ToS files. Despite that we're huge fans who want to show our love by changing game for better. :)
Here are small roadmap planned by my friend (text belongs to him too):


  • How you invest your status point will directly affect how your class performs, this will be the biggest contributor of your character power.
  • Weapons and other gear (including the gear substrata) will mainly augment the performance of your character being secondary to your status.
  • Handful of classes have already gotten customized. The changes are simple, designed to preserve the classes playstyle, and enhance its compatibility for the new stat system.
  • Some of the classes will get some overhaul. Rather than just buffing/nerfing classes that under/over perform we would develop classes further into their niche role for better and worse.
  • Some classes will be great tanks, some will be good boss killers, some will be great mob farmers. If you want a jack of trades, you will need a circle selection that covers each others weaknesses.
  • As for the specifics of these changes we will only provide basic information like "Sadhu's damage now scales off both int, spr, and max sp." this is to push exploration aspect of the game: Example Wugushi now scales up the poisons based on int, allowing them to ramp up to far stronger output given time while still relying on str/dex for their main damage.

  • There will be a weekly or monthly ~tower of power~ style dungeon.
  • For the PVE version, you will team up to fight increasingly powerful mobs and bosses to unlock higher floors, with the higher floors designed to pose a significant challenge to players.
  • Rankings will be based on first the max floor reached by each squad, then second the time spend clearing each floor.
  • The PVP version of this will be a similar concept based on node capture/defense.
  • Squads will compete to hold control of nodes which grant the controlling squad points on a certain interval.
  • Depending on the node type your guard will give different point.
  • The victor will be determined based on the squad that gains the most points overall
  • More custom content to come after the majority of the overhaul for the classes, mobs, and zone are done.

  • Currently the server will employ significantly lower rates with a focus on party play incentives, you will grind your way up to a soft cap in the style of Maple Story/Ragnarok for each release, and during that time we will be working on the next circle of classes, and re-tuning mob fields.
  • Player can grind on their way to the next circle past the soft cap, and can go to higher zones, but you will be grinding harder than usual to get access to the content that is currently under construction.
  • The cash shop mainly aim to contain nothing but cosmetic, and very minor exp/drop boosts to reward players who help cover costs and keep the server running.
  • We will use a freemium style where all said cash items can be sold to other players, which indirectly can allow players to ~buy~ in-game wealth. That wealth will produce a minor increase in power. So the final degree of p2w will be in the hands of the players which it honestly always is one way or another. We are adamantly against selling anvils or anything stat gear through the cash shop directly.
  • Any XP or Drop buff bought on cash shop would be on pause when you are offline from the game or in town zone.

Can join discord from this link: https://discord.gg/8q5huJPYhC
i hope for the long life of the server
 
We are excited to announce new Tree of Savior server!
Project has been created after contacting my old friend who was spending quite some time on Tree of Savior files, planning tons of Quality of Life solutions and flipping by 180 degrees most mechanics and core calculations- for positive outcome.
But hey - we're just starting!

We will do our best to prepare best ToS gameplay but as all IMC games - it has major flaws for development stages. Despite that we're huge fans who want to show our love by changing game for better.

Here are small roadmap planned by my friend (text belongs to him):


  • How you invest your status point will directly affect how your class performs, this will be the biggest contributor of your character power.
  • Weapons and other gear (including the gear substrata) will mainly augment the performance of your character being secondary to your status.
  • Handful of classes have already gotten customized. The changes are simple, designed to preserve the classes playstyle, and enhance its compatibility for the new stat system.
  • Some of the classes will get some overhaul. Rather than just buffing/nerfing classes that under/over perform we would develop classes further into their niche role for better and worse.
  • Some classes will be great tanks, some will be good boss killers, some will be great mob farmers. If you want a jack of trades, you will need a circle selection that covers each others weaknesses.
  • As for the specifics of these changes we will only provide basic information like "Sadhu's damage now scales off both int, spr, and max sp." this is to push exploration aspect of the game: Example Wugushi now scales up the poisons based on int, allowing them to ramp up to far stronger output given time while still relying on str/dex for their main damage.

  • There will be a weekly or monthly ~tower of power~ style dungeon.
  • For the PVE version, you will team up to fight increasingly powerful mobs and bosses to unlock higher floors, with the higher floors designed to pose a significant challenge to players.
  • Rankings will be based on first the max floor reached by each squad, then second the time spend clearing each floor.
  • The PVP version of this will be a similar concept based on node capture/defense.
  • Squads will compete to hold control of nodes which grant the controlling squad points on a certain interval.
  • Depending on the node type your guard will give different point.
  • The victor will be determined based on the squad that gains the most points overall
  • More custom content to come after the majority of the overhaul for the classes, mobs, and zone are done.

  • Currently the server will employ significantly lower rates with a focus on party play incentives, you will grind your way up to a soft cap in the style of Maple Story/Ragnarok for each release, and during that time we will be working on the next circle of classes, and re-tuning mob fields.
  • Player can grind on their way to the next circle past the soft cap, and can go to higher zones, but you will be grinding harder than usual to get access to the content that is currently under construction.
  • The cash shop mainly aim to contain nothing but cosmetic, and very minor exp/drop boosts to reward players who help cover costs and keep the server running.
  • We will use a freemium style where all said cash items can be sold to other players, which indirectly can allow players to ~buy~ in-game wealth. That wealth will produce a minor increase in power. So the final degree of p2w will be in the hands of the players which it honestly always is one way or another. We are adamantly against selling anvils or anything stat gear through the cash shop directly.
  • Any XP or Drop buff bought on cash shop would be on pause when you are offline from the game or in town zone.

Can join discord from this link: https://discord.gg/8q5huJPYhC

Used to play this back when it was first launched and stopped in late 2016 or 2017, can't remember. Tried the latest version and it was just an explosion of fast pace gameplay to end game. Been playing this server for couple of days now and kinda liking it so far.

Excited to see where this goes!
 
13d7eeef58f3a8e0eadc50be4bdd84ab-1 - [Tree of Savior] Seeds of Yggdrasil - Open Beta 28.06 - RaGEZONE Forums


Open Beta June Patch Note:

* Overal PVE content rebalanced.
* Spawn rates are tuned per zone.
* EXP rates are manually tuned per zone.
* Bosses are boosted to be challenging but fair.
* Equipment is currently undergoing adjustment.

Class changes:
Wizard:
* Magic Shield - Now transfers damage into the SP pool.
* Energy Bolt - Cooldown removed, SP cost raised.
* Magic Missile - Cooldown removed, SP cost raised.

Pyromancer:
* All skills now stack a burn and have their base damage reduced.
* Fireball - Now hits one time per skill level. Also, its cooldown has been removed and SP cost raised.
* Flare - Now deals increased damage based on total burn stacks.
* Hellbreath - Now deals increased damage based on total burn stacks.

Cryomancer:
* Ice Blast - Now gains range and damage based on how many ice walls it hits, up to 8.
* Snowrolling - Is now significantly bigger, moves faster, and pulls mobs more effectively.
* Ice Pike - Cooldown removed, SP cost raised.

Swordsman:
* Gung Ho - Now converts defense into attack. Duration raised to 5 minutes.
* Concentration - Gives a rate buff based on DEX, as well as the usual effects.

Peltasta:
* Shield skills now gain bonus damage from CON.
* Swashbuckling - Cooldown removed.
* Rim Blow - Cooldown removed, SP cost raised.
* Guardian - Increases shield skill damage ratio.
* Shield Lob - Consumes Guardian to gain a damage bonus.

Archer:
* Oblique Shot - Cooldown removed, SP cost raised.
* Kneeling Shot - Provides a critical, attack speed, and %ATK damage bonus.
* Swift Step - Provides a moderate critical rate bonus. Duration set to 5 minutes.

Ranger:
* High Anchoring - Cooldown removed, SP cost raised.
* Bounce Shot - Cooldown removed, cost raised.

Wugushi:
* Poisons now gain a bonus from INT.

Cleric:
* Heal - Now restores moderate SP.
* Cure - Cooldown removed, SP cost increased.

Krivis:
* Zaibas - Cooldown removed, SP cost increased.
* Divine Stigma - Buff scaled to player stats.

Sadhu:
* Out of Body - Drains SP, deals bonus damage based on SP drained.
* Astral Explosion - Consumes all SP, deals massive damage.

Maps:
Guards Graveyard:
* Increased spawn rates and enemy HP pool.
* Significantly increased enemy damage.
* Significantly increased enemy EXP rewards.

Shops:
* Added all 2018 body costumes, lenses, wigs and hair. Only body costumes cannot be bought with TP Points but can be previewed in Beauty Boutique.
* Added all 2018 body costumes, wings, arm-bands, auras and companions to Medal Shop.
* Reworked prices for TP (1 USD = 100 TPs), Medals 1:2 TP.

Upcoming:
* Invitation event.
* Recurring discord giveaways.
* x2 EXP and drop from 19.06 to 21.06.
* BGM game extension.
* Importing new client assets.
* Finishing touches to unlock content 120-150.

Everyone is welcome to talk with us about the progress of the ToS project here:: https://discord.gg/8q5huJPYhC
 
Last edited:
View attachment 263918

Open Beta June Patch Note:

* Overal PVE content rebalanced.
* Spawn rates are tuned per zone.
* EXP rates are manually tuned per zone.
* Bosses are boosted to be challenging but fair.
* Equipment is currently undergoing adjustment.

Class changes:
Wizard:
* Magic Shield - Now transfers damage into the SP pool.
* Energy Bolt - Cooldown removed, SP cost raised.
* Magic Missile - Cooldown removed, SP cost raised.

Pyromancer:
* All skills now stack a burn and have their base damage reduced.
* Fireball - Now hits one time per skill level. Also, its cooldown has been removed and SP cost raised.
* Flare - Now deals increased damage based on total burn stacks.
* Hellbreath - Now deals increased damage based on total burn stacks.

Cryomancer:
* Ice Blast - Now gains range and damage based on how many ice walls it hits, up to 8.
* Snowrolling - Is now significantly bigger, moves faster, and pulls mobs more effectively.
* Ice Pike - Cooldown removed, SP cost raised.

Swordsman:
* Gung Ho - Now converts defense into attack. Duration raised to 5 minutes.
* Concentration - Gives a rate buff based on DEX, as well as the usual effects.

Peltasta:
* Shield skills now gain bonus damage from CON.
* Swashbuckling - Cooldown removed.
* Rim Blow - Cooldown removed, SP cost raised.
* Guardian - Increases shield skill damage ratio.
* Shield Lob - Consumes Guardian to gain a damage bonus.

Archer:
* Oblique Shot - Cooldown removed, SP cost raised.
* Kneeling Shot - Provides a critical, attack speed, and %ATK damage bonus.
* Swift Step - Provides a moderate critical rate bonus. Duration set to 5 minutes.

Ranger:
* High Anchoring - Cooldown removed, SP cost raised.
* Bounce Shot - Cooldown removed, cost raised.

Wugushi:
* Poisons now gain a bonus from INT.

Cleric:
* Heal - Now restores moderate SP.
* Cure - Cooldown removed, SP cost increased.

Krivis:
* Zaibas - Cooldown removed, SP cost increased.
* Divine Stigma - Buff scaled to player stats.

Sadhu:
* Out of Body - Drains SP, deals bonus damage based on SP drained.
* Astral Explosion - Consumes all SP, deals massive damage.

Maps:
Guards Graveyard:
* Increased spawn rates and enemy HP pool.
* Significantly increased enemy damage.
* Significantly increased enemy EXP rewards.

Shops:
* Added all 2018 body costumes, lenses, wigs and hair. Only body costumes cannot be bought with TP Points but can be previewed in Beauty Boutique.
* Added all 2018 body costumes, wings, arm-bands, auras and companions to Medal Shop.
* Reworked prices for TP (1 USD = 100 TPs), Medals 1:2 TP.

Upcoming:
* Invitation event.
* Recurring discord giveaways.
* x2 EXP and drop from 19.06 to 21.06.
* BGM game extension.
* Importing new client assets.
* Finishing touches to unlock content 120-150.

Everyone is welcome to talk with us about the progress of the ToS project here:: https://discord.gg/8q5huJPYhC
Hello, your link discord is down, if its possible can i get a new one? I would love to try this. Thanks in advance ^^/
 
YES! YES! ALL MY YES! As someone who loved Ragnarok Online. Tree of Savior was amazing and was it's spiritual successor. I'm downloading this TONIGHT. I've waited so many years for a Private Server to pop off. I am wishing you GREAT SUCCESS!

Sadly the server has already shut down due to server cost and insufficient funds. :(
 
Last edited:
TOS server goes into maintenance mode - notice about it you can read on discord:
1724653548476 - [Tree of Savior] Seeds of Yggdrasil - Open Beta 28.06 - RaGEZONE Forums


However once team will rework everything from core gameplay of server, we will re-launch SoY between October and November.
All current and new changelogs will appear on our discord.
Furthermore - our Granado Espada [Xtreme] server is still on active development: https://forum.ragezone.com/threads/granado-espada-xtreme-sg.1232246/
 
Back