Crimson Knights Tree of Savior: Tactical Guide

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Crimson Knights Tree of Savior

Tactical Guide
Written by : Erokhi

Table of Contents (Easter Egg at page 53) :


Class Compendium Short Version (Page 2)

Swordsman Builds (Page 3-8)

Archer Builds (Page 9-14)

Wizard Builds (Page 15-28)

Cleric Builds (Page 29-39)

Party Composition

Grinding (Page 40-42)

Earth Tower (Page 43-46)

Guild War (Page 47-49)

World Boss Hunt (50-52)


Class Compendium

Short Version
Please remember that each build that I put here is viable for every aspect of the game whether it is for
grind, Earth Tower, world boss hunt, duel, arena, and guild war. However, there are still some builds that
will outshine the others in specific areas. I also have explained about how each build works to make it
easier for you to understand your role. However, as a player, you must still adapt and improvise.

Swordsman builds :

1. Swordsman > Peltasta > Hoplite > Cataphract > Cataphract > Cataphract > Dragoon (4 people)
2. Swordsman > Peltasta > Peltasta > Rodelero > Rodelero > Doppelsoldner > Fencer (1-2 people)
3. Swordsman > Peltasta > Hoplite > Hoplite > Corsair > Corsair > Shinobi (2-3 people, more than 3 in
the future)

Archer builds :

1. Archer > Archer > Archer > Wugushi > Wugushi > Scout > Musketeer (2 people, more than 2 in the
future)
2. Archer > Ranger > Ranger > Ranger > Scout > Falconer > Cannoneer (2 people, more than 2 in the
future)
3. Archer > Ranger > Ranger > Scout > Fletcher > Fletcher > Fletcher (1 people)

Wizard builds :

1. Wizard > Pyromancer > Linker > Linker > Chronomancer > Chronomancer > Chronomancer (6-7
people, more than 7 people in the future)
2. Wizard > Pyromancer > Pyromancer > Thaumaturge > Thaumaturge > Thaumaturge >
Warlock/Featherfoot (3-4 people, more than 4 in the future)
3. Wizard > Pyromancer > Linker > Thaumaturge > Linker > Linker > Featherfoot (1 people)
4. Wizard > Wizard > Psychokino > Psychokino > Psychokino > Wizard > Warlock (3-4 people, more
than 4 in the future)
5. Wizard > Cryomancer > Cryomancer > Cryomancer > Thaumaturge > Necromancer > Necromancer
(1 people)
6. Wizard > Wizard > Wizard > Elementalist > Elementalist > Elementalist > Warlock (1-2 people)
7. Wizard > Pyromancer > Linker > Pyromancer > Linker > Alchemist > Alchemist (1 people)

Cleric builds :

1. Cleric > Priest > Priest > Paladin > Paladin > Paladin > Plague Doctor (1 people)
2. Cleric > Cleric > Bokor > Bokor > Bokor > Oracle > Kabbalist (1-2 people)
3. Cleric > Priest > Priest > Priest > Krivis > Cleric > Plague Doctor (1-2 people)
4. Cleric > Krivis > Cleric > Paladin > Paladin > Paladin > Pardoner (1 people)
5. Cleric > Cleric > Dievdirby > Sadhu > Dievdirby > Dievdirby > Plague Doctor (2-3 people, more than 3
in the future)
Swordsman
Important classes
Peltasta c1/c2, Cataphract c3, Rodelero c2, Corsair c1/c2, Doppelsoldner c1, Squire c3, Dragoon c2/c3,
Templar c3

1st build (Cataphract focused)


Class choice :

Swordsman > Peltasta > Hoplite > Cataphract > Cataphract > Cataphract > Dragoon

Status points distribution :

This status build is viable until level 280. From 280+ onwards, you may want to stay to focus on DEX-CON if
you want to be more tanky, or abandon CON and focus on STR-DEX to be more offensive.

Skill points distribution :

Swordsman : Lv 3 Bash, Lv 3 Gung Ho, Lv 4 Concentrate, Lv 5 Pain Barrier

Peltasta : Lv 5 Umbo Blow, Lv 4 Rim Blow, Lv 5 Swash Buckling, Lv 1 Guardian

Hoplite : Lv 5 Stabbing, Lv 5 Pierce, Lv 5 Finestra

Cataphract : Lv 1 Impaler, Lv 15 Earth Wave, Lv 15 Trot, Lv 1 Steed Charge, Lv 10 Doom Spike, Lv 3 Rush

Dragoon : Lv 4+ Dragontooth, Lv 5+ Serpentine, Lv 5+ Gae Bulg, Lv 1 Dragon Soar

Important Skill attributes :

Swordsman : Lv 1 Increased Maximum Buff Count, Lv 50 Leather Mastery : Dexterity, Lv 10 Provoke, Lv 1


Weapon Swap, Lv 1 Bash : Knockdown, Lv 50 Gung Ho : Enhance, Lv 50 Concentrate : Enhance

Peltasta : Lv 1 Shield Guard, Lv 5 Shield Mastery : Block, Lv 1 Umbo Blow : Add Knockdown, Lv 3 Guardian :
Evasion, Lv 5 Guard : Defense

Hoplite : Lv 1 Use One Handed Spears, Lv 1 Finestra : Splash, Lv 5 Stabbing : Evasion, Lv 80+ Stabbing :
Enhance

Cataphract : Lv 1 Companion Riding, Lv 1 Use Two Handed Spears, Lv 4 Two Handed Spear Mastery :
Penetration, Lv 80+ Earth Wave : Enhance, Lv 1 Earth Wave : Remove Knockdown, Lv Earth Wave : Earth
Property Lv 80+ Doom Spike : Enhance, Lv 1 Doom Spike : Remove Knockdown, Lv 80+ Rush : Enhance
Dragoon : Lv 5 Two Handed Spear Mastery : Big Game Hunter, Lv 80+ Serpentine : Enhance, Lv 5
Serpentine : Bleeding, Lv 80+ Dragontooth : Enhance, Lv ? Dragontooth : Evasion, Lv 80+ Dragon Soar :
Enhance, Lv 5 Dragon Soar : Shock

Equipments and gems :

You have 2 setups of weapons : 1 handed spear & shield, 2 handed spear. You mostly use 1 handed spear &
shield for grinding with Swashbuckling & to block attacks in pvp. You mostly use 2 handed spear for
bossfight & to deal more damage in pvp.

As for armor, you will mostly wear leather armor, but may wear plate armor in certain situation.

As for gems, you use green gem for weapon (critical rate), green gem for subweapon (critical rate), red
gem for top/leg armor (max HP), green gem for shoes (evasion), green gem for gloves (accuracy).

Build highlights and playstyle :

In grinding, this build shines. As a Swordsman, you have big AoE ratio that allows you to hurt multiple
enemies at once with your attacks. You use Swashbuckling for crowd control. After that, you use your
damage dealing skills to kill the mobs. Do not forget to turn off the knockdown effect of Cataphract’s skills
during grinding. Dragoon also has a passive attribute that deal 20% damage against large type enemies if
you use 2 handed spear. You may be able to deal almost twice of your normal damage, and that does not
even include 1.5x multiplier from critical hit and multiplier from damage attribute. All of your damage
dealing skills also have short cooldown which makes you one of the best damage source in party.

In Earth Tower and raid, this build works great. You have Swashbuckling and you are able to deal tons of
damage with 2 handed spear.

In world boss hunt, this build works great. You can roam around the map quickly to search for the boss and
inform your party members to gain advantage. You can also provoke the boss with Swashbuckling and use
all your damage dealing skills. Do not forget to use 2 handed spear in world boss hunt because Dragoon
has an attribute that makes your 2 handed spear attacks deal 10% more damage against boss.

In duel and arena, this build works shines. You use Trot to gain insane movement speed and use Guardian
for large evasion bonus. In arena, you use hit and run tactic. In duel, you rotate all your knockdown skills
(Earth Wave, Doom Spike, Steed Charge, Umbo Blow, Bash) until your enemy dies. Each time your enemy
gets affected by knockdown, you use Dragoon’s skills to deal tons of damage. In duel, you must turn on all
knockdown effect of Cataphract’s skills to disable the enemy.

In guild war, this build shines. Your high movement speed is a great asset to search, destroy, and defend
guild towers. You have tons of multi hit skills that you can rotate to destroy enemy’s tower. In direct
combat, you can kidnap one enemy with Impale and bring the enemy to your friends to gank on him/her.
Turn on all knockdown effect of Cataphract’s skills to disable your enemies that you meet.

As a side note, you also need to level up your pet/mount. Cataphract gains bonus 25% bonus HP, 10%
evasion, 10% defense from its pet’s status.

Your next class should be Dragoon c2.


2nd build (Rodelero focused)
Class choice :

Swordsman > Peltasta > Peltasta > Rodelero > Rodelero > Doppelsoldner > Fencer

Status points distribution :

Skill points distribution :

Swordsman : Lv 3 Bash, Lv 3 Gung Ho, Lv 4 Concentrate, Lv 5 Pain Barrier

Peltasta : Lv 5 Umbo Blow, Lv 4 Rim Blow, Lv 5 Swash Buckling, Lv 1 Guardian

Highlander : Lv 5 Cartar Stroke, Lv 5 Crown, Lv 5 Cross Guard

Rodelero : Lv 1 Shield Charge, Lv 10 Montano, Lv 10 Targe Smash, Lv 1 Shield Push, Lv 6 Shield Shoving, Lv 1
Slithering, Lv 1 Shield Bash

Fencer : Lv 5 Lunge, Lv 5 Sept Etoiles, Lv 1 Attaque Coquille, Lv 3 Esquive Toucher, Lv 1 Flanconnade

Important Skill attributes :

Swordsman : Lv 1 Increased Maximum Buff Count, Lv 50 Leather Mastery : Dexterity, Lv 10 Provoke, Lv 1


Weapon Swap, Lv 1 Bash : Knockdown, Lv 50 Gung Ho : Enhance, Lv 50 Concentrate : Enhance

Peltasta : Lv 1 Shield Guard, Lv 5 Shield Mastery : Block, Lv 1 Umbo Blow : Add Knockdown, Lv 3 Guardian :
Evasion, Lv 5 Guard : Defense

Rodelero : Lv 2 Montano : Size Slow, Lv 80+ Targe Smash : Enhance, Lv 1 Targe Smash : Remove Knockback,
Lv 5 Targe Smash : Frozen Stone, Lv 5 Shield Push : Duration, Lv 5 Slithering: Additional Damage

Doppelsoldner : Lv 80+ Cyclone : Enhance, Lv 1 Cyclone : Movement, Lv 5 Cyclone : Resistance, Lv 1 Double


Pay Earn : Damage Taken, Lv ? Pain Barrier : Movement Speed

Fencer : Lv 1 Use Rapiers, Lv 80+ Lunge : Enhance, Lv 80+ Sept Etoiles : Enhance, Lv 80+ Esquive Toucher :
Enhance, Lv 80+ Flanconnade : Enhance, Lv 5 Rapier Mastery : Agression

Equipments and gems :

You have 2 setups of weapons : rapier & shield, rapier & dagger. You mostly use rapier & dagger for
grinding with Swashbuckling and deal more damage with your skills. You mostly use rapier & shield to use
Rodelero’s skills in pvp.

As for armor, you will mostly wear leather armor, but may wear plate armor in certain situation.
As for gems, you use green gem for weapon (critical rate), green gem for subweapon (critical rate), red
gem for top/leg armor (max HP), green gem for shoes (evasion), green gem for gloves (accuracy).

Build highlights and playstyle :

In grinding, this build shines. Your Swashbuckling can lure 16 monsters at once, which covers the entire
map in most cases. You can tank physical attack with your high evasion and tank magic attack with
Rodelero’s Slithering if needed. If you get hit by magic attack, your Deeds of Valor will make you stronger
and gain bonus 50% physical attack. Moreover, you have Double Pay Earn to gain double amount of
experience and double drop. You mostly use this combo : Attaque Coquille, Lunge, and Flanconnade or
Cyclone in order. Attaque Coquille is a skill that allows your next pierce attack to ignore the enemy’s
physical defense, which will increase Lunge’s damage. Lunge is a multi hit skill that allows your slash
attacks to deal more damage, which will increase Flanconnade and Cyclone’s damage. You may also use
another combo such as : Attaque Coquille, Sept Etoiles. When Sept Etoiles is on cooldown, you may use
another combo such as : Attaque Coquille, Esquive Toucher. As a side note, Fencer has a passive attribute
that allows your rapier attacks to deal additional 15% damage if you do not wear shield as sub weapon.
That is why you will mostly use rapier and dagger in grinding.

In Earth Tower and raid, this build shines. You are able to tank against magic with Slithering if needed.
Your Swashbuckling is also big enough to kite all the mobs from the screen. You can also help to deal tons
of damage with this combo : Attaque Coquille, Lunge, Cyclone. When Cyclone and Lunge are on cooldown,
you may use this combo : Attaque Coquille, Sept Etoiles. After that, you use this combo : Attaque Coquille,
Esquive Toucher. After you use all those combos, Cyclone should still be in cooldown. That means, you will
use this combo : Attaque Coquille, Lunge, spam Flanconnade until you can repeat the previous combos.

In world boss hunt, this build works great. You can provoke the boss and deal good amount of damage
with the combos that are explained previously. When all skills are on cooldown, you spam Flanconnade.

In duel and arena, this build works great. At first, you use rapier and shield. You are able to tank against
magic with Slithering if you need to. You will rotate Rodelero’s skills such as Shield Charge, Shield Shoving,
Shield Push, Montano to lockdown one enemy. Shield Bash is a gambling move. You can either make your
enemy weaker or stronger if you land Shield Bash on your enemy. When you successfully lockdown your
enemy, you swap from rapier & shield to rapier & dagger. After that, you immediately use this combo :
Lunge, Cyclone. That combo should be enough to kill most squishy enemies. You will also gain a lot of
bonus evasion from Guardian to dodge most physical attacks.

In guild war, this build works okay. You do not have any long range crowd control skill like Corsair and you
do not have that fast movement speed. In direct combat, all you need to do is wait for a good timing to use
all your combos. You are also viable to help to destroy enemy’s guild tower with your multi hit skills.

As a side note, Doppelsoldner’s Double Pay Earn is said to work against dungeon boss. If you cast Double
Pay Earn when the boss has really low HP, and your party successfully kill that boss in 5 hits, your party can
grab double drops from the boss, which is insane.

Your next class should be Matador.


3rd build (Shinobi focused)
Class choice :

Swordsman > Peltasta > Hoplite > Hoplite > Corsair > Corsair > Shinobi

Status points distribution :

Skill points distribution :

Swordsman : Lv 1 Thrust, Lv 3 Bash, Lv 3 Gung Ho, Lv 3 Concentrate, Lv 5 Pain Barrier

Peltasta : Lv 5 Umbo Blow, Lv 4 Rim Blow, Lv 5 Swash Buckling, Lv 1 Guardian

Hoplite : Lv 10 Stabbing, Lv 8 Pierce, Lv 10 Finestra, Lv 1 Long Stride, Lv 1 Spear Lunge

Corsair : Lv 10 Jolly Roger, Lv 1 Iron Hook, Lv 10 Dust Devil, Lv 4 Double Weapon Assault, Lv 5 Hexen
Dropper

Shinobi : Lv 1 Kunai, Lv 5 Bunshin no Jutsu, Lv 3 Mokuton no Jutsu, Lv 1 Katon no Jutsu, lv 5 Mijin no Jutsu

Important Skill attributes :

Swordsman : Lv 80+ Thrust : Enhance, Lv 1 Increased Maximum Buff Count, Lv 50 Leather Mastery :
Dexterity, Lv 10 Provoke, Lv 1 Weapon Swap, Lv 1 Bash : Knockdown, Lv 50 Gung Ho : Enhance, Lv 50
Concentrate : Enhance

Peltasta : Lv 1 Shield Guard, Lv 5 Shield Mastery : Block, Lv 1 Umbo Blow : Add Knockdown, Lv 3 Guardian :
Evasion, Lv 5 Guard : Defense

Hoplite : Lv 1 Use One Handed Spears, Lv 1 Finestra : Splash, Lv 5 Stabbing : Evasion, Lv 80+ Stabbing :
Enhance

Corsair : Lv 80+ Dust Devil : Lv 5 Dagger Mastery : Sudden Attack, Enhance, Lv 80+ Hexen Dropper :
Enhance, Lv 1 Iron Hook : Chain, Lv 5 Jolly Roger : Unity

Shinobi : Lv 10 Increased Maximum Weight, Lv 5 Bunshin no Jutsu : Decreased Damage, Lv 4 Bunshin no


Jutsu : Endurance, Lv 80+ Mijin no Jutsu : Enhance, Lv 1 Mijin no Jutsu : Stealth, Lv 1 Katon no Jutsu :
Stealth, Lv 5 Mokuton no Jutsu : Bind, Lv 80+ Kunai : Enhance

Equipments and gems :

You have 2 setups of weapons : spear & shield, spear & dagger. In PvP, you will use spear & shield first in
order to be able to use Hoplite’s Long Stride. You will swap to spear & dagger after you land your Long
Stride because spear & dagger will increase your damage output. You mostly use rapier & dagger for
grinding with Swashbuckling and deal more damage with your skills.

As for armor, you will mostly wear leather armor, but may wear plate armor in certain situation.

As for gems, you use green gem for weapon (critical rate), green gem for subweapon (critical rate), red
gem for top/leg armor (max HP), green gem for shoes (evasion), green gem for gloves (accuracy).

Build highlights and playstyle :

In grinding, this build shines. You have very high evasion to dodge all physical attacks. You have
Swashbuckling to provoke all the mobs. This build also provides level 10 Jolly Roger. Jolly Roger is a farming
machine skill which allows the party to gain frequent loots from mobs. Spear Lunge allows your pierce type
skills such as Stabbing and Hexen Dropper to deal tons of damage. You mostly use Dust Devil, Hexen
Dropper, Stabbing, and auto attacks to deal damage. As a side note, you are able to deal 12.5% more
damage if you are equipped with dagger and you attack enemies from behind.

In Earth Tower and raid, this build works great. You have Swashbuckling and you can help to deal good
amount of damage. You mostly use your usual Synchro Thrust, Spear Lunge, Hexen Dropper, Stabbing
combo. If Stabbing and Hexen Dropper are on cooldown, you may spam Thrust. You may also use Bunshin
no Jutsu and cast Mijin no Jutsu to deal additional damage. You do not need to be afraid of dying because
Mijin no Jutsu has stealth effect that allows you to disappear from the screen for a few seconds. That way,
you will not get killed easily in Earth Tower. You may use Katon no Jutsu as emergency skill to go in stealth
mode for a few seconds. Do not forget to turn on the Stealth attribute of your jutsu skills in Earth Tower.

In world boss hunt, this build works great. You have Swashbuckling. You use Bunshin no Jutsu to summon 5
clones. After that, you use Hoplite’s Spear Lunge, Shinobi’s Kunai, and spam Swordsman’s Thrust to deal
tons of damage. You may use Mijin no Jutsu. Make sure to turn off the Stealth attribute from Mijin no
Jutsu and Katon no Jutsu in world boss hunt.

In arena and duel, this build shines. You have Guardian for evasion bonus. You aim your Iron Hook to lock
your enemy for a long duration. After that, you use Long Stride to jump on the enemy. At last, you can
instant kill your enemy by using Bunshin no Jutsu and Mijin no Jutsu.

In guild war, this build shines. You will use similar tactics as your arena and duel tactic to fight the enemy.
Your Bunshin no Jutsu will help a lot to destroy the towers by simply spamming auto attacks. In direct
combat, you use Iron Hook to disable 3 enemies at once. If you feel safe to jump on them, then you can
use Long Stride and use your usual Bunshin no Jutsu & Mijin no Jutsu combo.

As a side note, in order to use Shinobi’s skills like Katon no Jutsu and Mijin no Jutsu, you need to have
items called Ninjutsu Bombs. You may be able to buy those bombs from Shinobi Master NPC.

Your next class should be Luchador.


Archer
Important classes
Archer c2/c3, Ranger c2/c3, Scout c1, Wugushi c2, Falconer c1, Musketeer c2/c3, Cannoneer c2/c3,
Fletcher c3

1st build (Wugushi focused)


Class choice :

Archer > Archer > Archer > Wugushi > Wugushi > Scout > Musketeer

Status points distribution :

Skill points distribution :

Archer : Lv 15 Swift Step, Lv 15 Multi Shot, Lv 3 Full Draw, Lv 1 Oblique Shot, Lv 10 Kneeling Shot, Lv 1
Heavy Shot

Wugushi : Lv 10 Needle Bow, Lv 10 Wugong Gu, Lv 5 Zhendu, Lv 5 Throw Gu Pot

Scout : Lv 5 Camouflage, Lv 1 Flu Flu, Lv 4 Flare Shot, Lv 5 Cloaking

Musketeer : Lv 4+ Covering Fire, Lv 5+ Headshot, Lv 5+ Snipe, Lv 1 Penetration Shot

Important Skill attributes :

Archer : Lv 1 Increase Maximum Buff Count, Lv 5 Two Handed Bow Mastery : Anti Air, Lv 1 Weapon Swap,
Lv 50 Leather Mastery : Dexterity, Lv 5 Swift Step : Critical Rate, Lv 1 Swift Step : Including Party Members,
Lv 80+ Multi Shot : Enhance, Lv 5 Multi Shot : Critical, Lv 1 Multi Shot : Quick Charging, Lv 5 Full Draw :
Decreased Defense, Lv 5 Oblique Shot : Slow, Lv 50 Kneeling Shot : Enhance, Lv 5 Kneeling Shot : Critical
Rate

Wugushi : Lv 80+ Needle Blow : Enhance, Lv 80+ Wugong Gu : Enhance, Lv 5 Wugong Gu : Continuous
Infection, Lv 5 Zhendu : Decreased Poison Resistance, Lv 80+ Throw Gu Pot : Enhance, Lv 2 Throw Gu Pot :
Residual Poison

Musketeer : Lv 5 Gun : Accuracy, Lv 1 Use Rifles, Lv 4 Rifle Mastery : Hunting, Lv 80+ Covering Fire :
Enhance, Lv 80+ Headshot : Enhance, Lv 10 Headshot : Stun, Lv 80+ Snipe : Enhance, Lv 10 Snipe : Stun

Equipments and gems :


You have 2 setups of weapons : musket, 2 handed bow. As the main setup, you will use musket. After you
use up all your Musketeer and Wugushi’s skills, you may swap to 2 handed bow and use other Archer’s skill
such as Multi Shot. You may also stay with musket and use Kneeling Shot.

As for armor, you will mostly wear leather armor, but may wear plate armor in certain situation.

As for gems, you use green gem for weapon (critical rate), red gem for top/leg armor (max HP), green gem
for shoes (evasion), green gem for gloves (accuracy).

Highlights and playstyle :

In grinding, this build shines. You will use either Oblique Shot with Kneeling Shot in grinding until you get
Wugushi. When you get Wugushi, you will mostly use all of its skills with Kneeling Shot. Wugushi’s skills
synergize well if you have Linker in your party. Linker will use Joint Penalty and Hangman’s Knot that will
spread your poison damage.

In Earth Tower and raid, this build shines. All Wugushi’s poisonous attacks deal tons of damage to the
mobs and all those skills have relatively short cooldown. You may also use Musketeer’s skills to deal single
strong burst damage if the mobs are affected by Joint Penalty.

In world boss hunt, this build works great. Musketeer’s powerful single target skill combined with
Wugushi’s poison attacks deal tons of damage against boss. However, if there is another Wugushi around,
your poison attacks may get replaced, so you must be careful. If all your Musketeer’s skills are on
cooldown, you swap your musket to bow and use Scout’s Flare Shot, Archer’s Multi Shot. After that, swap
your bow to musket and use Kneeling Shot until your Musketeer’s skills cooldown is over.

In arena and duel, this build works great. Scout’s Cloaking allows you to use sneak attack tactic and pick off
squishy players easily such as Wizard in arena with Musketeer’s skills. If your enemy team does not have
any Oracle or Plague Doctor, you can destroy them with your poison skills. Swift Step provides bonus
evasion and movement speed to auto attack your enemies while moving. If there is a melee enemy that
chases you, you use Penetration Shot to push them back while hurting them.

In guild war, this build shines. Your high level Multi Shot has 16 amount of hits with overheat. That is
extremely great to destroy guild towers. When your Multi Shot is on cooldown, you will use Kneeling Shot
to gain insane attack speed to destroy the tower. Scout’s Cloaking allows you to roam around the map
undetected, inform the others about the enemy’s location, and scout the enemy’s guild tower. You can
also pick off enemy who is roaming alone. You must also know that Cloaking’s stealth effect is shareable
through Linker’s Spiritual Chain. If you have Linker c2/c3 in your party, the whole party will be affected by
Cloaking when Spiritual Chain is on.

Your next class should be Musketeer c2.

2nd build (Cannoneer focused)


Class choice :

Archer > Ranger > Ranger > Ranger > Scout > Falconer > Cannoneer

Status points distribution :


Skill points distribution :

Archer : Lv 5 Swift Step, Lv 5 Multi Shot, Lv 1 Full Draw, Lv 4 Oblique Shot

Ranger : Lv 15 Barrage, Lv 4 Critical Shot, Lv 15 Steady Aim, Lv 1 Time Bomb Arrow, Lv 5 Bounce Shot, Lv 5
Spiral Arrow

Scout : Lv 5 Camouflage, Lv 1 Flu Flu, Lv 4 Flare Shot, Lv 5 Cloaking

Falconer : Lv 1 Call, Lv 1 Roost, Lv 5 Circling, Lv 3 Hovering, Lv 5 Hanging Shot

Cannoneer : Lv 5+ Cannon Shot, Lv 4+ Shootdown, Lv 1 Siege Burst, Lv 5+ Cannon Blast

Important Skill attributes :

Archer : Lv 1 Increase Maximum Buff Count, Lv 1 Weapon Swap, Lv 50 Leather Mastery : Dexterity, Lv 1
Swift Step : Including Party Members, Lv 80+ Multi Shot, Lv 5 Full Draw : Decreased Defense, Lv 5 Oblique
Shot : Slow

Ranger : Lv 50+ Barrage : Enhance, Lv 80+ Critical Shot : Enhance, Lv 80+ Spiral Arrow : Enhance, Lv 3 Spiral
Arrow : Critical

Scout : Lv ? Camouflage : Jump, Lv 5 Cloaking : Increased Movement Speed, Lv 1 Cloaking : Physical


Damage, Lv 5 Flu Flu : Debuff Count

Falconer : Lv 1 Call : Obtain, Lv 5 Roost : Increased Range, Lv 4 Companion First Aid, Lv 5 Companion
Mastery : Tenacity, Lv 4 Circling : Decreased Nullification, Lv 3 Hovering : Duration, Lv 1 Hovering : Attack
Speed Buff

Cannoneer : Lv 10 Increased Maximum Weight, Lv 80+ Cannon Shot, Lv 80+ Shootdown, Lv 5 Shootdown :
Falling, Lv 80+ Cannon Blast, Lv 4 Siege Burst : Increased Range, Lv 5 Cannon Blast : Armor Break

Equipments and gems :

You have 2 setups of weapons : crossbow and dagger at early game, crossbow and cannon when you get
Cannoneer.

As for armor, you will mostly wear leather armor, but may wear plate armor in certain situation.

As for gems, you use green gem for weapon (critical rate), red gem for top/leg armor (max HP), green gem
for shoes (evasion), green gem for gloves (accuracy).

Highlights and playstyle :


In grinding, this build works great. At early game, Steady Aim combined with Barrage and Bounce Shot are
your primary combo. When you get Cannoneer, you will use Shootdown and Cannon Shot more often
because they have very short cooldown. If you have Shootdown : Falling attribute, and you cast
Shootdown against flying mobs, the mobs will fall to the ground and will receive bonus damage from
Cannon Shot. You may also use Cannon Blast as additional source of damage.

In Earth Tower and raid, this build works great. You will always use your Steady Aim. Falconer ‘s Circling
makes your AoE and your friend’s AoE skills hit more enemies than they should. You will mostly rotate
Cannon Shot, Cannon Blast. When there are enemies that are affected by Linker’s Joint Penalty, you may
use skills like Multi Shot, Spiral Arrow, and spam Critical Shot.

In world boss hunt, this build works great. All you need to do is use Steady Aim and then use all your skills
such as Spiral Shot, Flare Shot, Multi Shot, Cannon Shot, Shootdown, Siege Burst, Cannon Blast. When all
those skills are in cooldown, you spam Ranger’s Critical Shot.

In duel and arena, this build shines. You have Scout’s Cloaking to surprise your enemy. You do not have to
use Cloaking from the start. You will mostly spam your Critical Shot and wait for the right moment to use
your killing moves. You have Falconer’s Hovering to knockdown one enemy multiple times. The moment
when your enemy caught in Hovering, you can simply use Spiral Arrow. 1 Spiral Arrow is usually enough to
kill squishy enemies. You may use it two times to make sure that the enemy is dead. When there are
multiple enemies stand near each other, you may cast Steady Aim and attack those enemies with Cannon
Blast. Cannon Blast deals huge AoE burst damage that would kill mostly anyone. If your Hovering is on
cooldown, you can use Ranger’s Time Bomb Arrow for another knockdown attack.

In guild war, this build shines. You have Cloaking to roam around the map undetected and inform the
others about the enemy’s location, take down some people along the way. You must also know that
Cloaking’s stealth effect is shareable through Linker’s Spiritual Chain. If you have Linker c2/c3 in your party,
the whole party will be affected by Cloaking when Spiritual Chain is on. Falconer’s Hovering will allow you
to pick off one enemy easily in direct combat. Falconer’s Circling is also great to allow your AoE skills to hit
more enemies. If your Hovering is on cooldown, you can use Ranger’s Time Bomb Arrow for another
knockdown attack to lockdown your enemy. Your Strategy is basically similar as your arena strategy.

Your next class should be Cannoneer c2.

3rd build (Fletcher focused)


Class choice :

Archer > Ranger > Ranger > Scout > Fletcher > Fletcher > Fletcher

Status points distribution :


Skill points distribution :

Archer : Lv 5 Swift Step, Lv 5 Multi Shot, Lv 1 Full Draw, Lv 4 Oblique Shot

Ranger : Lv 10 Barrage, Lv 9 Critical Shot, Lv 10 Steady Aim, Lv 1 Time Bomb Arrow

Scout : Lv 5 Camouflage, Lv 1 Flu Flu, Lv 4 Flare Shot, Lv 5 Cloaking

Fletcher : Lv 1 Broadhead, Lv 1 Bodkin Point, Lv 13 Barbed Arrow, Lv 15 Crossfire, Lv 10 Magic Arrow, Lv 5


Divine Machine Arrow

Important Skill attributes :

Archer : Lv 1 Increase Maximum Buff Count, Lv Lv 5 Two Handed Bow Mastery : Anti Air, Lv 1 Weapon
Swap, Lv 50 Leather Mastery : Dexterity, Lv 1 Swift Step : Including Party Members, Lv 80+ Multi Shot, Lv 5
Full Draw : Decreased Defense, Lv 5 Oblique Shot : Slow

Ranger : Lv 50+ Barrage : Enhance, Lv 50+ Critical Shot : Enhance

Scout : Lv ? Camouflage : Jump, Lv 5 Cloaking : Increased Movement Speed, Lv 1 Cloaking : Physical


Damage, Lv 5 Flu Flu : Debuff Count

Fletcher : Lv 1 Arrow Crafting, Lv 80+ Barbed Arrow : Enhance, Lv 80+ Crossfire, Lv 5 Crossfire : Burn, Lv 80+
Magic Arrow : Enhance, Lv 80+ Divine Magic Arrow : Enhance, Lv 1 Divine Magic Arrow : Shock

Equipments and gems :

You only have 1 setup of weapons : 2 handed bow.

As for armor, you will mostly wear leather armor, but may wear plate armor in certain situation.

As for gems, you use green gem for weapon (critical rate), red gem for top/leg armor (max HP), green gem
for shoes (evasion), green gem for gloves (accuracy).

Highlights and playstyle :

In grinding, this build shines. At early game, you use Steady Aim and Barrage combination. When you get
Fletcher, you use Steady Aim and spam Crossfire. Sometimes you may also use Magic Arrow if you have
Linker in your party and the enemies are stacked with Hangman’s Knot. Crossfire does not have any
cooldown and Magic Arrow only has 5 seconds cooldown. You can simply spam Crossfire like crazy if you
want to. However, make sure to always bring a lot of SP potion, Hail Mary Arrow, and Magic Arrow with
you when you want to grind. You can craft the arrows while resting after you learn the Arrow Crafting
attribute.

In Earth Tower and raid, this build shines. The tactic is similar with grinding. You use Steady Aim, spam
Crossfire against melee enemies, use Magic Arrow against all enemies that are affected by Joint Penalty or
Hangman’s Knot or both. Your Barbed Arrow is also one of the best skill to kill the magic mobs because
those mobs wear cloth armor. Barbed Arrow will deal 3 times damage against anyone who wears cloth
type armor. If you have high level damage attribute, with high critical rate, and around 1.000 physical
attack, you are able to deal more than 20.000 damage per hit with Barbed Arrow.
In world boss hunt, this build shines. You will use Magic Arrow very often because of its short cooldown
(only 5 seconds) and insane multi hit damage. After that, you either spam Barbed Arrow or Crossfire. You
must know that you can not use Barbed Arrow against bosses with ghost armor type such as Dullahan,
Chapparation, Lithorex, Necroventer, Riteris, Spector Monarch. If you fight against those bosses, you will
most likely spam Crossfire. Make sure to stock up your arrows before the boss spawns.

In arena and duel, this build works great. You have Scout’s Cloaking to surprise your enemies. You use
Steady Aim and spam Crossfire against multiple enemies or spam Barbed Arrow against single target. You
can kill anyone that wears Cloth type armor easily with Barbed Arrow. Moreover, you have Divine Machine
Arrow that deals massive damage with AoE knockdown effect and only 10 seconds cooldown. You may use
it when there are multiple enemies sticking close with each other. With Divine Machine Arrow, you can :
break enemies that have linker on their team, scatter enemies that stay at one spot near Dievdirby’s
statues, scatter enemies that stay inside Paladin’s Barrier, and many more.

In guild war, this build works great. Scout’s Cloaking allows you to roam around the map undetected,
inform the enemy’s location, take down some enemies along the way. Crossfire and Divine Machine Arrow
work great in direct combat to hurt multiple enemies at once. Not to mention that both skills have short
cooldown. Basically, you use the same tactics from arena and duel. You must also know that Cloaking’s
stealth effect is shareable through Linker’s Spiritual Chain. If you have Linker c2/c3 in your party, the whole
party will be affected by Cloaking when Spiritual Chain is on.

Your next class should be either Pied Piper or Appraiser.


Wizard
Important classes
Wizard c3, Linker c2/c3, Psychokino c3, Elementalist c3, Thaumaturge c3, Chronomancer c3, Alchemist c3,
Necromancer c2, Featherfoot c2/c3, Warlock c2/c3

1st build (Chronomancer focused)


Class choice :

Wizard > Pyromancer > Linker > Linker > Chronomancer > Chronomancer > Chronomancer

Status points distribution :

Skill points distribution :

Wizard : Lv 3 Energy Bolt, Lv 1 Lethargy, Lv 5 Sleep, Lv 5 Reflect Shield, Lv 1 Earthquake

Pyromancer : Lv 5 Fireball, Lv 5 Enchant Fire, Lv 5 Flame Ground

Linker : Lv 1 Unbind, Lv 4 Physical Link, Lv 10 Joint Penalty, Lv 10 Hangman’s Knot, Lv 5 Spiritual Chain

Chronomancer : Lv 15 Quicken, Lv 1 Reincarnate, Lv 5 Stop, Lv 4 Slow, Lv 10 Haste, Lv 5 Backmasking, Lv 5


Pass

Important Skill attributes :

Wizard : Lv 1 Increased Maximum Buff, Lv 50 Cloth Mastery : Magic, Lv 3 Energy Bolt : Additional Sleep
Damage, Lv 5 Lethargy : Additional Damage, Lv 1 Weapon Swap

Pyromancer : Lv 50+ Fireball : Enhance, Lv 5 Fireball : Burn Debuff, Lv 80+ Flame Ground : Enhance

Linker : Lv 5 Joint Penalty : Lightning, Lv 5 Joint Penalty : Poison, Lv 5 Joint Penalty : Earth, Lv 5 Hangman’s
Knot : Splash Defense, Lv 5 Spiritual Chain : Duration

Chronomancer : Lv 5 Revive : Two, Lv 1 Stop : Control Boss Monster, Lv 1 Stop : Decreased SP, Lv 1 Slow :
Critical Resistance, Lv 5 Slow : Decreased Nullification, Lv 5 Haste : Increased Evasion, Lv 2 Backmasking :
Confusion

Equipments and gems :

You only have 1 setup of weapons : rod & dagger.

As for armor, you will mostly wear cloth armor, but may wear plate armor in certain situation.
As for gems, you use blue gem for weapon (magic attack), red gem for top/leg armor (max HP), yellow gem
for shoes (max HP), blue gem for gloves (SP recovery).

Highlights and playstyle :

In grinding, this build shines. You use Linker’s Joint Penalty to kill mobs faster. If you cast Joint Penalty,
when you hit one enemy, the other enemies who get affected by Joint Penalty will also receive 100%
damage. Even after the Hangman’s Knot nerf, Hangman’s Knot is still great to gather enemies to one spot,
especially against mobs with ranged attacks, makes you and your party to hit them easier with AoE skills.
Hangman’s Knot also makes Thaumaturge easier to land their Swell Body when the enemies’ HP are low.
Moreover, Chronomancer’s Haste allows your party to roam quickly around the map, makes grinding much
faster and efficient. You also have some Pyromancer’s skills to help to deal damage.

In Earth Tower and raid, this build works great. You use Joint Penalty to kill the mobs faster.
Chronomancer’s Pass is also vital because it reduces the cooldown of the entire party’s skills. Pass allows
your friends to use their damage dealing skill more often, increasing the damage output.

In world boss hunt, this build works great. You can not deal that much damage, but your Haste is good to
allow your party to search the boss quickly. Pass is also great to allow your DPS friends to deal more
damage because all of their skills cooldown get reduced. If you use Backmasking, your Musketeer’s friend
can immediately use his second Snipe and Headshot, your Elementalist’s friend can immediately use his
second Frost Cloud, etc. Pass indirectly increases the damage output of the whole party. Your also have
Lethargy that makes Strike attack deals more damage against boss. This is useful if you have friend that
focus on strike type attacks such as Monk. At last, when your friends have not arrived and there are
already people who hurt the boss, you may cast Stop against the boss thanks to Stop : Control Boss
Monster attribute. The purpose is to prevent other parties from dealing further damage, especially if they
have no idea about how to deal damage against enemies that are affected by Stop.

In arena and duel, this build works great. In arena, you mostly utilize Reflect Shield, Joint Penalty, Haste,
Pass. However, You also use Sleep and Hangman’s Knot if there is no Oracle or Plague Doctor. In duel, if
you are not fighting against Oracle or Plague Doctor, you can use Stop against them. After that, you use
Pyromancer’s Flame Ground to deal damage. After that, you summon Fireballs around the enemy and use
Joint Penalty. If your enemy is not dead after the Stop duration ends, you use Hangman Knot against the
enemy and the Fireball will kill them. Wizard’s Earthquake is also useful for AoE knockdown if you need it.

In guild war, this build shines. Chronomancer’s Haste allows the party to roam around the map quickly.
Quicken allows other classes to quickly destroy enemy’s guild tower with their auto attacks. As a Linker c2,
you have Spiritual Chain. That skill allows you to share important self buffs such as Plague Doctor’s Beak
Mask, Scout’s Cloaking, Kabbalist’s Revenge Sevenfold, Wizard’s Quick Cast. You will mostly combine
Cloaking so your entire party can walk around the map undetected. When you engage the enemies in
direct combat, you can coordinate with Plague Doctor to use his Beak Mask, etc. With that combination,
your party is basically unstoppable in direct combat. Joint Penalty is also a huge threat for your enemies.

Your next class should be either Sage or Shadowmancer or another new classes.

2nd build (Thaumaturge focused)


Class choice :
Wizard > Pyromancer > Pyromancer > Thaumaturge > Thaumaturge > Thaumaturge > Warlock/Featherfoot

Status points distribution :

Skill points distribution :

Wizard : Lv 3 Energy Bolt, Lv 1 Lethargy, Lv 5 Sleep, Lv 5 Reflect Shield, Lv 1 Earthquake

Pyromancer : Lv 5 Fireball, Lv 10 Fire Wall, Lv 10 Flame Ground, Lv 5 Fire Pillar

Thaumaturge : Lv 14 Swell Left Arm, Lv 14 Swell Body, Lv 2 Transpose, Lv 1 Reversi, Lv 9 Swell Right Arm, Lv
5 Swell Brain

Warlock : Lv 5+ Pole of Agony, Lv 3 Invocation, Lv 5+ Dark Surge, Lv 1 Mastema, Lv 1 Evil Sacrifice

Featherfoot : Lv 5+ Blood Bath, Lv 5+ Blood Sucking, Lv 3 Bone Pointing, Lv 1 Ngadhundi, Lv 1+ Kurdaitcha

Important Skill attributes :

Wizard : Lv 1 Increased Maximum Buff, Lv 50 Cloth Mastery : Magic, Lv 3 Energy Bolt : Additional Sleep
Damage, Lv 5 Lethargy : Additional Damage, Lv 1 Weapon Swap

Pyromancer : Lv 50+ Fireball : Enhance, Lv 5 Fireball : Burn Debuff, Lv 80+ Flame Ground : Enhance, lv 80+
Firewall : Enhance, Lv 80+ Fire Pillar : Enhance

Thaumaturge : Lv 50 Swell Left Arm : Enhance, Lv 3 Swell Body : Additional Damage, Lv 5 Swell Right Arm :
Enhance, Lv 4 Swell Arm Enhance : Swiftness, Lv 50 Swell Brain : Enhance

Warlock : Lv 80+ Pole of Agony : Enhance, Lv 5 Pole of Agony : Duration, Lv 3 Invocation : Deliver, Lv 80+
Dark Theurge, Lv 5 Dark Theurge : Blind

Equipments and gems :

You only have 1 setup of weapons : rod & dagger.

As for armor, you will mostly wear cloth armor, but may wear plate armor in certain situation.

As for gems, you use blue gem for weapon (magic attack), red gem for top/leg armor (max HP), yellow gem
for shoes (max HP), blue gem for gloves (SP recovery).

Build highlights and playstyle :

In grinding, this build shines. You use Swell Body on the mobs when most of the mobs have low HP. Swell
Body will double their current amount of HP. After that, you kill the mobs and the entire party will gain
double experience and double drop from all the killed mobs that were affected by Swell Body. Swell Body
will allow your party to grind much faster because it only has 25 seconds cooldown. That means, your
entire party can get double experience and drop every 25 seconds, which is insane. Besides Swell Body,
you use your buffs such as Swell Left Arm, Swell Right Arm, Swell Brain. Swell Left Arm and Swell Right Arm
increase your entire party’s physical attack and magic attack by 304-565 with maximum attribute level.
304-565 physical attack and magic attack are worth 304-565 STR/INT. Swell Brain increases your entire
party’s INT by 145, which provides around 200-300 additional magic attack. These skills increase your
party’s overall damage output by a large amount. Moreover, considering you use CON focused build, you
will not have that much magic attack. However, Transpose allows you to swap your CON with INT. So, if
you think you really need to deal more damage, you can use Transpose to swap your CON with INT. After
that, you use Swell Brain to add more INT and your build will become a full INT build for 60 seconds. You
can also use Swell Brain without using Transpose. That way, you will have high CON and high INT at the
same time.

In Earth Tower and raid, this build works great. You use the same strategy as grinding strategy. You also
have high survivability because of high CON.

In world boss hunt, this build shines. Your job is as usual, buff and deal damage.

In arena and duel, this build works okay. You have high survivability. You can still do some action by
utilizing Sleep, Reversi, Warlock’s Dark Theurge, or Featherfoot’s skills. You use Reversi when when your
enemy use skills that summon magic circle. Popular magic circles that are often used in arena are Heal,
Safety Zone, Zaibas, Healing Factor, Ein Sof. Your buff will greatly benefit your party. However, you will
have trouble to land your Pyromancer’s skills unless your enemies get locked down.

In guild war, this build works okay. You have high survivability. You can coordinate with your friend so you
can land your skills in direct combat. Your buff is great as always to increase the damage output of your
entire party. Your Pyromancer’s skills are also useful to destroy guild tower because they deal multiple hit.

Your next class should be Warlock c2.

3rd build (Linker focused)


Class choice :

Wizard > Pyromancer > Linker > Thaumaturge > Linker > Linker > Featherfoot

Status points distribution :

Skill points distribution :

Wizard : Lv 3 Energy Bolt, Lv 1 Lethargy, Lv 5 Sleep, Lv 5 Reflect Shield, Lv 1 Earthquake

Pyromancer : Lv 5 Fireball, Lv 5 Fire Wall, Lv 5 Flame Ground


Linker : Lv 1 Unbind, Lv 5 Physical Link, Lv 14 Joint Penalty, Lv 15 Hangman’s Knot, Lv 5 Spiritual Chain, Lv 5
Umbilical Cord

Thaumaturge : Lv 5 Swell Left Arm, Lv 5 Swell Body, Lv 3 Transpose, Lv 2 Shrink Body

Featherfoot : Lv 5+ Blood Bath, Lv 5+ Blood Sucking, Lv 3 Bone Pointing, Lv 1 Ngadhundi, Lv 1+ Kurdaitcha

Important Skill attributes :

Wizard : Lv 1 Increased Maximum Buff, Lv 50 Cloth Mastery : Magic, Lv 3 Energy Bolt : Additional Sleep
Damage, Lv 5 Lethargy : Additional Damage, Lv 1 Weapon Swap

Pyromancer : Lv 50+ Fireball : Enhance, Lv 5 Fireball : Burn Debuff, Lv 80+ Flame Ground : Enhance

Linker : Lv 5 Joint Penalty : Lightning, Lv 5 Joint Penalty : Poison, Lv 5 Joint Penalty : Earth, Lv 5 Hangman’s
Knot : Splash Defense, Lv 5 Spiritual Chain : Duration, Lv 5 Umbilical Cord : Increased Nullification

Thaumaturge : Lv 50 Swell Left Arm : Enhance, Lv 3 Swell Body : Additional Damage,

Featherfoot : Lv 80+ Blood Bath : Enhance, Lv 80+ Blood Sucking : Enhance, Lv 100 Blood Sucking : HP
Supply Enhance, Lv 80+ Bone Pointing Enhance, Lv 5 Bone Pointing : Summon Time, Lv 10 Featherfoot :
Increased Recovery, Lv ? Blood Bath : SP Supply Enhance

Equipments and gems :

You only have 1 setup of weapons : rod & dagger.

As for armor, you will mostly wear cloth armor, but may wear plate armor in certain situation.

As for gems, you use blue gem for weapon (magic attack), red gem for top/leg armor (max HP), yellow gem
for shoes (max HP), blue gem for gloves (SP recovery).

Build highlights and playstyle :

In grinding, this build works great. You use Joint Penalty against 10 mobs at once, which makes grinding
more efficient. You use Thaumaturge’s Swell Body when the mobs have low HP. That allows the entire
party to receive double experience and double drop from the mobs that are affected by Swell Body when
the mobs are killed. You also have Swell Left Arm. Even at only level 5, Swell Left Arm already provides 218
magic attack and physical attack, which is worth 218 INT/STR. Moreover, you do not need to worry about
your SP because you have very high SPR. If you think you need more damage, you can swap your CON to
INT with Transpose. Moreover, you can utilize your Umbilical Cord. Umbilical Cord will distribute the
highest status from each party member to all members. You have very high SPR, so your other party
members will have that exact amount of SPR from Umbilical Cord. If there are members with very high
CON, STR, INT, DEX, the entire party will also have that exact amount of CON, STR, INT, DEX, which is
insane.

In Earth Tower and raid, this build works great. You use similar tactic as grinding.

In world boss hunt, this build works great. You deal damage with Pyromancer’s skills and Featherfoot’s
skills. You use Umbilical Cord to support the party especially if you have people with various highest status.
If you have friend that focus on DEX, and friend that focus on STR, Umbilical Cord will make their damage
output larger. If you have friend that focus on INT, you will also gain the same INT, which will make you
deal more damage with your skills. Moreover, Featherfoot’s Ngadhundi allows Archer in your party to deal
more damage because of Decay. Enemies that are affected by Decay will receive more damage from
Missile type attacks.

In arena and duel, this build works okay. You use Joint Penalty. You may use Kurdaitcha, Ngadhundi, and
Bone Pointing only when the time is right, such as when your enemies are affected by crowd control skill
and disabled for a period of time. You must get close to your enemies in order to use Featherfoot’s skills.

In guild war, this build shines. Joint Penalty is a huge threat for your enemies. Your Joint Penalty can
capture 10 enemies at max, which is worth 2 enemy parties. After that, your friends can focus attacking
one or two enemies. When those two are dead, it is very likely that the rest of the enemies will be dead.
You also have Spiritual Chain. That skill allows you to share important self buffs such as Plague Doctor’s
Beak Mask, Scout’s Cloaking, Kabbalist’s Ein Sof, Kabbalist’s Revenge Sevenfold, Wizard’s Quick Cast. You
will mostly combine Cloaking so your entire party can walk around the map undetected. When you engage
the enemies in direct combat, you can coordinate with Plague Doctor to use his Beak Mask, with Kabbalist
to use his Mackangdal-Revenge Sevenfold combo. With that combination, your party is basically
unstoppable in direct combat. You use Umbilical Cord right before the direct combat to boost all your
friends’ status. That way, your entire party will have high physical attack-critical attack because of high STR,
high magic attack because of high INT, high accuracy-evasion-critical rate because of high DEX, high magic
defense-ailments resistance-block penetration because of high SPR.

Your next class should be Featherfoot c2 or another new classes that hopefully synergize with your build.

4th build (Psychokino focused)


Class choice :

Wizard > Wizard > Psychokino > Psychokino > Psychokino > Wizard > Warlock

Status points distribution :

Skill points distribution :

Wizard : Lv 3 Energy Bolt, Lv 1 Lethargy, Lv 10 Sleep, Lv 15 Reflect Shield, Lv 1 Earthquake, Lv 5 Surespell, Lv


5 Magic Missile, Lv 5 Quick Cast

Psychokino : Lv 15 Psychic Pressure, Lv 9 Telekinesis, Lv 1 Swap, Lv 1 Teleportation, Lv 9 Magnetic Force, Lv


5 Raise, Lv 5 Gravity Pole

Warlock : Lv 5+ Pole of Agony, Lv 3 Invocation, Lv 5+ Dark Surge, Lv 1 Mastema, Lv 1 Evil Sacrifice

Necromancer : Lv 1 Gather Corpse, Lv 5 Create Shoggoth, Lv 8+ Flesh Cannon, Lv 8+ Flesh Hoop, Lv 1 Dirty
Pole, Lv 1 Corpse Tower, Lv 1 Disinter, Lv 5 Raise Dead
Important Skill attributes :

Wizard : Lv 1 Increased Maximum Buff, Lv 50 Cloth Mastery : Magic, Lv 3 Energy Bolt : Additional Sleep
Damage, Lv 5 Lethargy : Additional Damage, Lv 1 Weapon Swap, Lv 80+ Magic Missile : Enhance, Lv 5 Quick
Cast : Magic Damage

Psychokino : Lv 80+ Psychic Pressure : Enhance, Lv 50+ Telekinesis : Enhance, Lv 5 Psychic Pressure : Stun,
Lv 1 Raise : Large Monsters, Lv 80+ Gravity Pole : Enhance, Lv 3 Gravity Pole : Decreased Defense, Lv 5
Gravity Pole : Evasion

Warlock : Lv 80+ Pole of Agony : Enhance, Lv 5 Pole of Agony : Duration, Lv 3 Invocation : Deliver, Lv 80+
Dark Theurge, Lv 5 Dark Theurge : Blind

Equipments and gems :

You only have 1 setup of weapons : rod & dagger.

As for armor, you will mostly wear cloth armor, but may wear plate armor in certain situation.

As for gems, you use blue gem for weapon (magic attack), red gem for top/leg armor (max HP), yellow gem
for shoes (max HP), blue gem for gloves (SP recovery).

Build highlights & playstyle :

In grinding, this build works great. Your source of damage mostly comes from Psychic Pressure and Magic
Missile. Psychic Pressure at early level can already hit 9 mobs, and 19 mobs at highest level. It only has 25
seconds cooldown, it hits hard, and it is even more powerful when you use Wizard’s Quick Cast. Quick Cast
allows all your magic attack to deal 50% bonus magic damage if you raise the attribute. Magic Missile has
overheat and short cooldown. The damage looks small on paper and people often underestimate it, but it
hits multiple times against multiple enemies. You can also use Magnetic Force to gather multiple enemies
at once. Magnetic Force works similar as Linker’s Hangman’s Knot. The difference is, it has small delay
before all the enemies get caught and receive damage.

In Earth Tower and raid, this build works great. Psychokino has multiple crowd control skills to rotate.
However, you will mostly use Magnetic Force to gather the mobs. As a follow up, you use Psychic Pressure,
Magic Missile to deal damage. Sometimes, you will also use Pole of Agony. Do not forget to always use
Quick Cast before you use any damage dealing skill to deal more damage.

In world boss hunt, this build works okay. You will mostly use skills such as Magic Missile, Psychic Pressure,
Pole of Agony, Dark Theurge to deal damage. Do not forget to use your Quick Cast before you use all those
skills in order to deal more damage.

In arena and duel, this build shines. Gravity Pole can capture 10 enemies at once and lock them down for
10 seconds, which makes it the deadliest skill in PvP. Gravity Pole can not be prevented by Oracle or Plague
Doctor because it is an unranked status ailment. You also have Dark Theurge to protect yourself while
casting your skills. Any enemy that tries to get close to you will get killed pretty quickly by Dark Theurge, or
get caught in your Gravity Pole. Moreover, have Magnetic Force, Telekinesis, and Raise as alternative if
your Gravity Pole is on cooldown. Magic Missile is also pretty deadly in arena and duel. As usual, do not
forget to use your Quick Cast if you want to deal more damage. Do not forget to use Surespell too before
you cast Psychic Pressure or Gravity Pole.
In guild war, this build shines. Your crowd control skills make you deadly in direct combat against enemies.
When you are in a party with Linker c2/c3 and Scout, your whole party will be undetected by enemies. If
you meet enemy’s party, and if your friends are ready, you can quickly cast your Gravity Pole, allowing your
friends to destroy the enemies. Your Magic Missile, Pole of Agony, Psychic Pressure is somewhat useful to
destroy guild tower as well, but you must use them wisely especially Pole of Agony that has 120 seconds
cooldown.

Your next class should be Warlock c2.

5th build (Necromancer focused)


Class choice :

Wizard > Cryomancer > Cryomancer > Thaumaturge > Cryomancer > Necromancer > Necromancer

Status points distribution :

Skill points distribution :

Wizard : Lv 3 Energy Bolt, Lv 1 Lethargy, Lv 5 Sleep, Lv 5 Reflect Shield, Lv 1 Earthquake

Cryomancer : Lv 8 Ice Bolt, Lv 9 Ice Pike, Lv 7 Ice Wall, Lv 10 Subzero Shield, Lv 1 Gust, Lv 5 Snow Rolling, Lv
5 Frost Pillar

Pyromancer : Lv 5 Fireball, Lv 10 Fire Wall, Lv 10 Flame Ground, Lv 5 Fire Pillar

Linker : Lv 1 Unbind, Lv 4 Physical Link, Lv 10 Joint Penalty, Lv 10 Hangman’s Knot, Lv 5 Spiritual Chain

Thaumaturge : Lv 5 Swell Left Arm, Lv 5 Swell Body, Lv 3 Transpose, Lv 2 Shrink Body

Necromancer : Lv 1 Gather Corpse, Lv 5 Create Shoggoth, Lv 9+ Flesh Cannon, Lv 8+ Flesh Hoop, Lv 1 Dirty
Pole, Lv 1 Corpse Tower, Lv 5+ Raise Dead

Important Skill attributes :

Wizard : Lv 1 Increased Maximum Buff, Lv 50 Cloth Mastery : Magic, Lv 3 Energy Bolt : Additional Sleep
Damage, Lv 5 Lethargy : Additional Damage, Lv 1 Weapon Swap

Cryomancer : Lv 80+ Ice Bolt : Enhance, Lv 5 Ice Bolt : Chance of Freeze, Lv 80+ Ice Pike : Enhance, Lv 5 Ice
Wall : Cryorite, Lv 5 Subzero Shield : Duration, Lv 4 Subzero Shield : Counterattack, Lv 80+ Snow Rolling

Thaumaturge : Lv 50 Swell Left Arm : Enhance, Lv 3 Swell Body : Additional Damage


Necromancer : Lv 5 Create Shoggoth : Decay, Lv 20 Create Shoggoth : Enlargement, Lv 80+ Flesh Cannon :
Enhance, Lv 5 Flesh Cannon : Decay, Lv 80+ Flesh Hoop : Enhance, Lv 5 Flesh Hoop : Demoralize, Lv 100
Raise Dead : Enhance, Lv 3 Disinter : Increased Range

Equipments and gems :

You only have 1 setup of weapons : rod & dagger.

As for armor, you will mostly wear cloth armor, but may wear plate armor in certain situation.

As for gems, you use blue gem for weapon (magic attack), red gem for top/leg armor (max HP), yellow gem
for shoes (max HP), blue gem for gloves (SP recovery).

Build highlights and playstyle :

In grinding, this build works great. At early game, you may have some trouble to in grinding if you choose
Cryomancer. When you get Thaumaturge, you will start to contribute more to the party with Swell Body.
You use Swell Body against enemies that have low HP. After your party killed the affected mobs, the entire
party will receive double experience and double drop. Swell Left Arm is also great to boost the entire
party’s damage output because it gives bonus 218 physical and magic attack, which is worth 218 STR/INT.
When you get Cryomancer c3, you will be more useful to the party because you have crowd control skills
such as Snow Rolling and Frost Pillar. When you get Necromancer, you can summon Shoggoth to help you
in grind. However, considering you use CON focused build, and Shoggoth’s damage will be affected by your
INT, you will need more INT before you summon Shoggoth. For that purpose, you use Thaumaturge’s
Transpose to swap your CON and INT. You can summon Shoggoth after your CON is swapped with INT.
Moreover, you can use Flesh Hoop to deal insane damage against mobs. When you get Necromancer c2,
you can summon skeleton soldiers to help you in grinding as well. Do not forget to last hit your enemies
with Gather Corpse in order to gather corpses. If you do not have any corpse, you can not use any of
Necromancer’s skills.

In Earth Tower and raid, this build works okay. Frost Pillar is a great crowd control skill against the mobs.
However, your crowd control skills have long cooldown. This problem is solved if you have Chronomancer
c3 in your party to reduce the cooldown with pass. Your skeleton, Shoggoth, Corpse Tower can also help to
deal damage, but the damage is not that high. Your Flesh Hoop and Flesh Cannon also work, however, you
need to have hundreds, even thousands of corpses.

In world boss hunt, this build works great. You will mostly use Flesh Cannon and Flesh Hoop because they
deal multiple hits and have short cooldown. Your skeleton and Shoggoth help to deal damage against the
boss. Shoggoth and Dirty Pole have decay status ailment which allows missile attack to deal more damage.
That is great to increase the damage output from Archer in your party. If you have Monk or Doppelsoldner
in your party, you can use your Ice Wall to combo with their Energy Blast and Cyclone. Do not forget to
prepare hundreds of corpses.

In arena and duel, this build shines. If you get Cryomancer, at the start of the arena or duel, you use
Subzero Shield to protect yourself from all physical attacks. However, you must be wary that Fletcher can
remove your Subzero Shield with Bodkin Point. You mostly use Frost Pillar to gather your enemies.
However, do not forget that Frost Pillar duration is halved in arena from 10 seconds to 5 seconds. You use
Flesh Hoop and Flesh Cannon as follow up to deal damage. Your summons will also cause a lot of trouble to
your enemies. You can also use Dirty Pole for its knockdown effect if you need to.
In guild war, this build shines. Skeleton soldiers, Shoggoth, Corpse Tower are great to destroy guild tower.
In direct combat, your Frost Pillar will have its original 10 seconds duration, which is powerful. You mostly
use Flesh Cannon and Flesh Hoop to deal damage. Skeleton, Shoggoth, Corpse Tower, Dirty Pole for
offensive purpose in direct combat. Do not forget to always use Subzero Shield before you engage in a
direct combat.

Your next class should be either Sage or Shadowmancer or another new classes.

6th build (Elementalist focused)


Class choice :

Wizard > Wizard > Wizard > Elementalist > Elementalist > Elementalist > Warlock/Featherfoot

Status points distribution :

Skill points distribution :

Wizard : Lv 3 Energy Bolt, Lv 1 Lethargy, Lv 10 Sleep, Lv 15 Reflect Shield, Lv 1 Earthquake, Lv 5 Surespell, Lv


5 Magic Missile, Lv 5 Quick Cast

Elementalist : Lv 11 Hail, Lv 10 Meteor, Lv 5 Frost Cloud, Lv 14 Electrocute, Lv 5 Rain

Warlock : Lv 5+ Pole of Agony, Lv 3 Invocation, Lv 5+ Dark Surge, Lv 1 Mastema, Lv 1 Evil Sacrifice

Featherfoot : Lv 5+ Blood Bath, Lv 5+ Blood Sucking, Lv 3 Bone Pointing, Lv 1 Ngadhundi, Lv 1+ Kurdaitcha

Important Skill attributes :

Wizard : Lv 1 Increased Maximum Buff, Lv 50 Cloth Mastery : Magic, Lv 3 Energy Bolt : Additional Sleep
Damage, Lv 5 Lethargy : Additional Damage, Lv 1 Weapon Swap, Lv 80+ Magic Missile : Enhance, Lv 5 Quick
Cast : Magic Damage

Elementalist : Lv 80+ Electrocute : Enhance, Lv 2 Electrocute : Freezing Magic Damage, Lv 80+ Hail :
Enhance, Lv 5 Hail : Freeze, Lv 80+ Meteor : Enhance, Lv 5 Rain : Monsoon, Lv 80+ Frost Cloud : Enhance

Warlock : Lv 80+ Pole of Agony : Enhance, Lv 5 Pole of Agony : Duration, Lv 3 Invocation : Deliver, Lv 80+
Dark Theurge, Lv 5 Dark Theurge : Blind

Equipments and gems :

You only have 1 setup of weapons : rod & dagger.

As for armor, you will mostly wear cloth armor, but may wear plate armor in certain situation.
As for gems, you use blue gem for weapon (magic attack), red gem for top/leg armor (max HP), yellow gem
for shoes (max HP), blue gem for gloves (SP recovery).

Build highlights and playstyle :

In grinding, this build shines. Elementalist has multiple AoE skills with insane damage in grinding. Frost
Cloud alone is enough in most cases. Even your Magic Missile is powerful because it works like Electrocute.
If you think you need more damage, you can use Quick Cast for additional 50% magic damage.

In Earth Tower and raid, this build shines. You are one of the main source of damage in the party. You will
mostly use Quick Cast, Magic Missile, Frost Cloud, Electrocute, Hail, Meteor. Moreover, Warlock has
Invocation. Invocation is a buff that allows you to summon one “evil spirit” each time you kill an enemy by
yourself. Each evil spirit lasts for 30 seconds until it hits an enemy. When it hits an enemy, it will deal
damage, makes this skill useful to deal more damage.

In world boss hunt, this build shines. All you need to do is basically use all your skills. Do not forget to use
Quick Cast before you use anything else.

In duel and arena, this build works great. You do not have much skills to protect you except Sleep and
Petrification. You will mostly depend on your team to let you hit your enemies with your skills. However,
you are still able to deal an insane amount of damage with Magic Missile and Dark Theurge alone. You can
protect yourself with Dark Theurge. If there is an enemy that tries to get close to you, they will die within a
few seconds. You can also use Dark Theurge and run towards your enemies if you feel that it is safe to do
so. Rain is also pretty good to slow down your enemy’s movement speed. If you are lucky, you can use
Electrocute to deal insane damage during Rain’s duration. Another note, you must know and remember
that Pole of Agony counts as status ailment rank 2, which will not work if your enemy team has Plague
Doctor on their side. Do not forget to always use Quick Cast before you engage in a direct fight.

In guild war, this build works great. You have tons of AoE skills that deal multiple amount of damage
against guild tower. You can also participate in direct combat to destroy the enemy’s team with your AoE
skills. If your team succeed in locking down the enemy’s team, such as when your Psychokino friend
succeed in using his Gravity Pole, when your Corsair friend succeed in using his Iron Hook, you can go all
out with your Meteor, Pole of Agony, Frost Cloud, Electrocute, Hail, etc.

As a side note, Elementalist’s Rain can remove skills such as Flame Ground, Fireball, Firewall, Fire Pillar. You
can not use it if your Pyromancer’s friend is using those skills. You may use it against hostile Pyromancer in
PvP or guild war.

Your next class should be Warlock c2 or another new classes.

7th build (Alchemist focused)


Class choice :

Wizard > Pyromancer > Linker > Pyromancer > Linker > Alchemist > Alchemist

Status points distribution :


Skill points distribution :

Wizard : Lv 3 Energy Bolt, Lv 1 Lethargy, Lv 5 Sleep, Lv 5 Reflect Shield, Lv 1 Earthquake

Pyromancer : Lv 5 Fireball, Lv 10 Fire Wall, Lv 5 Flame Ground, Lv 5 Fire Pillar, Lv 5 Enchant Fire

Alchemist : Lv 10+ Tincturing, Lv 5+ Gem Roasting, Lv 2 Item Awakening, Lv 3 Magnum Opus

Important Skill attributes :

Wizard : Lv 1 Increased Maximum Buff, Lv 50 Cloth Mastery : Magic, Lv 3 Energy Bolt : Additional Sleep
Damage, Lv 5 Lethargy : Additional Damage, Lv 1 Weapon Swap, Lv 80+ Magic Missile : Enhance, Lv 5 Quick
Cast : Magic Damage

Pyromancer : Lv 50+ Fireball : Enhance, Lv 5 Fireball : Burn Debuff, Lv 80+ Flame Ground : Enhance, lv 80+
Firewall : Enhance, Lv 80+ Fire Pillar : Enhance

Linker : Lv 5 Joint Penalty : Lightning, Lv 5 Joint Penalty : Poison, Lv 5 Joint Penalty : Earth, Lv 5 Hangman’s
Knot : Splash Defense, Lv 5 Spiritual Chain : Duration

Alchemist : Lv 3 Item Awakening : Dungeon Event, Lv 15 Tincturing : Block Potion, Lv 15 Tincturing : Critical
Attack Potion, Lv 15 Tincturing : Magic Amplification

Equipments and gems :

You only have 1 setup of weapons : rod & dagger.

As for armor, you will mostly wear cloth armor, but may wear plate armor in certain situation.

As for gems, you use blue gem for weapon (magic attack), red gem for top/leg armor (max HP), yellow gem
for shoes (max HP), blue gem for gloves (SP recovery).

Build highlights and playstyle :

In grinding, this build works great. You have Pyromancer’s skills to deal damage. Joint Penalty allows your
party to kill mobs faster. Hangman’s Knot is a situational skill to allow your Thaumaturge friend to land
their Swell Body easily. Moreover, your potions that you make are extremely helpful for your friends. Item
Awakening and Gem Roasting also boost your friend’s gears to make them stronger.

In Earth Tower and raid, this build works great. You mostly use your Joint Penalty to kill mobs faster and
Pyromancer’s skills to deal damage.

In world boss hunt, this build works okay. You can deal damage, but your damage output will not be as
good as the other classes. Your Linker’s skills are mostly useless.
In arena and duel, this build works okay. If your enemy team does not have any Oracle or Plague Doctor,
you can use Joint Penalty and Hangman’s Knot to disable multiple enemies. Even if they have, your Joint
Penalty will always be useful. You mostly depend on your teammate in order to be able to use your
Pyromancer’s skills. Spiritual Chain is viable, but risky. If your enemy’s team have AoE crowd control skills
such as Iron Hook, Gravity Pole, Magnetic Force, Frost Pillar, etc, Spiritual Chain is a suicide. You must be
careful before using it.

In guild war, this build works great. As a Linker c2, you have Spiritual Chain. That skill allows you to share
important self buffs such as Plague Doctor’s Beak Mask, Scout’s Cloaking, Kabbalist’s Ein Sof, Kabbalist’s
Revenge Sevenfold, Wizard’s Quick Cast. You will mostly combine Cloaking so your entire party can walk
around the map undetected. When you engage the enemies in direct combat, you can coordinate with
Plague Doctor to use his Beak Mask, with Kabbalist to use his Mackangdal-Revenge Sevenfold combo. With
that combination, your party is basically unstoppable in direct combat. Joint Penalty is also a huge threat
for your enemies.

Your next class should be Alchemist c3.


Cleric
Important classes
Krivis c1, Priest c2/c3, Bokor c3, Paladin c3, Pardoner c1, Druid c3, Kabbalist c1/c2/c3, Plague Doctor
c1/c2/c3

1st build (Paladin focused)


Class choice :

Cleric > Priest > Priest > Paladin > Paladin > Paladin > Plague Doctor

Status points distribution :

Skill points distribution :

Cleric : Lv 5 Heal, Lv 1 Cure, Lv 5 Safety Zone, Lv 4 Deprotected Zone

Priest : Lv1 Monstrance, Lv 9 Blessing, Lv 5 Ressurection, Lv 5 Sacrament, Lv 5 Revive, Lv 5 Mass Heal

Paladin : Lv 15 Smite, Lv 3 Restoration, Lv 15 Resist Elements, Lv 2 Turn Undead, Lv 1 Conversion, Lv 4


Barrier, Lv 5 Conviction

Plague Doctor : Lv 5+ Healing Factor, Lv 5 Bloodletting, Lv 1 Fumigate, Lv 4+ Beak Mask

Important Skill attributes :

Cleric : Lv 1 Increased Maximum Buff, Lv 50 Plate Mastery : Defense, Lv 3 Blunt Mastery : Stun, Lv 5 Heal :
Creating Extra, Lv 1 Heal : Remove Damage, Lv 1 Safety Zone : Increased Range, Lv 5 Deprotected Zone :
Retention Time, Lv 1 Deprotected Zone : Sword Attack, Lv 1 Weapon Swap

Priest : Lv 50 Blessing : Enhance, Lv 3 Blessing : Attack Count, Lv 5 Blessing : Additional Buff, Lv 5


Ressurection : Revive Count, Lv 5 Sacrament : Dark Property Resistance, Lv 5 Revive : Duration

Paladin : Lv 80+ Smite : Enhance, Lv 1 Smite : Knockdown Damage, Lv 50 Restoration : Enhance, Lv 5


Restoration : SP Recovery, Lv 5 Resist Elements : Resistance, Lv 5 Resist Elements : Enhance, Lv 1
Conversion : Might Enhance, Lv 80+ Conviction : Enhance

Plague Doctor : Lv ? Bird Beak Mask : Immunity, Lv ? Healing Factor : Attack

Equipments and gems :

You only have 1 setup of weapons : mace & shield.

As for armor, you will mostly wear plate armor.


As for gems, you use green gem for weapon (critical rate), green gem for subweapon (critical rate), red
gem for top/leg armor (max HP), yellow gem for shoes (max HP), blue gem for gloves (SP recovery).

Build highlights and playstyle :

In grinding, this build works great. You have Heal. You use Blessing and Sacrament all the time. You may
use Smite, but as it consumes a lot of SP and has knockdown effect which can not be removed, you will
mostly use your auto attacks. You use Smite just for last hit. Moreover, you have another skill that can
already help you to deal damage, which is Conversion. Conversion is a great skill if you grind in a huge map
where there are pack of monsters that are scattered around the map. It is a skill that allows you to make all
monsters that stand on top of its magic circle become your allies for an unlimited duration until they die.
The converted monsters will follow you around the map and help you to deal damage against other
monsters that they meet. This is the reason why you do not need a lot of STR to deal damage in grinding.
Your converted monsters will do the job. You can also use Heal to keep all the friendly mobs alive. Best
maps to use Conversion are Underground Cave of Ritinis, Inner Enceinte District, and any other similar map
where you and your party will roam around the map killing scattered mobs. Conversion is also great to
support you and your party to finish quests faster, and before a quest bossfight. Your converted monsters
will also help you to deal damage against quest boss until they die. Moreover, you also have Turn Undead
that has a high chance to instantly kill mutant or devil type enemies. It is a great skill to finish quests that
involve killing mutant or devil type enemies and grinding in a map that is filled with mutant or devil type
enemies. At last, you have Restoration to provide bonus HP and SP recovery. Restoration also increases the
amount of Heal you can provide to your friends.

In Earth Tower and raid, this build works great. Your Barrier will protect other party members except the
tank from the mobs. Barrier is a skill that provides bonus magic defense for friends that stand inside the
Barrier and Barrier pushes all enemies away when they touch the Barrier. That means, all melee monsters
will not be able to hurt your party members except tank because the tank will most likely tank outside the
Barrier. However, considering the guild tanks use DEX based build, you do not have to worry about them
because they will mostly dodge all physical attacks. Besides Barrier, you also have Mass Heal and Heal to
recover a lot of HP. Safety Zone, Revive, and Ressurection are great emergency skills to help your party
survive longer. However, you must not use Conversion in Earth Tower or raid because you will not be able
to kill the converted monsters, makes Earth Tower an auto failed mission. You can also help to deal
damage with Conviction combination. Smite will deal three times damage if you use Conviction previously.
However, you must know that Smite has a knockdown effect that can not be removed. In that case, you
mostly use Conviction and Smite against ranged and magic monsters that stand on the rear in order to
force them to get closer to your tank, or to your friend’s crowd control skills. If all the enemies already get
caught inside the crowd control or other AoE skills, you must not use Smite at all because you will move
the enemies away, causing those mobs to receive less damage which you do not want to happen. Resist
Elements is great to protect your team from magic damage. You can also use Resist Elements in the middle
of the mobs to decrease their magic defense. You may use Healing Factor for your tank. Healing Factor is a
skill that quickly recovers the target’s HP by an insane amount each time the target receives damage.
Healing Factor allows your tank to tank magic attacks from the mobs because of the insane recovery
speed.

In world boss hunt, this build works great. All you need to do is capture as many monsters as possible with
Conversion to follow you and help you deal damage against boss. You can use Heal to keep all the friendly
mobs alive. After that, you may also spam your Conviction and Smite combo.
In arena and duel, this build works great. All you need to do is use Bloodletting at the start of the match to
protect you and your friends from rank 1 and rank 2 status ailments. After that, you use Revive. As a side
note, Revive is nerfed in arena and it only has 3 seconds invicible duration. Healing Factor is also powerful
to keep you or your friend alive, but make sure to use it when the target’s HP is still high. Do not carelessly
use it in front of the enemy because classes such as Thaumaturge, Sapper, Rogue can use your own magic
circle against you. Ressurection and Safety Zone are great emergency skills. You use Heal and Mass Heal to
recover HP.

In guild war, this build shines. Your tactic is basically similar as arena and duel tactic. However, you will
have coordination and teamwork to make your party invicible. In guild war, you will work with Linker
c2/c3. Their Spiritual Chain can share your Beak Mask and Healing Factor to the whole party. The best
moment to use your those skills is when your party is ready to engage the enemy’s party. That way, your
party will be invicible against rank 1 2 3 status ailments because of shared Beak Mask. When your party get
hit, their HP will recover quickly by an insane amount because of shared Healing Factor. If the duration of
Beak Mask is over, you use Bloodletting. When the Bloodletting duration is over, your Beak Mask will be
ready to be used again. Besides your support capability, you are also one of the strongest guild tower
destroyer. You convert as many monsters as possible with Conversion. Those monsters will help to deal
damage against the towers. Barrier is useful to protect you and your party from melee players. However,
you must be aware that your party are easy targets for AoE crowd control skills such as Gravity Pole if your
party stand inside the Barrier together. Resist Elements is also great to give more magic resistance and a
chance to resist magic attack completely.

Your next class should be Plague Doctor c2 or new classes.

2nd build (Bokor focused)


Class choice :

Cleric > Cleric > Bokor > Bokor > Bokor > Oracle > Kabbalist

Status points distribution :

Skill points distribution :

Cleric : Lv10 Heal, Lv 1 Cure, Lv 9 Safety Zone, Lv 5 Divine Might, Lv 5 Fade

Priest : Lv 4 Aspersion, Lv 1 Monstrance, Lv 5 Blessing, Lv 5 Ressurection

Bokor : Lv 1 Hexing, Lv 10 Effigy, Lv 1 Tet Mamak La, Lv 5 Zombify, Lv 10 Mackangdal, Lv 9 Bwa Kayiman, Lv
9 Samediveve

Oracle : Lv 3 Arcane Energy, Lv 5 Counter Spell, Lv 1 Change, Lv 4 Counter Spell, Lv 1 Forecast, Lv 5


Prophecy
Kabbalist : Lv 5 Revenged Sevenfold, Lv 5 Ein Sof, Lv 5 Merkabah

Important Skill attributes :

Cleric : Lv 1 Increased Maximum Buff, Lv 50 Plate Mastery : Defense, Lv 3 Blunt Mastery : Stun, Lv 5 Heal :
Creating Extra, Lv 1 Heal : Remove Damage, Lv 1 Safety Zone : Increased Range, Lv 20 Safety Zone : Block
Count, Lv 1 Weapon Swap

Bokor : Lv 3 Hexing : Dark, Lv 80+ Effigy : Enhance, Lv 5 Effigy : Blind, Lv 50 Zombify : Large Zombie, Lv 50
Zombify : Wheelchair Zombie, Lv 1 Creating Zombie : Zombify, Lv 80+ Bwa Kayiman : Enhance, Lv 1
Samediveve : Increased Range

Oracle : Lv 5 Arcane Energy : Duration, Lv 50 Change : Winning, Lv 5 Forecast : Increased Nullification

Kabbalist : Lv 3 Revenge Sevenfold : Curse, Lv 1 Ein Sof : SP Recovery, Lv 1 Merkabah : Petrification

Equipments and gems :

You only have 1 setup of weapons : mace & shield.

As for armor, you will mostly wear plate armor.

As for gems, you use blue gem for weapon (magic attack), blue gem for subweapon (block), red gem for
top/leg armor (max HP), yellow gem for shoes (max HP), blue gem for gloves (SP recovery).

Build highlights and playstyle :

In grinding, this build works great. You have many Heal tiles to keep your party alive. You use Zombify after
the mobs are gathered at one spot. When the mobs die, zombies will be summoned. After that, you use
Samediveve nearby the zombies to increase their HP and movement speed. Samediveve also increases
your HP and movement speed as well. The last step is to use Bwa Kayiman. It is a skill that makes all your
summoned zombies to follow you and deal damage to nearby enemies. Bwa Kayiman lasts for 10 seconds
at maximum and has 10 seconds cooldown, which allows you to spam it. However, you must know that
Bwa Kayiman’s damage is a physical attack and it is affected by your physical attack. That is why you go for
STR-INT build. At late game, you and your party do not have to worry about SP because of Arcane Energy
and Ein Sof. Arcane Energy boosts your entire party’s SP by 15%. Ein Sof is a skill that is able to recover
your SP by an insane amount and it will fully recover your SP. If you have Linker c2 in your party, you can
fully recover the entire party’s SP with Ein Sof and Spiritual Chain, or you can simply use Ein Sof to a friend
that really needs it. Merkabah is also useful to deal more damage if you need to.

In Earth Tower and grinding, this build works great. You have all the skills to keep your party alive such as
Heal, Fade, Safety Zone, Mackangdal. Fade makes the entire party invicible against mobs as long as they do
not deal any damage. Safety Zone blocks both magic and physical attack for players who stand inside it.
Mackangdal makes your party invicible against all damage for 20 seconds. However, in order to make
Mackangdal affects the entire party, your friends must stand near you. You can also help to deal damage
with Bwa Kayiman. Ein Sof and Arcane Energy are also great support skills because you and your party will
spend a lot of SP inside Earth Tower. Merkabah is good for additional damage.

In world boss hunt, this build works okay. Before you fight the boss, you may summon some zombies first
by killing nearby mobs. After that, you use Bwa Kayiman to deal damage until the zombies die. After that,
you use Hexing and Effigy to deal damage. Forecast is useful to allow your friends see the boss attack’s
patterns and avoid the attacks. Arcane Energy and Ein Sof are great as usual to recover your party’s SP.

In arena and duel, this build shines. You have many Heal titles to keep yourself and your friends alive. You
use Samediveve at the start of the match to increase your movement speed. After that, you use
Mackangdal, Prophecy, and Revenge Sevenfold to protect you and your friends from any damage.
Prophecy is a skill that protects you and your friends from rank 1 status ailments. However, if you already
have Plague Doctor on your team, you do not need to use it. Revenge Sevenfold is a skill that reflects the
first “attack” that hits you, but with 7 times the original damage. What I mean by “attack” is 1 auto attack
or 1 skill. The enemy can easily take minimum damage if they use auto attack when your Revenge
Sevenfold is on. However, if they use multi hit skills, they will take 7 times damage of each hit that is
delivered, causing a lot of damage that might kill most enemies. Moreover, you can protect yourself inside
Safety Zone and spam Effigy and Hexing to kill one enemy. Do not forget to always use Hexing first before
you can use Effigy. However, you can not use Hexing against an enemy team that has Plague Doctor.

In guild war, this build shines. Your tactic is similar as your arena and duelling. You mostly use Mackangdal,
Safety Zone, Heal, Prophecy to support your friends. You mostly use Hexing and Effigy to deal damage. If
you have Linker c2/c3 in your party, you can share Ein Sof and Revenge Sevenfold effects.

Your next class should be Kabbalist c2.

3rd build (Priest focused)


Class choice :

Cleric > Priest > Priest > Priest > Krivis > Cleric > Plague Doctor

Status points distribution :

Skill points distribution :

Cleric : Lv 10 Heal, Lv 1 Cure, Lv 9 Safety Zone, Lv 5 Divine Might, Lv 5 Fade

Priest : Lv 1 Monstrance, Lv 5 Blessing, Lv 5 Ressurection, Lv 10 Sacrament, Lv 9 Revive, Lv 10 Mass Heal, Lv


5 Stone Skin

Krivis : Lv 5 Aukuras, Lv 1 Zalciai, Lv 4 Daino, Lv 5 Zaibas

Plague Doctor : Lv 4 Healing Factor, Lv 1 Bloodletting, Lv 1 Beak Mask, Lv 5 Incineration, Lv 4 Pandemic

Important Skill attributes :


Cleric : Lv 1 Increased Maximum Buff, Lv 50 Plate Mastery : Defense, Lv 3 Blunt Mastery : Stun, Lv 5 Heal :
Creating Extra, Lv 1 Heal : Remove Damage, Lv 1 Safety Zone : Increased Range, Lv 20 Safety Zone : Block
Count, Lv 1 Weapon Swap

Priest : Priest : Lv 50 Blessing : Enhance, Lv 3 Blessing : Attack Count, Lv 5 Blessing : Additional Buff, Lv 5
Ressurection : Revive Count, Lv 5 Sacrament : Dark Property Resistance, Lv 5 Revive : Duration

Krivis : Lv 50 Aukuras : Enhance, Lv 3 Zalciai : Duration, Lv 4 Zalciai : Magic Amplification, Lv 100 Zalciai :
Enhance,Lv 3 Daino : Duration, Lv 80+ Zaibas : Enhance

Plague Doctor : Lv ? Bird Beak Mask : Immunity, Lv ? Healing Factor : Attack

Equipments and gems :

You have 2 choices of weapons setups : mace-rod & dagger. You use anything that has bigger magic attack.

As for armor, you will mostly wear plate armor.

As for gems, you use blue gem for weapon (magic attack), blue gem for subweapon (block), red gem for
top/leg armor (max HP), yellow gem for shoes (max HP), blue gem for gloves (SP recovery).

Build highlights and playstyle :

In grinding, this build works great. You have many Heal tiles to keep your party alive. You have Safety Zone
and Ressurection as emergency skill. At early game, your Blessing and Sacrament will increase your party’s
damage output. Zalciai is useful, but you will not use it that often. You have Krivis’ Aukuras to allow the
entire party to recover their HP faster when they sitdown. At late game, you help to deal tons of damage
with Incineration. Incineration is a rank 3 status ailment that deals multiple damage in certain amount of
duration against an enemy that is affected by status ailment. That means, you can only use Incineration
after the enemy is affected by a status ailment. The duration of Incineration will be increased if the
enemies are affected by another status ailment. From your build, you are able to use Incineration after you
use either Aukuras or Zalciai or both against your enemies because both skills cause status ailments. If you
do not want to waste your SP too much, you may only use one of them which, or coordinate with your
friend that can cause status ailments with their skills. After you use Incineration, you use Pandemic.
Pandemic is a skill that spread status ailments from one enemy to other enemies around you. That way,
with Pandemic lv 4, your Incineration will deal tons of damage to 12 enemies at once including the one
that is already affected by Incineration before.

In Earth Tower and raid, this build shines. You have Heal, Ressurection, Revive, Safety Zone, Fade to keep
your party alive. Fade makes the entire party invicible against mobs as long as they do not deal any
damage. Safety Zone blocks both magic and physical attack for players who stand inside it. You may go all
out with your Zaibas, Aukuras, Incineration, and Pandemic to deal tons of damage against the mobs. You
can simply coordinate with your tank and tell him/her to lure all the mobs to Aukuras. You may use Healing
Factor for your tank. It quickly recovers the target’s HP by an insane amount each time the target receives
damage. It allows your tank to tank magic attacks from the mobs because of the insane recovery speed.

In world boss hunt, this build works okay. You have all the skills to keep your party alive. You can help to
deal damage with Zaibas, Aukuras, Incineration. No need to use Pandemic because you only fight 1 boss.
In arena and duel, this build works great. Use Bloodletting from the start to protect your party from rank 1
2 status ailments. You only use Beak Mask after Bloodletting’s duration is over. You have all the skills to
protect your party from getting killed such as Heal, Mass Heal, Safety Zone, Revive, Stone Skin, Healing
Factor. In arena, do not forget that Thaumaturge, Rogue, Sapper can turn your Safety Zone’s magic circle
against you. Revive allows your party to resurrect themselves automatically and be invicible for 3 seconds
when they get killed. Stone Skin makes your party to be able to block almost all physical attacks. Moreover,
you also have Zaibas, Aukuras, Incineration to hurt your enemies.

In guild war, this build shines. You will use Revive non-stop. In direct combat, you use Healing Factor, Beak
Mask and Stone Skin immediately to protect your party from physical attacks and status ailments. If you
have Linker c2/c3 in your party, Spiritual Chain will share Beak Mask and Healing Factor effects to the
entire party. When Beak Mask’s duration is over, you use Bloodletting. You use Heal, Ressurection, Safety
Zone as emergency’s skills. You are also able to kill enemies with Aukuras, Incineration, Pandemic combo.

At last, as a Cleric c2, you have Divine Might. It is a skill that increases the level of the skills that you and
your friends use by 1. You may use it in some occasions to increase your Healing Factor and Pandemic level
to 5. You may improvise its usage for another purpose, such as buffing your Squire friend’s skills.

Your next class should be Plague Doctor c2 or new classes.

4th build (Pardoner focused)


Class choice :

Cleric > Cleric > Krivis > Paladin > Paladin > Paladin > Pardoner

Status points distribution :

Skill points distribution :

Cleric : Lv 10 Heal, Lv 1 Cure, Lv 9 Safety Zone, Lv 5 Divine Might, Lv 5 Fade

Krivis : Lv 5 Aukuras, Lv 5 Zalciai, Lv 5 Daino

Paladin : Lv 15 Smite, Lv 3 Restoration, Lv 15 Resist Elements, Lv 2 Turn Undead, Lv 1 Conversion, Lv 4


Barrier, Lv 5 Conviction

Pardoner : Lv 5 Simony, Lv 1 Indulgentia, Lv 4 Discerning Evil, Lv 5 Increase Magic Defense

Important Skill attributes :

Cleric : Lv 1 Increased Maximum Buff, Lv 50 Plate Mastery : Defense, Lv 3 Blunt Mastery : Stun, Lv 5 Heal :
Creating Extra, Lv 1 Heal : Remove Damage, Lv 1 Safety Zone : Increased Range, Lv 20 Safety Zone : Block
Count, Lv 1 Weapon Swap
Paladin : Lv 80+ Smite : Enhance, Lv 1 Smite : Knockdown Damage, Lv 50 Restoration : Enhance, Lv 5
Restoration : SP Recovery, Lv 5 Resist Elements : Resistance, Lv 5 Resist Elements : Enhance, Lv 1
Conversion : Might Enhance, Lv 80+ Conviction : Enhance

Krivis : Lv 50 Aukuras : Enhance, Lv 3 Zalciai : Duration, Lv 4 Zalciai : Magic Amplification, Lv 100 Zalciai :
Enhance,Lv 3 Daino : Duration

Pardoner : Lv 4 Discerning Evil : Increased Targets, Lv 5 Increase Magic Defense : Duration

Equipments and gems :

You only have 1 setup of weapons : mace & shield.

As for armor, you will mostly wear plate armor.

As for gems, you use green gem for weapon (critical rate), green gem for subweapon (critical rate), red
gem for top/leg armor (max HP), yellow gem for shoes (max HP), blue gem for gloves (SP recovery).

Build highlights and playstyle :

In grinding, this build shines. You have Heal. You mostly use auto attacks and use Smite just for last hit
because it consumes a lot of SP and has knockdown effect which can not be removed. Paladin has
Conversion. Conversion is a great skill if you grind in a huge map where there are pack of monsters that are
scattered around the map. It is a skill that allows you to make all monsters that stand on top of its magic
circle become your allies until they die. The converted monsters will follow you around the map and help
you to fight against other monsters. You can also use Heal to keep all the friendly mobs alive. Best maps to
use Conversion are Underground Cave of Ritinis, Inner Enceinte District, and any other similar map. Your
converted monsters will also help you to deal damage against quest boss until they die. You also have Turn
Undead that has a high chance to instantly kill mutant or devil type enemies. It is a great skill to finish
quests that involve killing mutant or devil type enemies and grinding in a map that is filled with mutant or
devil type enemies. At last, you have Restoration to provide bonus HP and SP recovery.

In Earth Tower and raid, this build works okay. Barrier will protect other party members except the tank
from the mobs. Barrier also provides bonus magic defense for friends that stand within its radius and it
pushes all enemies away when they touch the Barrier. You have many Heal tiles to keep your party alive.
Safety Zone is great for emergency. In Earth Tower, you must not use Conversion because you will not be
able to kill the converted monsters, makes Earth Tower an auto failed mission. You can also help to deal
damage with Conviction. You may not use Smite because of its knockdown effect. Resist Elements, Barrier,
Increase Magic Defense are great to protect your team from magic damage. You can also use Resist
Elements in the middle of the mobs to decrease their magic defense.

In world boss hunt, this build works great. All you need to do is capture as many monsters as possible with
Conversion to follow you and help you deal tons of damage against boss. You can use Heal to keep all the
friendly mobs alive. After that, you may also spam your Conviction and Smite combo.

In arena and duel, this build works okay. You use Safety Zone as emergency skill. You have many Heal titles
to keep your party alive. You use Daino from the start to increase the party’s buff limit. After that, you use
Increase Magic Defense and Resist Elements. You may use Barrier to protect your party from melee
enemies. However, people who stand inside the Barrier will be easy target for AoE skills. You can use
Discerning Evil against an enemy that is affected by status ailment. You use Smite and Conviction to deal
damage. Smite’s knockdown effect is useful in arena.

In guild war, this build works great. Your tactic is similar as arena and duel tactic. Your job is to buff the
party. Paladin is one of the strongest guild tower destroyer by utilizing Conversion. You convert as many
monsters as possible with Conversion to help to deal damage against the towers.

At last, you have Divine Might. It is a skill that increases the level of the skills that you and your friends use
by 1. You may improvise its usage for another purpose, such as buffing your Squire friend’s skills.

Your next class should be new classes, possibly Lama or Fortune Teller.

5th build (Dievdirby focused)


Class choice :

Cleric > Cleric > Dievdirby > Sadhu > Dievdirby > Dievdirby > Plague Doctor

Status points distribution :

Skill points distribution :

Cleric : Lv 10 Heal, Lv 1 Cure, Lv 9 Safety Zone, Lv 5 Divine Might, Lv 5 Fade

Dievdirby : Lv 15 Statue of Goddess Zemyna, Lv 5 Statue of Goddess Laima, Lv 10 Carve Owl, Lv 10 Carve
World Tree, Lv 5 Statue of Goddess Ausrine

Sadhu : Lv 5 Out of Body, Lv 1 Prakriti, Lv 5 Astral Body Explosion, Lv 4 Vashita Siddhi

Plague Doctor : Lv 5 Healing Factor, Lv 4 Incineration, Lv 3 Bloodletting, Lv 3 Beak Mask

Important Skill attributes :

Cleric : Lv 1 Increased Maximum Buff, Lv 50 Plate Mastery : Defense, Lv 3 Blunt Mastery : Stun, Lv 5 Heal :
Creating Extra, Lv 1 Heal : Remove Damage, Lv 1 Safety Zone : Increased Range, Lv 20 Safety Zone : Block
Count, Lv 1 Weapon Swap

Dievdirby : Lv 1 Statue of Goddess Laima : Home, Lv 80+ Carve Owl : Enhance, Lv 1 Carve World Tree :
Maintain, Lv 1 Statue of Goddess Ausrine : Decreased Cooldown, Lv 1 Increased Maximum Weight

Sadhu : Lv 80+ Out of Body : Enhance , Lv 80+ Astral Body Explosion : Enhance, Lv 1 Astral Body Explosion :
Knockdown

Plague Doctor : Lv ? Bird Beak Mask : Immunity, Lv ? Healing Factor : Attack

Equipments and gems :


You have 2 choices of weapons setups : mace-rod & dagger. You use anything that has bigger magic attack.

As for armor, you will mostly wear plate armor.

As for gems, you use blue gem for weapon (magic attack), red gem for top/leg armor (max HP), yellow gem
for shoes (max HP), blue gem for gloves (SP recovery).

Build highlights and playstyle :

In grinding, this build works great. You use Out of Body auto attacks to deal tons of damage against
multiple enemies. You must remember that if you receive damage while Out of Body is active, Out of Body
will deactivate by itself. In order to protect you from damage, you use either Safety Zone or Fade. Safety
Zone blocks all attacks during its duration. Fade prevents mobs to attack you. You have many Heal tiles to
keep your party alive. Dievdirby’s statues are good if your party camp at the same grinding spot without
roaming around the map. In that situation, you may use Carve Owl to deal more damage. You may also use
Statue of Goddess Zemyna to reduce SP consumption of the entire party that stand within the radius of the
statue. As a side note, your statues have passive effect to lure nearby monsters to attack the statues. In
order to use Dievirby’s skills, you need to have woods that you can buy from Dievdirby Master NPC in very
cheap price. Do not forget to always stock up your woods.

In Earth Tower and raid, this build shines. Your strategy is similar as your grinding strategy. You deal
damage with Out of Body and Carve Owl. You support the party with Statue of Goddess Zemyna, Statue of
Goddess Laima, Statue of Goddess Ausrine. Statue of Goddess Laima reduces the cooldown of the entire
party’s skills by 20%. This skill allows your friends to cast their skills more often, especially to cast damage
dealing skills that have long cooldown. Statue of Goddess Ausrine will grant complete immunity against
any damage for you and your friends. However, you do not receive the damage immunity effect directly.
You and your friends must walk around the statue to form a circle to receive the effect. After that, you will
be immune to any kind of damage for 18 seconds. If the immunity effect is almost over, you can go back to
the statue and walk around it again for another 18 seconds immunity. In total, you and your party can
receive 36 seconds damage immunity. You may use Healing Factor for your tank. Healing Factor is a skill
that quickly recovers the HP of the target by an insane amount of damage each time the target receives
damage. Healing Factor will allow your tank to tank magic attacks from the mobs.

In world boss hunt, this build works great. You have all the skills to keep your party alive. You mostly use
Out of Body, Carve Owl, Statue of Goddess Zemyna and Laima. Moreover, if the boss can be affected by
Statue of Goddess Laima’s slow effect, you may use Incineration to deal more damage.

In arena and duel, this build shines. At the start of the arena, you use Bloodletting to protect your friends
from rank 1 2 status ailments. If Bloodletting’s duration is over, you use Beak Mask to protect yourself
from rank 1 2 3 status ailments. In duel, you may immediately use Beak Mask. You may use Healing Factor
to keep yourself or your friends alive. After you use Bloodletting, you use Statue of Goddess Laima, Statue
of Goddess Ausrine, and Carve World Tree in order. Statue of Goddess Laima slows down any enemy that
enters its radius. Carve World Tree inflicts silence to any enemy that enters its radius. If there is any enemy
that enters the statue’s radius, you use Incineration immediately to deal damage. You may use Out of Body
and Astral Body Explosion with ease because you will not receive any damage. Astral Body Explosion’s
knockdown attribute is great for utility. You use Safety Zone as emergency skill after the Statue of Goddess
Ausrine disappears. You may surround yourself with Carve Owl to protect you, or use it near the enemies
that are disabled by your friend’s crowd control skills.
In guild war, this build shines. Your tactic is similar as your arena and duel tactic. In direct combat, you use
Beak Mask at first. If you have Linker c2/c3 in your party, Beak Mask effect will apply to the entire party.

Your next class should be either Plague Doctor c2 or another new classes.
Party Composition

Grinding
Important Classes (Required classes for every party)
Peltasta , Thaumaturge, any kind of Cleric

Important Skills (Required skills for optimal grinding)


Swashbuckling (Peltasta), Swell Body (Thaumaturge), Swell Left Arm (Thaumaturge), Swell Right Arm
(Thaumaturge), Swell Brain (Thaumaturge), Swell Body (Thaumaturge), Haste (Chronomancer), Joint
Penalty (Linker), any AoE skill with short cooldown

1st setup
1 Tank-DPS Swordsman (Any build that has Peltasta) :

Swordsman > Peltasta > Hoplite > Cataphract > Cataphract > Cataphract > Dragoon

Swordsman > Peltasta > Peltasta > Rodelero > Rodelero > Doppelsoldner > Fencer

Swordsman > Peltasta > Hoplite > Hoplite > Corsair > Corsair > Shinobi

1 Support-semi DPS Cleric (Any build) :

Cleric > Priest > Priest > Paladin > Paladin > Paladin > Plague Doctor

Cleric > Cleric > Bokor > Bokor > Bokor > Oracle > Kabbalist

Cleric > Priest > Priest > Priest > Krivis > Cleric > Plague Doctor

Cleric > Krivis > Cleric > Paladin > Paladin > Paladin > Pardoner

Cleric > Cleric > Dievdirby > Sadhu > Dievdirby > Dievdirby > Plague Doctor

2 Support-semi DPS Wizards (Any build that has Thaumaturge, Chronomancer, and pair them in 1 party. Do
not pair Chronomancer with Chronomancer, or Thaumaturge with Thaumaturge.) :

Wizard > Pyromancer > Pyromancer > Thaumaturge > Thaumaturge > Thaumaturge > Warlock

Wizard > Pyromancer > Linker > Linker > Chronomancer > Chronomancer > Chronomancer

Wizard > Cryomancer > Cryomancer > Thaumaturge > Cryomancer > Necromancer > Necromancer

Wizard > Pyromancer > Linker > Thaumaturge > Linker > Linker > Featherfoot

1 DPS Wizard (Any build) :

Wizard > Wizard > Wizard > Elementalist > Elementalist > Elementalist > Warlock

Wizard > Pyromancer > Linker > Pyromancer > Linker > Alchemist > Alchemist
Wizard > Wizard > Psychokino > Psychokino > Psychokino > Wizard > Warlock

2nd setup
1 Tank-DPS Swordsman (Any build that has Peltasta) :

Swordsman > Peltasta > Hoplite > Cataphract > Cataphract > Cataphract > Dragoon

Swordsman > Peltasta > Peltasta > Rodelero > Rodelero > Doppelsoldner > Fencer

Swordsman > Peltasta > Hoplite > Hoplite > Corsair > Corsair > Shinobi

1 Support-semi DPS Cleric (Any build) :

Cleric > Priest > Priest > Paladin > Paladin > Paladin > Plague Doctor

Cleric > Cleric > Bokor > Bokor > Bokor > Oracle > Kabbalist

Cleric > Priest > Priest > Priest > Krivis > Cleric > Plague Doctor

Cleric > Krivis > Cleric > Paladin > Paladin > Paladin > Pardoner

2 Support-semi DPS Wizards (Any build that has Thaumaturge, Chronomancer, and pair them in 1 party. Do
not pair Chronomancer with Chronomancer, or Thaumaturge with Thaumaturge.) :

Wizard > Pyromancer > Pyromancer > Thaumaturge > Thaumaturge > Thaumaturge > Warlock

Wizard > Pyromancer > Linker > Linker > Chronomancer > Chronomancer > Chronomancer

Wizard > Cryomancer > Cryomancer > Thaumaturge > Cryomancer > Necromancer > Necromancer

Wizard > Pyromancer > Linker > Thaumaturge > Linker > Linker > Featherfoot

1 DPS Archer (Any build) :

Archer > Archer > Archer > Wugushi > Wugushi > Scout > Musketeer

Archer > Ranger > Ranger > Ranger > Scout > Falconer > Cannoneer

Archer > Ranger > Ranger > Scout > Fletcher > Fletcher > Fletcher

Grinding strategy
Roaming :

When your party enters a grinding map, Chronomancer casts Haste so the entire party can roam around
the map quickly. That will make grinding more efficient because you will be able to kill more mobs.
However, if your party is camping at one same spot for hours, Haste is not necessary.

When your party enters a grinding map, and meets a small pack of mobs, and you have a Paladin in your
party, let the Paladin to use Conversion on those mobs. Conversion will convert all the mobs as the
Paladin’s allies. Those mobs will follow the Paladin around and help your party to attack the other mobs.
As long as the mobs are alive, they will help your party. However, the Paladin will not use Conversion if the
party is grinding in a map where you must roam around and change area frequently, such as 2nd Demon
Prison and any other similar map.

Fighting :

When your party meets a big pack of mobs that consists of more than 10 monsters, your Swordsman will
use Swashbuckling to provoke all the mobs to attack him/her. If that Swordsman is a Hoplite, he/she may
use Finestra afterwards, if necessary. Thaumaturge must use Swell Left Arm, Swell Right Arm, and Swell
Brain to buff the entire party. Priest will use Blessing and Sacrament if necessary, but Blessing will not be
that necessary at late game. Linker will use Joint Penalty if necessary and Linker usually casts it against
ranged mobs. If all the mobs already surround the Swordsman, the DPS will cast their AoE skills to the
enemies until the enemies have low HP. When the enemies have low HP, Thaumaturge must immediately
their Swell Body to those enemies. After those enemies get killed, the whole party will receive double
amount of experience and loots.

If there is a Dievdirby in your party, the other party members should stay nearby the statues that Dievdirby
summoned. If there is a Kabbalist in your party, and you have low SP, you may ask the Kabbalist to use Ein
Sof and fully recover your SP.

When your party is grinding in a map where you do not have to change areas frequently just like Paladin’s
case, and if you have Bokor in your party, the Bokor will use Zombify against the mobs that surround the
tank. When those mobs die, they will become zombies. After that, the Bokor will use Bwa Kayiman to make
the zombies follow him/her around and deal damage.

If there is a Linker c2/c3 in your party, they can use Spiritual Chain to share buff such as Quick Cast from
Wizard c3. If you have 2-3 Wizards in your party, sharing Quick Cast is really great to greatly boost the
damage of all Wizards especially at late game when all the monsters are tanky.

Recovery :

If you have Krivis in your party, Krivis will use Aukuras to greatly increase the HP recovery speed of the
whole party members when they sit down. If you have Paladin in your party, Paladin will use Restoration to
greatly increase the HP and SP recovery when the whole party members sit down. If there is a Linker c2/c3
in your party, they can use Spiritual Chain to share buffs such as Ein Sof from Kabbalist to fully recover the
whole party members’ SP in a blink of an eye.

Grinding while at guild war :

If you have Scout and Linker c2/c3 in your party, Linker’s Spiritual Chain will share Scout’s Cloaking effect,
making the whole party disappear from the other player’s screen. That way, your party may avoid fights,
look for safer place to grind, or simply screw it and wipe out all enemies with a surprise motherfucker
attack.
Earth Tower
What is Earth Tower?
Earth Tower is currently the hardest dungeon available in Tree of Savior. It is accessible from level 260 and
located at the top of a map called Istora Ruins. When your party enters Earth Tower, your party will be
greeted by a pack of mobs that hit 4.000-5.000+ damage in one hit and all of them have around 150.000
HP. The melee mobs have knockdown attacks. There are 150 mobs in total. Your party will not fight all of
them at once. Your party will fight around 15 mobs from each wave. Your party’s task is to kill all those 150
mobs under 5 minutes. That means, your party must be able to deal 150.000 damage against 15 enemies
every 15-20 seconds. However, I was told that we can not use a pre-made party in Earth Tower. So it might
depend on your luck whether you have a good luck to join a synergized party. However, I will still list the
optimal classes combinations for Earth Tower in case we can use pre-made party.

Important Classes (Required classes for every party)


Peltasta, Thaumaturge, Chronomancer, Linker, Paladin, Plague Doctor, Dievdirby

Special Mention
Cleric > Krivis > Cleric > Paladin > Paladin > Paladin > Pardoner

This build is able to craft Paladin’s Barrier Scrolls and Daino Scrolls which is crucial.

Important Skills (Required skills for easier Earth Tower)


Swashbuckling (Peltasta), Swell Left Arm (Thaumaturge), Swell Right Arm (Thaumaturge), Swell Brain
(Thaumaturge), Pass (Chronomancer), Joint Penalty (Linker), Barrier (Paladin), Healing Factor (Plague
Doctor), Statue of Goddess Laima (Dievdirby), any AoE skills

Party Setups
All builds that are mentioned in this guide previously are viable for Earth Tower. Basically, any kind of setup
works as long as your party can consistently deal tons of damage against multiple enemies in a short time
while able to survive. However, there are some better setups for Earth Tower.

1st Setup
Swordsman > Peltasta > Peltasta > Rodelero > Rodelero > Doppelsoldner > Fencer

Cleric > Cleric > Dievdirby > Sadhu > Dievdirby > Dievdirby > Plague Doctor

Wizard > Pyromancer > Pyromancer > Thaumaturge > Thaumaturge > Thaumaturge > Warlock

Wizard > Pyromancer > Linker > Linker > Chronomancer > Chronomancer > Chronomancer

Wizard > Wizard > Wizard > Elementalist > Elementalist > Elementalist > Warlock

Team highlights and playstyle :


As first setup before battle, anyone who has Daino Scroll must use them to increase the buff limit of the
party. Linker c2 will cast Spiritual Chain to the whole party and will always cast it after the duration is over.
After that, Wizard c3 will cast Quick Cast and the effect will be shared to the whole party because of
Spiritual Chain. Wizard c3 must always cast Quick Cast after the duration is almost over. Thaumaturge c3
will cast Transpose to him/herself, cast Swell Left Arm, Swell Right Arm, Swell Brain to greatly boost the
whole party’s damage output and cast those skills again when the duration is almost over. Dievdirby-
Plague Doctor will use Statue of Goddess Laima, Statue of Goddess Zemyna, Statue of Goddess Ausrine in
order and use those skills again after the duration is over. Swordsman will use Gung Ho, Concentrate,
Guardian, Deeds of Valor and use them again when the duration is over.

When the battle starts, all party members must stay nearby all the summoned Dievdirby’s statues in order
to gain -20% skills cooldown and -32 SP consumption effects. All party members must walk around the
Dievdirby’s statues in order to gain damage immunity for 18 seconds from Statue of Goddess Ausrine.
When the buff duration is almost over, the party members should walk around the statue again to gain
another 18 seconds damage immunity. When Statue of Goddess Ausrine disappears, Dievdirby-Plague
Doctor will use Healing Factor. Linker c2 Spiritual Chain allows the Healing Factor’s effect to affect the
whole party, making the whole party almost unkillable. When the duration of Healing Factor is over,
Dievdirby-Plague Doctor will use Statue of Goddess Ausrine and inform the team so they can get the
damage immunity effect. Swordsman will use Swashbuckling to lure all monsters, but the Swordsman does
not need to wander too far in order to not get separated from Spiritual Chain’s link. When the monsters
start to surround the Swordsman, the DPS classes may start to use their skills.

Pyromancer mostly use Flame Ground, Firewall, Firepillar. Elementalist mostly use Frost Cloud, Hail, Magic
Missile, Electrocute. Dievdirby-Sadhu mostly use their Carve Owl, Out of Body, and Astral Body explosion.
Doppelsoldner mostly use Cyclone, Esquive Toucher, Attaque Coquille. If needed, Linker may use their Joint
Penalty as well, mainly against ranged magic monsters. We also have Warlock who can utilize Invocation.
Invocation will allow Warlock to summon evil spirit each time they kill an enemy. Evil spirit will deal
damage against enemies that come close. Warlock also has Dark Theurge and Pole of Agony as additional
source of damage.

You will meet ranged magic mobs inside the Earth Tower. Your party already have the defensive measures
to counter magic attack by utilizing Spiritual Chain-Healing Factor and Statue of Goddess Ausrine.
Moreover, Wizard c1/c3 can also use Sleep against ranged mobs to prevent the mobs from attacking. The
Swordsman him/herself also has Rodelero’s Slithering that will protect him/her against magic attacks for
10 seconds. Slithering also has 28 seconds cooldown that is reduced to 22 seconds thanks to Dievdirby’s
Statue of Goddess Laima. The Swordsman can also ask for Chronomancer’s help to use Pass to reduce
Slithering’s cooldown by 25 seconds, making it ready to use immediately. The Swordsman will not have to
worry about the melee monsters because he/she has very high evasion thanks to DEX>CON build, leather
armor set, bonus 18% evasion from Guardian. Even if the Swordsman gets hit, that will only increase the
attack power of the Swordsman because of Doppelsoldner’s Deeds of Valor. Cleric can also use Safety Zone
or Fade as emergency skills in case the tank cannot handle the damage from magic mobs.

What makes ranged magic mobs troublesome is they will not move closer to your party. Those monsters
will stay at the rear and hit your tank from afar. In that case, Linker c1 will keep using Joint Penalty-
Hangman Knot combo against those magic mobs. Dievdirby-Sadhu will be able to hit them up with Out of
Body auto attacks. You may also use Astral Body Explosion but turn off the knockdown attribute.
Doppelsoldner-Fencer may also help to kill the mobs that are affected by Hangman’s Knot. Doppelsoldner-
Fencer will use Attaque Coquille, Sept Etoiles, Lunge, Cyclone in order.

At last, your party have Chronomancer. The other party members can coordinate with Chronomancer
about when the Chronomancer should use Pass to reduce the skills cooldown.

2nd Setup
Swordsman > Peltasta > Hoplite > Cataphract > Cataphract > Cataphract > Dragoon

Cleric > Cleric > Dievdirby > Sadhu > Dievdirby > Dievdirby > Plague Doctor

Archer > Archer > Archer > Wugushi > Wugushi > Scout > Musketeer

Wizard > Pyromancer > Linker > Thaumaturge > Linker > Linker > Featherfoot

Wizard > Wizard > Wizard > Elementalist > Elementalist > Elementalist > Warlock

Team highlights and playstyle :

As first setup before battle, anyone who has Daino Scroll must use them to increase the buff limit of the
party. Linker c3 will cast Spiritual Chain to the whole party and will always cast it after the duration is over.
After that, Wizard c3 casts Quick Cast and its effect will be shared to the whole party thanks to Spiritual
Chain. Wizard c3 must always cast Quick Cast after the duration is almost over. Thaumaturge c1 will cast
Transpose to him/herself, cast Swell Left Arm to boost the whole party’s damage output reuse them when
the duration is almost over. Dievdirby-Plague Doctor will use Statue of Goddess Laima, Statue of Goddess
Zemyna, Statue of Goddess Ausrine in order and reuse them after the duration is over. Swordsman will use
Gung Ho, Concentrate, Guardian, Finestra and reuse them when the duration is over.

When the battle starts, all party members must stay nearby all the summoned Dievdirby’s statues in order
to gain -20% skills cooldown and -32 SP consumption effects. All party members must walk around the
Dievdirby’s statues in order to gain damage immunity for 18 seconds from Statue of Goddess Ausrine.
When the buff duration is almost over, the party members should walk around the statue again to gain
another 18 seconds damage immunity. When Statue of Goddess Ausrine disappears, Dievdirby-Plague
Doctor will use Healing Factor. Linker c3 Spiritual Chain allows the Healing Factor’s effect to affect the
whole party, making the whole party almost unkillable. When the duration of Healing Factor is over,
Dievdirby-Plague Doctor will use Statue of Goddess Ausrine and inform the team so they can get the
damage immunity effect. Swordsman will use Swashbuckling to lure all monsters, but the Swordsman does
not need to wander too far in order to not get separated from Spiritual Chain’s link. When the monsters
start to surround the Swordsman, the DPS classes may start to use their skills.

Pyromancer-Featherfoot mostly use Flame Ground, Firewall, Firepillar. Wizard-Elementalist-Warlock


mostly use Frost Cloud, Hail, Magic Missile, Electrocute, Quick Cast, Invocation, Pole of Agony, Dark
Theurge. Archer-Wugushi mostly use Multi Shot, Needle Blow, Wugong Gu, Zhendu, Throw Gu Pot,
Covering Fire, Headshot, Snipe. Dievdirby-Sadhu mostly use their Carve Owl, Out of Body, and Astral Body
explosion. Hoplite-Cataphract-Dragoon mostly use Stabbing, Earth Wave, Doom Spike, Rush, Dragontooth,
Serpentine, Dragon Soar, sometimes Syncro Thrust. Linker will use their Joint Penalty pretty often,
especially against ranged magic monsters. Hoplite-Cataphract-Dragoon, Archer-Wugushi-Musketeer,
should work together with Linker to kill ranged magic mobs faster. Skills like Stabbing, Dragontooth,
Serpentine, Doom Spike, Wugong Gu, Throw Gu Pot, Covering Fire have small AoE radius. Skills like Needle
Blow, Headshot, Snipe mostly hit one target. That is why it is better to use them when the enemies get
stacked with each other with Linker’s Joint Penalty, so the huge damage will be spread to the other
enemies, killing them much faster. At last, Pyromancer-Featherfoot will use Flame Ground, Blood Sucking,
Bone Pointing, Ngadhundi. Featherfoot will use Ngadhundi very often because it inflicts Decay status
ailment against an enemy, causing it to receive additional damage from missile type attacks, which means
all of Archer-Wugushi-Musketeer’s attacks.

You will meet ranged magic mobs inside the Earth Tower. Your party already have the defensive measures
to counter magic attack by utilizing Spiritual Chain-Healing Factor and Statue of Goddess Ausrine.
Moreover, Wizard c1 can also use Sleep against ranged mobs to prevent the mobs from attacking. The
Swordsman will not have to worry about the melee monsters because he/she has very high evasion thanks
to DEX>CON build, leather armor set, bonus 18% evasion from Guardian. Cleric can also use Safety Zone or
Fade as emergency skills in case the tank cannot handle the damage from magic mobs.

What makes ranged magic mobs troublesome is they will not move closer to your party. Those monsters
will stay at the rear and hit your tank from afar. In that case, Linker c1 will keep using Joint Penalty-
Hangman Knot combo against those magic mobs. Dievdirby-Sadhu, Archer-Wugushi-Musketeer,
Cataphract-Dragoon will clean them up pretty quickly with their skills.
Guild War
What is Guild War?
Guild war is a feature in Tree of Savior where one guild can combat another guild in an open PK
environment. That means every guild member can kill another guild’s members in every map, every
channel, for 7 days (24/7) except town and dungeon instance. Every guild member can also destroy
another guild’s guild tower for 7 days (24/7). Based on recent patch, in order to participate in a guild war, a
guild leader must send a declaration of war and the other guild leader must accept the declaration.
Previously, there is no consent system where the guild leaders can simply declare war against each other
without having to wait for the other guild to accept. In order to end a guild war, the guild leader who send
the declaration of war can pull off the declaration of war, or both guilds can wait for 7 days until the war’s
duration is over.

Important Classes (Required classes for every party)


Linker, Psychokino, Chronomancer, Plague Doctor, Scout, Cataphract

Special Mention
Cleric > Krivis > Cleric > Paladin > Paladin > Paladin > Pardoner

This build is able to craft Paladin’s Barrier Scrolls and Daino Scrolls which is crucial.

Important Skills (Required skills for easier direct combat)


Spiritual Chain (Linker), Gravity Pole (Psychokino), Haste (Chronomancer), Beak Mask (Plague Doctor),
Healing Factor (Plague Doctor), Cloaking (Scout), Trot (Cataphract)

Important Skills (Required skills for destroying tower)


Quicken (Chronomancer), Bunshin no Jutsu (Shinobi), Conversion (Paladin), Raise Dead (Necromancer),
Kneeling Shot (Archer), Multi Shot (Archer), Trot (Cataphract), any multi hit skill

Party Setups
There are 2 important aspects in guild war. First, direct combat. Second, destroying guild tower. Destroying
guild tower is not the same as destroying players. Guild tower has hundreds of HP and every single damage
you land on the tower will count as 1 damage. Even if you have 1.000.000 physical attack or magic attack,
you will only deal 1 damage to the guild tower, not 1.000.000 damage. That means, what matters the most
in destroying guild tower is the amount of hit you can land. There are some specific setups that allow your
party to destroy all enemies without a sweat. There are some specific setups that allow your party to easily
clean up guild towers.

Direct Combat Setup


1 Psycokino :
Wizard > Wizard > Psychokino > Psychokino > Psychokino > Wizard > Warlock

1 Plague Doctor :

Cleric > Priest > Priest > Priest > Krivis > Cleric > Plague Doctor

Cleric > Priest > Priest > Paladin > Paladin > Paladin > Plague Doctor

Cleric > Cleric > Dievdirby > Sadhu > Dievdirby > Dievdirby > Plague Doctor

1 Scout :

Archer > Ranger > Ranger > Ranger > Scout > Falconer > Cannoneer

Archer > Ranger > Ranger > Scout > Fletcher > Fletcher > Fletcher

1 Linker c2/c3 (Preferably Chronomancer) :

Wizard > Pyromancer > Linker > Linker > Chronomancer > Chronomancer

Wizard > Pyromancer > Linker > Thaumaturge > Linker > Linker > Featherfoot

Wizard > Pyromancer > Linker > Pyromancer > Linker > Alchemist > Alchemist

1 random build (Preferably DPS or CC focused class) :

Wizard > Pyromancer > Pyromancer > Thaumaturge > Thaumaturge > Thaumaturge > Warlock

Wizard > Wizard > Wizard > Elementalist > Elementalist > Elementalist > Warlock

Cleric > Cleric > Bokor > Bokor > Bokor > Oracle > Kabbalist

Wizard > Cryomancer > Cryomancer > Cryomancer > Thaumaturge > Necromancer > Necromancer

Swordsman > Peltasta > Hoplite > Cataphract > Cataphract > Cataphract > Dragoon

Swordsman > Peltasta > Hoplite > Hoplite > Corsair > Corsair > Shinobi

Team highlights and playstyle :

As the first setup, anyone who has Daino Scrolls must use it. Linker c2/c3 will cast Spiritual Chain and will
always cast it when the duration is over. After that, Scout will cast Cloaking and the whole party will
disappear from the screen for 35 seconds because Cloaking’s effect is shared by Spiritual Chain. Scout will
cast it again after the duration is over. After that, Chronomancer will cast Haste to increase the whole
party members’ movement speed. The whole party must stick and move together in order to not break the
Spiritual Chain link.

When the whole party meet the enemies, the whole party should coordinate with each other to position
themselves well. After that, Psychokino may use Surespell and immediately use Gravity Pole against
multiple enemies at once. If your party has good positioning and if there are multiple enemies that stand
close to each other, Gravity Pole can catch up to 10 enemies at once. There is almost nothing that can stop
or prevent Gravity Pole because it is not a status ailment. Cleric’s Cure, Oracle’s Prophecy, Pardoner’s
Indulgentia, Plague Doctor’s Bloodletting, Plague Doctor’s Beak Mask, Doppelsoldner’s Cyclone cannot
stop or prevent Gravity Pole. Rodelero’s Slithering might be able to repel it. However, the Psychokino can
simply aim for Rodelero to get caught in Gravity Pole from the start, so Slithering is not a problem. In short,
Psychokino’s Gravity Pole is a huge instant cast CC to initiate a fight. If you play MOBA, it is one of those
skills in the game that can lock the entire enemies and allow your teammates to eliminate the enemies in a
blink of an eye.

After Psychokino successfully land their Gravity Pole, the other party members may start to use all their
skills. Plague Doctor will use Beak Mask and Healing Factor to protect the whole party members from rank
1 2 3 ailments and give the whole party insane recovery each time they receive damage. Healing Factor
and Beak Mask are shareable with Linker’s Spiritual Chain. Linker may use their Joint Penalty against the
enemies to spread the damage they take from your party. The other DPS classes may start to use their
buffs and spam their damage dealing skills to wipe out the enemies.

At last, if you have Chronomancer in your party, they can use Pass to reduce the cooldown of the whole
party members’ skills by 25 seconds.

Pass means a lot of things :

-Psychokino may immediately use their 2nd Gravity Pole if needed (30 seconds to 5 seconds cooldown), 2nd
Magnetic Force (25 seconds to 5 seconds cooldown). Imagine if Psychokino can use Gravity Pole 2 times in
a row. Your single party might be able to fight against 2 or 3 parties at once in direct combat.

-Cannoneer may use their 2nd Cannon Blast (25 seconds to 0 seconds cooldown), 2nd Cannon Shot (5
seconds to 0 seconds cooldown). Imagine if Cannoneer can use Cannon Blast 2 times in a row. It would
instantly kill the entire enemy team.

-Musketeer may use their 2nd Snipe (25 seconds to 0 seconds cooldown), 2nd Headshot (20 seconds to 0
seconds cooldown). Imagine if Musketeer can use Snipe and Headshot 2 times in a row against enemies
that are affected by Joint Penalty. It is also an instant kill.

-Plague Doctor may use their 2nd Healing Factor (45 seconds to 20 seconds cooldown. Healing Factor has
20-40 seconds duration) and 2nd Beak Mask (80 seconds to 55 seconds. Beak Mask has 25-45 seconds
duration). Your party is technically almost close to immortal.

-And the same thing applies to other classes as well

As a side note, it is better if the people who join the direct combat have low ping.

Indirect Combat Setup (Guild Tower Destroyer)


1 Chronomancer (Preferably with Linker):

Wizard > Pyromancer > Linker > Linker > Chronomancer > Chronomancer > Chronomancer

1 Paladin (Preferably with Plague Doctor):

Cleric > Krivis > Cleric > Paladin > Paladin > Paladin > Pardoner

Cleric > Priest > Priest > Paladin > Paladin > Paladin > Plague Doctor

1 Scout :

Archer > Archer > Archer > Wugushi > Wugushi > Scout > Musketeer
1 tower destroyer (Any build that is listed below):

Swordsman > Peltasta > Hoplite > Hoplite > Corsair > Corsair > Shinobi

Wizard > Cryomancer > Cryomancer > Cryomancer > Thaumaturge > Necromancer > Necromancer

1 random wild card role (This last role is flexible and can be anything that can cover the party’s
weaknesses. If there is no Linker, then add Linker. If there is no class that has crowd control skills, then add
either Psycokino or Cryomancer) :

Wizard > Pyromancer > Linker > Pyromancer > Linker > Alchemist > Alchemist

Wizard > Pyromancer > Linker > Thaumaturge > Linker > Linker > Featherfoot

Wizard > Wizard > Psycokino > Psycokino > Psycokino > Wizard > Warlock

Swordsman > Peltasta > Peltasta > Rodelero > Rodelero > Doppelsoldner > Fencer

Swordsman > Peltasta > Hoplite > Cataphract > Cataphract > Cataphract > Dragoon

Team highlights and playstyle :

As the first setup, anyone who has Daino Scrolls must use it. Linker c2/c3 will cast Spiritual Chain and will
always cast it when the duration is over. After that, Scout will cast Cloaking and the whole party will
disappear from the screen for 35 seconds because Cloaking’s effect is shared by Spiritual Chain. Scout will
cast it again after the duration is over. After that, Chronomancer will cast Haste to increase the whole
party members’ movement speed. The whole party must stick and move together in order to not break the
Spiritual Chain link.

The party will roam around the map undetected and look for guild towers. When they find a guild tower,
Chronomancer may use Quicken to greatly boost the attack speed of the whole party members. After that,
Shinobi may use Bunshin no Jutsu, Necromancer may use Raise Dead and Create Shoggoth and Corpse
Tower, Archer may cast Multi Shot and Kneeling Shot afterwards, Paladin may look for nearby monsters
and convert them with Conversion to help to deal damage, other classes may spam their multi hit skills and
spam auto attacks. When Shinobi’s Bunshin no Jutsu duration is over, Chronomancer may use Pass to
reduce Bunshin no Jutsu’s cooldown from 49 seconds to 24 seconds. Considering Bunshin no Jutsu has 20
seconds duration, then Shinobi may summon Bunshin again after another 4 seconds.

Normally, with unoptimized setup, people can destroy guild tower around 5 minutes. If your party have the
above setup, you may be able to destroy it in 1 minute.
World Boss Hunt
What is world boss hunt?
It is just a term that we use when we hunt down world bosses to collect its loots and gain wealth by selling
those loots. Every world boss has its own spawn time. After we defeat one boss, we might be able to
predict when it will respawn later. We usually hunt world boss when we already reach level cap, or at least
almost close to it. That way, we will be able to focus and hunt the bosses frequently.

The ones who can obtain world boss’ loot are 7 people who deal the highest damage to the boss and their
respective party members. That means, if those 7 people are part of 2 parties, only 2 parties that will
obtain the drop. If those 7 people are spread in 7 parties, then those 7 parties can obtain the drop. In
short, in order to obtain the loots equally, we must spread our strongest DPS players in multiple parties.
But of course, we can put our strongest DPS in a few parties in order to prevent other players to gain the
loots. That sounds dirty, but this is a competition. We are here to dominate. We may consider to share our
loots to our allies or friends, but that is it and we will not care about anyone else.

Party Setups
I skip the important classes and skills part because you guys should already have an idea about which class
combinations that can deal consistent high damage by reading Earth Tower section. The point is, you need
a party that can buff a certain person to be the highest damage dealer. I will list a few strong combinations.
The highlighted classes means those are the classes that are vital in the formation.

Strong DPS Combination Example


Wizard > Pyromancer > Linker > Linker > Chronomancer > Chronomancer > Chronomancer

Wizard > Pyromancer > Linker > Linker > Chronomancer > Chronomancer > Chronomancer

Wizard > Wizard > Wizard > Elementalist > Elementalist > Elementalist > Warlock

Wizard > Pyromancer > Pyromancer > Thaumaturge > Thaumaturge > Thaumaturge > Warlock

Cleric > Cleric > Dievdirby > Sadhu > Dievdirby > Dievdirby > Plague Doctor

Explanation :

This time, either the Pyromancer or Elementalist are the ones who deal the most damage. I do not know
which one is higher because I am too lazy to do the math at this point. This setup still has the 853 bonus
magic attack buff from Thaumaturge and 50% bonus magic damage from Wizard c3. The difference is, this
time, there are 2 Chronomancers and 1 Dievdirbys in 1 party. Dievdirbys reduce all skills cooldown by 20%.
2 Chronomancers will use their Pass in turn. If 2 Chronomancers join forces, Pyromancer and Elementalist
can stack their Flame Ground, Frost Cloud, Firewall, Hail, and other damage dealing skills. Those
Pyromancer and Elementalist also have Warlock in their build, that means they can cast Pole of Agony
more often with 2 Chronomancers and Dievdirbys on their side.
Hunting World Boss While At Guild War
A lot of people that I met kept saying that guild war will make more competition and challenge at world
boss hunt. That is not wrong, but not entirely right either. We are still able to obtain world boss’ loots
easily with some tactics. You should already understand and remember that only 7 people with the highest
damage with their party members will obtain the loots. You should also understand that what matters the
most is how your party can support 1 specific player to deal the highest damage. However, if you are at
guild war, you will not be able to focus on world boss hunt because there are people out there who will try
to kill you during the hunt. In the end, your focus will be split between dealing damage against the world
boss or against your enemies.

The solution is really simple. 1 party consists of 5 people. We only need to “borrow” or “recruit” or “ask for
help” from non-official guild members (whether they are guests, or allies, or applicants) to join the party.
All we need to do is buff that person non-stop so that person will be able to deal tons of damage and focus
on the boss. On the other hand, the other party members that consist of official guild members can focus
on fighting the enemies, disturb them, and prevent them from dealing much damage to the world boss.
This way, your party will be able to obtain the world boss’ loots because of that 1 person, and at the same
time you can prevent your enemies to obtain the loots because your party keep fighting them.
Easter Eggs

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