Eniripsa/Chance

Introduction
Viable since update 1.27, the Chance-based Eniripsa is a new build that focuses on dealing tremendous damage while self-healing at the same time. Its main spell is Vampiric Word, a powerful life-stealing attack that, with Stimulating Word and +AP equipment, turns the Eniripsa from a supportive healer into a damage-dealing tank. This life-stealing effect also works well with the health-consuming effect of Mot Olov. With Vampiric Word, Summoning of Chaferfu can become a source of self-healing. Lifting Word is also important for raising the limited range of Vampiric Word. However, due to the low soft cap for Chance and the short range of Vampiric Word, most players do not rely on Chance alone. Furthermore, most spells of this class rely on either Intelligence or Wisdom. Possible variants of this are as follows:


 * Pure Chance variant. Very powerful at short range, but has very few spells. Uses Bows with Bow Skill for range. Excess spell points can be invested into Summoning of Chaferfu (for self-healing), Summoning of Arachnee, Release, Mot Olov and Frightening Word. Difficult to develop, needs scrolling and is generally not recommended.


 * Hybrid Chance + Intelligence variant. Similar to the Intelligence-based Battle Eniripsa build, mixing attacks with healing, but uses Vampiric Word instead of Forbidden Word to attack. This variant is more powerful than that build, but it is less capable of supporting allies. It also lacks range. On the other hand, this variant works very well with Word of Sacrifice.


 * Hybrid Chance + Agility variant. With Stimulating Word and +AP equipment, Wounding Word can be casted three times a turn. This provides a reasonably powerful attack at long range. High dodge locking also works very well with Mot Olov. This variant can deal consistent damage at all ranges and it is the easiest to develop effectively.


 * Hybrid Chance + Wisdom variant. Most versatile approach, as many Eniripsa spells use Wisdom. When out of range, Draining Word and Paralyzing Word can disable enemies from afar, while Word of Thorn can provide extra survivability. Word of Silence works well with Vampiric Word and Mot Olov as you have to get into melee range and hopefully become surrounded. Can be difficult to develop.

Soft Caps
Chance is the most important characteristic and should be scrolled if possible.

For all variants, some Agility is useful for dodge locking enemies for Mot Olov.

Intelligence and Wisdom may or may not be important depending on the variant.

Primary Spells
The following spells are useful for all variants.

Secondary Spells
The following spells are suitable for the Chance + Intelligence hybrid. With Vampiric Word, self-healing and protection spells are completely unnecessary. Moreover, Word of Sacrifice pairs very well with it, especially with 9AP.

Variants not focused on Intelligence can instead rely on the following spells.

Damage Calculations
As this is an unorthodox build, it may be worthwhile to calculate and show damage output for mid levels.

Level 5 Vampiric Word 8AP is reached with Stimulating Word
 * 0 Chance: damages 21-30HP, heals 10-15HP
 * 100 Chance: damages 42-60HP, heals 21-30HP
 * 200 Chance: damages 63-90HP, heals 31-45HP
 * 100 Chance, 8AP: damages 84-120HP, heals 42-60HP (from 2 hits)
 * 200 Chance, 8AP: damages 126-180HP, heals 63-90HP (from 2 hits)

Level 5 Wounding Word 9AP is reached with +1AP equipment and Stimulating Word
 * 0 Agility: damages 24-28HP (from 2 hits)
 * 100 Agility: damages 48-56HP (from 2 hits)
 * 200 Agility: damages 72-84HP (from 2 hits)
 * 100 Agility, 9AP: damages 72-84HP (from 3 hits)
 * 200 Agility, 9AP: damages 108-126HP (from 3 hits)

Equipment
Getting a +AP equipment is essential for this build. While Stimulating Word sometimes provide +2AP, you need a +1AP equipment in order to consistently attack twice with Vampiric Word. Options include Bow in Treechnid Root, Kam Assutra Amulet and Akwadala Set.

Early Gear
As you cannot use Vampiric Word until level 42, your early gear will vary depending on your variant. For pure Chance and Chance + Wisdom variants, it is recommended that you rely on a different element, such as Agility, before getting Vampiric Word. Powerful Chance weapons are also few and far between during early levels. Remember that you can fight class Dopples to reset your spells and characteristics. Otherwise, you can also go for a pure Intelligence-based Battle Eniripsa build before resetting to Chance, although that would take many more fights with dopples to reset multiple spells.

Pure Chance, Chance + Agility and Chance + Wisdom variants may be easier to develop with characteristic points invested in only Agility (for use with Wounding Word) early on. For this approach:
 * Bearman Set (lv20, +Agi, +1AP) - allows you to attack three times with Wounding Word
 * Young Adventurer Set (lv1) + Bow in Treechnid Root (lv28, +1AP) - if Bearman Set is not available

Otherwise, if fighting dopples are too much trouble, you can go with:
 * Farmer Set (lv20, +Cha) - you can use Damaged Farmer's Scythe to attack

For Chance + Intelligence variants:
 * Gobball Set (lv20) - stick with Intelligence until getting Vampiric Word

Late Gear
Once you get Vampiric Word and switch to Chance, you can go for one of the following gear, depending on how much you can afford:
 * Akwadala Set (lv43, +Cha, +1AP, +1MP) - very expensive
 * Blue Scaraleaf Set (lv46, +Cha) + Kam Assutra Amulet (lv43, +1AP) - expensive
 * Blue Scaraleaf Set (lv46, +Cha) + Harmony (lv47) + Bow in Treechnid Root (lv28, +1AP) + Agility equipment - cheap

Examples
(none yet)