Satan - Embracing Fire and Demons
Created by lucas.luchi on Jul 15th 2016 (Last Updated: Jan 16th 2018).
This is a public build.
2
Intro
Pros: Boss Slayer, One-man Army, High Magic DPS overall
Cons: Fast Bosses, Ranged Enemies, Fire or Dark Enemies
This is by far the funniest build I've ever done on TOS, Pyro got some buffs from the beta until now making a good choice for Mercenary Quests or DG bosses. I just reached Sorcerer 2, from this point on, the build will be based in some research and suggestions I received, I'll keep it updated as I level my character.
General Info
TempleShooter Card
Some people think that this card is overrated for summoner (including myself before getting one), but it is not. Templeshooter is by far the most powerful summon to have, even if you're using Riding, his skills are the strongest among the other bosses that I tested. I'll talk about it on the skills Summoning and Riding
Equipments
Use plate bottom, top and boots for a better physical defense, use only cloth gloves to boost your Magic Attack.Don't forget the Plate Attribute!
Staff or Rod with Shield/Dagger?
Personally I prefer staffs, they do significantly more Magic Damage and almost every one of them have AoE Attack Ratio +1 at least. The AoE doesn't help on boss monsters but I didn't calculate the amount of damage for each combination, I prefer to relay on a powerful staff like Maledic and Maledoom, but no problem if you want to use a Fire Rod + Arde Dagger, for example. Maybe I'll get deeper at this later.
The Five Hammer
This peculiar mace it's not that hard to achieve and has a very special buff, +5 Aoe Attack Ratio. This means that every hit your fire/Dark attacks do, you can hit +5 enemies if they are within the skill's reach, powerful option when dealing with large numbers of mobs. Consider two instances for your character, one with +9 (or higher) Five Hammer Stuffed with Red Gems (I was told that the gems enhance not only the physical Damage but the Magic Damage as well, gotta check) to compensate the weapon's low level, and another with the staff/rod of you preference, as discussed before.
Is Pyro 3 Really worth it?
For me, yes. The damage goes nuts on this circle, but if you prefer AoE than Damage, get the Linker in place of Pyro 3, it's a good option and compensate the damage when attacking a group of mobs, but don't blame me if IMC launches a gorgeous Pyromancer Circle 3 Costume in the future. xD
Is this Build suitable for ET?
Well, you tell me, I haven't gone yet (sorry, I promise to tell you as soon as I go).
Stats
This one that I'm following - Aggressive: for each 6 Points
INT: 5
CON: 1
For a more durable mage - Safe: for each 5 Points
INT: 4
CON: 1
If the SP is burning like hell, try this one (as a Sorcerer, a highly recommend you to learn to manage your SP well, it's normal to go down to 0 from time to time, so I don't recommend this one unless you're truly desperate) - SP-ensuring: for each 11 Points
INT: 8
CON: 2
SPR: 1
Skill Explanation
Mage
Energy Bolt
Lv 5 - Since it's possible to reach lvl 15 of Class, it's a totally optional skill for damaging, I find it useful when I have to gain some seconds to cast something, pushing enemies away.
Lethargy
Lv 0~4 - the debuff (Attack and evasion) is pretty low and doesn't do anything on higher levels, unless you have any cleric on your party, this skill has an attribute that doubles stryke damage on the affected monsters, useful even on end-game. Choose bettwen this and Sleep.
Sleep
Lv 0~4 - I must have used this skill very few times, but I find it useful somehow, the small AoE doesn't help but can hold some powerful mobs for some time. Choose between this and Lethargy.
Reflect Shield
Lv 5 - A life-saver at the early game, but totally useless at the end game, since it absorbs a fixed amount of damage, stop using it when it doesn't make a big difference on the damage taken, also this spell can occupy an important buff slot.
Earthquake
Lv 1 - Useful for staging, but be carefull, it removes any Join Penalty on the affected mobs
Pyromancer
Fireball
Lv 15 - One of the main damage dealers of the Pyro, up as soon as you can because it's your only non-stationary skill and works with flying mobs too. You can move it with the Staff using your secondary attack to push the fireball around.
Fire Wall
Lv 0 - Not very useful or damaging and doesn't really block the movement of mobs (ice wall is way better, in comparison)
Enchant Fire
Lv 2 - I put just 2 lvls to enhance my mult-hit attacks a little, it takes only 20 secs cooldown in the end (80 secs of duration, 110 of cooldown), but totally optional, you can finish leveling the Flame Ground if you wish, doesn't change your damage too much
Flare
Lv 0 - Doesn't worth the up, very low damage
Flame Ground
Lv 13 - Another useful skill specially for slow bosses, it lasts a lot of time and does a really good damage to large numbers of mobs if you have some Aoe Attack Ratio. Doesn't affect flying monsters thou
Fire Pillar
Lv 10 - Another destructive skill, it's a powerful and shorter version of Flame Ground, hits multiple times, has a slightly smaller area and does a lot of damage (for flying mobs too, this time), using this one followed by Fireball x2 and Flame Ground results in a huge DPS, just pray for the boss to stay at the same place.
Hell Breath
Lv 5 - This one really burn your SP away, dealing great fire damage on the target in front of you, you can rotate your character like a turret to change the direction of the breath, has a decent range too.
Sorcerer
Summoning
Lv 10 - Until having this skill, I had a lot of problem killing spreaded groups of mobs, baiting them to my "fire traps", well it's in the past now, but first allow me to explain how this skill works.
You summon a boss monster based on the devil-type card placed on your grimoire, with certain conditions:
- The boss base stats are nerfed (only 10% if I'm not wrong) until you upgrade the specified the card to 10 stars, it takes 54 cards to fully upgrade only one card.
- The boss has some basic AI, it uses only his basic attack aiming for anyone that you attack or attacks you, remaining always close to you (sometimes attacking the nothingness or stationary when you need his help the most)
- Your SP is continually drained from the moment you summon it by a fixed percentage, just potions recover and reduces the SP for a short time, forget other buffs.
- Changing maps or channels dismisses your summon.
The strongest basic attack is from TempleShooter, it's very fast and hits twice depending on the enemy's position, has a huge area too. Summoning a 10 stars Templeshooter Card does devastating damage, but if you're low on budget, try the Specter Monarch card (Crystal Mine Quest), it's the second best I've tried so far.
Summon Familiar
Lv 10 - Summon a horde of kamikase-bats holding explosives that lasts a lot of time until exploding, I find it very useful when maxed out, have to experiment a little more to say something about, but really cool skill.
Summon Salamion
Lv 1 - Salamion has the same basic (too basic) AI of the summon, but without range or damage, it's only useful for it's Attributes, debuffing accuracy and inflicting Burn on enemies, can distract mobs too, don't go beyond lvl 1.
Summon Servant
Lv 5 - Calls a black cat servant that buffs you 5 times, each lvl gives a different buff, it's not much but the buffs don't occupy a buff slot and lasts 5 minutes, this skill is wonderful for any party, you just have to stay close to the servant and prevents damage on him, so he doesn't go away before buffing.
Attack Ground
Lv 1 - Finally gives you some control off your summon, specify a certain area to be attacked.
Riding
Lv 1 - Gives you full control of your summon, allowing the use of every skill that the boss has (except that energy-wide-circle from Shadowgaller, sadly). I tried a lot of bosses to see it's skills and TempleShooter it's the best again, it has 2 wide AoE attacks and one multiple attack aiming forward, but beware, your SP goes away in a second while Riding, just use it to trigger the special skills of the boss.
Morph
Lv 1 - Transform the first monster you summoned on the second Card placed on the Grimoire, but keeping the first one stats, very useful to combine with Riding, I recommend the Harpeia for it's insane Hurricane-like skill. You can "undo" the Morph using the Summoning skill again
I'm not sure if 10 stars bonus are kept when Morphing your Summon, gotta check it.
Hold
Lv 1 - Keep you summon on a specific place, attacking everything that approaches, very useful.
Necromancer - will be added as soon as I reach this class
Gather Corpse
Create Shoggoth
Flesh Cannon
Flesh Hoop
Dirty Pole
Disinter
Corpse Tower
Raise Dead
Rank 1
Wizard |
5 / 5 3 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 5: Attack: 133% x 2 AoE Attack Ratio: 1 SP: 22 Type: Magic / Attack Cooldown: 9s 4 / 5 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 4: [Sleep] Duration: 6 seconds Attack Threshold: 4 SP: 27 Type: Magic / Buff Cooldown: 25s 5 / 5 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 5: Damage reduction 20% Duration: 300 seconds Applies 5 times SP: 0 Type: Magic / Buff Cooldown: 45s 1 / 5 3 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: |
Rank 2
Pyromancer |
5 / 5 5 Fireball: Enhance Type: Passive * Increases the damage dealt on an enemy with [Fireball] by 0.5% per attribute level *+10% added damage at maximum level Pyromancer 1st Circle required Fireball: Burn Debuff Type: Active * Enemies hit by [Fireball] have a 10% chance per attribute level to receive flame damage for 5 seconds *[Burn] damage is based on character's INT * Increases SP consumption by 30% Pyromancer 1st Circle required Fireball: Residual Heat Type: Active * Increases duration time of [Fireball] by 1 second per attribute level * Increases SP consumption by 10% Pyromancer 2nd Circle required Fireball [Magic] - [Fire] Summons a fireball at the targeted area. Enemies that touch the fireball will receive Fire damage. [Fireball] will not hit the same enemies twice. Up to 5 fireballs can be summoned. Level 5: Attack: 466% Duration: 10 seconds SP: 45 Type: Magic / Attack Cooldown: 8s Element: 5 / 5 Enchant Fire: Decreased Fire Property Resistance Type: Active * Decreases Fire property resistance of nearby enemies by 10 per attribute level for 5 seconds when [Enchant Fire] is used * Increases SP consumption by 10% Pyromancer 1st Circle required Enchant Fire Temporarily grants Fire property to your attacks. Level 5: Additional Fire Property Damage: +50 Property Additional Attack: +0 Duration: 300 seconds SP: 52 Type: Magic / Buff Cooldown: 110s Element: 5 / 5 Flame Ground: Enhance Type: Passive * Increases the damage dealt on an enemy with [Flame Ground] by 0.5% per attribute level * +10% added damage at maximum level Pyromancer 1st Circle required Flame Ground: Diffusion Type: Active * Enemies in range of [Flame Ground] become afflicted with [Heat] * Fire property resistance of enemies afflicted with [Heat] decreases by 50 * Enemies afflicted with [Heat] can be attacked with [Flare] * Increases SP consumption by 10% Pyromancer 2nd Circle required Flame Ground [Magic] - [Fire] Creates a magic circle of flames around you. Deals continuous flame damage to enemies within the magic circle. Level 5: 135% attack per 0.5 sec Duration 8 sec SP: 85 Type: Magic / Attack Cooldown: 25s Element: |
Rank 3
Pyromancer |
10 / 10 5 Fireball: Enhance Type: Passive * Increases the damage dealt on an enemy with [Fireball] by 0.5% per attribute level *+10% added damage at maximum level Pyromancer 1st Circle required Fireball: Burn Debuff Type: Active * Enemies hit by [Fireball] have a 10% chance per attribute level to receive flame damage for 5 seconds *[Burn] damage is based on character's INT * Increases SP consumption by 30% Pyromancer 1st Circle required Fireball: Residual Heat Type: Active * Increases duration time of [Fireball] by 1 second per attribute level * Increases SP consumption by 10% Pyromancer 2nd Circle required Fireball [Magic] - [Fire] Summons a fireball at the targeted area. Enemies that touch the fireball will receive Fire damage. [Fireball] will not hit the same enemies twice. Up to 5 fireballs can be summoned. Level 10: Attack: 571% Duration: 10 seconds SP: 69 Type: Magic / Attack Cooldown: 8s Element: 10 / 10 Enchant Fire: Decreased Fire Property Resistance Type: Active * Decreases Fire property resistance of nearby enemies by 10 per attribute level for 5 seconds when [Enchant Fire] is used * Increases SP consumption by 10% Pyromancer 1st Circle required Enchant Fire Temporarily grants Fire property to your attacks. Level 10: Additional Fire Property Damage: +75 Property Additional Attack: +0 Duration: 300 seconds SP: 76 Type: Magic / Buff Cooldown: 110s Element: 5 / 5 Fire Pillar: Enhance Type: Passive * Increases the damage dealt on an enemy with [Fire Pillar] by 0.5% per attribute level * +10% added damage at maximum level Pyromancer 2nd Circle required Fire Pillar [Magic] - [Fire] Summons a pillar of fire to inflict damage on enemies. Level 5: 157% Attack per 0.5 seconds Duration: 10 seconds SP: 67 Type: Magic / Attack Cooldown: 30s Element: |
Rank 4
Pyromancer |
10 / 15 Flame Ground: Enhance Type: Passive * Increases the damage dealt on an enemy with [Flame Ground] by 0.5% per attribute level * +10% added damage at maximum level Pyromancer 1st Circle required Flame Ground: Diffusion Type: Active * Enemies in range of [Flame Ground] become afflicted with [Heat] * Fire property resistance of enemies afflicted with [Heat] decreases by 50 * Enemies afflicted with [Heat] can be attacked with [Flare] * Increases SP consumption by 10% Pyromancer 2nd Circle required Flame Ground [Magic] - [Fire] Creates a magic circle of flames around you. Deals continuous flame damage to enemies within the magic circle. Level 10: 165% attack per 0.5 sec Duration 8 sec SP: 139 Type: Magic / Attack Cooldown: 25s Element: 10 / 10 Fire Pillar: Enhance Type: Passive * Increases the damage dealt on an enemy with [Fire Pillar] by 0.5% per attribute level * +10% added damage at maximum level Pyromancer 2nd Circle required Fire Pillar [Magic] - [Fire] Summons a pillar of fire to inflict damage on enemies. Level 10: 200% Attack per 0.5 seconds Duration: 10 seconds SP: 106 Type: Magic / Attack Cooldown: 30s Element: 5 / 5 Hell Breath: Enhance Type: Passive * Increases the damage dealt on an enemy with [Hell Breath] by 0.5% per attribute level * +10% added damage at maximum level Pyromancer 3rd Circle required Hell Breath: Knockback Type: Active * Enemies hit by [Hell Breath] have a 10% chance per attribute level of being knocked back * Increases SP consumption by 30% Pyromancer 3rd Circle required Hell Breath [Magic] - [Fire] Attack by continuously fuming fire towards enemies. Deals continuous flame damage to enemies. Likely to receive additional Fire damage for a while. While casting Hell Breath, you receive melee block effect. Level 5: Attack: 250% per 0.3 seconds SP consumption: 37 per 0.5 seconds Consumes #{SpendItemCount}# Pyrite SP: 0 Type: Magic / Attack Cooldown: 40s Element: |
Rank 5
Sorcerer |
5 / 5 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: 4 / 5 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: 1 / 5 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: 5 / 5 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: |
Rank 6
Sorcerer |
1 / 1 Summon: Force Attack Your summon will attack the targeted enemy. Level 1: Maximum Level: 1 SP: 0 Type: Magic / Attack Cooldown: 1s 1 / 1 Summon: Cancel Attack Cancels Force Attack and attacks enemies randomly. Level 1: Maximum Level: 1 SP: 0 Type: Magic / Attack Cooldown: 1s 10 / 10 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 10: Summons a Devil-type boss monster Devil's Additional Attack: 25% Devil's Additional Defense: 25% Duration: 900 seconds SP: 161 Type: Magic / Attack Cooldown: 60s Element: 1 / 1 Riding: Increase Stats Type: Passive * Increases damage dealt with Mounted demon by 0.5% per attribute level Sorcerer 2nd Circle required Riding Ride the summoned devil from the Grimoire and take control of it. While mounted on the devil, your damage taken decreases. Level 1: Enables use of the devil's skills SP: 64 Type: Magic / Attack Cooldown: 20s Element: 1 / 1 Morph Mutates the summoned devil from the Grimoire to the devil that is equipped as a secondary card in the Grimoire while maintaining its previous stats. Level 1: Transform to another Devil-type boss that is added to the Grimoire SP: 80 Type: Magic / Attack Cooldown: 30s Element: 1 / 1 Hold Order the summoned devil to wait and guard a targeted area. Level 1: Requires Summoned Devil Maximum Level: 1 SP: 60 Type: Magic / Attack Cooldown: 3s Element: |
Rank 7
Necromancer |
5 / 5 Create Shoggoth: Corruption Type: Active * Enemies near the Shoggoth are afflicted with [Corruption] for 15 seconds * Lasts for 1 minute per attribute level after Shoggoth is summoned * Increases SP consumption by 10% Necromancer 1st Circle required Create Shoggoth: Enhance Type: Passive * Increases the attack of summoned Shoggoth by 0.5% per attribute level * +10% added damage at maximum level Necromancer 1st Circle required Create Shoggoth: Enlargement Type: Active * Increases chance of enlarging size and maximum HP of summoned Shoggoth by 1% per attribute level * Increases SP consumption by 20% Lv. 2 Create Shoggoth required Create Shoggoth Create a Shoggoth with stats based on the cards that are placed in the Necronomicon. The attack and defense of the Shoggoth are affected by the skill level. The Shoggoth's attack and defense increase by 5% for each star on the card. Only Beast, Plant and Mutant-type cards can be placed in the Necronomicon. Level 5: Shoggoth's Additional Damage: 35% Shoggoth's Additional Defense: 35% Consumes 30 Corpse(s) Duration: 900 seconds SP: 199 Type: Melee / Attack Cooldown: 240s 5 / 5 2 Flesh Cannon: Enhance Type: Passive * Increases the damage dealt on an enemy with [Flesh Cannon] by 0.5% per attribute level * +10% added damage at maximum level Necromancer 1st Circle required Flesh Cannon: Corruption Type: Active * Enemies hit by [Flesh Cannon] have a chance to be afflicted with [Corruption] for 15 seconds * Increases chance by 10% per attribute level * Increases SP consumption by 10% Necromancer 1st Circle required Flesh Cannon [Magic] Throw corpse parts on a targeted area to attack nearby enemies. Level 5: Attack: 136% x 16 AoE Attack Ratio: 5 Consumes 15 Corpse(s) SP: 156 Type: Magic / Attack Cooldown: 20s 1 / 5 Flesh Hoop: Enhance Type: Passive * Increases the damage dealt on an enemy with [Flesh Hoop] by 0.5% per attribute level * +10% added damage at maximum level Necromancer 1st Circle required Flesh Hoop: Demoralize Type: Active * Weakens enemy attacks for 4 sec near the hoop after using [Flesh Hoop] * [Attack Weakened] can be stacked up to 10 times * Increases SP consumption by 20% Necromancer 1st Circle required Flesh Hoop [Magic] Encircle yourself with corpse parts that will damage nearby enemies. Has a chance to deal additional damage to a decaying enemy. Level 1: Attack: 166% x 15 Duration: 15 seconds Consumes 5 Corpse(s) SP: 104 Type: Magic / Attack Cooldown: 25s |
Rank 8
Necromancer |
10 / 10 2 Flesh Cannon: Enhance Type: Passive * Increases the damage dealt on an enemy with [Flesh Cannon] by 0.5% per attribute level * +10% added damage at maximum level Necromancer 1st Circle required Flesh Cannon: Corruption Type: Active * Enemies hit by [Flesh Cannon] have a chance to be afflicted with [Corruption] for 15 seconds * Increases chance by 10% per attribute level * Increases SP consumption by 10% Necromancer 1st Circle required Flesh Cannon [Magic] Throw corpse parts on a targeted area to attack nearby enemies. Level 10: Attack: 167% x 16 AoE Attack Ratio: 5 Consumes 15 Corpse(s) SP: 212 Type: Magic / Attack Cooldown: 20s 1 / 1 3 Disinter: Increased Range Type: Active * Increases range of [Disinter] by 10 per attribute level * Increases SP consumption by 10% Need the 2nd circle of Necromancer Disinter: Collect Corpse Type: Active * Collects more corpses when [Disinter] is used * Increases SP consumption by 10% Need the 3rd circle of Necromancer Disinter Collect the corpse left over from where an enemy died. Level 1: Target Range: 40 SP: 96 Type: Magic / Attack Cooldown: 24s 5 / 5 Corpse Tower: Enhance Type: Passive * Increases the attack of summoned Corpse Tower by 0.5% per attribute level * +10% added damage at maximum level Need the 2nd circle of Necromancer Corpse Tower: Skull Soldier Type: Active * When Corpse Tower defeats a monster, a Skull Soldier is summoned * Activates when Raise Dead is learned * Increases SP consumption by 10% Need the 3rd circle of Necromancer Corpse Tower [Magic] Build a cursed tower made with corpses at a targeted area. Level 5: Add. Corpse Tower attack 30% Corpse Tower 55 second duration No. of defenses: 80 Consumes 7 corpses SP: 110 Type: Melee / Attack Cooldown: 50s 5 / 5 Raise Dead: Enhance Type: Passive * Increases the attack of summoned skeleton soldier by 0.5% per attribute level * +10% added damage at maximum level Need the 2nd circle of Necromancer Raise Dead: Collect Corpse Type: Active * When a Skull Soldier defeats a monster, the Necronomicon gains 1 corpse per attribute level * Increases SP consumption by 10% Need the 3rd circle of Necromancer Raise Dead: Enhanced HP Type: Passive * Increases HP of Skull Soldiers by 0.5% per attribute level Need the 3rd circle of Necromancer Raise Dead Summon a skeleton soldier made with a corpse. The skeleton soldier will engage in combat and follow its master. Level 5: Summons 5 Skeleton Soldiers Add. Skeleton Soldier attack 35% Consumes 10 Corpse(s) Duration 300 seconds Maximum Level: 5 SP: 163 Type: Melee / Attack Cooldown: 60s |
Rank 9
Necromancer |
12 / 15 2 Flesh Cannon: Enhance Type: Passive * Increases the damage dealt on an enemy with [Flesh Cannon] by 0.5% per attribute level * +10% added damage at maximum level Necromancer 1st Circle required Flesh Cannon: Corruption Type: Active * Enemies hit by [Flesh Cannon] have a chance to be afflicted with [Corruption] for 15 seconds * Increases chance by 10% per attribute level * Increases SP consumption by 10% Necromancer 1st Circle required Flesh Cannon [Magic] Throw corpse parts on a targeted area to attack nearby enemies. Level 12: Attack: 180% x 16 AoE Attack Ratio: 5 Consumes 15 Corpse(s) SP: 234 Type: Magic / Attack Cooldown: 20s 1 / 15 Dirty Pole: Fragments Type: Active * When Dirty Pole receives a melee attack, its fragments spread to attack enemies and the targets gain [Corruption] status ailment for 10 seconds * Increases SP consumption by 10% Need the 3rd circle of Necromancer Dirty Pole [Magic] Raises a wall of corpses in front of the caster. Enemies near the wall will be afflicted with [Decay]. Enemies affected by [Decay] receive additional damage from Missile attacks. Level 1: Attack: 185% Dirty Pole Duration: 22 seconds [Corruption] Duration: 15 seconds Consumes 5 Corpses SP: 120 Type: Magic / Attack Cooldown: 30s 10 / 10 Corpse Tower: Enhance Type: Passive * Increases the attack of summoned Corpse Tower by 0.5% per attribute level * +10% added damage at maximum level Need the 2nd circle of Necromancer Corpse Tower: Skull Soldier Type: Active * When Corpse Tower defeats a monster, a Skull Soldier is summoned * Activates when Raise Dead is learned * Increases SP consumption by 10% Need the 3rd circle of Necromancer Corpse Tower [Magic] Build a cursed tower made with corpses at a targeted area. Level 10: Add. Corpse Tower attack 50% Corpse Tower 80 second duration No. of defenses: 130 Consumes 7 corpses SP: 152 Type: Melee / Attack Cooldown: 50s 5 / 5 Flesh Strike: Enhance Type: Passive * Increases the damage dealt on an enemy with [Flesh Strike] by 0.5% per attribute level * +10% added damage at maximum level Need the 3rd circle of Necromancer Flesh Strike: Shoggoth Explosion Type: Active * If a Shoggoth is within the range of [Flesh Strike], it explodes and applies [Corruption] to nearby enemies for 5 sec per attribute level * Increases SP consumption by 10% Need the 3rd circle of Necromancer Flesh Strike [Magic]Gather carcass parts and throw it onto a specific place to attack. Level 5: Attack: 4231% }Number of Corpses: 100 Casting Time: 5 seconds SP: 178 Type: Magic / Attack Cooldown: 54s Element: 5 / 5 Raise Skull Archer: Enhance Type: Passive * Increases the attack of summoned skeleton archer by 0.5% per attribute level * +10% added damage at maximum level Need the 3rd circle of Necromancer Raise Skull Archer Summon a skeleton archer made with a corpse. The skeleton soldier will engage in combat and follow its master. Level 5: Summons 5 Skeleton Archers Add. Skeleton Archer attack 35% Consumes 10 Corpse(s) Duration 300 seconds Maximum Level: 5 SP: 201 Type: Melee / Attack Cooldown: 60s |
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