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

Solo Money Making Alchemist

Created by virpyre1 on Apr 4th 2016 (Last Updated: Aug 24th 2016).
This is a public build.
6
Stat Allocations
INT 3 : CON 1
NOTE: As you level up you will get bonus points from quests it should be a total of 25, you will also get 1 bonus point per Zemyna Shrine at the present there are 5 hidden throughout the game bonus points will not be included in the calculation from level 15 to 220.

Lv. 15/R2 Circle 1 Pyro
CON 7 | INT 27

Lv. 45/R3 Circle 2 Pyro
CON 16 | INT 58

Lv. 75/R4 Circle 3 Pyro or Circle 1 Link1 (see link below)
CON 25 | INT 100

Lv. 120/R5 Circle 1 Link1 or Circle 2 Link2
CON 38 | INT 168

Lv. 175/R6 Circle 1 Alchemist
CON 55 | INT 256

Lv. 220/R7 Circle 2 Alchemist
CON 68 | INT 344

Lv. 280/R7 Endgame
CON 96 | INT 489

Skill Rotation
Joint Penalty > Fireball > Flame Ground

Use Enchant Fire (if needed for extra fire damage during auto attacks).

Use Flame Pillar (to lock mobs up incase you get into trouble).

(If you want you can drop Pyro3 and go fro Link2 instead, I made this before knowing that Link2 was a much better choice.)

BiS from 15 to 200
Weapon: Arde Dagger (Lv. 90 Dungeon - you can solo at level 120, takes about 3 to 60 runs or 700k)
Off-Hand: Meteor (Big Red Kepa drop or buy off market for 5k) or Beetleback (shield can be pricy because of Varv Skin drop is low 1 skin is about 15k recipe drops off box from Lv. 90 dungeon)
Chest/Legs/Gloves/Feet: Cafrisun Set (drops from Cafrisun can farm or buy off market for 8k-40k, if you farm him each channel has a 30 minute respawn.)
Necklace/Bracelet1/Bracelet2: Abomination Set (have to farm the world boss called Abomination in Guards Graveyard to get an Abomination Cube which gives both) and Zachariel Bangle (Reward from Recycling (2))

BiS for 200-250 WIP
Weapon 1: Karacha Dagger (Drops from Dullahan's Cube)
Weapon 2: Venom (Drops from Guard Dog Cerberus Cube)
Weapon 3: Ignition (Drops from Cube inside Vine Forest Dungeon)
Off-Hand: Pavaisa Shield (Pavaisa drops recipe, you have to craft yourself)

BiS for 280
Coming Soon
Copy Build
Rank 1
circle 1
Wizard
5 / 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 5:
Attack: 133% x 2
AoE Attack Ratio: 1
SP: 22

Type: Magic / Attack
Cooldown: 9s
1 / 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
1 / 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 1:
[Sleep] Duration: 3 seconds
Attack Threshold: 1
SP: 19

Type: Magic / Buff
Cooldown: 25s
3 / 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 3:
Damage reduction 20%
Duration: 300 seconds
Applies 3 times
SP: 0

Type: Magic / Buff
Cooldown: 45s
5 / 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 5:
Attack: 324%
AoE Attack Ratio: 4
SP: 28

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 2
Pyromancer
10 / 10
5
Fireball
Pyromancer11 Pyromancer1 Pyromancer29
Fireball: Enhance
Type: Passive
* Increases the damage dealt on an enemy with [Fireball] by 0.5% per attribute level
*+10% added damage at maximum level

Pyromancer 1st Circle required
Fireball: Burn Debuff
Type: Active
* Enemies hit by [Fireball] have a 10% chance per attribute level to receive flame damage for 5 seconds
*[Burn] damage is based on character's INT
* Increases SP consumption by 30%

Pyromancer 1st Circle required
Fireball: Residual Heat
Type: Active
* Increases duration time of [Fireball] by 1 second per attribute level
* Increases SP consumption by 10%

Pyromancer 2nd Circle required
Fireball

[Magic] - [Fire]
Summons a fireball at the targeted area. Enemies that touch the fireball will receive Fire damage. [Fireball] will not hit the same enemies twice. Up to 5 fireballs can be summoned.

Level 10:
Attack: 571%
Duration: 10 seconds
SP: 69

Type: Magic / Attack
Cooldown: 8s
Element: Fire
0 / 10
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 / 10
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 / 10
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
10 / 10
Flame Ground
Pyromancer26 Pyromancer27
Flame Ground: Enhance
Type: Passive
* Increases the damage dealt on an enemy with [Flame Ground] by 0.5% per attribute level
* +10% added damage at maximum level

Pyromancer 1st Circle required
Flame Ground: Diffusion
Type: Active
* Enemies in range of [Flame Ground] become afflicted with [Heat]
* Fire property resistance of enemies afflicted with [Heat] decreases by 50
* Enemies afflicted with [Heat] can be attacked with [Flare]
* Increases SP consumption by 10%

Pyromancer 2nd Circle required
Flame Ground

[Magic] - [Fire]
Creates a magic circle of flames around you. Deals continuous flame damage to enemies within the magic circle.

Level 10:
165% attack per 0.5 sec
Duration 8 sec
SP: 139

Type: Magic / Attack
Cooldown: 25s
Element: Fire
5 / 5
Fire Pillar
Pyromancer15
Fire Pillar: Enhance
Type: Passive
* Increases the damage dealt on an enemy with [Fire Pillar] by 0.5% per attribute level
* +10% added damage at maximum level

Pyromancer 2nd Circle required
Fire Pillar

[Magic] - [Fire]
Summons a pillar of fire to inflict damage on enemies.

Level 5:
157% Attack per 0.5 seconds
Duration: 10 seconds
SP: 67

Type: Magic / Attack
Cooldown: 30s
Element: Fire
Rank 4
circle 3
Pyromancer
15 / 15
5
Fireball
Pyromancer11 Pyromancer1 Pyromancer29
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 15:
Attack: 676%
Duration: 10 seconds
SP: 93

Type: Magic / Attack
Cooldown: 8s
Element: Fire
0 / 15
3
Fire Wall
Pyromancer12 Pyromancer2 Pyromancer28
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 / 15
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 / 15
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
15 / 15
Flame Ground
Pyromancer26 Pyromancer27
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 15:
196% attack per 0.5 sec
Duration 8 sec
SP: 193

Type: Magic / Attack
Cooldown: 25s
Element: Fire
10 / 10
Fire Pillar
Pyromancer15
Fire Pillar: Enhance
Type: Passive
* Increases the damage dealt on an enemy with [Fire Pillar] by 0.5% per attribute level
* +10% added damage at maximum level

Pyromancer 2nd Circle required
Fire Pillar

[Magic] - [Fire]
Summons a pillar of fire to inflict damage on enemies.

Level 10:
200% Attack per 0.5 seconds
Duration: 10 seconds
SP: 106

Type: Magic / Attack
Cooldown: 30s
Element: Fire
0 / 5
Hell Breath
Pyromancer14 Pyromancer4
Hell Breath: Enhance
Type: Passive
* Increases the damage dealt on an enemy with [Hell Breath] by 0.5% per attribute level
* +10% added damage at maximum level

Pyromancer 3rd Circle required
Hell Breath: Knockback
Type: Active
* Enemies hit by [Hell Breath] have a 10% chance per attribute level of being knocked back
* Increases SP consumption by 30%

Pyromancer 3rd Circle required
Hell Breath

[Magic] - [Fire]
Attack by continuously fuming fire towards enemies. Deals continuous flame damage to enemies. Likely to receive additional Fire damage for a while. While casting Hell Breath, you receive melee block effect.

Level 1:
Attack: 169% per 0.3 seconds
SP consumption: 29 per 0.5 seconds
Consumes #{SpendItemCount}# Pyrite
SP: 0

Type: Magic / Attack
Cooldown: 40s
Element: Fire
Rank 5
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 6
circle 1
Alchemist
0 / 5
Combustion
Alchemist11 Alchemist8
Combustion: Enhance
Type: Passive
* Increases the damage dealt on an enemy with [Combustion] by 0.5% per attribute level
* +10% added damage at maximum level

Alchemist 1st Circle required
Combustion: Using Silver
Type: Active
* Creates explosion using 200 silver when there are no dropped items nearby

Alchemist 1st Circle required
Combustion

[Magic] - [Fire]
Explodes an item of yours on the ground to damage nearby enemies.

Level 1:
Attack: 1200%
AoE Attack Ratio: 1
SP: 88

Type: Magic / Attack
Cooldown: 32s
Element: Fire
5 / 5
Dig
Dig

Dig up the ground to collect materials required for alchemy.

Level 5:
Acquire 5 material(s)
The types of material obtained depends upon where [Dig] was used.
SP: 88

Type: Melee / Attack
Cooldown: 14s
5 / 1
Item Awakening
Item Awakening

Opens a shop to awaken hidden abilities in items. The items gain new stats, but they lose Potential.

Level 5:
Stats gained vary from weapon to weapon
Max. level 1
SP:

Type: Melee / Attack
Cooldown: 0s
5 / 5
Tincturing
Alchemist5 Alchemist6 Alchemist7
Tincturing: Block Potion
Type: Passive
* Obtain recipe for 'Block Potion' to craft with [Tincturing].

Lv1 Tincturing required
Tincturing: Critical Attack Potion
Type: Passive
* Obtain recipe for 'Critical Attack Potion' to craft with [Tincturing].

Lv1 Tincturing required
Tincturing: Magic Amplification Potion
Type: Passive
* Obtain recipe for 'Magic Amplification Potion' to craft with [Tincturing].

Lv1 Tincturing required
Tincturing

Extract fluid from herbs to create different potions.

Level 5:
Create a potion through a recipe
SP: 0

Type: Melee / Attack
Cooldown: 0s
Rank 7
circle 2
Alchemist
0 / 10
Combustion
Alchemist11 Alchemist8
Combustion: Enhance
Type: Passive
* Increases the damage dealt on an enemy with [Combustion] by 0.5% per attribute level
* +10% added damage at maximum level

Alchemist 1st Circle required
Combustion: Using Silver
Type: Active
* Creates explosion using 200 silver when there are no dropped items nearby

Alchemist 1st Circle required
Combustion

[Magic] - [Fire]
Explodes an item of yours on the ground to damage nearby enemies.

Level 1:
Attack: 1200%
AoE Attack Ratio: 1
SP: 88

Type: Magic / Attack
Cooldown: 32s
Element: Fire
5 / 10
Dig
Dig

Dig up the ground to collect materials required for alchemy.

Level 5:
Acquire 5 material(s)
The types of material obtained depends upon where [Dig] was used.
SP: 88

Type: Melee / Attack
Cooldown: 14s
5 / 1
Item Awakening
Item Awakening

Opens a shop to awaken hidden abilities in items. The items gain new stats, but they lose Potential.

Level 5:
Stats gained vary from weapon to weapon
Max. level 1
SP:

Type: Melee / Attack
Cooldown: 0s
10 / 10
Tincturing
Alchemist5 Alchemist6 Alchemist7
Tincturing: Block Potion
Type: Passive
* Obtain recipe for 'Block Potion' to craft with [Tincturing].

Lv1 Tincturing required
Tincturing: Critical Attack Potion
Type: Passive
* Obtain recipe for 'Critical Attack Potion' to craft with [Tincturing].

Lv1 Tincturing required
Tincturing: Magic Amplification Potion
Type: Passive
* Obtain recipe for 'Magic Amplification Potion' to craft with [Tincturing].

Lv1 Tincturing required
Tincturing

Extract fluid from herbs to create different potions.

Level 10:
Create a potion through a recipe
SP: 0

Type: Melee / Attack
Cooldown: 0s
5 / 5
Magnum Opus
Magnum Opus

Use pluvial of alchemy to create a new item.

Level 5:
Possible Combination: 7X7
SP: 0

Type: Melee / Attack
Cooldown: 0s
5 / 5
Gem Roasting
Gem Roasting

Opens a shop to roast and enhance gems. Reduces the penalty of an enhanced gem.

Level 5:
Gem Penalty Level Reduction: 5
SP: 0

Type: Melee / Attack
Cooldown: 0s
Rank 8
circle 3
Alchemist
0 / 15
Combustion
Alchemist11 Alchemist8
Combustion: Enhance
Type: Passive
* Increases the damage dealt on an enemy with [Combustion] by 0.5% per attribute level
* +10% added damage at maximum level

Alchemist 1st Circle required
Combustion: Using Silver
Type: Active
* Creates explosion using 200 silver when there are no dropped items nearby

Alchemist 1st Circle required
Combustion

[Magic] - [Fire]
Explodes an item of yours on the ground to damage nearby enemies.

Level 1:
Attack: 1200%
AoE Attack Ratio: 1
SP: 88

Type: Magic / Attack
Cooldown: 32s
Element: Fire
5 / 15
Dig
Dig

Dig up the ground to collect materials required for alchemy.

Level 5:
Acquire 5 material(s)
The types of material obtained depends upon where [Dig] was used.
SP: 88

Type: Melee / Attack
Cooldown: 14s
5 / 1
Item Awakening
Item Awakening

Opens a shop to awaken hidden abilities in items. The items gain new stats, but they lose Potential.

Level 5:
Stats gained vary from weapon to weapon
Max. level 1
SP:

Type: Melee / Attack
Cooldown: 0s
15 / 15
Tincturing
Alchemist5 Alchemist6 Alchemist7
Tincturing: Block Potion
Type: Passive
* Obtain recipe for 'Block Potion' to craft with [Tincturing].

Lv1 Tincturing required
Tincturing: Critical Attack Potion
Type: Passive
* Obtain recipe for 'Critical Attack Potion' to craft with [Tincturing].

Lv1 Tincturing required
Tincturing: Magic Amplification Potion
Type: Passive
* Obtain recipe for 'Magic Amplification Potion' to craft with [Tincturing].

Lv1 Tincturing required
Tincturing

Extract fluid from herbs to create different potions.

Level 15:
Create a potion through a recipe
SP: 0

Type: Melee / Attack
Cooldown: 0s
6 / 6
Magnum Opus
Magnum Opus

Use pluvial of alchemy to create a new item.

Level 6:
Possible Combination: 8X8
SP: 0

Type: Melee / Attack
Cooldown: 0s
10 / 10
Gem Roasting
Gem Roasting

Opens a shop to roast and enhance gems. Reduces the penalty of an enhanced gem.

Level 10:
Gem Penalty Level Reduction: 10
SP: 0

Type: Melee / Attack
Cooldown: 0s
0 / 5
0
Alchemistic Missile
Alchemist9
Alchemistic Missile: Enhance
Type: Passive
* Increases the damage dealt on an enemy with [Alchemistic Missile] by 0.5% per attribute level
* +10% added damage at maximum level

Need the 3rd circle of Alchemist
Alchemistic Missile

[Magic] - [Psychokinesis]
Concentrate magic energfy and fire it at the enemies.

Level 1:
Attack: 878% x 2
SP: 124

Type: Magic / Attack
Cooldown: 18s
Element: Soul
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Comments (34)

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Nov 16th 2016 03:07:02
What do you think about wiz 1 > pyro 2 > linker > thauma > alch 3 ?

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Aug 25th 2016 06:28:20
hello,
first sorry about my bad english.

so i want to build alchemist but i am blind about wizard class. and i see there 2 type, pyro 3 linker 1 or pyro 2 and linker 2.
so can i know the pros and cons about each build (pyro 3 linker 1 vs pyro 2 linker 2).

and i see in the link at comment about enchanter at rank 8.
so which one i must choose. cause i am so blind about the alche or wiz build.

thank you.
Reply
Aug 26th 2016 16:18:36
@kisut91 Pyro3 is for people that just want to solo with a small amount of support to enhance the DPS. Link2 will offer you a better chance of getting into groups for dungeon runs.

Someone asked me about how they would go along playing this build if they just wanted to be support with no DPS which is why I did the Enchanter Setup.

Choose Wiz1 > Pyro3 > Link1 > Alch3 if you like to play solo ONLY and want tons of money.

Choose Wiz1 > Pyro2 > Link2 > Alch3 if you like to play solo, but also want to be in groups from time-to-time and want tons of money.

Choose Wiz2 > Link2 > Thau2 > Alch2 if you like to play in groups ALL of the time and want tons of money.
Reply
Aug 27th 2016 04:32:18
@virpyre1
thank you for the answer.
solo only mean? so when i am lvl 200++ where i need grind at alameth, storage or evac. is the Wiz1 > pyro3 > link1 > alch3. and the tons of money from gem roasting or selling pot only, am i right?
sorry for the newbie question because i don't know anything about wiz.
Reply
Aug 29th 2016 13:47:36
@kisut91 Alemeth Forest from 210 to 232 (Evacuation Residential District is good from 228 to 249), After 250 you can start grinding at Storage until 265 (Solitary Cells to get to 266). Also you can do Earth Tower from 260-270 or Maven Abbey from 266 to 280.

Both actually Tincturing will let you make potions to put on the market SP potions will be your main income, you can also open a shop in town and start Gem Roasting for players.
Reply
Aug 29th 2016 15:04:33
@virpyre1
ok thank you for the answer :)
Reply
Aug 29th 2016 15:11:47
@virpyre1
and about the arde dagger, can it use at main weapon?
or the main weapon still rod, and the sub is arde?
Reply
Aug 30th 2016 20:18:52
@kisut91 you can use it as a main if you want it's up to you.
Reply
Aug 31st 2016 05:09:54
@virpyre1
how to do that?
@@
is there any attributes that need to master before i can use it?
cause in my archer, i can only use it as sub weapon.
Reply
Sep 15th 2016 06:12:21
@virpyre1 Hi. Thank you for the enormous and wonderful guide. Was deciding to play my second character to start earning some serious silver. Stumbled upon this resourceful thread. Anyway, I am looking into the second build. Wiz1 > Pyro2 > Link2 > Alch3. Do you have any skill build outlined to it?
Thank you in advance.
Reply
Aug 2nd 2016 22:43:16
Hello! Which one should i use? Animus or Max Petamion. I'm quite half hearted tho since the stats you gave is 3:1 Int/Con. Dunno if Animus will work on it since it's just 1 con in every distribution.
Reply
Aug 5th 2016 14:28:47
@kudow If you have a good HP Recovery then use Animus since it works best with players that have are utalizing a full CON build. Max Petamion raises everything, including your health, your SP pool, your evasion, your accuracy, attack, etc. it is basically like 14 level ups worth stats.
Reply
Jul 13th 2016 01:45:50
+7 Ignition (Lv 5 Blue Roasted Gem, Dandel Gem)
Arde Dagger + Pavaisa Shield or Venom Dagger + Pavaisa Shield
Roxona Plate Set
2 Wizard Bracelet
Max Petamion

- Your thoughts?
Reply
Jul 13th 2016 02:54:01
@kudow Ignition shines the most when used with auto attacks, however you need to understand that Ignition and Venom will both proc the burn effect as elemental dmg is added to every hit.

Roxona Plate Set, Max Petamion and Wizard is pretty standard for endgame meta.

Pavaisa Shield is more for Support classes tbh.
Reply
Jul 13th 2016 04:46:06
@virpyre1 So any suggestion/changes? TIA
Reply
Jul 13th 2016 15:06:40
@kudow Think of Ignition like a Damage booster because of it's INT, while Venom is more of a Survival booster because of its CON, there is also Karacha another Damage booster because of it's DEX.

In the end you will need all 3 but Lolopanther everything would be your BiS at Lv. 250, you can use the shield for times when you need a boost in survivability.
Reply
Jul 13th 2016 15:08:22
@virpyre1 so i need them all, all i need is swap or switch right?
Reply
Jul 15th 2016 20:29:13
@kudow Yes swap will help you during various combat situations ex: equip one would be Ignition + Karacha while the other would be Venom + Pavaisa Shield.
Reply
Jul 6th 2016 06:23:09
What should be the equips when reaching 170? Silver doesn't matter. By the way, other than pyro 3 and linker 2 what class should fit in? Thinking about a little pvp or something. TIA
Reply
Jul 6th 2016 13:39:36
@kudow Most of the ones listed above can be used until level 200. The next upgrade from Arde is Karacha Dagger, but that's really more for the Archer classes you'll need to fight Dullahan field boss in Roxona East building. You can also try getting the Magas Staff.

I don't know anything about PvP except that you need 70 CON to be viable.
Reply
Jul 4th 2016 03:35:29
hey, can i know about your attribut??? bcos im limit at silvers so i want to know which good attributes for support alchemist :) hope your fast reply thank you
Reply
Jul 5th 2016 17:18:21
@fanghong I guess it would look sometime like this: http://www.tosbase.com/tools/skill-simulator/build/a2zbv69z02/
Reply
Jun 28th 2016 02:34:00
By the way Arde Dagger is only used off hand if i'm not mistaken.
Reply
Jun 29th 2016 15:37:06
@kudow People use it for it's elemental properties towards skills, most put it in off-fhand it so they can use it's properties on other items, you can use a shield with it if you choose to do so.
Reply
Jun 23rd 2016 18:25:43
This is not effective for pvp/gvg right?
Reply
Jun 29th 2016 15:38:00
@kudow Correct no PvP or GvG just a solo leveling build.
Reply
Jun 6th 2016 17:35:22
Hi, am new and i would like to know why you use Cafrisun set ? Do you use higher level ? thanks :)
Reply
Jun 6th 2016 23:45:50
@ezekiel31I wuld suggest reading this : https://www.reddit.com/r/treeofsavior/comments/4azama/why_is_the_cafrisun_set_so_popular/
Reply
Jun 7th 2016 13:14:45
@virpyre1 thanks it's good ! :)
Reply
Jun 2nd 2016 17:00:38
You don't need SPR for this build. SPR is useful for PvP and Support, the only skill that uses SPR here is Reflect Shield, but the skill only has 3 points invested.

All extra points follow the same allocation 3 INT then 1 CON, rinse and repeat.
Reply
Jun 2nd 2016 05:35:58
so we don't go SPR in this build? or extra pts go to SPR?
Reply
Apr 9th 2016 21:07:35
Your first 3 character levels will be 3 points INT, then your 4 level will be 1 point into CON.

But as for the stats....

Every 1 STR: Crit dmg +1, Min/Max Physical dmg, +1, Carry Weight +5
Every 5 STR: +1 STR

Every 1 SPR: SP +13, SP-Regen, Block Penetration +1
Every 5 SPR: +1 SPR
Every 2,3,4,5 etc. SPR: Mdef +1

Every 1 DEX: Acc, Crit, Evasion +1
Every 5 Dex: +1 Dex

Every 1 Int: Magic dmg(Min and Max) +1
Every 5 Int: +1 Int

Every 1 CON: HP +34, HP-Regen +1, Crit-Res +1, Carry Weight +5
Every 5 CON: +1 CON
Reply
Apr 8th 2016 20:42:55
I would love to know more about the stats. I mean is it for an example, if i have 30 int i should havbe 10 con?
Reply
Apr 7th 2016 22:05:53
Could you explain stats and the build a little please? For new players
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