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
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
Rank 1
![]() ![]() Wizard |
![]() 5 / 5 3 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: 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: 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: 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: 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: ![]() |
Rank 2
![]() ![]() Pyromancer |
![]() 5 / 5 5 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: ![]() ![]() 5 / 5 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: ![]() ![]() 5 / 5 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: ![]() |
Rank 3
![]() ![]() Pyromancer |
![]() 10 / 10 5 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: ![]() ![]() 10 / 10 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: ![]() ![]() 5 / 5 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: ![]() |
Rank 4
![]() ![]() Pyromancer |
![]() 15 / 15 5 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: ![]() ![]() 15 / 15 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: ![]() ![]() 10 / 10 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: ![]() |
Rank 5
![]() ![]() Linker |
![]() 1 / 1 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: 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 Physical Link Links party members and shares damage. Can be canceled by the Unbind skill. Level 4: Damage decreases depending on the number of links Maximum Links: 7 Duration: 100 seconds SP: 70 Type: Magic / Buff Cooldown: 22s ![]() 5 / 5 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: 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
![]() ![]() Alchemist |
![]() 5 / 5 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 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: 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
![]() ![]() Alchemist |
![]() 10 / 10 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 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 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
![]() ![]() Alchemist |
![]() 15 / 15 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 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 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 |
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Comments (34)
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.
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.
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.
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.
ok thank you for the answer :)
and about the arde dagger, can it use at main weapon?
or the main weapon still rod, and the sub is arde?
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.
Thank you in advance.
Arde Dagger + Pavaisa Shield or Venom Dagger + Pavaisa Shield
Roxona Plate Set
2 Wizard Bracelet
Max Petamion
- Your thoughts?
Roxona Plate Set, Max Petamion and Wizard is pretty standard for endgame meta.
Pavaisa Shield is more for Support classes tbh.
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.
I don't know anything about PvP except that you need 70 CON to be viable.
All extra points follow the same allocation 3 INT then 1 CON, rinse and repeat.
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