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

Yolomancer

Created by nymi on May 3rd 2016 (Last Updated: Nov 11th 2016).
This is a private build.
39




Energy bolt
-Seems buffed compare to icbt2. Has 3 charges and 9 seconds. Spammable but eats up too much mana. Use this before being a pyromancer.

Sleep
-Well it is good on crowd control. Great to be used with joint penalty with energy bolt, fireball, or fire wall.

Reflect shield
-Reflects 4 times but avoid those multi hit mobs since it can easily disable this shield.

Earthquake
-Leave it at level 1. It is good in early levels before pyromancer and after that, it does puny damage to mobs. Fixed attack, no scaling.



- This is where you will get all of your main attack skills.

Fireball
-This is your main attack skill. Not only it can attack ground units but also it can attack air units. Combine it with joint penalty+ hangman and it will be devastating

Enchant fire
-Grants fire property. It enhances the normal attack of you and your party. Great support buff. Take it.

Flame ground
-This is your main ground attack and bossing skill. Just rabbit hop while the targets are within the circle and you can kill them and the duration is 20 seconds. Do take note that this skill can only kill ground targets. Fireball+ joint penalty+ hangman is still the best air units killer.

You have access to 2 heavy attack skills (fireball and flame ground) and 1 all around heavy attack skill (fireball).




- Great in amplifying aoe damage because of joint penalty. Great in solo or party. Just tell them you are a linker and parties will invite you.

Unbind
-The only use it has is disconnecting links. You can either leave this at 0 then put the point in physical link. Good skill if you want to disconnect joint penalty or physical link.

Physical link
-Links the party members and divides the damage taken. Nice support skill. You can also maximize this so all 5 members can have the benefits.

Joint penalty
-This is linker's image and identity. 5 targets can be linked and all of them can take damage from normal attack and skills. Combine it with hangman and it is devastating.

Hangman's knot
-You can use this after physical link is successfully casted. It will gather all linked enemies on one place making them even easier to kill.




- You can choose this or linker 2. The reason I chose this since i'm having a full con build. Transpose comes in handy for that.

Swell left arm
-A very good buff. Bonus physical and magical attack.

Shrink body
-Works nice on those big targets that are harder to kill. Doesn't work on bosses though.

Swell body
-Enlarges the target and increases its hp however it grants bonus exp and a higher chance of loot within the specified timeframe. Good to cast this skill if you have a target dying.

Transpose
-This is the reason I went thaumaturge. If you have a full con stat then it transposes it to a full int stat. It is a two edged sword, you can either be a tanky mage or a devastating glass canon so you have to be careful.




-People loves this support class.

Quicken
-450 attack speed within 105 seconds and the cooldown is 40 seconds.

Reincarnate
-You can reincarnate a mob but based on my research, if you reincarnate a blue or a white mob then it basically comes back as a normal type.

Stop
-You stop time and the mobs wont take damage but they will stop any attacks within the timeframe.

Slow
-Decreases movement. This can be annoying in pvp. As for pve it will slow the movement of the targets although the number of targets is not specified.

Haste- movement speed +7% if maxed for 80 seconds and the cooldown is 35 seconds. Based on my research, this skil makes you slightly faster than a sprinting swordsman.

Backmasking
-Rewinds time on a specific area. Nice to use when you are in a pinch.

Pass
-Reduces cooldown of you and your party members by 25 seconds. The cooldown of this skill is 50 seconds. Of course it can reduce the cooldown of all skill by 25 seconds with the exception of the skill itself.



Important attributes:

Fireball burn debuff
-Max it. 50% chance to receive flame damage for 5 seconds? Very good even on late game. The flame damage also scales greatly with int.

Fireball enhance
-Although level 10 or 20 works until level 150 it is also advised to make the attribute level 50 if you have the resources. The next circles you will be taking are support/ utility classes and this is your number 1 attack skill. Take note of that. Level 50 of this skill costs 813,033

Flame ground enhance
-The attribute of this skill can go level 10- 30. Fireball attributes is always the priority to max or upgrade before this.Level 50 of this skill costs 813,033

Swell left arm enhance
-It is optional to have some attributes on this skill. The skill has + 68 magic and physical attack for 50 seconds. Maxing the attribute which is level 50 will give +150 additional magic and physical attack. So if you have maxed the attribute you will have a total of additional 218 magic and physical attack for 50 seconds.Maxing this until level 50 costs 1,337,250.

Quicken
-Increases critical rate by 25 % but decreases evasion by 10%. No worries about the evasion decrease. It will be nullified by haste which gives you 100 evasion.

Haste
-Additional 100 evasion.


Source of attribute calculations

Attribute calculator

- All classes attributes are there and you can try to calculate the costs of each attributes.


Attack skills
All around main attack skill (air and aground) = Fireball+ joint+ hangman

Main ground attack skill = Flame ground bunny hop until targets die and you can also add joint penalty+ hangman.

Utility attack skill = energy bolt. Useable only if you have mana to spare and both fireball and flame ground are on cooldown (this happens with 20% chance that 2 of those skills are on cooldown).


Stats

Full con. You are more on support. How can you support if you keep on dying. This is the reason I went thaumaturge. If you have a full con stat then it transposes it to a full int stat. It is a two edged sword, you can either be a tanky mage or a devastating glass canon so you have to be careful.

Skill point distribution Chronomancer

Always leave 5-10 points in Chronomancer circle 1 so you can have early access to Haste. You can also do the same when you hit circle 2. You need to reserve at least 5 points so you can have early access to Pass. Distribute the skill points after you have maxed out Quicken, Haste, and Pass.

How I leveled up based on my experience

Started in klapedia

Did quests in klapedia in orsha from 1-90 (skipped lemprasa pond storyline from orsha. I started in koru jungle on the orsha questline)

Did 3x level 90 dungeon. Popped up some cards to 100 then did 3x mission dungeon.

Level 104 achieved in 13 hours

Did some questing then poped some cards until 115.

Did 3x mission dungeon and 3x 115 dungeon then done some quest

Achieved level 127 class rank 5 in 25 hours steam time

Done some quests then use cards asap until 145

Did 145 dungeon and mission dungeon 3x achieved 152. (46 hours steam time)

Did questing from 152- 177 straight no grinding. Did 130 dungeon rush instead and mission dungeon 3x.

Level 177 class rank 6 (71 hours achieved)


Did questing from 177-190 (this is the point you will have 1-10 level gaps on maps but it will stop once you hit 186).

Achieved level 190 in 88 steam hours.

Did 190 dungeon and 3x mission dungeon achieved 195.

Did some questing until 210. Started to grind in alemeth until 220.

Achieved level 220 127 hours steam time.

Did missions poped up cards until cranto coast. Reached 226 class rank 7 3 points on 142 steam hours.

Pretty much you will run out of quests and you need to grind

Alemeth 210- 230
Evacuation 228- 248
Storage 252-272
Maven abby 264-280

FAQ:

Why did you not grind from demon prison or dina bee?

Demon prison is full of bots and dina bee is full of macro afk socerer necromancers. Besides Why will you grind early mid game when you will grind in mid late game?

Grind in early game or not you will still grind till 280. Period.

When to use cards?

I use them asap for God's sake. I'm not even scared of popping up cards.

What is the difference of grinding early game and popping cards asap?

Nothing. Early game grinding just give you some level advantage to go to class rank 7. It doesn't change the fact you will be grinding till 280.

Guidelines in leveling up.

ALWAYS 100% EVERY MAPS. It will give you 3 exp cards depending on the map's level. (Royal masoleum 4f and sanctuary is impossible to 100% under normal means).

Always do every quests in from Main chamber(137/ level 7 cards) until cranto coast(232 level 11 cards)

This has been tested by this yolomancer.

Possible rank or circles after

Rank 8.
Enchanter 1- 90% - imagine how much profits we can make.
Sage 1- 80% - the copy skills looks tempting but we need the scopes of it.

Those are just circles i'll take on theory.

Sample

https://www.youtube.com/watch?v=7HCmUUJZd2g

Alternative build

Linker 2 in rank 4

- This would be the best alternative just in case there is no support wizard open for rank 8. Linker 3 would be the best option if that happens.


Update

Changed to sage because of how scrolls work. Sage works better and is useful in your party.
Copy Build
Rank 1
circle 1
Wizard
4 / 5
3
Energy Bolt
Wizard11 Wizard4
Energy Bolt: Enhance
Type: Passive
* Increases the damage dealt on an enemy with [Energy Bolt] by 0.5% per attribute level
* +10% added damage at maximum level

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

Wizard 1st Circle required
Energy Bolt

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

Level 4:
Attack: 127% x 2
AoE Attack Ratio: 1
SP: 20

Type: Magic / Attack
Cooldown: 9s
0 / 5
Lethargy
Lethargy: Strike Speciality
Type: Active
* Enemies affected by [Lethargy] receive 10% additional damage per attribute level with [Strike] attacks
* Increases SP consumption by 10%

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

Wizard 2nd Circle required
Lethargy

Makes an enemy lethargic.

Level 1:
Physical attack -1%
Magic attack -1%
Evasion -5
Damage from magic circles +20%
[Lethargy] Duration 20 sec
SP: 13

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

Sleep Lv6, Wizard C2 required
Sleep

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

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

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

Wizard 2nd Circle required
Magic Shield

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

Level 5:
Damage reduction 20%
Duration: 300 seconds
Applies 5 times
SP: 0

Type: Magic / Buff
Cooldown: 45s
1 / 5
3
Earthquake
Wizard13 Wizard23
Earthquake: Enhance
Type: Passive
* Increases the damage dealt on an enemy with [Earthquake] by 0.5% per attribute level
*+10% added damage at maximum level

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

Wizard 1st Circle required
Earthquake

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

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

Type: Magic / Attack
Cooldown: 17s
Element: Earth
Rank 2
circle 1
Pyromancer
5 / 5
5
Fireball
Pyromancer11 Pyromancer1
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: Fire
0 / 5
3
Fire Wall
Pyromancer12 Pyromancer2
Fire Wall: Enhance
Type: Passive
* Increases the damage dealt on an enemy with [Fire Wall] by 0.5% per attribute level
* +10% added damage at maximum level

Pyromancer 1st Circle required
Fire Wall: Increased Fire Property Buff
Type: Active
* Increases Fire property attack of allies per attribute level in proportion to INT for 5 sec when they step on [Fire Wall]
* Increases SP consumption by 10%

Pyromancer 1st Circle required
Fire Wall: Knockback
Type: Active
* Knocks back enemies hit by [Fire Wall]

Pyromancer 3rd Circle required
Fire Wall

[Magic] - [Fire]
Creates a wall of flames that continuously damages approaching enemies.

Level 1:
Attack 158% x 5
8 Fire Walls
Duration 15 sec
SP: 36

Type: Magic / Attack
Cooldown: 20s
Element: Fire
5 / 5
Enchant Fire
Pyromancer6
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: Fire
0 / 5
3
Flare
Pyromancer13 Pyromancer9
Flare: Enhance
Type: Passive
* Increases the damage dealt on an enemy with [Flare] by 0.5% per attribute level
*+10% added damage at maximum level

Pyromancer 1st Circle required
Flare: Additional Damage
Type: Active
* Increases property damage of [Flare] by 10 per attribute level to Cloth armor-type enemies
* Increases SP consumption by 10%

Pyromancer 1st Circle required
Flare

[Magic] - [Fire]
Inflicts damage by exploding a burning enemy.

Level 1:
Attack: 545%
SP: 27

Type: Magic / Attack
Cooldown: 20s
Element: Fire
5 / 5
Flame Ground
Pyromancer26
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: Fire
Rank 3
circle 1
Linker
1 / 1
Unbind
Linker7
Unbind: Enemy Damage
Type: Active
* Deals damage equal to 100% magic attack to enemies when link from [Unbind] is about to disconnect
* Increases by 10% per attribute level from Lv. 2
* Increases SP consumption by 10%

Linker 1st Circle required
Unbind

Disconnect all links.

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

Type: Magic / Buff
Cooldown: 0s
4 / 5
Physical Link
Linker1
Physical Link: Defense
Type: Active
* Increases physical defense by [connected party members * attribute level]% when [Physical Link] is active
* Increases SP consumption by 10%

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

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

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

Linker 1st Circle required
Joint Penalty

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

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

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

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

Linker 1st Circle required
Hangman's Knot

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

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

Type: Magic / Buff
Cooldown: 15s
Rank 4
circle 1
Thaumaturge
5 / 5
Swell Left Arm
Thaumaturge11 Thaumaturge6 Thaumaturge7 Thaumaturge17
Swell Left Arm: Enhance
Type: Passive
* Increases the attack increase effect of [Swell Left Arm] by 1% per attribute level

Lv. 3 of Swell Left Arm: Enhance required
Swell Left Arm: Shrink Size Speciality
Type: Active
* Deals 30% additional damage per attribute level on enemies affected by [Shrink Body] when [Swell Left Arm] is in effect
* Increases SP consumption by 10%

Lv2 Shrink Body required
Swell Left Arm: Swell Body Speciality
Type: Active
* Attacking enemies affected by [Swell Body] when [Swell Left Arm] is in effect causes [Attacked Weakened] to persist in duration
* Increases duration by 8 seconds per attribute level
* [Attack Weakened] can be stacked up to 10 times
* Increases SP consumption by 10%

Lv2 Swell Body required
Swell Left Arm: Summons
Type: Active
* [Swell Left Arm] increases physical and magic damage dealt by your own summons by 1% per attribute level

Thaumaturge 1st Circle required
Swell Left Arm

Enlarge the size of you and your party member's hands to increase the attack of their primary weapon. The effect increases in proportion to the caster's INT and SPR.

Level 5:
Primary Physical Attack +118
Magic Attack +118
Duration: 300 seconds
Consumes #{SpendItemCount}# Magic Powder
SP: 95

Type: Magic / Buff
Cooldown: 50s
1 / 5
2
Shrink Body
Thaumaturge2 Thaumaturge4
Shrink Body: Increased Movement Speed
Type: Active
* Increases movement speed of monsters affected by [Shrink Body] by 10% per attribute level
* Decreases physical and magic attack by 25% per attribute level
* Effects do not apply to characters

Thaumaturge 1st Circle required
Shrink Body: Additional Damage
Type: Active
* Deals damage equal to 20% of magic attack when changing the enemy's size with [Shrink Body] per attribute level
* Increases SP consumption by 10%

Thaumaturge 1st Circle required
Shrink Body

Shrink the size of monsters.

Level 1:
Large-type-> Medium-type-> Small-type
Targets: 3
Duration: 6 seconds
SP: 72

Type: Magic / Buff
Cooldown: 25s
4 / 5
2
Swell Body
Thaumaturge1 Thaumaturge3
Swell Body: Decreased Movement Speed
Type: Active
* Decreases movement speed of monsters affected by [Swell Body] by 15% per attribute level
* Increases physical and magic attack by 10% per attribute level
* Effects do not apply to characters

Thaumaturge 1st Circle required
Swell Body: Additional Damage
Type: Active
* Deals damage equal to 20% of magic attack when changing the enemy's size with [Swell Body] per attribute level
* Increases SP consumption by 10%

Thaumaturge 1st Circle required
Swell Body

Enlarges the size of monsters. Increases the target's maximum HP by 2 times and doubles loot dropped.

Level 4:
Small-type-> Medium-type-> Large-type
Targets: 5
Duration: 9 seconds
SP: 95

Type: Magic / Buff
Cooldown: 25s
5 / 5
Transpose
Thaumaturge9
Transpose: Equilibrium
Type: Active
* Applies average of INT and CON to both stats when using [Transpose]

Thaumaturge 1st Circle required
Transpose

Change your INT and CON.

Level 5:
Duration: 100 seconds
SP: 99

Type: Magic / Buff
Cooldown: 70s
Rank 5
circle 1
Chronomancer
5 / 5
Quicken
Chronomancer1
Quicken: Critical Rate
Type: Active
* [Quicken] increases critical rate by 15 per attribute level and decreases evasion by 20 per attribute level
Effect increases up to 2 times in proportion to caster's SPR and target's level
* Increases SP consumption by 30%

Chronomancer 1st Circle required
Quicken

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

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

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

Chronomancer 1st Circle required
Reincarnate

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

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

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

Chronomancer 1st Circle required
Stop

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

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

Type: Magic / Buff
Cooldown: 100s
1 / 5
Slow
Chronomancer2 Chronomancer6
Slow: Critical Resistance
Type: Active
* Enemies affected by [Slow] have their critical resistance decreased by a value equal to 15% of the caster's INT
* Increases SP consumption by 10%

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

Chronomancer 1st Circle required
Slow

Controls time to decrease the movement speed of enemies.

Level 1:
Movement Speed: -9
Magic Circle Duration: 14.5 seconds
[Slow] Duration: 10 seconds
SP: 88

Type: Magic / Buff
Cooldown: 35s
Rank 6
circle 2
Chronomancer
10 / 10
Quicken
Chronomancer1
Quicken: Critical Rate
Type: Active
* [Quicken] increases critical rate by 15 per attribute level and decreases evasion by 20 per attribute level
Effect increases up to 2 times in proportion to caster's SPR and target's level
* Increases SP consumption by 30%

Chronomancer 1st Circle required
Quicken

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

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

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

Chronomancer 1st Circle required
Reincarnate

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

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

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

Chronomancer 1st Circle required
Stop

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

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

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

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

Chronomancer 1st Circle required
Slow

Controls time to decrease the movement speed of enemies.

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

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

Chronomancer 2nd Circle required
Haste

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

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

Type: Magic / Buff
Cooldown: 35s
Rank 7
circle 3
Chronomancer
15 / 15
Quicken
Chronomancer1
Quicken: Critical Rate
Type: Active
* [Quicken] increases critical rate by 15 per attribute level and decreases evasion by 20 per attribute level
Effect increases up to 2 times in proportion to caster's SPR and target's level
* Increases SP consumption by 30%

Chronomancer 1st Circle required
Quicken

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

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

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

Chronomancer 1st Circle required
Reincarnate

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

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

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

Chronomancer 1st Circle required
Stop

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

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

Type: Magic / Buff
Cooldown: 100s
8 / 15
Slow
Chronomancer2 Chronomancer6
Slow: Critical Resistance
Type: Active
* Enemies affected by [Slow] have their critical resistance decreased by a value equal to 15% of the caster's INT
* Increases SP consumption by 10%

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

Chronomancer 1st Circle required
Slow

Controls time to decrease the movement speed of enemies.

Level 8:
Movement Speed: -20
Magic Circle Duration: 18 seconds
[Slow] Duration: 10 seconds
SP: 163

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

Chronomancer 2nd Circle required
Haste

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

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

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

Chronomancer 3rd Circle required
Backmasking

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

Level 5:
Backmasking Range: 100
Unable to use Backmasking nearby for 10 seconds
Consumes #{SpendItemCount}# Time Crystal
SP: 336

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

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

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

Type: Magic / Buff
Cooldown: 50s
Element: Earth
Rank 8
circle 1
Sage
1 / 5
Portal
Sage1
Portal: Extra Slots
Type: Passive
* Increases portal slot number by 1 per attribute level

Sage 1st Circle Required
Portal

Memorize your current location or create a portal for you or your party members to be able to use. If a location is being saved, it records the coordinates of your current position before going on cooldown, you must wait for the cooldown to end before you are then able to open a portal.

Level 1:
Saveable Portals: 3
Portal Cooldown: 30 minutes
Portal Duration: 15 seconds
SP: 0

Type: Magic / Attack
Cooldown: 0s
5 / 5
3
Micro Dimension
Sage2 Sage8
Micro Dimension: Enhance
Type: Passive
* Increases the damage dealt on an enemy with [Micro Dimension] by 0.5% per attribute level
* +10% added damage at maximum level

Sage 1st Circle Required
Micro Dimension: Duplicate
Type: Active
* Doubles ally installments and summons within the range of [Micro Dimension]
* Cloned targets will not be further duplicated
* Increases SP consumption by 50%

Sage 1st Circle Required
Micro Dimension: After Effects
Type: Active
* Micro Dimension damage hits 1 additional time when compressed space expands after 1.5 seconds, dealing damage to enemies nearby and yourself
* Increases SP consumption by 50%

Sage Circle 2 Required
Micro Dimension

Distorts the space into a small size to deal damage to enemies.

Level 5:
Attack: 2048%
SP: 263

Type: Magic / Attack
Cooldown: 35s
3 / 5
Ultimate Dimension
Sage3 Sage4 Sage9
Ultimate Dimension: Enhance
Type: Passive
* Increases the damage dealt on an enemy with [Ultimate Dimension] by 0.5% per attribute level
* +10% added damage at maximum level

Sage 1st Circle Required
Ultimate Dimension: Confusion
Type: Active
* Grants [Ultimate Dimension] a 5% chance per attribute level to confuse the enemy for 8 seconds
* Increases SP consumption by 10%

Sage 1st Circle Required
Ultimate Dimension: Enlarged Magic Circle
Type: Active
* Increases range of ally magic circles within the range of [Ultimate Dimension] by 10%
* Increases SP consumption by 50%

Sage 1st Circle Required
Ultimate Dimension: After Effects
Type: Active
* Enemies hit receive additional property-less damage every 0.5 seconds for [Attribute Level * 1 seconds]
* Increases SP consumption by 50%

Sage Circle 2 Required
Ultimate Dimension

Distorts the space into a large size to deal damage to enemies.

Level 3:
Attack: 535%
Duration: 1.5 seconds
SP: 320

Type: Magic / Attack
Cooldown: 40s
1 / 5
Blink
Sage5
Blink: Duration
Type: Active
* Increases [Blink]'s apparition duration by 1 second per attribute level
* Increases SP consumption by 10%

Sage 1st Circle Required
5 / 5
Missile Hole
Missile Hole

Decreases damage received from missile attacks and magic projectile attacks for you and your party members. Reduces each attack received by 3 hits.

Level 5:
Duration: 60 seconds
Number of Blocks: 16
SP: 287

Type: Magic / Attack
Cooldown: 60s
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Comments (36)

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Sep 22nd 2016 04:33:38
Hello! :D

I loved ur build, it seems a really funny one to play :)
Just one question, how good is this build for ET and late game content?
Reply
Sep 22nd 2016 08:35:23
@erica.sato as for et cryomancer 3 chronomancer 3 will be better.

As for grinding this will be better. Joint+ hangman+ swell body for your party to kill fast. This will give fast exp in grinding. This is a grind type support not crowd control support though :D
Reply
Sep 1st 2016 07:52:02
im planing to make 1 chrono c3 - enchanter for my friend party im also taking job like you in your guide but im planing to go for full int build, since i think the bonus on 10% int is quite good imo, so will it do well if i go full int ?
(sr if my english are bad :( )
Reply
Sep 3rd 2016 17:36:16
@legendleo10 will be the best to go full int for transpose . It will be more expensive though since you will require gear or a cleric that is 100% at your side at all times.
Reply
Aug 30th 2016 09:56:09
Hi, I've been following your build for awhile (reach 180 atm) and i must say it's so much fun and worth playing build tho xD
I have a question since this is a full CON 'Transpose' Thaumaturge :
Does Animus work well on this build?! We have high HP recovery as a full CON wiz but does it still work when transpose and transpose with att?

Shiraishi's best waifu btw <3
Reply
Aug 28th 2016 16:38:36
is it known if skill level will be relevant for crafting scrolls and which skills can be crafted into scrolls?
Reply
Aug 28th 2016 09:19:39
hi, can you explain why pyro and not cryo? before enchanter, chrono builds usually used cryo
Reply
Aug 28th 2016 10:17:49
@Silvrash pyro has enchant fire which works like sacrament. It adds another line of damage which cryo 1 doesnt have. Cryo is good though. That is IF you go cryo 3 otherwise its just a waste imo.
Reply
Aug 28th 2016 11:08:38
@nymi i see, good point. thx for the guide <3
Reply
Aug 26th 2016 19:55:18
what best weapon for this build?? lv 75?? lv 120?? lv 170?? endgame???
Reply
Aug 27th 2016 05:24:01
@sandyHakim I dont do equipment guides since I want peeps to focus on leveling. As for armor always use 3 pcs of plate then cloth gloves.

Below 170 use quest items

If you are rich then

170 maga+ dagger
220 corona + dagger / circle+ dagger
Reply
Aug 27th 2016 10:59:14
@nymi oke thx nymi :D, can i look ur video about this build? (gameplay)

when the best time/ more effective to use skill swell body? grinding or dungeon?
Reply
Aug 15th 2016 07:15:51
Wow, glad to see there's another fans of chronomancer 3 too!

Btw need I have some questions. Do you mind share your thoughts?

1. It is said that quicken is not so effective since it only benefits auto attack class(qs only)? Since other class is mainly using their skills instead of AA-ing.

2. What if the thaurmturge is replaced by pyromancer? We can add more attack from pyro and its attribute instead off taking c1 off thau.
Reply
Aug 15th 2016 13:28:56
@Nenek

Adding question for no 1.
Do quicken benefit from AA for mage (press Z) and sub weapon arde dagger (press C) ?
I've been using joint penalty -> knot -> AA sub weapon.
Because sub weapon has aoe too although it's small.
And because my stat almost go for CON, I'm using sacr and blessing.

My quicken only lv 5, so i cant see the different.
Reply
Aug 16th 2016 08:29:26
@CherryLily I guess you can take a look at this video. This might answer your question..

https://www.youtube.com/watch?v=xEHdBTq1x4g - attack speed tes with quicken lvl 15
https://www.youtube.com/watch?v=-1CfL_GFHyA - difference between staff and rod

All credit to the owners of the video.
Reply
Aug 16th 2016 14:17:36
@Nenek

Wow, thank you very much for the video!
Reply
Aug 2nd 2016 13:00:17
I love chronomancer outfit so much that i made another wizard class just for the outfit. LOL. I play wiz3 ele3 warlock lv 233, and cleric 2, diev 3, druid lv 219 now.
I'm planing to take linker 2 instead of thauma 1. Still lv 75 thought.
My build is full con, with a little int around 15. Hope with animus at lv 170 it can help me solo the hard and f*** boring quest >.<

Thanks for the great guide! ;)
Reply
Aug 3rd 2016 21:58:14
@CherryLily Thanks for following this guide. We can safely go for the alternative build which is wiz- pyro- linker 3- chrono 3 path as of now.
Reply
Jul 30th 2016 19:14:58
Can i go cryo rank 2? I like ice xD :)
Reply
Jul 30th 2016 23:16:38
@quoc-viet.nguyen Its fine you will get ice pike which is pretty good. You will lose enchant fire which is a pretty good support skill for auto attackers though.
Reply
Aug 5th 2016 14:49:39
@nymi Thanks you
Reply
Jul 20th 2016 03:17:24
Whats your stat ratio?
How would this build perform in PVP?
Reply
Jul 21st 2016 13:29:53
@cantubabins I havent tested this on pvp. Im purely on pve.
Reply
Jul 8th 2016 10:45:23
Hey, been following your build for awhile now (level 145 at this point). I figured since I do not use transpose in dungeons and only when soloing, I left it at level 3.

The cooldown of transpose is 1min 10 s ( 70 seconds ) and at level 3 transpose lasts 80 seconds. Since it already lasts throughout the whole duration, I figured I might as well add more points to swell body or shrink body.

Great guide by the way.
Reply
Jun 30th 2016 14:52:23
first let me thank you for nice skill and lvl guide...i just have 1 question is chronomancer can make profits?? I've been following this build and it's good i really enjoy it.. now im on my rank 6 i dnt want to make new char im just worried that when i hit max lvl i won't able to gear my char b'coz chrono can't earn/farm silver...
Reply
Jun 30th 2016 18:29:08
@primadoll you don't need to be worried about profits at all to be honest. Even at max level you can still join party grinds to earn silver. You can also rush 130,190 and 217 dungeons with a party. Solo is not the forte of support but that doesn't limit them from farming silvers in a party.
Reply
Jun 30th 2016 08:45:55
Hey there, I was following a different guide before until I saw your guide. Currently linker 2. If I were to follow your guide, because I cant go full con anymore ( I already put in 68 into int), whats your recommended int? Should I just stop at the 68 and put the rest into con?
Reply
Jun 30th 2016 09:56:01
@Violetx Yes you can go on ratios. You can also go 1 int 1 con since it is the safest stat ratio which gives you great damage and high survivability. That will be the best call.
Reply
May 27th 2016 08:44:40
Why thaumaturge not linker 2?
Reply
May 27th 2016 09:51:31
@xanzus Took thaumaturge instead linker 2 for this reasons

Transpose without attribute can make you a pure int wizard
Transpose with attribute can balance damage and hp

Swell left arm gives +68 physical and magic attack but if the attribute is maxed until level 50 then it gives you +218 physical and magical attack. It only costs 1,337,250 to max the attribute to swell left arm and its cheaper than buying high end weapons like ignition (5m-9m) and it can also benefit your party members.

Reply
Jun 21st 2016 07:49:28
@nymi thank man. it's true yolo for me. i like this build than other cause i love support. i'm bored to play cleric
Reply
Jun 21st 2016 08:45:14
@yetpet Thanks for the support. This build is soloable until you reach level 200. You may need a partner afterwards.
Reply
May 3rd 2016 19:06:27
attribute Transpose: Equilibrium, makes your two edged sword into a stable choice.
Reply
May 24th 2016 14:52:15
@JeremyJack926 Yup this is also an option. I switch it on and off depending on the situation. I rarely use transpose if there is no healer and use it always if there is a healer.
Reply
Jun 28th 2016 12:11:47
@nymi isn't it better to go full int instead of full con since you gain 10% more stats than con ?
(using transpose )
Reply
Jun 28th 2016 12:55:24
@Skaeling Full int is better with transpose I must admit but i'm already used making full con wizards since icbt2 since I want a safer approach. Your preferences though. I always use full con in my wizards. Thanks for the insight by the way :D
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