[Apr 25th 2018] New classes have been added to the skill simulator!

A Link to the Past V2 (2018)

Created by Rubiss on Feb 27th 2016 (Last Updated: Jul 16th 2018).
This is a public build.
47
Full support Linker/Chronomancer. Best used in a party. It has a semi-hard time soloing past Rank 5. Go and make some friends.

The stat build to use with this build is...

CON - 50 (Not firm. Adjust to your liking)
SPR - Everything else (get this as high as you can)

There is no ratio. You pumped SPR forever. The reason for this is that in an ideal party scenario, every stat is accounted for with Lifeline, except SPR, which you bring. On top of everything else, most of your skills scale of SPR too.

=========================================
Rank 1 - Wizard

Lethargy 5/5 - An okay debuff to physical and magical attack on enemies. Lowers evasion too which is nice. Could probably get away with 1 point in this.

Sleep 5/5 - Sleep is a great crowd-control (CC) ability. Even at level 5, it gives you and your party a few seconds to reposition and dish out a bit more damage uninterrupted.

Reflect Shield 0/5 - Not great, but might have some uses in end-game where damage is really high. Kind of up to you. I usually pass on this.
=========================================

Rank 2 - Wizard

Lethargy 10/10 - See above. 10% less incoming damage is pretty decent. Not much else to really get here.

Sleep 10/10 - See above

Surecast 5/5 - Great skill to help keep your spells from being interrupted. While Rune of Protection makes this a bit redundant later, it's good casters and can be shared through links. This skill will pay off later.

Magic Missile 5/5 - A good skill. Decent damage early game and works well with Linker. Your best friend for quite some time.
=========================================

Rank 3 - Linker

Joint Penalty 5/5 - This is the one skill that defines a Linker. You are expected to max it. It shares damage to everyone tethered together and can raise Lightning, Earth and Poison damage when you buy the attribute by 50%. Must have.

Hangman's Knot 5/5 - A decent CC ability which exists mostly to stack enemies together for some heavy damage. You almost always use this after casting Joint Penalty.

The rest of your points are saved for Rank 4.
=========================================

Rank 4 - Linker

Joint Penalty 10/10 - See above.

Spiritual Chain 5/5 - This skill can pass certain single target buffs to the party. It is extremely helpful. It has been buffed immensely and raises your linked party's magical attack based on it's skill level * 3%.

Spirit Shock 5/5 - One of your few damage skills. It scales of SPR so it's always going to hit reasonably well. If you want to put more points into Hangman's Knot, you can. Overall, a fully invested Hangman's Knot can double your CC duration on it, but going from 2 seconds to 4 seconds isn't really worth 10 more points in my opinion.

The rest of your points are saved for Rank 5
=========================================

Rank 5 - Linker

Joint Penalty 10/10 - See above.

Spiritual Chain 10/10 - See above.

Spirit Shock 10/10 - See above.

Lifeline 5/5 - Shares the highest stat point between all party members to each other. This is the reason we went Linker 3 at all. Must max. Combine this with Pass to maximize the uptime of this.

=========================================

Rank 6 - Chronomancer

Quicken 5/5 - A very handy buff, not just for the attack speed but the attribute which raises the party's critical hit rate. The evasion penalty does not matter when you hit the next rank.

Reincarnate 1/5 - This is taken to revive monsters who are shining as well as certain mini-bosses to kill them more than once. It's really only worth one point as further points increases the duration.

Stop 1/5 - The ultimate CC ability in your kit. Used to give the party some time to breathe and reposition. It could use more points, but there are more important things to get.

Slow 3/5 - An excellent debuffing skill which keeps ranged players very safe.

Save the rest of your points for the next rank. You're going to want to be able to buy a certain skill asap.

=========================================

Rank 7 - Chronomancer

Quicken 10/10 - See above.

Haste 5/5 - Your most used skill. The movement is great but the attribute which raises evasion is what makes this skill amazing. Must have. Must max. This is why we saved 5 points from Rank 6. Get this skill as soon as possible.

Keep on saving points. There are some skills you're going to want to max out as soon as you can next rank.

=========================================

Rank 8 - Chronomancer

Quicken 15/15 - See above.

Reincarnate 1/15 - See above.

Stop 1/15 - See above.

Slow 12/15 - I wish I could put more points into this, but the other skills are just better.

Haste 10/10 - See above. Get after Pass.

Backmasking 1/5* - This is taken to save lives and farm bosses. It rewinds time in an area around you. Points into this raises the radius of the effect. We don't really need that but you can pull points out of slow to raise this up if you want.

Pass 5/5 - Must max without question. Reduces all CDs (except itself) in the party. You will almost always be spamming this whenever it is up for a huge boost in party DPS. Max this before anything else. This is why we saved points for so long.

======================================================

Rank 9 - Rune Caster

Good luck unlocking this class.

Rune of Destruction 5/5 - Very good damage and your wizard DPS friends will love you. Not only do you lower the magic defense of all enemies hit by this by 15%, but you get the base effect of making enemies reflect magic damage to other enemies. The synergy is real good.

Rune of Justice 5/5 - Could probably ignore this and put some points into Rune of Ice to help Ice friends, but I think the damage on Justice is worth getting. Rune of Giants can mess some players up, so this is really your only option.

Rune of Protection 5/5 - This is where Linker really shines. You can pass along the buff which not only keeps your party from having their skills interrupted, but it makes it so that you can't be knocked down or knocked back too. Very handy at end-game.

======================================================
Sorcerer - Rank 10

Our options are a bit limited at the end here. We want something that will benefit our high SPR while also helping buff the party, as that's what we do. I think Sorcerer fits this pretty well.

Summoning 5/5 - Okay damage, if you invest in the right card (Temple Shooter).

Summon Familiar 4/5* - More burst damage. Works well with links. Can be 5/5 if you really don't want a flame friend with you.

Summon Salamion 1/5* - Another helper. Can put more points into this if you want. Between this and Familiar, it's at your discretion.

Summon Servant 5/5 - One of the biggest reasons we went got this class. The buffs are welcome.
Copy Build
Rank 1
circle 1
Wizard
0 / 5
3
Energy Bolt
Wizard11 Wizard4
Energy Bolt: Enhance
Type: Passive
* Increases the damage dealt on an enemy with [Energy Bolt] by 0.5% per attribute level
* +10% added damage at maximum level

Wizard 1st Circle required
Energy Bolt: Additional Sleep Damage
Type: Active
* Deals additional damage equal to 40% of magic attack per attribute level when attacking an enemy under [Sleep] with [Energy Bolt]
* Increases SP consumption by 10%

Wizard 1st Circle required
Energy Bolt

[Magic]
Gather powerful magical energy and launch it
towards an enemy.

Level 1:
Attack: 109% x 2
AoE Attack Ratio: 1
SP: 12

Type: Magic / Attack
Cooldown: 9s
5 / 5
Lethargy
Lethargy: Strike Speciality
Type: Active
* Enemies affected by [Lethargy] receive 10% additional damage per attribute level with [Strike] attacks
* Increases SP consumption by 10%

Wizard 3rd Circle required
Lethargy: Tile Speciality
Type: Active
* Magic circle damage on enemies afflicted with [Lethargy] increases by 3% per attribute level

Wizard 2nd Circle required
Lethargy

Makes an enemy lethargic.

Level 5:
Physical attack -5%
Magic attack -5%
Evasion -25
Damage from magic circles +20%
[Lethargy] Duration 20 sec
SP: 24

Type: Magic / Buff
Cooldown: 20s
5 / 5
Sleep
Wizard25
Sleep: Dream Eater
Type: Active
* Limit of attacks of [Sleep] decreases by 80% (min. 1 time)
* Enemies affected by [Sleep] will receive 200% damage from Non-Property and Psychokinesis magic attacks

Sleep Lv6, Wizard C2 required
Sleep

Makes an enemy fall asleep. The enemy awakens once you've reached your limit of attacks.

Level 5:
[Sleep] Duration: 7 seconds
Attack Threshold: 5
SP: 30

Type: Magic / Buff
Cooldown: 25s
0 / 5
Magic Shield
Magic Shield: SPR Efficiency
Type: Active
* SP consumption of [Magic Shield] per hit decreases by [attribute level]% of your SPR

Wizard 2nd Circle required
Magic Shield

Create a protective shield that absorbs enemy's attack. 1% of your maximum SP is consumed every time the damage absorbed.

Level 1:
Damage reduction 20%
Duration: 300 seconds
Applies 1 times
SP: 0

Type: Magic / Buff
Cooldown: 45s
0 / 5
3
Earthquake
Wizard13 Wizard23
Earthquake: Enhance
Type: Passive
* Increases the damage dealt on an enemy with [Earthquake] by 0.5% per attribute level
*+10% added damage at maximum level

Wizard 1st Circle required
Earthquake: Remove Knockdown
Type: Active
* Removes knockdown of [Earthquake]
Increases SP consumption by 10%

Wizard 1st Circle required
Earthquake

[Magic] - [Earth]
Inflicts damage on an enemy by creating a powerful earthquake in front of you.

Level 1:
Attack: 266%
AoE Attack Ratio: 4
SP: 16

Type: Magic / Attack
Cooldown: 17s
Element: Earth
Rank 2
circle 2
Wizard
0 / 10
3
Energy Bolt
Wizard11 Wizard4
Energy Bolt: Enhance
Type: Passive
* Increases the damage dealt on an enemy with [Energy Bolt] by 0.5% per attribute level
* +10% added damage at maximum level

Wizard 1st Circle required
Energy Bolt: Additional Sleep Damage
Type: Active
* Deals additional damage equal to 40% of magic attack per attribute level when attacking an enemy under [Sleep] with [Energy Bolt]
* Increases SP consumption by 10%

Wizard 1st Circle required
Energy Bolt

[Magic]
Gather powerful magical energy and launch it
towards an enemy.

Level 1:
Attack: 109% x 2
AoE Attack Ratio: 1
SP: 12

Type: Magic / Attack
Cooldown: 9s
10 / 10
Lethargy
Wizard24
Lethargy: Strike Speciality
Type: Active
* Enemies affected by [Lethargy] receive 10% additional damage per attribute level with [Strike] attacks
* Increases SP consumption by 10%

Wizard 3rd Circle required
Lethargy: Tile Speciality
Type: Active
* Magic circle damage on enemies afflicted with [Lethargy] increases by 3% per attribute level

Wizard 2nd Circle required
Lethargy

Makes an enemy lethargic.

Level 10:
Physical attack -10%
Magic attack -10%
Evasion -50
Damage from magic circles +20%
[Lethargy] Duration 20 sec
SP: 38

Type: Magic / Buff
Cooldown: 20s
10 / 10
Sleep
Wizard25
Sleep: Dream Eater
Type: Active
* Limit of attacks of [Sleep] decreases by 80% (min. 1 time)
* Enemies affected by [Sleep] will receive 200% damage from Non-Property and Psychokinesis magic attacks

Sleep Lv6, Wizard C2 required
Sleep

Makes an enemy fall asleep. The enemy awakens once you've reached your limit of attacks.

Level 10:
[Sleep] Duration: 12 seconds
Attack Threshold: 10
SP: 44

Type: Magic / Buff
Cooldown: 25s
0 / 10
Magic Shield
Wizard2
Magic Shield: SPR Efficiency
Type: Active
* SP consumption of [Magic Shield] per hit decreases by [attribute level]% of your SPR

Wizard 2nd Circle required
Magic Shield

Create a protective shield that absorbs enemy's attack. 1% of your maximum SP is consumed every time the damage absorbed.

Level 1:
Damage reduction 20%
Duration: 300 seconds
Applies 1 times
SP: 0

Type: Magic / Buff
Cooldown: 45s
0 / 10
3
Earthquake
Wizard13 Wizard23
Earthquake: Enhance
Type: Passive
* Increases the damage dealt on an enemy with [Earthquake] by 0.5% per attribute level
*+10% added damage at maximum level

Wizard 1st Circle required
Earthquake: Remove Knockdown
Type: Active
* Removes knockdown of [Earthquake]
Increases SP consumption by 10%

Wizard 1st Circle required
Earthquake

[Magic] - [Earth]
Inflicts damage on an enemy by creating a powerful earthquake in front of you.

Level 1:
Attack: 266%
AoE Attack Ratio: 4
SP: 16

Type: Magic / Attack
Cooldown: 17s
Element: Earth
5 / 5
Surespell
Surespell

Skills being cast cannot be interrupted by enemy attacks.

Level 5:
Targets (excluding caster) 4
Duration 300 sec
SP: 36

Type: Magic / Buff
Cooldown: 60s
5 / 5
3
Magic Missile
Wizard12
Magic Missile: Enhance
Type: Passive
* Increases the damage dealt on an enemy with [Magic Missile] by 0.5% per attribute level
*+10% added damage at maximum level

Wizard 2nd Circle required
Magic Missile

[Magic]
Attack continuously with magic bullets. New bullets are shot if it successfully targets an enemy.

Level 5:
Attack: 228% x 3
Bullet Count: 3
SP: 40

Type: Magic / Attack
Cooldown: 17s
Rank 3
circle 1
Linker
0 / 1
Unbind
Linker7
Unbind: Enemy Damage
Type: Active
* Deals damage equal to 100% magic attack to enemies when link from [Unbind] is about to disconnect
* Increases by 10% per attribute level from Lv. 2
* Increases SP consumption by 10%

Linker 1st Circle required
Unbind

Disconnect all links.

Level 1:
Disconnect all links at once.
Maximum Level: 1
SP: 43

Type: Magic / Buff
Cooldown: 0s
0 / 5
Physical Link
Linker1
Physical Link: Defense
Type: Active
* Increases physical defense by [connected party members * attribute level]% when [Physical Link] is active
* Increases SP consumption by 10%

Linker 1st Circle required
5 / 5
Joint Penalty
Linker8 Linker9 Linker10
Joint Penalty: Lightning
Type: Active
* Lightning property skill attacks deal 10% additional damage per attribute level on enemies affected by [Joint Penalty]
* Increases SP consumption by 10%

Linker 1st Circle required
Joint Penalty: Poison
Type: Active
* Poison property skill attacks deal 10% additional damage per attribute level on enemies affected by [Joint Penalty]
* Increases SP consumption by 10%

Linker 1st Circle required
Joint Penalty: Earth
Type: Active
* Deals 10% additional damage per attribute level of the Earth property attack to enemies affected by [Joint Penalty]
* Increases SP consumption by 10%

Linker 1st Circle required
Joint Penalty

Links enemies to attack all at once. Can be canceled by the Unbind skill.

Level 5:
Maximum Link Numbers: 5
Count Limit: 9
Duration: 35 seconds
SP: 87

Type: Magic / Buff
Cooldown: 22s
5 / 5
Hangman's Knot
Linker2 Linker6
Hangman's Knot: Additional Damage
Type: Active
* Enemies hit by [Hangman's Knot] will receive additional damage equal to 20% magic attack per attribute level
* Increases SP consumption by 10%

Lv3 Hangman's Knot required
Hangman's Knot: Focused Attack
Type: Active
* AoE defense ratio of enemies gathered by [Hangman's Knot] is fixed to 1
* Enemies gathered by [Hangman's Knot] takes additional 5% damage per attribute level
* Increases SP consumption by 10%

Linker 1st Circle required
Hangman's Knot

Tighten the link to gather up the linked enemies in front of you.

Level 5:
[Bind] Duration: 2 seconds
SP: 71

Type: Magic / Buff
Cooldown: 15s
Rank 4
circle 2
Linker
0 / 1
Unbind
Linker7
Unbind: Enemy Damage
Type: Active
* Deals damage equal to 100% magic attack to enemies when link from [Unbind] is about to disconnect
* Increases by 10% per attribute level from Lv. 2
* Increases SP consumption by 10%

Linker 1st Circle required
Unbind

Disconnect all links.

Level 1:
Disconnect all links at once.
Maximum Level: 1
SP: 43

Type: Magic / Buff
Cooldown: 0s
0 / 10
Physical Link
Linker1
Physical Link: Defense
Type: Active
* Increases physical defense by [connected party members * attribute level]% when [Physical Link] is active
* Increases SP consumption by 10%

Linker 1st Circle required
10 / 10
Joint Penalty
Linker8 Linker9 Linker10
Joint Penalty: Lightning
Type: Active
* Lightning property skill attacks deal 10% additional damage per attribute level on enemies affected by [Joint Penalty]
* Increases SP consumption by 10%

Linker 1st Circle required
Joint Penalty: Poison
Type: Active
* Poison property skill attacks deal 10% additional damage per attribute level on enemies affected by [Joint Penalty]
* Increases SP consumption by 10%

Linker 1st Circle required
Joint Penalty: Earth
Type: Active
* Deals 10% additional damage per attribute level of the Earth property attack to enemies affected by [Joint Penalty]
* Increases SP consumption by 10%

Linker 1st Circle required
Joint Penalty

Links enemies to attack all at once. Can be canceled by the Unbind skill.

Level 10:
Maximum Link Numbers: 8
Count Limit: 11
Duration: 60 seconds
SP: 120

Type: Magic / Buff
Cooldown: 22s
5 / 10
Hangman's Knot
Linker2 Linker6
Hangman's Knot: Additional Damage
Type: Active
* Enemies hit by [Hangman's Knot] will receive additional damage equal to 20% magic attack per attribute level
* Increases SP consumption by 10%

Lv3 Hangman's Knot required
Hangman's Knot: Focused Attack
Type: Active
* AoE defense ratio of enemies gathered by [Hangman's Knot] is fixed to 1
* Enemies gathered by [Hangman's Knot] takes additional 5% damage per attribute level
* Increases SP consumption by 10%

Linker 1st Circle required
Hangman's Knot

Tighten the link to gather up the linked enemies in front of you.

Level 5:
[Bind] Duration: 2 seconds
SP: 71

Type: Magic / Buff
Cooldown: 15s
5 / 5
Spiritual Chain
Linker4 Linker12
Spiritual Chain: Duration
Type: Active
* Increases the duration of [Spiritual Chain] by 1 second per attribute level
* Increases SP consumption by 10%

Linker 2nd Circle required
Spiritual Chain: Enhance
Type: Active
* Magic damage dealt by characters linked with [Spiritual Chain] increases by 3% per skill level
* Increases SP consumption by 30%

Linker 2nd Circle required
Spiritual Chain

Links party members and shares buff effects. Can be canceled by the Unbind skill.

Level 5:
Duration: 55 seconds
SP: 91

Type: Magic / Buff
Cooldown: 55s
5 / 5
Spirit Shock
Linker13 Linker14
Spirit Shock: Enhance
Type: Passive
* Increases the damage dealt on an enemy with [Spirit Shock] by 0.5% per attribute level
* +10% added damage at maximum level

Linker 2nd Circle required
Spirit Shock: Confusion
Type: Active
* Enemies hit by [Spirit Shock] have a 5% chance per attribute level of being afflicted with [Confusion]
* Increases SP consumption by 20%

Linker 2nd Circle required
Spirit Shock: Mental Pressure
Type: Active
* Magic defense of enemies hit by [Spirit Shock] decreases by 25%
* Additional damage increases by the difference of SPR between the attacker's and target's
* Additional damage does not exceed max. 300%
* Increases SP consumption by 50%

Linker 3rd Circle required
Spirit Shock

[Magic] - [Psychokinesis]
Link yourself to the soul of a single target to inflict mental damage. Can only be used on a single target at a time. Can be canceled by the Unbind skill.

Level 5:
0.5 second attack 243%
Duration: 5.5 seconds
SP: 101

Type: Magic / Attack
Cooldown: 15s
Element: Soul
Rank 5
circle 3
Linker
0 / 1
Unbind
Linker7
Unbind: Enemy Damage
Type: Active
* Deals damage equal to 100% magic attack to enemies when link from [Unbind] is about to disconnect
* Increases by 10% per attribute level from Lv. 2
* Increases SP consumption by 10%

Linker 1st Circle required
Unbind

Disconnect all links.

Level 1:
Disconnect all links at once.
Maximum Level: 1
SP: 43

Type: Magic / Buff
Cooldown: 0s
0 / 15
Physical Link
Linker1
Physical Link: Defense
Type: Active
* Increases physical defense by [connected party members * attribute level]% when [Physical Link] is active
* Increases SP consumption by 10%

Linker 1st Circle required
15 / 15
Joint Penalty
Linker8 Linker9 Linker10
Joint Penalty: Lightning
Type: Active
* Lightning property skill attacks deal 10% additional damage per attribute level on enemies affected by [Joint Penalty]
* Increases SP consumption by 10%

Linker 1st Circle required
Joint Penalty: Poison
Type: Active
* Poison property skill attacks deal 10% additional damage per attribute level on enemies affected by [Joint Penalty]
* Increases SP consumption by 10%

Linker 1st Circle required
Joint Penalty: Earth
Type: Active
* Deals 10% additional damage per attribute level of the Earth property attack to enemies affected by [Joint Penalty]
* Increases SP consumption by 10%

Linker 1st Circle required
Joint Penalty

Links enemies to attack all at once. Can be canceled by the Unbind skill.

Level 15:
Maximum Link Numbers: 10
Count Limit: 14
Duration: 85 seconds
SP: 153

Type: Magic / Buff
Cooldown: 22s
5 / 15
Hangman's Knot
Linker2 Linker6
Hangman's Knot: Additional Damage
Type: Active
* Enemies hit by [Hangman's Knot] will receive additional damage equal to 20% magic attack per attribute level
* Increases SP consumption by 10%

Lv3 Hangman's Knot required
Hangman's Knot: Focused Attack
Type: Active
* AoE defense ratio of enemies gathered by [Hangman's Knot] is fixed to 1
* Enemies gathered by [Hangman's Knot] takes additional 5% damage per attribute level
* Increases SP consumption by 10%

Linker 1st Circle required
Hangman's Knot

Tighten the link to gather up the linked enemies in front of you.

Level 5:
[Bind] Duration: 2 seconds
SP: 71

Type: Magic / Buff
Cooldown: 15s
10 / 10
Spiritual Chain
Linker4 Linker12
Spiritual Chain: Duration
Type: Active
* Increases the duration of [Spiritual Chain] by 1 second per attribute level
* Increases SP consumption by 10%

Linker 2nd Circle required
Spiritual Chain: Enhance
Type: Active
* Magic damage dealt by characters linked with [Spiritual Chain] increases by 3% per skill level
* Increases SP consumption by 30%

Linker 2nd Circle required
Spiritual Chain

Links party members and shares buff effects. Can be canceled by the Unbind skill.

Level 10:
Duration: 80 seconds
SP: 125

Type: Magic / Buff
Cooldown: 55s
10 / 10
Spirit Shock
Linker13 Linker14 Linker15
Spirit Shock: Enhance
Type: Passive
* Increases the damage dealt on an enemy with [Spirit Shock] by 0.5% per attribute level
* +10% added damage at maximum level

Linker 2nd Circle required
Spirit Shock: Confusion
Type: Active
* Enemies hit by [Spirit Shock] have a 5% chance per attribute level of being afflicted with [Confusion]
* Increases SP consumption by 20%

Linker 2nd Circle required
Spirit Shock: Mental Pressure
Type: Active
* Magic defense of enemies hit by [Spirit Shock] decreases by 25%
* Additional damage increases by the difference of SPR between the attacker's and target's
* Additional damage does not exceed max. 300%
* Increases SP consumption by 50%

Linker 3rd Circle required
Spirit Shock

[Magic] - [Psychokinesis]
Link yourself to the soul of a single target to inflict mental damage. Can only be used on a single target at a time. Can be canceled by the Unbind skill.

Level 10:
0.5 second attack 243%
Duration: 8 seconds
SP: 138

Type: Magic / Attack
Cooldown: 15s
Element: Soul
5 / 5
Lifeline
Linker3
Lifeline: Increased Nullification
Type: Active
* Increases the chance to nullify an enemy's attack while using [Lifeline] by 2% per attribute level
* Increases SP consumption by 10%

Linker 3rd Circle required
Lifeline

Uses the highest abilities between you and allies linked by [Spiritual Chain].

Level 5:
Duration: 40 seconds
SP: 101

Type: Magic / Buff
Cooldown: 60s
Rank 6
circle 1
Chronomancer
5 / 5
Quicken
Chronomancer1
Quicken: Critical Rate
Type: Active
* [Quicken] increases critical rate by 15 per attribute level and decreases evasion by 20 per attribute level
Effect increases up to 2 times in proportion to caster's SPR and target's level
* Increases SP consumption by 30%

Chronomancer 1st Circle required
Quicken

Temporarily increases the attack speed of you and your party members by manipulating time. The effect increases up to double proportional to the caster's SPR and the target's level.

Level 5:
Attack Speed: +65
Duration: 60 seconds
Consumes #{SpendItemCount}# Time Crystal Fragment
SP: 121

Type: Magic / Buff
Cooldown: 40s
1 / 5
Reincarnate
Chronomancer3
Reincarnate: Two
Type: Active
* When an enemy affected by [Reincarnate] dies and is revived, two enemies will appear with a chance of 1% per attribute level
* Increases SP consumption by 30%

Chronomancer 1st Circle required
Reincarnate

Manipulate time to make a monster reappear on the same spot it was defeated. You must use it near monsters for it to have effect. Reincarnated monsters cannot be reincarnated again.

Level 1:
Duration: 6 seconds
Consumes #{SpendItemCount}# Time Crystal Fragment
SP: 92

Type: Magic / Buff
Cooldown: 120s
1 / 5
Stop
Chronomancer4
Stop: Control Boss Monster
Type: Active
* Allows [Stop] to also stop boss monsters once
* Increases SP consumption by 10
* Increases SP consumption by 30%

Chronomancer 1st Circle required
Stop

Stops time of monsters within the targeted area. Enemies do not receive damage when time is stopped.

Level 1:
Magic Duration: 6 seconds
Consumes #{SpendItemCount}# Time Crystal Fragment
SP: 112

Type: Magic / Buff
Cooldown: 100s
3 / 5
Slow
Chronomancer2 Chronomancer6
Slow: Critical Resistance
Type: Active
* Enemies affected by [Slow] have their critical resistance decreased by a value equal to 15% of the caster's INT
* Increases SP consumption by 10%

Chronomancer 1st Circle required
Slow: Decreased Nullification
Type: Active
* Decreases chance of nullifying an attack by 6% per attribute level when enemies are affected by [Slow]
* Increases SP consumption by 10%

Chronomancer 1st Circle required
Slow

Controls time to decrease the movement speed of enemies.

Level 3:
Movement Speed: -12
Magic Circle Duration: 15.5 seconds
[Slow] Duration: 10 seconds
SP: 109

Type: Magic / Buff
Cooldown: 35s
Rank 7
circle 2
Chronomancer
10 / 10
Quicken
Chronomancer1
Quicken: Critical Rate
Type: Active
* [Quicken] increases critical rate by 15 per attribute level and decreases evasion by 20 per attribute level
Effect increases up to 2 times in proportion to caster's SPR and target's level
* Increases SP consumption by 30%

Chronomancer 1st Circle required
Quicken

Temporarily increases the attack speed of you and your party members by manipulating time. The effect increases up to double proportional to the caster's SPR and the target's level.

Level 10:
Attack Speed: +115
Duration: 90 seconds
Consumes #{SpendItemCount}# Time Crystal Fragment
SP: 169

Type: Magic / Buff
Cooldown: 40s
1 / 10
Reincarnate
Chronomancer3
Reincarnate: Two
Type: Active
* When an enemy affected by [Reincarnate] dies and is revived, two enemies will appear with a chance of 1% per attribute level
* Increases SP consumption by 30%

Chronomancer 1st Circle required
Reincarnate

Manipulate time to make a monster reappear on the same spot it was defeated. You must use it near monsters for it to have effect. Reincarnated monsters cannot be reincarnated again.

Level 1:
Duration: 6 seconds
Consumes #{SpendItemCount}# Time Crystal Fragment
SP: 92

Type: Magic / Buff
Cooldown: 120s
1 / 10
Stop
Chronomancer4
Stop: Control Boss Monster
Type: Active
* Allows [Stop] to also stop boss monsters once
* Increases SP consumption by 10
* Increases SP consumption by 30%

Chronomancer 1st Circle required
Stop

Stops time of monsters within the targeted area. Enemies do not receive damage when time is stopped.

Level 1:
Magic Duration: 6 seconds
Consumes #{SpendItemCount}# Time Crystal Fragment
SP: 112

Type: Magic / Buff
Cooldown: 100s
3 / 10
Slow
Chronomancer2 Chronomancer6
Slow: Critical Resistance
Type: Active
* Enemies affected by [Slow] have their critical resistance decreased by a value equal to 15% of the caster's INT
* Increases SP consumption by 10%

Chronomancer 1st Circle required
Slow: Decreased Nullification
Type: Active
* Decreases chance of nullifying an attack by 6% per attribute level when enemies are affected by [Slow]
* Increases SP consumption by 10%

Chronomancer 1st Circle required
Slow

Controls time to decrease the movement speed of enemies.

Level 3:
Movement Speed: -12
Magic Circle Duration: 15.5 seconds
[Slow] Duration: 10 seconds
SP: 109

Type: Magic / Buff
Cooldown: 35s
5 / 5
Haste
Chronomancer7
Haste: Increased Evasion
Type: Active
* Increases your evasion by 15 per attribute level
* Effect increases up to 2 times in proportion to caster's SPR and target's level
* Increases SP consumption by 10%

Chronomancer 2nd Circle required
Haste

Temporarily increases the movement speed of you and your party members by manipulating time.The effect increases up to double proportional to the caster's SPR and the target's level.

Level 5:
Movement Speed: +5
Duration: 80 seconds
Consumes #{SpendItemCount}# Time Crystal Fragment
SP: 134

Type: Magic / Buff
Cooldown: 35s
Rank 8
circle 3
Chronomancer
15 / 15
Quicken
Chronomancer1
Quicken: Critical Rate
Type: Active
* [Quicken] increases critical rate by 15 per attribute level and decreases evasion by 20 per attribute level
Effect increases up to 2 times in proportion to caster's SPR and target's level
* Increases SP consumption by 30%

Chronomancer 1st Circle required
Quicken

Temporarily increases the attack speed of you and your party members by manipulating time. The effect increases up to double proportional to the caster's SPR and the target's level.

Level 15:
Attack Speed: +165
Duration: 120 seconds
Consumes #{SpendItemCount}# Time Crystal Fragment
SP: 217

Type: Magic / Buff
Cooldown: 40s
1 / 15
Reincarnate
Chronomancer3
Reincarnate: Two
Type: Active
* When an enemy affected by [Reincarnate] dies and is revived, two enemies will appear with a chance of 1% per attribute level
* Increases SP consumption by 30%

Chronomancer 1st Circle required
Reincarnate

Manipulate time to make a monster reappear on the same spot it was defeated. You must use it near monsters for it to have effect. Reincarnated monsters cannot be reincarnated again.

Level 1:
Duration: 6 seconds
Consumes #{SpendItemCount}# Time Crystal Fragment
SP: 92

Type: Magic / Buff
Cooldown: 120s
1 / 15
Stop
Chronomancer4
Stop: Control Boss Monster
Type: Active
* Allows [Stop] to also stop boss monsters once
* Increases SP consumption by 10
* Increases SP consumption by 30%

Chronomancer 1st Circle required
Stop

Stops time of monsters within the targeted area. Enemies do not receive damage when time is stopped.

Level 1:
Magic Duration: 6 seconds
Consumes #{SpendItemCount}# Time Crystal Fragment
SP: 112

Type: Magic / Buff
Cooldown: 100s
12 / 15
Slow
Chronomancer2 Chronomancer6
Slow: Critical Resistance
Type: Active
* Enemies affected by [Slow] have their critical resistance decreased by a value equal to 15% of the caster's INT
* Increases SP consumption by 10%

Chronomancer 1st Circle required
Slow: Decreased Nullification
Type: Active
* Decreases chance of nullifying an attack by 6% per attribute level when enemies are affected by [Slow]
* Increases SP consumption by 10%

Chronomancer 1st Circle required
Slow

Controls time to decrease the movement speed of enemies.

Level 12:
Movement Speed: -26
Magic Circle Duration: 20 seconds
[Slow] Duration: 10 seconds
SP: 206

Type: Magic / Buff
Cooldown: 35s
10 / 10
Haste
Chronomancer7
Haste: Increased Evasion
Type: Active
* Increases your evasion by 15 per attribute level
* Effect increases up to 2 times in proportion to caster's SPR and target's level
* Increases SP consumption by 10%

Chronomancer 2nd Circle required
Haste

Temporarily increases the movement speed of you and your party members by manipulating time.The effect increases up to double proportional to the caster's SPR and the target's level.

Level 10:
Movement Speed: +8
Duration: 120 seconds
Consumes #{SpendItemCount}# Time Crystal Fragment
SP: 190

Type: Magic / Buff
Cooldown: 35s
1 / 5
Backmasking
Chronomancer5
Backmasking: Confusion
Type: Active
* Enemies provoked after using [Backmasking] will be afflicted with [Confusion] for 6 seconds
* If the attribute is Lv2, applies 8 seconds of [Confusion]
* Increases SP consumption by 10%

Chronomancer 3rd Circle required
Backmasking

Control time in an area, temporarily changing it back to its previous state.

Level 1:
Backmasking Range: 60
Unable to use Backmasking nearby for 10 seconds
Consumes #{SpendItemCount}# Time Crystal
SP: 240

Type: Magic / Buff
Cooldown: 300s
5 / 5
Pass
Pass

[Magic]
Reduces the cooldown of skills of you and your party members. Reduced skill will not be re-applied until the skill is used.

Level 5:
Cooldown: -25 seconds
Consumes #{SpendItemCount}# Time Crystal
SP: 161

Type: Magic / Buff
Cooldown: 50s
Element: Earth
Rank 9
circle 1
Rune Caster
5 / 5
2
Rune of Destruction
RuneCaster3 RuneCaster8
Rune of Destruction: Enhance
Type: Passive
* Increases the damage dealt on an enemy with [Rune of Destruction] by 0.5% per attribute level
* +10% added damage at maximum level

Rune Caster 1st Circle required
Rune of Destruction: Magic Defense Destruction
Type: Active
* Magic defense of enemies hit by [Rune of Destruction] decreases by 3% per attribute level
* Increases SP consumption by 30%

Rune Caster 1st Circle required
Rune of Destruction

[Magic]
Inflicts powerful damage to enemies in a targeted area. The attacked enemies will deal additional damage to other enemies by reflecting magic.

Level 5:
Attack: 1787%
Consumes 1 Rune Stone
Casting Time: 2 seconds
SP: 191

Type: Magic / Attack
Cooldown: 40s
0 / 5
Rune of Ice
RuneCaster2
Rune of Ice: Slow
Type: Active
* Decreases enemy's movement speed by 70% for 4 seconds on a basic attack with a 5% chance per attribute level while [Rune of Ice] is active
* Increases SP consumption by 10%

Rune Caster 1st Circle required
Rune of Ice

[Magic]
Temporarily increases the Ice-type magic of you and your party members, making it more powerful.

Level 1:
Duration: 10 seconds
Increases Ice-property skill damage by 50%
Consumes 1 Rune Stone
Casting Time: 2 seconds
SP: 107

Type: Magic / Attack
Cooldown: 140s
0 / 5
Rune of Giants
RuneCaster4
Rune of Giants: HP
Type: Active
* Allies turned into giants by [Rune of Giants] gain additional HP according to [20% of the caster's CON] x [60 per attribute level]
* Increases SP consumption by 10%

Rune Caster 1st Circle required
Rune of Giants

[Magic]
Creates a temporary magic circle that will turn you or your allies into a giant. Giant players are considered large-type and will have their HP and defense increased. Limited usage of skills.

Level 1:
Giant Size Duration: 30 seconds
Magic Circle Duration: 10 seconds
Defense, Maximum HP: +20%
Movement Speed: +20
Consumes 1 Rune Stone
Casting Time: 2 seconds
SP: 115

Type: Magic / Attack
Cooldown: 120s
5 / 5
3
Rune of Justice
RuneCaster5
Rune of Justice: Enhance
Type: Passive
* Increases the damage dealt on an enemy with [Rune of Justice] by 0.5% per attribute level
* +10% added damage at maximum level

Rune Caster 1st Circle required
Rune of Justice

[Magic]-[Holy]
Unleashes a divine magic attack in a straight line.

Level 5:
Attack: 357% x 5
Consumes 1 Rune Stone
Casting Time: 2 seconds
SP: 181

Type: Magic / Attack
Cooldown: 30s
Element: Holy
5 / 5
Rune of Protection
RuneCaster6
Rune of Protection: Maintain Casting
Type: Active
* Skills being cast cannot be interrupted by enemy attack when [Rune of Protection] is applied
Duration of [Rune of Protection] decreases by [10 - (attribute level *2)] seconds

Rune Caster 1st Circle required
Rune of Protection

[Magic]
Grants an effect that provides knockback and knockdown immunity for you.

Level 5:
Duration: 150 seconds
Consumes 1 Rune Stone
Casting Time: 2 seconds
SP: 161

Type: Magic / Attack
Cooldown: 200s
Rank 10
circle 1
Sorcerer
0 / 1
Summon: Force Attack
Summon: Force Attack

Your summon will attack the targeted enemy.

Level 1:
Maximum Level: 1
SP: 0

Type: Magic / Attack
Cooldown: 1s
0 / 1
Summon: Cancel Attack
Summon: Cancel Attack

Cancels Force Attack and attacks enemies randomly.

Level 1:
Maximum Level: 1
SP: 0

Type: Magic / Attack
Cooldown: 1s
0 / 1
Summon: Release
Summon: Release

Release your summon.

Level 1:
Maximum Level: 1
SP: 0

Type: Magic / Attack
Cooldown: 1s
5 / 5
Summoning
Summoning

Summon the devil of the card inserted in your grimoire. The attack and defense of the summoned devil will be set according to your character's level, and will increase by 5% for each star on the corresponding card. The grimoire can only equip Devil-type monster cards.

Level 5:
Summons a Devil-type boss monster
Devil's Additional Attack: 15%
Devil's Additional Defense: 15%
Duration: 900 seconds
SP: 116

Type: Magic / Attack
Cooldown: 60s
Element: Dark
4 / 5
Summon Familiar
Sorcerer11 Sorcerer1
Summon Familar: Enhance
Type: Passive
* Increases the damage dealt on an enemy with [Summon Familiar] by 0.5% per attribute level
* +10% added damage at maximum level

Sorcerer 1st Circle required
Summon Familar: Splash
Type: Active
* Deals damage to nearby enemies with a 1% chance per attribute level when the summoned familiar of [Summon Familiar] explodes itself
* Increases SP consumption by 10%

Lv3 Summon Familiar required
Summon Familiar

[Magic] - [Dark]
Summon a familiar. The familiar rushes to an enemy that you attack or that attacks you, and then explodes itself.

Level 4:
Attack: 365%
Summon 4 Familiar Spirits
SP: 116

Type: Magic / Attack
Cooldown: 35s
Element: Dark
1 / 5
Summon Salamion
Summon Salamion: Ignite
Type: Active
* Chance to inflict [Burn] for 10 seconds on an enemy when attacked by Salamion
* Chance increases by 2% per attribute level
* Increases SP consumption by 10%

Sorcerer 2nd Circle required
Summon Salamion: Blind
Type: Active
* Chance to inflict [Burn] for 10 sec on enemies attacked by Salamion
* Chance increases by 2% per attribute level
* Increases SP consumption by 10%

Sorcerer 2nd Circle required
Summon Salamion

Summon the fire devil Salamion. It follows its master and attacks enemies.

Level 1:
Salamion's Level: 0
Salamion's Additional Attack: 8%
Salamion's Additional Defense 8%
Duration: 300 seconds
SP: 84

Type: Magic / Attack
Cooldown: 60s
Element: Dark
5 / 5
Summon Servant
Sorcerer13
Summon Servant: Quick Order
Type: Active
* Summoned servant grants beneficial effects at a higher rate
* Increases SP consumption by 10%

Lv3 Summon Servant required
Summon Servant

Summon a servant. The servant will grant beneficial effects while following its master. The number of buffs increases proportionally to the level of [Summon Servant].

Level 5:
Applies up to 5 times
1st effect [+ AoE attack ratio]
2nd effect [+ SP recovery speed]
3rd effect [STA recovery]
4th effect [+ Magic Defense]
5th effect [+ Dark property attack]
Consumes Empty Spellbook x#{SpendItemCount}#
SP: 126

Type: Magic / Attack
Cooldown: 60s
Element: Dark
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Comments (83)

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Oct 11th 2018 01:11:40
Is there any way to fit the Enchanter Class for a money-making rank?
Reply
Sep 26th 2018 10:57:33
comparison to thauma3 rather than chrono3?
Reply
Sep 17th 2018 06:24:01
Hey, can i change rune caster for any other class?
Reply
Aug 5th 2018 15:43:12
Greetings,

this is my first char. i am a bloody noob. I copied this build and i love it.

i'd like to see some Weapon and/or Card options...

Cheers & Thanks.
Reply
Jul 19th 2018 14:42:18
how good is this build for end game?
Reply
Jul 19th 2018 22:01:16
@Latroca Works pretty well. With all the debuffs you have you really raise DPS against bosses. You can easily link traps and mobs together to clear them and your own damage isn't too bad with Spirit Shock. You primarily buff allies and debuff enemies.

Ever since Cryomancer's CC was nerfed, and Linker's debuffing was immensely buffed, I see more and more Linkers at end-game (usually with Thaumaturge or Chronomancer).

Just remember that you are not really doing a lot of damage. You can still do pretty good damage (in burst). For example, you can solo in Sausys by using Joint Penalty into Spirit Shock into Rune of Destruction. It kills everyone linked. And this is with 315 gear and full SPR. Rune of Destruction work swell with Links because the explosion keeps chaining and you do really nice damage.
Reply
Jul 18th 2018 06:03:51
With the massive buff Linkers got and the nerfs Cryomancer and Chronomancers got, this build has gotten even better! Plenty of people at end game ask for Linkers now!
Reply
Jul 15th 2018 14:51:01
This build has been updated as of July 2018. Comments below are not relevant anymore sadly.
Reply
Aug 19th 2017 18:39:24
Been trying this build for about month and would like to point out that this build is extremely inferior to Cryo3Chrono3 in CC, which is extremely crucial in Earth Tower, particularly Solmiki area (Lv 22, 27 etc). With much better CC for Cryo, Chrono skills also become much better with Stop and Sleep, while Linker can barely do anything to make Stop and Sleep more useful. There is no synergy between Chrono and Linker.

Also Joint Penalty barely contributes in mob killing levels (Lv 1, 6, 11 etc), as quickly killing like 10 mobs is totally inferior to Frost Pillar that pulls everything in. This is because the levels are designed to spawn mobs only after nearly all mobs are killed. It's also useless in areas like Uphill.

Spritual Chain + Lifeline link also breaks too easily, and doesn't even sustain that HP/SP if you managed to CD and cast it again before Lifeline ended. Seriously, in the entire 1 month of playthrough, literally the one and only Linker (of ANY build combinations) I can find doing end game contents is... me! There must be a good reason, isn't it?

Not whining here, just thought it's crucial for this guide to point out that this build is really poor in end game contents.
Reply
Aug 19th 2017 19:01:18
@Hitokage

In all fairness, Linker does contribute well in dungeons and that's it. But for end-game stuffs that people repeat daily (Saalus, Uphill, ET, Dungeon boss rush), it's not exaggerating that it's just virtually worthless. In other words it's literally 3 ranks wasted. Not to mention people who went Cryo3Chrono3 saved 1 Rank, which they usually go for Sage, for even more useful skills like Missle Hole and Portal.

Until TOS actually improves Linker skills and/or introduces contents that make Linker important, you will continue to find absolute zero Linker of any build doing any end-game contents I mentioned above. Improvements can include linking way more enemies + wider range, making Lifeline more easily sustainable, having Earth Tower stages that have multiple bosses with high HP, which Joint Penalty and Hangman Knot can work on etc.

Reply
Jul 7th 2017 16:00:02
Could you explain better spiritual chain and lifeline?
Do i need to use physical link to use spiritual chain?
What exactly does lifeline ? by the description i didn't rly got it.
Reply
Aug 1st 2017 18:11:03
@HeeroYui Spiritual Chain is a stand alone skill, Lifeline requires Spiritual Chain though.

All Lifeline does is share the highest groups attributes with each other.

Let's say you have a Cleric with 500 Int and that is the highest Int player in the party, and you have 400 Con and that is the highest Con player in the party, everyone will now have 500 Int and 400 Con for the duration of Life Line.
Reply
Jun 26th 2017 22:44:55
and atributes
Reply
Nov 29th 2016 20:25:03
Another question, I thought that Enchanter would be the best for this build, more than the buff, I thought Magic Scrolls of the linker's Joint Penalty and Hangman's Knot skills (so, everyone in the party would be able to link the enemy and increase the DPS even more) . Also, it might be r9 with other useful buffs. What do you think?
Reply
Mar 23rd 2017 19:39:15
@Kannushi From the way people seem to be going. Enchanter hasn't been that useful of a character class. So I went Sage instead because it seems more valuable to blocks at least ten projectiles with their block skill. Along with duplication ground skills and creating portals.

As of now Rank 9 is too far in advance to think about and requires too much time investment. So Enchanter is out of the picture currently for me at least.
Reply
Nov 29th 2016 20:07:18
Which enchated hair costume stats I should look for ? I thought If that is one that lower monster's aoe defence, that might help but I'm not If it exist.
Reply
Aug 30th 2016 22:43:34
Special experience with this build and getting a stat reset potion from the daily quest in August 2016:

The 35 SPR didn't seem necessary when I tried it out so I used a reset potion and left it at the base amount (8 or so). Then using the add on "regen timer" which tells you when to sit to regen SP on top of SP potions were enough to compensate for the 35 points in SPR. I just put SPR points into CON instead. Up to your personal preference though.

I also experimented with having 150 or so INT then rest into CON with this build and I must say it was awful. So I used my same stat reset potion to place it all in CON (along with the SPR mentioned above) and I noticed that I was still dealing the sameish amount of damage. I'd say I was only hitting about 100 or so more with Ice Pike at level 150ish. (Point is, INT was not worth it at all in this build). The Joint Penalty > Hangman's Knot > Ice Pike Combo was enough to kill everything soloing still. That's coming from someone with currently 10 INT. Note that I also rely a lot of Blessing and Sacrament bought from Pardoners in the city. And I am level 170ish now, still soloing pretty well with that combo.

For more info on Add Ons I suggest YouTube "Tree of Savior Add on manager" should get you going

Reply
Sep 3rd 2016 18:59:51
Also a another comparison this guide doesn't point out is that Cyro3Chrono3 seems to be more popular then this build currently. If you are doing PvP Cyro3Chorno3 might be better. But in terms of your solo and player vs monsters experience you'll appreciate being Linker 1 and 2 better.

Cyro deal flat damage based on their INT and skill level. We as linkers deal bonus damage for our joint penalty then following it up with Ice Pike. For example if I link 5 monsters and use ice pike. Because Ice pike deals single target damage each pillar it shoots up, you are dealing 5 times the damage of ice pike. Instead of getting all those circles in Cyro3 to deal flat damage (plus all the int you have to pump as well).

I"m level 185 and have no INT. I am able to solo most things still in my current soloing quest range 170 - 180. With the blessing and sacrament buff. Being FULL CON instead of 35 SPR, I find my surivibility in missions and usefulness in linking things in dungeons out weight the Cyro3Chorno3 build. But really play however you like, merely a suggestion from experience.
Reply
Nov 2nd 2016 14:48:54
@phillip.ta hey thanks a lot for the info, I just created my wiz, and am planning to follow this build, and will also try out your suggestion :)
Reply
Jan 21st 2017 07:33:47
@bonesnatch Good luck!
Reply
Jul 6th 2016 20:26:44
Doesn anyone know the "success rate" for reincarnate? Does it works 100% on normal monsters? And how about bosses?
Reply
Aug 30th 2016 22:44:38
@MisterZeta I think it is around 5% or so, but really I find everyone's experience is different. Just make sure you are pretty close to the minion or boss. Some days I feel like I'm reincarnating every mission. Another day I only land 1 successfully.
Reply
Jul 4th 2016 10:21:11
Thanks for this guide! Very helpful :)
Reply
Jun 24th 2016 12:30:07
Well Chrono is a party character, solo is not an easy way. At the level 160 you should grind with a party and wait for the level 170 with AUDRA
Reply
Jun 23rd 2016 17:25:00
hi i've been following this build. im at lvl 165 now and its very .. very hard to do solo quests for exp cards. do u have any idea on how to go solo on this build ? since its so hard to find ppl to do quests for exp cards, should i increase int or get some staff with a good magic attk ?
Reply
Jun 19th 2016 17:59:23
Hi Rubiss, can i ask about the attribute you'll choose? Thanks before :]
Reply
Sep 3rd 2016 19:14:31
@Rikyu AS Rubis mentioned in another post: Ideally you want all passives someday. Linker and Chrono have priority. You want the attribute to make Ice Bolt freeze +50% and Lethargy's.
Reply
Jun 18th 2016 12:36:02
Hi Rubiss, can i ask about the attribute you'll choose? Thanks before :]
Reply
Jun 12th 2016 06:04:57
Hello (sorry about my english ;--;)
This build work pve type Earth Tower?
And Linker3 thauma2?
Reply
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