This is in-depth guide for class builds and general tips for making powerful characters in Atlyss. (Beta Version 1.5.8a)
Overview
This guide is for version: 1.5.8a (Beta)
There are 2 main focuses with each build; survival and constant aggression, essentially having as little down time as possible without dying ideally. Due to this, I’ve focused on playstyles that may not have highest damage possible but will have good consistent damage with low risk.
I’ll be covering all classes (including novice) with my suggestions on race, stats, equipment and skills. I will also provide general tips on gameplay, equipment and skills that I used to make these builds.
With that, I hope y’all enjoy.
(Disclaimer: this is my first guide so apologies if not formatted well)
Guide layout
First and foremost; races are more of an aesthetic choice (I’m not gonna yuck ya hum!). While I will provide race suggestions per build, it’s not necessary as all race skills can be acquired as a skill scroll.
Typically I will have stats split as Main Stat 50 / Vitality 30 (slight because I like nice whole numbers). Feel free to adjust the ratio and I will like mention potentially better stats arrays during the class guides.
I’ll be focusing on weapons used primarily by the class. However any class can use any weapon thanks to the weapon skills scrolls and stats stones.
I’ll provided advice on all class skills per class, I will not provide advice on novice skills or skill scrolls unless they are relevant to the build. Also skills stats will be shown at their maximum level as this is more so an endgame setup.
Skills will also be broken into the following categories:
- Offensive – Deals damage and/or a debuff
- Support – Buff and/or Heals you and your party
- Passive – Additional Movement or Weapon attacks
Values such as damage will be at their base value with no equipment or stat investment.
Fighter – Divine Rage
This Fighter build is designed to able to face tank everything the game throws at you. Slam enemies with offensive skills such as Stomp or Cyclone to maintain aggro and deal heavy damage, while never needing to retreat with Divine and Sturdy skills. Remember to always keep up the Rage buff so you and your allies can rip and tear through the enemies!
Chang – As a tank focus, having access to Sturdy from the start helps immensely and you can avoid grinding it.
Due to almost all Fighter skills scaling off Strength, I recommend at least 50 in Strength.
30 Vitality should be more then necessary to be able to tank unprotected, but nice to have a bit of wiggle room with HP.
Enchantment: Killer
Extra attack power and extra critical rate, you don’t need extra Health, Mana, Stamina or Defences with this build so you can go all out!
- Bonus Attack Power: 0.38 x Equipment Level
- Bonus Critical: 0.0494% x Equipment Level (Rounded to nearest .01%)
Melee: Coldgiest Blade – Sanctum Catacombs 12-18 / Lord Kaluuz Boss Chest
While there is an argument to be made for the Serrated Blade, the Coldgiest beats it consistently. Only downside is that Cold is not a great debuff on this weapon.
(Side note: Maybe an interesting choice on a spellblade mystic build)
- General:
- Level: 17
- Rarity: Rare
- Element: Water
- Base Damage: 19 – 23
- Debuff: Cold 10% (-25% movement)
Stats: - Mana +5
- Attack Power +7
- Crit Rate +0.25%
- Magic Crit Rate +0.2%
Enchantment: - Material: 1x Soul Pearl / Sally
- Cost: 2394 Crowns
Polearm: Ragespear – Quest: Makin’ a Ragespear / Sally
The best choice for a Polearm weapon, good stats and 8% Gash chance which works very well with Cyclone.
- General:
- Level: 17
- Rarity: Rare
- Element: Normal
- Base Damage: 20 – 25
- Debuff: Gash 8% (3 true damage / per 0.5 seconds)
Stats: - Stamina +8
- Attack Power +12
- Crit Rate +0.48%
- Defence +3
Enchantment: - Material: 5x Rageboar Spear / Rageboar – Tuul Valley
- Cost: 2250 Crowns
Heavy Melee: Quake Pummeler – Crescent Grove / Colossus Boss Chest
My personal preference over Ragespear (I do like my big hammers). Higher base damage and has 12% chance of Weakening debuff which can help get some extra damage.
- General:
- Level: 20
- Rarity: Rare
- Element: Earth
- Base Damage: 34 – 42
- Debuff: Weakening 12% (-5/-10/-15 Defence)
Stats: - Stamina +8
- Attack Power +12
- Defence +5
Enchantment: - Material: 1x Soul Pearl / Sally
- Cost: 5685 Crowns
There’s not many alternative choices. You could use Giestlord Crown (Helm) and Giestlord Band (Ring), however they don’t provide benefits that help out most Fighters.
Helm: Knightguard Halo – Crescent Grove / Chest
- General:
- Level: 17
- Rarity: Common
- Class: Fighter
Stats: - Health +10
- Stamina +3
- Attack Power +6
- Defence +12
- Magic Defence +8
Enchantment: - Material: 3x Maw Eye / Maw – Crescent Grove
- Cost: 3450 Crowns
Cape: Cobblerage Cloak – Crescent Grove / Chest OR Wall of Stars / Craig
- General:
- Level: 17
- Rarity: Common
- Class: Fighter
Stats: - Health +12
- Attack Power +12
- Defence +10
- Magic Defence +2
Enchantment: - Material: 3x Monolith Cores / Monolith – Crescent Grove
- Cost: 3960 Crowns
Chestpiece: Berserker Chestpiece – Crescent Grove / Colossus Boss Chest
- General:
- Level: 21
- Rarity: Rare
- Class: Fighter
Stats: - Health +15
- Stamina +13
- Attack Power +15
- Crit Rate +1.24%
- Defence +20
Enchantment: - Material: 5x Monolith Cores / Monolith – Crescent Grove
- Cost: 6450 Crowns
Leggings: Berserker Leggings – Crescent Grove / Colossus Boss Chest
- General:
- Level: 21
- Rarity: Rare
- Class: Fighter
Stats: - Health +8
- Attack Power +10
- Defence +18
- Magic Defence +7
Enchantment: - Material: 5x Monolith Cores / Monolith – Crescent Grove
- Cost: 4590 Crowns
Shield: Rustweary Shield – Crescent Grove / Deadwood OR Chest
- General:
- Level: 16
- Rarity: Common
- Class: Fighter
Stats: - Block Damage Threshold 20
- Block Damage Chance +4.20%
- Attack Power +5
- Defence +13
- Magic Defence +5
Enchantment: - Material: 3x Deadwood Logs / Deadwood – Crescent Grove
- Cost: 3780 Crowns
Ring: Earthwoken Ring – Crescent Grove / Colossus Boss Chest
- General:
- Level: 20
- Rarity: Exotic
Stats: - Health +20
- Stamina +13
- Attack Power +8
- Dex Power +3
- Magic Power +5
- Defence +13
- Magic Defence +5
Enchantment: - Cannot be Enchanted
Fighter – Divine Rage: Skills
This is where the class comes alive and gets it’s namesake. The big 2 standout skills for this build is Rage and Divine, combining these 2 skills makes this build very hard to kill. Add Sturdy and Bulwark to add further options to avoid damage while being able to follow up with the Fighter unique combat skills.
While this build is design to be able switch out between Sword and Shield and one of the 2 Handed weapon option (Heavy Melee / Polearm). You can focus one weapon type (Melee, Heavy Melee, Polearm) to save a few skill points. However I personally like being able to change up stuff without needed to respec.
- Offensive:
- Stomp 4/4
- Blood Gush 4/4
- Cyclone 5/5
- Shield Bash 4/4
Support: - Rage 6/6
- Divine 3/3
- Sturdy 3/3
Passives: - Bulwark 4/4
- Reflect 3/3
- Melee Mastery 1/2
- Heavy Melee Mastery 2/2 OR Polearm Mastery 2/2
The following is a more in-depth look into this class’ skills as well as the Novice Skills used in this build. Please remember that all values like damage are at base values, without stat investment or equipment.
Stomp: 4/4 – Fighter Skill
This is how you draw and maintain aggro. fast cast, short cooldown with a good size AOE at max level. Also slows and weakens defences, what more can you ask for? Must have staple.
- Skill Stat: Strength
- Stamina Cost: 10
- Cast Time: 0.2 seconds
- Cooldown: 6 seconds
- Damage: 30
- AOE: Large Circle centre on self
- Debuff: -25% to Movement speed
- Debuff: -15 Defence
- Unique: Draws Aggro
- Duration: Around 6 seconds
Lethal Strike: 0/3 – Fighter Skill
While it does provided 100% evasion and can let you get in or out of combat. You don’t need evasion for this build and the weapon mastery skills provide a way to chase enemies.
- Skill Stat: Strength
- Stamina Cost: 8
- Cast Time: 0.28 seconds
- Cooldown: 6.25 seconds
- Requirement: Melee weapon
- Charge: Yes
- Damage: 27
- Buff: 100% Evasion for 0.8 seconds
Blood Gush: 4/4 – Fighter Skill
Inflicts damage over time debuff and compatible with any physical combat weapon, good skill to pick up towards the later levels. It can also hit multiple targets close together.
Note: the damage over time debuff scales with Strength.
- Skill Stat: Strength
- Stamina Cost: 8
- Cast Time: 0.3 seconds
- Cooldown: 12 seconds
- Requirement: Melee weapon
- Damage: 11
- Debuff: 1 damage every 1.8 seconds
- Duration: Around 9~ seconds or 5 damage ticks
Cyclone: 5/5 – Fighter Skill
Now this skills is the good stuff. Good range attack which can be used offensively or defensively if you need to kite. Has a lingering hitbox to do multiple hits and each hit counts for inflicting your weapon’s status. Great pairing with the Ragespear.
Note: You will not be able to attack with your weapon while it’s out
- Skill Stat: Strength
- Stamina Cost: 6
- Cast Time: 0.2 seconds
- Cooldown: 16 seconds
- Requirement: Heavy Melee / Polearm weapons
- Damage: 7 persistent
- Unique: Lingering hitbox, can inflict weapon’s debuff (if applicable)
Shield Bash: 4/4 – Fighter Skill
Pretty good skill though more on the support side, however do not underestimate how useful having a 2.5 seconds stun on a button. Use the time to heal, buff or deal more damage uninterrupted.
- Skill Stat: Strength
- Stamina Cost: 8
- Cast Time: 0.2 seconds
- Cooldown: 10 seconds
- Requirement: Shield while out
- Damage: 17
- Unique: Stuns for 2.5 seconds
Rage: 6/6 – Fighter Skill
This is hands down, the most powerful buff in the game currently. This one buff opens up and incredibly good interaction with Divine for Fighters to use. Also makes all class just better, period.
- Mana Cost: 8
- Cast Time: Instant
- Cooldown: 30 seconds
- Buff: Boosts ALL power stats by 32!
- Duration: 32 seconds
Divine: 3/3 – Novice Skill – Crescent Grove / Chest OR Wall of Stars / Craig
Divine!? What are you doing in Fighter!? Well since the spell scales off Magic Power, Rage boosts the healing to 20~25 HP per tick without any Mind investment! So you can heal without having to retreat and use Recovery. Damage is a nice bonus too.
- Mana Cost: 20
- Cast Time: 0.6 seconds
- Cooldown: 30 seconds
- AOE: Medium Circle
- Damage: 9 per 0.4 seconds
- Healing: 9 per 0.4 seconds to you and your allies
- Duration: 5.25 seconds
Sturdy: 3/3 – Novice Skill – Catacomb Dungeon (any) / Chest OR Starting Skill / Chang
8 seconds to do whatever you need to do uninterrupted, good if you are getting swarmed or need a few seconds to heal up. Great utility and survival skill.
- Mana Cost: 15
- Cast Time: 0.6 seconds
- Cooldown: 40 seconds
- Buff: Immunity to Knockback
- Unique: Auto Parry incoming attacks
- Duration: 8 seconds
Bulwark: 4/4 – Fighter Skill
Lessens the stamina costs of blocking which helps since all Fighter’s attacking skills require stamina. Having a larger parry window and stagger time opens up more opportunities to deal damage.
- Buff: 60% reduction in Stamina cost when blocking an attack
- Buff: Increase parry window by 0.4 seconds
- Buff: Increase stagger time by 0.4 seconds
Reflect: 3/3 – Fighter Skill
Okay, update 1.5.5a really cooked with this skill. You can wrack up a surprising amount of damage when reflecting hits. Best part is that it works with Sturdy’s auto parry buff making a great tool when being swarmed or punishing bosses.
- Requirement: Shield out
- Buff: Reflect 120% melee damage on parry
Fighter Weapon Mastery: 1/2 (Melee) 2/2 (Heavy Melee) 0/2 (Polearm) – Fighter Weapon Scrolls
Honestly, these are *mostly* the same with the exception of the charge attacks. Pick the one you use as your main weapon type or all of them if ya like changing it up (me).
- All Charge Attack Stamina Cost: 5
- Melee Charge Attack: Spinning Slash that moves you forward slightly damaging enemies in a small circle AOE
- Heavy Melee Charge Attack: Hammer Slam that knocks enemies away for you in a large circle AOE
- Polearm Charge Attack: Thrust that moves you forward significantly damaging enemies in a straight line.
- All Jumping Attack: Unlocks a jumping attack that can hit multiple while in air, each weapon has a different landing attack.
Bandit – Tricky Kiter
This Bandit build is designed to allow you to control the flow of combat with high evasion and a Swiss army knife of different abilities. You’ll switching between Katars and Range weapons to inflict debuffs from Killer Jab and Venom Shot respectfully. Dodging attacks with Leg up and Devious Signet by boosting your evasion. And when things get too antsy, pop Mist Veil to lose all aggro, heal and reposition for the next attack.
Poon – Unsurprising, being able to start with Leg Up saves time grinding for the skill later.
Due to almost all Bandits skills scaling off Dexterity, I recommend at least 50 in Dexterity.
Because this is a more aggressive build, it needs a HP buffer since it roughly has a 50% chance getting hit. 30 Vitality can help a lot get a few more attacks before falling back.
Enchantment: Precise
This provides the highest critical rate bonus and some extra Dexterity damage to boot! Though 1 Manafont can help, giving a buffer as this build is Mana hungry.
- Bonus Dex Power: 0.417 x Equipment Level
- Bonus Critical: 0.05282% x Equipment Level (Rounded to nearest .01%)
Katar: Golemfist Katars – Crescent Grove / Colossus Boss Chest
Catch these stone fists! Very good weapon as they have 12% Gash chance which with how fast the Katars attack, you’ll be getting often.
- General:
- Level: 21
- Rarity: Rare
- Element: Earth
- Base Damage: 20 – 31
- Debuff: Gash 12% (3 true damage / per 0.5 seconds)
Stats: - Health +5
- Dex Power +12
- Defence +3
Enchantment: - Material: 1x Soul Pearl / Sally
- Cost: 3960 Crowns
Range Weapon: Coldgeist Bow – Sanctum Catacomb (12 – 18) / Lord Kaluuz Boss Chest
another easy pick; +2.8% crit rate is awesome on this build. Though Cold isn’t the best debuff, it does help kiting by slowing down enemies’ movement speed.
- General:
- Level: 18
- Rarity: Rare
- Element: Water
- Base Damage: 20 – 26
- Debuff: Cold 10% (-25% Movement speed)
Stats: - Stamina +5
- Dex Power +8
- Crit Rate +2.8%
Enchantment: - Material: 1x Soul Pearl / Sally
- Cost: 2625 Crowns
The name of the game is get higher crit rate and evasion. While you can use Giestlord Eye (Helm), since it cannot be enchanted, it’s gonna get passed up.
Helm: Glyphgrift Halo – Crescent Grove / Chest
- General:
- Level: 17
- Rarity: Common
- Class: Bandit
Stats: - Stamina +15
- Dex Power +14
- Crit Rate +2.80
- Defence +14
- Magic Defence +4
- Evasion +2.15%
Enchantment: - Material: 3x Maw Eye / Maw – Crescent Grove
- Cost: 4050 Crowns
Cape: Meshlink Cape – Crescent Grove / Chest OR Wall of Stars / Craig
- General:
- Level: 16
- Rarity: Common
- Class: Bandit
Stats: - Stamina +5
- Dex Power +6
- Defence +5
- Evasion +3%
Enchantment: - Material: None
- Cost: 2595 Crowns
Chestpiece: Fuguefall Duster – Crescent Grove / Colossus Boss Chest
- General:
- Level: 21
- Rarity: Rare
- Class: Bandit
Stats: - Health +6
- Stamina +10
- Dex Power +20
- Crit Rate +1.5%
- Defence +16
- Magic Defence +5
Enchantment: - Material: 5x Monolith Gem / Monolith – Crescent Grove
- Cost: 6450 Crowns
Leggings: Fuguefall Pants – Crescent Grove / Colossus Boss Chest
- General:
- Level: 21
- Rarity: Rare
- Class: Bandit
Stats: - Stamina +12
- Attack Power +3
- Dex Power +12
- Defence +10
- Magic Defence +2
- Evasion +1.4%
Enchantment: - Material: 5x Monolith Gems / Monolith – Crescent Grove
- Cost: 4590 Crowns
Note: While the Bandit weapons do not allow the use of a shield, I’ll still provide an option to fil the slot and if someone wants to use an 1 handed weapon.
Shield: Mithril Shield – Crescent Grove / Pots OR Sally / Tier 3 Store
- General:
- Level: 16
- Rarity: Common
Stats: - Block Damage Threshold 14
- Block Damage Chance +8%
- Magic Power +3
- Defence +8
- Magic Defence +1
Enchantment: - Material: None
- Cost: 2100 Crowns
Ring: Giestlord Band – Sanctum Catacombs (12 – 18) / Lord Kazuul Boss Chest
- General:
- Level: 18
- Rarity: Exotic
Stats: - Health +12
- Mana +12
- Stamina +12
- Evasion +4%
Enchantment: - Cannot be Enchanted
Bandit – Tricky Kiter: Skills
Bandit’s skills require a bit of juggling to manage well, half the skills use Mana and the other half use Stamina. This means you’ll need to learn which skill is best for the situation your in, what resource you need to use or let recharge. Once you get this down, you’ll be bouncing between Katars, Range weapons and Bombs without too much trouble.
This build does use both Katars and Range weapons in combat, switching between the two when necessary. However it can be burdensome to do so in the current version, if you are experiencing this; I recommend using Pay Day if you want to focus on melee and Bomb Trap if you wanna focus on range.
- Offensive:
- Venom Shot 6/6
- Killer Jab 5/5
- Pay Day 4/4
- Bomb Trap 4/4
Support: - Devious Signet 6/6
- Mist Veil 4/4
- Leg Up 3/3
Passives: - Agile Technique 3/3
- Katar Mastery 2/2
- Ranged Weapon Mastery 2/3
The following is a more in-depth look into this class’ skills as well as the Novice Skills used in this build. Please remember that all values like damage are at base values, without stat investment or equipment.
Venom Shot: 6/6 – Bandit Skill
Great skill for debuffing enemies at range. Decreases enemy’s defence and inflicts damage over time. Useful for both rush down and kiting tactics.
Note: the damage over time debuff scales with Dexterity
- Skill Stat: Dexterity
- Mana Cost: 10
- Cast Time: 0.3 seconds
- Cooldown: 10 seconds
- Requirement: Ranged weapon
- Damage: 12
- Debuff: -18 Defence
- Debuff: 1 damage around every 1.8 seconds
- Duration: Around 9 seconds or 5 ticks
Killer Jab: 5/5 – Bandit Skill
Another useful debuff tool, this time for melee weapons. Similar to Venom Shot but instead of a damage over time, you inflict movement speed penalty. Good combo to stack both effects.
- Skill Stat: Dexterity
- Stamina Cost: 5
- Cast Time: 0.5 seconds
- Cooldown: 8 seconds
- Requirement: Melee weapon
- Damage: 59
- Debuff: -10 Defence
- Debuff: -20% Movement Speed
- Duration: Around 12 seconds
Volley: 0/3 – Bandit Skill
This is a weird one. If you got a good Fighter tank that can keep enemies from moving, this attack can deal good damage. However unless the enemy stay in the AOE, it seems to under perform.
- Skill Stat: Dexterity
- Mana Cost: 12
- Cast Time: 0.3 seconds
- Cooldown: 8 seconds
- Requirement: Ranged weapon
- Charge: Yes
- Damage: 10 persistent
- AOE: Small Circle
Pay Day: 4/4 – Bandit Skill
Though it is not clearly mentioned in the description, there is a 2.5 second stun effect at max level with this skill. With this in mind, this makes a great skill for melee bandits to get in damage or reposition. Money is a nice bonus, though could be nice if they dropped mats.
Note: You may want to test duration to confirm
- Skill Stat: Dexterity
- Stamina Cost: 6
- Cast Time: 0.3 seconds
- Cooldown: 13 seconds
- Requirement: Melee weapon
- Damage: 21
- Unique: Stuns for 2.5 seconds
- Unique: Drops 4 currency drops
Bomb Trap: 4/4 – Bandit Skill
This ability I feel serves best when kiting enemies with a Ranged weapon, place it down while moving away to have them run into. Due to this I think has less utility then Pay Day for Melee, but still very good.
- Skill Stat: Dexterity
- Mana Cost: 6
- Cast Time: Instant
- Cooldown: 9.8 seconds
- Damage: 65
- AOE: Huge Radius
- Detonation: When enemy is in close proximity or after around 6 seconds
Honourable Mention:
Spread Shot: 0/3 – Novice Skill: Sanctum Catacombs (Any) / Chest OR Frankie / Tuul Valley
Effectively a bandit skill before getting the class, this alternative choice to Volley in my opinion. Wide cone when at max level and pretty decent damage, use for crowd control.
- Skill Stat: Dexterity
- Mana Cost: 7
- Cast Time: 0.2 seconds
- Cooldown: 6.2 seconds
- Effect: Shoots 7 spreadshot arrows
- AOE: Wide Cone in-front
Mist Veil: 4/4 – Bandit Skill
This a good ability to replace Recovery with some extra utility. It does drop all aggro when activated helps repositioning and healing you. While it does list Dexterity as it skill stat, it doesn’t have any scaling for it which is a bit odd. Maybe could has Dexterity scale the healing?
- Skill Stat: Dexterity
- Stamina Cost: 10
- Cast Time: 0.7 seconds
- Cooldown: 40 seconds
- Buff: Grants Invisibility (Reduces aggro to 0)
- Buff: Heal 5 HP per 1.2 seconds (Total 50)
- Duration: Lasts 12 seconds, ends early when attacking or being hit
Devious Signet: 6/6 – Bandit Skill
Class buff skill, it’s gonna be good. Adding 15% chance to crit and evade? Oh it’s very good. Extra Stamina helps with balancing Stamina consuming skills. Just remember to keep it up so both you and your party can Matrix dodge.
- Mana Cost: 10
- Cast Time: 0.8 seconds
- Cooldown: 32 seconds
- Buff: +15% Evasion
- Buff: +15% Critical Chance
- Buff: +20 Max Stamina
- Duration: 35 seconds
Leg Up: 3/3 – Novice Skill – Catacomb Dungeon (any) / Chest OR Starting Skill / Poon
This further boosts evasion making you even harder to hit, combined with evasion potion, Devious Signet and the right equipment; you can get evasion up to 47.75%. Movement also helps for kiting and when you wanna speed through an area.
- Mana Cost: 6
- Cast Time: Instant
- Cooldown: 45 seconds
- Buff: +40% Movement speed
- Buff: +16% Evasion
- Duration: 15 seconds
Agile Technique: 3/3 – Bandit Skill
While this skill doesn’t provide much in combat, it does make traversal a lot faster through the overworld and dungeons. Triple jump is good to pick up early on and then pick up last 2 levels towards the end of the build.
- Buff: Triple Jump
- Buff: Bounce Dash Jump – Leap up and forward quickly
- Buff: Dash Long Jump – Extends dash distance
Katar Mastery: 2/2 – Bandit Skill Scroll
Great mastery to pick up. Jump attack is a multi-hit drill dive and charge attack unleashes a flurry of quick slashes. Both good for DPS and trying to inflict statuses.
- Charge Attack: Quick flurry with 6 hits
- Jump Attack: Multi-hit drill dive
Range Weapon Mastery: 2/3 – Bandit Weapon Scrolls
Definitely pick up 2 levels in this skill, a straight up improvement to Range weapon attack speed. The charge attack can be nice, however skills like Spread Shot and Volley provide similar benefits while hitting multiple enemies.
- Buff: +20% Attack speed
- Bow Charge Attack: Rapid fire 4 hits
Mystic – Juggernaut Mage
This Mystic build is designed to allow you to always be attacking without even having to worry about damage, full unga bunga build here. Using support skills like Divine and Prism to shrug of damage while punishing enemies at the same time. All the while stunning with Fluxspear and mulching their HP with Sceptres and Bells.
Imp – Starts with Siphon Leech, a great spell both for damage and healing that you don’t need to grind for.
You can probably push this build to only have 15 – 20 Vitally and dump the rest into Mind, maybe less if you really wanna squeeze as much damage out of it. However I do find that 50 Mind / 30 Vitality to be very comfortable.
Enchantment: Magical
Moar damage. HP, stamina and defence don’t matter with the sheer amount of healing this build is capable off. No extra Mana needed either.
- Bonus Magic Power: 0.358 x Equipment Level
- Bonus Critical: 0.03759% x Equipment Level (Rounded to nearest .01%)
Scepter: Flamepetal Staff – Crescent Grove / Chest
While there is the Aquapetal staff which does have comparable stats, the real benefit of Flamepetal is fire damage over time effect.
- General:
- Level: 18
- Rarity: Common
- Element: Fire
- Base Damage: 12 – 24
- Debuff: Burn (1 true damage / per 1.5 seconds – Scales with Mind)
Stats: - Stamina +5
- Magic Power +10
- Magic Crit Rate +1.8%
Enchantment: - Material: 3x Red Minchroom Cap / Red Minchrooms – Crescent Grove
- Cost: 2835 Crowns
Bell: Colossus Tone – Crescent Grove / Colossus Boss Chest
A weapon that needs no introduction. While the damage is reduced in 1.5.5a, it’s still a high damage, multi-hit, status inflicting beast of a weapon.
- General:
- Level: 20
- Rarity: Rare
- Element: Earth
- Base Damage: 24 – 30
- Debuff: Gash 10% (3 true damage / per 0.5 seconds)
Stats: - Mana +10
- Magic Power +15
- Magic Defense +8
Enchantment: - Material: 3x Soul Pearl / Sally
- Cost: 4050 Crowns
Not really many choices and we want as much Magical equipment as possible. So no Giestlord Eye (Helm) or Giestlord Band (Ring)
Helm: Jestercast Memory – Crescent Grove / Chest
- General:
- Level: 17
- Rarity: Common
- Class: Mystic
Stats: - Mana +5
- Stamina +2
- Magic Power +10
- Magic Crit Rate +1.2%
- Defence +7
- Magic Defence +11
Enchantment: - Material: 3x Maw Eye / Maw – Crescent Grove
- Cost: 3690 Crowns
Cape: Sagecaller Cape – Crescent Grove / Chest OR Wall of Stars / Craig
- General:
- Level: 16
- Rarity: Common
- Class: Mystic
Stats: - Mana +10
- Magic Power +12
- Defence +5
- Magic Defence +4
Enchantment: - Material: None
- Cost: 2769 Crowns
Chestpiece: Magilord Overalls – Crescent Grove / Colossus Boss Chest
- General:
- Level: 21
- Rarity: Rare
- Class: Mystic
Stats: - Mana +13
- Stamina +5
- Magic Power +18
- Defence +15
- Magic Defence +23
Enchantment: - Material: 3x Cursed Note – Carbuncle / Crescent Grove
- Cost: 6450 Crowns
Leggings: Magilord Boots – Crescent Grove / Colossus Boss Chest
- General:
- Level: 21
- Rarity: Rare
- Class: Mystic
Stats: - Health +5
- Stamina +3
- Magic Power +8
- Magic Crit Rate +0.48%
- Defence +5
- Magic Defence +10
Enchantment: - Material: 3x Carbuncle Foot / Carbuncle – Crescent Grove
- Cost: 4590 Crowns
Shield: Rustwise Shield – Crescent Grove / Deadwood OR Chest
- General:
- Level: 16
- Rarity: Common
Stats: - Block Damage Threshold 17
- Block Damage Chance +4.2%
- Mana +4
- Magic Power +5
- Defence +9
- Magic Defence +7
Enchantment: - Material: 3x Deadwood Logs – Deadwood / Crescent Grove
- Cost: 2100 Crowns
Ring: Earthwoken Ring – Crescent Grove / Colossus Boss Chest
- General:
- Level: 20
- Rarity: Exotic
Stats: - Health +20
- Stamina +13
- Attack Power +8
- Dex Power +3
- Magic Power +5
- Defence +13
- Magic Defence +5
Enchantment: - Cannot be Enchanted
Mystic – Mage Juggernaut: Skills
The skills used in this Mystic build are to facilitate a non-stop assault. Alternating between Divine, Prism and Sturdy to heal and ignore any attacks thrown at you. While doing this, attacking with Fluxspear to stun enemies to make you even more untouchable or with our weapons when waiting for Mana to recover
There’s not much variance with this build, the skill selection allows for comfortable use of different skills and weapons without needing to respec. However you can swap in Fluxbolt by removing Siphon Leech and Restora.
Life Tap: Do not use this ability, you won’t need it most of the time. And if you do need to recover Mana, you can use literally the one of strongest weapon in the game. Even after 1.5.5a update.
- Offensive:
- Fluxspear 4/4
- Siphon Leech 3/3
Support: - Prism 5/5
- Imbue 5/5
- Restora 4/4
- Divine 3/3
- Sturdy 3/3
Passives: - Blink 3/3
- Manaflow 3/3
- Sceptre Mastery 3/3
- Bell Mastery 3/3
The following is a more in-depth look into this class’ skills as well as the Novice Skills used in this build. Please remember that all values like damage are at base values, without stat investment or equipment.
Fluxbolt: 0/7 – Mystic Skill
Pure damage spell with a very fast cooldown. Only catch is that you can quickly drain your Mana if you spam this spell.
- Skill Stat: Mind
- Mana Cost: 18
- Cast Time: 1 second
- Cooldown: 1.3 seconds
- Damage: 59
- Hits: 4 times
Fluxspear: 4/4 – Mystic Skill
Pretty good utility attack, being able to stun on command lets you set up another spell or just keep attacking. Also has a decent range and can hit multiple targets.
- Skill Stat: Mind
- Mana Cost: 16
- Cast Time: Instant
- Cooldown: 12 seconds
- Damage: 30
- AOE: Line in-front
- Unique: Stun enemies for 2 seconds
Cross: 0/4 – Mystic Skill
While does have a good AOE size and debuffs Magic Defence. It’s difficult to aim and the knockback tends to be more of hindrance.
- Skill Stat: Mind
- Mana Cost: 20
- Cast Time: 0.4 seconds
- Cooldown: 3.15 seconds
- Charge: Yes
- Damage: 23
- AOE: Hugh radius
- Debuff: -20 Magic Defence
- Unique: Knockback
Nova: 4/4 – Mystic Skill
Similar to Cross, while this can be used to get enemies off you. It’s better to parry or dash away to follow up with a different spell.
Note: You may want to test duration to confirm
- Skill Stat: Mind
- Mana Cost: 10
- Cast Time: Instant
- Cooldown: 3.45 seconds
- Damage: 51
- AOE: Medium radius centre on self
- Unique: 55% knockback power (?)
Siphon Leech: 3/3 – Novice Skill: Sanctum Catacombs (Any) / Chest OR Starting Skill / Imp
This skill is a very good offensive life steal attack if you are at lower HP. It will only do it’s full damage if you have missing health to fill, otherwise it will end prematurely.
Note: Life steal scales off Mind
- Skill Stat: Mind
- Mana Cost: 5
- Cast Time: 0.5 seconds
- Cooldown: 25 seconds
- Damage: 15
- Debuff: Steal HP 6 point per second
Prism: 6/6 – Mystic Skill
First off, 50 HP is a substantial boost even if it’s temporary. But the real benefit is any attacked absorbed by Prism will negate status and knockback, use the time to set up another buff or attack.
- Stat Skill: Mind
- Mana Cost: 30
- Cast Time: 0.45 seconds
- Cooldown: 30 seconds
- Buff: 50 temporary HP that ignore statuses and knockback
- Duration: 20 seconds
Imbue: 5/5 – Mystic Skill
A better you in one cast! This buff is the mystic+ spell with bonuses to max Mana, Damage and Magic defence. Also have a long duration compared to the other class’ buffs which is a nice addition.
- Skill Stat: Mind
- Mana Cost: 13
- Cast Time: 0.65 seconds
- Cooldown: 8 seconds
- Buff: +25 Magic Power
- Buff: +15 Magic Defence
- Buff: +25 Max Mana
- Duration: 60 seconds
Restora: 4/4 – Mystic Skill
Simple heal in an area skill that can replace Restore at early levels. This will get out paced by Divine at level 16, but I like to have it if I do wanna play a more support role online.
- Skill Stat: Mind
- Mana Cost: 15
- Cast Time: 1 seconds
- Cooldown: 5 seconds
- AOE: Medium Radius centre on-self
- Buff: Heal 34 HP
Divine: 3/3 – Novice Skill – Crescent Grove / Chest OR Wall of Stars / Craig
This spell will not only keep you at full health with 50+ heals per tick, but will shred any enemy in it’s radius. Mystics can get the full benefits of this spell and should be your default healing spell.
- Mana Cost: 20
- Cast Time: 0.6 seconds
- Cooldown: 30 seconds
- AOE: Medium Circle
- Damage: 9 per 0.4 seconds
- Healing: 9 per 0.4 seconds to you and your allies
- Duration: 5.25 seconds
Sturdy: 3/3 – Novice Skill – Catacomb Dungeon (any) / Chest OR Starting Skill / Chang
You can start as Chang to get this early, but it serves better more towards mid game for Mystics. The final survival tool that also allows you to be aggressive, 8 seconds to attack or buff to keep the pain train-a-rollin’.
- Mana Cost: 15
- Cast Time: 0.6 seconds
- Cooldown: 40 seconds
- Buff: Immunity to Knockback
- Unique: Auto Parry incoming attacks
- Duration: 8 seconds
Blink: 3/3 – Mystic Skill
Effectively an extra dash at the cost of Mana. Be careful using this in combat as it can delay your Mana regen if you use it.
- Mana Cost: 5
- Buff: Long Teleport (bit further then standard dash)
Manaflow: 3/3 – Mystic Scroll
This is why you don’t need Life Tap, the amount of Mana this regen is insane. Fill the downtime between spells with weapon attacks and you’ll be good to go.
- Buff: Increase Mana regen speed by 72%
Bell Mastery: 3/3 – Mystic Weapon Scrolls
This skill mileage depends on Bell. Most have an AOE attack around you, whereas Coldgiest and Colossus Tone have unique attacks. I like to keep at least one to see what Bells have for their charged attacks.
- Mana Cost: 10
- Bell Charge Attack: Dependant on Bell
Sceptre Mastery: 3/3 – Mystic Weapon Scrolls
Same as the Bell Mastery, this depends on the Sceptre. However most Sceptres have slow moving projectiles that can hit multiple times, so it has a bit more value then the Bell Mastery.
- Mana Cost: 8
- Bell Charge Attack: Dependant on Sceptre
Novice – Dropout Mage
As the name suggests, this gonna be similar to Mystic Juggernaut build in the last section. High Mind with spells like Divine and Siphon Leech to deal damage while healing, then attacking with Bells and Mind converted weapons. While you can build using Strength or Dexterity, there are not many skills that scale using those stats.
Imp OR Chang – Because we will only have 6 slots to use for novice skills, it’s highly recommended to use one of these races to save a slot. It’s not necessary but it does help.
Without the Mystic abilities that enhance the survivability of our build, you probably should have 30 Vitality. 50 Mind since we don’t have any buffs that boost our Magic Power.
Enchantment: Magical
You need to get Magical for this build. Since we can’t use Mystic’s armour, we need to make up the Magic Power with this enchantment.
- Bonus Magic Power: 0.358 x Equipment Level
- Bonus Critical: 0.03759% x Equipment Level (Rounded to nearest .01%)
Bell: Colossus Tone – Crescent Grove / Colossus Boss Chest
Same as Mystic, best magic weapon in the game.
- General:
- Level: 20
- Rarity: Rare
- Element: Earth
- Base Damage: 24 – 30
- Debuff: Gash 10% (3 true damage / per 0.5 seconds)
Stats: - Mana +10
- Magic Power +15
- Magic Defense +8
Enchantment: - Material: 3x Soul Pearl / Sally
- Cost: 4050 Crowns
Your choice!
Honestly you can kinda pick whatever, you can use a Mind Stone to convert any weapon into Mind Scaling. My recommendations are: Quake Pummeler or Golemfist Katars.
There is a very limited amount of options for this class. We unfortunately cannot use anything class specific so we kinda have to use what we can.
Helm: Geistlord Eye – Sanctum Catacombs (12 – 18) / Lord Kaluuz Chest
- General:
- Level: 18
- Rarity: Exotic
- Class: Any
Stats: - Health +10
- Mana +10
- Stamina +10
- Crit Rate +3%
- Magic Crit Rate +1.15%
- Defence +6
- Magic Defence + 7
Enchantment: - Cannot be Enchanted
Cape: Deathward Cape – Sanctum Catacombs (12 – 18) / Lord Kaluuz Chest
- General:
- Level: 17
- Rarity: Rare
- Class: Any
Stats: - Attack Power +5
- Dex Power +5
- Magic Power +5
- Defence +8
- Magic Defence +3
Enchantment: - Material: 1x Soul Pearl / Sally
- Cost: 4590 Crowns
Chestpiece: Monolith Chestpiece – Sally / Quest: Makin’ a Monolith Chestpiece
- General:
- Level: 18
- Rarity: Rare
- Class: Any
Stats: - Health +13
- Attack Power +6
- Dex Power +6
- Magic Power +6
- Defence +20
Enchantment: - Material: 5x Golem Core – Golem / Crescent Keep
- Cost: 4050 Crowns
Leggings: Stridebond Pants – Crescent Grove / Chest OR Craig / Wall of the Stars
- General:
- Level: 17
- Rarity: Common
- Class: Any
Stats: - Stamina +4
- Attack Power +3
- Dex Power +5
- Magic Power +2
- Defence +10
- Magic Defence +6
Enchantment: - Cost: 2886 Crowns
Shield: Mithril Shield – Crescent Grove / Pots OR Sally / Tier 3 Store
- General:
- Level: 16
- Rarity: Common
Stats: - Block Damage Threshold 14
- Block Damage Chance +8%
- Magic Power +3
- Defence +8
- Magic Defence +1
Enchantment: - Material: None
- Cost: 2100 Crowns
Ring: Earthwoken Ring – Crescent Grove / Colossus Boss Chest
- General:
- Level: 20
- Rarity: Exotic
Stats: - Health +20
- Stamina +13
- Attack Power +8
- Dex Power +3
- Magic Power +5
- Defence +13
- Magic Defence +5
Enchantment: - Cannot be Enchanted
Novice – Dropout Mage: Skills
This is gonna be a short list mainly because we only have 6 – 7 Novice skills we can learn, and there aren’t many options to fill those slots. We’ll have some hold overs from the Mystic build;
Divine, Siphon Leech and Sturdy which is already half the available slots. Honestly, it’s dealer choice what to fill these will.
Here are some alternatives that aren’t in the build:
- Offensive:
- Spire
- Cryo Needle
Support: - Inner Focus
Passives: - Katar Mastery OR a Weapon Mastery that has an advancing jump attack
Life Tap: Do not use this ability, you won’t need it most of the time. And if you do need to recover Mana, you can use literally the one of strongest weapon in the game. Even after 1.5.5a update.
- Offensive:
- Siphon Leech 3/3
- Fireball 3/3
- Execute 3/3
Support: - Divine 3/3
- Sturdy 3/3
- Recovery 5/5
Passives: - Heavy Melee Mastery 3/3
The following is a more in-depth look into this class’ skills as well as the Novice Skills used in this build. Please remember that all values like damage are at base values, without stat investment or equipment.
Siphon Leech: 3/3 – Novice Skill: Sanctum Catacombs (Any) / Chest OR Starting Skill / Imp
This skill is a very good offensive life steal attack if you are at lower HP. It will only do it’s full damage if you have missing health to fill, otherwise it will end prematurely.
Note: Life steal scales off Mind
- Skill Stat: Mind
- Mana Cost: 5
- Cast Time: 0.5 seconds
- Cooldown: 25 seconds
- Damage: 15
- Debuff: Steal HP 6 point per second
Fireball: 3/3 – Novice Skill: Sanctum Catacombs (Any) / Chest OR Frankie / Tuul Valley
Between Fireball, Cryo Needle and Spire; Fireball wins out for me since it’s an additional debuff you can inflict. If our main weapon wasn’t Colossus Tone, would be Spire
Note: Burn scales off Mind
- Skill Stat: Mind
- Mana Cost: 12
- Cast Time: 0.8 seconds
- Cooldown: 3 seconds
- Damage: 26
- Debuff: 15% to inflict Burn status (1 damage every 1.8 seconds)
- Unique: Cast 3 fireballs with the 3rd orbiting around the caster
Execute: 3/3 – Novice Skill: Sanctum Catacombs (Any) / Chest OR Frankie / Tuul Valley
We don’t use this for damage, we use it for the instant kill. While honestly not great on most builds, for a more meme-y build like this one it suits it.
- Skill Stat: Strength
- Stamina Cost: 6
- Cast Time: 6 seconds
- Damage: 11
- Unique: 20% chance to instant-kill target with less than 30% HP.
Divine: 3/3 – Novice Skill – Crescent Grove / Chest OR Wall of Stars / Craig
This Skill does carry this build at times. While not as good as the Mystic, this build can still face tank while active and mulch enemies who step in it.
- Mana Cost: 20
- Cast Time: 0.6 seconds
- Cooldown: 30 seconds
- AOE: Medium Circle
- Damage: 9 per 0.4 seconds
- Healing: 9 per 0.4 seconds to you and your allies
- Duration: 5.25 seconds
Sturdy: 3/3 – Novice Skill – Catacomb Dungeon (any) / Chest OR Starting Skill / Chang
Much like a broken record, gives you 8 seconds of whatever you want. However you will need to be more selective in what you do with this time than with the other builds.
- Mana Cost: 15
- Cast Time: 0.6 seconds
- Cooldown: 40 seconds
- Buff: Immunity to Knockback
- Unique: Auto Parry incoming attacks
- Duration: 8 seconds
Recovery: 5/5 – Novice Skill – Universal Starting Skill
Only time this is appearing on this guide… and honestly, it’s because I don’t know what else would work. Try Inner Focus if you want more damage but it’s flex spot at the end of the day.
- Mana Cost: 10
- Cast Time: 1.09 seconds
- Cooldown: 50 seconds
- Buff: Heal 24% of max health every 2 seconds
- Duration: 5 seconds or until you are hit
Heavy Weapon Mastery: 3/3 – Fighter Weapon Scrolls
This is my personal preference and I like big honking… Axes. I do recommend a melee secondary just so you can use the jumping attack to chance enemies.
- Mana Cost: 10
- All Charge Attack Stamina Cost: 5
- Heavy Melee Charge Attack: Hammer Slam that knocks enemies away for you in a large circle AOE
- Heavy Melee Jumping Attack: Unlocks a jumping attack that can hit multiple while in air, causes a small AOE on landing.
General Tips
The class unique buffs that Fighter, Bandit and Mystic use should be picked up and used as soon as they become available. Regardless of which one, they all provide amazing benefits that will purely make you and your party better. A special mention to Rage being the most powerful buff skill in the game, it is a direct benefit to every playstyle by straight up boosting All Stat Power and enables the effective use of Divine for Fighters.
If you can use an alternative skill to heal, you should replace Recover. While Recover can give substantial healing, it requires you to play defensively to avoid getting hit otherwise loosing the effect. Alternative healing options such as Mist Veil, Restora or Divine allow you heal while also providing extra utility or continue playing aggressively.
Divine is hands down the most powerful Skill in the game as it stands. It provides healing for you and party while damaging the enemies while not being cancelled or interrupted if you are hit. This lets you just playing hyper aggressively with little risk, to frankly an absurd degree. If you’re build can use this spell effectively (such as Mystics or Fighters with Rage), it will trivialise anything the game can throw at you.
It cannot be understated how useful 8 seconds of auto-parry and knockback immunity is in a fast pace game like this. The fact you take 0 damage while also stunning enemies so both you and your party can attack them with no risk or be uninterrupted in activating a skill is insane. Mystics can become unkillable and Fighters as of 1.5.5a will deal 120% reflect damage while this is up, literally no build can go wrong using this.
Yes, it was nerfed in 1.5.5 from being literally the most power weapon in the game to being a bit more inline with the other Colossus weapons. It’s still the best general use weapon in the game. While I personally like to keep to class weapons, you should use this if you want status inflicting, multi-hit, high damage, crowd clearing tool. My recommendation is have it as a sidearm to your main weapon that your building around.
I honestly cannot stress this enough to Mystics or any build that is Mana hungry. You have weapons in the end game that can out pace high damage skills like Fluxbolt, using them while you are waiting for your Mana to regen will better as you then don’t need to heal off the damage from Life Tap. You are casting two spells (Life Tap then a healing spell presumably) when you can just wait while attacking, replace it with Sturdy and you can’t even get damaged.
While it is enticing to have an instant win button against any boss or elite, you’ll more often then not kill it faster by just attacking it normally. Execute shines in the first few runs of dungeons when you just unlocked them and haven’t upgraded your equipment. Once you have upgraded equipment and skills, you should look to replace this ability with something more useful to your gameplan.
Thank you
I also wanna extend my thanks to the Atlyss wiki, saved me time having collect general info stuff which I appreciate.
Link: https://atlyss.wiki.gg/wiki/ATLYSS_Wiki
Also to the community, it’s been wonderful to able to talk to people online to get ideas and help flush out my builds to make them better. Honestly has been a great experience interacting with people whether it be dungeon running or chatting.
And finally, a special thanks to Kiseff for making Atlyss. This game is a wonderful work and I hope to see it grow into something amazing. Thank you for making this game and sharing it with us.
Anyway, if you have any feedback or advice. Feel free to comment, though it may take me awhile to read them, this took way longer then expected.
I hope y’all have a great day and I wish ya well.
And that wraps up our share on ATLYSS: Atlyss Class Builds & Tips (Beta Version 1.5.8a). If you have any additional insights or tips to contribute, don’t hesitate to drop a comment below. For a more in-depth read, you can refer to the original article here by Screamolosis, who deserves all the credit. Happy gaming!