Tree of Savior - Totally amazing Wizard class overview guide

Class overview and skill information abound! You've got to start somewhere in planning your Wizard's build, and it may as well be here.

Choosing classes in Tree of Savior is not an easy feat, let me tell you. I don't know how many hours I've put toward planning and optimizing my Paladin and Druid-primary characters and once you get serious about the game you're going to do the same.

But if you're not all that serious about the game and haven't done extensive research and planning using ToS Base's skill simulator the whole thing can seem impossible. Ranks? Classes? Circles? What even is all that? A bunch of stuff you should remember, that's what.

This overview guide will be focusing on the Wizard's classes in a way that hopefully is easy to understand for inexperienced players overwhelmed by the game's class system without much of an idea of what to do with their characters.

Each class here is given an overview paragraph denoting what it specializes in as well as a brief look at their skills for you to think over and compare.

It's very important to remember this is by no means all the information to know about these skills. Several skills have attribute-added effects that have significant effects on how they work and attributes affect cast time, cooldown, and SP usage depending on the skill and attribute. Further information on these facets is best seen on the skills' individual pages on ToS Base.


The base class, Wizard starts and ends fairly simply compared to the other classes it can pick up. Circle 1 is functional enough but it's hard to deny the usefulness of Surespell (Circle 2) and Quick Cast (Circle 3). If you're going heavily into classes with long cast times both skills can be hugely helpful.

  • Energy Bolt - General bread and butter magic damage spell. Has 3 charges.
  • Lethargy - Reduces affected enemies' physical and magic attack and evasion.
  • Sleep - Puts affected enemies to sleep.
  • Reflect Shield - Reflects damage back at enemies. Reflected damage is based off your SPR.
  • Earthquake - Earth damage AoE magic attack.
  • Surespell (Circle 2) - Skills cast when under Surespell cannot be interrupted.
  • Magic Missile (Circle 3) - Attacks with several energy bullets. New ones are fired if they hit an enemy. Has 2 charges.
  • Quick Cast (Circle 3) - Reduces skill casting time for a few seconds, with the maximum being 50% reduction.


All of the Pyromancer's skills, fittingly enough, do fire damage. Circle 1 is enough for some but the damage of Pyromancer skills ramps up well with additional skill levels. Picking up Circle 2 or 3 is mostly done for additional skill levels, but Fire Pillar and Hell Breath are nothing to scoff at.

  • Fireball - Summons a fireball that does continuous damage. Has 2 charges.
  • Fire Wall - Places a wall that damages enemies who pass through it. Gets bigger with each skill point placed.
  • Enchant Fire - Increases your party's fire damage while adding fire damage to their attacks.
  • Flare - AoE skill that catches enemies aflame then makes them explode. Has 3 charges.
  • Flame Ground - Places a magic circle that deals continuous damage to enemies within the circle.
  • Fire Pillar (Circle 2) - Summons a fire pillar that deals repeated damage to enemies within it.
  • Hell Breath (Circle 3) - Blows flames directly in front of you to deal continuous damage to enemies. Consumes SP for each second it is used.


All of the Cryomancer's skills deal ice damage and most provide some much-needed CC in the form of freezing. This is more of a utility class than Pyromancer. Going deep into C2 or C3 is best done if you need more CC in your build rather than damage.

  • Ice Bolt - Shoots out an ice bolt that deals damage and has a chance to freeze an enemy. Has 3 charges.
  • Ice Pike - Sends out ice spikes in a line on the ground to deal damage, with a chance of freezing enemies. Has 2 charges.
  • Ice Wall - Summons an ice wall that deals damage on cast and has a chance to freeze nearby enemies.
  • Ice Blast - Deals damage to a frozen enemy in front of you but may remove the freezing debuff when used. Has 3 charges.
  • Subzero Shield (Circle 2) - Summons an ice shield for yourself that deals damage when hit and has a chance of freezing enemies.
  • Gust (Circle 2) - AoE ability that pushes enemies back and deals damage. Frozen enemies will be thawed. Has 2 charges.
  • Snow Rolling (Circle 3) - Jump on a giant snowball and roll it around to crush enemies and deal damage.
  • Frost Pillar (Circle 3) - Summons an ice tree that pulls enemies toward it with a chance to freeze them.


Psychokino is another CC-heavy class but handles it differently from the previously highlighted Cryomancer and other debuff-oriented classes because of its increased focus on controlling the field and staying safe with its Telekinesis, Swap, and Teleportation skills.

  • Psychic Pressure - Inflicts continuous damage to a target at the cost of 1% SP consumed per second.
  • Telekinesis - Picks up an enemy, throws it, and deals damage. You can choose where to throw the target.
  • Swap - Lets you swap places with an enemy. Can swap with multiple enemies at a time with more levels in Swap.
  • Teleportation - Teleports you to a random location within the skill's range.
  • Magnetic Force (Circle 2) - Pulls enemies within range together to deal damage to one another. Can be specced into via attributes to stun.
  • Raise (Circle 3) - Lifts enemies into the air for a few seconds, designating them as flying type.
  • Gravity Pole (Circle 3) - Shoots out a line of energy that pulls enemies into it and deals continuous damage at the cost of 2% SP per second.


Linker is just one of the support-oriented classes Wizards can pick up. There's not much damage to be found in Linker but its enemy and party-linking abilities are indispensable at higher levels. Lifeline (C3) in particular is an amazing boon to any party but requires you forgo the damage you'd get from going C3 in other classes.

  • Unbind - Disconnects all links.
  • Physical Link - Connects party members to share damage between them, lowering the damage taken by an individual. The more links (the more points spent in it), the less damage an individual takes.
  • Joint Penalty - Links enemies together so they share damage taken.
  • Hangman's Knot - Tightens the link to cluster enemies together. Binds for a short time.
  • Spiritual Chain (Circle 2) - Links party members together to share buffs.
  • Lifeline (Circle 3) - Shares a party's highest stats among all its members. For instance if one party member has DEX higher than the rest, that stat will be shared with the party. Shares multiple members' stats at once.


Wizard's second total support class, Thaumaturge is less straight-forward than Linker. Buffs and debuffs abound with the Transpose skill sticking out for Wizards that want to be more durable. C2 and C3's skills bring more benefits but at the cost of not getting higher Circles in damage classes.

  • Swell Left Arm - Increases your and party members' physical and magic attack stats.
  • Shrink Body - Shrinks your target. Doesn't work on bosses but can be specced into via an attribute to also deal damage and debuff the target. Has 2 charges.
  • Swell Body - Increases an enemy's size. This increases the target's HP but doubles EXP gained and loot dropped. Can be specced into do debuff and deal damage. Has 2 charges.
  • Transpose - Swaps your INT and CON stats for a duration. Can be specced to even the two stats out instead.
  • Reversi (Circle 2) - Takes control of an enemy's magic circle and makes it beneficial to you.
  • Swell Right Arm (Circle 2) - Increases a party member's defense if they are equipped with a shield or physical attack if equipped with a dagger.
  • Swell Brain (Circle 3) - Increases you and your party member's INT by making your heads larger.


A true elemental mage, the Elementalist brings a host of damage-dealing skills that do either Lightning, Ice, or Fire damage. All damage here sans Stone Curse, which gives some much-needed control for builds light on CC.

  • Electrocute - Lightning damage. Sends out a surge of electricity that hits multiple targets.
  • Stone Curse - Petrifies multiple enemies for a few seconds.
  • Hail - Ice damage. Causes it to rain down hail in the area, dealing damage to enemies.
  • Prominence - Fire damage. Summons a fire spirit that randomly bounces around the area, dealing damage to enemies.
  • Meteor (Circle 2) - Fire damage. Calls down a meteor to do heavy damage to enemies within the area of effect.
  • Freezing Sphere (Circle 2) - Ice damage. Throws an ice spear at a target enemy to deal damage. Has 3 charges.
  • Rain (Circle 3) - Ice damage. Makes it rain in the target area, dealing damage to fire property enemies while increasing Lightning damage and reducing movespeed.
  • Frost Cloud (Circle 3) - Ice damage. Places a magic circle that deals continuous damage to enemies.


The one totally minion-reliant magic class in Tree of Savior, Sorcerer relies on the devil boss cards you've picked up on your travels to summon devils who will fight alongside you--and you can even mount them if you go into Circle 2. Circle 3 adds some much-needed direct damage.

  • Summoning - Summons a devil based on the card you have placed in your Grimoire. The devil's stats are based off your own.
  • Summon Familiar - Dark damage. Summons a familiar that rushes at the nearest aggressive enemy.
  • Summon Salamion - Summons the devil Salamion to follow and fight for you. Its attack scales off your INT.
  • Summon Servant - Summons a helpful servant that increases your SP recovery, AoE attack ratio, magic defense, stamina recovery, and Dark attack.
  • Attack Ground (Circle 2) - Orders your summoned devil to attack the target area.
  • Riding (Circle 2) - Allows you to mount a Grimoire-summoned devil.
  • Morph (Circle 2) - Transforms your current Grimoire-summoned devil into the devil you have equipped as a secondary card in your Grimoire. The summon takes the look and skills of the second summon while taking the stats of the first.
  • Hold (Circle 2) - Orders your summon to wait and guard the target area.
  • Evocation (Circle 3) - Dark damage. Attacks enemies in the target area with an attack based off your secondary Grimoire card.
  • Desmodus (Circle 3) - Sends bloodsucking bats out in front of you, dealing damage to enemies.


Another support class, Chronomancer takes control of time to turn the tide of battle--especially in C2 and C3. Chronomancer's skills are sufficient in C1 but C2 and C3 bring some real game-changing abilities with Haste, Backmasking, and Pass.

  • Quicken - Increases you and your party's attack speed for a duration.
  • Reincarnate - Brings a defeated monster back alive where it died a few seconds prior.
  • Stop - Stops time in the target area. Enemies within that area cannot take damage during this time.
  • Slow - Puts down a magic circle that severely slows enemies who pass through it.
  • Haste (Circle 2) - Increases you and your party's movement speed for a duration. Can be specced into via attributes to also increase evasion.
  • Backmasking (Circle 3) - Rewinds time around you to the exact same enemy placement and states as there were a few seconds ago.
  • Pass (Circle 3) - Reduces you and your party's cooldowns by a set amount, with that amount increasing per skill level.


Necromancer is in its own category among the other Wizard classes in that it must collect its own materials to use its abilities, and collecting those materials is a big part of playing the class. Each of its abilities deals Dark damage and, aside from those that collect corpses, they all consume corpses in varying amounts. C2 makes corpse collecting easier and brings some significant damage.

  • Gather Corpse - Deals damage and picks up corpse parts to be used with other skills.
  • Create Shoggoth - Summons a Shoggoth minion with stats based on the stars of the cards you have in your Necronomicon, with its attack and defense relying on your INT and SPR. Consumes 30 corpses to summon.
  • Flesh Cannon - AoE attack that throws corpse parts at the target area to deal damage. Consumes 15 corpses.
  • Flesh Hoop - Summons a shield around you made of corpse parts that deals damage to enemies it touches. Costs 5 corpses.
  • Dirty Pole - Raises a corpse wall in front of you, dealing damage and afflicting the Decay debuff to enemies. Consumes 5 corpses.
  • Disinter (Circle 2) - Collects a corpse from a dead enemy.
  • Corpse Tower (Circle 2) - Constructs a defensive tower in the target area that attacks nearby attacking enemies.
  • Raise Dead (Circle 2) - Summons skeletons to follow you and attack enemies. More skeletons can be summoned at a time at higher skill levels.


The Wizard's one marketable class, Alchemist focuses on creating potions and altering equipment to make it more effective. It only has one damaging ability, but allows you to open up a gem roasting shop for other players at C2 to make some good money.

At the time of writing there are only two Circles for Alchemist.

  • Combustion - Throws one of your items on the ground to explode and deal AoE damage to enemies.
  • Dig - Digs up alchemy materials.
  • Item Awakening - Enter a special dungeon for an equipment item of your choice to unlock its hidden option. Higher levels in this allow for more party members to join and fight.
  • Briquetting - Combines two pieces of equipment for a chance to improve one's minimum and maximum attack. Could improve or worsen it depending on your luck.
  • Tincturing - Craft potions using alchemy recipes. Has attributes for extra buff potions.
  • Magnum Opus (Circle 2) - Create an item.
  • Gem Roasting (Circle 2) - Allows you to set up a shop to smelt and enhance gems for other players.


Runecaster is one of the slower Wizard classes. Each skill requires 8 seconds of cast time and requires a full charge, but each one is powerful in its own right. Not an ideal class for players who want to be more mobile but certainly one of the more powerful options for Wizard players.

At the time of writing there is only one Circle for Runecaster.

  • Rune of Destruction - Deals heavy damage in the target area, with enemies hit by it dealing extra damage to nearby enemies. Consumes 1 Rune Stone.
  • Rune of Ice - Any Ice magic cast by you or party members will be strengthened by 300% for a set time. Consumes 1 Rune Stone.
  • Rune of Giants - Places a magic circle that turns both you and your party into giants. This increases your HP, defense, and movement speed but skill usage is limited. You can even jump on enemies to damage them. Consumes 1 Rune Stone.
  • Rune of Justice - Sends out a frontal magic attack in a straight line. Consumes 1 Rune Stone.
  • Rune of Protection - Increases you and your party's status effect resistance chance for a short time. Consumes 1 Rune Stone.


Warlock is one of two Rank 7 classes that takes your magic casting a more sinister route. Each of its skills does Dark damage and focuses on some heavy AoE damage that chains together very well. It's less sustainable than Featherfoot but really brings the pain.

At the time of writing there is only one Circle for Warlock.

  • Pole of Agony - Summons a pillar of darkness that deals continuous damage to enemies who touch it.
  • Invocation - Summons spirits in the place of enemies that have recently died. The spirits will stay in place for several seconds and deal damage to enemies who come in contact with them.
  • Dark Theurge - Summons a shield of evil spirits that protect you and deal damage to enemies that touch them.
  • Mastema - Deals damage to enemies in an area and temporarily makes them vulnerable to Holy damage attacks.
  • Evil Sacrifice - Choose a target area and a heavy damage attack will be sent out from your location to the target area, dealing damage to any enemies between you and it.


Featherfoot is the other side of the Dark damage coin Warlock is on, but instead of the insane damage output Warlock gets Featherfoot gives some survivability when fighting beast, evil, and insect-type enemies and inflicts status ailments.

At the time of writing there is only one Circle for Featherfoot.

  • Blood Bath - Deals damage when attacking any enemy but specifically heals you if you attack a beast, devil, or insect-type enemy with this attack. Inflicts Bleed.
  • Blood Sucking - Deals damage to a beast, devil, or insect-type enemy and recovers your HP. Channeled and consumes SP per second.
  • Bone Pointing - Summons a pointed bone that points at enemies and deals damage and curses them.
  • Ngadhundi - Stabs an enemy with a cursed bone. Enemies hit with this skill will be affected by Decay.
  • Kurdaitcha - Put on cursed shoes that leave bloody footprints on the ground as you walk with decreased movespeed. Footprints afflict Curse on enemies.

These are all the Wizard classes currently in the game, up to date with iToS's maximum of Rank 7. More Ranks (and more classes) are to come as the game gets further updated! But for now, hopefully this information all laid out makes your Wizard class decisions a little easier.

Published May. 15th 2016
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