Server: [NA] Klaipeda
Team Name: Ritsu
As a Psychokino main for 4 years and counting since the second Korean beta in Tree of Savior, it’s time I share everything I know about it.
~ (Aug. 20, 2019) Updated for the August 20, 2019 patch.
~ (Jun. 25, 2019) Updated for the June 25, 2019 patch. Added missing information on Elementalist synergy.
~ (May 24, 2019) Corrected some information on Heavy Gravity.
~ (May 13, 2019) Updated for Episode 11.
~ (Mar. 9, 2019) Updated for the upcoming March 12 patch.
~ (Feb. 28, 2019) Added information on Ultimate Dimension’s ability to expand Heavy Gravity and Raise.
~ (Feb. 23, 2019) Minor update for Magnetic Force under “Skill details” and re-added information on the Physical Link + Teleportation interaction.
~ (Jan 22, 2019) Guide was copied from the original version on Tumblr and adjusted to fit the needs of the Community Guide Hall of Fame event.
Table of Contents
~ 1. Introduction to Psychokino
~ 1a. The Psychokinesis Property
~ 2. Psychokino Skills
~ Class Level 1
~ Class Level 16
~ Class Level 31
~ Class Attributes
~ Deleted/Moved Skills and Attributes
~ 3. Skill Build
~ 4. Stat Build
~ 5. Class Synergy
~ 6. Psychokino Special Costume
1. Introduction to Psychokino
What is a Psychokino?
^ The Psychokino class icon
^ A female Psychokino
^ A male Psychokino
The class information in-game describes Psychokino as such:
Strictly speaking, Psychokinos are not magicians but those with innate psychic abilities. As of recent, it was found that people without innate abilities could train to become Psychokinos. But unfortunately for someone like Agailla Flurry’s apprentice Jane, one must first be proficient in magic in order for them to gain psychic powers.
Psychokinos can use their psychic abilities to control gravity to pull and push enemies away.
Why play a Psychokino?
- Great crowd control (CC) skills.
- Can teleport one more time before the skill goes on cooldown. In addition to the great mobility it provides, teleporting can go over any obstacles in existence, which enables you to access otherwise difficult or impossible areas.
- Many skills are ineffective against flying enemies. Kinos solve that by pulling them to the ground.
- Can easily gather or relocate enemies into one spot.
- Strong PvP class.
- Fancy costume.
1a. The Psychokinesis Property
Psychokinesis is the 8th elemental property that was added in the December 26, 2017 patch in iToS. The Psychokinesis property deals 25% more damage to Holy and Dark, and 50% more damage to itself. This makes it the property with the most damage bonuses versus other properties, and the only property where no other property resists it. However, the downside is that monsters with Psychokinesis property are extremely rare, and most skills with Psychokinesis property don’t deal very much damage in the first place.
2. Psychokino Skills
These are the skills Psychokinos possess and what class level they unlock them at. Each skill and attribute are described in detail.
Class Level 1
– Psychic Pressure –
In-Game Description: Concentrate on the tip of your hand to inflict continuous damage with psychokinesis. Inflicts 50% more damage to Mutant-type enemies. Chance to stun enemies.
If the skill hits an Ice Wall, the wall releases ice fragments.
What it does: Psychic Pressure is a channel skill that deals continuous damage at close range, for a maximum duration of 10 seconds. Each hit has a 50% chance to stun enemies.
- Psychic Pressure: Enhance: Increases the skill factor of [Psychic Pressure] by 0.5% per attribute level. +10% added increase at maximum level. (Max level: 100 / Requires Psychic Pressure Lv 1 or above)
- Psychic Pressure: Focus: Reduces damage received while using [Psychic Pressure] by 10%. (Max level: 1)
- This skill can also be used on Fireballs to make them fire missiles.
- It is possible to stun-lock enemies for the full duration of the skill.
- The stun is a Level 1 status ailment.
- The max targets is [Skill Level] + 4 and is not affected by AoE Attack/Defense Ratio.
– Swap –
In-Game Description: Swaps your position with that of a selected enemy. The swapped enemy becomes immobilized.
What it does: Swap is an area target skill that switches your location with anything inside the target circle, then immobilizes them for 2 seconds.
- This skill has no attributes.
- Every level of the skill increases the number of targets you can relocate, making it possible to switch more than one enemy at once.
- Cannot relocate stationary enemies such as Seedmia or Tree Root Crystals.
- Does not work on boss monsters.
- Given its small range, extremely high levels of this skill is not recommended. 5 or lower should be practical enough.
- Good for when you just need things to get in a certain spot, such as on stationary skills like Raise.
- Cannot be used in Unique and Legend Raids.
– Magnetic Force –
In-Game Description: Inflict damage on multiple enemies by pulling them to a targeted area, causing them to collide with each other. Deals 50% additional damage to Mutant-type monsters.
What it does:
In PvE: Magnetic Force is an area target skill. Upon casting the skill, enemy monsters in range stop momentarily for the duration of the skill’s animation. Upon the animation’s end, they get pulled to the center of the targeted area, dealing collision damage if 2 or more enemies are affected.
In PvP: Magnetic Force is an area target skill. Upon casting the skill, enemy players in range are instantly and constantly pulled to the center of the skill until after the animation ends. Deals collision damage if another player, their companion, an object, or summon is also pulled.
- Magnetic Force: Enhance: Increases the skill factor of [Magnetic Force] by 0.5% per attribute level. +10% added increase at maximum level. (Max level: 100 / Requires Magnetic Force Lv 1 or above)
- Magnetic Force: Stun: Enemies hit by [Magnetic Force] have a 5% chance per attribute level to become afflicted with [Stun] for 4 seconds. (Max level: 5)
- The crowd control and pull effects cannot be resisted. The stun from the attribute is considered a Level 1 status effect.
- Max targets is fixed at 10.
- Can pull enemy objects such as Caltrops, Pear of Anguish, etc. If there are enough objects within range, it may render the skill useless.
- When used on non-player enemies (such as objects and summons) in PvP, it will retain it’s PvE effect on those entities.
Class Level 16
– Heavy Gravity –
In-Game Description: Increases the gravitational force on the targeted area to inflict psychokinesis damage. Flying-type monsters within the affected area are changed to ground-type, and Raise tiles around the affected area are removed. Deals 50% additional damage to Mutant-type monsters.
What it does: Heavy Gravity is a magic circle that deals damage and turns flying enemies into ground type for 5 seconds.
- Heavy Gravity: Enhance: Increases the skill factor of [Heavy Gravity] by 0.5% per attribute level. +10% added increase at maximum level. (Max level: 100 / Requires Heavy Gravity Lv 1 or above)
- Heavy Gravity: Slow Movement: Movement speed of enemies in range of [Heavy Gravity] decreases by 2 per attribute level. Will not apply to large, extra large or Boss monster. (Max level: 5)
- Since it pulls flying enemies to the ground, it allows certain ground-only interactions to work on them.
- Removes all Raise magic circles within the skill’s range. Be careful to not remove your own or an allied Kino’s Raise.
- Inflicts a Level 2 status ailment. When resisted, all effects, including damage, are nullified.
- The slow attribute counts for any damage bonuses against slowed enemies.
– Raise –
In-Game Description: Lift nearby enemies up into the air. Enemies in the air are temporarily detected as a Flying-type and cannot evade attacks. Removes nearby [Heavy Gravity] tiles when casted.
What it does: Raise creates a magic circle around yourself that lifts and immobilizes enemies into the air and reduces their Evasion to 0 for 5 seconds. It also turns them into flying-type which allows certain flying-type interactions to happen.
- This skill has no attributes.
- Players and normal monsters cannot resist this skill. Bosses are immune to all of its effects.
- Even though the affected enemies are literally lifted into the air, most attacks can still hit them by attacking where they were before they were Raised, which can somewhat be seen by a small shadow underneath them.
- Skills that only hit ground enemies can still hit enemies in Raise, assuming the Raise’d enemies were ground-type before.
- Every skill level increases max target count by 1. The max target count is not affected by AoE Attack/Defense Ratio.
- Removes all Heavy Gravity circles within the skill’s range. Be careful to not remove your own or an allied Kino’s Heavy Gravity.
- Doubles Fire Pillar’s hit count if a Fire Pillar is present within the Raise circle.
Class Level 31
– Gravity Pole –
In-Game Description: Creates a gravity field in front of you in a line that pulls nearby enemies into it. Deals 50% additional damage to Mutant-type monsters.
What it does: Gravity Pole is a channel skill that immobilizes (or slow in PvP) enemies and damages them for a maximum of 10 seconds.
- Gravity Pole: Enhance: Increases the skill factor of [Gravity Pole] by 0.5% per attribute level. +10% added increase at maximum level. (Max level: 100 / Requires Gravity Pole level 1 or above)
- Gravity Pole: Evasion: Increases your evasion by 50 per attribute level when using [Gravity Pole]. (Max level: 5)
- Gravity Pole: Decreased Defense: Decreases the physical and magical defense of enemies by 4% per attribute level that are pulled by [Gravity Pole]. (Max level: 3)
- Gravity Pole: Slow: Enemies hit by [Gravity Pole] are afflicted with the [Slow] debuff for a 3-second duration. (Max level: 1)
- The slow and immobilize effect cannot be resisted by any means. Boss monsters are immune to the immobilize effect.
- The max number of targets is [Skill Level] + 10. In PvP, it is simply [Skill Level]. This is unaffected by AoE Attack/Defense Ratio.
- Great skill to use in PvE. Non-boss monsters get disabled and have their defenses reduced. Bosses will still have their defenses reduced.
- In PvP, it’s much more trickier to use because it doesn’t disable players but slows them.
- When used on non-player enemies (such as objects and Sorcerer/Necromancer summons) in PvP, it will retain it’s PvE immobilize function.
- The slow attribute will count for any damage bonuses against slowed enemies.
These attributes affect a skill from a different class or affects the class on a wider scale.
~ Psychokino: Teleportation: Increases the overheat of [Teleportation] by +1.
Deleted/Moved Skills and Attributes
The following is a list of skills and attributes that were deleted or moved at some point in the game’s history.
– Teleportation –
Teleportation was moved to Wizard to provide more survival in combat for all Wizard characters. Since this skill still exists and was once, and still is, a core skill for Psychokinos, this guide will still treat it like a Kino skill. Further changes to this skill, if any, will be reflected in this guide.
In-Game Description: Teleport to a random location. Use the arrow keys to choose the direction of the teleportation and the threat level from some monsters that the player was targeted by is reset after the skill is used.
What it does: Casting the skill by itself will warp you to a random location within a certain distance (usually within your screen). Casting the skill while holding down an arrow key in keyboard mode will warp you towards a certain direction, but still within a random distance. In mouse mode, manual teleport can be achieved by holding down a movement key (default: WASD) and placing your mouse cursor on the intended spot. You’ll usually warp right where the mouse cursor is, or in just the general direction where it is if the max distance does not allow teleporting to the intended spot.
- See “Class Attributes”.
- Every skill level increases maximum distance. The distance you teleport to is still random, so you can still end up warping to the spot right next to you regardless of skill level.
- Can be used to go over virtually any obstacles in existence. This allows you to warp to areas that are normally inaccessible without fulfilling certain conditions.
- Can be used to move around if you are immobilized but still able to act. (Example: Being held down by Throw Rete)
- Manual teleporting is very clunky. The max distance is shorter compared to random teleport, and any increased height difference causes it to fail, so it cannot be used to teleport uphill. This applies to both keyboard and mouse mode.
- Has an overheat count of 2 (when it was a Kino skill; it is now 1 by default), allowing you to use it twice before it goes on cooldown.
- If you and your party members are connected by Physical Link, Teleportation causes the linked members to teleport with you.
- Increases maximum distance by 1.5x if you are under the effects of Rune of Giants.
3. Skill Build
A Kino skill build I’d recommend would look like what’s in the screenshot below. Of course, this is not mandatory and you can adjust the build as you see fit.
In the screenshot, you can see I’ve left out 3 points. You can point these wherever you like. I would personally put them into Swap since more damage for Magnetic Force isn’t important.
4. Stat Build
Basically, the short version is that you’ll only ever need INT, CON, and SPR, but let’s refresh ourselves about the stats.
– STR –
STR increases Physical Attack. Ignore this stat.
– CON –
CON increases Max HP, Physical Defense, and Magic Defense. A basic, straightforward stat for better survival. Good to invest in.
– INT –
INT increases Magic Attack. Psychokino skills are magical, so this is an important stat.
– SPR –
SPR increases Healing, Magic Critical Attack, and the skill factor of your summons. It’s way less important compared to INT or CON, but very important if you decide to take Bokor, Sorcerer, and/or Necromancer in your Kino build.
– DEX –
DEX increases Attack Speed and Physical Critical Attack. Like STR, also ignore this stat.
5. Class Synergy
- Wizard -
Lethargy increases damage dealt from magic circles. Heavy Gravity is a magic circle that deals damage. Also, Psychokino has an important attribute for Teleportation.
- Pyromancer -
Plenty of interaction here. Psychic Pressure can be used on Fireballs to make them fire missiles. Although Storm Dust from Elementalist does the same thing, but better. Heavy Gravity will also allow flying monsters to take damage from Flame Ground. Fireballs can be Swapped so you can use that as an alternative to moving Fireballs around. Fire Pillars inside Raise will deal twice the hits.
- Cryomancer -
Great synergy. You can lock down mobs for almost an eternity and you can also use Psychic Pressure on Ice Walls to make those fire multiple ice shards which is a strong offensive combo.
- Elementalist -
Stone Curse doubles the damage of Psychokinesis-property skills. Elemental Essence also affects Psychokinesis-property skills.
- Sorcerer -
No interesting synergy.
- Chronomancer -
No interesting synergy.
- Necromancer -
No interesting synergy.
- Alchemist -
No interesting synergy.
- Rune Caster -
When under the effects of Rune of Giants, Teleportation’s maximum distance increases by 1.5x. None of Psychokino’s skills can be crafted into a skill scroll.
- Warlock -
No interesting synergy.
- Featherfoot -
Psychic Pressure and Swap are unusable during Levitation.
- Sage -
Ultimate Dimension with the “Enlarged Magic Circle” attribute can expand Heavy Gravity and Raise. The slow debuffs from Heavy Gravity and Gravity Pole’s attributes will count for the damage bonus from the “Sage: Maestro of Dimension” attribute.
- Shadowmancer -
Heavy Gravity allows the attributes for Shadow Thorn and Shadow Conjuration to work on flying enemies. Said attributes, however, still work on Raise’d enemies provided they were ground-type beforehand.
- Onmyoji -
Good synergy. The most notable thing is that Firefox Shikigami increases Psychic Pressure’s range and doubles Gravity Pole’s total hit count while switching the property of both skills to fire (in Gravity Pole’s case, it will deal alternating hits of Psychokinesis and Fire property). Heavy Gravity also allows Toyou to hit flying enemies.
- Bokor -
No interesting synergy.
- Taoist -
Since none of Psychokino’s skills are Fire, Ice, nor Lightning, there’s no synergy there unless Onmyoji is also taken. Then, Psychic Pressure and Gravity Pole become Fire property with Fire Fox Shikigami active, which allows some synergy to happen with Taoist.
6. Psychokino Special Costume
^ The costume on a male character
The Psychokino Special Costume can be bought from the Boutique inside the Beauty Shop for 129 TP. It alters the combat stance, and the animation for Psychic Pressure.