Tree of Savior Adds Smoke-Wielding Officiant Class

Tree of Savior Adds Smoke-Wielding Officiant Class

Tree of Savior has a new class, and it goes into battle swinging a censer.

That's the short version. The longer version is that IMCGames has added the Officiant to its MMORPG and, at the same time, given the game's archaeology content a major overhaul. One of those two changes is going to grab your attention faster than the other, and it probably isn't the one involving buried relics.

A Caster With a Censer

Let's deal with the name first, because it's hard not to. "Officiant" is not a word you usually find on an MMO class select screen. Massively OP's coverage admitted it hadn't gone digging through the genre's history, but it couldn't think of any other MMO that has used the name before. Unless someone turns up an obscure counterexample, Tree of Savior gets to claim it. It sounds more like the person reading vows at a wedding than someone you'd want backing you up in a dungeon. That's part of the charm.

The kit behind the name is a little easier to picture. The Officiant is an area-of-effect caster, and its weapon is an incense burner. Smoke is the whole point. The class doesn't charge at enemies or pick them off one by one. It fills the battlefield with smoke instead and turns that smoke into a tool.

IMCGames describes the approach in its own announcement. According to the studio, the Officiant "creates ritual zones from the smoke rising from the censer, then subdues enemies caught within them." The developer frames this as zone control: players blanket an area in smoke, dictate where enemies are able to move, and slowly squeeze them into a corner. IMCGames goes as far as calling it "a combat experience unlike any class before it."

That's a bold claim, and every studio says something similar about its newest class. But the idea itself is easy to understand. This isn't a burst caster that wins by dumping damage on a single target. It's a class built around positioning, about shaping the fight before the fight really starts. For players who enjoy controlling space more than chasing kills, that's an appealing pitch.

Archaeology Gets a Proper Loop

The second half of the update is less flashy, but it may end up mattering more to people who log in every day. Tree of Savior's archaeology system has received what was described as a massive rework aimed at high-level players, and it now has a name: Forgotten Relics.

IMCGames lays out the new loop step by step. It begins with an expedition, which you accept from an NPC called the Altar Keeper. From there you head out with a Detector to track down relics buried somewhere in the world. Finding them isn't the end of the job, though. You also have to fight your way through a Relic Portal. Once that's done, you identify what you've dug up and enshrine your finds on the Last Altar.

The final step is the interesting one. Enshrining relics empowers your next expedition, so each run feeds into the one after it. That turns what could have been a one-off activity into a cycle, one designed to keep players coming back to it rather than clearing it once and moving on.

It's a structure that will feel familiar to anyone who has spent time with endgame systems in other MMOs: take a task, go out into the world, fight, collect, cash in, and come back stronger. What makes Forgotten Relics stand out is the theme. Most games don't wrap their repeatable endgame content around digging up artifacts and placing them on an altar.

Two Updates, One Theme

Put the two halves side by side and there's a clear thread running through them. The Officiant is a smoke-swinging ritualist who builds sacred zones on the battlefield. Forgotten Relics has players tracking down ancient objects and offering them up at an altar. Whether or not that pairing was deliberate, the update hangs together nicely in tone. Tree of Savior has always leaned into a slightly odd, storybook take on fantasy, and both of these additions fit that identity comfortably.

Our Take

New classes are one of the oldest tricks for pulling lapsed players back into an MMO, and October has been full of them. Camelot Unchained recently introduced a new Scout archetype, and Neverwinter has a druid teased for Module 34. What separates the Officiant from those is that it doesn't map neatly onto a familiar fantasy archetype. That kind of strangeness can help a long-running game get noticed again.

The bigger question is how zone control holds up in practice. Classes built around area denial can feel great when enemies behave predictably, and frustrating when they don't. It is worth watching whether players find the Officiant genuinely distinct or simply a slower caster with a novel weapon.

On the archaeology side, the progression loop suggests IMCGames wants to give high-level players a steady reason to keep playing. Whether Forgotten Relics becomes a staple or a chore will likely depend on how rewarding each expedition feels over time.