My Paladin Support Build (with info)
Created by NegiMiso on Jun 9th 2016 (Last Updated: Jul 4th 2016).
This is a public build.
0
Tips:
1. Do not spend money on attributes early game. Only buy important attributes like Heal:Remove Damage.
2. Try to save money to 1 million if you want to buy Arde Dagger by level 75 (check market price, I bought at 650,000 silver). It is possible if you get money reward from journey log. Arde Dagger is important because Cleric lack of damaging skills. Well, even Wizard use Arde Dagger.
3. Buy buff from Pardoner especially Blessing and Sacrament to boost attack up to 40-200 depending on Pardoner skills. Plus, max level Pardoner spell shop buff will last up to 1 hour.
4. Be aware of Exp reset. At level 46, 86, 136 and 286 grinding become easier. So, use Exp card before these level. After grinding become difficult again, use Exp card. For me, I will use Exp cards to get level 50 and do dungeon until level 60-70. Same goes for level 86 and above.
Please refer : Exp Table
5. At level 50, 90 and so on, do dungeon until you gain like 10 more levels.
Equipment:
1. Cafrisun set
Take note that only Cafrisun set give special buff "12 additional Earth Damage" (add second hit on auto-attack). It is different from "Property Attack"(add property and damage to every hit).
2. Arde Dagger
With Arde Dagger and Cafrisun set, each auto-attack will hit twice+Fire property. First, your normal weapon attack+Fire property. Second, Cafrisun Earth attack+Fire property. Already tested this.
Weapon and shield : You can get from quest or drop. If not, you can always visit market place which is not that expensive for common item. Try to search for the highest value affordable for your level. Do not spend too much money here early game because you will get drop and quest equipment quite frequent.
Stat:
As Cleric and Priest, increase INT to 80/90 or more. Cleric has high SP recovery, so no need for SPR unless you feel that your SP and SP recovery are not enough. Plus, you will get A LOT of SP potion from quest.
Also, when ranking up Cleric, you INT will increase.
As Paladin, go for CON first until you reach 80/100 CON. Either 1:1 or 1:2 STR:CON.
You can leave DEX for now. Cleric don't gain much from DEX. Unless you are building physical damage for Monk or Paladin. I have no problem leveling to level 130 without any extra DEX.
My current build is 1:1:1 INT:CON:STR in order. Once I reach, 100 in INT, CON and STR, I will spend remaining points in CON. Feel free to experiment your stats.
Skils:
Cleric
Heal: Your main damage and support as INT Cleric. Does not hit flying monster. Make sure you get attribute Heal:Remove Damage before entering dungeon. Level MAX.
Cure: Your second damage and support. Flying monster not that hard to kill. Can kill quest boss quickly. For some reason, Flying boss can be hit by Cure. Level MAX or Level 1 if you feel damage with Heal is enough.
Safety Zone: To block damage for you or party's tank. For Cleric 2, Safety Zone attribute can increase block count by 20. Level 5 or MAX.
Deprotected Zone: Reduce enemy's physical defense. Level 0 since we're going for INT Cleric.
Divine Might: Increase skill level by 1 for X times. Level 4 or MAX. Eventhough it only increases skill level by 1, it is still a good buff for party.
Fade: For emergency escape from monster. Level 1 is enough.
Note: For rank 3, you can skip Priest if you want to buy buff from Pardoner, which will last like 1 hour. Sacrament and Blessing level 10 or 15 buff useful to increase auto-attack damage. You can take Dievdirby for SP and cooldown reduction. Honestly, Priest is not a good healer despite the Mass Heal. Priest is more as buffer and support.
Priest
Aspersion: Good for physical defense buff. Need Holy Water to use skill. Level 4 or 5
Monstrance: Increase DEX (12 I think) and decrease enemy's physical defense. Level 1 or spend all remaining points here.
Blessing: Increase damage for a number of hits for 45 seconds (hopefully we will get kTos update to 60 seconds). It is hard to use all the attack count within 45 seconds, but then again, it is very valuable in dungeon and party. Level MAX.
Resurrection: The reason why I choose Priest. To bring back fallen allies. Can resurrect multiple allies with attribute. Level MAX.
Paladin
Smite: Your main damage as Paladin. The range is melee, you will need practice. Does double damage to Devil and Mutant monsters which are very common in dungeon. Level MAX.
Restoration: Increase HP recovery. Good to increase Heal skill's effect. Plus, attribute can increase SP recovery to cover our low SPR. Level 5.
Resist Elements: Buff to resist elemental damage and 15% chance to nullify elemental damage for max level. Dark and Holy element no included. Level MAX.
Turn Undead: Useless in Pvp. Rely on SPR to increase kill chance. Level 0.
Conversion: Change enemies as friendlies. Useless in Pvp and AI is bad from what I heard. Level 0.
Barrier: Useful to protect allies by pushing and keeps enemies away and increase magic defense(and deal magic damage with attribute). Maybe vulnerable to range attacks. Currently unable to keeps player and strong monsters away. Maybe bug. Level MAX.
Conviction: Use this for damage and debuff before Smite. Can reduce enemy's elemental resistance and works well with elemental damage weapon. Earth(is it?), Dark and Holy element no included. Level MAX.
Note: Rank 7 is open for any class.
Oracle : Useful to hunt item.
Priest C2 : Add more support and heal.
Plague Doctor : Useful in Pvp for level 2 CC immunity and level 3 CC cure.
1. Do not spend money on attributes early game. Only buy important attributes like Heal:Remove Damage.
2. Try to save money to 1 million if you want to buy Arde Dagger by level 75 (check market price, I bought at 650,000 silver). It is possible if you get money reward from journey log. Arde Dagger is important because Cleric lack of damaging skills. Well, even Wizard use Arde Dagger.
3. Buy buff from Pardoner especially Blessing and Sacrament to boost attack up to 40-200 depending on Pardoner skills. Plus, max level Pardoner spell shop buff will last up to 1 hour.
4. Be aware of Exp reset. At level 46, 86, 136 and 286 grinding become easier. So, use Exp card before these level. After grinding become difficult again, use Exp card. For me, I will use Exp cards to get level 50 and do dungeon until level 60-70. Same goes for level 86 and above.
Please refer : Exp Table
5. At level 50, 90 and so on, do dungeon until you gain like 10 more levels.
Equipment:
1. Cafrisun set
Take note that only Cafrisun set give special buff "12 additional Earth Damage" (add second hit on auto-attack). It is different from "Property Attack"(add property and damage to every hit).
2. Arde Dagger
With Arde Dagger and Cafrisun set, each auto-attack will hit twice+Fire property. First, your normal weapon attack+Fire property. Second, Cafrisun Earth attack+Fire property. Already tested this.
Weapon and shield : You can get from quest or drop. If not, you can always visit market place which is not that expensive for common item. Try to search for the highest value affordable for your level. Do not spend too much money here early game because you will get drop and quest equipment quite frequent.
Stat:
As Cleric and Priest, increase INT to 80/90 or more. Cleric has high SP recovery, so no need for SPR unless you feel that your SP and SP recovery are not enough. Plus, you will get A LOT of SP potion from quest.
Also, when ranking up Cleric, you INT will increase.
As Paladin, go for CON first until you reach 80/100 CON. Either 1:1 or 1:2 STR:CON.
You can leave DEX for now. Cleric don't gain much from DEX. Unless you are building physical damage for Monk or Paladin. I have no problem leveling to level 130 without any extra DEX.
My current build is 1:1:1 INT:CON:STR in order. Once I reach, 100 in INT, CON and STR, I will spend remaining points in CON. Feel free to experiment your stats.
Skils:
Cleric
Heal: Your main damage and support as INT Cleric. Does not hit flying monster. Make sure you get attribute Heal:Remove Damage before entering dungeon. Level MAX.
Cure: Your second damage and support. Flying monster not that hard to kill. Can kill quest boss quickly. For some reason, Flying boss can be hit by Cure. Level MAX or Level 1 if you feel damage with Heal is enough.
Safety Zone: To block damage for you or party's tank. For Cleric 2, Safety Zone attribute can increase block count by 20. Level 5 or MAX.
Deprotected Zone: Reduce enemy's physical defense. Level 0 since we're going for INT Cleric.
Divine Might: Increase skill level by 1 for X times. Level 4 or MAX. Eventhough it only increases skill level by 1, it is still a good buff for party.
Fade: For emergency escape from monster. Level 1 is enough.
Note: For rank 3, you can skip Priest if you want to buy buff from Pardoner, which will last like 1 hour. Sacrament and Blessing level 10 or 15 buff useful to increase auto-attack damage. You can take Dievdirby for SP and cooldown reduction. Honestly, Priest is not a good healer despite the Mass Heal. Priest is more as buffer and support.
Priest
Aspersion: Good for physical defense buff. Need Holy Water to use skill. Level 4 or 5
Monstrance: Increase DEX (12 I think) and decrease enemy's physical defense. Level 1 or spend all remaining points here.
Blessing: Increase damage for a number of hits for 45 seconds (hopefully we will get kTos update to 60 seconds). It is hard to use all the attack count within 45 seconds, but then again, it is very valuable in dungeon and party. Level MAX.
Resurrection: The reason why I choose Priest. To bring back fallen allies. Can resurrect multiple allies with attribute. Level MAX.
Paladin
Smite: Your main damage as Paladin. The range is melee, you will need practice. Does double damage to Devil and Mutant monsters which are very common in dungeon. Level MAX.
Restoration: Increase HP recovery. Good to increase Heal skill's effect. Plus, attribute can increase SP recovery to cover our low SPR. Level 5.
Resist Elements: Buff to resist elemental damage and 15% chance to nullify elemental damage for max level. Dark and Holy element no included. Level MAX.
Turn Undead: Useless in Pvp. Rely on SPR to increase kill chance. Level 0.
Conversion: Change enemies as friendlies. Useless in Pvp and AI is bad from what I heard. Level 0.
Barrier: Useful to protect allies by pushing and keeps enemies away and increase magic defense(and deal magic damage with attribute). Maybe vulnerable to range attacks. Currently unable to keeps player and strong monsters away. Maybe bug. Level MAX.
Conviction: Use this for damage and debuff before Smite. Can reduce enemy's elemental resistance and works well with elemental damage weapon. Earth(is it?), Dark and Holy element no included. Level MAX.
Note: Rank 7 is open for any class.
Oracle : Useful to hunt item.
Priest C2 : Add more support and heal.
Plague Doctor : Useful in Pvp for level 2 CC immunity and level 3 CC cure.
Rank 1
Cleric |
5 / 5 2 Heal: Enhance Type: Passive * Increases the damage and heal factor of [Heal] by 0.5% per attribute level * +10% added bonus at maximum level Cleric 1st Circle required Heal: Creating Extra Type: Active * Adds a 2% chance per attribute level of being automatically healed when using [Heal] * Increases SP consumption by 20% Cleric 1st Circle required Heal: Remove Damage Type: Active * [Heal] will not inflict damage nor react to enemies * Increases SP consumption by 10% Cleric 1st Circle required Heal: Open Sanctuary Type: Active * Extends the effects of [Heal] to neutral characters. Cleric 1st Circle required Heal: Exclude Summons Type: Active * Keeps [Heal] effects from applying to summons. Cleric 1st Circle required Heal: Linger Type: Active * Applies a buff that continuously restores the HP of allies healed with Heal or Mass Heal * The buff lasts 10 sec and restores HP in a value equal to [attribute level x 5]% of your Healing stat * Increases SP consumption by 30% Cleric 3rd Circle required Heal [Magic] - [Holy] Creates a magic circle in front of you, healing allies or damaging enemies. Does not affect airborne enemies. Amount of HP recovered depends on the target's maximum HP. Recovery increases with the casting character's INT and SPR. Level 5: Attack 228% Heal factor 228% Magic circle duration 40 sec No. of heal circles 5 SP: 38 Type: Magic / Buff Cooldown: 22s Element: 5 / 5 Cure: Enhance Type: Passive * Increases the damage dealt on an enemy with [Cure] by 0.5% per attribute level * +10% added damage at maximum level Cleric 1st Circle required Cure: Damage Interval Type: Active * Decreases the interval of [Cure]'s magic circle by 0.2 seconds * Increases SP consumption by 20% Cleric 2nd Circle required Cure [Magic] - [Holy] Creates a magic circle that removes a Lv1 status ailment from allies or inflicts damage to enemies. Does not affect airborne enemies. Level 5: 0.4 second attack 103% No. of Hits: 18 Magic Circle Duration: 10 seconds SP: 42 Type: Magic / Buff Cooldown: 27s Element: 5 / 5 Safety Zone: Increased Range Type: Active * Increases range applied by [Safety Zone] to 15 * Increases SP consumption by 80% Cleric 1st Circle required Safety Zone: Block Count Type: Active * Increases block count of [Safety Zone] by 1 per attribute level * Increases SP consumption by 10% Cleric 2nd Circle required Safety Zone Creates a magic circle that blocks incoming attacks. Level 5: Blocks: 10 times Magic Circle Duration: 20 seconds SP: 47 Type: Magic / Buff Cooldown: 48s Element: |
Rank 2
Cleric |
10 / 10 2 Heal: Enhance Type: Passive * Increases the damage and heal factor of [Heal] by 0.5% per attribute level * +10% added bonus at maximum level Cleric 1st Circle required Heal: Creating Extra Type: Active * Adds a 2% chance per attribute level of being automatically healed when using [Heal] * Increases SP consumption by 20% Cleric 1st Circle required Heal: Remove Damage Type: Active * [Heal] will not inflict damage nor react to enemies * Increases SP consumption by 10% Cleric 1st Circle required Heal: Open Sanctuary Type: Active * Extends the effects of [Heal] to neutral characters. Cleric 1st Circle required Heal: Exclude Summons Type: Active * Keeps [Heal] effects from applying to summons. Cleric 1st Circle required Heal: Linger Type: Active * Applies a buff that continuously restores the HP of allies healed with Heal or Mass Heal * The buff lasts 10 sec and restores HP in a value equal to [attribute level x 5]% of your Healing stat * Increases SP consumption by 30% Cleric 3rd Circle required Heal [Magic] - [Holy] Creates a magic circle in front of you, healing allies or damaging enemies. Does not affect airborne enemies. Amount of HP recovered depends on the target's maximum HP. Recovery increases with the casting character's INT and SPR. Level 10: Attack 228% Heal factor 228% Magic circle duration 40 sec No. of heal circles 10 SP: 68 Type: Magic / Buff Cooldown: 22s Element: 10 / 10 Cure: Enhance Type: Passive * Increases the damage dealt on an enemy with [Cure] by 0.5% per attribute level * +10% added damage at maximum level Cleric 1st Circle required Cure: Damage Interval Type: Active * Decreases the interval of [Cure]'s magic circle by 0.2 seconds * Increases SP consumption by 20% Cleric 2nd Circle required Cure [Magic] - [Holy] Creates a magic circle that removes a Lv1 status ailment from allies or inflicts damage to enemies. Does not affect airborne enemies. Level 10: 0.4 second attack 103% No. of Hits: 28 Magic Circle Duration: 15 seconds SP: 75 Type: Magic / Buff Cooldown: 27s Element: 4 / 5 Divine Might: Devil-type Damage Type: Active * Deals damage equal to 100% of magic attack to nearby Devil-type monsters when using [Divine Might] * Increases SP consumption by 10% Cleric 2nd Circle required Divine Might Temporarily increases the skill levels of you and your party members by 1. Level 4: Applies 4 times Duration: 60 seconds SP: 38 Type: Magic / Buff Cooldown: 27s 1 / 5 Fade Erases the threat of monsters making them stop any attacks on you. Level 1: Duration: 12 seconds SP: 24 Type: Magic / Buff Cooldown: 40s Element: |
Rank 3
Priest |
4 / 5 Aspersion: Enhance Type: Passive * Increases the damage dealt on an enemy with [Aspersion] by 0.5% per attribute level * +10% added damage at maximum level Priest 1st Circle required Aspersion [Magic] - [Holy] Sprinkle holy water to help increase the physical defense of you and your allies and to inflict damage to enemies. Level 4: Attack: 212% Physical Defense: +150 Targets: 10 Duration: 300 seconds Consumes 1 Holy Water SP: 50 Type: Magic / Attack Cooldown: 20s Element: 1 / 5 Monstrance: Buff Duration Type: Active * Increases duration of the [Monstrance] buff by 60 second per attribute level * Increases SP consumption by 20% Priest 1st Circle required Monstrance Creates a magic circle in front to reduce enemy evasion and physical defenses within range. The effect is maintained for a certain amount of time even if it is out of the scope of the magic circle. When casting, nearby party members receive increased DEX. Level 1: Increases ally's DEX stat Enemy's Evasion: -6 Decreases enemy's defense by 10% Duration for allies: 20 seconds Duration for enemies 30 seconds SP: 27 Type: Magic / Buff Cooldown: 20s Element: 5 / 5 Blessing: Enhance Type: Passive * Increases additional damage of [Blessing] by 1% per attribute level Lv3 Blessing required Blessing: Additional Buff Type: Active * Increases number of targets for [Blessing] by 1 per attribute level * Increases SP consumption by 10% Priest 1st Circle required Blessing Gives a blessing granting additional damage to the attacks of your party members and allies. Level 5: Additional Damage: +155 Allies Affected: 2 Duration: 300 seconds Consumes 1 Holy Powder SP: 67 Type: Magic / Buff Cooldown: 35s Element: 5 / 5 Resurrection: Revive Count Type: Active * Increases number of targets that can be revived with [Resurrection] by 1 per attribute level * Increases SP consumption by 10% Priest 1st Circle required Resurrection Resurrects a target that has been defeated in combat. In Team Battle League, allows for 1 resurrection per round. Level 5: Attack: 352% Casting Time: 2 seconds Restores 25% of target's HP after resurrection No. of Targets: 1 SP: 76 Type: Magic / Buff Cooldown: 30s Element: |
Rank 4
Paladin |
5 / 5 3 Smite: Enhance Type: Passive * Increases the damage dealt on an enemy with [Smite] by 0.5% per attribute level * +10% added damage at maximum level Paladin 1st Circle required Smite: Knockdown Damage Type: Active * Deals damage equal to 50% of physical attack to enemies knocked into the air by [Smite], on landing * Effect only activates when attribute is ON * Increases SP consumption by 10% Paladin 1st Circle required Smite [Physical] - [Strike] [{img tooltip_speedofatk}Attack Speed] Strike down enemies with a powerful attack. Deals triple damage to Mutant and Devil-type enemies. Level 5: Attack: 342% AoE Attack Ratio: 4 SP: 80 Type: Melee / Attack Cooldown: 9s 5 / 5 Restoration: Enhance Type: Passive * Increases HP recovery effect of [Restoration] by 1 per attribute level Lv3 Restoration required Restoration: SP Recovery Type: Active * Increases SP recovery while [Restoration] is active * Increases SP recovery by 10 per attribute level * Increases SP consumption by 20% Paladin 1st Circle required Restoration Activate aura and increase HP recovery of allies nearby. Level 5: HP Recovery: +380 Aura Duration: 300 seconds SP: 126 Type: Magic / Buff Cooldown: 60s Element: 5 / 5 Resist Elements: Resistance Type: Active * Increases the chance of nullifying Fire, Ice, Lightning, Poison and Earth property attacks by 0.8% per attribute level when [Resist Elements] is active * Increases SP consumption by 10% Paladin 1st Circle required Resist Elements: Enhance Type: Passive * Increases property resistance of [Resist Elements] by 1 per attribute level Lv3 Resist Elements required Resist Elements Temporarily increases the Fire, Ice, Lightning, Poison and Earth property resistances of you and your party members and has a chance of nullifying the listed property attacks. Decreases the magic defense of nearby enemies on cast. Level 5: Property Resistance +49 Property Damage Reduction: +12.5% Nullification Chance 5% Enemy Magic Defense: -8% Duration: 85 seconds SP: 90 Type: Magic / Buff Cooldown: 180s Element: |
Rank 5
Paladin |
10 / 10 3 Smite: Enhance Type: Passive * Increases the damage dealt on an enemy with [Smite] by 0.5% per attribute level * +10% added damage at maximum level Paladin 1st Circle required Smite: Knockdown Damage Type: Active * Deals damage equal to 50% of physical attack to enemies knocked into the air by [Smite], on landing * Effect only activates when attribute is ON * Increases SP consumption by 10% Paladin 1st Circle required Smite [Physical] - [Strike] [{img tooltip_speedofatk}Attack Speed] Strike down enemies with a powerful attack. Deals triple damage to Mutant and Devil-type enemies. Level 10: Attack: 419% AoE Attack Ratio: 4 SP: 132 Type: Melee / Attack Cooldown: 9s 10 / 10 Resist Elements: Resistance Type: Active * Increases the chance of nullifying Fire, Ice, Lightning, Poison and Earth property attacks by 0.8% per attribute level when [Resist Elements] is active * Increases SP consumption by 10% Paladin 1st Circle required Resist Elements: Enhance Type: Passive * Increases property resistance of [Resist Elements] by 1 per attribute level Lv3 Resist Elements required Resist Elements Temporarily increases the Fire, Ice, Lightning, Poison and Earth property resistances of you and your party members and has a chance of nullifying the listed property attacks. Decreases the magic defense of nearby enemies on cast. Level 10: Property Resistance +80 Property Damage Reduction: +25% Nullification Chance 10% Enemy Magic Defense: -8% Duration: 110 seconds SP: 147 Type: Magic / Buff Cooldown: 180s Element: |
Rank 6
Paladin |
15 / 15 3 Smite: Enhance Type: Passive * Increases the damage dealt on an enemy with [Smite] by 0.5% per attribute level * +10% added damage at maximum level Paladin 1st Circle required Smite: Knockdown Damage Type: Active * Deals damage equal to 50% of physical attack to enemies knocked into the air by [Smite], on landing * Effect only activates when attribute is ON * Increases SP consumption by 10% Paladin 1st Circle required Smite [Physical] - [Strike] [{img tooltip_speedofatk}Attack Speed] Strike down enemies with a powerful attack. Deals triple damage to Mutant and Devil-type enemies. Level 15: Attack: 496% AoE Attack Ratio: 4 SP: 184 Type: Melee / Attack Cooldown: 9s 15 / 15 Resist Elements: Resistance Type: Active * Increases the chance of nullifying Fire, Ice, Lightning, Poison and Earth property attacks by 0.8% per attribute level when [Resist Elements] is active * Increases SP consumption by 10% Paladin 1st Circle required Resist Elements: Enhance Type: Passive * Increases property resistance of [Resist Elements] by 1 per attribute level Lv3 Resist Elements required Resist Elements Temporarily increases the Fire, Ice, Lightning, Poison and Earth property resistances of you and your party members and has a chance of nullifying the listed property attacks. Decreases the magic defense of nearby enemies on cast. Level 15: Property Resistance +112 Property Damage Reduction: +37.5% Nullification Chance 15% Enemy Magic Defense: -8% Duration: 135 seconds SP: 204 Type: Magic / Buff Cooldown: 180s Element: 5 / 5 Barrier: Holy Damage Type: Active * Deals damage equal to 20% magic attack per attribute level to enemies hit with [Barrier] * Increases SP consumption by 10% Paladin 3rd Circle required Barrier: Distant Defense Type: Active * While inside [Barrier], damage received from missile or force attacks decreases by 10% per attribute level * Increases SP consumption by 20% Paladin 3rd Circle required Barrier: Increased Range Type: Active * Increases the range of Barrier by 2 times * Increases SP consumption by 10% Paladin 3rd Circle required Barrier: Devotion Type: Active * Directs damage inflicted to party members inside [Barrier] to the casting Paladin * Increases physical defense by 4% per attribute level when the casting Paladin is inside [Barrier] * Increases SP consumption by 30% Paladin 3rd Circle required Barrier Push enemies away and create a barrier of protection which doesn't allow others to enter for some time. Increases the magic defense of allies who are inside the barrier. Level 5: Magic defense +130 Duration 60 sec Consumes Holy Water x10 SP: 107 Type: Magic / Buff Cooldown: 40s Element: 5 / 5 3 Conviction: Enhance Type: Passive * Increases the damage dealt on an enemy with [Conviction] by 0.5% per attribute level * +10% added damage at maximum level Paladin 3rd Circle required Conviction [Physical] - [Strike] [{img tooltip_speedofatk}Attack Speed] Attacks an enemy marking them as a traitor. Reduces resistance to Fire, Ice, Lightning and Poison of an enemy that receives the attack. Deals additional damage to a stunned enemy. Level 5: Attack: 526% x 2 AoE Attack Ratio: 4 Property Resistance: -100 SP: 98 Type: Melee / Attack Cooldown: 26s |
Rank 7
Oracle |
5 / 5 Arcane Energy: Additional Damage Type: Active * Enemies receive Holy damage equal to the attribute level within the range of [Arcane Energy] * Increases SP consumption by 10% Oracle 1st Circle required Arcane Energy: Duration Type: Active * Increases duration of [Arcane Energy] by 1 min per attribute level * Increases SP consumption by 20% Oracle 1st Circle required Arcane Energy Increases the maximum SP and STA of you and your party members. Level 5: Maximum SP: +15% Maximum STA: +25 Duration: 30 minutes SP: 129 Type: Magic / Buff Cooldown: 49s 1 / 5 2 Change: Winning Type: Active * A monster that is transformed by [Change] will have the Item Jackpot Effect with a 0.05% chance per attribute level * Increases SP consumption by 30% Oracle 1st Circle required Change Changes the monster in front of you to a different monster with a similar level. Level 1: Target Level: -1 ~ +1 SP: 67 Type: Magic / Attack Cooldown: 60s 1 / 1 Clairvoyance Predict and show which item the monster will drop in advance. Level 1: Applied instantly after using Resetting Maximum Level: 1 SP: 66 Type: Magic / Buff Cooldown: 20s 1 / 5 Counter Spell: Enemy Target Type: Active * [Counter Spell] removes only enemy magic circles * Increases SP consumption by 20% Oracle 1st Circle required Counter Spell When casting, removes the magic circle around and summons the magic circle for blocking the magic attack. Cooldown reduces with skill level. Level 1: Removes nearby magic circles Maximum Duration: 10 Cooldown -1 second(s) SP: 78 Type: Magic / Attack Cooldown: 59s 1 / 1 Forecast: Duration Type: Active * Increases duration of [Forecast] by 1 minute per attribute level * Increases SP consumption by 20% Oracle 1st Circle required Forecast: Increased Nullification Type: Active * Increases chances to nullify an enemy's attack while activating [Forecast] by 1% per attribute level * Increases SP consumption by 10% Oracle 1st Circle required Forecast Show in advance where the enemy will attack you and your party members. Level 1: Evasion: +100 Duration: 300 seconds Level 1 master SP: 63 Type: Magic / Buff Cooldown: 30s 1 / 1 2 Resetting Change the item dropped from an enemy to a different item. You will be notified when an item is changed. Level 1: Changes a dropped item Maximum Level: 1 SP: 69 Type: Magic / Buff Cooldown: 150s 5 / 5 Prophecy: Additional Damage Type: Active * Enemies within the range of [Prophecy] receive damage proportional to that of magic attack * Damage rate increases with attribute level * Increases SP consumption by 10% Oracle 3rd Circle Required Prophecy Grants a temporary effect preventing Lv. 1 status ailments to nearby party members. Level 5: Duration 25 seconds Applies 5 times SP: 78 Type: Magic / Attack Cooldown: 30s |
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