Sacrier/Chance/Damage

==Introduction==
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).
==Characteristics==
Stat	Stat	1:2	1:1	2:1	3:1 	4:1 	5:1
 	Vit 	1~∞	- 	- 	- 	- 	-
 	Wis 	- 	- 	- 	1~∞ 	- 	-
 	Str 	- 	- 	- 	1~100	101~150	151~∞
 	Int 	- 	- 	- 	1~100	101~150	151~∞
 	Cha 	- 	- 	- 	1~100	101~150	151~∞
 	Agi 	- 	- 	- 	1~100	101~150	151~∞
We raise, of course, Vitality from level 2 to 200.
===Raising===
 Vitality - scrolling before adding characteristic points is a good idea
 Wisdom - scroll to 25 at least, should be scrolled to 101.
 Strength - you will sometimes need it to use weapons, can be scrolled
 Intelligence - not useful for us
 Chance - scroll to 101; do not give any points into it
 Agility - we need it for dodges and initiative, scroll to at least 25
==Spells==
Now, let's see what useful spells we've got...
===Spell list===
Chance Sacriers' Spells
Icon	Name 	Level	Element 	Why it's so good?
 	Leek Pie 	- 	Fire 	As all Damage builds, we will use that; boost only to 3
 	Bold Punishment 	21 	Raises Chance 	Our stat punishment
 	Attraction 	1 	N/A 	Do I have to tell why we boost it? You should
 	Life transfer 	90 	N/A 	Great for healing allies, but boost it later
 	Assault 	9 	Air 	We will use it until first weapon, but don't boost it
 	Nimble Punishment 	13 	Raises Agility 	Boost it later, you will have to dodge lock a lot
 	Transposition 	54 	N/A 	Useful, but you don't have to boost it; can be used with Flying Sword to get closer to enemies
 	Dissolution 	17 	water 	Steal life from adjacent enemies. It will be your main dmg skill untill Fury.
 	Vital Punishment 	42 	Raises Vitality	This spell allows the caster to increase his vitality each time he is attacked. Can be cast every 4 turns.
 	Evasion 	3 	N/A 	A must to boost. You can avoid being hit with that
 	Cooperation 	48 	N/A 	Saves allies and really useful
 	Punishment 	60 	Neutral 	Really high damage when we have a lot of life
 	Fury 	70 	water 	Our main spell, also damage buff, that we will need
 	Flying Sword 	80 	N/A 	Can be used with Transposition to get closer to enemies
 	Swap 	6 	N/A 	Swaps the places of the characters at close range.
 	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 Sacrier Dopple	200 	N/A 	Summons a Sacrier Dopple
==Items==
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 damage weapons and Fury, That set is for drops and for killing monters with weak 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 damage weapon to fight. Choice is yours.
==Notes==
*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 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.
*For help in getting exp, check Leveling guide.