Выложу небольшой слитый с просторов инета гайд, для тех кто совсем ничё не понимает в ToS
Class Guide
For People who are unable to
understand things without large
text and pictures pointing
basic info out to them
HOW THIS STUFF WORKS
ToS so far has 4 main base classes.
When you create a character you choose one of these four. This choice is permanent, choosing one of these will lock
determine your character’s base stats, base stat growth (for things like hp, sp, pAtk, and such), base main hand weapons
that you can equip, and the class tree you can go down.
For instance if you choose an Archer you will lose the ability to equip melee weapons in your main hand, but gain the
ability to use crossbows and 2h bows naturally.

All characters have two separate levels: their character level and their class level. Currently your
character level starts at 1 and caps at 200. Upon levelling a character gains 1 stat point that can be put into
strength, dexterity, constitution, spirit, or intelligence . The higher one stat is the more one point gives (putting 1
point into str when you have 4 str will be 1 str, but 1 point into str at 60 str will be around 1.2 str)

A character starts at class level 1 and goes up to class level 15. Every time you level up your class you
gain 1 skill point to be spent on any skill in the class you chose for your current rank. When you reach cl ass level 15
unlock the ability to go to the next rank and either choose a new class to obtain and level or upgrade one of the classes
you have already chosen and level it for the next rank. Upon reaching the next rank your class level will reset to 1, but
with higher exp requirements and you will level it up to 15 once again.
This is the basis of the class system. You level a class to 15 then either choose to upgrade it or one of the other
ones you already had or choose a new build. Thus you create a build for your character out of the classes you have
chosen and levelled. Your character is not simply an archer but the combination of a bunch of classes in the archer tree.
Every time you reach a new rank you gain access to 2 new classes. So if you were an archer than you would start at rank
1 and only be an archer. Once you reached rank two however you would unlock two classes, Ranger and Quarrel
Shooter. Thus you would have a choice upon hitting rank 2, you could either upgrade Archer to Circle 2, or get Circle 1
Ranger or Quarrel Shooter.
This choice is permanent. Once you choose your class for the next rank you cannot change it, there are n o take
backs. If you choose to obtain ranger at rank 2 you cannot go later decide to cancel that and take Quarrel Shooter there
instead. All choices are final, so know what you want to do and why beforehand.
JUST BECAUSE YOU CHOOSE A NEW CLASS DOES
NOT MEAN YOU STOP BEING WHATEVER CLASS YOU
WERE BEFORE.

As you can see this player was originally a wizard but then became a cryomancer, yet the player is not ONLY a
cryomancer, the player is a cryomancer AND a wizard. This is important. Do not think of yourself as just 1 thing, each
class is a part of the build you make. If you get into the thought process that you chose the a CC class and think that
because of that you can only build to do CC and nothing else then you will end up doing awful, terrible builds. Each class
is not what you think of as a traditional mmorpg class, instead each is a set of active and passive abilities that you
combine to build your own ‘class.’ You build not solely with ‘what traditional archetype do I want to fit into’ but ‘The
goal of this build is to be good at doing X, Y, and Z, and I chose these classes because they work well toget her to
accomplish that.’
If a swordsman becomes a Peltasta that does not mean the player has to drop all offensive ability and become a
tank. Peltasta may be a class that enables one to become a tank, but that does not mean you cannot take it if you want
to become a DPS nor does it mean that if one takes it one has to tank. You could choose Peltasta to get swash buckling,
an AoE taunt in order to draw all nearby enemies to you in order to kill them all at once with a strong 360 AoE skill like
Cataphract’s rush or Doppelsoldner’s Cyclone.
Your build is the combination of all the skills from the classes you have taken and how they work together.
Upgrading Classes
Whenever you rank up you have the choice between upgrading a previous class you chose or choosing a new class. You
can upgrade a previous class twice, upgrading it from circle 1 to circle 2 to circle 3. Afterwards you will have upgraded
the class to max and will be unable to choose it again on the next rank up. Let us take an example of ranking up to
explain this.

This is a rank 1 pyromancer. The max level of any of its skills is 5. I have spent 7 out of the 15 skill points available. This is
because skill points are unique to any class. So if I bank points on pyromancer but then switch to linker at the next rank I
will still have 8 points on pyromancer and be unable to spend any of those on linker, and vic e versa for all points earned
on linker.
HOWEVER if I upgrade pyromancer to circle 2 at the next rank, I will still have those 8 pyromancer points banked and be
able to spend them immediately. As hitting the second rank of a class does three things: it unlocks any attributes that
are locked by class circle, unlocks new skills, and increases the level cap of all skills already unlocked by 5.
So pyromancer at circle 2 looks something like this:

As I banked 8 points I could immediately do something like boost fireball up to level 10 with 5 of them and then put 3
into fire pillar or the likes, then spend the 15 I’d earn this circle doing the rest.
If you are going multiple circles in a class you can bank points in it to spend once you reach the later circles if
you do not want to put points into skills you don’t want.
SKILLS EXPLAINED
So let’s get into how skills work. Let us take multishot for example. Here is the tooltip for this skill.

Let us start at the beginning.
Cross Fire–this is the skill’s name. This is what the skill is called and what you should expect everyone to call it.
[Physical] – [Pierce] – This is the damage type the skill inflicts. The damage type a skill does is independent of the
weapon you wield. You could wield a weapon that does blunt damage but if the skill is pierc e, then the damage will
always be pierce damage. Bows and Crossbows do not inflict any type of damage other than physical on their own.
Physical damage means the damage will go against the target’s defense while Magic means the attack will go against a
target’s magic defense. Pierce is the type of damage it inflicts, there are 4 different types of armor in the game: Cloth,
Leather, Plate, and Ghost. Each type of armor resists at least one type of damage, is weak to one, and is neu tral to the
rest.
Multishot here has two charges of overheat as shown from the two circles on the bottom lefthand
Cloth Armor – Weak vs Slash, Strong vs Pierce
Leather Armor – Weak vs Pierce, Strong vs Strike
Plate Armor – Weak vs Strike, Strong vs Slash
Ghost Armor – Weak vs Magic, Strong vs Slash, Strike, and Pierce (All physical damage)
If an armor type resists the type of damage you inflict, then you do 25% less damage while you do 50% more
damage if it is weak to the damage type you infli ct. So plan yourself accordingly.
So for instance if I used cross fire on a mob with cloth armor it would take 75% damage while if I used it on a
mob with leather armor it’d take 150% damage, and if I used it on a mob with plate armor it’d take 100% damage.
Level 1- This is the skill’s current level.
Overheat—If a skill has overheat that means it has multiple charges that can be used before the skill goes on cooldown.
The number of charges a skill has is equal to the number of circles on the skill icon.
For example:

Multishot here has two charges of overheat as shown from the two circles on the bottom lefthand
corner of the icon. When multishot is used the circles fill in like this:
If all charges are used, so all the circles are filled in then the skill will go on cooldown the next time it used. Overheat
charges refresh one at a time at the same length as the skill cooldown. So if you don’t use multishot after using it once
(or twice) then one charge of overheat will refresh. If a skill go es on cooldown then when it comes back off then all
charges of overheat will be refreshed.
Attack: 324—This is the skill attack. The formula for skill damage is
Skill Damage = (Attack + Damage Range) * (1+(Attribute Attack Level/100)
Thus an attack of 324 means that your base damage with this skill is 324+ your normal attack. So if your damage range
was 100-200 if you shot a monster with cross fire it would take, from the arrow 424-524 damage. That is if the attribute
attack level is 0.
Attribute Attack—This is the level of the enhance attribute. Every attack skill has an enhance attribute you can buy and
level at your class trainer. This starts at 0 and goes all the way up to 100. Every level increases the amount of damage by
1%, so at max level the skill will deal double damage. This is one of the prime moneysinks in the game. Thus with a level
0 attribute and the same shit as in the last example you would do 424-524 on the shot, while with level 100 attribute
you would do 848-1048 damage. Attributes are incredibly important.
Explosion Attack- Everything beneath the attribute attack but before the SP cost are things unique to that skill. In this
case Cross Fire explodes, thus the explosion has a damage modifier. Here it is 80% thus the explosion will do 80% of the
the damage the arrow did.
Consumes 1 Hailmary Arrow- Some skills require consumables to use. The skill cannot be used without said item.
SP: This is the SP that a skill uses, skills cannot be used if you don’t have the sp to cast them. It is mp with a different
name.
Type: Types Come in two parts the first part can be either Melee, Missile, or Magic. Melee skills are close range, Missile
Long range, and Magic are magic. The second part is either Attack or Buff, Attacks are t hings that can be used on
enemies while buffs solely provide beneficial effects to you and possibly your party members.
Cooldown—This is the time after a skill is unusable after using it if it doesn’t have overheat or after using it and burning
all of its overheat charges.
Stance: If the skill has stance requirements then it means it can only be used if that type of weapon is equipped, so here
cross fire can only be used if you have a two-handed bow equipped. If a skill has no stance requirement then it can be
used with any weapon.
UPGRADING SKILLS
You might think that if you get a low rank skill and get it to 5 or 10 then it will be shit and completely useless
compared to high rank skills. This is not correct.
As the damage of skills is based on Attack+damage range, every skill will continually to get stronger as you do.
However as higher level skills generally have better Attack values they are generally stronger, but this often comes with
higher cooldowns and sp costs. Lower level skills are still useful with their lower cooldowns, sp costs, and general
abilities they have. For instance fireball hits skill level # times, so a level 10 fireball will hit enemies 10 times before
disappearing, making it very strong even at higher level s. A Peltasta’s Umbo Blow hits twice off of a block and with its
attribute levelled, has a 25% of inflicting a 3s stun, making it still good at higher levels. Lower level skills do not fall off
just because their Attack values are not as high as higher level skills.
Upgrading skills is very simple. There is no bonus for reaching caps (5, 10, or 15) on skills as the upgrade change
is flat for every single skill. For example take zaibas.

Every level of Zaibas does 3 things, it increases the Attack value by 19, the maximum number of hits it can inflict
by 1, and the sp cost by 4. This increase is flat for every level of a skill. Levelling a skill from 1 t o 2 will have the same
change as levelling from 14 to 15.
This means that some skills benefit more than others. Skills with things like duration increases, multihit increases,
or increases that are % based benefit much more from levels than ones that have simple flat increases to attack and
nothing else. This means it is okay to have some skills at just level 1 or level 5. It will not ruin them.
ATTRIBUTES
Almost every skill in the game has an attribute, as well as a few attributes that are just unique to the class. For
example Highlander has an attribute that increases your critical attack stat by 10% per level (maxes at 5) when wielding
a 2h sword.
To level an attribute you talk to your class trainer and buy an attribute in order to level it. Only one attribute can
be levelled at a time. Enhance attributes have a max of 100 and are upgraded instantly, though still cos t money.
Any attribute that is not an enhance costs money and has a time one must wait before it is levelled. These
attributes normally have positives and negatives. For instance take this attribute for warcry.

It increases the duration of warcry for 2 seconds per attribute, so a maximum of +10s duration, but at a cost of 10s
higher cooldown. The negative is unchanging, if you level it 5 times it will still only add 10s to the cooldown, not 50.
But what if you don’t like the attribute, what if you don’t want that positive or you don’t want the negative? All
attributes can be turned off from the skill menu with a single button press. It is instant and can be done a t any time. The
same goes for enabling attributes.
EXPLAINING HOW TO BUILD
So let us go through an example build.
This is sample build is built from good 1v1 dps and amazing AoE. Swift Step is taken because of its attribute that
at max gives +25% critical hit chance while active, Multishot as it is an amazing single target attack move, while Oblique
shot is an incredibly spammable move that hits up to 2 enemies while heavy shot is a spammable move that does 50%
extra damage to plate armored enemies.
I then go into sapper in order to get more great AoE as sapper is built around placing down traps that do lo ts of
damage to anything they hit. Claymore being a placeable mine that explodes dealing heavy damage to anything infront
of it when you activate it, Stake Stockades being placeable spikes that do 3 hits to anything they touch, Broom Trap
being a set of 3 rotating lasers that continually damage anything they hit, and collar bomb being an explosive that orbits
any enemies its placed on, and explodes when it hits another enemy. Conceal mainly having a few points dumped in for
pvp uses.
Finally Fletcher for the ability to shoot various arrows that have various amazing effects. Bodkin Point strips the
defense of the target, Crossfire creates a massive explosion, Barbed Arrow multihits the target depending on its armor
type, and Magic Arrow leaves an incredibly strong DoT on the target.
So this build would be built around using swift step to boost my critical hit rate, then placing traps where my
allies have aggro’d the enemies to kill them as they come while using crossfire and oblique shot to clear multiple mobs
at once while the traps are active. While against tougher mobs I would use Bodkin, Barbed, and Magic Arrow to do
heavy single target damage and heavy shot while those are on CD/low on sp.
The build combines all the classes together to make my character.
When making a character look at the attributes, skills, and equipment that each class you want t o have uses and
see if/how they can work together in order to make a strong character. You don’t want to put multiple ranks into 3
classes that require 3 different weapons like Fletcher, Schwarze Reiter, and Quarrel Shooter as you would have skills that
require a pistol, a crossbow, and a 2h bow, and it’d be impossible to switch between all of them due to only being able
to switch between 2 weapons on the fly with weapon swap, so you would just be an incompetent mess.