Unimplemented ToS Features

This is a listing of features that were in Tree of Savior, but were either taken out of the game or implemented incompletely.

## Rank Advancement System

   In November of 2018 IMC Games stated that the ranking system had limitations and forced players to focus on later placement classes rather than presenting players building options to explore, from all possible combinations only 23 were used effectively and all them relied on the power scaling of endgame classes. With that in mind they revamped the class system into Re:Build replacing the ranking system with a simpler and more conventional Class Advancement System found in RPGs with the addition of the multiple class change the game is known for.

   The original class system was designed around the concept of specialization and abandon, known as Ranking System and Rank-Circle as those were the terms used in it. Ranks were responsible for the character progression while Circles (represented as C#) dealt with individual class progression within the Rank system, this allowed players to pick classes on the amount they desired instead of committing to it completely. Each Rank had 15 levels to be completed and would unlock a minimum of 2 additional classes to pick on the advancement, the exception to this was rank 8 as it presented 4 new classes and was the highest class placement in the system.

*A Wizard character had the option to advance into Wizard C2, Pyromancer C1 or Cryomancer C1 in the first advancement, if said player took Cryomancer for its character the following would enable Wizard C2, Pyromancer C1, Cryomancer C2, Psychokino C1 and Linker C1.*

A main advantage of investing in circles was the new and more powerful skills and skill changing attributes the class provided further in, skills like Revive and Mass Heal were unlocked at Priest C2 and players that needed or wanted these skills would have to sacrifice a rank for it. On the other side taking a new class would provide a higher quantity of skills to take that may offer a different gameplay experience, the average number of skills per circle is 2 for C2 and 1 for C3 as a new class had 4. That said it was uncommon to have multiple C1 classes in a single build as few skills provided enough power in the first circle be that attributes being locked or by the natural skill scale.

Upon retirement the former system had 10 ranks with a limit of 3 circles per class. This was translated into the new system with a base class maxed at lvl 15 and each of the three advancements capped at lvl 45 as if they were full circle classes, circles restrictions were kept as stronger skills are locked in tiers and can only be unlocked at levels 16 and 31 just as it would in the old system.

## Custom Stat Allocation

   Most MMO's allow players to distribute their stats at free will and this was the case in ToS, players would receive a stat point per base level and could distribute them freely among the five base stats. This feature was removed in favor of automated stat allocation based on the picked classes as the usual player behavior was to dump all points into a single stat, being aggravated by full CON builds that relied completely on weapon for the offense and were often as successful than full STR/INT. It's still possible to earn extra stat points for some customization through quests and goddess statues.

## Centurion

Originally planned to be on the game release Centurion but was replaced with Fencer as a rank 6 class, it's believed this change was made due the class nature and excessive amount of bugs the class had.