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| === '''1. Knight''' === | | <div class="tsw-article"> |
| | '''Vocations''' are chosen from the Oracle when leaving [[Rookgaard]]. The choice is permanent. |
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| ==== '''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. |
| | |} |
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| * '''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.
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| * '''Reliable Tanking:''' Knights have access to defensive tools such as Challenge, Strong Challenge, Shield Rage, armor-focused gear, and strong potion scaling.
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| * '''Low Mana Dependency:''' Knights use less mana than magic vocations and can keep fighting through long hunts with careful potion use.
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| ==== '''Weaknesses:''' ====
| | '''Related:''' [[Spells]] · [[Mastery]] |
| | </div> |
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| * '''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.
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| * '''Slower Early Game:''' Knights may feel slower at low levels until their weapon skills, equipment, and mastery points improve.
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| | |
| === '''2. Paladin''' ===
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| | |
| ==== '''Strengths:''' ====
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| * '''Ranged Combat:''' Paladins are strong distance fighters, using bows, crossbows, arrows, and bolts to defeat enemies before they can stay in melee range.
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| * '''Balanced Growth:''' Paladins gain a good mix of health, mana, and capacity, making them more durable than mages while still having useful spells.
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| * '''Holy and Physical Damage:''' Paladins can combine distance attacks with holy spells such as Divine Missile, Divine Caldera, Ethereal Spear, and Strong Ethereal Spear.
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| * '''Efficient Hunting:''' Paladins can kite monsters, reduce incoming damage, and perform well in both solo and party hunting.
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| * '''Strong Scaling:''' Distance fighting, ranged damage mastery, ammunition, and Paladin talents such as Sharpshooter and Lightbearer give Paladins strong late-game potential.
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| ==== '''Weaknesses:''' ====
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| * '''Ammunition Dependency:''' Paladins rely on arrows, bolts, and other ammunition, so supplies must be managed carefully.
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| * '''Less Durable Than Knights:''' Paladins can survive well, but they are not true front-line tanks.
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| * '''Positioning Matters:''' Paladins perform best when they can keep distance. Tight rooms or fast monsters can reduce their advantage.
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| * '''Expensive Upgrades:''' Strong bows, crossbows, ammunition, and distance gear can become costly.
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| === '''3. Druid''' ===
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| ==== '''Strengths:''' ====
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| * '''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.
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| * '''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.
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| * '''Nature Magic:''' Druids use earth, ice, poison, and support magic to control fights and help parties survive difficult hunts.
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| * '''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.
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| * '''Party Value:''' A good Druid can keep a team alive, stabilize dangerous fights, and make difficult content much safer.
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| ==== '''Weaknesses:''' ====
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| * '''Lower Durability:''' Druids are not as naturally sturdy as Knights and must rely on positioning, healing, and support tools.
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| * '''Mana Dependency:''' Druids need mana for healing, support, and damage. Poor mana management can quickly become dangerous.
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| * '''Lower Burst Than Sorcerers:''' Druids can deal damage, but Sorcerers are generally stronger for raw magical burst.
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| * '''High Responsibility:''' In groups, Druids are often expected to heal, cure, support, and survive at the same time.
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| === '''4. Sorcerer''' ===
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| ==== '''Strengths:''' ====
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| * '''High Magic Damage:''' Sorcerers are the strongest offensive magic vocation, built around spell damage, rune damage, elemental attacks, and burst damage.
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| * '''Area Damage:''' Sorcerers are excellent at clearing groups of monsters with powerful area spells and runes.
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| * '''Burst Potential:''' Sorcerers can deal heavy damage quickly, making them dangerous in boss fights, PvE, and PvP.
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| * '''Large Mana Pool:''' Sorcerers gain the most mana per level and benefit strongly from magic, rune, mana, and spell mastery scaling.
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| * '''Talent Scaling:''' Sorcerer talent paths such as Elementalist and Arcanist improve their damage, mana handling, and spell-focused playstyle.
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| ==== '''Weaknesses:''' ====
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| * '''Low Durability:''' Sorcerers have the lowest health growth and weak physical defenses, making positioning extremely important.
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| * '''Mana Intensive:''' Strong spells and runes consume a lot of mana, especially during long hunts or boss fights.
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| * '''Limited Healing:''' Sorcerers have basic self-healing but cannot support a party like a Druid.
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| * '''Punishing Mistakes:''' Sorcerers can kill quickly, but they can also die quickly if trapped, surrounded, or caught without mana.
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