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Page 4 of 64
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기슬로티스Item ID# 640031 (food_007) | |||||||||
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Class | Item | Type | Consumable | Buy | 35 s | Sell | 4 s | Weight | 1 | |
Description | 프리스트들의 제례에 사용되는 약초입니다. | |||||||||
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요나졸레Item ID# 640032 (food_008) | |||||||||
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Class | Item | Type | Consumable | Buy | 0 s | Sell | 0 s | Weight | 1 | |
Description | ||||||||||
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마이루나스Item ID# 640033 (food_009) | |||||||||
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Class | Item | Type | Consumable | Buy | 25000 s | Sell | 2500 s | Weight | 1 | |
Description | ||||||||||
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라무넬레Item ID# 640034 (food_010) | |||||||||
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Class | Item | Type | Consumable | Buy | 0 s | Sell | 0 s | Weight | 1 | |
Description | ||||||||||
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라오도넬리스Item ID# 640035 (food_011) | |||||||||
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Class | Item | Type | Consumable | Buy | 0 s | Sell | 0 s | Weight | 1 | |
Description | 단맛이 나는 약초. 상처 치료에 쓰이기도 한다. HP를 회복시켜준다. | |||||||||
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양파Item ID# 640036 (food_012) | |||||||||
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Class | Item | Type | Consumable | Buy | 120 s | Sell | 12 s | Weight | 1 | |
Description | 양파 껍질은 까본 사람만이 안다. | |||||||||
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살라위야스Item ID# 640037 (food_013) | |||||||||
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Class | Item | Type | Consumable | Buy | 0 s | Sell | 0 s | Weight | 1 | |
Description | ||||||||||
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딜겔레Item ID# 640038 (food_014) | |||||||||
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Class | Item | Type | Consumable | Buy | 0 s | Sell | 0 s | Weight | 1 | |
Description | 맛은 좋지 않지만 SP를 회복시켜주는 효과가 있다. | |||||||||
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매두스Item ID# 640039 (food_015) | |||||||||
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Class | Item | Type | Consumable | Buy | 0 s | Sell | 0 s | Weight | 1 | |
Description | ||||||||||
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Nukella (누켈라)Item ID# 640040 (food_016) | |||||||||
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Class | Item | Type | Consumable | Buy | 0 s | Sell | 0 s | Weight | 1 | |
Description | ||||||||||
Items in Tree of Savior are categorized into many different uses. Items are character wearable equipment, companion wearable equipment, in-game currency, consumable items, manuals, cards, ingredients used for enhancing & crafting and items that does not do anything at all.
One of the main way to obtain items is from killing monsters (as loots). Item drop percentage from monsters are fixed. The percentage is also fixed for item category. The only way to increase the percentage of monsters' loot is to add jewels that increase the percentage of item drops.
Each item has their unique weight. There is a limit to how much item one can store in their storage space, this can be improved by adding stats. If the maximum weight is exceeded, the characters' movement speed will be reduced and anymore items can not be picked up.
Equipment (weapons, shields and armors) can be upgraded using three methods, Advancement, Gem/Jewel Slotting and Attaching Magic Amulets.
Items are meant to be unique in:
Includes all items that are worn on the head: hats, helms, horns, ears, etc… The item's appearance is shown on the player character and the headgear will often improve stats.
Here is a list of the known headgears. The names are temporary until we get the official translation.
Outfit that is generally related to your class. Each outfit has its own appearance, which is shown on the player character. The player can decide to use their class outfit, or one from a previous class they've unlocked on the character. There will also be special outfits that are related to neither.
(Does not affect character appearance)
Piece of armor improving stats. The item's appearance is not shown on the player character.
(Does not affect character appearance)
Piece of armor improving stats. The item's appearance is not shown on the player character.
(Does not affect character appearance)
Piece of armor improving stats. The item's appearance is not shown on the player character.
(Does not affect character appearance)
Piece of armor improving stats. The item's appearance is not shown on the player character.
Accessory such as necklace which improves stats. The item's appearance is not shown on the player character.
Accessory which improves stats. The item's appearance is not shown on the player character.
Accessory which improves stats. The item's appearance is not shown on the player character.
Here is a list of the known weapons. Each weapon seems to have an innate damage type (slashing/piercing/blunt) when doing a basic attack. However, the damage type is also affected by skills. Weapons aren't class restricted, any class can use any weapon.
The sword, held in one hand, is the go-to weapon for the Swordsman and most of its advancements. Does slashing damage.
Prefered weapon of Barbarian and Highlander classes. Held in two hands and does slashing damage.
Used mostly by Clerics and their advancements. Held in one hand and does blunt damage.
Two-handed caster weapon.
One-handed caster weapon.
This one-handed weapon is favored by Hoplites. Does piercing damage.
Cataphracts use this weapon, it has longer reach and can be used effectively while riding their companion.
The go-to weapon of Archers and most of its advancements. Two-handed and does piercing damage.
Some Archer advancements, like the Quarrel Shooter, use this one-handed weapon along with a shield. Does piercing damage.
Sub-weapons are items that can be equiped in the off-hand slot (as long as it isn't occupied by two-handed weapons). They can be offensive, defensive, magic or cosmetic only.
Enable the user to attack considerably faster by alternating the main-hand weapon attack with the off-hand sub-weapon attack quickly. Does piercing damage.
The user can raise the shield to block attacks.
Enable the user to spawn mini-tornadoes which daze monsters for a few seconds.
Enable the user to make bubbles, which really does nothing but look cool.
Enable the user to deploy an Umbrella. Has no real effect other than visuals.
Enable the user to wave a tiny flag. Has no real effect other than visuals.
Items can be thrown away, sold to NPC or used as ingredients for crafting.