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Vocations: Difference between revisions

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Rewrite page as a concise factual reference and repair stale information
 
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=== '''1. Knight''' ===
<div class="tsw-article">
'''Vocations''' are chosen from the Oracle when leaving [[Rookgaard]]. The choice is permanent.


==== '''Strengths:''' ====
{| class="wikitable tsw-data-table"
!
! Vocation
! Main playstyle
|-
| [[File:TibiaScape-Vocation-Knight.png|80px|alt=Knight]]
| '''Knight'''
| Close-range combat with swords, axes, or clubs. Built for durability.
|-
| [[File:TibiaScape-Vocation-Paladin.png|80px|alt=Paladin]]
| '''Paladin'''
| Distance combat with bows or crossbows, supported by utility spells.
|-
| [[File:TibiaScape-Vocation-Druid.png|80px|alt=Druid]]
| '''Druid'''
| A custom form-changing vocation using fist weapons, buffs, and earth spells.
|-
| [[File:TibiaScape-Vocation-Sorcerer.png|80px|alt=Sorcerer]]
| '''Sorcerer'''
| Magic combat using spells and wands.
|}


* '''High Durability:''' Knights gain the most health and capacity per level, making them the strongest front-line vocation. They are built to stand close to enemies, absorb pressure, and protect weaker party members.
The Druid vocation is still under development.
* '''Melee Combat:''' Knights specialize in swords, axes, and clubs. Their melee damage scales well with weapon skill, melee mastery, and combat talents such as Guardian and Berserker.
* '''Reliable Tanking:''' Knights have access to defensive tools such as Challenge, Strong Challenge, Shield Rage, armor-focused gear, and strong potion scaling.
* '''Low Mana Dependency:''' Knights use less mana than magic vocations and can keep fighting through long hunts with careful potion use.


==== '''Weaknesses:''' ====
'''Related:''' [[Spells]] · [[Mastery]]
</div>


* '''Limited Range:''' Knights must stay close to enemies to deal most of their damage, which can be dangerous against bosses, ranged monsters, or heavy area damage.
[[Category:Getting started]]
* '''Lower Magic Power:''' Knights are not designed around spell damage or rune damage, so they rely mostly on weapons, melee skills, and physical combat.
[[Category:Combat]]
* '''Gear Dependent:''' A Knight’s survival depends heavily on armor, weapons, shields, mastery choices, and supplies.
* '''Slower Early Game:''' Knights may feel slower at low levels until their weapon skills, equipment, and mastery points improve.
 
=== '''2. Paladin''' ===
 
==== '''Strengths:''' ====
 
* '''Ranged Combat:''' Paladins are strong distance fighters, using bows, crossbows, arrows, and bolts to defeat enemies before they can stay in melee range.
* '''Balanced Growth:''' Paladins gain a good mix of health, mana, and capacity, making them more durable than mages while still having useful spells.
* '''Holy and Physical Damage:''' Paladins can combine distance attacks with holy spells such as Divine Missile, Divine Caldera, Ethereal Spear, and Strong Ethereal Spear.
* '''Efficient Hunting:''' Paladins can kite monsters, reduce incoming damage, and perform well in both solo and party hunting.
* '''Strong Scaling:''' Distance fighting, ranged damage mastery, ammunition, and Paladin talents such as Sharpshooter and Lightbearer give Paladins strong late-game potential.
 
==== '''Weaknesses:''' ====
 
* '''Ammunition Dependency:''' Paladins rely on arrows, bolts, and other ammunition, so supplies must be managed carefully.
* '''Less Durable Than Knights:''' Paladins can survive well, but they are not true front-line tanks.
* '''Positioning Matters:''' Paladins perform best when they can keep distance. Tight rooms or fast monsters can reduce their advantage.
* '''Expensive Upgrades:''' Strong bows, crossbows, ammunition, and distance gear can become costly.
 
=== '''3. Druid''' ===
 
==== '''Strengths:''' ====
 
* '''Healing and Support:''' Druids are the strongest support vocation, with healing spells such as Heal Friend, Strong Heal Friend, Mass Healing, Healing Wave, and condition cures.
* '''Buffs and Debuffs:''' Druids can strengthen allies and weaken enemies with spells such as Barkskin, Nature's Swiftness, Falcon Sight, Ferocity of the Wolf, Curse of the Snail, and Polymorph.
* '''Nature Magic:''' Druids use earth, ice, poison, and support magic to control fights and help parties survive difficult hunts.
* '''Combat Forms:''' Druids can use forms such as Werebear Form and Werewolf Form, giving them a more flexible identity than a pure back-line healer.
* '''Party Value:''' A good Druid can keep a team alive, stabilize dangerous fights, and make difficult content much safer.
 
==== '''Weaknesses:''' ====
 
* '''Lower Durability:''' Druids are not as naturally sturdy as Knights and must rely on positioning, healing, and support tools.
* '''Mana Dependency:''' Druids need mana for healing, support, and damage. Poor mana management can quickly become dangerous.
* '''Lower Burst Than Sorcerers:''' Druids can deal damage, but Sorcerers are generally stronger for raw magical burst.
* '''High Responsibility:''' In groups, Druids are often expected to heal, cure, support, and survive at the same time.
 
=== '''4. Sorcerer''' ===
 
==== '''Strengths:''' ====
 
* '''High Magic Damage:''' Sorcerers are the strongest offensive magic vocation, built around spell damage, rune damage, elemental attacks, and burst damage.
* '''Area Damage:''' Sorcerers are excellent at clearing groups of monsters with powerful area spells and runes.
* '''Burst Potential:''' Sorcerers can deal heavy damage quickly, making them dangerous in boss fights, PvE, and PvP.
* '''Large Mana Pool:''' Sorcerers gain the most mana per level and benefit strongly from magic, rune, mana, and spell mastery scaling.
* '''Talent Scaling:''' Sorcerer talent paths such as Elementalist and Arcanist improve their damage, mana handling, and spell-focused playstyle.
 
==== '''Weaknesses:''' ====
 
* '''Low Durability:''' Sorcerers have the lowest health growth and weak physical defenses, making positioning extremely important.
* '''Mana Intensive:''' Strong spells and runes consume a lot of mana, especially during long hunts or boss fights.
* '''Limited Healing:''' Sorcerers have basic self-healing but cannot support a party like a Druid.
* '''Punishing Mistakes:''' Sorcerers can kill quickly, but they can also die quickly if trapped, surrounded, or caught without mana.

Latest revision as of 01:58, 26 August 2026

Vocations are chosen from the Oracle when leaving Rookgaard. The choice is permanent.

Vocation Main playstyle
Knight Knight Close-range combat with swords, axes, or clubs. Built for durability.
Paladin Paladin Distance combat with bows or crossbows, supported by utility spells.
Druid Druid A custom form-changing vocation using fist weapons, buffs, and earth spells.
Sorcerer Sorcerer Magic combat using spells and wands.

The Druid vocation is still under development.

Related: Spells · Mastery