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IntroductionEdit

Chance Sacriers are quite hard to make for a beginner, as they recieve their first spell at level 17. Until that point, they have to bare with the other spells. Requires scrolling (as all Sacriers do), but it can be made later (until 70).

CharacteristicsEdit

Stat 1:2 1:1 2:1 3:1 4:1 5:1
Vitality Vit 1~∞ - - - - -
Wisdom Wis - - - 1~∞ - -
Strength Str - - - 1~100 101~150 151~∞
Intelligence Int - - - 1~100 101~150 151~∞
Chance Cha - - - 1~100 101~150 151~∞
Agility Agi - - - 1~100 101~150 151~∞

We raise, of course, Vitality from level 2 to 200.

RaisingEdit

Vitality Vitality - scrolling before adding characteristic points is a good idea

Wisdom Wisdom - scroll to 25 at least, should be scrolled to 101.

Strength Strength - you will sometimes need it to use weapons, can be scrolled

Intelligence Intelligence - not useful for us

Chance Chance - scroll to 101; do not give any points into it

Agility Agility - we need it for dodges and initiative, scroll to at least 25

SpellsEdit

Now, let's see what useful spells we've got...

Spell listEdit

Chance Sacriers' Spells
Icon Name Level Element Why it's so good?
Leek Pie Leek Pie - Fire
Fire
As all Damage builds, we will use that; boost only to 3
Bold Punishment Bold Punishment 21 Water
Raises Chance
Our stat punishment
Attraction Attraction 1 N/A Do I have to tell why we boost it? You should
Life transfer Life transfer 90 N/A Great for healing allies, but boost it later
Assault Assault 9 Air
Air
We will use it until first weapon, but don't boost it
Nimble Punishment Nimble Punishment 13 Air
Raises Agility
Boost it later, you will have to dodge lock a lot
Transposition Transposition 54 N/A Useful, but you don't have to boost it; can be used with Flying Sword to get closer to enemies
Dancing Sword Dissolution 17 Water
water
Steal life from adjacent enemies. It will be your main dmg skill untill Fury.
Wise Punishment Vital Punishment 42 Vitality
Raises Vitality
This spell allows the caster to increase his vitality each time he is attacked. Can be cast every 4 turns.
Evasion Evasion 3 N/A A must to boost. You can avoid being hit with that
Cooperation Cooperation 48 N/A Saves allies and really useful
Punishment Punishment 60 Neutral
Neutral
Really high damage when we have a lot of life
Fury Fury 70 Water
water
Our main spell, also damage buff, that we will need
Flying Sword Flying Sword 80 N/A Can be used with Transposition to get closer to enemies
Coagulation Swap 6 N/A Swaps the places of the characters at close range.
Bloodthirsty Madness Bloodthirsty Madness 100 N/A Great for healing yourself by killing Cawwot or allies that shouldn't join (or anyone with good HP, if someone in team can heal)
Summoning of Dopple Summoning of Sacrier Dopple 200 N/A Summons a Sacrier Dopple

ItemsEdit

We will need 2 sets - one for +Damage and one for +Chance, we'll use them both.

In damage set, we use Leek Pie and weapons like Royal Gobball's Sword, just like damage Iops. We use Fury only for buffing and sometimes to hit 2 or more enemies (mostly when they are weak or we will kill one or more for sure).

In chance set, we attack with Water damage weapons and Fury, That set is for drops and for killing monters with weak Water resist.

Why making making Chance Sacrier out of Damage one? Well, we boost Fury anyway, scrolling Chance is cheap and generally +chance sets are cheap, so why not?

You can also try making both +chance and +damage set, using Leek Pie, Fury and Royal Gobball's Sword or Water damage weapon to fight. Choice is yours.

NotesEdit

  • Generally it's just a normal damage Sacrier, making kind of hybrid to chance. It's better for drops and sometimes he can even hit harder than normal one.
  • Now since the 1.27 patch version, New Spell: Dancing Sword has been replaced with Dissolution and it's Water based. As for now, most Sacrier of this build will stick to Dissolution until Fury and possibly even further as Dissolution does more damage than Fury and it does not inflict damage upon oneself.
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