Mathematically Designed Chaplain/Druid
Created by AridenHoloro on Apr 16th 2016 (Last Updated: Apr 17th 2016).
This is a public build.
6
There are many choices in playing a supportive class. This playstyle trades off access to Krivis' Daino in order to obtain a higher measure of AoE DPS and Defense from using Sterea Trofh. This build is under the assumption that you have access to Krivis/Pardoner Daino scrolls.
Why Druid over Krivis/Paladin/Oracle?
In short, it is because many of their spells can be Simonied for later use. This build aims to bring utility that no other classes can bring.
This build has invulnerability and Defense from Aspersion, Safety Zone, Revive and Sterea Trofh.
It brings healing from Heal and Mass Heal.
It makes use of Resurrection and Revive as contingencies.
It uses Blessing, Sacrament, Last Rites to increase you and your party's damage while having Aspergillum to increase your own.
Finally, it finds a use for Monstrance, a one-point wonder skill with special scalings that strengthen your team's critical builds while making damage on enemies more consistent.
It's a powerful all around build that still finds one niche to excel in: extreme damage buffs. Sacrament adds 80 damage in a separate attack. Last Rites adds 800 damage in a separate attack. Aspergillum adds your Aspersion Damage in a separate attack. Each separate attack counts in Blessing for an extra 600 damage. This is happening on every attack done by you. Your party is getting the same bonus without the Aspergillum.
Stat Explanation:
Before we go into the build, let's break down each stat and what it does for this build.
Strength increases the amount of damage you do in the initial non-buffed hit by 1. If you land a critical hit, the amount of damage that strength gives for that attack is 2.5. This only affects the initial attack, as none of the build's buffs scale off of strength. This stat can also be picked up if you plan on relying on Transform. Every rank will increase this stat by 10%.
Constitution increases your maximum HP by 85, Critical Hit Resist by 1 and Block by 1. Each point of Constitution will increase the amount of healing each Heal tile does on yourself by 4.25 and your Mass Heal's effect on yourself by 15.3. Its most useful effect on yourself will be the increase of Maximum HP, as healing can also be increased by placing stats into Intelligence (and Spirit for Mass Heal) and Block can be supplemented by Spirit with Stone Skin.
Intelligence increases your Magic Attack by 1, increases healing from Heal by 1.65-1.95 and Mass Heal by 1 to all targets. As a result of the Magic Attack increase, you will deal 1 (2 with attribute) more damage on all offensive spell hits, such as the attacks from Carnivory and Aspersion/Aspergillum. Every rank will increase this stat by 10%.
Spirit increases your SP by 13, SP recovery by 1, Block Penetration by 1, Magic Defense by 0.2, healing from Mass Heal by 1, damage from Aspersion/Aspergillum by 1 (2 with attribute), block by 4 under the effects of Stone Skin, defense reduction in Deprotect Zone by 1 and Defense/Evasion reduction in Monstrance by 0.4. The Block Penetration from this stat will help you land hits against blocking foes, as the majority of your damage will come from your attack buffs.
Dexterity increases your Critical Hit Rate by 1, Accuracy by 1 and Evasion by 1. While the formula for Critical Hit Rate, Accuracy and Evasion are subject to heavy debate, it is generally accepted that ActualCritChance = (AttackerCritRate - TargetCritResist) * 0.4286, or every 2.33 Critical Hit Rate over your target's Critical Hit Resistance is 1% Critical Chance. It's also a good but overgeneralized estimation to assume that, against an enemy of the same level, every point of evasion over an attacker's Accuracy is 1.25% dodge rate, up to 80%
When you place points into a stat, you can get extra points depending on how many points you have actually allocated into the stat. Between 0 and 50, every fifth point in a stat will give you a bonus stat point that does not count towards itself. Between 51 and 100, you will gain one every fourth. 101-150, every third. 151-300, every second. Because of this, when focusing builds into a single stat, that stat, your stat totals become higher than if you were to split your stat points. However, every rank you gain will increase your Str and Int by 10%.
Stat Builds and Effects:
Now to talk about the actual builds. We'll assume that the character is level 280 and barehanded with all attributes counted.
Str:Con:Int:Spr:Dex
Ratio / Skill Point Distribution / Final Stat Points
0:0:0:1:0 / 0:0:0:279:0 / 9:7:6:366:3 (Full Spirit)
Stat Total: 391
HP: 7709
SP: 7469
HP Recovery: 217
SP Recovery: 604
Magic Defense: 238
Attack: 289
Heal: 5% Max HP + 175-207
Mass Heal: 18% Max HP + 606
Aspersion: 1664
Carnivory: 4256
Block with Shield: 7
Block from Stone Skin: 1864
Critical Resist: 7
Full Buff Attack: 439 + 230 + 950 + 1814 = 3433
0:1:0:4:0 / 0:55:0:224:0 / 9:73:6:293:3 (Spirit with Survivability)
Stat Total: 384
HP: 13319
SP: 6520
HP Recovery: 283
SP Recovery: 531
Magic Defense: 198
Attack: 289
Heal: 5% Max HP + 175 ~ 207
Mass Heal: 18% Max HP + 533
Aspersion: 1522
Carnivory: 4256
Block with Shield: 73
Block from Stone Skin: 1572
Critical Resist: 73
Full Buff Attack: 439 + 230 + 950 + 1672 = 3291
0:1:1:3:0 / 0:55:55:169:0 / 9:73:113:219:3 (Main Spirit with Survivability and Int)
Stat Total: 417
HP: 13319
SP: 5558
HP Recovery: 283
SP Recovery: 457
Magic Defense: 183
Attack: 289
Heal: 5% Max HP + 352 ~ 416
Mass Heal: 18% Max HP + 572
Aspersion: 1674
Carnivory: 4470
Block with Shield: 73
Block from Stone Skin: 1276
Critical Resist: 73
Full Buff Attack: 439 + 230 + 950 + 1824 = 3443
0:1:3:1:0 / 0:55:169:55:0 / 9:73:344:75:3 (Main Intelligence with Survivability and Spirit)
Stat Totals: 504
HP: 13319
SP: 3686
HP Recovery: 283
SP Recovery: 313
Magic Defense: 155
Attack: 289
Heal: 5% Max HP + 733 ~ 866
Mass Heal: 18% Max HP + 659
Aspersion: 1762
Carnivory: 4932
Block with Shield: 73
Block from Stone Skin: 700
Critical Resist: 73
Full Buff Attack: 439 + 230 + 950 + 1912 = 3531
0:1:4:0:0 / 0:55:224:0:0 / 9:73:462:8:3 (Main Intelligence with Survivability)
Stat Totals: 555
HP: 13319
SP: 2815
HP Recovery: 283
SP Recovery: 246
Magic Defense: 141
Attack: 289
Heal: 5% Max HP + 928 ~ 1096
Mass Heal: 18% Max HP + 710
Aspersion: 1864
Carnivory: 5164
Block: 73
Block from Stone Skin: 432
Critical Resist: 73
Full Buff Attack: 439 + 230 + 950 + 2014 = 3633
As you focus more into Spirit, your Stone Skin will get more powerful with its blocking and your SP Pool and Recovery will get larger. This is for people who want to be more focused onto utility. As you focus more into Intelligence, your Healing and DPS will increase. This is for those who want to focus more into providing substantial and easily quantifiable assistance to a party.
Another alternative build would be to increase Dexterity in order to increase accuracy, as the majority of your damage comes from landing attacks on the enemy.
Skill Choices:
Cleric -
Heal: Staple healing skill. You'll want to pick up the attribute to not let it be popped by enemies.
Cure: Removes one status effect or deals damage to enemies. Placing one point in this is good for utility but is not really needed.
Safety Zone: Best way to increase DPS is to have every people DPS. Place this on the floor and they won't have to worry about survival and just beat enemies to death with the buffs you give them.
Deprotect Zone: Depending on whether or not you're using a high Spirit build, this skill has the potential to rip through an enemy's defense. You don't need to have them stand in it for long, just long enough to have seven attacks from any source land on the target for it to be worth casting.
If you're going for an Intelligence based build, focus more into Cure. If you're instead aiming for a Spirit based build, focus more into Deprotect Zone
Priest -
Aspersion: Your main source of damage later on, sort of. Ranking this will make your Aspergillum stronger. Each point of Aspersion you use is worth 42 points of damage stat per use.
Monstrance: Giving a bonus of 1.3(Dex) + 10 to all party members around you, this will help crit users deal extra damage and evade while shredding the evade and defense of the target.
Blessing: A bread and butter buff. This skill adds a set amount of damage to all attacks done by you and your party. It can do up to an extra 170 damage per attack.
Resurrection: Contingency. Undeaths people. Really helpful.
Sacrament: Gives an extra attack worth 80 points of damage stat that also applies Blessing. Ranking this will make your Last Rites stronger.
Mass Heal: Heals the people in front of you.
Exorcise: Skill that does less damage than cure to a single enemy. Can be promoted to Magnus Exorcismus which does damage but is extremely situational.
Stone Skin: Gives 400 points of block, plus more depending on your Spirit. Very powerful defensive buff.
Blessing, Aspersion, Revive and Resurrection are extremely flexible.
Blessing will increase your party damage and you want it to be at least level 3 for the attribute.
Aspersion will increase your party defense and your own damage. You want it to be at least 1 to have it.
Revive will increase your survivability. You want it to be at least 2 for the attribute.
Resurrection will increase your contingencies and resurrect people faster when they die, indirectly increasing party and your own DPS. You want it to be at least 2 for the attribute.
Chaplain -
Very little explanation needed, just pick everything that's not Magnus Exorcismus.
Why no Magnus Exorcismus:
Objectively, it's extremely situational skill that does a low amount of damage that requires set up which can be ruined by having the enemy step somewhere a second too early. In short, it's not a good skill. Maybe if Exorcism didn't get cancelled upon stepping or if Magnus Exorcismus increased its range. Right now, it's far too situational to even consider using. If you want a similar combo that does more damage but isn't cancelled by enemies walking, Druid has you covered with Chortasmata -> Carnivory.
Druid -
Carnivory: Welcome to your first and only real damage spell. Its base damages are considerably high, allowing you to forgo Intelligence while still achieving extreme amounts of damage, though having an intelligence build will increase its damage by 25%. It requires grass to use though making it somewhat situational on its own.
Chortasmata: Grass. Your skills will, from now on, rely on a source of grass. You can either choose to fight outdoors forever or pick up this skill. This extreme fertilizer will set up the stage for any of your future skill usages.
Shape Shifting: Pick this up to use transform later. On its own, this skill is far too situational for use.
Telepath: Suppress an enemy (and yourself) for ten seconds while you play as the enemy you just used it on.
Sterea Trofh: This is the reason most go Circle 2 Druid. You now have a Safety Zone that doesn't cancel after a certain amount of hits. It requires grass, which you should have covered.
Transform: This skill makes Shape Shifting worthwhile and, depending on your build, can be used to cover your weaknesses. If you can find an enemy with a nice skillset, Shape Shift into them and you'll keep their Transformation on hand for future use. This does, however, force you to use stats differently in order to fully make use of it. Full strength Druid, anyone?
Damage per Skill Point:
For a lot of skills, you can increase their base damage by increasing the amount of skill points added to them. This skill will list out base damages per skill point placed into each skill point past the first, assuming attributes are maxed out.
Aspersion: 42, per self attack
Blessing, no other buffs: 4 per party attack
Blessing, under full self buffs: 16 per self attack, 12 per party attack
Blessing, full self buffs + Cafrisun Set: 20 per self attack, 12 per party attack
Blessing, full self buffs + Cafrisun + Enchant Fire: 24 per self attack, 16 per party attack
Sacrament: 6 per party attack
Sacrament's effect on Last Rites: 30 per party attack
Carnivory: 133 per 30 seconds.
Why Druid over Krivis/Paladin/Oracle?
In short, it is because many of their spells can be Simonied for later use. This build aims to bring utility that no other classes can bring.
This build has invulnerability and Defense from Aspersion, Safety Zone, Revive and Sterea Trofh.
It brings healing from Heal and Mass Heal.
It makes use of Resurrection and Revive as contingencies.
It uses Blessing, Sacrament, Last Rites to increase you and your party's damage while having Aspergillum to increase your own.
Finally, it finds a use for Monstrance, a one-point wonder skill with special scalings that strengthen your team's critical builds while making damage on enemies more consistent.
It's a powerful all around build that still finds one niche to excel in: extreme damage buffs. Sacrament adds 80 damage in a separate attack. Last Rites adds 800 damage in a separate attack. Aspergillum adds your Aspersion Damage in a separate attack. Each separate attack counts in Blessing for an extra 600 damage. This is happening on every attack done by you. Your party is getting the same bonus without the Aspergillum.
Stat Explanation:
Before we go into the build, let's break down each stat and what it does for this build.
Strength increases the amount of damage you do in the initial non-buffed hit by 1. If you land a critical hit, the amount of damage that strength gives for that attack is 2.5. This only affects the initial attack, as none of the build's buffs scale off of strength. This stat can also be picked up if you plan on relying on Transform. Every rank will increase this stat by 10%.
Constitution increases your maximum HP by 85, Critical Hit Resist by 1 and Block by 1. Each point of Constitution will increase the amount of healing each Heal tile does on yourself by 4.25 and your Mass Heal's effect on yourself by 15.3. Its most useful effect on yourself will be the increase of Maximum HP, as healing can also be increased by placing stats into Intelligence (and Spirit for Mass Heal) and Block can be supplemented by Spirit with Stone Skin.
Intelligence increases your Magic Attack by 1, increases healing from Heal by 1.65-1.95 and Mass Heal by 1 to all targets. As a result of the Magic Attack increase, you will deal 1 (2 with attribute) more damage on all offensive spell hits, such as the attacks from Carnivory and Aspersion/Aspergillum. Every rank will increase this stat by 10%.
Spirit increases your SP by 13, SP recovery by 1, Block Penetration by 1, Magic Defense by 0.2, healing from Mass Heal by 1, damage from Aspersion/Aspergillum by 1 (2 with attribute), block by 4 under the effects of Stone Skin, defense reduction in Deprotect Zone by 1 and Defense/Evasion reduction in Monstrance by 0.4. The Block Penetration from this stat will help you land hits against blocking foes, as the majority of your damage will come from your attack buffs.
Dexterity increases your Critical Hit Rate by 1, Accuracy by 1 and Evasion by 1. While the formula for Critical Hit Rate, Accuracy and Evasion are subject to heavy debate, it is generally accepted that ActualCritChance = (AttackerCritRate - TargetCritResist) * 0.4286, or every 2.33 Critical Hit Rate over your target's Critical Hit Resistance is 1% Critical Chance. It's also a good but overgeneralized estimation to assume that, against an enemy of the same level, every point of evasion over an attacker's Accuracy is 1.25% dodge rate, up to 80%
When you place points into a stat, you can get extra points depending on how many points you have actually allocated into the stat. Between 0 and 50, every fifth point in a stat will give you a bonus stat point that does not count towards itself. Between 51 and 100, you will gain one every fourth. 101-150, every third. 151-300, every second. Because of this, when focusing builds into a single stat, that stat, your stat totals become higher than if you were to split your stat points. However, every rank you gain will increase your Str and Int by 10%.
Stat Builds and Effects:
Now to talk about the actual builds. We'll assume that the character is level 280 and barehanded with all attributes counted.
Str:Con:Int:Spr:Dex
Ratio / Skill Point Distribution / Final Stat Points
0:0:0:1:0 / 0:0:0:279:0 / 9:7:6:366:3 (Full Spirit)
Stat Total: 391
HP: 7709
SP: 7469
HP Recovery: 217
SP Recovery: 604
Magic Defense: 238
Attack: 289
Heal: 5% Max HP + 175-207
Mass Heal: 18% Max HP + 606
Aspersion: 1664
Carnivory: 4256
Block with Shield: 7
Block from Stone Skin: 1864
Critical Resist: 7
Full Buff Attack: 439 + 230 + 950 + 1814 = 3433
0:1:0:4:0 / 0:55:0:224:0 / 9:73:6:293:3 (Spirit with Survivability)
Stat Total: 384
HP: 13319
SP: 6520
HP Recovery: 283
SP Recovery: 531
Magic Defense: 198
Attack: 289
Heal: 5% Max HP + 175 ~ 207
Mass Heal: 18% Max HP + 533
Aspersion: 1522
Carnivory: 4256
Block with Shield: 73
Block from Stone Skin: 1572
Critical Resist: 73
Full Buff Attack: 439 + 230 + 950 + 1672 = 3291
0:1:1:3:0 / 0:55:55:169:0 / 9:73:113:219:3 (Main Spirit with Survivability and Int)
Stat Total: 417
HP: 13319
SP: 5558
HP Recovery: 283
SP Recovery: 457
Magic Defense: 183
Attack: 289
Heal: 5% Max HP + 352 ~ 416
Mass Heal: 18% Max HP + 572
Aspersion: 1674
Carnivory: 4470
Block with Shield: 73
Block from Stone Skin: 1276
Critical Resist: 73
Full Buff Attack: 439 + 230 + 950 + 1824 = 3443
0:1:3:1:0 / 0:55:169:55:0 / 9:73:344:75:3 (Main Intelligence with Survivability and Spirit)
Stat Totals: 504
HP: 13319
SP: 3686
HP Recovery: 283
SP Recovery: 313
Magic Defense: 155
Attack: 289
Heal: 5% Max HP + 733 ~ 866
Mass Heal: 18% Max HP + 659
Aspersion: 1762
Carnivory: 4932
Block with Shield: 73
Block from Stone Skin: 700
Critical Resist: 73
Full Buff Attack: 439 + 230 + 950 + 1912 = 3531
0:1:4:0:0 / 0:55:224:0:0 / 9:73:462:8:3 (Main Intelligence with Survivability)
Stat Totals: 555
HP: 13319
SP: 2815
HP Recovery: 283
SP Recovery: 246
Magic Defense: 141
Attack: 289
Heal: 5% Max HP + 928 ~ 1096
Mass Heal: 18% Max HP + 710
Aspersion: 1864
Carnivory: 5164
Block: 73
Block from Stone Skin: 432
Critical Resist: 73
Full Buff Attack: 439 + 230 + 950 + 2014 = 3633
As you focus more into Spirit, your Stone Skin will get more powerful with its blocking and your SP Pool and Recovery will get larger. This is for people who want to be more focused onto utility. As you focus more into Intelligence, your Healing and DPS will increase. This is for those who want to focus more into providing substantial and easily quantifiable assistance to a party.
Another alternative build would be to increase Dexterity in order to increase accuracy, as the majority of your damage comes from landing attacks on the enemy.
Skill Choices:
Cleric -
Heal: Staple healing skill. You'll want to pick up the attribute to not let it be popped by enemies.
Cure: Removes one status effect or deals damage to enemies. Placing one point in this is good for utility but is not really needed.
Safety Zone: Best way to increase DPS is to have every people DPS. Place this on the floor and they won't have to worry about survival and just beat enemies to death with the buffs you give them.
Deprotect Zone: Depending on whether or not you're using a high Spirit build, this skill has the potential to rip through an enemy's defense. You don't need to have them stand in it for long, just long enough to have seven attacks from any source land on the target for it to be worth casting.
If you're going for an Intelligence based build, focus more into Cure. If you're instead aiming for a Spirit based build, focus more into Deprotect Zone
Priest -
Aspersion: Your main source of damage later on, sort of. Ranking this will make your Aspergillum stronger. Each point of Aspersion you use is worth 42 points of damage stat per use.
Monstrance: Giving a bonus of 1.3(Dex) + 10 to all party members around you, this will help crit users deal extra damage and evade while shredding the evade and defense of the target.
Blessing: A bread and butter buff. This skill adds a set amount of damage to all attacks done by you and your party. It can do up to an extra 170 damage per attack.
Resurrection: Contingency. Undeaths people. Really helpful.
Sacrament: Gives an extra attack worth 80 points of damage stat that also applies Blessing. Ranking this will make your Last Rites stronger.
Mass Heal: Heals the people in front of you.
Exorcise: Skill that does less damage than cure to a single enemy. Can be promoted to Magnus Exorcismus which does damage but is extremely situational.
Stone Skin: Gives 400 points of block, plus more depending on your Spirit. Very powerful defensive buff.
Blessing, Aspersion, Revive and Resurrection are extremely flexible.
Blessing will increase your party damage and you want it to be at least level 3 for the attribute.
Aspersion will increase your party defense and your own damage. You want it to be at least 1 to have it.
Revive will increase your survivability. You want it to be at least 2 for the attribute.
Resurrection will increase your contingencies and resurrect people faster when they die, indirectly increasing party and your own DPS. You want it to be at least 2 for the attribute.
Chaplain -
Very little explanation needed, just pick everything that's not Magnus Exorcismus.
Why no Magnus Exorcismus:
Objectively, it's extremely situational skill that does a low amount of damage that requires set up which can be ruined by having the enemy step somewhere a second too early. In short, it's not a good skill. Maybe if Exorcism didn't get cancelled upon stepping or if Magnus Exorcismus increased its range. Right now, it's far too situational to even consider using. If you want a similar combo that does more damage but isn't cancelled by enemies walking, Druid has you covered with Chortasmata -> Carnivory.
Druid -
Carnivory: Welcome to your first and only real damage spell. Its base damages are considerably high, allowing you to forgo Intelligence while still achieving extreme amounts of damage, though having an intelligence build will increase its damage by 25%. It requires grass to use though making it somewhat situational on its own.
Chortasmata: Grass. Your skills will, from now on, rely on a source of grass. You can either choose to fight outdoors forever or pick up this skill. This extreme fertilizer will set up the stage for any of your future skill usages.
Shape Shifting: Pick this up to use transform later. On its own, this skill is far too situational for use.
Telepath: Suppress an enemy (and yourself) for ten seconds while you play as the enemy you just used it on.
Sterea Trofh: This is the reason most go Circle 2 Druid. You now have a Safety Zone that doesn't cancel after a certain amount of hits. It requires grass, which you should have covered.
Transform: This skill makes Shape Shifting worthwhile and, depending on your build, can be used to cover your weaknesses. If you can find an enemy with a nice skillset, Shape Shift into them and you'll keep their Transformation on hand for future use. This does, however, force you to use stats differently in order to fully make use of it. Full strength Druid, anyone?
Damage per Skill Point:
For a lot of skills, you can increase their base damage by increasing the amount of skill points added to them. This skill will list out base damages per skill point placed into each skill point past the first, assuming attributes are maxed out.
Aspersion: 42, per self attack
Blessing, no other buffs: 4 per party attack
Blessing, under full self buffs: 16 per self attack, 12 per party attack
Blessing, full self buffs + Cafrisun Set: 20 per self attack, 12 per party attack
Blessing, full self buffs + Cafrisun + Enchant Fire: 24 per self attack, 16 per party attack
Sacrament: 6 per party attack
Sacrament's effect on Last Rites: 30 per party attack
Carnivory: 133 per 30 seconds.
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
![]() ![]() 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: ![]() ![]() 2 / 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 2: Attack: 304% Casting Time: 5 seconds Restores 10% of target's HP after resurrection No. of Targets: 1 SP: 46 Type: Magic / Buff Cooldown: 30s Element: ![]() |
Rank 3
![]() ![]() 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: ![]() ![]() 2 / 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 2: HP Recovery: 10% Invincibility: 2 seconds Duration: 90 seconds SP: 49 Type: Magic / Buff Cooldown: 120s Element: ![]() ![]() 1 / 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 1: Heal factor 406% SP: 36 Type: Magic / Buff Cooldown: 30s Element: ![]() |
Rank 4
![]() ![]() 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: ![]() ![]() 5 / 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 5: Attack: 352% Casting Time: 2 seconds Restores 25% of target's HP after resurrection No. of Targets: 1 SP: 76 Type: Magic / Buff Cooldown: 30s 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: ![]() ![]() 3 / 10 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 3: HP Recovery: 15% Invincibility: 3 seconds Duration: 90 seconds SP: 60 Type: Magic / Buff Cooldown: 120s Element: ![]() ![]() 5 / 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 5: Heal factor 598% SP: 75 Type: Magic / Buff Cooldown: 30s 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 5
![]() ![]() Chaplain |
![]() 5 / 5 Last Rites: Promoting Spirits Type: Active * Increases the lower limit HP of [Last Rites] by 2% per attribute level * Increases SP consumption by 10% Chaplain 1st Circle required Last Rites Grant the attacks of party members the Holy property. Increases Holy property additional damage in proportion to the caster's [Sacrament] level which becomes more powerful when HP is below 40%. Level 5: Duration: 300 seconds Consumes 1 Gyslotis SP: 98 Type: Magic / Buff Cooldown: 40s Element: ![]() ![]() 5 / 5 Deploy Cappella: Duration Type: Active * Increases duration of the deployed capella of [Deploy Cappella] by 3 seconds * Increases SP consumption by 10% Chaplain 1st Circle required Deploy Capella Deploys a temporary sacellum with a wrapped cloak. The caster and party members are able to simultaneously receive the effects of the caster's Aspersion, Monstrance, Blessing, Sacrament, Stone Skin. Level 5: Cappella Duration: 60 seconds Effect Duration: 35 seconds Consumes 1 Cape SP: 133 Type: Magic / Buff Cooldown: 65s Element: ![]() ![]() 5 / 5 Aspergillum Fills the equipped weapon with holy water and makes it splash with every attack. The level of holy water being used is the same level as the caster's [Aspersion]. Level 5: Duration: 300 seconds Consumes 1 Holy Water SP: 112 Type: Magic / Buff Cooldown: 30s Element: ![]() |
Rank 6
![]() ![]() Druid |
![]() 5 / 5 Carnivory: Enhance Type: Passive * Increases the damage dealt on an enemy with [Carnivory] by 0.5% per attribute level * +10% added damage at maximum level Druid 1st Circle required Carnivory: Duration Time Type: Active * Increases duration time of [Carnivory] by 1 second per attribute level * Increases SP consumption by 10% Druid 1st Circle required Carnivory [Magic] Grass near the targeted area attacks an enemy. It casts in the place of [Chortasmata] first if it exists, otherwise it casts on you. Level 5: Attack: 271% x 25 Maximum targets: 8 Duration: 10 seconds SP: 110 Type: Magic / Attack Cooldown: 20s ![]() 5 / 5 Chortasmata: Duration Type: Active * Increases duration of [Chortasmata] by 1 second per attribute level * Increases SP consumption by 10% Need the 2nd circle of Druid Chortasmata: Enhance Type: Passive * Increases the damage dealt on an enemy with [Chortasmata] by 0.5% per attribute level * +10% added damage at maximum level Druid 1st Circle required Chortasmata [Magic] - [Poison] Grass temporarily grows on the targeted area. Monsters within the targeted area become Plant-type monsters. Allies who step on the area receive the Floral Scent buff and have their HP restored. Enemies on the area receive the Rash debuff and continuous damage. Level 5: Attack 206% Floral Scent recovery 720 Duration 15 sec SP: 126 Type: Magic / Attack Cooldown: 20s Element: ![]() ![]() 1 / 5 Shape Shifting Transform into a monster of the Animal-type, Plant-type or Insect-type in front of you for a given duration. Level 1: Able to use the monster's skill Maximum Duration: 60 seconds SP: 56 Type: Magic / Attack Cooldown: 120s ![]() 1 / 5 Telepath: Crowd Control Type: Active * Enemies near the initial target of [Telepath] also get the same effect corresponding to attribute level * Increases SP consumption by 10% Need the 3rd circle of Druid Telepath Penetrate into the mind of an enemy in front of you to control it. Level 1: Duration: 11 seconds SP: 66 Type: Magic / Attack Cooldown: 60s |
Rank 7
![]() ![]() Druid |
![]() 10 / 10 Carnivory: Enhance Type: Passive * Increases the damage dealt on an enemy with [Carnivory] by 0.5% per attribute level * +10% added damage at maximum level Druid 1st Circle required Carnivory: Duration Time Type: Active * Increases duration time of [Carnivory] by 1 second per attribute level * Increases SP consumption by 10% Druid 1st Circle required Carnivory [Magic] Grass near the targeted area attacks an enemy. It casts in the place of [Chortasmata] first if it exists, otherwise it casts on you. Level 10: Attack: 332% x 25 Maximum targets: 8 Duration: 10 seconds SP: 180 Type: Magic / Attack Cooldown: 20s ![]() 10 / 10 Chortasmata: Duration Type: Active * Increases duration of [Chortasmata] by 1 second per attribute level * Increases SP consumption by 10% Need the 2nd circle of Druid Chortasmata: Enhance Type: Passive * Increases the damage dealt on an enemy with [Chortasmata] by 0.5% per attribute level * +10% added damage at maximum level Druid 1st Circle required Chortasmata [Magic] - [Poison] Grass temporarily grows on the targeted area. Monsters within the targeted area become Plant-type monsters. Allies who step on the area receive the Floral Scent buff and have their HP restored. Enemies on the area receive the Rash debuff and continuous damage. Level 10: Attack 261% Floral Scent recovery 870 Duration 20 sec SP: 206 Type: Magic / Attack Cooldown: 20s Element: ![]() ![]() 5 / 5 Sterea Trofh Grown grass protects you and your allies. It casts in the place of [Chortasmata] first if exists, otherwise it casts on you. Level 5: Duration: 10 seconds SP: 110 Type: Magic / Attack Cooldown: 30s ![]() 3 / 5 Transform Transform back into the monster that you last shape shifted to. Level 3: Able to use the monster's skill Maximum Duration: 80 seconds SP: 85 Type: Magic / Attack Cooldown: 120s |
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