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

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!
Copy Build
Rank 1
circle 1
Cleric
5 / 5
2
Heal
Cleric12 Cleric3 Cleric10 Cleric20 Cleric21
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: Holy
1 / 5
Cure
Cleric11
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: Holy
5 / 5
Safety Zone
Cleric8
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: Holy
4 / 5
Deprotected Zone
Cleric13 Cleric5 Cleric7
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: Holy
Rank 2
circle 1
Krivis
1 / 5
Aukuras
Kriwi14 Kriwi6
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: Fire
4 / 5
Zalciai
Kriwi7 Kriwi8 Kriwi17
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: Holy
5 / 5
Daino
Kriwi5
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: Holy
5 / 5
2
Zaibas
Kriwi11
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: Lightning
Rank 3
circle 1
Priest
1 / 5
Aspersion
Priest11
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: Holy
1 / 5
Monstrance
Priest22
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: Holy
5 / 5
Blessing
Priest13 Priest6
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: Holy
1 / 5
Resurrection
Priest9
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: Holy
Rank 4
circle 2
Priest
1 / 10
Aspersion
Priest11
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: Holy
1 / 10
Monstrance
Priest22
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: Holy
10 / 10
Blessing
Priest13 Priest6
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: Holy
1 / 5
Resurrection
Priest9
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: Holy
5 / 5
Sacrament
Priest7
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: Holy
1 / 5
Revive
Priest21
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: Holy
5 / 5
Mass Heal
Priest26
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: Holy
Rank 5
circle 3
Priest
1 / 15
Aspersion
Priest11
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: Holy
1 / 15
Monstrance
Priest22
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: Holy
15 / 15
Blessing
Priest13 Priest6
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: Holy
1 / 5
Resurrection
Priest9
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: Holy
10 / 10
Sacrament
Priest7
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: Holy
1 / 10
Revive
Priest21
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: Holy
10 / 10
Mass Heal
Priest26
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: Holy
1 / 5
Exorcise
Priest20 Priest23
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: Holy
5 / 5
Stone Skin
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: Holy
Rank 6
circle 1
Oracle
5 / 5
Arcane Energy
Oracle1 Oracle7
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
Oracle4
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
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
Oracle10
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
0 / 1
Forecast
Oracle3 Oracle6
Forecast: Duration
Type: Active
* Increases duration of [Forecast] by 1 minute per attribute level
* Increases SP consumption by 20%

Oracle 1st Circle required
Forecast: Increased Nullification
Type: Active
* Increases chances to nullify an enemy's attack while activating [Forecast] by 1% per attribute level
* Increases SP consumption by 10%

Oracle 1st Circle required
Forecast

Show in advance where the enemy will attack you and your party members.

Level 1:
Evasion: +100
Duration: 300 seconds
Level 1 master
SP: 63

Type: Magic / Buff
Cooldown: 30s
1 / 1
2
Resetting
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
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
circle 1
Kabbalist
5 / 5
Revenged Sevenfold
Kabbalist1 Kabbalist2
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: Holy
5 / 5
Ein Sof
Kabbalist6 Kabbalist10 Kabbalist18
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: Holy
2 / 5
Merkabah
Kabbalist8
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: Holy
1 / 1
Gematria
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: Holy
1 / 1
Notarikon
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: Holy
0 / 5
Double Chance
Multiple Hit Chance: Minimal Correction
Type: Active
* Applies a min. of 3 hits when the value of Multiple Chance is 3 or less.
* Increases SP consumption by 50%

Kabalist 2nd Circle Required
Double Chance

Based on the number derived from selected targets, gain a chance to perform repeated hits. The attacked target receives damage according to the number of hits.

Level 1:
Applies number of repeated hits set by Double Chance
Attack per repeated hit 8%
SP: 122

Type: Magic / Buff
Cooldown: 35s
Element: Holy
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Comments (3)

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Sep 21st 2016 11:49:29
what's ur stat allocations?
Reply
Jun 28th 2016 09:23:24
have you considered leaving out kriv1 and taking cleric2 and just bring daino scrolls?

also, what are your stat allocations?
Reply
Apr 21st 2016 11:26:37
Awesome build, will try this one!
Reply
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