Kabbalist Heals & Buffs for Guinea Pigs Guide (12/13/15)
Created by Qualm on Dec 11th 2015.
This is a public build.
2
This is my support build based on my experience from iCBT2 and some insight from kCBT3. It focuses mostly on increasing your allies' damage output while offering maximum sustainability. If played right, no party member should die (or even run out of SP in later ranks). The build listed below is for end-game only. When you start off, you might want to allocate different skill points (since I'm quite sure that skill reset scrolls should be available even in the first non-beta release). Hence, I will write a guide below with every step!
Stats
I would personally completely invest into CON until I am sure that I can survive 99% of the time. Then, I would invest into INT so I would be less of a healing and buffing mule and more useful in damage output. If you want to be full support, you can invest the remaining points into SPR instead of INT.
STR - You do not need any points into this. This is probably the least useful stat you could invest in.
CON - This stat is quite OP. You get 85 HP and 5 maximum weight per point. Trust me, the maximum weight will be your best friend (since you carry a ton of Holy Water, Holy Powder, and Gyslotis).
INT - Your damage output mainly comes from INT (Heal, Cure, Zaibas). You are a support, so this stat would be counterintuitive. However, if you solo, you would want a source of damage. Invest only if you are willing to risk the loss of survivability.
SPR - This stat is quite useful for buffs and debuffs, perfect for anyone who wants to go full support. This stat also increases your Max SP and SP Recovery, which can be handy if you do not want to waste money on potions. I wouldn't invest any stat points here, unless I am confident that I have enough survivability.
DEX - This stat is the second least useful stat for this build. Nothing scales with DEX, and your regular attacks are not your main source of damage (if you want damage, just invest into INT).
Rank 1: Cleric
Only clerics can heal. I apologize to all of those wizards/warriors/archers that want to heal.
Heal (5 Initially, 5 End-Game) - This is your main source of damage when you start off. Each level gives you an extra circle, which is a huge power-spike compared to most classes.
Cure (1-4 Initially, 1-2 End-Game) - This is your other source of damage. Each level increases its maximum number of hits. Although this skill cannot hit airborne enemies, it is great for bosses. Towards end-game, however, you will want to invest your skill points elsewhere.
Safety Zone (4-5 Initially, 4-5 End-Game) - This skill is your allies' best friend. When someone is low on HP, you can use this skill on top of them to prevent any more damage. Then, you can use your heals to prevent what would have been a fatality. A panic button at this level is amazing. If you know a boss's attack patterns, you can prevent quite a bit of damage. Just be wary of DoT attacks such as poison. They will eat up the blocks very quickly.
Deprotected Zone (3-4 Initially, 3-4 End-Game) - This skill is great if you invest in SPR. However, at least as of now, getting this skill just for its attribute is not a bad idea. You can lower a monster's defense by 50 purely from maxing the Enhance attribute. The only reason you would want to invest more than 1 point into this skill is for duration. At Level 3, if you max the Retention Time attribute, this skill will have unlimited up-time including casting time. You can invest 1 more point for less maintenance of this skill while you're busy healing and buffing your allies.
Rank 2: Krivis
Krivis is useful for 2 things only: Zaibas and Daino, especially Daino.
Aukaras (1-3 Initially, 0-1 End-Game) - At the start, this skill is rather useful for recovery. This skill will have full up-time at Level 3. However, over time, the only use of the skill is for HP Recovery Time reduction, which is rather useless considering that your allies will depend on your actual healing skills rather than passive regeneration.
Zalciai (3-5 Initially, 5 End-Game) - This skill seems situational at first. However, its attributes are what makes it so useful. Max all of this skill's attributes if you can.
Daino (4-5 Initially, 4-5 End-Game) - Krivis is in this build almost fully because of this skill. Normally, you can only have a max of 5 skills up at a time. However, Daino increases that number (daino itself will not count towards the maximum beneficial effects). Later on, you will have many skills you want to be active for your whole party: Zalciai, Aspersion, Blessing, Sacrament, Revive, Stone Skin, Arcane Energy, Prophecy. This is unquestionably an indispensible skill. Try your best to keep this active at all times.
Zaibas (5 Initially, 5 End-Game) - This is your main damage source. It's so OP - I don't think I need to explain.
Rank 3: Priest
Finally, you get to the main supporting class. People will love you for this!
Aspersion (5 Initially, 1 End-Game) - 1 point into this skill is purely for another source of damage and utility. Normally, you would find yourself a Pardoner that will buff you with a Level 15 Aspersion that will last a long time. Even then, 1 point actually gives everyone 20% extra defense, so don't worry about having too little invested in this skill.
Monstrance (1 Initially, 1 End-Game) - 1 point into this skill is purely for utility. This skill increases everyone's DEX proportionally to their current DEX. I am not sure about the exact number, but I heard that tests reveal a 30% increase. More points invested in this skill does not increase the DEX increase. This skill is a buff, so be careful about your buff limit with Daino later on.
Blessing (5, 10, 15 Initially, 15 End-Game) - People will love you for this skill. Everyone can get 100 extra damage per line purely from this skill's Enhance attribute. Investing more points in this skill only marginally increases damage. However, it increases the number of procs per affected person. Including Level 15 Blessing, and max Number of Attacks attribute, each affected member can deal 180 lines before the buff needs to be activated again (35 seconds cooldown). Obviously, that is more than enough, but I am not sure about each class's maximum number of hits within 35 seconds. Until I find that out, I will keep Blessing at Level 15.
Resurrection (4 Initially, 0-1 End-Game) - Death should not happen often. Even if it does, you can just use an iCoin to revive at the same spot. You invest 2+ initially only to unlock Revive's Duration attribute. Then, you do not need this skill anymore. I would keep 1 point into this skill just for PvP mishaps, though (i.e. DoT debuff carrying over after auto-revive).
Rank 4: Priest
I will only go over new skills. Information about additional points into previous skills are written above.
Sacrament (5 Initially, 10 End-Game) - This skill is beautiful! It adds another line to all attacks! This means that Blessing also procs on this skill. This skill is a must have. You want to max this skill for its duration and effectively 6 extra damage per attack (mainly duration).
Revive (1 Initially, 1-5 End-Game) - This is any priest's basic panic button. It takes time to move to a low HP target's location to drop a Safety Zone, anyway. When you see that someone is low, immediately cast Revive and relocate yourself to place a Safety Zone on the target until your Heal cooldowns are done. More points are wise if you feel that your party's survivability is problematic. If you take any points from a skill, take the points away from Blessing (read Blessing again if you didn't see why I maxed Blessing). Don't forget to max this skill's attribute before you use a skill reset!
Mass Heal (5 Initially, 10 End-Game) - This is what makes a healer a healer. Some people debate whether a point for 2% extra max hp heal is worth it. However, I don't see other skills that are more important. Therefore, max this.
Rank 5: Priest
I will only go over new skills. Information about additional points into previous skills are written above.
Exorcise (1 Initially, 1 End-Game) - Think of this skill as just another source of damage. It does a lot of initial damage and DoT, but it is quite limited since it can only damage a single target.
Stone Skin (5 Initially, 5 End-Game) - 120 more block per skill level? I like it! If Revive is down for some reason, and you are far away from a target low HP member, this can be another panic button to buy you time to heal your injured ally. It is good to note that this skill scales a lot by your SPR (though not quite necessary to have SPR).
Rank 6: Oracle
Oracle is purely for utility. I will admit, it is extremely fun to use Oracle's signature skills.
Arcane Energy (5 Initially, 5 End-Game) - This skill is extremely useful for sustaining those with little SP and those who use a lot of Stamina. It also has an attribute that allows all affected members to do additional Holy damage.
Change (1 Initially, 1 End-Game) - You honestly do not want more than 1 point into this skill. If you use this skill, you're probably looking for a specific golden shiny monster via Win attribute - more points creates more deviation which lowers the chance to get the desired monster.
Clairvoyance (1 Initially, 1 End-Game) - You can use this skill to see the drops of a monster. This is extremely useful if you're looking for a specific drop (i.e. Varv Skin or Vubbe Fighter Blood).
Counter Spell (1-2 Initially, 1-2 End-Game) - This skill is more or less for PvP. Magic Circles created by monsters are usually relatively harmless and few in number.
Forecast (0-1 Initially, 0-1 End-Game) - I found this skill rather useless. After playing enough, you will know every skill of every boss, and you will know exactly where each skill will hit.
Resetting (1 Initially, 1 End-Game) - You can combo this skill after a failed attempt to find the drop you want via Clairvoyance. This skill is extremely useful since you do not have to find another monster if limited in number.
Death Sentence (1 Initially, 1 End-Game) - This skill is only useful if you have a hard time killing a specific target (not sure why it would take you over a minute to kill something), and no one else is around to help you. Note that its attribute can slow the enemy up to 60%. I honestly do not see any viability in this skill until later Oracle circles.
Prophecy (4 Initially, 4 End-Game) - At Level 4, this skill has unlimited up-time. Keep this active only if you know that your enemies cast a lot of annoying Level 1 debuffs (i.e. Sleep) to save space for other skills.
Rank 7: Kabbalist
Kabbalists have unorthodox support skills with fish bombs for attacks.
Revenged Sevenfold (5 Initially, 5 End-Game) - This buff is quite interesting. While the buff is active and you get hit, it consumes the buff to reflect the attack (it actually does 1 damage) and inflicts 7 lines of Holy damage to the enemy! In Priests' terms, it adds 7 procs of Blessing! Each line is supposedly 50% of the damage you were to take. Each point adds 10% extra damage per reflected hit. The best part is that this path has gotten yet another panic button! Of course, it only reflects once, but what if you knew the target's attack patterns?
Ein Sof (5 Initially, 5 End-Game) - This skill is insane for its SP Recovery attribute. It replaces half the Max HP buff with SP Recovery. Now your party members don't need to worry as much about SP problems. As for the original effect, each point adds a whopping 20% extra Max HP and 3 seconds to the buff. This definitely should be maxed.
Merkaba (2-5 Initially, 2-5 End-Game) - This skill is actually an attack, not a buff like this site currently lists. Each point summons an extra AoE bomb, so plenty of damage is possible from this skill.
Gematria (0-1 Initially, 0-1 End-Game) - As of now, this skill only aids the Reduce Level skill. Each level increases the number of affected monsters by 1. I'm sure that higher circles of Kabbalist will have more uses with this skill.
Notarikon (0-1 Initally, 0-1 End-Game) - I have no idea what this skill is :c
Reduce Level (0-1 Initially, 0-1 End Game) - This skill permanently reduces a target's level and actually stacks. This can facilitate Change farming through added versatility (such as relocating to a more populated area). If level reductions do not affect EXP, I can see some possible power-leveling exploit with this skill.
Other Builds
I realize that Krivis Pardoners can craft Krivis scrolls, especially Daino, which somewhat defeats the purpose of going Krivis midway. If you are less concerned about money, you can buy skill scrolls and follow another path instead: Cleric --> Priest --> Dievdirby --> Priest --> Priest --> Oracle --> Kabbalist. Dievdirby's 20% cooldown reduction statue is amazing. Also, craftable skill scrolls within your classes, such as Monstrance, Cure, etc., can save you points for other skills.
If you have any questions, please do not hesitate to ask.
Disclaimer
This build has nothing to do with guinea pigs. ... I just like guinea pigs c:
Enjoy!
Stats
I would personally completely invest into CON until I am sure that I can survive 99% of the time. Then, I would invest into INT so I would be less of a healing and buffing mule and more useful in damage output. If you want to be full support, you can invest the remaining points into SPR instead of INT.
STR - You do not need any points into this. This is probably the least useful stat you could invest in.
CON - This stat is quite OP. You get 85 HP and 5 maximum weight per point. Trust me, the maximum weight will be your best friend (since you carry a ton of Holy Water, Holy Powder, and Gyslotis).
INT - Your damage output mainly comes from INT (Heal, Cure, Zaibas). You are a support, so this stat would be counterintuitive. However, if you solo, you would want a source of damage. Invest only if you are willing to risk the loss of survivability.
SPR - This stat is quite useful for buffs and debuffs, perfect for anyone who wants to go full support. This stat also increases your Max SP and SP Recovery, which can be handy if you do not want to waste money on potions. I wouldn't invest any stat points here, unless I am confident that I have enough survivability.
DEX - This stat is the second least useful stat for this build. Nothing scales with DEX, and your regular attacks are not your main source of damage (if you want damage, just invest into INT).
Rank 1: Cleric
Only clerics can heal. I apologize to all of those wizards/warriors/archers that want to heal.
Heal (5 Initially, 5 End-Game) - This is your main source of damage when you start off. Each level gives you an extra circle, which is a huge power-spike compared to most classes.
Cure (1-4 Initially, 1-2 End-Game) - This is your other source of damage. Each level increases its maximum number of hits. Although this skill cannot hit airborne enemies, it is great for bosses. Towards end-game, however, you will want to invest your skill points elsewhere.
Safety Zone (4-5 Initially, 4-5 End-Game) - This skill is your allies' best friend. When someone is low on HP, you can use this skill on top of them to prevent any more damage. Then, you can use your heals to prevent what would have been a fatality. A panic button at this level is amazing. If you know a boss's attack patterns, you can prevent quite a bit of damage. Just be wary of DoT attacks such as poison. They will eat up the blocks very quickly.
Deprotected Zone (3-4 Initially, 3-4 End-Game) - This skill is great if you invest in SPR. However, at least as of now, getting this skill just for its attribute is not a bad idea. You can lower a monster's defense by 50 purely from maxing the Enhance attribute. The only reason you would want to invest more than 1 point into this skill is for duration. At Level 3, if you max the Retention Time attribute, this skill will have unlimited up-time including casting time. You can invest 1 more point for less maintenance of this skill while you're busy healing and buffing your allies.
Rank 2: Krivis
Krivis is useful for 2 things only: Zaibas and Daino, especially Daino.
Aukaras (1-3 Initially, 0-1 End-Game) - At the start, this skill is rather useful for recovery. This skill will have full up-time at Level 3. However, over time, the only use of the skill is for HP Recovery Time reduction, which is rather useless considering that your allies will depend on your actual healing skills rather than passive regeneration.
Zalciai (3-5 Initially, 5 End-Game) - This skill seems situational at first. However, its attributes are what makes it so useful. Max all of this skill's attributes if you can.
Daino (4-5 Initially, 4-5 End-Game) - Krivis is in this build almost fully because of this skill. Normally, you can only have a max of 5 skills up at a time. However, Daino increases that number (daino itself will not count towards the maximum beneficial effects). Later on, you will have many skills you want to be active for your whole party: Zalciai, Aspersion, Blessing, Sacrament, Revive, Stone Skin, Arcane Energy, Prophecy. This is unquestionably an indispensible skill. Try your best to keep this active at all times.
Zaibas (5 Initially, 5 End-Game) - This is your main damage source. It's so OP - I don't think I need to explain.
Rank 3: Priest
Finally, you get to the main supporting class. People will love you for this!
Aspersion (5 Initially, 1 End-Game) - 1 point into this skill is purely for another source of damage and utility. Normally, you would find yourself a Pardoner that will buff you with a Level 15 Aspersion that will last a long time. Even then, 1 point actually gives everyone 20% extra defense, so don't worry about having too little invested in this skill.
Monstrance (1 Initially, 1 End-Game) - 1 point into this skill is purely for utility. This skill increases everyone's DEX proportionally to their current DEX. I am not sure about the exact number, but I heard that tests reveal a 30% increase. More points invested in this skill does not increase the DEX increase. This skill is a buff, so be careful about your buff limit with Daino later on.
Blessing (5, 10, 15 Initially, 15 End-Game) - People will love you for this skill. Everyone can get 100 extra damage per line purely from this skill's Enhance attribute. Investing more points in this skill only marginally increases damage. However, it increases the number of procs per affected person. Including Level 15 Blessing, and max Number of Attacks attribute, each affected member can deal 180 lines before the buff needs to be activated again (35 seconds cooldown). Obviously, that is more than enough, but I am not sure about each class's maximum number of hits within 35 seconds. Until I find that out, I will keep Blessing at Level 15.
Resurrection (4 Initially, 0-1 End-Game) - Death should not happen often. Even if it does, you can just use an iCoin to revive at the same spot. You invest 2+ initially only to unlock Revive's Duration attribute. Then, you do not need this skill anymore. I would keep 1 point into this skill just for PvP mishaps, though (i.e. DoT debuff carrying over after auto-revive).
Rank 4: Priest
I will only go over new skills. Information about additional points into previous skills are written above.
Sacrament (5 Initially, 10 End-Game) - This skill is beautiful! It adds another line to all attacks! This means that Blessing also procs on this skill. This skill is a must have. You want to max this skill for its duration and effectively 6 extra damage per attack (mainly duration).
Revive (1 Initially, 1-5 End-Game) - This is any priest's basic panic button. It takes time to move to a low HP target's location to drop a Safety Zone, anyway. When you see that someone is low, immediately cast Revive and relocate yourself to place a Safety Zone on the target until your Heal cooldowns are done. More points are wise if you feel that your party's survivability is problematic. If you take any points from a skill, take the points away from Blessing (read Blessing again if you didn't see why I maxed Blessing). Don't forget to max this skill's attribute before you use a skill reset!
Mass Heal (5 Initially, 10 End-Game) - This is what makes a healer a healer. Some people debate whether a point for 2% extra max hp heal is worth it. However, I don't see other skills that are more important. Therefore, max this.
Rank 5: Priest
I will only go over new skills. Information about additional points into previous skills are written above.
Exorcise (1 Initially, 1 End-Game) - Think of this skill as just another source of damage. It does a lot of initial damage and DoT, but it is quite limited since it can only damage a single target.
Stone Skin (5 Initially, 5 End-Game) - 120 more block per skill level? I like it! If Revive is down for some reason, and you are far away from a target low HP member, this can be another panic button to buy you time to heal your injured ally. It is good to note that this skill scales a lot by your SPR (though not quite necessary to have SPR).
Rank 6: Oracle
Oracle is purely for utility. I will admit, it is extremely fun to use Oracle's signature skills.
Arcane Energy (5 Initially, 5 End-Game) - This skill is extremely useful for sustaining those with little SP and those who use a lot of Stamina. It also has an attribute that allows all affected members to do additional Holy damage.
Change (1 Initially, 1 End-Game) - You honestly do not want more than 1 point into this skill. If you use this skill, you're probably looking for a specific golden shiny monster via Win attribute - more points creates more deviation which lowers the chance to get the desired monster.
Clairvoyance (1 Initially, 1 End-Game) - You can use this skill to see the drops of a monster. This is extremely useful if you're looking for a specific drop (i.e. Varv Skin or Vubbe Fighter Blood).
Counter Spell (1-2 Initially, 1-2 End-Game) - This skill is more or less for PvP. Magic Circles created by monsters are usually relatively harmless and few in number.
Forecast (0-1 Initially, 0-1 End-Game) - I found this skill rather useless. After playing enough, you will know every skill of every boss, and you will know exactly where each skill will hit.
Resetting (1 Initially, 1 End-Game) - You can combo this skill after a failed attempt to find the drop you want via Clairvoyance. This skill is extremely useful since you do not have to find another monster if limited in number.
Death Sentence (1 Initially, 1 End-Game) - This skill is only useful if you have a hard time killing a specific target (not sure why it would take you over a minute to kill something), and no one else is around to help you. Note that its attribute can slow the enemy up to 60%. I honestly do not see any viability in this skill until later Oracle circles.
Prophecy (4 Initially, 4 End-Game) - At Level 4, this skill has unlimited up-time. Keep this active only if you know that your enemies cast a lot of annoying Level 1 debuffs (i.e. Sleep) to save space for other skills.
Rank 7: Kabbalist
Kabbalists have unorthodox support skills with fish bombs for attacks.
Revenged Sevenfold (5 Initially, 5 End-Game) - This buff is quite interesting. While the buff is active and you get hit, it consumes the buff to reflect the attack (it actually does 1 damage) and inflicts 7 lines of Holy damage to the enemy! In Priests' terms, it adds 7 procs of Blessing! Each line is supposedly 50% of the damage you were to take. Each point adds 10% extra damage per reflected hit. The best part is that this path has gotten yet another panic button! Of course, it only reflects once, but what if you knew the target's attack patterns?
Ein Sof (5 Initially, 5 End-Game) - This skill is insane for its SP Recovery attribute. It replaces half the Max HP buff with SP Recovery. Now your party members don't need to worry as much about SP problems. As for the original effect, each point adds a whopping 20% extra Max HP and 3 seconds to the buff. This definitely should be maxed.
Merkaba (2-5 Initially, 2-5 End-Game) - This skill is actually an attack, not a buff like this site currently lists. Each point summons an extra AoE bomb, so plenty of damage is possible from this skill.
Gematria (0-1 Initially, 0-1 End-Game) - As of now, this skill only aids the Reduce Level skill. Each level increases the number of affected monsters by 1. I'm sure that higher circles of Kabbalist will have more uses with this skill.
Notarikon (0-1 Initally, 0-1 End-Game) - I have no idea what this skill is :c
Reduce Level (0-1 Initially, 0-1 End Game) - This skill permanently reduces a target's level and actually stacks. This can facilitate Change farming through added versatility (such as relocating to a more populated area). If level reductions do not affect EXP, I can see some possible power-leveling exploit with this skill.
Other Builds
I realize that Krivis Pardoners can craft Krivis scrolls, especially Daino, which somewhat defeats the purpose of going Krivis midway. If you are less concerned about money, you can buy skill scrolls and follow another path instead: Cleric --> Priest --> Dievdirby --> Priest --> Priest --> Oracle --> Kabbalist. Dievdirby's 20% cooldown reduction statue is amazing. Also, craftable skill scrolls within your classes, such as Monstrance, Cure, etc., can save you points for other skills.
If you have any questions, please do not hesitate to ask.
Disclaimer
This build has nothing to do with guinea pigs. ... I just like guinea pigs c:
Enjoy!
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: 1 / 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 1: 0.4 second attack 103% No. of Hits: 10 Magic Circle Duration: 6 seconds SP: 15 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: 4 / 5 Deprotected Zone: Enhance Type: Passive * Adds to the defense decrease effect of [Deprotected Zone] by 1 per attribute level * This attribute applies after the stack calculation Lv3 Deprotected Zone required Deprotected Zone: Retention Time Type: Active * Increases duration of [Deprotected Zone]'s magic circle by 1 second per attribute level * Increases SP consumption by 10% Cleric 1st Circle required Deprotected Zone: Sword Attack Type: Active * Using basic sword attacks on enemies with [Deprotected Zone] will inflict [Weakened Defense] * [Weakened Defense] can be stacked up to 10 times Increases SP consumption by 10% Cleric 1st Circle required Deprotected Zone Creates a magic circle that decreases the defense of enemies over time. Level 4: Reduces 0.3% per stack Magic Circle Duration: 12 seconds SP: 37 Type: Magic / Buff Cooldown: 13s Element: |
Rank 2
Krivis |
1 / 5 Aukuras: Enhance Type: Passive * Increases the heal factor of [Aukuras] by 0.5% per attribute level * +10% added bonus at maximum level Krivis 1st Circle required Aukuras: Fire Property Resistance Type: Active * Increases Fire property resistance by 14 per attribute level when [Aukuras] is active * Increases SP consumption by 10% Krivis 1st Circle required Aukuras: Goddess of Fire Type: Active * Ally magic attacks within range of [Aukuras] deal additional Fire property damage * Decreases torch duration by 10 seconds * Eliminates the amount of HP recovered * Increases SP consumption by 20% * Decreases cooldown by 30 seconds Krivis 2nd Circle required Aukuras Summons a holy torch, constantly restoring the HP of nearby allies while reducing the accuracy of nearby enemies. While nearby the torch, the duration of harmful effects will constantly be reduced. Level 1: Heal factor 30% Torch duration 30 sec Add. Fire property damage per magic attack 0 SP: 28 Type: Magic / Buff Cooldown: 60s Element: 4 / 5 Zalciai: Duration Type: Active * Increases duration of [Zalciai] by 3 seconds per attribute level * Increases SP consumption by 20% Krivis 1st Circle required Zalciai: Magic Amplification Type: Active Increases magic amplification by 12 per attribute level when [Zalciai] is active * Increases SP consumption by 10% Krivis 1st Circle required Zalciai: Enhance Type: Passive * Increases critical attack of [Zalciai] by 1% per attribute level Lv. 3 Zalciai required Zalciai Creates a magic circle that increases the critical abilities of allies or decreases the critical abilities of enemies. Level 4: Ally's Critical Attack: +36 Enemy's Critical Resistance: -40 SP: 50 Type: Magic / Buff Cooldown: 20s Element: 5 / 5 Daino: Duration Type: Active * Increases the duration of [Daino]'s effect by 4 seconds per attribute level * Increases SP consumption by 20% Krivis 1st Circle required Daino: Additional Attack Type: Active * Increases attack speed by 10 per skill level while [Daino] is active Adds an additional attack to basic attacks while active * Increases SP consumption by 50% Krivis 3rd Circle required Daino Change your basic attack to a magic attack. Level 5: Duration: 30 seconds SP: 53 Type: Magic / Buff Cooldown: 60s Element: 5 / 5 2 Zaibas: Enhance Type: Passive * Increases the damage dealt on an enemy with [Zaibas] by 0.5% per attribute level * +10% added damage at maximum level Krivis 1st Circle required Zaibas: Splash Type: Active * [Zaibas] deals damage to multiple enemies * Max. targets: 7 * Total count is maintained * Increases SP consumption by 30% Krivis 2nd Circle required Zaibas [Magic] - [Lightning] Creates a magic circle that calls down bolts of lightning on an enemy using the God of Thunder's power. Level 5: 0.3 second attack 82% No. of Hits: 9 Magic Circle Duration: 30 seconds SP: 66 Type: Magic / Attack Cooldown: 20s Element: |
Rank 3
Priest |
1 / 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 1: Attack: 182% Physical Defense: +75 Targets: 10 Duration: 300 seconds Consumes 1 Holy Water SP: 26 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: 1 / 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 1: Attack: 289% Casting Time: 6 seconds Restores 5% of target's HP after resurrection No. of Targets: 1 SP: 36 Type: Magic / Buff Cooldown: 30s Element: |
Rank 4
Priest |
10 / 10 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 10: Additional Damage: +280 Allies Affected: 2 Duration: 300 seconds Consumes 1 Holy Powder SP: 112 Type: Magic / Buff Cooldown: 35s Element: 5 / 5 Sacrament: Dark Property Resistance Type: Active * Increases dark property resistance by 5 per attribute level when [Sacrament] is active * Increases SP consumption by 10% Priest 2nd Circle required Sacrament Temporarily grants an additional Holy property attack to you and your party member's attacks. Level 5: Holy Property Attack: +420 Duration: 300 seconds Consumes 1 Gyslotis SP: 80 Type: Magic / Buff Cooldown: 90s Element: 1 / 5 Revive: Duration Type: Active * Increases duration of [Revive] by 7 seconds per attribute level * Not applicable in TBL or GvG * Increases SP consumption by 20% Priest 2nd Circle & Lv2 Resurrection required Revive Prevents one from becoming Incapable of Combat once. Level 1: HP Recovery: 5% Invincibility: 1 seconds Duration: 90 seconds SP: 39 Type: Magic / Buff Cooldown: 120s Element: 5 / 5 Mass Heal: Enhance Type: Active * Increases the heal factor of [Mass Heal] by 0.5% per attribute level * +10% added bonus at maximum level Priest 2nd Circle required Mass Heal Restores the HP of nearby allies. Level 5: Heal factor 598% SP: 75 Type: Magic / Buff Cooldown: 30s Element: |
Rank 5
Priest |
15 / 15 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 15: Additional Damage: +405 Allies Affected: 2 Duration: 300 seconds Consumes 1 Holy Powder SP: 157 Type: Magic / Buff Cooldown: 35s Element: 10 / 10 Sacrament: Dark Property Resistance Type: Active * Increases dark property resistance by 5 per attribute level when [Sacrament] is active * Increases SP consumption by 10% Priest 2nd Circle required Sacrament Temporarily grants an additional Holy property attack to you and your party member's attacks. Level 10: Holy Property Attack: +720 Duration: 400 seconds Consumes 1 Gyslotis SP: 132 Type: Magic / Buff Cooldown: 90s Element: 10 / 10 Mass Heal: Enhance Type: Active * Increases the heal factor of [Mass Heal] by 0.5% per attribute level * +10% added bonus at maximum level Priest 2nd Circle required Mass Heal Restores the HP of nearby allies. Level 10: Heal factor 838% SP: 124 Type: Magic / Buff Cooldown: 30s Element: 1 / 5 Exorcise: Enhance Type: Passive * Increases the damage dealt on an enemy with [Exorcise] by 0.5% per attribute level * +10% added damage at maximum level Priest 3rd Circle required Exorcise: Duration Type: Active * Increases duration of [Exorcise]'s magic circle by 1 second per attribute level * Increases SP consumption by 10% Priest 3rd Circle required Exorcise [Magic] - [Holy] Creates an exorcism circle that damages enemies inside, then deals continuous damage. Level 1: 0.4 second attack 126% Duration: 10 seconds SP: 36 Type: Magic / Buff Cooldown: 36s Element: 5 / 5 Stone Skin Reduce damage taken from Slash, Pierce, Bow, Gun and Magic attacks for you and your party members. Level 5: Decreases damage received by 20% Duration: 35 seconds SP: 81 Type: Magic / Buff Cooldown: 60s Element: |
Rank 6
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 2 / 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 2: Removes nearby magic circles Maximum Duration: 10 Cooldown -2 second(s) SP: 98 Type: Magic / Attack Cooldown: 58s 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 4 / 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 4: Duration 25 seconds Applies 4 times SP: 78 Type: Magic / Attack Cooldown: 30s |
Rank 7
Kabbalist |
5 / 5 Revenged Sevenfold: Duration Type: Active * Increases the duration of [Revenged Sevenfold]'s effect by 1 second per attribute level * Increases SP consumption by 10% Kabbalist 1st Circle required Revenged Sevenfold: Curse Type: Active * Inflicts [Curse] at a 10% chance for 4 seconds on an enemy when damage is dealt with [Revenged Sevenfold] * Increases SP consumption by 10% Kabbalist 1st Circle required Revenged Sevenfold [Magic] - [Holy] Use the power of the goddess to avenge yourself with x7 the power of an enemy's attack. Level 5: Duration: 60 seconds Additional Damage: 50% x7 SP: 146 Type: Magic / Buff Cooldown: 40s Element: 5 / 5 Ein Sof: Maintain Time Type: Active * Increases duration of [Ein Sof] tiles by 1 second per attribute level * Increases SP consumption by 10% Kabbalist 1st Circle required Ein Sof: SP Recovery Type: Active * Reduces the max. HP bonus of [Ein Sof] in half, but applies the other half as SP recovery for 10 sec * Increases SP consumption by 10% Lv. 3 Ein Sof required Ein Sof: Stacked Healing Type: Active * While under the effect of [Ein Sof], the amount recovered by [Heal] and [Mass Heal] doubles * While under the effect of [Ein Sof], the amount of HP recovered doubles * Both effects do not stack with each other * Effects decrease by 30% inside Team Battle League Kabbalist 1st Circle required Ein Sof: Double Magic Circle Type: Active * Ein Sof magic circle can be used 2 times Targets already under Ein Sof will not receive the buff again * Increases SP consumption by 50% Kabalist 3rd Circle Required Ein Sof [Magic] - [Holy] Creates a magic circle that drastically increases your maximum HP for a period of time. Level 5: Duration 35 sec Magic circle duration 15 sec Max. HP increases by 50% + 15000 SP: 164 Type: Magic / Buff Cooldown: 60s Element: 2 / 5 Merkabah: Enhance Type: Passive * Increases the damage dealt on an enemy with [Merkabah] by 0.5% per attribute level * +10% added damage at maximum level Kabbalist 1st Circle required Merkabah: Reduced Movement Speed Type: Active * Reduces the movement speed of [Merkabah] Kabalist 2nd Circle Required Merkabah: Divine Protection Type: Active * Nullify enemy attacks while near [Merkabah]'s wheel and temporarily gain the Holy property * Increases the magical defense of nearby allies by 10% * Increases SP consumption by 10% Kabalist 2nd Circle Required Merkabah [Magic] - [Holy] Summons the wagon of the goddess to explode at a predetermined spot, dealing damage to nearby enemies. Level 2: Attack 290% 100% magic damage on collision 100% add. damage on Demon targets Max. 20 collisions SP: 118 Type: Magic / Buff Cooldown: 35s Element: 1 / 1 Gematria Divide the numbers of an enemy's name and calculate a new number. Level 1: Applies a maximum of 10 times SP: 54 Type: Magic / Buff Cooldown: 1s Element: 1 / 1 Notarikon Calculate a new number from the first and the last letter of an enemy's name. Level 1: Applies a maximum of 10 times SP: 54 Type: Magic / Buff Cooldown: 1s Element: |
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Comments (3)
also, what are your stat allocations?