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1[[foldercontrol]]
2----
3[[folder: '''Swordsman Classes''']]
4::'''Swordsman'''
5[[quoteright:215:https://static.tvtropes.org/pmwiki/pub/images/tos_swordsman.png]]
6
7-->''"The capital may already be in ruins, but I will protect Klaipeda."''
8
9The starter class for specialists in melee combat, the skillset of a Swordsman encourages trading defense for attack strength.
10
11!!!Tropes associated with Swordsmen:
12
13* BladeSpam: Double Slash is a two-strike version of this. It'll do even more damage if used on a bleeding foe.
14* CastFromHitPoints: Restrain temporarily reduces a Swordsman's maximum HP in order to increase the chance of stunning an enemy dramatically.
15* {{Knockback}}: Swordsmen have one skill that's designed to cause this, Thrust.
16* ImmuneToFlinching: Pain Barrier temporarily renders a Swordsman immune to knockback, knockdown, and stun attacks.
17* HerdHittingAttack: Bash works this way, hitting all enemies in a forward arc.
18* PistolWhipping: Or the sword variant of it anyway, which is called Pommel Beat here. This attack does added damage to stunned foes, and partially ignores the defense of Medium or Small-sized enemies.
19* StanceSystem: When using Gung Ho, Swordsmen become more like {{Glass Cannon}}s, trading physical defense for physical attack strength.
20----
21::'''Highlander'''
22[[quoteright:236:https://static.tvtropes.org/pmwiki/pub/images/tos_highlander.png]]
23
24-->''"Using all your power to crush any enemy that would threaten the Kingdom. That's how Highlanders fight in battle."''
25
26One of the classes available to Swordsmen. Highlanders are loosely based on the light infantry of medieval Scotland's highlander clans, and emphasize two-handed sword combat and whacking their enemies around as if they were golf balls.
27
28!!!Tropes associated with Highlanders:
29
30* ArmorPiercingAttack: Highlanders can break the enemy's defense with a Skull Swing.
31* BladeSpam: Moulinet delivers a five-hit frenzy to enemies in front of the Highlander.
32* ManInAKilt: And a woman in a kilt, too!
33* PunchedAcrossTheRoom: Highlanders have two sword-based versions of this--
34** After a whirl of the sword, Wagon Wheel causes this in addition to splash damage.
35** Cartar Stroke works similarly, but Highlanders can learn an attribute that will deal additional damage to an enemy that hits a wall after getting hit.
36* StanceSystem: Crossguard increases the defense and probability of blocking enemy strikes. An enemy thus blocked is vulnerable to a riposte from a stab attack.
37* StupidityInducingAttack: Crown is an overhead strike that reduces an enemy's Intelligence and Spirit temporarily.
38----
39::'''Peltasta'''
40[[quoteright:229:https://static.tvtropes.org/pmwiki/pub/images/tos_peltasta.png]]
41
42-->''"It is a vain death that lies at the end for those who seek only dauntlessness. If you wish to achieve true justice, lift a Peltasta's shield."''
43
44One of the classes available to Swordsmen. Loosely based on the peltast skirmishers of Classical Greece, these warriors emphasize shield-based combat skills. As a result they are more defensive fighters when compared to Highlanders.
45
46!!!Tropes associated with Peltasti:
47
48* DefendCommand: One of the attributes that a Peltasta can learn allows them to assume a defensive stance with a keypress.
49* LuckilyMyShieldWillProtectMe: Their skills and attributes both emphasize the use of a shield.
50* PinkGirlBlueBoy: Inverted--both genders have identical uniforms, but female Peltasti wear blue trim, while male Peltasti wear red.
51* PracticalTaunt: Swash Buckling is a form of this--Peltasti beat their shield threateningly to provoke enemies into attacking them. (Shouting ''VideoGame/ChivalryMedievalWarfare'' taunts while doing so is completely optional.)
52* ShieldBash: Two skills involve beating enemies with the shield--
53** Umbo Blow involves the Peltasta [[SpinAttack spinning like a top]] before bashing with the shield.
54** Rim Blow involves striking with the edge of the shield.
55* StanceSystem: Comes in two flavors--
56** With the Guardian skill, a Peltasta trades damage output for physical defense.
57** Using High Guard, a Peltasta can increase the chance of [[BlockingStopsAllDamage blocking attacks]] in exchange for losing some attack strength and chance for landing critical hits.
58* ThrowingYourShieldAlwaysWorks: Peltasta can do this with Shield Lob, although they will receive a defense penalty until their shield returns to them
59----
60::'''Hoplite'''
61[[quoteright:231:https://static.tvtropes.org/pmwiki/pub/images/tos_hoplite.png]]
62
63-->''"The spear in itself is a weapon of pure destruction. It is the best weapon anyone can easily learn and master."''
64
65One of the classes available to Swordsmen. Like the Peltasti, Hoplites are loosely based on the hoplite citzen-soldiers of Classical Greece. Their skillset is based around the use of spears in combat.
66
67!!!Tropes associated with Hoplites:
68
69* BattleBallgown: Both female ''and'' male Hoplites wear something like an armored dress.
70* JavelinThrower: A third circle Hoplite can do this with Spear Throw.
71* InASingleBound: Long Stride allows a Hoplite to leap to a desired location, [[ShockwaveStomp doing damage to nearby targets]] when they land.
72* SituationalDamageAttack: The number of times that Pierce hits an enemy will depend on its size. The larger the foe, the more damage done.
73* SpamAttack: Done with the Stabbing skill--once activated, rapidly tapping the hotkey to which the skill is bound will cause the Hoplite to shower foes with rapid-fire thrusts.
74* StanceSystem: By using Finestra, Hoplites change their grip to an overhand thrust. This increases their chance for landing critical hits, but reduces their evasion.
75----
76::'''Barbarian'''
77[[quoteright:236:https://static.tvtropes.org/pmwiki/pub/images/tos_barbarian.png]]
78
79One of the classes available to Swordsmen. Reckless and aggressive, Barbarians specialize in two-handed swords just as Highlanders do, but their skillset is more about increasing damage output with buffs rather than knocking enemies around.
80
81!!!Tropes associated with Barbarians:
82
83* AlwaysAccurateAttack: Aggressor will turn a Barbarian's blows into this, but at the cost of a decreased chance at landing (and dodging) {{Critical Hit}}s.
84* DamageTyping: Barbarians get a skill that affects this--Savagery. It causes their attacks to hit twice, first as a Stab-property attack and then as a Strike-property.
85* FoeTossingCharge: Using the Pouncing skill, a Barbarian will charge forward in a straight line, tearing through enemies in the way.
86* GoombaStomp: Barbarians can do this with the Stomping Kick skill--in fact, its damage is determined by the defense rating of the shoes they're wearing, as well as how high they were before falling on top of their target.
87* HumanHammerThrow: Giant Swing lets Barbarians do this by tying enemies to the end of a rope. [[VideoGame/SuperMario64 So long, a-monster!]]
88* ImpaledWithExtremePrejudice: Embowel involves Barbarians impaling a foe with their sword, then kicking the hapless enemy clear off.
89* ScreamingWarrior: Warcry decreases the defense of nearby enemies. The sum amount of defense reduced this way is then ''added'' to the Barbarian's attack strength.
90----
91::'''Roldelero'''
92[[quoteright:279:https://static.tvtropes.org/pmwiki/pub/images/tos_rodelero.png]]
93
94One of the classes available to Swordsmen, Rodoleros are based on Renaissance-era Spanish (and Italian) soldiers of the same name. Like Hoplites, they emphasize shield usage, but their skillset emphasizes using the shield as a weapon in its own right.
95
96!!!Tropes associated with Roldeleros:
97
98* AgonyOfTheFeet / {{Kneecapping}}: Montano allows a Rodolero to aim for the legs (or lower body) of a target to immobilize them.
99* FoeTossingCharge: Compared to the ones Barbarians have, the Rodoleros' Shield Charge skill knocks enemies out of the way rather than mow them down.
100* ShieldBash: Rodoleros get two flavors--
101** Shield Push can interrupt an enemy's actions and leave them off balance.
102** With Targe Smash, Rodoleros grab their shield by its edges and bring it down ''hard'' on the head of their enemy. Enough that it might actually leave them blind!
103----
104::'''Cataphract'''
105[[quoteright:345:https://static.tvtropes.org/pmwiki/pub/images/tos_cataphract.png]]
106
107One of the classes available to Swordsmen. Cataphracts are based on the eponymous heavy cavalry used by peoples of the Middle East and Central Asia. They're capable of riding their companion into battle and attacking while on the move.
108
109!!!Tropes associated with Cataphracts:
110
111* DashAttack: The Steed Charge works this way, as it requires steed and rider to "charge up" before rushing forward in a burst of speed.
112* SpinAttack: Rush is a variation in which Cataphracts spin their spear over their heads for a period of time. Since Cataphracts can do this while their mount is on the move, this winds up closer to a FoeTossingCharge.
113* ImpaledWithExtremePrejudice: Done with the aptly named skill Impaler.
114** Turns into GrievousHarmWithABody because the target remains impaled on the spear, and subsequent uses of Impaler will whack them into ''other'' targets.
115* ShockwaveStomp: Earth Wave involves Cataphracts gathering strength before slamming their spear into the ground, causing one of these.
116* SprintShoes: Trot allows a Cataphract's mount to move faster for a period of time.
117----
118::'''Fencer'''
119[[quoteright:228:https://static.tvtropes.org/pmwiki/pub/images/tos_fencer.png]]
120
121One of the classes available to Swordsmen. Fencers are skilled in the art of fencing can equip [[RoyalRapier rapiers]]. Through deft footwork and nimble movements, they can rapidly hit successive strikes.
122
123!!!Tropes associated with Fencers:
124
125* DeathByAThousandCuts: Sept Etoiles performs a serious of rapid stabs.
126* DodgeTheBullet: Lunge, Esquive Toucher, Flanconnade, and Preparation all boost your evasion rate during the attack. Fencers in general have among the highest evade of all classes.
127* LogicalWeakness: Because evade only effects physical attacks in VideoGame/TreeOfSavior, Fencers are particularly vulnerable to magic, especially if they do not gear up against it.
128* PistolWhipping: Attaque Coquille, is an ArmorPiercingAttack that strikes with the hilt of the rapier
129* RoyalRapier: Exclusive to Fencers.
130%%----
131
132%%::'''Centurion'''
133
134%%One of the classes that Swordsmen can pick from at Rank 6. They take after the centurions of the Roman Empire, commanders of 100 or so men. %%The parties in ''Tree of Savior'' may only be a tenth of that size, but their skillset still revolves around organizing them into battle %%formations.
135
136%%!!!Tropes associated with Centurions:
137
138%%* AttackPatternAlpha: The whole premise of the class. Conscript lets them gather up participants for the formation. From that point, the %%Centurion has control over how the formation moves, even using Change Direction to rotate the whole unit toward whatever direction the %%Centurion's facing. Each formation provides a different benefit to the group. By the numbers--
139%%** Phalanx gives the three members in the front the ''total'' block probability of everyone else in the formation.
140%%** Tercio does similarly, except it's total ''defense'' instead of block probability, and it also provokes nearby enemies into attacking.
141%%** The Crane Wing formation instead reduces the defense of nearby enemies.
142%%** The Wedge formation boosts attack strength.
143%%* CollisionDamage: An inversion of the usual trope, the Schiltron formation causes the group to stop and raise their weapons to the ready. Any %%enemies approaching will automatically take damage.
144%%* StoneWall: The Testudo formation sacrifices the group's attack strength and mobility to increases their defense--the amount of defense %%increased for everyone depends on how much attack strength was reduced.
145----
146::'''Doppelsöldner'''
147[[quoteright:233:https://static.tvtropes.org/pmwiki/pub/images/tos_doppelsoldner.png]]
148
149One of the classes available to Swordsmen. The Doppelsöldner (both singular and plural) are based on a certain kind of [[PrivateMilitaryContractors landsknecht]] from Renaissance-era Germany. The name literally means "double-paid mercenary," which is prcisely what they were--landsknechte who volunteered to [[SuicideMission fight in the vanguard]] for double the pay. ''Tree of Savior's'' Doppelsöldner specialize in Zweihanders, a sword their historical counterparts are famed for using to break formations of pikemen.
150
151!!!Tropes associated with Doppelsöldner:
152
153* BladeSpam: With Deeds of Valor, their attack speed quickens while their defense decreases.
154* CoupDeGrace: Once an enemy has been knocked down, a Doppelsöldner can use Punish to make sure they never get back up again.
155* ExperienceBooster / MoneyMultiplier: When Doppelsöldner activate Earn Double Pay, the EXP and drop rate of enemies doubles. What's the catch, you might ask? They only get that reward if they kill their target within a set amount of attacks. Oh, and the damage they receive is ''tripled''--if they die, they take a heavier penalty to equipment durability than normal.
156* PistolWhipping: Similar to a Swordsman's Pommel Beat, Mordschlag involves a Doppelsöldner holding their sword in both hands by the blade and whacking their foes with the hilt. ''Hard.'' It does more overall damage than Pommel Beat, though it doesn't do added damage to stunned foes, nor will it ignore the damage of Medium and Small-sized enemies.
157* SpinAttack: Cyclone causes Doppelsöldner to turn into whirlwinds of death for a period of time.
158----
159::'''Dragoon'''
160[[quoteright:275:https://static.tvtropes.org/pmwiki/pub/images/tos_dragoon.png]]
161
162One of the classes available to Swordsmen. Their namesake derive from mounted cavalry throughout Europe's military history. These Dragoon's however greatly resemble their Franchise/FinalFantasy counterparts, specialized in using two-handed spears and sweeping attacks
163
164!!!Tropes associated with Dragoons:
165
166* DragonKnight: Namesake aside, they possess and number of attacks that are dragon themed in name, such as Dragon Soar, Dragontooth, and Serpentine
167* JavelinThrower: Gae Bulg allows Dragoons to throw their spears, but they will suffer a damage penalty until they are picked up again
168* Shoryuken: Dragon Soar cause Dragoons to vault upwards, carrying enemies along their spear
169----
170::'''Templar'''
171[[quoteright:326:https://static.tvtropes.org/pmwiki/pub/images/tos_templar.png]]
172
173One of the classes available to Swordsmen. Based off the Templar from the Order of Solomon's Temple, Templar are the only class in the game that can create guilds as well as become guild leaders.
174
175!!!Tropes associated with Templars:
176
177* WarpWhistle: Summon Guild Member allows you to summon a guild member to your location, while Warp to Guild Member allows you warp to a guild member's location
178----
179::'''Lancer'''
180
181One of the classes available to Swordsmen. Lancers are a spear wielding cavalry class that excel in pvp, being able to knock down others from their mounts, resist and destroy enemy magic circles, and silence enemies.
182
183!!!Tropes associated with Lancers:
184
185* MageKiller: Joust charges at and silences enemies struck while destroying magic circles in the area
186----
187::'''Murmillo'''
188
189One of the classes available to Swordsmen. Based off a kind of gladiator in Ancient Rome. The Murmillo is a shield wielding class with a strong offensive edge. They gain the ability to equip a helmet known as the Cassis Crista, which lowers their movement speed and evade, but increases their block chance. They also use their shields more aggressively than Peltastas or Rodoleros, often using them to smack enemies aside mid combat
190
191!!!Tropes associated with Murmillos:
192
193* CoolHelmet: The Cassis Crista
194* ShieldBash: One of their skills has them repeatedly whack aside nearby enemies with their shield.
195----
196::'''Matador'''
197One of the classes available to Swordsmen.
198
199!!!Tropes associated with Matardors:
200
201* BadassCape
202* CounterAttack: Muleta acts as a counter move.
203* RoyalRapier: Similar to Fencers, they wield Rapiers.
204* TorosYFlamenco: Their major theme, being based off of Spanish Bullfighters.
205----
206::'''Retiarius'''
207One of the classes available to Swordsmen.
208
209!!!Tropes associated with Retiarii:
210----
211::'''Hakkapalle'''
212
213Formerly one of the classes available to Archers. The Hakkapalle is a cavalry class that wields a one-handed sword alongside a crossbow. Their playstyle is built around alternating between melee and ranged attacks.
214
215!!!Tropes associated with Hakkapalle:
216
217* BeastOfBattle: Just as the real cavalry unit it was based of, Hakkapalle can ride companions. However unlike the Schwarzer Reiter, Hakkapalle can dash like a swordsman when riding a companion.
218* BowAndSwordInAccord
219* {{Kneecapping}}: They can shoot their opponents legs to slow them down.
220* UseYourHead: cavalry charge makes your companion to charge and ram the enemy.
221----
222::'''Nak Muay'''
223
224A hidden class, available to Swordsmen.
225
226!!!Tropes associated with Nak Muays:
227[[/folder]]
228
229[[folder: '''Wizard Classes''']]
230::'''Wizard'''
231[[quoteright:211:https://static.tvtropes.org/pmwiki/pub/images/tos_wizard.png]]
232
233-->''"No matter how much magic talent you have, it is useless unless you train hard."''
234
235As one might surmise, Wizards and their related classes are the chief employers of combat magic in ''Tree of Savior.''
236
237!!!Tropes associated with Wizards:
238
239* BeehiveBarrier: The Reflect Shield looks and works like one, returning a certain number of blows to sender.
240* DishingOutDirt: Wizards have only one earth-affecting skill, Earthquake.
241* ForcedSleep: Performed via Sleep, which enemies will wake from after being hit a number of times, or after a set period.
242** A variant of this can be found in Lethargy, which makes enemies drowsy and hampers both their evasion and damage output.
243* ImmuneToFlinching: Surespell prevents the next spell a Wizard casts from being interrupted.
244* ProjectileSpell: A Wizard's normal attack (with wands at least) involves throwing small magical blasts. Their basic skill, Energy Bolt, is a heavy-duty variant that causes splash damage.
245* MagicMissileStorm: The Magic Missile spell works like this--a Wizard instantly sends out three bolts of energy which spread out and converge on the target.
246----
247::'''Pyromancer'''
248[[quoteright:235:https://static.tvtropes.org/pmwiki/pub/images/tos_pyromancer.png]]
249
250-->''"Fire is grace sent to us by the Goddess Grabija. You cannot become a great Pyromancer if you overlook that."''
251
252One of the classes available to Wizards. As their name suggests, Pyromancers deal in all things hot and fiery.
253
254!!!Tropes associated with Pyromancers:
255
256* BreathWeapon: A Pyromancer that learns the Hell Breath skill can breathe fire like a flamethrower.
257* FingerSnapLighter: Pyromancers do this to cast Flare.
258* KillItWithFire: Every skill in a Pyromancer's toolkit causes Fire elemental damage in some way.
259* PlayingWithFire
260* RedOniBlueOni: Pyromancers are expected to be passionate and spiritual about their craft, which makes them Red Onis to a Cryomancer's Blue.
261* ReligiousBruiser: Both the Pyromancer Master and books found in her lab stress the importance of the Goddesses in their work. In fact, one book holds that Clerics and Wizards both work their powers through divine grace--they just apply it differently.
262* SpellBlade: Enchant Fire allows a Pyromancer to add a fire element to basic attacks. {{Flaming Sword}}s for everybody!
263* WhyAmITicking: Flare allows a Pyromancer to cause any target that's affected by a status ailment (with the exception of frozen or petrified targets) to explode.
264----
265::'''Cryomancer'''
266[[quoteright:241:https://static.tvtropes.org/pmwiki/pub/images/tos_cryomancer.png]]
267
268-->''"Intelligence, calm judgement and cold rationality. These are the qualities required for our Cryomancers."''
269
270One of the classes available to Wizards. Aside from the obvious--specializing in ice and cold--Cryomancers differ from Pyromancers in that their skillset is more oriented toward crowd control and area of effect spells.
271
272!!!Tropes associated with Cryomancers:
273
274* AnIcePerson: With the exception of two skills, every spell a Cryomancer knows has a chance of freezing enemies.
275* BarrierWarrior: The Subzero Shield spell causes enemies who attack the Cryomancer to freeze while the spell is in effect.
276** In general, a Cryomancers' ice spells shape the battlefield, creating barriers that enemies can't pass.
277* BlowYouAway: Gust conjures a blast of wind to push foes around. Despite being a wind-based spell, it still causes Ice-elmental damage--perhaps, due to wind chill.
278* ElementalBarrier: Subzero Shield creates shields of ice that will block (and potentially freeze) enemies who attempt to attack the Cryomancer.
279* KillItWithIce: ''Exclusively'' so.
280* GrievousHarmWithABody: If there's any frozen enemies on the field, a Cryomancer can use Gust to smack them into other foes.
281* RedOniBlueOni: As the Cryomancer Master says that their field of study ''requires'' an intellectual and rational approach, that makes them Blue Onis to the Pyromancers' Red.
282* SnowballFight: A third circle Cryomancer can learn Snow Rolling--which involves conjuring a giant snowball, then riding on top of it to crush enemies beneath.
283----
284::'''Psychokino'''
285[[quoteright:258:https://static.tvtropes.org/pmwiki/pub/images/tos_psychokino.png]]
286
287-->''"Belief in yourself. Endless confidence. These are the most important things when projecting yourself in reality. That is the nature of Psychokino and the power that moves the world."''
288
289One of the classes available to Wizards. Psychokinos specialize in [[PsychicPowers the power of the mind]], namely in using the mind to move just about anything not nailed down.
290
291!!!Tropes associated with Psychokinos:
292
293* GrievousHarmWithABody: Using Telekinesis, Psychokinos can slam an enemy around, dealing damage to other nearby enemies in the process.
294* MindRape: Psychic Pressure continually damages a target while leaving them unable to fight back.
295* RandomTeleportation: Teleporation moves the Psychokino to a nearby location at random.
296* SwitchOutMove: Swap lets Psychokinos trade physical locations with their target instantly.
297* YouWillNotEvadeMe: Comes in two flavors--
298** Magnetic Force is an area-of-effect spell that draws in nearby targets and continually damages them.
299** Gravity Pole anchors a hapless target in a straight-line field of gravity.
300----
301::'''Elementalist'''
302[[quoteright:258:https://static.tvtropes.org/pmwiki/pub/images/tos_elementalist.png]]
303
304One of the classes available to Wizards. The Elementalist's toolkit is chiefly comprised of spells which do high damage and (often) hit multiple targets within an area, but have a long cast time, making them the [[AnAdventurerisYou Nukers]] of ''Tree of Savior''.
305
306!!!Tropes associated with Elementalists:
307
308* ChainLightning: This is how Electrocute manifests.
309* DeathFromAbove: In three flavors (FireIceLightning) no less!
310* ThePowerOfTheSun: Elementalists can create small, man-sized solar prominences with the Prominence skill. The prominences created this way will persist for a short time, wandering around the field like giant burning slinkies of doom.
311* TakenForGranite: Elementalists get to do this with Stone Curse.
312* WeatherManipulation: The Rain spell causes a rainstorm (even indoors and underground!) which has a number of effects, from reducing enemy movement speed to randomly pelting them with lightning.
313----
314::'''Sorceror'''
315[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/tos_sorcerer.png]]
316
317One of the classes available to Wizards. Sorcerors summon demonic creatures to do their bidding, including massive devils who take the shape of boss monsters, provided the Sorceror has the right cards.
318
319!!!Tropes associated with Sorcerors:
320
321* ActionBomb: Summon Familiar gives Summoners a demonic bat that will, upon the Summoner attacking (or getting attacked by) an enemy, will explode itself on the nearest foe.
322* BeastOfBattle: Using Ride, a Summoner will clamber on top of their summoned devil. From there, the Summoner has direct control over the devil's actions, and is even able to use its skills!
323* TheBeastmaster: Even on foot, Summoners can give commands to the summoned devils through Attack Ground and Hold. They can also summon three other creatures, such as a fire devil called a Salamion that automatically follows and attacks foes.
324* CatsAreMagic: At least, the ones summoned by Summon Servant are. Servants provide boosts to SP recovery, attack range, stamina recovery, magic defense, and the strength of Dark elemental attacks.
325* LivingShadow: The devils summoned via Summoning appear pure black and smoky. The form they take, however, depends on the boss card that Summoners have currently loaded into their Grimoire.
326* ShapeShifting: Not on themselves, but on the devils they summon. The Variation skill will make the devil shift to an alternate form, provided a second card is loaded into the Grimoire.
327* {{Stripperiffic}}: For both female ''and'' male Sorcerors--and strangely, in both cases, includes a dress.
328** ShowgirlSkirt: The dress that Sorceresses wear looks like one.
329** WalkingShirtlessScene: Male Sorcerors are largely topless, with two straps crossing their chest.
330----
331::'''Chronomancer'''
332[[quoteright:237:https://static.tvtropes.org/pmwiki/pub/images/tos_chronomancer.png]]
333
334One of the classes available to Wizards. Chronomancers, as their name implies, specialize in changing the flow of time--speeding it up, reversing it, stopping it entirely.
335
336!!!Tropes associated with Chronomancers:
337
338* InsubstantialIngredients: In order to use Back Masking, a Chronomancer requires one Piece of Dimension per use.
339* ResetButton: Two flavors at a Chronomancer's disposal--
340** If a Chronomancer casts Reincarnate on an enemy, they will reappear right after being killed, good as new.
341** Back Masking allows a Chronomancer restore a previous temporal state of things in a given area.
342* TimeMaster
343* TimeStandsStill: Inverted with Stop, in which a Chronomancer temporarily halts time for enemies caught in the spell's area of effect. Interestingly, Stop also prevents damage to enemies halted this way.
344* YearOutsideHourInside: Slow works on this principle, controlling the flow of time around a target so that they move slower than normal.
345* YearInsideHourOutside: Both Haste and Quicken work on this principle--controlling time flow for the Chronomancer (or an ally) to speed up movement (for Haste) or attack speed (for Quicken).
346----
347::'''Necromancer'''
348[[quoteright:266:https://static.tvtropes.org/pmwiki/pub/images/tos_necromancer.png]]
349
350One of the classes available to Wizards. Necromancers are ... not exactly like your typical zombie-raising spellcaster. Rather than controlling the undead, they use the LudicrousGibs of slain foes as a resource for spells.
351
352!!!Tropes associated with Necromancers:
353
354* TheBeastmaster: Similar, but not quite identical, to Summoners. Instead of a Grimoire, Necromancers have a Necromonicon, into which they they can insert Animal, Plant, and Mutant type cards. These determine the form of the Shoggoth created.
355* ImprovisedGolem: Using the gibs they've collected, Necromancers can use Create Shoggoth to make one of these. The shoggoth thus created will look like a mashup of gibs from the dead enemies the Necromancer used to create it, in the rough outline of the boss monster card equipped in the Necromonicon.
356* LovecraftianSuperpower: Let's reiterate--they use a ''Necromonicon'' to create ''Shoggoths.'' Beyond that, the bulk of their powers involves collecting the shattered pieces of their foes to either use as projectiles (with Flesh Cannon), as a damaging personal shield (with Flesh Hoop) or as a barrier that rots enemies on contact (with Flesh Wall).
357* OrbitingParticleShield: Flesh Hoop works this way.
358----
359::'''Alchemist'''
360[[quoteright:248:https://static.tvtropes.org/pmwiki/pub/images/tos_alchemist.png]]
361
362One of the classes available to Wizards. The bulk of an Alchemist's skillset has to do with item crafting and modification.
363
364!!!Tropes associated with Alchemists:
365
366* {{Beachcombing}}: Alchemists can use Dig to find crafting materials. Not quite an example of MetalDetectorPuzzle, as this is a general skill Alchemists have and it's not part of a quest.
367* EquipmentUpgrade: This and more generally applied to items. Alchemists have several skills in this category--
368** Gem Roasting is a service that Alchemists can perform for others (for a monetary fee, of course), in which the Alchemist reduces the negative penalties a gemstone confers to equipment once socketed.
369** Briquetting combines two items together to modify the combined item's properties. The combined item will have decreased Potential, and it's ''not'' a certainty that the item's statistics will be improved.
370** Item Awakening is the most unique one of the bunch--taking a nod from the ''Franchise/{{Disgaea}}'' series, an Alchemist enters the world of the item in question. Clearing the item's dungeon will make its hidden ability available for use, but doing so does reduce the item's Potential gauge by a bit.
371* PotionBrewingMechanic: Alchemists handle this through Tinticuring. Gaining the ability to craft more than one kind of potion is based on gathering recipes rather than learning skills (as was the case in ''RO'').
372----
373
374::'''Warlock'''
375[[quoteright:271:https://static.tvtropes.org/pmwiki/pub/images/tos_warlock.png]]
376
377One of the classes available to Wizards. Warlocks summon and control evil spirits to do their bidding. They can send spirits flying towards enemies, or have them orbit around themself for protection.
378
379!!!Tropes associated with Warlocks:
380
381* ActionBomb: Can command their summoned spirits to home in on and explode a designated location.
382* CastingAShadow: Almost all Warlock skills are of the dark element
383----
384::'''Featherfoot'''
385[[quoteright:222:https://static.tvtropes.org/pmwiki/pub/images/tos_featherfoot.png]]
386
387One of the classes available to Wizards. Loosely based off the Kurdaitcha of Aboriginal Australian culture, the Featherfoot specializes in draining health from enemies and cursing them.
388
389!!!Tropes associated with Featherfeet:
390
391* CastFromHitPoints: In Circle 2 they can consume around 60% of their max health to create a bloody explosion, dealing massive damage.
392* {{Flight}}: Through Levitation they gain the ability to hover above magic circles and melee attacks.
393* HealingFactor: Downplayed, one of their passive attributes increases the amount of Hp and Sp they heal from skills and potions
394* ThePowerOfBlood: Blood Bath and Blood Sucking allow the Featherfoot to [[LifeDrain drain]] the health of devil, insect, or beast monsters.
395----
396::'''Sage'''
397
398One of the classes available to Wizards. Sages study the workings of reality, able to directly manipulate space and dimensions. They can set up portals to quickly go between towns and maps, and can duplicate objects on the battlefield created from skills.
399
400!!!Tropes associated with Sages:
401
402* CoolGate: Can summon portals for both combat or travel.
403* RealityWarper: Their main shtick, being able to manipulate space to their advantage.
404----
405::'''Shadowmancer'''
406One of the classes available to Wizards.
407
408!!!Tropes associated with Shadowmancers:
409* CastingAShadow
410* ShadowPin
411* ShadowWalker: Shadow Pool allows them to sink into the shadows
412----
413::'''Onmyoji'''
414One of the classes available to Wizards.
415
416!!!Tropes associated with Onmyoji:
417----
418::'''Bokor'''
419[[quoteright:222:https://static.tvtropes.org/pmwiki/pub/images/tos_bokor.png]]
420
421Formerly one of the classes available to Clerics. Bokors are loosely based on the eponymous practitioners found in several forms of the Vodou religion.
422
423!!!Tropes associated with Bokors:
424
425* ActionBomb: Using the Damballa skill will cause nearby zombies to explode.
426* BelatedInjuryRealization: Using Mackangdal, a Bokor will plant an amulet on a target to [[FeelNoPain stop pain]]. While Mackangdal is active, the enchanted target will take no damage--but as soon as the effect is over, all the damage they ''would'' have taken hits them at once.
427* DamageIncreasingDebuff: Hexing a target will lower its magic resistance.
428* TheDeadCanDance: As a battle tactic, no less! Bokors can order their zombies to circle around a target area and dance using Bwa Kayiman. This conga line works as area denial, as enemies coming on contact with the zombies get pushed away and take damage.
429* HollywoodVoodoo: Although their skillset as a playable class heavily involves zombies and voodoo dolls, this trope is subverted by the fact that Bokors are ''still'' Cleric-based classes who retain the skills they learned from their first two Ranks, so they aren't inherently evil or strictly necromancers--and at a specific point in the main storyline, the Bokor Master plays a supporting role that ''doesn't'' involve death or zombies.
430* TheMinionMaster: Bokors can command their zombies through Tet Mamak La, which orders them to move to designated locations.
431* TheVirus: After enchanting a patch of ground with Zombify, enemies either killed by zombies or enemies killed at the location Zombify was cast will turn into ''more'' zombies.
432* VoodooDoll: The Effigy skill will damage targets affected by Hexing, and do extra damage [[RuleOfThree on the third casting]].
433* WitchDoctor: Much more subtle in execution compared to more common examples.
434----
435::'''Taoist'''
436Formerly one of the classes available to Clerics. Taoists are based off practitioners of Taoism. They utilize paper charms to attack and control areas of the battlefield.
437
438!!!Tropes associated with Taoists:
439
440* PaperTalisman: All of their skills are themed around deploying and setting off Talismans.
441----
442::'''Rune Caster'''
443
444A hidden class available to Wizards. Rune Casters utilize runes as attacks or boons.
445!!!Tropes associated with Rune Casters:
446
447* AnIcePerson: Rune of Ice increases the ice damage of the entire party
448* InstantRunes: Averted, all of the Rune Caster's skills take around 8 seconds to cast. Though Quick Cast can cut the duration down.
449* MakeMyMonsterGrow: Rune of Giants allows the Rune Caster to turn themsleves or their allies into giants, increasing their health.
450[[/folder]]
451[[folder: '''Archer Classes''']]
452::'''Archer'''
453[[quoteright:218:https://static.tvtropes.org/pmwiki/pub/images/tos_archer.png]]
454
455-->''"Killing enemies one by one from a distance is the beauty of the bow and arrow. No matter how many shots you make, it's the actual shots that count, isn't it?"''
456
457Archers are the starting class for those who prefer to pelt their enemies from afar with a rain of arrows. Archers in ''Tree of Savior'' can draw and loose their bows while moving.
458
459!!!Tropes associated with Archers:
460
461* BottomlessMagazines: Be it a bow, a gun, or a cannon. Archers never seem to run out of arrows. Save for a few special ammunitions.
462* ChainedHeat: Full Draw will fully penetrate an enemy and [[ImpaledWithExtremePrejudice skewer them]] to another nearby enemy, leaving them temporarily stuck together.
463* LongRangeFighter: An Archer's primary defense is distance from their target.
464* PinballProjectile: Using Oblique Shot will cause the arrow to glance off of the target and damage a single nearby enemy as well.
465* {{Multishot}}: Twin Arrow lets an Archer fire two arrows at once.
466* RainOfArrows: Although Archers have a skill called Multi Shot, it involves rapidly shooting a number of arrows after a charge period.
467* StanceSystem: Using Kneeling Shot will cause an Archer to assume a kneeling position that increases range and damage, but sacrifices mobility.
468----
469::'''Ranger'''
470[[quoteright:241:https://static.tvtropes.org/pmwiki/pub/images/tos_ranger.png]]
471
472-->''"I heard the monsters are moving in herds outside Klaipeda. Instead of defeating them one by one, it will be better to learn my skills."''
473
474One of the classes available to Archers. Rangers specialize in attacking multiple targets at once, expanding on the Archer's skills.
475
476!!!Tropes associated with Rangers:
477
478* {{Multishot}}: Barrage lays down five arrows in a forward arc.
479* OneHitPolykill: High Anchoring causes Rangers to draw their bowstrings tighter than normal in order to send an arrow clear through a line of targets in front of them.
480* PinballProjectile: If a Ranger kills a target with Bounce Shot, multiple arrows will bounce off to other targets.
481** Another skill, Spiral Arrow, causes an arrow to repeatedly strike the same target, bouncing off of things to come right back at the hapless foe again and again.
482* StanceSystem: If a Ranger uses Steady Aim, they'll trade attack speed for attack power. They can mitigate the attack speed lost by learning the right attribute.
483* TrickArrow: Using Time Bomb Arrow will result in shooting explosive arrows that detonate after a period of time.
484----
485::'''Quarrel Shooter'''
486[[quoteright:232:https://static.tvtropes.org/pmwiki/pub/images/tos_quarrelshooter.png]]
487
488-->''"You are easily exposed to enemy attacks when you are using a bow. So my strategy is to use anything such a as a shield or a stone to protect myself."''
489
490One of the classes available to Archers. Quarrel Shooters differ greatly from Rangers in that they not only prefer crossbows to regular bows, but also employ the use of cover and anything they can find in the field to aid them.
491
492!!!Tropes associated with Quarrel Shooters:
493
494* AbnormalAmmo: Using the Stone Picking skill, Quarrel Shooters can gather stones in the field--and using Stone Shot they'll fire them from their crossbows, which can stun and knock enemies back.
495* {{Caltrops}}: Available through Scatter Caltrop, which reduces the movement of enemies that step on them while inflicting DamageOverTime.
496* DeployableCover: Deploy Pavise allows a Quarrel Shooter to set down a pavise shield, which will defend against enemy ranged attacks if they stand behind it.
497** Using the Tear Down skill, Quarrel Shooters can then break their own pavise shield to damage foes in front of them.
498* DoNotRunWithAGun: Subverted with the Running Shot skill, which allows you to run whilst auto attacking with your crossbow or mainhand weapon.
499* {{Multishot}}: Rapid Fire is described as being the crossbow version of this trope (the Quarrel Shooter loads multiple arrows into the crossbow), although the shots are fired in rapid succession rather than all at once.
500----
501::'''Sapper'''
502[[quoteright:203:https://static.tvtropes.org/pmwiki/pub/images/tos_sapper.png]]
503
504A class available to Archers, Sappers are all about preparing traps for their enemies. They have a wide variety of traps at their disposal, even using their enemy's own enchantments against them!
505
506!!!Tropes associated with Sappers:
507
508* BeatThemAtTheirOwnGame: Detonate Traps can be used on magic circles or ground that's been enchanted by the enemy. It doesn't matter what the enchantment was supposed to do--it'll blow up in the enemy's face all the same.
509* BoobyTrap: The Conceal skill hides deployed traps from enemies for a time being.
510* GrenadeTag: Collar Bomb is a variation--the bomb only goes off when the enemy thus tagged touches another enemy.
511* LaserCutter: The Broom Trap appears to manifest as one--it emits three rotating beams of light that damage anything in their path.
512* PlungerDetonator: Sappers use these when detonating their Claymore mines.
513* SpikesOfDoom: Punji Stake consists of deploying a spring-loaded mechanism that, when stepped on by an enemy, flips a latticework of bamboo stakes into their face and knocks them away.
514* SpikeShooter: Sappers get a skill named exactly this, albeit as a trap they can deploy. Any enemies led into the trap's killzone get shot full of spikes.
515* TrapMaster
516----
517::'''Hunter'''
518[[quoteright:292:https://static.tvtropes.org/pmwiki/pub/images/tos_hunter.png]]
519
520One of the classes available to Archers. Hunters specialize in using working with their Companion to take down enemies.
521
522!!!Tropes associated with Hunters:
523
524* AllAnimalsAreDogs: Hunters can use just about any Companion like they would an actual hunting dog.
525* AngryGuardDog: Growling will have the Companion assume the role of one. Enemies will keep their distance--those that don't have a chance of getting a Fear status ailment.
526** Pointing works on a similar principle, except that the skill orders the Companion to reduce a target's evasion by running circles around them, fencing them in.
527* AntiAir: Snatching commands a Hunter's Companion to bite a flying target and pin them to the ground.
528* TheBeastmaster: A more traditional kind compared to the Wizard-derived pet classes, Hunters represent the "LoyalAnimalCompanion" flavor of the trope.
529* TheNoseKnows: Hounding orders a Companion to sniff out hiding enemies.
530* SuperPersistentPredator: Order a Companion to Retrieve, and it will bite a target and drag it back toward you, no matter how big.
531----
532::'''Wugushi'''
533[[quoteright:218:https://static.tvtropes.org/pmwiki/pub/images/tos_wugushi.png]]
534
535One of the classes available to Archers, Wugushi appear to be based on shamans who specialize in poisons in China
536
537!!!Tropes associated with Wugushi:
538
539* BlowGun: Wugushi use one for their Needle Blow DamageOverTime skill.
540* MagicAntidote: Subverted with Detoxify--while it can remove the Poisoned status ailment, if it's of a higher level than that of the Wugushi's Detoxify, then it will only reduce the amount of time that the afflicted is poisoned.
541* MasterPoisoner
542* PoisonedWeapons: Wugushi make liberal use of these in their skills.
543* SetAMookToKillAMook: Using Bewitch on poisoned enemies will confuse them and turn them against their allies.
544* SpawnBroodling: Jincan Gu involves shooting a target with silkworm poison--when the host is killed, venomous insects are born that attack other nearby foes.
545* TechnicolorToxin: A Wugushi's poison skills typically have a neon green glow.
546* UniversalPoison: Poison is a damage type unto itself here.
547----
548::'''Fletcher'''
549[[quoteright:217:https://static.tvtropes.org/pmwiki/pub/images/tos_fletcher.png]]
550
551One of the classes available to Archers, Fletchers are also the crafting class of the Archer family. They still have a considerable combat skillset, though, geared toward using different arrow types.
552
553!!!Tropes associated with Fletchers:
554
555* AntiArmor: Fletchers have a strange version of this at their disposal in the form of the Barbed Arrow skill. This arrow will hit more than once depending on the type of armor their enemy has--cloth armor will get hit three times, leather armor twice, plate armor only once and ghost armor not at all.
556* ArmorPiercingAttack: The Bodkin Point arrow not only temporarily decreases the defense of an enemy shot with it, it will also [[AntiMagic nullify any magical protection]] they have!
557* DamageOverTime: A Fletcher using the Broadhead arrow skill can inflict the Bleed status ailment on their target.
558* TrickArrow: In addition to the more mundane arrow point skills, Fletchers have three at their disposal--
559** Magic Arrow will set the ground below the target on fire, rapidly damaging them over time.
560** Singijeon hits the enemy with an exploding arrow--unlike the Rangers' Time Bomb Arrow, Singijeon explodes shortly after contact.
561** Cross Fire is the Singijeon's big brother. When ''that'' explodes, it creates a cross-shaped rippling explosion.
562----
563::'''Falconer'''
564[[quoteright:270:https://static.tvtropes.org/pmwiki/pub/images/tos_falconer.png]]
565
566One of the classes available to Archers. Falconers are similar to Hunters in that they work with animals to defeat their enemies, but instead of using Companions, Falconers use birds of prey.
567
568!!!Tropes associated with Falconers:
569
570* TheBeastmaster: Like Hunters before them.
571* DamageIncreasingDebuff: Using Circling, Falconers order their bird to fly around the target area, reducing the defense of enemies in its vicinity.
572* DeathFromAbove: When Falconers use Hovering, their bird will circle a target area and swoop down to attack enemies within it.
573* [[KidnappingBirdOfPrey Carrying Bird of Prey]]: A variation--with the Hanging Shot skill, Falconers can direct their raptor to pick ''them'' up for a period of time. While airborne, the Falconer can't be hit by attacks, but can freely shoot at enemies below (with the exception of using other skills).
574* MotivationOnAStick: A variation--with the Pheasant skill, Falconers toss a stuffed animal pheasant at a target area. Their raptor will go after the doll, tearing through any nearby foes.
575----
576::'''Cannoneer'''
577[[quoteright:249:https://static.tvtropes.org/pmwiki/pub/images/tos_cannoneer.png]]
578
579One of the classes available to Archers. Cannoneers equip cannons alongside their crossbows. They specialize in slow but explosive area attacks.
580
581!!!Tropes associated with Cannoneers:
582
583* AntiAir: Shootdown fires a cannonball aimed at flying targets
584* AlphaStrike: Bazooka enters a stance where the Cannoneer repeatedly fires a barrage of cannonballs in an area.
585* StuffBlowingUp: As expected of a cannon wielding class
586----
587::'''Musketeer'''
588[[quoteright:229:https://static.tvtropes.org/pmwiki/pub/images/tos_musketeer.png]]
589
590One of the classes available to Archers. Musketeers are master snipers, experts with handling rifles and sniping enemies one by one.
591
592!!!Tropes associated with Musketeers:
593
594* AntiAir: Bird Fall does bonus damage to aerial enemies and drops them to the ground
595* BayonetYa: Can use their muskets to jab nearby enemies
596* BoomHeadshot: The aptly named Headshot skill
597----
598::'''Mergen'''
599
600One of the classes available to Archers. The Mergen is based off the Turkish deity of the same name. They are archers who specialize in the firing many arrows at once, affording them fast [=AoE=] attacks.
601
602!!!Tropes associated with Mergen:
603
604* MoreDakka: Can easily fire multiple arrows in a single shot.
605* RainOfArrows: Arrow Sprinkle causes the Mergen to jump backward, firing several arrows in rapid succession.
606----
607::'''Pied Piper'''
608
609One of the classes available to Archers.
610
611!!!Tropes associated with Pied Pipers:
612----
613::'''Appraiser'''
614
615A hidden class, available to Archers.
616
617!!!Tropes associated with Appraisers:
618[[/folder]]
619[[folder: '''Cleric Classes''']]
620::'''Cleric'''
621[[quoteright:315:https://static.tvtropes.org/pmwiki/pub/images/tos_cleric.png]]
622
623-->''"Healing and helping others is the mission of the Clerics. How can you ignore the people seeking help in the name of the Goddess?"''
624
625Blessed with the grace of the Goddesses, Clerics employ their divine favor by working miracles, healing the wounded, curing the sick, protecting the vulnerable ... and smashing the wicked into a fine patina of gibs.
626
627!!!Tropes associated with Clerics:
628
629* DamageIncreasingDebuff: Deprotection Zone reduces the defense of enemies standing within it. Casting this right before casting Cure and Heal on the same spot can render groups of foes into greasy puddles ''very'' quickly.
630* DamageOverTime: This what happens to foes standing within the area enchanted by Cure.
631* DispelMagic: When allies stand on ground enchanted by Cure, the spell will relieve them of status ailments.
632* GeoEffects: Those who are used to healers having direct-target skills will be surprised to find out that practically ''all'' of a Cleric's skills work by enchanting the ground--even something as basic as Heal!
633* HolyHandGrenade: Heal and Cure are dual-purpose skills. While they help allies, any foes who step on tiles enchanted with them get a face full of holy-element damage. This is '''not''' limited to [[ReviveKillsZombie the undead or demonic]]--instead, it's limited to foes that touch (or hover close enough to) the ground.
634* NextTierPowerUp: Divine Might allows someone who stands on the ground it enchants to use their next skill at a ''much'' higher level than normal--just how high depends on the level of the Cleric's Divine Might skill.
635* NoSell: Safety Zone provides anyone standing within its enchanted ground total immunity to damage from attacks--either for 20 seconds, or for a set amount of attacks, whichever comes first. Clerics can learn an attribute to expand the size of the zone so that more than one person can use it.
636* ReligiousBruiser: In most settings, a person of the cloth abstains from using sharp weapons. The Clerics of ''Tree of Savior'' have no such issue--and in fact can take an attribute which ''encourages'' using swords with Deprotection Zone.
637----
638::'''Krivis'''
639[[quoteright:167:https://static.tvtropes.org/pmwiki/pub/images/tos_krivis.png]]
640
641-->''"Sincerity is our strength. There will be no problems if you sincerely believe and follow the Goddess."''
642
643One of the classes that a Cleric can become. The Krivis is based upon the historical krivis, the high priests of the ancient religion of Lithuania. They mainly specialize in strengthening allies and weakening enemies.
644
645!!!Tropes associated with Kriviai:
646
647* [[CriticalHit Critical]] DamageIncreasingDebuff: Zalcial increases the critical attack power of allies, while reducing defense to critical hits on foes.
648* HealItWithFire: Using Aukuras, Kriviai summon a sacred torch that increases HP recovery rate for both themselves and their allies.
649* MarkedToDie: Divine Stigma allows a Krivis to mark an enemy. Anyone who kills that enemy will gain a boost to strength and intelligence.
650* ShockAndAwe: Zaibas involves a Krivis enchanting a patch of ground, blasting any foe that treads upon it with lightning.
651* StatusBuff: Notable as an example here because Kriviai can ''buff the status buffs.''
652** Daino temporarily raises the cap on the maximum amount of buffs allies can receive.
653** Melstis enchants the area around the Krivis, upon which anyone standing within it will have any active buffs maintained for as long as Melstis itself is active.
654----
655::'''Priest'''
656[[quoteright:197:https://static.tvtropes.org/pmwiki/pub/images/tos_priest.png]]
657
658-->''"Anyone who follows the words of the Goddess can receive her powers to drive out evil spirits. But its strength will depend on the depth of your faith."''
659
660One of the classes available to Clerics. Compared to Kriviai, Priests have the ability to resurrect those slain in battle, but many of their skills require material components.
661
662!!!Tropes associated with Priests:
663
664* AutoRevive: Revive actually ''blocks'' killing blows, while recovering a percentage of HP and rendering its recipient briefly invincible.
665* BackFromTheDead: Priests wake the fallen with both the Resurrection and Revive.
666* BilingualBonus: To use the Sacrament skill, Priests require one Gyslotis per use. That's Lithuanian for Plantago.
667* EyeOfNewt: Nothing so gross, but Aspersion, Blessing, and Sacrament all require material components to cast (holy water, holy powder, and gyslotis respectively).
668* HolyHandGrenade: Like Clerics, Priests have several dual-purpose skills--
669** Monstrance will increase an ally's evasion or decrease a foe's physical defense ''and'' evasion.
670** Aspersion will either buff an ally's defensive strength, or damage a target.
671** Resurrection can be used to directly damage enemies rather than revive fallen friends.
672----
673::'''Dievdirbys'''
674[[quoteright:222:https://static.tvtropes.org/pmwiki/pub/images/tos_dievdirbys.png]]
675
676-->''"Sculptors should be careful not to exaggerate their skills. They should be humble to themselves."''
677
678One of the classes available to Clerics. Based on Lithuanian artists who go by the same name and trade, Dievdirbys translates to English as "God Carver." In ''Tree of Savior'', Dievdirbys specialize in carving wooden statues of dieties and sacred icons that affect the battlefield.
679
680!!!Tropes associated with Dievdirbiai:
681
682* CooldownManipulation: Dievdirbiai can carve a statue of Laima to reduce cooldown times for nearby allies.
683* MonsterOrganTrafficking: Carve allows Dievdirbiai to attack enemies with their carving knives. Not only does this do additional damage to Plant-type monsters, but they'll drop carving materials for the Dievdirbys as well.
684* NoSell: Carving a statue of SaulÄ— will give Dievdirbiai and their allies 30 seconds of invincibility--but they must run around the statue three times before it takes effect.
685* PowerNullifier: Carving a statue of the Austras Koks (that's Lithuanian for the Tree of the Sun) will cause nearby enemies to be silenced.
686* SentryGun: A Dievdirbys can carve up an Owl Statue which acts like one of these, shooting green blasts of fiery energy from its eyes.
687* ShoutOut: The developers have said that ''Tree of Savior's'' Dievdirbiai take inspiration not just from their Lithuanian counterparts, but the Korean light novel series ''Literature/TheLegendaryMoonlightSculptor''.
688* WarpWhistle: A Dievdirbys can carve a statue of VakarinÄ— to provide a temporary warp station.
689----
690::'''Sadhu'''
691[[quoteright:243:https://static.tvtropes.org/pmwiki/pub/images/tos_sadhu.png]]
692
693One of the classes available to Clerics, Sadhus are loosely based on the eponymous Hindu ascetics who seek liberation from the cycle of death and rebirth. That's probably why ''Tree of Savior's'' Sadhus have so many soul-based skills.
694
695!!!Tropes associated with Sadhus:
696
697* AstralProjection: Punching things with their soul is the signature ability of Sadhus, in fact! While using Out of Body, however, a Sadhu's body is immobile and vulnerable, and the soul can only wander so far.
698* Depower: Going beyond a mere debuff, Bashita Siddi allows Sadhus to reduce ''all'' the stats of enemies caught in its area of effect for a maximum of ten seconds.
699* FlashStep: Using Prakriti will reunite a Sadhu's body and soul at the soul's present location in this manner.
700* HavingABlast: Sadhus can use Astral Body Explosion to ''detonate their soul''. You'd think this would make them DeaderThanDead, but instead their exploded spirit goes right back into their body with no ill effects whatsoever.
701* LiquidAssets: Send Prana allows Sadhus to temporarily transmit a portion of their Intelligence stat to an ally.
702* TheParalyzer: Posession combines this with DamageOverTime to render an enemy immobile while damaging them constantly for the duration.
703----
704::'''Paladin'''
705[[quoteright:255:https://static.tvtropes.org/pmwiki/pub/images/tos_paladin.png]]
706
707One of the classes available to Clerics. Being a part of the Cleric class family, they have little in common with their historical counterparts from Charlemange's court, and are more like the usual "holy magic wielding tank" type.
708
709!!!Tropes associated with Paladins:
710
711* BarrierWarrior: Barrier creates an expanding spherical barrier that shoves enemies away as it grows, and prevents them from entering it.
712* DamageReduction: Inverted from the usual form of this trope, the Resist Elements skill reduces damage from Fire, Ice, Lightning, Poison, and Earth {{Damage Typ|ing}}es.
713* GradualRegeneration: Restoration allows Paladins to boost the HP recovery of nearby allies.
714* MonsterAllies: Paladins can enchant ground with Conversion, which will turn monsters to their side.
715* ThePaladin
716* SmiteEvil: Smite is a hard-hitting melee attack Paladins can learn, although it's purely a physical one and doesn't necessarily hurt evil alone.
717* TurnUndead: They've got the "chance of instant kill" variant, and it'll work on both Mutant and Demon enemies.
718* WarriorMonk: A Western variant.
719----
720::'''Monk'''
721[[quoteright:303:https://static.tvtropes.org/pmwiki/pub/images/tos_monk.png]]
722
723One of the classes available to Clerics. They are loosely based on the famous Shaolin monks--at least in the sense that they are ascetics who practice martial arts. We're pretty sure Shaolin monks can't shoot energy beams--we think.
724
725!!!Tropes associated with Monks:
726
727* AttackReflector: Iron Skin will reflect a percentage of damage back to attackers, but it won't do so against magic attacks.
728* ArmorPiercingAttack: Hand Knife is said to destroy enemy shields and armor. Using this technique will send enemies high into the air.
729* BareFistedMonk: Most of a Monk's skills are bare-fisted, but as of yet there are no weapons that would allow a Monk to punch things as part of a normal attack.
730* CastFromMoney: Golden Finger Flick involves a Monk flicking Silver coins at foes, and will use up a certain amount of money with each use. [[VideoGame/GanbareGoemon Goemon]] would be proud.
731* KamehameHadoken: Energy Blast looks like and works ''very'' similarly to [[Manga/DragonBall Son Goku's]] signature Kamehameha.
732* PunchedAcrossTheRoom: Two flavors are available to Monks--
733** Palm Strike might involve an open palm rather than a fist, but it'll send enemies flying all the same.
734** One Inch Punch will also send an enemy flying, but its primary purpose is to reduce enemy SP.
735* NoSell: Golden Bell Shield renders a Monk temporarily invulnerable to ''any'' attack.
736* RapidFireFisticuffs: Double Punch may only hit twice, but it has no {{Cooldown}} (''nor'' does it consume SP). Instead, it uses two points of Stamina, making it ''very'' [[SpamAttack spammable]].
737* WarriorMonk: An Eastern variant.
738----
739::'''Pardoner'''
740[[quoteright:181:https://static.tvtropes.org/pmwiki/pub/images/tos_pardoner.png]]
741
742One of the classes available to Clerics, and the crafting class of the Cleric family. Pardoners are loosely based on the eponymous Medieval lay clergymen of the Catholic Church, who acted as fundraisers by selling indulgences.
743
744!!!Tropes associated with Pardoners:
745
746* CastFromMoney: Indulgentia works like a stronger version of a Cleric's Cure, but it costs a chunk of Silver per use.
747* ItemCrafting: Using Simony, Pardoners can create scrolls which allow non-Clerics to use a Cleric skill.
748* StatusEffects: Notable here for the same reasons StatusBuff is notable for Krivai--Discerning Evil allows a Pardoner to prolong the status ailments affecting a target.
749* PlayerGeneratedEconomy: Spell Shop allows Pardoners to set up an automated vending system in which they can sell their spellcasting services for a price.
750----
751::'''Chaplain'''
752
753One of the classes available to Clerics, formerly a hidden class. The Chaplain expands on the Priest's abilities with an offensive edge, allowing them to condense the effects of their various buffs into a single skill as well as splash holy water with every attack.
754
755!!!Tropes associated with Chaplains
756
757%%* PrestigeClass: So far the only class that requires a certain rank in another class in order to be obtained, in this case being Circle 3 Priest
758* TurnsRed: Last Rites increases the damage of Party Members, even more so when their health drops below 40%.
759----
760::'''Druid'''
761[[quoteright:174:https://static.tvtropes.org/pmwiki/pub/images/tos_druid.png]]
762
763One of the classes that Clerics can pick from. As with the Paladins, they're more based on the modern interpretation of them being nature-themed magic users than they are on the historical Celtic druids.
764
765!!!Tropes associated with Druids:
766
767* {{Druid}}: Their skillset has a lot of the powers expected of Druids.
768* ElementalBarrier: Sutorea-Tropez will cause grass within the target area to protect Druids and their allies.
769* GreenThumb: Exactly half of their skillset involves manipulation of plants. For example, Cortasmata will grow grass in a target area--any enemies entering that area will be counted as Plant creatures (and thus susceptible to skills affecting those).
770* ManEatingPlant: Carnivory will command grass and flora within a target area to attack a Druid's enemies.
771* PeoplePuppets: Telepathy allows a Druid to take direct control of their target's body for a period of time.
772* VoluntaryShapeshifting: Shape Shifting lets Druids transform into whatever insect, plant, or animal-type monster is in front of them. Using Transform, they can also assume the shape of the previous creature into which they had shifted.
773** OurWerewolvesAreDifferent: Lycanthropy, a skill in Circle 3, allows them to transform into werewolves.
774----
775::'''Oracle'''
776[[quoteright:215:https://static.tvtropes.org/pmwiki/pub/images/tos_oracle.png]]
777
778One of the classes available to Clerics, Oracles take after the eponymous priests and priestesses of Classical Greece. As such, their skillset has much to do with precognition and making predictions, albeit of a more tactical, immediate nature.
779
780!!!Tropes associated with Oracles:
781
782* CombatClairvoyance: Forecast allows an Oracle to [[CrosshairAware see danger zones]] preceding ''every'' enemy's attack--even the regular, physical attacks from common monsters. This allows the Oracle (and others) to get out of the way and avoid getting hit entirely.
783* DispelMagic: Counterspell works like this--it removes enchanted ground and magic circles cast by the enemy.
784* EnemyScan: An interesting variaton--Clairvoyance allows Oracles to find out what items a monster will drop when they are killed. They can even ''change'' what the monster will drop by using the Resetting skill, making Oracles ideal party members for [[ItemFarming farming for rare items]].
785* ForcedTransformation: Using Change, an Oracle can randomly morph a monster into something else.
786* NoSell: A specific type of no-selling, Oracles can use Prophecy to temporarily render their party immmune to status ailments.
787* StatusBuff: Using Arcane Energy, Oracles can temporarily increase the maximum amont of SP and stamina that they and their allies can have.
788* SummonMagic: Call of Deities will randomly summon monsters in front of the Oracle--though not as allies, as prey. The kind of monsters summoned depend on what monsters are found in the field where the Oracle is located.
789* YouAreAlreadyDead: Oracles get to do this with the Death Sentence skill.
790----
791::'''Plague Doctor'''
792[[quoteright:235:https://static.tvtropes.org/pmwiki/pub/images/tos_plaguedoctor.png]]
793
794One of the classes available to Clerics. Drawing inspiration from the doctors of TheBlackDeath, Plague Doctors specialize in [[AntiDubuff preventing status effects]] from affecting themselves or their allies.
795
796!!!Tropes associated with Plague Doctors:
797
798* HealingFactor: The aptly named Healing Factor skill temporarily applies a buff in which anyone who receives it will rapidly regenerate health when receiving damage
799* KillItWithFire: Through Incineration, Plague Doctors can unleash a flamethrower that will deal more hits the more status ailments an enemy has on them.
800* NoSell: Beak Mask prevents status ailments from affecting the Plague Doctor, while Bloodletting applies a weak bleed on allies that in turn, negates most other status ailments
801* PlagueDoctor: Well of course
802----
803::'''Kabbalist'''
804[[quoteright:224:https://static.tvtropes.org/pmwiki/pub/images/tos_kabbalist.png]]
805
806One of the classes available to Clerics. Based off the Judaist practice of Kabbalah, Kabbalists are a mathematician's class, able to use numbers to alter an enemy's level, or reflect damage by seven times amount.
807
808!!!Tropes associated with Kabbalists:
809
810* AttackReflector: Revenged Sevenfold applies a buff that reflects seven times the amount of damage they receive within its duration
811* FormulaicMagic: Their magic is basically formed around equations
812* LevelDrain: Reduce Level drops an enemy's level based on the number calculated by their other skills, Gematria and Notarikon
813* MechanicallyUnusualClass: They can calculate numbers based off the letters of an enemy's name and the number of letters in their name.
814----
815::'''Inquisitor'''
816One of the classes available to Clerics. Inquisitors are a strong Anti-magic class, gaining bonuses based off their opponents' magic related stats and having skills do more damage to enemies casting spells.
817
818!!!Tropes associated with Inquisitors:
819
820* AntiMagic: Pear of Anguish will do a fair amount of damage if triggered by being stepped on. If triggered by the presence of an enemy using magic, it'll home in on them and deal three times as much damage
821* MageKiller: Their playstyle is geared strongly against magic users.
822----
823::'''Zealot'''
824One of the classes available to Clerics.
825
826!!!Tropes associated with Zealots:
827----
828::'''Exorcist'''
829
830One of the classes available to Clerics.
831
832!!!Tropes associated with Exorcists:
833----
834::'''Miko/Kannushi'''
835
836A hidden class, available to Clerics.
837
838!!!Tropes associated with Mikos:
839
840* {{Miko}}
841[[/folder]]
842
843[[folder: '''Scout Classes''']]
844::'''Scout'''
845[[quoteright:242:https://static.tvtropes.org/pmwiki/pub/images/tos_scout.png]]
846
847Formerly one of the classes available to Archers. Scouts specialize in stealth, misdirection, and reconnaisance.
848
849!!!Tropes associated with Scouts:
850
851* ArrowsOnFire: Flare Shot fires one of these. The fire and sparks it creates has an area of effect.
852* CooldownManipulation: Be Prepared allows a Scout to instantly reduce the cooldown time remaining on all their skills.
853* DefogOfWar: With Scan, Scouts can reveal all enemies hiding in front of them.
854* InvisibilityCloak: The aptly named Cloaking skill works in this fashion, and is broken by jumping or attacking.
855* MobileShrubbery: The Camouflage skill utilizes an apple barrel for this effect. They can attack while inside the barrel, and it will soak up a few hits in case the Scout is spotted.
856* TargetSpotter: Undistance allows a Scout's allies to attack outside their range.
857* ThrowingTheDistraction: Using Flu Flu, Scouts fire a screeching arrow. Nearby non-player enemies will be attracted to the sound it makes when it hits its target. (If you're wondering, yes, there ''is'' [[https://en.wikipedia.org/wiki/Flu-flu_arrow such a thing]] as a flu-flu arrow.)
858----
859::'''Assassin'''
860
861One of the classes available to Scouts.
862
863!!!Tropes associated with Assassins:
864----
865::'''Outlaw'''
866
867One of the classes available to Scouts.
868
869!!!Tropes associated with Outlaws:
870----
871::'''Squire'''
872[[quoteright:253:https://static.tvtropes.org/pmwiki/pub/images/tos_squire.png]]
873
874Formerly one of the classes available to Swordsmen, named after medieval apprentices to knights. Their skillset is heavily inspired by the duties of their historical counterparts, namely in their ability to maintain and supply other adventurers.
875
876!!!Tropes associated with Squires:
877
878* CaughtInASnare: Using Arrest, Squires can temporarily bind targets and keep them from moving. ''This includes bosses.''
879* HealingCheckpoint: Squires can set up something like this for their party with Base Camp, which provides a [[WarpWhistle location to teleport to and fro]], on-site item storage, and an increase to the duration of skill and food-based buffs.
880** Food Table is a skill that works in tandem with this one, which allows party members to cook food that gives stat boosts. It can only be deployed near a base camp, though. Disband the base camp, and the table goes with it.
881* ReforgedBlade: And armor, too, with the Repair skill. Squires can also temporarily ''improve'' weapons and armor with the Repair Weapon and Repair Armor skills. In all three cases, the Squire opens an automated stall, allowing anyone to make use of their services [[PlayerGeneratedEconomy for a fee]].
882* TheSquire
883----
884::'''Corsair'''
885[[quoteright:240:https://static.tvtropes.org/pmwiki/pub/images/tos_corsair.png]]
886
887Formerly one of classes available to Swordsmen. They specialize in using two blades at once as well as pilfering--both from enemies and from treasure chests.
888
889!!!Tropes associated with Corsairs:
890
891* BladeSpam: Double Weapon Assault temporarily cuts down on the delay between using their primary and off-hand weapons, resulting in a flurry of strikes.
892* DualWielding: A sword in one hand, a dagger in the other
893** SwordAndGun: By Circle 3, Corsairs can opt to equip a Pistol as a subweapon instead of a dagger.
894* DressedToPlunder
895* {{Pirate}}
896* PirateBooty: With Unlock Chest, a Corsair can unlock a treasure chest with a lower leveled key (depending on how much they leveled Unlock Chest).
897* VideoGameStealing: While the Steal skill is active, a Corsair has a chance of taking an item from an enemy with every attack--so long as Jolly Roger is ''also'' active.
898* WhatADrag: After a Corsair has captured an enemy with the Iron Hook skill, they can then use Keelhauling to drag the hapless foe over to them, dealing damage the entire time.
899----
900::'''Linker'''
901[[quoteright:198:https://static.tvtropes.org/pmwiki/pub/images/tos_linker.png]]
902
903%%-->''"A Linker is someone who connects people with ropes of Mana. How strong the connection is depends on the quality of Mana."''
904
905Formerly one of the classes available to Wizards. This class is support-minded, and specializes in linking both friends and foes alike to share strength or weakness.
906
907!!!Tropes associated with Linkers:
908
909* {{Synchronization}}: Comes in several flavors--
910** Physical Link allows Linkers to evenly distribute damage done between themselves and whoever's linked to them.
911** Joint Penalty works similarly for foes, except that all linked enemies receive ''full'' damage from an attack.
912** Spiritual Link allows a Linker to share buffs with other party members, while Life Line further boosts that skill.
913----
914::'''Thaumaturge'''
915[[quoteright:265:https://static.tvtropes.org/pmwiki/pub/images/tos_thaumaturge.png]]
916
917Formerly one of the classes available to Wizards. Thaumaturges specialize in changing the attributes of things--turning enchantments against their casters, modifying physical attributes, or (especially) causing bodies and body parts to shrink or grow in size.
918
919!!!Tropes associated with Thaumaturges:
920
921* BeatThemAtTheirOwnGame: Reversi allows a Thaumaturge to take ownership of magic circles and ground enchanted by the enemy, as if the Thaumaturge was the one who cast them.
922* BigHeadMode: Swell Brain will temporarily enlarge the heads of everyone in a Thuamaturge's party while increasing their Intelligence. From the name, you'd think it'd cause meningitis instead.
923* MakeMyMonsterGrow: Thamaturges do this to their enemies with Swell Body, and the inverse with Shrink Body.
924* PainfulTransformation: Thaumaturges can learn the Swell Pain and Shrink Pain attributes to damage their targets as they expand or contract.
925* {{Sizeshifter}}: Swell Left Arm and Swell Right Arm temporarily expand those respective body parts, which also makes whatever weapons or shields they're holding more effective.
926----
927::'''Enchanter'''
928
929Formerly one of the classes available to Wizards. Enchanters are a merchant class, able to craft their magic skills into scrolls and sell them to other players. They can also directly sell enchanments onto equipment, boosting their stats for a duration.
930
931!!!Tropes associated with Enchanters:
932
933* VancianMagic: What their scrolls function as. Essentially a single spell use
934----
935::'''Rogue'''
936[[quoteright:295:https://static.tvtropes.org/pmwiki/pub/images/tos_rogue.png]]
937
938Formerly one of the classes available to Archers. Like Scouts, Rogues rely on deception and trickery, but they are more active in how they use it in combat.
939
940!!!Tropes associated with Rogues:
941
942* BackStab: Downplayed from the usual version of this trope, Sneak Hit temporarily boosts the probability of landing a CriticalHit when attacking from behind.
943* BeatThemAtTheirOwnGame: Like Thaumaturges and their skill Reversi, a Rogue can use Capture to take control of magic circles and ground enchanted by the enemy.
944* BladeSpam: Backstep is a two-strike variant and has a high chance for landing {{Critical Hit}}s as well as stunning the target.
945* DeadlyGas: Lachrymator involves Rogues throwing a tear gas grenade, blinding enemies in the area of effect.
946* DefeatEqualsExplosion: Rogues invoke this on their enemies with the Vendetta skill. Enemies defeated this way also confer an attack strength buff to the Rogue's party.
947* DefensiveFeintTrap: Feint's description says that the skill reduces the enemy's evasion by tricking them into lowering their guard.
948* FastTunnelling: Burrow instantly makes a Rogue sink underground. Burrowed Rogues can attack, but they can't move.
949----
950::'''Schwarzer Reiter'''
951[[quoteright:323:https://static.tvtropes.org/pmwiki/pub/images/tos_schwarzerreiter.png]]
952
953Formerly one of the classes available to Archers, based on the Schwarze Reiter ("Black Rider") pistol-wielding cavalry from (primarily) the German states of the 16th century. As with the Doppelsöldner, their name is both singular and plural. Like their namesake, Schwarzer Reiter fight with pistols and can ride their Companions into battle.
954
955!!!Tropes associated with Schwarzer Reiter:
956
957* BeastOfBattle: As noted, Schwarzer Reiter can fight while riding their Companions.
958* GunsAkimbo: A rather unique example in which they equip a crossbow in one hand, and a gun in the other. Marching Fire allows you to fire both weapons simultaneously.
959* DashAttack: Caracole is a backdash version of this, in which the Schwarzer Reiter (or their mount) fire forwards as they dash backwards.
960* DoNotRunWithAGun: Subverted with the Limacon skill. Like Running Shot this allows you to shoot while running, but only when riding a companion.
961* MoreDakka: As much dakka as you can get out of a cavalry pistol, at least--Concentrated Fire causes the Schwarzer Reiter to fire a number of shots as fast as they can toward their foes.
962* SprintShoes: Limacon combines increased Companion speed with an attack.
963* TacticalWithdrawal: Retreat Shot involves the Schwarzer Reiter shooting in the opposite direction they (or their companion) is heading.
964----
965::'''Bullet Marker'''
966
967Formerly one of the classes available to Archers.
968
969!!!Tropes associated with Bullet Markers:
970* GunsAkimbo:
971----
972::'''Shinobi'''
973
974A hidden class, formerly available to Swordsmen. Based off assassins from feudal Japan, Shinobi utilize gunpowder and shadow clones in their attacks.
975
976!!!Tropes associated with Shinobi:
977
978* ActionBomb: Mijin no Jutsu turns the Shinobi into this, blowing everything around them up, but doing massive damage to them in the process
979* DopplegangerAttack: Bushin no Jutsu creates clones of the player mimics their attacks.
980* {{Invisibility}}: Skill attributes for Katon no Jutsu and Mijin no Jutsu allow the Shinobi to become stealthed after their attacks
981* NinjaLog: Mokuton no Jutsu allows the Shinobi to escape and swap places with a log.
982* StockNinjaWeaponry: Can throw kunai as a skill
983* StuffBlowingUp: Katon no Jutsu and Mijin no Jutsu create powerful explosions at the cost of gunpowder.

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