Class overview and skill information abound! You've got to start somewhere in planning your Wizard's build, and it may as well be here.
Choosing classes in Tree of Savior is not an easy feat, let me tell you. I don't know how many hours I've put toward planning and optimizing my Paladin and Druid-primary characters and once you get serious about the game you're going to do the same.
But if you're not all that serious about the game and haven't done extensive research and planning using ToS Base's skill simulator the whole thing can seem impossible. Ranks? Classes? Circles? What even is all that? A bunch of stuff you should remember, that's what.
This overview guide will be focusing on the Wizard's classes in a way that hopefully is easy to understand for inexperienced players overwhelmed by the game's class system without much of an idea of what to do with their characters.
Each class here is given an overview paragraph denoting what it specializes in as well as a brief look at their skills for you to think over and compare.
It's very important to remember this is by no means all the information to know about these skills. Several skills have attribute-added effects that have significant effects on how they work and attributes affect cast time, cooldown, and SP usage depending on the skill and attribute. Further information on these facets is best seen on the skills' individual pages on ToS Base.
The base class, Wizard starts and ends fairly simply compared to the other classes it can pick up. Circle 1 is functional enough but it's hard to deny the usefulness of Surespell (Circle 2) and Quick Cast (Circle 3). If you're going heavily into classes with long cast times both skills can be hugely helpful.
All of the Pyromancer's skills, fittingly enough, do fire damage. Circle 1 is enough for some but the damage of Pyromancer skills ramps up well with additional skill levels. Picking up Circle 2 or 3 is mostly done for additional skill levels, but Fire Pillar and Hell Breath are nothing to scoff at.
All of the Cryomancer's skills deal ice damage and most provide some much-needed CC in the form of freezing. This is more of a utility class than Pyromancer. Going deep into C2 or C3 is best done if you need more CC in your build rather than damage.
Psychokino is another CC-heavy class but handles it differently from Chronomancer and other debuff-oriented classes because of its increased focus on controlling the field and staying safe with its Telekinesis, Swap, and Teleportation skills.
Linker is just one of the support-oriented classes Wizards can pick up. There's not much damage to be found in Linker but its enemy and party-linking abilities are indispensable at higher levels. Lifeline (C3) in particular is an amazing boon to any party but requires you forgo the damage you'd get from going C3 in other classes.
Wizard's second total support class, Thaumaturge is less straight-forward than Linker. Buffs and debuffs abound with the Transpose skill sticking out for Wizards that want to be more durable. C2 and C3's skills bring more benefits but at the cost of not getting higher Circles in damage classes.
A true elemental mage, the Elementalist brings a host of damage-dealing skills that do either Lightning, Ice, or Fire damage. All damage here sans Stone Curse, which gives some much-needed control for builds light on CC.
The one totally minion-reliant magic class in Tree of Savior, Sorcerer relies on the devil boss cards you've picked up on your travels to summon devils who will fight alongside you--and you can even mount them if you go into Circle 2. Circle 3 adds some much-needed direct damage.
Another support class, Chronomancer takes control of time to turn the tide of battle--especially in C2 and C3. Chronomancer's skills are sufficient in C1 but C2 and C3 bring some real game-changing abilities with Haste, Backmasking, and Pass.
Necromancer is in its own category among the other Wizard classes in that it must collect its own materials to use its abilities, and collecting those materials is a big part of playing the class. Each of its abilities deals Dark damage and, aside from those that collect corpses, they all consume corpses in varying amounts. C2 makes corpse collecting easier and brings some significant damage.
The Wizard's one marketable class, Alchemist focuses on creating potions and altering equipment to make it more effective. It only has one damaging ability, but allows you to open up a gem roasting shop for other players.
At the time of writing there are only two Circles for Alchemist.
Runecaster is one of the slower Wizard classes. Each skill requires 8 seconds of cast time and requires a full charge, but each one is powerful in its own right. Not an ideal class for players who want to be more mobile but certainly one of the more powerful options for Wizard players.
At the time of writing there is only one Circle for Runecaster.
Warlock is one of two Rank 7 classes that takes your magic casting a more sinister route. Each of its skills does Dark damage and focuses on some heavy AoE damage that chains together very well. It's less sustainable than Featherfoot but really brings the pain.
At the time of writing there is only one Circle for Warlock.
Featherfoot is the other side of the Dark damage coin Warlock is on, but instead of the insane damage output Warlock gets Featherfoot gives some survivability when fighting beast, evil, and insect-type enemies and inflicts status ailments.
At the time of writing there is only one Circle for Featherfoot.
These are all the Wizard classes currently in the game, up to date with iToS's maximum of Rank 7. More Ranks (and more classes) are to come as the game gets further updated! But for now, hopefully this information all laid out makes your Wizard class decisions a little easier.