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Advanced Classes 2-3

Defender

Paladin.png

The defender class is the third optional path to take as a warrior, as its name suggests it gets even more defensive then the warrior was. With a trusty mount and a hard shield, nothing gets past this wall. The defender is a one-handed sword user. This class benefits from CON, INT, DEX

  • Damage 1/5
  • Defense 5/5
  • Support 5/5

Skills

  • Sword Mastery: Passive: Max level 10: Each level adds 1% damage with sword class weapons.
  • Sword Quicken: Passive: Max level 10: increases ASPD with sword class weapons by 1 per level.
  • Thick Armor: Passive: Max level 10: Each level adds a 1% resistance to damage received by small, medium, and large monsters.
  • Polished Armor: Passive: Max level 10: Each level adds a 1% chance to cause hallucination to a physical attacker or blind a magical attacker.
  • Cross Slash: Offensive: Max level 10: Cost: 30+2 sp per level. Attack the enemy twice in a cross-shaped slash dealing 100% + 30% damage per level. 1 second Cooldown.
  • Rapid Smiting: Offensive: Max level 5: Throw your shield striking a target up to 5 times for 30% damage per level a hit. This skill ignores weapon size modifications and will do more damage based on shields weight and refinement level. 1 second cast time, 2 second after cast delay. (requires level 10 shield boomerang)
  • Autoguard: Self Buff: Max level 10: Cost: 100 sp. Has a 10% + 2% per level chance to complete block a physical attack. Duration: 300 seconds.
  • Reflect Shield: Self Buff: Max level 5: Cost: 100 sp. Reflects 10% + 4% per level physical damage back at the attacker. Duration: 300 seconds
  • Defender: Self Buff: Max level 5: Cost: 100 sp. reduces movement speed by 20% and reduces damage taken from ranged physical attacks by 25% + 10% per level. Duration: 300 seconds.
  • The Guardian: Buff: Max level 1: Cost: 200 sp. Cast devotion in an 11×11 radius connecting to up to 10 party members (excluding other guard class members) Duration: 300 seconds. 10 seconds after cast delay.
  • Fortress Stance: Passive: Max level 10: Reduces damage received from party members under the devotion effect by 5% + 2% per level.

Trans Guardian Skills

Royal Guard.png
  • Cavalier Mastery: Passive: Max level 5: restores the aspd lost from being mounted
  • Riding: Active: Max level 1: allows the player to mount a griffin well mounted weight limit is increased by 250, movement speed is boosted by 25% and in pvp you are considered a large class target.
  • Relax: Self Buff: max level 1: Cost: 10 sp: forces the user to sit but triples hp restore rate, is canceled if attacked or player stands up.
  • Birds Screech: max level 1: sp cost: 50. inflict fear into the enemies around you with a deafening screech of your griffin. can only be used well mounted. 20 second cooldown
  • Trample: supportive: max level 1: cost: 10 sp: Tramples an area 5 x 5 around you, destroying all traps. Traps that are explosive type activate normally.
  • Earth Drive: Offensive: Max level 10: Cost: 40+2 sp per level. Brandishes your shield, dealing earth element damage to enemies in an area. Enemies that take damage have their defense and attack speed lowered by 25%. The skill level increases the duration of the attack speed and defense reduction. Damage is influenced by your shield weight. 100% + 30% damage per level.
  • Exceed Break: Buff: Max level 5: Cost: 50 sp. Collects your strength, so your next attack deals large damage. The user’s stats influence the damage done. If you receive a short range physical attack the skill cancels. The skill doesn’t influence skill damage. While active your movement speed is slowed. (requires level 10 the protector)

Barbarian

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The barbarian is the third option for the fighter class. This class after mastering unarmed learns to master two one-handed axes or a two-handed axe. Using its sheer brute strength this class rips apart your enemy on the battlefield. Sacrificing defense to gain power, its only saving grace is the lack of armor giving it more movement to dodge. This class benefits from STR, AGI, LUK, DEX, VIT

  • Damage 5/5
  • Defense 2/5
  • Support 2/5

Skills

  • Axe Mastery: Passive: Max level 10: each level adds 1% damage with Axe class weapons.
  • Right-hand mastery: Passive: Max level 5: restores some of the damage lost to the right-hand weapon from using two weapons.
  • Left-hand mastery: Passive: Max level 5: restores some of the damage lost to the left-hand weapon from using two weapons.
  • Axe quicken: Passive: Max level 10: each level adds 1 ASPD with all axe class weapons.
  • Power Swing: offensive: max level 10: cost 30+2 sp per level. 300% +20% per level. 1 second cooldown. (requires level 10 axe boomerang)
  • Axe Boomerang: Offensive: Max level 10: Cost 20+1 sp per level. Throw an axe weapon up to 11 cells away inflicting 100% + 40% damage per level. 2-second cooldown. (This skill can crit)
  • Maximize Power: Self Buff: Max level 5: Cost: 50 sp. The character does maximum damage on all attacks THAT HIT as if having unlimited DEX.
  • Enraged: Self Buff: Max level 5: Cost: 100 sp. Increases Flee and Max HP, adds a chance to gain a Rage Counter when receiving damage. Rage Counters are used for Rage Burst (Burst Attack). The skill will be canceled upon recasting the skill. SP is continuously consumed while Vanguard Force is active. +1000 hp, 10% + 8% chance per level to gain a rage counter when receiving damage. Duration: 300 seconds
  • Rage Burst: Offensive: Max level 1: Cost: 100 sp. Uses all rage counters from to deal large damage to a single target. The damage is increased by the number of rage counters you have.

Trans Berserker Skills

Mechanic.png
  • Axe Training: Passive: Max level 10: each level adds 1% damage and 1 Precision with axe weapons
  • Berserk: Self Buff: Max level 1: Cost: 100 sp. Triples your HP and replenishes them (to the now tripled maximum), doubles your damage, increases your ASPD by 30%, increases your movement speed (does not stack with other increase except Peco Peco), gives the Endure effect at no further cost but sets ALL FLEE, DEF AND MDEF to 0 for the skill’s duration (not pdodge). It also drains 5% of your current HP every 15 seconds. You cannot chat (chat mute), change equips, use any healing items or receive any heals while this skill is in effect. You do not regain HP and SP naturally for 5 minutes after the skill ends (you can be healed or use items though). The Skill cancels out if your HP drops to 100 or below. 
  • Death Bound: Self Buff: Max level 10: Cost: 100 sp. The damage you receive is amplified and used against the attacker. However, you still receive a portion of the amplified damage.

Shadow

Shadow Chaser.png

The Shadow class is the third option for the thief class, this support role has mastered the art of blending in with the shadows. So much so that it can see those that no longer lurk in this world. Using its abilities, this class can call upon the shadows of fallen hero’s to aid the living once more. Marking the ground with the living shadows of the fallen, all those who stand in it will gain benefits pertaining to the type of shadow summoned. This class benefits from DEX, AGI, INT, VIT

  • Damage 3/5
  • Defense 2/5
  • Support 5/5

Skills

  • Sword Mastery: Passive: Max level 10: Each level adds 1% damage with sword class weapons.
  • Sword Quicken: Passive: Max level 10: Each level adds 1 aspd with sword class weapons
  • Shadow Research: Passive: Max level 10: each level adds 6 seconds to the duration of a Shadow skill.
  • Poisoned Needle: Offensive: Max level 10: Cost: 40+2 sp per level. Has a 25% + 5% per level chance to poison the target, a 10% + 4% chance per level to stun the target and deals 100% + 30% poison element damage per level. 2 second cooldown.
  • Shadows Flame: Party Buff: Max level 10: Cost: 100 sp. Enchants a 7×7 zone with shadowy flames, granting all who stand in the zone +5 attack, +1 crit, +1 hit per level. 10 second cast time: stay duration: 20 seconds) effect Duration: 70 seconds.
  • Shadows Frost: Party Buff: Max level 10: Cost: 100 sp. Enchants a 7×7 zone with shadowy frost, granting all who stand in the zone +1 mdef, +1 pdodge, +1 flee per level. 10 second cast time: stay duration: 20 seconds) effect Duration: 70 seconds.
  • Shadows Dust: Party Buff: Max level 10: Cost: 100 sp. Enchants a 7×7 zone with shadowy dust, granting all who stand in the zone +2% healing power and -1% sp usage per level. 10 second cast time: stay duration: 20 seconds) effect Duration: 70 seconds.
  • Shadows Breeze: Party Buff: Max level 10: Cost: 100 sp. Enchants a 7×7 zone with shadowy winds, granting all who stand in the zone +5 matk and -2% cast time and -2% aftercast delay per level. 10 second cast time: stay duration: 20 seconds) effect Duration: 70 seconds.
  • shadow walk: active: max level 5: cost: 6- 1 sp per level: When targeted with a ranged or magic attack (targeted magic only), instead of taking damage you immediately jump through the shadows at high speeds to the attacker. When using the skill, it drains some SP each second. When the skill activates, the status effect ends.
  • Phantom: Support: Max level 5: Cost: 100 sp. Completely conceal yourself in the shadows. You can attack enemies in this status but all your attacks become Ghost property. Cannot use skills or items for the duration, and ASPD is reduced. Will continually drain SP, and cancel if SP reaches 0. Ignore some of detect skills. (requires level 10 hiding)

Trans Phantom Skills

  • Fast Cast: Passive: Max level 10: Each level reduces casting time by 2%
  • Soul Breaker: Offensive: Max level 10: Cost: 40+2 sp. Effect: Attack that causes severe damage, because the target is required to have high DEF to be able to withstand this. Damage calculation is a little complicated:
    1) Soul Breaker Base Damage = Physical Total Damage + {(SkillLV * Player’s INT) * 5} + Random Damage (500 ~ 1000)
    2) Final Damage = Soul Breaker Base Damage / Enemy DEF + Soul Breaker Base Damage
  • Shadow Circle: Debuff: Max level 3: Cost: 100 sp: Creates an area around the caster where all enemies cannot move or attack, and become silenced for the duration of the skill. If the user of Shadow circle uses any other skill, Shadow circle immediately ends.

Scribe

The scribe class is the third option for the merchant class. This class can create various books and scrolls. Using ancient techniques it can seal magic in scrolls allowing classes to instantly cast various spells. It can also write about its own experiences creating books that will boost your experience gained for a while. This class benefits from DEX, LUK, and INT

  • Damage 3/5
  • Defense 3/5
  • Support 4/5

Skills

  • Sword Mastery: Passive: Max level 10: Increase damage with swords by 1% per level.
  • Medical Book: Passive: Max level 10: restore health every 6 seconds regardless of sitting, standing, moving or fighting. hp restored is 10 x skill level.
  • Adventure Book: Passive: Max level 10: increase normal movement speed by 2% per level.
  • Science Book: Passive: Max level 10: a book containing the periodic table, each level adds a 1% resistance to all elemental propertys.
  • Holy Book: max level 10: passive: restores 2 x skill level sp, every 6 seconds
  • Pirate Book: Offensive: Max level 10: Cost: 30+2 sp per level. Fire a cannon from your cart at a single target dealing 100% + 30% damage. damage is based on dex. 2 second cast time
  • Disaster Book: Offensive: Max level 10: Cost: 40 + 2 sp per level. Spin your cart around really fast dealing 100% + 20% damage per level to a 5×5 radius. damage is based on agility. 3 second cooldown
  • Calligraphy: Active: Max level 10: Cost: 10 sp. each level allows the creation of different items.

Trans Author Skills

  • Study: Passive: Max level 10: Boosts precision by 1 per level.
  • Advanced Writing: Active: Max level 5: Cost: 10 sp. gain the ability to make some advanced written items.
  • Book of Ancient legends: passive: max level 10: each level adds a 1% resistance to angel and demon race monsters

Gunslinger

Gunslinger.png

The gunslinger class is the third option for martial artists. Learning martial arts and incorporating it into a long-ranged attack style is difficult, but the gunslinger found a way. Using evasive martial arts techniques it can gain distance. This class benefits from DEX, AGI

  • Damage 4/5
  • Defense 3/5
  • Support 3/5

Skills

  • No changes to gunslinger tree

Trans Sharpshooter Skills

Rebel.png
  • Rich coin: Support: Max level 1: Cost: 25 sp. Consume 100 zeny to generate 10 coins at once. Once this skill is learned, failed Coin Flip casts will no longer remove the coin.
  • Fallen Angel: Offensive: Max level 1: Cost: 50 sp. Consumes 1 coin. Jump to a targeted location. Desperado’s damage will be doubled if used within 2 seconds after successfully casting this skill. (pistols only) 3-second cooldown.
  • Rain of fire: Offensive: Max level 5: Cost: 75 sp. Fire bullets in at the area of a 3×10 cell in front of the caster. Has a chance to remove ground targeted skills in range. consumes 10 bullets (Gatling gun only) 100% + 80% damage per level. 3-second cooldown.
  • Anti Materia Blast: Offensive: Max level 5: Cost: 75 sp. Fires at a single target to deal massive damage and has a chance to reduce its Neutral Property resistance. 100% + 80% damage per level. (rifle only) 3 second cooldown.
  • Shatter Storm: Offensive: Max level 5: Cost: 75 sp. Deals damage in a 5×5 around the target. Has a chance to destroy enemies’ Helm in the area. The skill level, caster’s DEX, target’s level, target’s AGI will affect the success rate of equipment destruction. 100% + 30% damage per level. (shotgun only) 3-second cooldown.
  • Mounted Turret: Summoning: Max level 1: Cost: 100 sp. Summon a turret that will shoot an enemy to assist in combat, however cannot be moved. the turret will deal 20% of your base attack per hit with a 10% chance to use chain action. hits twice per second.

Mystic Archer

Ranger.png

The Mystic Archer is the third option for archers, this class has learned to incorporate magic into its archery and can deal physical and magical ranged damage. it has use of the four elements of nature. This class benefits most from Dex, INT and AGI.

  • Damage 4/5
  • Defense 2/5
  • Support 4/5

Skills

  • Bow Mastery: Passive: Max level 10: each level increases damage with bows by 1%
  • ???
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  • Lightning Rod: Offensive: Max level 10: Cost: 40+2 sp per level. Shoot an arrow at a targeted location to call down a strong bolt of lightning hitting everything in a 3×3 radius for 25% + 25% physical wind damage per level and 25% + 25% wind magic damage per level. cast time 2 seconds, after cast 3 seconds.
  • Flaming Arrow: Offensive: Max level 10: Cost: 40+2 sp per level. Shoot a flaming arrow at a targeted monster, as it hits the arrow shatters into flaming bits hitting other monsters nearby. 25% + 25% physical fire damage per level and 25% + 25% fire magic damage per level. cast time 2 seconds, after cast 3 seconds.
  • Earth Grave: Offensive: Max level 10: Cost: 125 sp. Summon plant like arrows from the earth to hit a 7×7 radius for 20% + 20% earth physical damage and 20% + 20% earth magical damage. cast time 2 seconds, after cast 3 seconds.
  • Arrow Rainstorm: Offensive: Max level 10: Cost: 40+2 sp. Shoot an arrow into the sky to call down a rainstorm of arrows. 25% + 25% physical water damage per level and 25% + 25% water magic damage per level. cast time 2 seconds, after cast 3 seconds.
  • Severe Arrow Storm: Offensive: Max level 10: Cost: 50+2 sp per level. Throws countless arrows into the air, which rain down on a 11 x 11 area, dealing 1 hit every 0.3 seconds. The skill requires 20 arrows, and fails if you do not have 20 arrows. Each hit does 30% physical, 30% magical neutral damage regardless of arrow type. Duration is 0.3 + 0.3 seconds per level.

Trans Arcane Hunter Skills

  • Camouflage: Active: Max level 10: Cost: 50 sp. upon use turn invisible, like the assassin’s cloak, you may move albeit slower then normal with higher levels increasing movement speed. sp drained well camouflaged is also decreased per level. however, unlike assassins cloak receiving damage will break your cloaking.
  • Crystal Blue Trap: Trap: Max level 1: Cost: 100 sp. Permanently changes the monster that steps on this trap and any monster in a 5×5 area around this trap to Water Element. Does not affect boss type monsters or players, and consumes 1 trap and 1 crystal blue.
  • Green Live Trap: Trap: Max level 1: Cost: 100 sp. Permanently changes the monster that steps on this trap and any monster in a 5×5 area around this trap to Earth Element. Does not affect boss type monsters or players, and consumes 1 trap and 1 green live.
  • Verdure Trap: Trap: Max level 1: Cost: 100 sp. Permanently changes the monster that steps on this trap and any monster in a 5×5 area around this trap to Wind Element. Does not affect boss type monsters or players, and consumes 1 trap and 1 wind of verdue.
  • Red Blood Trap: Trap: Max level 1: Cost: 100 sp. Permanently changes the monster that steps on this trap and any monster in a 5×5 area around this trap to Fire Element. Does not affect boss type monsters or players, and consumes 1 trap and 1 red blood.

Dark Caster

Warlock.png

The dark caster is the third option for mages. This class has learned to call upon the spiritual forces of darkness, much like the wizard with its elemental spirits. This allows it to use a wide range shadow, poison, ghost, and undead magic. This class benefits from INT and DEX

  • Damage 4/5
  • Defense 3/5
  • Support 3/5

Skills

  • Psychic wave: Offensive: Max level 10: Cost: 250 sp. Fire’s a wave of psychic energy at targets in range to deal multiple hits in a 9×9 zone for neutral element magic damage. All targets that receive damage have a chance to be stunned. 100% + 10% neutral magic damage per level. 1 hit per level, for 10 hits at level 10. has a 10% chance to stun targets. 6 seconds cast time(with 1 second fixed cast), 4 seconds after cast delay. (requires level 1 sense)
  • Cloud Kill: Offensive: Max level 10: Cost: 250 sp. Summons a 9×9 radius poisonous cloud at a target location, continually dealing poison element damage and causing poison status. Targets that take damage have a chance to be changed to poison attribute. 6 second cast time, 4 seconds after cast delay.
  • Hel’s Chill: Offensive: Max level 10: Cost: 250 sp. calls upon the winds of Helheim to deal undead damage to all targets in a 9×9 radius of the breeze for 3 hits of 500% undead magic damage that has a chance to inflict the undead ailment. 6 second cast time, 4 seconds after cast delay.
  • Gravitation Field: Offensive: Max level 10: Cost: 250 sp. Increase the gravity in a 9×9 radius dealing 100% + 10% shadow magic damage per level every second for 9 seconds also decreases the movement speed and attack speed of those in the field by 25%. 6 second cast time, 4 seconds after cast delay.
  • Napalm Vulcan: Offensive: Max level 10: Cost: 250 sp. Strong telekinetic spell. Hits every Enemy in a 9×9 area around the target for 1 hit per level. It has a chance of (5*SkillLV)% to cause a Curse on each target. The damage for one target is 100% ghost property magic damage per hit. 3 second cast time, 2 seconds after cast delay.

Trans Occultist Skills

  • Amplify Magic: Self Buff: Max level 10: Cost: 50 sp. Boosts spell damage by 50% + 5% a level. Cast time 5 seconds. Duration 300 seconds.
  • Ganbantein: Support: Max level 1: Cost: 500 sp. Casts a spell that cancels all ground-targeted spells within the area. 30-second cooldown
  • Wall of fog: Support: Max level 1: Cost: 50 sp. For non-ground targeted spells going through or into the fog, there’s a 75% chance that the skill will miss. Ranged attacks have a -75% damage penalty, and -25 HIT penalty. Targets inside the affected area will receive the Blindness Status Effect.
  • Stasis: Support: Max level 5: Cost: 50+20 sp per level: Distorts the air around the caster, making it impossible for targets within its radius to cast magic. The duration is reduced by the target’s DEX and VIT (Minimum duration 10 seconds).

Shaman

The shaman class is the third option for Clerics. This class is a master of nature and earth magic. Using the healing force of nature it can slowly heal you over time, cast a protective barrier and it can use nature to slow down enemies. This class benefits from INT, DEX, VIT

  • Damage 2/5
  • Defense 3/5
  • Support 5/5

Skills

  • Slow Heal: Party Buff: Max level 10: Cost: 60+1 sp per level. well under the effect autocast level 2 heal on yourself every 6 seconds. Duration: 32 seconds + 4 seconds per level. Cooldown: 90 seconds.
  • Wide Heal: Support: Max level 10: Cost: 100 sp. Cast known level of heal on all party members in a 11×11 radius. Cooldown 30 -2 seconds per level.
  • Barrier: Party buff: Max level 10: Cost: 100 sp. Cast a barrier on all party members that blocks 5% + 2% players max hp of damage received. Duration: 70 seconds. Cooldown: 90 seconds.
  • Spiritus: Party Buff: Max level 10: Cost: 100 sp. boost soft mdef by 150% and grants a temporary max sp +10 per level. 70-second duration.
  • Decrease Agility: Debuff: Max level 10: Cost: 20+2 sp per level. Decreases AGI of target by 2+SkillLV and reduces movement speed by 25%. The skill can fail and success is indicated by the text “AGI down” on the target at the time of casting.
  • Quagmire: Support: Max level 10: Cost: 40+2 sp per level. Decreases the AGI and DEX of the Enemies within the area of effect by 7% per SkillLV. Does not work against Boss monsters.
  • Arrullo: Debuff: Max level 10: Cost: 150 sp. targets a 5×5 zone and causes sleep at a 10+3% chance. Duration: 2 seconds per level.
  • Magic Rod: Support: Max level 5: Cost: 5 sp. This skill is able to absorb skills with Cast Time and whose damage is MATK based. Does not work on Area Spells. If an enemy Sage casts Spell Breaker and is countered with Magic Rod, the enemy will take 20% damage to their SP and those SP will be given to the caster.
  • Spell Breaker: Support: Max level 5: Cost: 10 sp. This skill lets you cancel any skill with Cast Time. When an enemy spell is canceled, the target gets 2% of its Maximum HP as damage and the Sage absorbs a percentage of the SP used for the broken spell, also if the SkillLV is 5, the sage will also absorb half the Physical damage done to the target. The success rate of this skill against Boss monsters is 10%. If this Spell is cast on an other Sage that uses Magic Rod, Magic Rod is not broken and the Spell Breaker caster loses 20% SP. 1 second cast time, 2 second cooldown.

Trans Druid Skills

  • Natures Prayer: Support: Max level 10: Cost: 50 sp. decreases an allies casting time by 4% per level.
  • Offering: Support: Max level 10: Cost: 200 sp. increases the effectiveness of heal, high heal, sanctuary and wide heal by 10% per level and increases the sp cost by 20% per level. Duration: 70 seconds. cooldown: 90 seconds.
  • ???
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  • Yggdrasil: Support: Max level 10: Cost: 500 sp. Summons a fragment of the holy tree of life for a short period of time, resurrecting the dead and recovering HP/SP of all players nearby. Undead and Demon monsters that approach the tree receive holy damage.