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Classes

May 10th, 2016
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  1. Classes
  2. https://sites.google.com/site/treeoftricks/ (not available yet) preview pastebin
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  6. Tree of Savior has over eighty planned classes divided among four trees. You can choose different classes at each rank (up to seven ranks currently) within a tree and specialize in a class by taking it up to three times (referred to as three circles). Some classes are hidden classes, which have only one circle and special requirements to unlock.
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  8. The quickest way to get used to the class system is to try it out with a skill simulator such as the ToSBase simulator. http://www.tosbase.com/tools/skill-simulator
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  10. Ranks and Levels
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  12. This list shows levels at which players reached each rank and unlocked new classes. The exact levels will vary since not all sources of exp give the same proportions of character and class exp. Note that the exp requirement resets happen at levels 46, 86, 136, 186, and 236 (these resets are points where the amount of exp needed to get the next level becomes much lower in order to keep character levels matched with class levels, which reset every 15 levels).
  13. Rank 2: 15-20
  14. Rank 3: 40-45
  15. Rank 4: 80-82
  16. Rank 5: 120-130
  17. Rank 6: 177-180
  18. Rank 7: 220-227
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  22. Swordsman Classes
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  24. Swordsmen are tough melee fighters, Wizards use magic, Clerics have both healing and attack skills, and Archers mainly use missile weapons (although they may use pets, traps, or even dagger backstabbing). If you only care about maximum DPS, play an Archer or certain carefully designed Wizard builds (many Wizard classes are support-oriented).
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  26. Swordsman: The starter class in its branch is mandatory for all other Swordsman classes. However, don't take circle 2 or 3 unless you're certain you really want Restrain, a skill which has a chance to stun enemies, or you're building a Shinobi. This weak base class is just a stepping stone towards other classes. Circle 1 Swordsmen should take Bash to 3 for the attribute, leave Thrust at 1, and distribute other points between Pain Barrier, Gung Ho, and Concentrate at will, making sure to get the attributes.
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  28. All Swordsmen receive more base HP than other classes and gain Dash, a sprint used by double-tapping movement keys. Swordsmen deal competitive damage at low levels, but are outpaced by other archetypes at high levels, so their most valuable role in groups is pulling.
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  30. Peltasta: This is the puller class. Don't go in expecting to be a WoW-style tank: that role doesn't really exist in Tree of Savior, where boss attacks can be avoided entirely. Instead, Peltastas use Swashbuckling (which can be cast with an offhand dagger or a shield) to round up large numbers of mobs so they can be killed easily. Peltastas are very popular in groups, so take a rank in this class if you want to be invited. Higher circles add more Swashbuckling, but the number of additional monsters pulled is small, so one circle is enough for most players. Peltasta also enables blocking, which is useful as an emergency defense in both PvE and PvP.
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  32. Highlander: This damage-dealing class has utility debuffs to use on mobs in addition to its attack skills. The international ToS version of Highlander has a cooldown on Skyliner, so it's weaker than the Korean version and the iCBT2 version. Don't expect to be an unstoppable killing machine and don't expect your low level skills to dominate at the level cap. However, it's still a decent class with strong circle 2 skills.
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  34. Barbarian: Barbarians stun enemies and kill them with short-range AoE skills. Barbarians advance to circle 2 for Seism, a strong AoE attack. This class doesn't deal the most DPS, especially at high levels or against bosses, but it can hit hard against stunnable enemies, including PvP foes.
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  36. Hoplite: Hoplites have Finestra, a skill which greatly increases your critical hit chance, but hoplite skills require using spears. Their damage dealing skills Stabbing and Pierce are powerful, especially against bosses, and Spear Lunge makes monsters vulnerable to pierce attacks, so this is an excellent choice for building towards higher level spear-using classes such as Cataphract and Dragoon. Circle 2 hoplites with high Finestra levels can crit frequently even without investing too many stat points in Dex.
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  38. Cataphract: Riding on their pets, Cataphracts are a high speed cavalry class which excels at PvP and exploring. Cataphracts generally take circle 3 to keep Trot, the speed-increasing skill, active all the time. Rush, their strongest attack, is also unlocked at circle 3. They can use the crowd control skill impale to capture enemies. Cataphracts have skills which require using spears, so the class goes well with Hoplite and Dragoon, and it's a good choice for PvP-oriented Templars. You'll get a free pet upon becoming a Cataphract.
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  40. Rodelero: This shield-using class is billed as the only magic tank in the game, but it's not for tanking to begin with: It's a crowd-control class designed to harrass and disrupt enemies. Its damage is a joke, its skills have limited use in PvE, and they're outshined by other crowd control classes in PvP. Like Peltasta, Rodelero enables blocking, which is useful as an emergency defense in both PvE and PvP. The strength Rodeleros have is Slithering, a circle 2 channeled skill which blocks all magic damage (but not status debuffs), but monsters usually use physical attacks or avoidable magic attacks, leaving this skill handy but not enough to justify spending two ranks.
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  42. Squire: A utility class which supports allies by building base camps, providing buff-granting food, and repairing equipment. Squire camps are usfeul for setting up extra respawn points in open world PvP, but the game's map designs combined with the emphasis on instanced dungeons and missions leave few opportunities to take advantage of their outdoors-only skills in PvE. Squires can set up repair stalls to fix or buff other players' equipment while AFK, but blacksmith NPCs are cheaper, so don't expect to get rich. The arrest skill, which looks like a powerful crowd control on paper, actually crowd controls the Squire in practice.
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  44. Corsair: Pirates who buff their parties and cause monsters to fork over extra loot. Their Iron Hook is an outstanding PvP crowd control skill which can't be blocked by Plague Doctors or dispellers. They have decent damage-dealing skills, particularly Hexen Dropper at circle 2. Unlock Chest will be useless unless the developers change the chest system in the future, and Pistol Shot is very weak, but all your PvE crew will really care about is Jolly Roger. The pirate flag attracts the attention of enemies, causes them to drop extra silver, and gives a small chance to get a bonus item from monsters, which can pay off against enemies with valuable drops.
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  46. Doppelsoeldner: A strong damage-dealing class which uses Cyclone to AoE mobs down and gets some bonus exp and loot from Double Pay Earn. Their circle 2 skills use two-handed swords, so consider the weapon types of your other classes before choosing which ranks to take. Deeds of Valor becomes more difficult to use as high level enemies deal more damage, but Doppelsoeldners are still effective in high level groups, especially if they contribute Peltasta's Swashbuckling as well.
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  48. Fencer: A zero-cooldown attacker which stands on its own even if you use your other class ranks for utility skills. Dedicated Peltastas often follow up with Fencer to gain acceptable damage output. Finestra won't work with rapiers, so avoid Hoplite. Take this if you've had enough of cooldowns and you want to spam quick attacks at the expensive of not having much AoE.
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  50. Dragoon: Like many other rank 7 classes, it has very high base damage. This spear-using class is an obvious choice for Hoplites, Cataphracts, and other spear-combatible or weapon-swapping classes who want to kick some ass. They're based on Final Fantasy dragoons, but Jump isn't available yet and you may have to wait for rank 8 or 9 if you want to become a Final Fantasy character.
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  52. Shinobi: A hidden class unlocked by completing a troublesome quest series. A Shinobi can summon clones, which only use Shinobi and Swordsman abilities, to gang up on enemies and deliver burst damage. Shinobis have stealth as you'd expect. This is a very gimmicky class which can be fun to play in the right hands, but beginners shouldn't try to go this way without doing their research first lest they be disappointed.
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  54. Templar: You must be a Templar to become the leader of a guild. This class offers little else, so you're dedicating your character to your guild. Templars can teleport to or summon guild members, which can be very useful in PvP or for hunting world bosses. As a result, many Templars choose Cataphract for mobility, although others take Squire and Peltasta to focus on utility and count on guild members to group with them. If a guild has multiple templars, they can teleport more, take the crafting skill, and have a backup to transfer leadership to in case the original Templar quits.
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  61. Archer Classes
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  63. Archer: The base class of the Archer tree is rather powerful. Multishot is an excellent damage-dealing skill which scales well into higher levels. Circle 2 Archers get increased critical hit rates through Swift Step's attribute. Oblique shot is a zero cooldown skill which performs well even with only one skill point, so low level Archers are well-equipped to spam things to death from the start.
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  65. Quarrel Shooter: These start out as defense-oriented archers with Stone Shot, which has a chance to stun enemies, Caltrops, a trap placed on the ground, and Pavise, which attracts enemies and draws their attacks away in addition to blocking enemy arrows. However, their real strength is Running Shot at circle 3, which turns your autoattacks into rapid machine gun fire. Stack extra lines of damage (such as the Cafrisun set's bonus) with bonus damage items like the Arde Dagger and the Grand Cross (which increases your skill levels) and go wild. However, your rate of fire is limited by your ping, so players with latency of 200ms or higher may have trouble.
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  67. Ranger: Barrage delivers a strong multi-hit attack covering an area. Rangers are effective even with just circle 1, and circle 3 supports higher rank classes. Steady Aim, which greatly increases the damage of other skills, has been nerfed in international ToS, but remains useful despite not being overpowered. Barrage's damage is doubled by a Rogue's Feint. Ranger works as a foundation in many different builds.
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  69. Hunter: Hunters specialize in using their pets for combat. They get strong crowd control which can be deadly in PvP when it works and provides utility in PvE when it works, but it doesn't always work. This class is plagued by bad AI, awkward skill mechanics, a badly designed interface, and a primitive pet system. It still has niche utility, such as detecting stealth. Do your research and make sure you know what you're doing before you choose Hunter. You'll get a free pet for becoming a Hunter.
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  71. Sapper: Trap-using demolition experts who are handy to have around despite not being the highest damage Archer class. They must take circle 2 for Broom Trap, their best attack, which deals true AoE (not limited by AoE ratio) damage within a large circle for a relatively long time. Their other skills can be combined in creative ways to multiply their damage in the right situations. Detonate can remove skills used by other players, so it's great for runining competitors during world boss fights. You'll have to spend a lot of silver on reagents, but this can be a fun class for tactical masterminds.
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  73. Wugushi: These are poison users whose self-sufficient attacks pair up well with many other classes. Under the right circumstances they can deal impressive amounts of damage, including deadly AoE murder in a confined area and poweful attacks against bosses. However, they overwrite each other's poisons, so it's disadvantageous to have more than one Wugushi in the same fight, especially against world bosses. The class lives up to its name: The ancient Chinese practice it's based on involved pitting many poisonous creatures against each other in a pot until the strongest poison emerged, so get rid of your fellow Wugushis and become the reigning damage dealer.
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  75. Scout: Scouts have stealth, so you'll either love that utility or skip the class. It has useful damage output from Flare Shot, FluFlu is good for pulling, Camouflage is a good defense and fun RP tool, and Cloaking's attribute adds half your physical attack to increase ambush burst, but the class really boils down to the opportunity to be invisible.
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  77. Rogue: This class has a variety of utility abilities and melee skills which take it outside the range of what you'd expect from an Archer. Feint doubles the damage of Ranger's Barrage, Capture can duplicate powerful attacks such as Sapper's Broom Trap, and you can steal enemy magic circles in PvP. Backstab can deal heavy hits and Sneak Hit theoretically provides plenty of critical hit chance, but this game is buggy and doesn't handle positioning well. Your skills won't always work as expected.
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  79. Fletcher: Expensive but extremely powerful. Armed with Magic Arrow, which deals an enormous number of hits in a game that rewards multi-hit skills, circle 3 Fletchers deal first-class damage and are hard to beat against single targets such as world bosses. They have other strong skills as well, such as the zero-cooldown AoE crossfire. However, you're going to be spamming the most expensive SP potions and expending reagents to use skills.
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  81. Falconer: Circling is the support skill that gets this class invited to groups. It reduces the AoE defense ratios of monsters, turning limited hit attacks into massive AoE blasts. Their falcons only show up to execute skills and don't have normal autoattacks like regular pets do, although you can use both at the same time. Falcons also consume a separate character slot, so make sure you have enough for your alts. Hanging Shot is fun to play with, but when it comes to damage and utility, this class is all about enabling AoE attacks.
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  83. Scharzer Reiter: Some skills are theoretically strong, such as Retreating Shot, but this class suffers from severe playability and interface issues. Skills are difficult to use and prone to failing. Consider waiting until this class gets a revamp and bugfixes. You can mount your pet, and you'll get a free pet upon taking the class, but you won't have Trot like Cataphracts, so your movement speed will be barely any faster than normal.
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  85. Musketeer: Enormous base damage and deadly single taret attacks. Musketeers have a wide variety of powerful skills delivering high damage, but limited AoE. They use muskets, so watch out for weapon type conflicts with other classes. You can automatically swap weapons, but there's a delay involved. You can also live without swapping because Musketeers are just that strong and have that many musket skills.
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  87. Cannoneer: They have fewer skills than Musketeers, but Cannoneers deliver strong AoE. Their powerful blasts are deadly in all areas of the game. Cannons are offhand weapons, allowing them to use crossbows and execute the skills of earlier classes without having to swap weapons.
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  94. Cleric Classes
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  96. Cleric: This base class provides healing which scales with the target's HP. Even an unspecialized circle 1 Cleric can provide basic healing services to a group. Their Heal and Cure spells also deal damage to monsters, so they're not helpless when alone. Safety Zone is an extremely powerful defense. Higher circle clerics get some extra support spells, but mainly gain an additional healing tile for each level of Heal. Circle 2 is considered a good balance at high levels.
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  98. Priest: The class that resurrects the dead. Their pre-emptive resurrection, Revive, is precious in PvP as well as in PvE. Stone Skin, which benefits from a high Spirit build, is a very powerful defense which is notorious for shutting down physical damage dealers in PvP and can help the whole party survive boss attacks. The combination of Blessing (bonus damage) and Sacrament (adds another hit to your auto-attacks) allows Priests to solo easily and increase group members' damage.
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  100. Krivis: A more offensive Cleric option which can take advantage of the Intelligence stat. Zaibas is a powerful multi-hit attack which makes a Krivis deadly at low levels. Zalciai is always appreciated by physical damage dealers, but the main utility is Daino, which increase the party's buff limit. ToS has a very low buff limit which can cause valuable buffs to be knocked off in groups. As a result, a Krivis can bring out the full potential of group members and is a valuable addition to a party that already has other kinds of Clerics. Multi-Cleric parties are surprisingly strong in this game.
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  102. Bokor: Zombie summoners who can unleash massive hordes of the living dead. However, their rotting corpses are full of bugs. Their skills don't always work as intended, their main zombie control ability gets interrupted by everything, and they're often reduced to using the one skill that does deliver on its promises: Effigy, a strong attack which covers a small area and servers as a good filler between cooldowns. Make sure you now what you're getting into before playing this class.
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  104. Dievdirbys: This Lithuanian-themed class carves statues of the game's dieties to deliver powerfuly utility auras. It's tricky to play, since you must place statues carefully and they can be knocked away by bosses and made useless, but Dievdirbys have benefited from bug fixes after closed beta and are now a powerful support class. Carve is a handy physical attack for any Clerics aiming for physical damage builds, Owls deal massive damage, the World Tree is valuable in PvP and against ranged attacker monsters, and Laima can reduce the movement speed of bosses to a hilarious crawl in addition to reducing party members' cooldowns.
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  106. Sadhu: A damage-dealing class which sends its spirit out of its body to attack enemies. Your real body will be vulnerable, and skills from other classes will be cast at the site of your real body instead of your spiritual body, but a clever tactician can use Sadhu skills to pull off impressive feats. The class has been nerfed since closed beta and no longer deals as much damage as it used to. The circle 3 skill has little value, so Sadhus almost always aim for circle 2. Pick this if you want an exotic combat class that can do mediocre damage with an Intelligence build, and don't expect to be an Archer with heals.
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  108. Paladin: A versatile class which can deal decent damage with the combination of Smite and Conviction (which turns Smite into a multi-hit attack), increase the effectiveness of healing spells with Restoration, and protect allies with Barrier and Resist Elements. Barrier is a popular choice for Pardoners since it can be placed on a scroll. Conversion can be fun to play with, but it's not as powerful as you'd hope. Don't expect to be a magical Swordsman; this is a utility class.
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  110. Monk: The physical fighter of the Cleric tree. Monks spam Double Punch at the cost of Stamina, which serves as a combat resource for them. They can also unleash Energy Blast, which is Kamehameha from Dragonball. Use it on Ice Walls to unleash a torrent of shards. Monks can choose from a variety of earlier cleric classes, so they can bring useful support spells in addition to damage. The damage isn't as high as you're probably hoping, so approach this as a hybrid class.
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  112. Pardoner: Pardoners follow the lead of their class master, who tells you there's only two ways to connect with the goddesses: faith and monetary donations. Their purpose in life is to exploit suckers for silver. They use Simony to make scrolls which cast certain Cleric skills and sell the scrolls, and they can use Spell Shop to sell their reagent-using buffs (i.e. Priest buffs) to customers. Not all spells can be sold, and you must level both the scrolled skill and Simony to make higher level scrolls, so do your research before choosing a Pardoner build. Pardoners also open Oblation boxes which allow players to vendor loot on the spot while the Pardoner takes a cut. Players have been known to sell some crazy things.
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  114. Chaplain: A hidden class which requires Priest 3 and builds upon Priest skills. They can further multiply their autoattacks for effective soloing, but some of their other skills can be disappointing. Capella casts all your buffs, but suffers from a design flaw which requires players to move in and out of the Capella's range to refresh expired buffs. Magnus Exorcismus is a big disappointment. Take this class if you just want to beat things down with your brutal autoattacks.
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  116. Druid: Shapeshifters who draw upon the power of nature and summon deadly grass to slay their enemies and protect allies. Carnivory is a very powerful multi-hit skill. The utility aspects of Shapeshifting, Transform, and Telepath (which bypasses Plague Doctor's Bloodletting) can be fun and useful if you're creative, and Sterea Trofh provides another Safety Zone. This is a strong class for those who like to experiment.
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  118. Oracle: Oracles use Counterspell to remove all magic circles in an area, both friendly and hostile. This can be useful for world boss competitions and PvP, but it can backfire when misused. Prophecy can help make up for the absence of a Plague Doctor, but only covers a limited range of effects. Oracles are best suited towards enhancing farming rather than direct combat, and they can summon monsters that can't be found by other means. Their circle 3 ability will allow players to change sex. This class isn't for everyone, but someone out there will enjoy it.
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  120. Plague Doctor: Most Clerics take this powerful class at rank 7. It provides immunity to most debuffs and crowd control spells, so it can turn the tide in PvP. In addition to being the key to shutting down other players, it deals substantial damage by consuming debuffs with Incinerate. Incinerate deals a large number of hits and takes advantages of debuffs placed by earlier Cleric classes, so Plague Doctor can finish off almost any build.
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  122. Kabbalist: This class isn't particularly bad, but it's overshadowed by the highly sought-after Plague Doctor. Revenged Sevenfold delivers a potentially very powerful damage reflecting attack, but can be wasted on a weak hit. Ein Sof doubles the HP of whoever steps on it, providing a very powerful buff. However, Merkabah's damage isn't impressive and it involves a very lengthy and elaborate animation, the number-based spells aren't very useful, and Reduce Level rarely makes a difference (although it can bring higher level enemies into a less dangerous range).
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  129. Wizard Classes
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  131. Wizard: Most Wizards will stop at circle 1 and move on to Pyromancer or Cryomancer, but those who specialize as Wizards will gain a powerful foundation for supporting higher rank classes. Quick Cast's attribute provides an enormous damage boost and Surespell prevents interruptions, so Wizard 3 goes well with classes that use high-firepower nukes such as Elementalist. However, Wizard 2 will be a slow and painful leveling experience.
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  133. Cryomancer: Cryomancers use ice magic to achieve offense, defense, and crowd control. They contribute to groups with a blizzard of potent control spells. They can't do as much damage as Pyromancers, but still pack enough to put foes on ice, especially when paired with Psychokino for the Ice Wall/Psychic Pressure combination. Circle 1 is sufficient for the Psychokino combination (you may rely on +skill items such as Audra and a monster gem), but circle 3 is where the class really gets rolling. Multi-target attacks facilitate killing dense avalanches of mobs, although single target killing speed is chilled due to long cooldowns. Specialized Cryomancers can act as pullers fighting on the front lines in groups, or as support for another puller.
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  135. Pyromancer: Pyromancers are damage dealers who use fire, mainly in the form of ground-based area of effect attacks. They get off to a fast start and scale well since their attacks deal a large number of hits, which can be enhanced by the magic attack stat or elemental damage on equipment. However, flying mobs can be a nuisance since Flame Ground won't hit them. The class is strong at circle 2, which provides a large increase in hits over circle 1, and is very often paired with Linker. Pyromancers can stack large numbers of multi-hit skills together for massive damage, but enemies can avoid this by moving away, so this class is oriented towards PvE.
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  137. Linker: Linkers use Joint Penalty to multiply single target attacks, causing each hit to damage all linked enemies equally. Due to a nerf, AoE spells can only hit each linked target once per tick. Hangman's Knot allows Linkers to group mobs up tightly, and these two spells combine to greatly increase a party's damage output against groups of mobs. However, links can break easily, and Linkers are currently affected by a bug that can cause links to break early. Physical Link does not work as intended and instead serves as a Joint Penalty against your own allies. Spiritual Chain only shares certain buffs, and Lifeline is often redundant, but they can be surprisingly powerful in a pre-arranged group with characters designed to complement each other. Most Linkers only take one or two circles since they depend on other classes for attack skills.
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  139. Psychokino: Use the power of your mind to crush your enemies. Psychokinos might not look impressive on paper, but their skills have some exceptional crowd control properties: They can't be stopped by Plague Doctors or dispellers, so they're incredibly powerful in PvP, Psychic Pressure deals enough micro-stuns to completely lock down groups of enemies, and Raise prevents them from taking any action in addition to lifting them up. Psychokinos can deal substantial damage and combine other classes for deadly combos, such as casting Psychic Pressure on Ice Walls and Fireballs.
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  141. Thaumaturge: A support class which provides non-scaling but substantial damage buffs. Reversi can counter dangerous enemy attacks, especially in PvP, and Transpose allows you to have an astonishing HP pool at the cost of having to heal yourself from scratch every time if you focus on Intellect, which gives more stats per point allocated than Constitution does. Swell Body doubles the exp and loot from monsters, so this class is helpful in farming groups from the first circle. However, it lacks attack skills of its own, so it depends on other classes and party members.
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  143. Elementalist: The strongest damage-dealing Wizard class, and for one reason: Frost Cloud. This powerful multi-hit AoE spell is the dominant weapon among high level parties fighting large groups of monsters. It's also deadly in PvP. Therefore, if you take Elementalist, go all the way to circle 3 and use a damage-oriented build such as Wizard 3 with high Intelligence. The other Elementalist spells are useful as well, especially Hail's AoE, but Frost Cloud steals the show.
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  145. Chronomancer: A pure support class which lacks offense but provides powerful buffs to party members. Stop is a formidable crowd control, Haste's speed boost is dramatic, and Reincarnate has a small chance to bring back bosses for double the rewards. The biggest prize is Pass, a circle 3 spell which instantly reduces the currently remaining cooldowns of all party members' spells by up to 25 seconds. Chronomancers are in demand among carefully stacked min/maxed parties, but they're not well-suited to soloing.
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  147. Sorcerer: Summon demons to do your bidding. The main summoned demon is a boss monster selected by equipping a card dropped by that boss. The favorite choice is Temple Shooter, who has a ranged AoE double attack. Sorcerers can deal substantial damage, but must put up with terrible AI. The first circle lacks the control spells Hold, Attack Ground, and Riding, which are necessary to make full use of the summoned boss, so Sorcerers should continue to circle 2. You'll have to spam mana potions to maintain your summon, which cancels all normal SP regeneration, and you'll have to acquire the right card and upgrade it, but this high-maintenance class can do substantial damage, rely on its summons while crowd controlled, and solo easily.
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  149. Alchemist: A crafting class which brews potions and buffs items. Their attack spell, Combustion, is useless. Dig is also useless, Briquetting is useless as well, and Item Awakening now provides a random amount of a random stat, so you have a low chance of getting anything useful. The Magnum Opus recipe list appears to be a placeholder for a half-implemented skill. You can view the recipes in the ToS Mechanics PDF. Gem Roasting is very useful, but faces heavy competition since a small number of Alchemists can provide this AFK shop service to the whole server. Tincturing, the potion-crafting skill, also faces heavy competition bringing prices down, although it can be very profitable on a new server which lacks Alchemists. The heavy restrictions on trading in ToS also impair your ability to share your skills with friends. Consider leaving this class to an alt.
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  151. Necromancer: A summoner class which uses the undead and shredded corpses to make more corpses. The Shoggoth, the large summon, serves as a meat shield while skeletons unleashed by circle 2's Raise Dead are glass cannons. The strongest Necromancer spell is Flesh Cannon, a multi-hit nuke which deals massive damage. Although Necromancers might find it odd to focus on direct damage nuking instead of summoning, this spell is too powerful to ignore. Necromancers don't farm their own corpses, and instead skip the corpse generating skills while buying corpses from the class master with silver. As a result, this isn't cheap to play, but you can make it back by letting your minions farm while you're AFK.
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  153. Featherfoot: Vampires who heal themselves by sucking the blood of enemies. Not all enemies have blood, so they only get the healing effect against beasts, demons, and insects. Bloodsucking damages all types, while Blood Bath deals partial damage against bloodless types. Other players don't count as beasts. The healing effect is massive and can quickly fill your entire HP pool, but it consumes a similar proportion of your SP pool. A featherfoot deals less damage than a Warlock, but still delivers a substantial amount.
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  155. Warlock: Formidable damage dealers who use the black arts to manipulate spirits and slay enemies. Pole of Agony covers a small, stationary area, and has a massive cooldown, but enemies trapped within it will take massive damage. Dark Theurge is also strong, even after the May 10, 2016 patch fixed a bug that let it deal too many hits. Use your earlier classes to crowd control enemies and help your Warlock skills land. The right combinations can be incredibly deadly in PvP as well as PvE. Finish off a good build with this class if your priority is raw damage output.
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  157. Runecaster: A hidden class which has a variety of spells with very long casting times. The Rune of Ice triples damage from ice skills and makes the Psychic Pressure/Ice Wall combination incredibly powerful, but doesn't work on Frost Cloud. Destruction is good against crowds of enemies who can deal splash damage to each other, but this long cooldown, 8 second casting time spell deals unimpressive sustained DPS and is only good for burst damage. Giants makes players huge and doubles their HP and defense while preventing them from using most skills. It's lots of fun at parties, but practical uses are limited. Swashbuckling can be used, so it may help a Swordsman survive a dangerous pull. Runecaster is dependent upon earlier classes, especially Wizard 3 for Quick Cast and Cryomancer for ice spells, but you won't have enough ranks to take all the classes you'll want to support it with.
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