Solo Constant Damage: A Comprehensive Guide to the Wiz class
Created by Sorcker on Mar 31st 2016 (Last Updated: Jun 9th 2016).
This is a public build.
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Sorcker's Solo Constant Damage Build
A Comprehensive guide to the Wizard Class
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Wizard-------------------------------Pyromancer-------------------------Linker






----------------------------Sorcerer--------------------------Featherfoot-------------




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This is a for fun build, that doesn't neglect power. It has a lot of damage in every stage of the game and is fun to play since the beginning until the end. You should not have much problems soloing monsters and bosses at all. This doesn't excludes the possibility of leveling up in a party though. If you team up with a tanker it will be easier to keep casting all of those hundreds of instant cast spells xD.
It's an alternative to the classic Wiz3>Ele3>Warlock build, which has a bunch of casting skills. That Wiz3 build is boring to level up until Rank 6(Ele3), but then starts to outshine all of the other ones, maybe even becoming the best DPS class of the entire game right now. If you guys want to follow a more competitive and hardcore build, I made one that follows the Wiz3 path too:
Hardcore Full Late Game Powerhouse
English is not my native language, so I'm sorry for any grammar mistake.
I made some videos, if you want to see a gameplay of it:
-Sorc C1 solo grinding and making money at Demon Prison District 2
-General gameplay of a Sorc C1 lvl 160
-Sorc C2 Summon Behavior
(when I reach a higher level i'll make FF videos. I'm currently at lvl 200 :p)
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Build idea:
The build consists in the ability to deal high amounts of AoE damage, constantly, using instant cast spells. I picked 24 skills, and only 1 of them is a casting one, which is Energy Bolt haha (Blood Sucking is not a casting skill, it's a channeling one. It starts to deal damage instantly when used).
I managed to do it by picking these classes:
-----Wizard > Pyromancer > Pyromancer > Linker > Sorcerer > Sorcerer > Featherfoot







If you want, you can pick the Linker rank earlier, at rank 3 and then Pyro at rank 4, it works too.
Below I explain my reasoning behind it.
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Why I didn't pick:
Cryomancer: More control oriented than dps.
Psychokino: It has more utility and cc than dmg and I think it combos better with cryo because of the ice wall+pp combo. Plus, its more pvp oriented too.
Elementalist: Long casts and cooldowns on spells, which makes them better with Wiz3 and parties.
Necromancer: The corpses mechanics takes too long to setup, besides, I dont want to deal with too much summons, since I already went with sorcerer.
Warlock: Long cooldowns and I would lose the Featherfoot ability to heal from the monsters, which is awesome for solo.
Rune Caster: Too long cooldowns and they combo better with cryo, because of that +300% damage with ice spells.
Thaumaturge and Chronomancer: Supports.
Alchemist: Craft class.
So, I picked:
Pyromancer: High constant AoE dps. Didn't pick circle 3 because at circle 2 you already have Flame Ground 100% active(25s duration and 25s cooldown) and I dont like Hell's Breath: there are already too much hard SP drain spells on this build (Summoning and Blood Sucking). Besides, Featherfoot demands Linker, so Pyro3 wouldn't have a room here anyway, since I picked SorcC2.
Linker: Awesome to gather mobs that are far from each other. In the solo leveling you wont have a tank to provoke and gather the monsters to you. It saves time you would've spent hitting the monsters to gather them. Besides, it combos very well with Featherfoot, since it has many single target skills.
Sorcerer: Since I didn't pick elementalist or psychokino, this is the only damage class left. The summon brings a lot of dps, and its very cool to play with haha.
Featherfoot: It has a LOT of dmg AND lifesteal, which is awesome for solo sustain. Plus, it's the most badass class, with all those bloody explosions coming out of the linked monsters mwahahaha:
Video: The most awesome class EVER!
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Skills choices and explanation:

Energy Bolt (5/5): This skill is good to level up earlier, but gets irrelevant in the mid/late stages. Its ok to put 5 points here because of the uselessness of the other skills :p.
Sleep (5/5): Awesome control skill. It has a charge, but you can cast it immediately and it will do what is intended: 7 seconds aoe stun. Very very good both in PvE to avoid damage or to cast and run if you are dying, and in PvP. It's really a must that you may not be using too much earlier, but you will use it later for sure, even in the 200+ lvls, where mobs starts to hit like a truck.
Lethargy (4/5): This may not be used too much in the early levels, but it will be relevant in the mid/late stages. The power of this spell is in its attribute that enhances in 100% the Strike damage, which are dealt by Maces and some Monk's and Paladin's skills, accordingly to the tos wiki.
Earthquake (1/5): The damage scales very badly, it breaks the links and also spreads the monsters. It may be ok at the earlier levels, but when you get Pyromancer you wont be using this so often. The only thing that matters in this skill is the Knock up, so 1 point in it is enough.
Reflect Shield (0/5): It's near useless, both in the early and the late stages of the game. It doesnt mitigates much damage nor deals it. It even takes one precious buff spot. To those of you who read that it prevents the interruption of casts, it was a bug in the beta and it is already fixed now.
Skill Order: 1 EB > 1 Earthquake > Max EB > Max Sleep > Max Lethargy
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Fireball (10/10): This is the main pyro spell, you will be using this often. It has an awesome and fast dmg with a low cooldown. The only downside is that everyone can kick it away, so in parties its not so good. (To kick it, hit C on keyboard or Triangle on gamepad. It's not possible to kick it with a Shield.)
Flame Ground (10/10): Nice dmg, stays for a long duration (25s), low cooldown. The downside is not targeting flying monsters.
Fire Pillar (5/5): Maybe the strongest pyro skill, ticks faster than any other one. The downside is the long cooldown and the small area, which are bad to grind, but awesome to kill bosses.
Enchant Fire (5/5): It adds Additional property DAMAGE and Additional property ATTACK. If you want to know why I picked it instead of other damage spells, check this link, it explains why Additional property damage is overpowered:
Reddit comment about Additional Property damage
Note that the additional fire DAMAGE only adds a "line" of hit in your baisc attacks. The additional fire ATTACK is applied not only on your auto attacks, but in all your spells too. I explain this better in the Equipment topic.
Fire Wall (0/10): It doesn't have that much damage below lvl 10. If I went pyro 3 maybe it would be viable, but into Pyro2 there is no room for it.
Flare (0/10): Low damage, plus it needs the monsters to be standing in the Flame Ground or get Burned by the Fireball attribute, which is too much setup for a bad damage. If you wait like 1.5s, the normal dot will do the damage that Flare would've done.
C1 Skill Order: 1 Fireball > 1 Flame Ground > 1 Enchant Fire > Max Fireball > Max Flame Ground > Max Enchant Fire
C2 Skill Order: 1 Fire Pillar > Max Fireball > Max Flame Ground > Max Fire Pillar
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Joint Penalty (5/5): The main purpose of Linker: share the damage with monsters standing far from each other. Note: They do not share AoE damage anymore. In beta they used to share and it was freaking overpowered, so they nerfed it. Examples: flame ground does 100 damage to each of 2 monsters. If you link them, they will continue to take 100 damage each.
Hangman's Knot (5/5): Good to gather them. They remain standing still for the duration of the spell too.
Physical Link (4/5): Nice to link a party without a tanker, to divide the overall damage instead of having someone getting bursted by the boss.
Unbind (1/1): Some monsters cast Joint Penalty too, only this spell can take it out.
Skill Order: 1 JP > 1 HK > Max JP > Max HK > 1 Unbind > Max Physical Link
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Summoning (10/10): The main reason to pick a Sorcerer: Summon a devil that brings a lot of dps and can also tank for you. The best summon nowadays is for sure the Templeshooter, because it attacks twice, from range, target any monsters in the line of the attacks and also crits very often. If you dont have it yet you can use Chapparition while you farm for the Templeshooter. Its not so expensive though, you can find it for 150k~250k.
(It isn't tradable, so you wont find it in the market, you will have to pay the person in Talts and then trust him to lose the card to you in a cardbattle, yeah it sucks.)
Important: It drains 1% max SP/2sec. Your natural SP Regen is canceled when the Summon is up, only potions works.
VERY IMPORTANT: You can buy strong potions that recovers 1450 SP for around 900 silver each in the market. They are made by Alchemists, and its name is Lv10 Condensed SP Potion. Just search for "sp pot" at the market and you will find it.
PS: You can unsummon to save some mana, you only need to right click the summon icon at your buff bar.
Summon Familiar (10/10): At level 10 you summon 10 familiars that deals a decent damage, with a cooldown of only 35s. Nice to combo with Link, since its single target.
Summond Servant (5/5): Nice buffs to you and your party in dungeons and missions. The SP recovery will not affect you while the summon is up, but you can cast it to regen your sp when it gets depleted.
Attack Ground and Hold (1/1): The main spells from Sorc C2. A big problem of the game right now is the bad artificial intelligence, so the ability to control the Summon is excellent.
Riding (1/1): Awesome to throw the summon's spells. Not so good to travel through the map though, because it drains a lot of your SP.
Morph (1/1): I haven't seen anyone using it for its intended purpose, which is to summon the primary card lvl 10 and then you use Morph and the secondary summon lvl 1 appears with the stats from the lvl 10, so you can use the secondary summon's attacks and spells with the stats from the lvl 10. I think nobody uses it because Templeshooter is much better than the rest. But I have seen people putting another Templeshooter in the secondary slot, to use Morph when the primary summon is dying, so you can re-summon your Templeshooter with full health.
Summon Salamion (0/10): This is very bad. Low damage, melee, slow, single target and when it decides to attack some mob it doesnt come back until its dead haha.
C1 Skill Order: Max Summoning > 2 Summon Servant > Max Summon Familiar > Max Summon Servant
C2 Skill Order: 1 Attack Ground > 1 Hold > 1 Riding > Max Summoning > Max Summon Familiar > 1 Morph > 1 Salamion
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*Disclaimer*: I have not reached Featherfoot yet, so my knowledge on this is not complete. However, I read a lot of topics on the forums and reddit and saw some videos from other Featherfoots before making this guide.
Blood Bath (5/5): You stab the monster and huge damage keeps ticking from it. Its single target, therefore needs the link to spread the dmg. It can target all monsters, but only Devil, Insect and Beast types drops the blood pool that heals you.
*Apparently you can link different mobs and hit directly the one that has the type mencioned above, making all of the mobs bleed no matter of what their type is. Need to confirm it though*
Blood Sucking (5/5): A channeling spell with high damage and little AoE. It can target all monsters too, but only heals you if you target Devil, Insect and Beast types. The heal is immense though. The downside is the high SP drain per second.
Yes, if you use link you will get healed from all the monsters, which is overpowered.
Video to prove it: Watch at low speed, at 3:45 she links 3 mobs and use Blood Sucking. Visually it only appears +379 but look at her HP: its at 7931, then the next tick heals up to 9068, that is a heal of 1137 hp , which is exactly 379*3.
Video: PyroC3>LinkerC2>FF Soloing lvl 250
Ngadhundi (4/5): Stabs the enemies in a very small area dealing a high instant dmg once and applying a debuff that slowly eats away the targets' max hp for the duration of it. Link to make it op. It doesnt affect bosses, sadly.
Bone Pointing (1/5): You summon a bone that keeps standing and attacking monsters nearby, inflicting Curse, which dont let the target regen their hp. I put only 1 point in it because only the duration scales with lvl.
Kurdaitcha (0/5): You start walking very slowly and the monsters that have contact with your footsteps get Cursed for 7 seconds. I have only seen very few builds with points in it, and it was only 1 to get the attribute. Its attribute gives 3% chance to do double damage in monsters cursed by any skill.
Skill Order: 1 BB > 1 BS > 1 Ngad > 1 Bone Pointing > Max BB > Max BS > Max Ngad
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Attributes:
In this section I will only highlight those attributes worth mentioning. Those who are not mentioned are useless or are those that adds 1% damage, which are important but not necessary. You should buy accordingly with your money.
Wizard
-Lethargy:
Additional damage (max lvl 5): This is what makes Lethargy a good spell: it enhances the Strike damage in 100%!! The problem is to define what Strike damage is haha. Maces and some Monk's and Paladin's skills are Strike, but there are some Swordsman's too, like Highlander's Cartar Stroke, Cataphract's Earth Wave, Corsair's Keel Hauling... In other words, its good to kill things in a party with those characters. 100% more dmg is absurd. I know this build is intended for solo, but there are dungeons and mercenary missions on this game which are made in automatically formed parties, and having Lethargy on them will be very useful.
Pyro
-Class Atribute
Staff Mastery Fire (max lvl 3): Gives an additional fire property attack of 9 at lvl 3. Its nice in the early game when you are using a staff, before you drop or buy an arde dagger+rod.
-Fireball:
Burn Debuff (max lvl 5): Be careful with this one. It adds a 50% chance to inflict Burn on monsters for 5s, which makes them take some damage per second. The damage is ok, but be careful because it adds 8s of cooldown!
-Enchant Fire
Decrease Fire Property Resistance (max lvl 5): It's a very good and underrated attribute. It decreases the fire resistance of enemies in a VERY SMALL area around you for 5 seconds. Combo this in a boss stading on a Flame Ground + Fire Pillar + 2 Fireballs and you got a huge boost of damage.
Example of damage amplification
Linker
-Unbind
Enemy Damage: In theory it appears to do a nice dmg, but I just tested and it did almost none damage x.x. It isnt worth it.
-Joint Penalty
Lightning, Poison and Earth (max lvl 5): It increases in 50% the element damage to monsters linked. It appears useless to a solo build, but there are many weapons and equipment that adds elemental damage, such as Cafrisun(+12 earth), Maga Rod(+68 earth), Venom(+178 poison), Roxona gloves(+10 lightning).
There are enchanted headgears which can have the elemental dmg too.
-Hangman's Knot
Additional Damage (max lvl 5): When monsters get gathered they take a one hit damage that is equal to your Matk. An ok dmg.
Splash Defense (max lvl 5): Removes the AoE Def ratio from the monsters gathered by 5. Monster have a default AoE Def: 3 to large, 2 to medium and 1 to small. The AoE skills have a limit of monsters to target, and this limit is calculated by those AoE def ratios. Like Earthquake, that has an AoE Attack of 8, if you try to target 3 Large and 1 small monster, those 3 large will consume all of the AoE Attack ratio and that small monster wont be targeted by the spell. This attribute makes their AoE def equal zero, which makes all of the monsters linked be targeted by the AoE spell. A kind of specific scenario...
Sorc
-Class attribute
SP Recovery (max lvl 100): Each lvl increases your SP recovery by 1. Its extremely good for when you dont have your summon up, because the summon cancels your natural sp regen.
-Summon Servant
Quick Order (max lvl 1): The cat gives buffs more often.
-Summon Familar
Splash (max lvl 5): 5% chance that the bats explodes when hit, doing an aoe damage
-Attack Ground and Hold
Decreased cooldown (max lvl 1): minus 2s cooldown.
Featherfoot
-Class Attribute:
Increased Recovery (max lvl 10): Increases the recovery of HP and SP from skills and potions by 5% at lvl 10. Its nice to combo with the sorc class, because you will spend a lot of mana with those two classes haha.
-Bone Pointing
Summon Time (max lvl 5): Increases the duration in 5s. Its important because I only invested 1 level in it, keeping it in the minimum duration.
-Kurdaitcha
Enhance (max lvl 3): I did not invested any point in that skill, but If I had to, it will be only 1 point to get this attribute. Enemies cursed by any sources, not only by Kurdaitcha, have a 3% chance to take double damage from a hit. Its too low to be worth and our build focus on damage over time instead of burst, so doubling one tick from fireball isnt so powerful.
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Status Build:
No SPR is needed, because it doesnt matter how high your Max SP is, the Summoning spell drains % of your SP. Therefore, more SP means more SP drained for second. Some people even suggests to use equipment that removes your Max SP lol.
So, the other ones that are relevant to mages are INT and CON, for Magic attack and HP respectively. Since this build is focused on PvE, you can put more points in INT and you will be ok, but don't fully neglect CON.
I am going with 4:1 (INT:CON). Example: 400 INT, 100 CON or 200 INT, 50 CON.
But there are people who follows 3:1 and even 2:1 (INT:CON). That's up to you to decide: if you are dying too fast, start putting more points into CON.
Remember that those stats are recommended to a PvE build (focused on killing monsters and bosses). To a PvP build you should put more CON than INT.
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Equipment:
Elemental Damage explanation:
First of all, there are a lot of equipment that increases elemental property damage or attack, and they are much valuable so I will start by explaining their differences and why they are so op:
There are a two kinds of elemental increasing damage:
-Elemental Property Additional DAMAGE
-Elemental Property ATTACK
The first one is where Cafrisun set and Sacrament(priest buff) fits. It adds another "line" of damage to your basic attacks. It appears as another number.
Elemental property attack is what Arde Dagger and Blessing does. It adds damage to ALL SOURCES: normal basic attacks, the other "lines" of damage AND spells too.
This post explains it with numbers:
Why is the cafrisun set so op?
And this is a video of it in the game:
Additional Property damage with Priest's Buffs
Note in the video that 4 "lines" of hit appears: 1 normal, 1 from enchant fire, 1 from sacrament and 1 from cafrisun.
The Blessing buff and the headgear bonuses increases property ATTACK, which only enhances the "lines" of damage.
Conclusion: for mages, who doesn't throws basic attacks very much, Cafrisun is not that good. But you can abuse it with the priests buffs and such to level up a tougher class with less spells like Wiz3.
The game is quite easy in the earlier levels, below lvl 100 the monsters and even the bosses doesn't offer much danger. Besides, Pyro has very much damage.
So you don't need to care very much about the early equipment, except maybe for Cafrisun set. However, I will give some options anyway.
Cloth or Plate?
The bonus for using a Cloth set is more max SP. This is a thing we don't want, because the Summoning skill drains % SP, so more Max SP, more SP drained. Besides, the bonus HP from the Plate set is much more impactful than the SP bonus.
So, when you let go the Cafrisun set, I recommend you to use 3 plate pieces + a cloth glove, so you can still have the benefit from the Plate attribute plus the Magic Amplification from the cloth gloves!
Necklaces and Bracelets:
Until lvl 170 you can use the quest rewards, like Necklace of Deceit(+10 INT), Zachariel Bangle(+3 all stats), Bearkaras Bracelet(+4 CON), Crystal bangle(+10 Max attack, +14 evasion)...
For sure, the 170 items (2 Wizard Bracelets and Animus) are much better than the quest ones, so I suggest you to change to them when you have the money for it.
Headgears:
There are Enchant Scrolls that can be bought at the TP store (TP = cash system), which gives randomly one, two or three random effects to your Headgear. It costs 8 TPs but each day you gain 5 TPs for free (not accumulable), so you can technically buy one scroll spending only 3 TP. If you don't have TPs, don't worry. People enchant it and put it on the market. You can buy some nice gear for around 200~300k.
The best stats for mages are: Magic Attack > Elemental Attack > Magic Amplification. For this build, +SP is not good because of the Sorcerer class, which drains your SP by percentage with the summon, so the less SP the better.
How does Magic Amplification works?:
It increases your maximum damage. So, with 0 Mamp, lets say that your basic attack does 100 dmg. Then, if you put on a cloth gloves with 30 Mamp, the maximum damage number will increase but the minimum will remain the same. Your damage will vary between 100 and 130, and you'll be hitting randomly, like 102, 115, 107, 123...
Because of the randomness, we take the average, which is 115 dmg, or +15 Matk. So you can think of it like 1 Mamp = 0.5 Matk.
That's why I value more the Elemental attack instead of the Mamp, because +30 Earth Additional Attack will add +30 into your spells and basic attacks, directly. That damage can only vary depending on the monster element: if the monsters are from the Poison element, the damage drops 50%, going to +15, but if the monsters are from the Lightning element, your damage increases 50%, going to +45. So in the average is +30.
You can find the elemental table here:
http://www.tosbase.com/game/elements/
Besides, the Joint Penalty's attributes increases the damage from Earth/Poison/Lightning when monsters are linked.
Levels 1~14
Equip:
-Whatever
Weapons:
-Whatever
or
-Magic Wooden Staff (5k)
Levels 15~39
Equip:
-Cafrisun Set. You can obtain it by killing the Cafrisun himself in Srautas Gorge, just walking to the right of the teleport statue (Nevapy Grassland). It respawns there each 30min. Everytime you kill him, you will get one piece from his set. Or you can just buy it from the market, its 10k each piece.
Weapons:
-Staff
Levels 40~74
Equip:
-Cafrisun Set
Weapons:
-Cheap: Geometry Staff (50k)
-Expensive: Ludas Staff (150k)
Levels 75~119
Equip:
-Riena Plate Armor (25k)
-Riena Plate Leggings (50k)
-Plate Greaves (25k)
-Tomb Gloves (common main quest reward)
or
-Cafrisun Set
Here its up to you to decide: some people prefer to keep the Cafrisun Set, for the damage and the combo with priest's buffs. There are people who continues using it up until level 200 haha.
I, personally, don't think that the extra line of dmg is better than the HP and Physical def from 3 pieces of 75+ Plate.
You can also use the Rokas Robe(+10 INT) instead of the Cloth Gloves. Remember that the Summon's damage scales with your INT, not your Matk.
Weapons:
-Cheap: Drake Staff (100k)
-Expensive: Arde Dagger (600k) + Fire Rod (100k) or Sestas Rod (170k)
Levels 120~169
Equip:
-Infantry Armor (100k)
-Infantry Leggings(150k or 100k recipe)
-Infantry Greaves (100k)
-Tomb Gloves (it gives +10 Matk, its better than the +14 Mamp that Mage Gloves has more than Tomb) (I don't know if there is a better glove from quests after :p)
or
-Cafrisun Set
Weapons:
-Cheap: Maledic (100k)
-Expensive: Arde Dagger (600k) + Arch Rod (350k)
Levels 170~219
Equip:
-Roxona Cloth Set, if you want that +5 INT the pants brings.
or
-Roxona Plate Set with Cloth Gloves, if you think the INT isn't better than double the phys def and a lot of HP that Plate brings.
Weapons:
-Cheap: Arde Dagger (600k) + Khasti Rod (500k or 100k recipe)
-Medium: Arde Dagger (600k) + Maga Rod (+/- 2.4kk or 1.6kk recipe)
-Expensive: Karacha Dagger (2.4kk or 1.9kk recipe) + Ignition (+/- 3kk or 2.2kk recipe)
-Absurdly Expensive: Karacha Dagger + Catacombs Club (4.3kk or 3.4kk recipe)
-Obscenely Expensive: Venom (+/- 7kk(?) or 2.8kk recipe) + Ignition (3kk)
About the Catacombs Club: It gives you 303 Matk instantly, but if you enhance it, it only adds physical damage, because its a mace. Maga Staff gives you only 194 Matk BUT, it has +68 Earth Dmg, totalizing 262 dmg. If you enhance Maga Rod to +5 (spending 640k), it adds 40 Matk, summing up to 302, which is equal to the Catacombs Club.
Conclusion: to any enhancements above +5, Maga Rod is better than a Catacombs club and much cheaper.
Plus: There is a Linker attribute that increases in 50% the earth damage to linked monsters, which makes Maga Rod even better
IGNITION BUG: If you link 5 monsters, "A", "B", "C", "D" and "E", and "A" starts to burn, "A" will receive the normal burn damage, like 248. However, "B", "C", "D" and "E" takes a basic attack damage, like 999, instead of the burn dmg. PLUS, if "B" starts to burn too, the effect stacks up, making all of them take 2 hits, and so on...
Here it is the Video of the Ignition Burn BUG, showing it ingame.
Considering this, Ignition is for sure the best 170 weapon for a build that has linker, maybe even better than the 220 weapons too. But it can be modified soon, so be careful spending 7kk on a +10 Ignition haha.
Levels 220~269
Equip:
Searching in the database for 220 gears, I found two nice sets to use: Elgos and Virtov set. HOWEVER, there are no information on the internet about how to get the Elgos set. Also, the Virtov Cloth Robe can't be crafted right now, because some materials to craft it are missing, lol. Only the pants of the Virtov Plate set can be craftable too, its a bit messy.
-Elgos set, because of the +15 INT (I didn't find how to get it)
or
-Virtov Cloth set (without the robe) + Rokas Robe
or
-Royal Guard set, using 3 Plate + Cloth Glove.
or
-Keep your Roxona set.
Weapons:
-Superior Corona Rod (a +3 of that has an equal MATK of a +5 Maga Rod)
or
-Circle Rod
(a +1 Circle Rod is equal to a +5 Maga Rod. (considering 1 Mamp = 0.5 Matk))
+ a dagger/shield of your preference.
Levels 270+
Equip:
Lolopanther Cloth Set, because it adds:
+25 INT, +42 Earth Property Attack and +100 SP Recovery.
Weapons:
Lolopanther Staff is better than a Lolopanther Rod + Venom, I think.
Rare Items and where to find them:
-Arde Dagger (600k, drops from the lvl 90 dg box) usable at Level 75
+153 fire property attack
-Karacha Dagger (2.4kk, drops from the World Boss Dullahan lvl 180 at Roxona Reconstruction Agency East Building) usable at level 170
+153 fire property attack, +61 attack on medium targets
-Venom (3kk recipe, drops from the lvl 190 dg cerberus box) usable at Level 170
+178 Poison Property attack, +14 CON, -114 Attack on Plate
The 2% poison effect only applies to basic physical attacks, not magic.
-Maga Rod (1.8kk recipe, drops from the lvl 190 dg firelord box) usable at Level 170
+194 Matk, +68 Earth Property Attack, +1292 HP, -643 SP
-Wizard Bracelet (700k, drops from the monster Shardstatue at the Spring Light Woods map. People say you need to kill around 1000 of them to get one.) usable at Level 170
+32 Matk, +58 Mdef, +80 SP
-Petamion (5kk recipe, drops from the lvl 130 dg harpeia box) usable at Level 120
+8 all stats.
-Max Petamion (1.2kk recipe [it needs petamion in it, thats why its "cheap"] drops from the lvl 190 dg cerberus box) usable at Level 170
+14 all stats
-Animus (4kk, recipe from 217 dg) usable at Level 170
Increases MAmp equals to 40% of your Hp recovery. Its good even with a low CON, because you gain hp recovery when you lvl up normally.
-Ledas Shield (recipe drops from the lvl 115 dg box, untradable) usable at Level 120
+102 Ice Property Damage.
50 less dmg than arde dagger, but adds a bunch of defense.
-Otrava Shield (recipe drops from the lvl 217 dg box, untradable) usable at Level 170
+126 Poison Property Damage.
A better shield than Ledas, almost an arde dagger (25 less dmg), but it lowers your hp regen, so its a bit bad if you use Animus too.
-Roxona set: You need items (Complex Gear, Dullahan Armor Fragment) from World Bosses to craft the set, which are difficult to obtain because only the top damage dealers get the boss boxes, and its quite common to find guilds camping the bosses. Besides, most of the bosses have a 4h respawn timer, and those mentioned guilds usually have the time of the boss and dont share it, obviously.
You better farm the silver needed to buy them from the market xP.
-Lolopanther items: end game best items ever, usable at Level 270.
You get them by doing the Earth Tower, collecting Essences and then trading with the NPC in the entrance.
I recommend Animus over Petamion/Max Petamion, because the latter adds too much non important stats to a mage. Besides, Animus is good even with low CON.
The difference in damage between Arde Dagger, Karacha and Venom is not so high, so I recommend you to stick with Arde Dagger and only change it in the end game when you already have the rest of your gear.
Its up to you if you should get a Dagger or a Shield. I personally would pick a shield if it wasn't so difficult to obtain, because the damage you lose is kind of low comparing to the def that you gain.
Note: You can't kick your fireballs with a shield.
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Gems:
Gems are special items, that drops from some monsters, and can be attached to armor and weapons to give them bonuses. You can open a slot to put the gem on the NPC Blacksmith. The equipment loses one potential on the process. Each item has a Maximum number of sockets that can be drilled, and it is specified in the item description.
There are 4 common gems: blue, red, green and yellow. They add positive status like MATK, Physical Attack, Critical Attack, and also negative effects like -SP, -HP, - Crit Attack. You can remove the negative effect at Alchemist's "stores", that can be found in cities usually.
Those gems can be leveled up using other gems or special items that you gain through monsters or from your quests, like the Lvl 1 Gem Abrasive.
The consensus is that the highest level worth to up is level 5 (+19 MATK), because after that the exp needed to up to lvl 6 (+25 MATK) is too high for the low gain.
Beside these 4 gems, there are the Monster Gems. They are EXTREMELY difficult to obtain, because of the low probability to drop. It drops from the monsters that give their name to it, like the Dandel gem, which can be obtained by killing Dandels.
The monster gems works differently than the common gems: they add 1 level of a skill that you already have. For example, the Dandel gem gives you +1 level on Joint Penalty (the linker skill that links monsters). Important: if you do not have the skill, it will have no effect. For example, using a Dandel gem on a Swordsman WON'T give you JP lvl 1.
Recommendations: In this build, and for mages in general, you should use the Blue Gem on your weapon, because of the +MATK. If you have a bit more money, you can open a slot on a low lvl weapon and put lvl 3 blue gems on it, but I don't think that is necessary. You can choose to put one or two lvl 5 blue gems into a Maga Rod/Ignition or to hold until you get to lvl 220, when you'll switch weapons. Or you can do both :p.
For Sorcerers, the less SP the better, so I suggest you to not take away the -SP.
For the monster gems, you should use a Dandel Gem, because it makes you link 6 monsters. Note that LinkerC2 can link 8 monsters, so if you are a LinkerC1 with a Dandel gem you are almost a LinkerC2 lol. Another good one is the Siaulav Mage Gem, which enhances Summoning, giving 10% more atk and def to your summon. Both gems can only be equipped on Weapons or Boots, and since your weapons are already with blue gems, you will put the two monster gems on your boots. So choose those boots wisely haha. I saw some people putting on the Roxona Boots.
You can't trade the monster gems directly. Although, you can attach it to an item and then trade the item. I'm not completely sure, but I think that if you remove the gem from the item on the blacksmith it breaks lol. So, be careful buying monster gems.
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Alternative builds:
Wiz>Pyro>Linker>Linker>Sorc>Sorc>FF
Linker 2 with only 1 Circle from Pyromancer. It adds 3 monsters to the link, which combos better with Featherfoot, but you lose some of your PyroC2 dps. PyroC1 is good in the early leveling, but becomes irrelevant later.
Wiz>Cryo>Linker>Linker>Sorc>Sorc>FF
If you want that LinkerC2, you can pick CryoC1 instead of PyroC1 to make the late game better, while sacrificing a bit of early power.
Wiz>Wiz>Wiz>Elementalist>Elementalist>Elementalist>Warlock
The classic one. Maybe the best aoe damage build of all, but kind of boring to level up until Ele3.
Wiz>Cryo>Kino>Kino>Kino>Cryo>Cryo
The best PvP oriented build: lots of Crowd Control. Credits to Batcat.
Wiz3>Linker>Sorc>Necro2
A Necro build with great capability to solo while still being good at parties. Credits to Paxton921.
Video: Necro2 soloing the Mercenary Mission
Wiz>Wiz>Wiz>Linker>Linker>Linker>FF
The Hardcore FF+Linker combo, adding the +50% damage from Wiz3. Maybe one of the most difficult and boring builds to level up, but it pays up in Rank 7. It gets the Surespell to avoid interruptions on Blood Sucking too. However, you lose some potential because this build doesn't have casting skills, so you will only get the +50% dmg benefit from Wiz3. On the other side, you will be prepared to the Rank 8 and 9 releases, owning 6 utility ranks :p.
Wiz>Pyro>Pyro>Pyro>Linker>Linker>FF
There are some (me included) who believes that Pyro3 brings more damage than the +50% dmg from Wiz3 (if you are not going to elementalist). Plus, the difference between Linker 2 and Linker 3, regarding monsters linked, is only 2 more monsters. From 8 to 10. Is it really worth a whole rank? I don't think so...
You can also change the order and take one Linker rank earlier, if you want it.
Video: Pyro3,Linker2,FF level 250 soloing
Wiz>Pyro>Pyro>Pyro>Sorc>Sorc>WL
You can join the two dps focused classes (Pyro3 and Sorc2) by dropping the linker ranks, but by doing it you will have to drop the FF too. So you can add MORE DAMAGE putting Warlock into it!
Wiz>Cryo>Cryo>Cryo>Chrono>Chrono>Chrono
The best Support build ever. One of the most valued classes at the lvl 280 Earth Tower. You join the high amount of control and damage from the Cryo3 path with lots of party buffs from Chrono3.
Wiz>Cryo>Linker>Linker>Chrono>Chrono>Chrono
An alternative Support build, with Linker2 instead of Cryo3. It increases the damage of your party with the link, in exchange of the Cryo3 control.
Wiz>Pyro>Linker>Linker>Thauma>Thauma>FF
A kind of Hybrid build, with Pyro earlier to make the leveling smoother, Thauma to increase your party dps and the Linker2+FF combo to add a decent DPS to it.
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Interesting Videos:
My Videos:
-General gameplay of a Sorc C1 lvl 160
-Sorc C1 solo grinding and making money at Demon Prison District 2
-Sorc C2 Summon Behavior
-I found a golden monster!
Other People Videos:
-Featherfoot Bloody Hype Video
Credits: 삼룡김
-The power of Ngadhundi, plus a combo with Thauma
Credits: kaoomrag
-Pyro3,Linker2,FF level 250 soloing
Credits: Saad Pralard
-Featherfoot Skills Showcase
Credits: thanoz ER
-Blood Sucking dealing damage but not healing.
Credits: thanoz ER
-How bad Salamion is
Credits: KamNivlek
-The power of a Wiz3>Linker2>FF
Credits: Twentyone GH
-PvP build: Cryo3>Kino3
Credits: Batcat
-Necro build: Wiz3>Linker>Sorc>Necro2
Credits: 전은수
-Additional Property damage with Priest's Buffs
Credits: Augusto França
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Useful Links:
-ToS Subreddit
-A Subreddit focused only on builds
-Addon Manager by Excrulon
-ToS Official Site
-World Bosses' Locations and Drop Lists
-Dungeon Drops List
-Dungeons Locations
-ToS Mechanics
-Items Database
-Quests Database
-Exp Graph: How much exp needed to get to a certain level
-The most popular builds from all classes
-A simple leveling guide
-Sorcerer's Mega Thread from the ToS Forum
-Headgear Compendium: How to obtain them
-All the maps secrets and collections (I know, its in korean, just click on a map's name and you will see the location at least)
-Hints on spending money
-How the Dungeon party bonus works
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FAQ (or TL;DR):
<to do>
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If this guide helped you in any way, please give it a Like at the top of the page, I will appreciate it very much ^^ (you need to be logged in to like builds)
If you guys disagree with me on something, or have any questions, suggestions or grammar corrections, please, feel free to comment below! I will answer all of them! Thanks!
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Rank 1
![]() ![]() Wizard |
![]() 5 / 5 3 Energy Bolt: Enhance Type: Passive * Increases the damage dealt on an enemy with [Energy Bolt] by 0.5% per attribute level * +10% added damage at maximum level Wizard 1st Circle required Energy Bolt: Additional Sleep Damage Type: Active * Deals additional damage equal to 40% of magic attack per attribute level when attacking an enemy under [Sleep] with [Energy Bolt] * Increases SP consumption by 10% Wizard 1st Circle required Energy Bolt [Magic] Gather powerful magical energy and launch it towards an enemy. Level 5: Attack: 133% x 2 AoE Attack Ratio: 1 SP: 22 Type: Magic / Attack Cooldown: 9s ![]() 4 / 5 Lethargy: Strike Speciality Type: Active * Enemies affected by [Lethargy] receive 10% additional damage per attribute level with [Strike] attacks * Increases SP consumption by 10% Wizard 3rd Circle required Lethargy: Tile Speciality Type: Active * Magic circle damage on enemies afflicted with [Lethargy] increases by 3% per attribute level Wizard 2nd Circle required Lethargy Makes an enemy lethargic. Level 4: Physical attack -4% Magic attack -4% Evasion -20 Damage from magic circles +20% [Lethargy] Duration 20 sec SP: 21 Type: Magic / Buff Cooldown: 20s ![]() 5 / 5 Sleep: Dream Eater Type: Active * Limit of attacks of [Sleep] decreases by 80% (min. 1 time) * Enemies affected by [Sleep] will receive 200% damage from Non-Property and Psychokinesis magic attacks Sleep Lv6, Wizard C2 required Sleep Makes an enemy fall asleep. The enemy awakens once you've reached your limit of attacks. Level 5: [Sleep] Duration: 7 seconds Attack Threshold: 5 SP: 30 Type: Magic / Buff Cooldown: 25s ![]() 1 / 5 3 Earthquake: Enhance Type: Passive * Increases the damage dealt on an enemy with [Earthquake] by 0.5% per attribute level *+10% added damage at maximum level Wizard 1st Circle required Earthquake: Remove Knockdown Type: Active * Removes knockdown of [Earthquake] Increases SP consumption by 10% Wizard 1st Circle required Earthquake [Magic] - [Earth] Inflicts damage on an enemy by creating a powerful earthquake in front of you. Level 1: Attack: 266% AoE Attack Ratio: 4 SP: 16 Type: Magic / Attack Cooldown: 17s Element: ![]() |
Rank 2
![]() ![]() Pyromancer |
![]() 5 / 5 5 Fireball: Enhance Type: Passive * Increases the damage dealt on an enemy with [Fireball] by 0.5% per attribute level *+10% added damage at maximum level Pyromancer 1st Circle required Fireball: Burn Debuff Type: Active * Enemies hit by [Fireball] have a 10% chance per attribute level to receive flame damage for 5 seconds *[Burn] damage is based on character's INT * Increases SP consumption by 30% Pyromancer 1st Circle required Fireball: Residual Heat Type: Active * Increases duration time of [Fireball] by 1 second per attribute level * Increases SP consumption by 10% Pyromancer 2nd Circle required Fireball [Magic] - [Fire] Summons a fireball at the targeted area. Enemies that touch the fireball will receive Fire damage. [Fireball] will not hit the same enemies twice. Up to 5 fireballs can be summoned. Level 5: Attack: 466% Duration: 10 seconds SP: 45 Type: Magic / Attack Cooldown: 8s Element: ![]() ![]() 5 / 5 Enchant Fire: Decreased Fire Property Resistance Type: Active * Decreases Fire property resistance of nearby enemies by 10 per attribute level for 5 seconds when [Enchant Fire] is used * Increases SP consumption by 10% Pyromancer 1st Circle required Enchant Fire Temporarily grants Fire property to your attacks. Level 5: Additional Fire Property Damage: +50 Property Additional Attack: +0 Duration: 300 seconds SP: 52 Type: Magic / Buff Cooldown: 110s Element: ![]() ![]() 5 / 5 Flame Ground: Enhance Type: Passive * Increases the damage dealt on an enemy with [Flame Ground] by 0.5% per attribute level * +10% added damage at maximum level Pyromancer 1st Circle required Flame Ground: Diffusion Type: Active * Enemies in range of [Flame Ground] become afflicted with [Heat] * Fire property resistance of enemies afflicted with [Heat] decreases by 50 * Enemies afflicted with [Heat] can be attacked with [Flare] * Increases SP consumption by 10% Pyromancer 2nd Circle required Flame Ground [Magic] - [Fire] Creates a magic circle of flames around you. Deals continuous flame damage to enemies within the magic circle. Level 5: 135% attack per 0.5 sec Duration 8 sec SP: 85 Type: Magic / Attack Cooldown: 25s Element: ![]() |
Rank 3
![]() ![]() Pyromancer |
![]() 10 / 10 5 Fireball: Enhance Type: Passive * Increases the damage dealt on an enemy with [Fireball] by 0.5% per attribute level *+10% added damage at maximum level Pyromancer 1st Circle required Fireball: Burn Debuff Type: Active * Enemies hit by [Fireball] have a 10% chance per attribute level to receive flame damage for 5 seconds *[Burn] damage is based on character's INT * Increases SP consumption by 30% Pyromancer 1st Circle required Fireball: Residual Heat Type: Active * Increases duration time of [Fireball] by 1 second per attribute level * Increases SP consumption by 10% Pyromancer 2nd Circle required Fireball [Magic] - [Fire] Summons a fireball at the targeted area. Enemies that touch the fireball will receive Fire damage. [Fireball] will not hit the same enemies twice. Up to 5 fireballs can be summoned. Level 10: Attack: 571% Duration: 10 seconds SP: 69 Type: Magic / Attack Cooldown: 8s Element: ![]() ![]() 10 / 10 Flame Ground: Enhance Type: Passive * Increases the damage dealt on an enemy with [Flame Ground] by 0.5% per attribute level * +10% added damage at maximum level Pyromancer 1st Circle required Flame Ground: Diffusion Type: Active * Enemies in range of [Flame Ground] become afflicted with [Heat] * Fire property resistance of enemies afflicted with [Heat] decreases by 50 * Enemies afflicted with [Heat] can be attacked with [Flare] * Increases SP consumption by 10% Pyromancer 2nd Circle required Flame Ground [Magic] - [Fire] Creates a magic circle of flames around you. Deals continuous flame damage to enemies within the magic circle. Level 10: 165% attack per 0.5 sec Duration 8 sec SP: 139 Type: Magic / Attack Cooldown: 25s Element: ![]() ![]() 5 / 5 Fire Pillar: Enhance Type: Passive * Increases the damage dealt on an enemy with [Fire Pillar] by 0.5% per attribute level * +10% added damage at maximum level Pyromancer 2nd Circle required Fire Pillar [Magic] - [Fire] Summons a pillar of fire to inflict damage on enemies. Level 5: 157% Attack per 0.5 seconds Duration: 10 seconds SP: 67 Type: Magic / Attack Cooldown: 30s Element: ![]() |
Rank 4
![]() ![]() Linker |
![]() 1 / 1 Unbind: Enemy Damage Type: Active * Deals damage equal to 100% magic attack to enemies when link from [Unbind] is about to disconnect * Increases by 10% per attribute level from Lv. 2 * Increases SP consumption by 10% Linker 1st Circle required Unbind Disconnect all links. Level 1: Disconnect all links at once. Maximum Level: 1 SP: 43 Type: Magic / Buff Cooldown: 0s ![]() 4 / 5 Physical Link: Defense Type: Active * Increases physical defense by [connected party members * attribute level]% when [Physical Link] is active * Increases SP consumption by 10% Linker 1st Circle required Physical Link Links party members and shares damage. Can be canceled by the Unbind skill. Level 4: Damage decreases depending on the number of links Maximum Links: 7 Duration: 100 seconds SP: 70 Type: Magic / Buff Cooldown: 22s ![]() 5 / 5 Joint Penalty: Lightning Type: Active * Lightning property skill attacks deal 10% additional damage per attribute level on enemies affected by [Joint Penalty] * Increases SP consumption by 10% Linker 1st Circle required Joint Penalty: Poison Type: Active * Poison property skill attacks deal 10% additional damage per attribute level on enemies affected by [Joint Penalty] * Increases SP consumption by 10% Linker 1st Circle required Joint Penalty: Earth Type: Active * Deals 10% additional damage per attribute level of the Earth property attack to enemies affected by [Joint Penalty] * Increases SP consumption by 10% Linker 1st Circle required Joint Penalty Links enemies to attack all at once. Can be canceled by the Unbind skill. Level 5: Maximum Link Numbers: 5 Count Limit: 9 Duration: 35 seconds SP: 87 Type: Magic / Buff Cooldown: 22s ![]() 5 / 5 Hangman's Knot: Additional Damage Type: Active * Enemies hit by [Hangman's Knot] will receive additional damage equal to 20% magic attack per attribute level * Increases SP consumption by 10% Lv3 Hangman's Knot required Hangman's Knot: Focused Attack Type: Active * AoE defense ratio of enemies gathered by [Hangman's Knot] is fixed to 1 * Enemies gathered by [Hangman's Knot] takes additional 5% damage per attribute level * Increases SP consumption by 10% Linker 1st Circle required Hangman's Knot Tighten the link to gather up the linked enemies in front of you. Level 5: [Bind] Duration: 2 seconds SP: 71 Type: Magic / Buff Cooldown: 15s |
Rank 5
![]() ![]() Sorcerer |
![]() 5 / 5 Summoning Summon the devil of the card inserted in your grimoire. The attack and defense of the summoned devil will be set according to your character's level, and will increase by 5% for each star on the corresponding card. The grimoire can only equip Devil-type monster cards. Level 5: Summons a Devil-type boss monster Devil's Additional Attack: 15% Devil's Additional Defense: 15% Duration: 900 seconds SP: 116 Type: Magic / Attack Cooldown: 60s Element: ![]() ![]() 5 / 5 Summon Familar: Enhance Type: Passive * Increases the damage dealt on an enemy with [Summon Familiar] by 0.5% per attribute level * +10% added damage at maximum level Sorcerer 1st Circle required Summon Familar: Splash Type: Active * Deals damage to nearby enemies with a 1% chance per attribute level when the summoned familiar of [Summon Familiar] explodes itself * Increases SP consumption by 10% Lv3 Summon Familiar required Summon Familiar [Magic] - [Dark] Summon a familiar. The familiar rushes to an enemy that you attack or that attacks you, and then explodes itself. Level 5: Attack: 365% Summon 5 Familiar Spirits SP: 126 Type: Magic / Attack Cooldown: 35s Element: ![]() ![]() 5 / 5 Summon Servant: Quick Order Type: Active * Summoned servant grants beneficial effects at a higher rate * Increases SP consumption by 10% Lv3 Summon Servant required Summon Servant Summon a servant. The servant will grant beneficial effects while following its master. The number of buffs increases proportionally to the level of [Summon Servant]. Level 5: Applies up to 5 times 1st effect [+ AoE attack ratio] 2nd effect [+ SP recovery speed] 3rd effect [STA recovery] 4th effect [+ Magic Defense] 5th effect [+ Dark property attack] Consumes Empty Spellbook x#{SpendItemCount}# SP: 126 Type: Magic / Attack Cooldown: 60s Element: ![]() |
Rank 6
![]() ![]() Sorcerer |
![]() 10 / 10 Summoning Summon the devil of the card inserted in your grimoire. The attack and defense of the summoned devil will be set according to your character's level, and will increase by 5% for each star on the corresponding card. The grimoire can only equip Devil-type monster cards. Level 10: Summons a Devil-type boss monster Devil's Additional Attack: 25% Devil's Additional Defense: 25% Duration: 900 seconds SP: 161 Type: Magic / Attack Cooldown: 60s Element: ![]() ![]() 10 / 10 Summon Familar: Enhance Type: Passive * Increases the damage dealt on an enemy with [Summon Familiar] by 0.5% per attribute level * +10% added damage at maximum level Sorcerer 1st Circle required Summon Familar: Splash Type: Active * Deals damage to nearby enemies with a 1% chance per attribute level when the summoned familiar of [Summon Familiar] explodes itself * Increases SP consumption by 10% Lv3 Summon Familiar required Summon Familiar [Magic] - [Dark] Summon a familiar. The familiar rushes to an enemy that you attack or that attacks you, and then explodes itself. Level 10: Attack: 365% Summon 10 Familiar Spirits SP: 174 Type: Magic / Attack Cooldown: 35s Element: ![]() ![]() 1 / 10 Summon Salamion: Ignite Type: Active * Chance to inflict [Burn] for 10 seconds on an enemy when attacked by Salamion * Chance increases by 2% per attribute level * Increases SP consumption by 10% Sorcerer 2nd Circle required Summon Salamion: Blind Type: Active * Chance to inflict [Burn] for 10 sec on enemies attacked by Salamion * Chance increases by 2% per attribute level * Increases SP consumption by 10% Sorcerer 2nd Circle required Summon Salamion Summon the fire devil Salamion. It follows its master and attacks enemies. Level 1: Salamion's Level: 0 Salamion's Additional Attack: 8% Salamion's Additional Defense 8% Duration: 300 seconds SP: 84 Type: Magic / Attack Cooldown: 60s Element: ![]() ![]() 1 / 1 Attack Ground Order the summoned devil from the Grimoire to move and attack in a targeted area. Level 1: Requires Summoned Devil Maximum Level: 1 SP: 60 Type: Magic / Attack Cooldown: 3s Element: ![]() ![]() 1 / 1 Riding: Increase Stats Type: Passive * Increases damage dealt with Mounted demon by 0.5% per attribute level Sorcerer 2nd Circle required Riding Ride the summoned devil from the Grimoire and take control of it. While mounted on the devil, your damage taken decreases. Level 1: Enables use of the devil's skills SP: 64 Type: Magic / Attack Cooldown: 20s Element: ![]() ![]() 1 / 1 Morph Mutates the summoned devil from the Grimoire to the devil that is equipped as a secondary card in the Grimoire while maintaining its previous stats. Level 1: Transform to another Devil-type boss that is added to the Grimoire SP: 80 Type: Magic / Attack Cooldown: 30s Element: ![]() ![]() 1 / 1 Hold Order the summoned devil to wait and guard a targeted area. Level 1: Requires Summoned Devil Maximum Level: 1 SP: 60 Type: Magic / Attack Cooldown: 3s Element: ![]() |
Rank 7
![]() ![]() Featherfoot |
![]() 5 / 5 Blood Bath: Enhance Type: Passive * Increases the damage dealt on an enemy with [Blood Bath] by 0.5% per attribute level * +10% added damage at maximum level Featherfoot 1st Circle required Blood Bath [Magic] - [Poison] Stab the enemy with a bone knife. If the enemy is a Beast, Devil or Insect-type, or affected by the debuff, blood will spew out that recovers some of your HP. Level 5: Attack: 253% [Bleeding] Duration: 5 seconds Recovers 5% of damage SP: 168 Type: Magic / Attack Cooldown: 35s Element: ![]() ![]() 5 / 5 Blood Sucking: HP Supply Enhance Type: Passive * Increases HP absorbed by 1% per attribute level Lv. 3 Blood Sucking required Blood Sucking: Enhance Type: Passive * Increases the damage dealt on an enemy with [Blood Sucking] by 0.5% per attribute level * +10% added damage at maximum level Featherfoot 1st Circle required Blood Sucking [Magic] - [Poison] Attack and absorb the life force from a Beast, Devil or Insect-type enemy, or an enemy affected by the debuff, while recovering your HP at the same time. Level 5: Attack: 479% Blood Sucking: 30% Consumes 50 SP per 0.4 second SP: 0 Type: Magic / Attack Cooldown: 40s Element: ![]() ![]() 1 / 5 Bone Pointing: Enhance Type: Passive * Increases the damage dealt on an enemy with [Bone Pointing] by 0.5% per attribute level * +10% added damage at maximum level Featherfoot 1st Circle required Bone Pointing: Summon Time Type: Active * Increases summon time of [Bone Pointing] by 1 second per attribute level * Increases SP consumption by 10% Featherfoot 1st Circle required Bone Pointing: Repeated Hits Type: Active * [Bone Pointing] attack applies as repeated hits * Increases SP consumption by 50% Featherfoot 2nd Circle Required Bone Pointing [Magic] - [Poison] Summon a carved, pointed bone called a 'Kundela'. The Kundela points towards enemies in range, attacking them with bone shards and cursing them. Level 1: Attack: 208% Bone Pointing Duration: 35 seconds [Curse]Duration: 7 seconds SP: 102 Type: Magic / Attack Cooldown: 50s Element: ![]() ![]() 4 / 5 Ngadhundi: Enhance Type: Passive * Increases the damage dealt on an enemy with [Ngadhundi] by 0.5% per attribute level * +10% added damage at maximum level Featherfoot 1st Circle required Ngadhundi [Magic] - [Poison] Stabs an enemy with a cursed knife carved from a bone. An enemy stabbed by this bone fragment will be afflicted with [Corruption]. Enemies affected by [Corruption] receive additional damage from Missile attacks. Level 4: Attack: 1134% Duration 18 sec AoE ratio 3 SP: 97 Type: Magic / Attack Cooldown: 12s Element: ![]() |
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Comments (492)
Linker3 - Lifeline doesnt work with Transpose-Thuamaturge
This is my exactly fault ,
I'm very sorry to hear my friend Mmrkdfi already reach Linker3 Thaumaturge
but this combo won't work.
Any one who already follow Linker3/Thaumaturge full INT path , I'm free to suggest another path.
hehe great announcement BLVCK, however thanks for your suggestion.
most of all whatever you are or whatever your build, game is just for fun.
remember that, enjoy your game.
but for those who follow wizz - pyro2 - link3 I suggest u to become Alchemist at r7
it would be more useful to produce pots and earn some silvers.
Pyro PVP/GVG build? of course!
Support build.
Wiz1 Pyro3 Chrono3 Sage
this is an alternate support build (Cyro3Chrono3)
You can still do DPS with pyro skills when using STOP to enemy.
It's look like exploit bugs , I'm not sure If will IMC will fix it.
or
Wiz1>Pyro3>Phycokino3>warlock
Magnetic force+Rise from Kino3 is Best crown control in PVP/GVG
then Fire pillar+Pole of agony to do DMG
thanks man it will really help me
i think ill go Wiz1>Pyro3>Phycokino3>warlock
what stats and skills should i go?equips to wear sorry man i am totally newbie in this game,
am i to much? haha
@BLVCK really really thanks for ur suggestion ur really a great person! i owe you one man!
add me on steam http://steamcommunity.com/id/phemphem/ and i will update you whats happening in my char :)
The build is something like this.
http://www.tosbase.com/tools/skill-simulator/build/7x8ao38grp/
I don't learn to much point on Flame ground , because Flame ground don't hit Rise unit.
(But Flame ground still work on boss)
For the Equipment , Five hammer stack with 5 Lv.6-7 red gems
Trust me you can use that hammer until Lv.330 , It's also increase Magnetic force AOE.
If you still can't get five hammer , you can follow solo constant build first.
Status:
ofcourse you are PVP build , so all the way into CON
You need to learn a lot of skills attribute , I'd like to focus on Firewall>Fire ball>Fire pillar.
I also had same faith like you, I was just realized that this build not that good at pyro2
now, by BLVCK's suggestion I made my self wizz-pyro2-linker3-thau-sage as a support one.
let me paste BLVCK suggestion for me:
" Pyro still have future with Agni necklace (around 100% fire dmg boost)
The more linker class the more love from party,The one will have no future class is Sorcerer.
So I suggest
Damage build (need Agni necklace)
Wiz>Pyro3>Linker1/2>Warlock>Sage
Wiz3>Pyro2>Linker1>Warlock>Sage
Support (Full int)
Wiz>Pyro2>Linker3>Thaumaturge>Sage "
you can choose which one suit you.
wish that help you.
I've been follow this build , now I'm lv290.
you won't get benifit for going FF2 unless you are full CON.
But if you are full CON ..
your Pyro skills will be like a sh1t also your won't get benefit for your summon which increase dmg by INT.
So Let's guess what do I pick for class8 ? ....
Yeah I pick 'Enchanter' and AFK at the town.
Also I can craft 2 main skills, 'Enchant fire' 'Join penelty'
Then I play another char.
hi BLVCK, do you think there is still a good side of this build?
(I don't mind about the PVP issue, since I'm not into PVP. But I really care about Grinding with monsters)
I'm now on rank 4 of wizzard - pyro - pyro - linker, do you think I should keep follow this build?
or just changing into warlock at rank 7 and become a sage at rank 8?
sorry I ask too much, but really want to know ur opinion.
thanks so so soo much BLVCK, have a good day !!
Pyro still have future with Agni necklace (around 100% fire dmg boost)
The more linker class the more love from party,The one will have no future class is Sorcerer.
So I suggest
Damage build (need Agni necklace)
Wiz>Pyro3>Linker1/2>Warlock>Sage
Wiz3>Pyro2>Linker1>Warlock>Sage
Support (Full int)
Wiz>Pyro2>Linker3>Thaumaturge>Sage
From my experience , after reach class8 I can't even explore 100% map.
The Archer mob and Magic mob usually hit 5000-7000 per hit.
Sage is a good pick to solve this problem with Missile hole.
Feel free to ask any question. there're a lot of meta change now aday haha
@BLVCK
ah thanks so much for your suggestion,
I think since I like party so much I'm gonna choose your last suggestion, but the thing is I already invest 160 int and 40 con, is it fine?
ya, long-range attack is always scary ><
that's why I like your idea about wizz - pyro2 - linker3 - sage, hehe
but too bad this long I'm waiting for summoning TS from sorc skill, but its okay I think being inside of party is more fun than solo ^^
and hhmm I'm totally blind what to do after link c1, hehe like what skill I need to learn, attribute, etc,
do you mind if add you on whatsapp or LINE or FB other social media?
thanks a bunch BLVCK!
Hello I made this full guide build
http://www.tosbase.com/tools/skill-simulator/build/rlfj69vg2h/
The way Linker3+Thaumaturge is Need high INT then swap all your INT to CON
for maximun your HP, then use Lifeline from linker3 to share your HP to all friend.
(This build viable on late game content like Earth tower,Fantasy Library)
but in the grinding only Joint+Hangman is more than enough.
you can add me on steam
http://steamcommunity.com/id/unlucky13th/
thanks for your kindness, brother.
I don't get what you mean by I need high INT but then swap all my INT to CON for max HP?
>.<
so all INT to CON then it means I got 0 INT?
hehe I would love to add you on steam and ask it there but it seems I can't add you due to limited issue.
can you please add me? my id: mmrkdfi
Yes you understand right. Support don't do DMG.
All INT to CON you will remain 1 INT
But gain like 50k MaxHP
So you use Lifeline(Linkerc3)
to share Status(400+CON) to your fragile teammate (wizard archer) maxHP increase like 40k.
(That's OP)
so u mean I need to swap my INT status to CON after I reach Sage?
and then become a full support? hmm am I able to do it?
I'm sorry I really new on this game.
I really want to discuss this with you, where do I can private chat you except of Steam?
I can't add you :(
thanks again before..
OH!! I think now I know what you mean,
I need to become a thaumaturge first then use transpose so my INT gonna switch into CON and then I cast Lifeline? so, all do now is keep increasing my INT, right?
Yes you understand right , Thaumaturge skill Transpose can swap INT to CON or CON to INT.
I added you on steam.
Thau1 is not worth (It will work well with the special build)
Sage is support , not good at DPS
So ,Maximize DPS I suggest you something like this
wiz1/Pyro2/linker3/WL2
10 mobs linked + Dark thurge will destroy everything.
Btw you can change linker3 to anything you like (Pyro3 example)
Hello if you are on the way with Sorc1
There're new meta now in Ktos (December2016)
that Pyro in the video is
Wizard3 - Pyromancer3 - Sorcerer - Necromancer
(He is special build combine with Krivis3 Meltis)
https://www.youtube.com/watch?v=uC8DO3ssP5g
So you can go to something like
Wiz1>Pyro2>Liker1>Sorc1>Wiz3>Pyro3
Or Dark DPS
Wiz1>Pyro2>Linker1>Sorc1>pyro3>warlock2
After we got Agni in iTOS I can confirm Pyro will better than elementalist.
No problem , hope you enjoy !
Linker3 - Lifeline doesnt work with Transpose-Thuamaturge
This is my exactly fault ,
I'm very sorry to hear my friend Mmrkdfi already reach Linker3 Thaumaturge
but this combo won't work.
Any one who already follow Linker3/Thaumaturge full INT path , I'm free to suggest another path.
hehe great announcement BLVCK, however thanks for your suggestion.
most of all whatever you are or whatever your build, game is just for fun.
remember that, enjoy your game.
but for those who follow wizz - pyro2 - link3 I suggest u to become Alchemist at r7
it would be more useful to produce pots and earn some silvers.
what do you guys suggest for Rank 8 in my case? coz I think FF 2 just make this path worst -- is it better to pick Sorce 3, linker 2, Pyro 3, or sage?
thank you and please help me
Wait for Agni Necklace. I heard it suppose to make Pyro shine and see if Pyro3 is a good option.
now i am FF lvl 245 and i just regret
this build is good at early game, but in the late game , this is just s*ck
bloodsucking is channeling skill, in this build you dont have surespell (wiz2) to make sure your spell is not cancelling,
i just realize , in this game you cant go soloing to lvl 280 , you can still go soloing but you will die grinding
Pyro is totally irrelevant in terms of damage. Linker2 provide so much more than Pyro2. If you want to stay relevant in the late game please go for Linker2. Do not let Pyro2 spoil your gaming experience.
Double this.
Currently 234.
the dilemma for featherfoot c2 is all about Int vs pure con.
Blood curse is super strong for full con because the skill deals flat damage + consumed hp 60% normal 80% upgraded.
Sorc's summon gets an increased damage from int.
Also Ngadhundi is a waste of skill points so I don't recommend putting more than 1 point in it. Bone pointing gets 3 hits in a row and still useless for r8.
You CAN'T use blood bath while using levitation. Levitation has a 40seconds duration and 1min 5seconds cooldown. Other skills can be used with levitation, I'm not sure about fireball thou. Linker's skill can be used while levitation. Joint penalty+hangman+blood curse can deal more than 200k damage in 1 shot.
Possible builds seen from ktos.
5 blood bath or depends on you
5 or 10 blood sucking, 5 if you wanna prepare for ff c3.
5 levitation (max needed for 40seconds duration) 10 if they will release ff3 to be a permanent flying vampire.
5 blood curse.
Ngadhundi slash=useless you can put 1 point or none at all since you can't use it while using levitation.
saved points= 3 or 4 for FF1. 5 or none for FF2. total of 3 to 9 points saved to be prepared for ff3.
Just some update for armors since he is not updating it. Grynas full set is awesome aside from lolophanter. Shields are better to than daggers. Transcendence of item is a must since it gives 10% at lv1, 30% at lv2 and so on.
My livestream link playing this build: www.twitch.tv/sunjoonhan
P.s: thank you really much Sorcker for sharing this amazing guide with us, it helped me a lot :).
Yes you can exactly follow his build and become Warlock on Rank7.
Pole of Agony 5 >Dark theurge 5>the rest is up to you.
3INT : 1CON is not different much from 4:1
When You have 10 star Templeshooter card + Animus
The problem with the stat will be solved.
This is my video from following exactly this build.
https://www.youtube.com/watch?v=-igAGduuaPA
Hope this help.
Okii, thank you very much. Anyway I read in the comments that this build is good mainly only for questing and not so good in parties, I mean I know it is mainly a solo build but I'd like to party up with other people too.
Are those things true or it's all bs?XD
The reason we took Featherfoot because of Blood draining while solo.
But if I form up a group with Healer , I rarely use blood sucking.
and main job is linker , so If you like to play with party.
you can go Wiz1 Pyro1 linker2 Sorc2 Warlock.
more target can link will give you more benefit in high level.
or Wiz1 Pyro2 linker 1 sorc2 warlock
for maximum DPS , Fire pillar+Pole of agony +duplicate from sage combo look OP for bossing.
I am not sure that I've chosen the right path ,FF is fun to play but not so strong.
I've heard that even the worst class on class 8 T_T
Dayum it looks fun af the FF that's a shame xD, but I think I'll stick with the Wiz1 >Pyro2>Link1>sorc2>warlock. Btw I just realized that this is an only PvE build so I'll go 4 INT : 1 CON as suggested, not much interest on havin more CON tho. Thank you very much for your help :).
Have a nice day :3
summon is average in pvp. FF no good in pvp. Wiz3 is good combination for blood sucking of FF.
From what I found on Featherfoot2
https://www.youtube.com/watch?v=cQBeE5loqKU
I think wiz c3 is an alternative to pyro 2. pyro 2 works fine even at lv250+. Quick Cast+Sure Spell makes blood sucking really op but again mana problem arises. Pyro 2's damage does not fall off unless the mob is fire element which is considered normal. With my experience on this build at lv263. I really doesn't have any problem in any map with this build. I can solo alemeth/evac/storage/workshop without problem. The only problem for FF is the type of mob you are dealing with, prepare to be annoyed for plants and mutants lol specially if they have 130k++ hp.
That's good to hear that pyro2 is still viable solo 200+, I was getting a bit worried since I was debating to do the tradition W3 > E3 > Warlock. I'm thinking about going to Warlock as seeing FF drain so much SP and I'm already having SP problems as a Sorcerer. Can't imagine how bad it will be as a Sorc and FF, this is an expensive class XD.
Linker 1 is a must in any situation I would say. Ppl always needs linker and chrono most of the time.
sorc3 is not that good. necro 2 is op in pvp and fine in pve. If you wanna keep using flesh cannon better get wiz3 for quick cast but if its fine with you then you can go necro 2 in rank 8.
Wiz3 doesnt work with Sorc very well...
But work with FF and Warlock if u choose then in rank 7.
First of all, build works perfecrly for me, especially in group with my cleric-mate, those zaibas with joint penalty lightning atr. rolls great. Recently i've got maga rod and now i'm wondering: How will it work with joint penalty earth attribute? Does maga rod make my all lines of damage earth property and i get +50% from attribute overall or like i get +50% only on 68 earth property on all my lines of damage?
PS -- thanks a lot to Sorcker for this guide, it really helps me to join and enjoy the game. I hope he'll continue to develop and enhance this guide.
The Earth p. given by maga afects all ur attacks and skills, (like cafrisun) but doesn't adds a new line of damage on basic attacks.
The JP attribute will increase ur overall Earth property damage that appears in your status menu, not only the one give by maga.
Instead of going down the Sorcerer path, I took Pyro3-Linker2 for that extra damage and support post lvl200 (after discussing with Sorcker).
I'm currently lvl223 going rank 7 soon and I'm torn between Featherfoot or Warlock, especially with the announcement of Rank8 recently.
Say if I want higher DPS, Warlock is the path to go ey? and then maybe Sage at Rank8?
What's the synergy like between pyro-linker and warlock?
Would really appreciate all your thoughts on this if you guys can share about them :)
warlock is like an upgraded pyro in my opinion. If you doesn't have problem hitting a boss that keeps moving then you're fine with warlock. Warlock offers higher damage than FF but longer cooldown. About the rank 8 sage it looks good with pyro. but you might want to go warlock 2 instead if you will go warlock at rank7. Warlock2 offers more damage and the ability to control the spirits or whatsoever written on the TOS site. Going FF1 at rank 7 will offer you a little increase in your dps but you will still be pyro3 dmg dependent. What I feel at the moment is that FF1 is like a supportive dps while warlock is like another pyro. FF2 will give the player the ability to lure mobs via levitate and use risky burst dmg with the ability to heal. Warlock 2 will give the player the ability to do more dmg and control the spirits. Sage really enhances pyro's ability, the only problem is that most ppl still do kick fireballs. Enchanter on the other hand looks promising if you love to afk while making money and scroll selling. We still do not know what an enchanter can offer in terms of the bonus 24hrs enchantment. My suggestion would be: play whatever you think suits your playstyle.