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Advanced Classes 2-4

Spell Blade

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The spell blade is the final option for the warrior. This class is a two-handed spear master along with a few magical skills. The spell blade leaves magical traps to allow it to focus on a fight, or lure the enemy. This class benefits from STR, INT, DEX, CON

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

Skills

  • Spear Mastery: Passive: Max level 10: Each level adds 1% damage with spear class weapons.
  • Spear Quicken: Passive: Max level 10: Increases ASPD with two-handed spear weapons by 2 per level.
  • Imbue Blade: Self Buff: Max level 10: Cost: 100 sp. Enchants your blade with magic, allowing you to deal additional magic damage with your physical attacks. Each level increases the magic damage. 100+10 per level. Duration: 300 seconds
  • Enchanted Blade: Passive: Max level 10: add a 1% per level chance to freeze or stone curse the target.
  • Spear Boomerang: Offensive: Max level 10: Cost: 20+1 sp per level. Throw a spear up to 11 cells away inflicting 100% + 40% damage per level. 2-second cooldown. (This skill can crit)
  • Brandish Spear: Offensive: Max level 10: Cost: 25 + 2 sp per level. Attack all the enemies in front of the caster for a cone-shaped AoE using a Spear class weapon that deals 100% + 30% damage per level. 1-second cast time, 0.5 seconds after cast delay.
  • Frost Nova: Buff: Max level 10: Cost: 40+2 sp per level. When active, the next time you receive a physical attack, unleash a 5×5 Water magic AoE that has a 30% + 5% per level chance to freeze a target. deals 20% +10% physical and 30% + 10%magical damage per level. Duration: 300 seconds but is used after the first hit is taken. 3 second cast time
  • Fire Pillar: Trap: Max level 10: Cost: 40+2 sp per level. Sets up a fire pillar trap when an enemy gets to close the trap will spring hitting 2 + 1 times per level. for 20% + 10% fire physical damage per level and 30% + 5% fire magical damage per level. in a 3×3 radius around the trap. 2 second cast time, 3-second cooldown. 4 fire pillars maximum at a time. cannot be interupted
  • Lightning Spear: Offensive: Max level 10: Cost: 40+2 sp per level. Calls down a spear that attracts lightning dealing wind element damage to a 5×5 area. damage dealt is 100% + 20% wind physical damage per level and 100% + 20% wind magical damage per level. 3 second cast time, 2-second cooldown. cannot be interupted
  • Tremor: Offensive: Max level 10: Cost: 40+2 sp per level. Cracks the ground causing it to shred open enemies in a 5×5 radius for earth elemental damage. hits 1 time per level for 30% matk and 30% atk per level. 2 second cast time, 3 second cooldown. cannot be interupted
  • Holy Cross: Offensive: Max level 10: Cost: 40+1 sp per level. Summon a holy cross to deal holy elemental physical and magical damage in a radius around the caster. 100% + 50% damage per level. 2 second cast time, 2 second after cast delay.
  • Shadow Cross: Offensive: Max level 10: Cost: 40+1 sp per level. Summon a unholy cross to deal shadow elemental physical and magical damage in a radius around the caster. 100% + 50% damage per level. 2 second cast time, 2 second after cast delay.

Trans Mage Knight Skills

Suggestion: Old Rune Knight Sprite optional choice - Archive - Limit Ragnarok  Online Forums
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  • ???: offensive: max level 5:
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Swordsman

The swordsman is the final option for the fighter. This class has mastered the use of two swords. With a fast attack speed and high critical rate, the swordsman leaves devastation behind it. This class benefits from AGI, LUK, and STR

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

Skills

  • Luck Mastery: Passive: Max level 10: increases LUK by +3 per level
  • Improved Flee: Passive: Max level 10: increase flee rate by 2 per level
  • 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.
  • Sword Mastery: Passive: Max level 10: each level adds 1% damage with sword class weapons
  • Sword Quicken: Passive: Max level 10: Increase ASPD with sword class weapons by 1 per level.
  • Concentration: Self Buff: Max level 10: Cost: 100 sp. each level adds +1% damage, +1 hit rate, +1 crit rate and -3% defence. Duration: 300 seconds.
  • Air Cutter: Offensive: Max level 10: Cost: 40+2 sp per level. Swining your swords can create huge presure that throws enemies away. deals 100% + 30% damage per level. 1 second cast time, 2 second cooldown
  • Charge Attack: Offensive: Max level 10: Cost: 30+2 sp per level. Charge towards an enemy to close the distance. damage is 100% + 20% per level. 3 second cooldown
  • Pulse Strike: Offensive: Max level 10: Cost: 50+2 sp per level. Slash outwards dealing damage in a 5×5 radius around you for 100% damage per level. 1 second cast time, 3 second cooldown

Trans Sword Master Skills

  • Sword Training: Passive: Max level 10: Each level adds 1% damage and 1 precision with sword class weapons.
  • Shining Blade: Passive: Max level 10: Each level adds a 1% chance to cast blind or hallucination on your targets upon a successful attack.
  • Cursed Blade: Passive: Max level 10: Each level adds a 1% chance to cast curse or poison on your targets upon a successful attack.
  • Sonic Wave: Offensive: Max level 10: Cost: 50+2 sp per level. Slam your weapon into the ground to unleash a shockwave that strikes an opponent at a distance. The farther away the target is, the less damage they take. deals 100% damage per level.
  • Sword Dance: Support: Max level 5: Cost: 50 sp. Perform a Combat dance to buff the caster and allies around the caster. Provides HP recovery and protect against abnormal status effects and damage. If used in PvP, only affects the caster and its party members. All targets under the skill’s protection will be unable to take any actions for the skill’s duration. (requires level 5 cursed blade)

Joker

Guillotine Cross.png

The joker is the final option for the thief class. This class has simply one goal, to annoy. A lot of its skills are based on status ailments and trickery. Masters of double daggers, this class benefits from AGI, DEX, STR, CON

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

Skills

  • Poison Mastery: Passive: Max level 5: Each level adds a 2% resistance to poison, at level 5 you gain a 2% chance to inflict poison in a 3×3 radius around you with auto-attacks. (requires level 3 blind mastery)
  • Stun Mastery: Passive: Max level 5: each level adds a 2% resistance to stun, at level 5 you gain a 2% chance to inflict stun in a 3×3 radius around you with auto-attacks. (requires level 3 bleeding mastery)
  • Silence Mastery: Passive: Max level 5: each level adds a 2% resistance to silence, at level 5 you gain a 2% chance to inflict silence in a 3×3 radius around you with auto-attacks. (requires level 5 dagger mastery)
  • Blind Mastery: Passive: Max level 5: each level adds a 2% resistance to blind, at level 5 you gain a 2% chance to inflict blind in a 3×3 radius around you with auto-attacks. (requires level 3 silence mastery)
  • Bleeding Mastery: Passive: Max level 5: each level adds a 2% resistance to bleeding, at level 5 you gain a 2% chance to inflict bleeding in a 3×3 radius around you with auto-attacks. (requires level 3 poison mastery)
  • 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.
  • Dagger Mastery: Passive: Max level 10: each level adds 1% damage with dagger class weapons.
  • Poison React: Counter: Max level 10: Cost: 50 sp. when active if attacked you will initiate a counter that deals with poison property damage. Duration: 300 seconds or till counters end.
  • Dark Claw: Debuff: Max level 5: Cost: 50 sp. Give an enemy a painful wound that lasts for 5 seconds, causing the target to receive higher damage from short-ranged physical attacks. 10 second cooldown.
  • Dark Illusion: Offensive: Max level 5: Cost: 50 sp. Rapidly closes the distance to a target and deals damage. Has a low chance to trigger dark claw.
  • Shout: Debuff: Max level 5: Cost: 50 sp. Inflicts everything (including players) with stun within area of effect. In PvP or Guild siege area, this skill works on caster as well. Stun chance is (25+5*SkillLV)% and the duration is 5 seconds. 2 second aftercast delay, 6 second cooldown.
  • Frosty Joke: Debuff: Max level 5: Cost: 50 sp. Causes frozen status on everything (including players) within the area of effect. In PvP or Guild siege area, this skill works on caster as well. Freezing chance (15+5*SkillLV)%. 2 second aftercast delay, 6 second cooldown.
  • Man Hole: Support: Max level 1: Cost: 25 sp. Paint a hole on the ground to trap 1 enemy. The trapped targets are disabled from doing anything including attacks. consumes 1 spraypaint.
  • Dimensional Door: Support: Max level 1: Cost: 25 sp. Draw a magical door on the ground. Anyone that walks into the door will be teleported to a random location on the current map. consumes 1 spraypaint.
  • Full Strip: Support: Max level 5: Cost: 40 sp. On player in PVP: Takes equipped weapon, shield, armor and helm off player and prevents a reequip of ANY weapon, shield, armor and helm for a certain time. On monster: reduces Attack by 10% and DEF by 30% for the skill’s duration. 3% success rate per level, increased with dex. also has a 5% chance to cast dispell on an enemy stripping them of their buffs.
  • Trickster: Support: Max level 5: Cost: 100 sp. Hide in someone’s shadow, and have them receive the damage you receive. trickster ends when you take a certain amount of hits, or when your target moves out of range. Cannot attack, use skills or items in shadow form. Can be cancelled using detecting skills. (requires level 10 hiding)

Trans Trickster Skills

  • Deadly Infect: Support: Max level 5: Cost: 50 sp. Spread any status effects you are suffering from onto targets you attack or targets who attack you. However, doing so does not cure your own status effects.
  • Body Painting: Support: Max level 5: Cost: 50 sp. Spray paint all around you, revealing any hidden enemies while reducing their ASPD at the same time. Has a chance to inflict Blind on enemies. Consumes 1 spray paint.
  • Maelstrom: Support: Max level 1: Cost: 25 sp. Paint a swirl shape on the ground and absorb any ground-targeted magic attacks.
    Caster will recover SP from absorbed magics. Consumes 1 spray paint.

Cook

The cook is the final option for the merchant class. This class can create taste foods that buff stats. Their tasty creations are not the only saving grace however they can flambé opponents as well as tasty morsels. This class benefits from DEX, LUK, and INT

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

Skills

  • Dagger Mastery: Passive: Max level 10: Increase damage with daggers by 1% per level.
  • Double Attack: Passive: Max level 10: has a 20% + 4% per level chance of attacking twice in a single attack. (This skill can crit)
  • Improved Speed: Passive: Max level 10: increase aspd by 1 per level.
  • Hells Kitchen: Passive: Max level 10: gain a 1% resistance to fire property and increase damage to fire property by 1% per level
  • Cooking: Active: Max level 10: Cost: 10 sp. Each level allows the creation of a different food item.
  • Flambe: Offensive: Max level 10: Cost: 50+2 sp per level. Summon the heat of the oven around you, setting a 5×5 radius ablaze dealing 100% + 20% fire elemental damage to all who enter. Duration: 20 seconds.
  • On The Rocks: Offensive: Max level 10: Cost: 50+2 sp per level. Summon a giant block of ice that crash onto the enemy dealing 100% + 20% water elemental damage to all in a 5×5 radius.
  • Banana Bomb: Offensive: Max level 10: Cost: 30+2 sp per level. Throw a explosive banana at the enemy dealing 100% + 30% damage per level and makes the enemy slip and fall backward 5 cells. 1 second cast time, 2 second cooldown.
  • Flavour Explosion: Offensive: Max level 10: cost: 50+2 sp per level. Well experimenting with your cart’s built in kitchen, a small explosion of extreme flavour erupts out hitting all targets in a 3×3 radius for 100% + 30% per level neutral damage.

Trans Chef Skills

  • Poissonnier: Passive: max level 10: each level increases damage to fish monsters by 1%
  • Magma Eruption: Offensive: Max level 5: Cost: 70+2 sp. Cause Lava to erupt from the ground in the targeted cell for 5 seconds in a 7×7 area, dealing damage and inflicting stun on the affected targets. Erupted lava lasts for 5 seconds, you can create up to 3 active Lava eruption. damage is 1000+200 per level. 2 second cast time, 2-second cooldown.
  • Advanced Cooking: Active: Max level 5: Cost: 20 sp. Allows the creation of some advanced food items.

Ninja

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The ninja is the final option for the martial artist. Opting for a combination of the star lords physical prowess, the soul linkers magical expertise and the gunslinger’s long-ranged damage, this class is truly a jack of trades. This class can benefit from all stats.

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

Skills

  • ninja doesn’t get many changes aside from a damage boost to fuuma shuriken, and a small buff to final strike.

Trans Kagerou/Oboro Skills

  • 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.
  • Huuma Shuriken Ranka: Offensive: Max level 5: Cost: 50+2 sp per level. Throws the huuma shuriken to damage all enemies in a 7 x7 target area. The damage is depended on the caster’s AGI, DEX and the level of the skill. 4 second cooldown.
  • Yamikumo: Support: Max level 1: Cost: 25 sp. Hide one’s presence. Similar to Thief hide skill.
  • Zanzou: Support: Max level 4: Cost: 200 sp. Produce a clone figure of the caster with a certain amount of HP that is depended on the level of the skill. The clone will disappear when its HP reaches 0.

Arbalist

The arbalist is the final option for the archer class. This class has learned to use crossbows to allow for a shield. Crossbows are weaker then bows, however bolts are a bit stronger than arrows. The added defense of a shield makes this a great long-range tanker.

  • Damage 3/5
  • Defense 4/5
  • Support 3/5
  • Crossbow Mastery: Passive: Max level 10: Increases damage with crossbows by 1% per level.
  • Agi Mastery: Passive: Max level 10: +3 agi per level.
  • Dodge: Passive: Max level 10: Increase Flee rate and Perfect dodge by 1 per level.
  • Bird Mastery: Active: Max level 1: allows you to summon or dismiss your owl.
  • Owl Eyes: Passive: Max level 10: Each level boosts your precision by 1 well your owl is out.
  • Quick Draw: Passive: Max level 10: each level increases ASPD with crossbows by 1.
  • Long Distance: Passive: Max level 10: When fighting Brute, Plant, and Fish type monsters, increases your attack power by 1% per level and increases soft defence and soft mdef by 2 per level.
  • Long Shot: Offensive: Max level 10: Cost: 50+2 sp per level. Fires a bolt in a straight line hitting everything in 11 cells along the path. Dealing 100% + 40% damage per level. 3 second cooldown
  • 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.

Trans Hawk Eye Skills

  • Aimed Bolt: Offensive: Max level 10: Cost: 60+3 sp per level. The number of attacks increases depending on target’s size (2~3 on Small, 3~4 on Medium, 4~5 on Large). This skill fails when caster doesn’t have enough bolts. Deals 100% + 90% damage per level. 5 second cooldown.
  • Triangle Shot: Offensive: Max level 5: Cost: 50 sp. Send 3 arrows/bolts flying towards your target. Damage increases based on AGI. There is a low chance to knock back the enemy. Deals 100% + 80% damage per level. 3-second cooldown.

Dark Collector

The dark collector is the final option for the mage class. This class specializes in heavy single target magic damage involving shadow, undead, poison and ghost spells. This class benefits from INT, DEX

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

Skills

  • Book Mastery: Passive: Max level 10: increase damage and ASPD with book weapons by 1% per level.
  • Free Cast: Passive: Max level 10: Allows movement and attack while casting spells. 25% + 5% per level movement speed well casting.
  • Auto Spell: passive: Max level 10: Every time the caster does a melee attack (which does NOT have to hit) there is a chance that he automatically casts a certain spell. The dark collector must know the autocasted spell, and the SP Cost for them is 2/3 the normal cost. If a chosen skill is level 3, Auto Spell casts the skill with a level of 1 to 3 randomly with a chance of casting the level 1 version 50% of the time, the level 2 version 35% of the time, and the level 3 version 15% of the time.
  • 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.
  • Memorize: Support: Max level 1: Cost: 100 sp. The next five Spells you cast have their casting time reduced by 1/2. This effect will last as long as you don’t use spells, but will be dispelled upon your death. Multiple Memorize casts do not stack, recasting resets the counter to 5. Duration: 300 seconds. 10-second cooldown. 2 second cast time. (requires level 5 auto spell)
  • Double Casting: passive: Max level 10: when using one of the following spells (potentially known spells: cold bolt, firebolt, stone bolt, lightning bolt, soul strike, gravity strike, magic rod, spell breaker, soul burn, magic crasher, heal) when using any of those spells you have a 10% + 9% per level chance to auto-cast your chosen spell immediately for no cost. (however skills cost 3 more sp per level, up to 30 more sp per spell at level 10)
  • Magic Crasher: Offensive: Max level 10: Cost: 40+2 sp per level.
    You do an attack that calculates damage using your MATK instead of ATK but is decreased using enemy’s DEF, not MDEF. Deals 100% + 100% neutral element magic damage per level. 5 second cast time, 3 second cast delay.
  • Soul Expansion: Offensive: Max level 5: Cost: 50 +2sp per level. Strikes a target at long distance with ghost element damage. dealing 250% ghost elemental damage per level. (6 second cast time, 4 second after cast delay.
  • Hels Pull: Offensive: Max level 5: Cost: 50+2 sp per level. Deals 100% + 480% shadow property magic damage per level. 6 second cast time, 4 second after cast delay
  • Poison Burst: Offensive: Max level 5: 50+2 sp per level, Activates the poison within a target, causing the target to take large damage. When the skill is used it cancels poison status on the target. Has no effect on poison attribute monsters. 4 second cast time, 3-second aftercast delay.
  • Life Drain: Offensive: Max level 5: Cost: 60+3 sp per level. Strikes a single target with magical undead property damage, and absorb some of that damage as HP. Additional damage increases depending on caster’s INT. 100% + 580% undead magic damage per level, 50% + 5% hp steal success per level and 5% + 2% hp healed per level. 3 second cast time, 5 second cast delay.

Trans Necromancer Skills

Sorcerer.png
  • Necromancy: Support: Max level 4: Cost: 100 sp. revives a dead player with 1 hp and 20% of their max sp per level. 10 second cooldown
  • Spirit Recovery: Support: Max level 1: Consumes your own HP and SP and uses it to recover the HP and SP of a spirit.
  • Summon Undead: Summoning: Max level 5: Cost: 250 sp. summon a undead to assist in combat.
  • Summon Ghost: Summoning: Max level 5: Cost: 250 sp. Summon a ghost to assist in combat.
  • Mind Breaker: Offensive: Max level 5: Cost: 50+2 sp per level. Attack the mind of the enemy to cause mental breakdown dealing 250% + 50% neutral magic damage per level. This decreases enemy’s INT MDEF, but it ups their MATK. Success chance is (55+5*SkillLV)%. This is basically Provoke for Magicians.

Enchanter

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The enchanter is the final option for the Cleric class. This class is a supportive magical class and can temporarily enchant a weapon and armor with elemental magics. Increasing damage on an elemental monster, and reducing the elemental damage you receive. This class benefits from INT, DEX, CON

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

Skills

  • Weapon Enchanting: Passive: Max level 10: Each level adds 6 seconds to a weapon enchants duration.
  • Armor Enchanting: Passive: Max level 10: Each level adds 6 seconds to an armor enchants duration.
  • Disenchant: Offensive: Max level 10: Cost: 100 sp. Turn a 7×7 radius into a white void dealing 10% + 10% magical damage (based on weapons element) every 3 seconds for 30 seconds, each hit also has a 20% chance to cast dispell on the enemy that takes a hit. 45 second cooldown
  • Enchant Weapon: Party Buff: Max level 10: Cost: 125 sp. Enchant the entire parties weapons with an element based on the level you use. Earth, Water, Wind, Fire, Undead, Ghost, Shadow, Holy, Poison, Neutral. (note: neutral is a +20 crit rate buff) 3 second cast time. Duration: 10 + weapon enchantings level of seconds.
  • Enchant Armor: Party Buff: Max level 10: Cost: 125 sp. Enchant the entire parties armor with an element based on the level you use. Earth, Water, Wind, Fire, Undead, Ghost, Shadow, Holy, Poison, Neutral. (neutral making all armor and weapons unstripable/undestroyable in combat) 3 second cast time. Duration: 10 + armor enchantings level of seconds.
  • Stat Enchant: Party Buff: Max level 5: Cost: 125 sp. enchant the entire party with a stat boost, grants +2 to all stats per level. (counts as an armor enchant) 3 second cast time, Duration: 10 + armor enchantings level of seconds.
  • Body Enchant: Party Buff: Max level 5: Cost: 125 sp. enchant the entire party with a body enchant that gives +2 flee and +2 mdef per level. (counts as an armor enchant) 3 second cast time, Duration: 10 + armor enchantings level of seconds.
  • Soul Enchant: Party Buff: Max level 5: Cost: 125 sp. enchant the entire parties soul energy granting +10 matk and -2% cast time per level. (counts as a weapon enchant) 3 second cast time, Duration: 10 + armor enchantings level of seconds.
  • Blade Enchant: Party Buff: Max level 5: Cost: 125 sp. enchant the entire party’s weapons with a keen edge, granting +10 atk and +2 hit rate per level. (counts as a weapon enchant) 3 second cast time, Duration: 10 + armor enchantings level of seconds.

Trans Conjurer Skills

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  • Fire Enchantress: max level 5: cost 500 sp. when used the player will have the soul of a great enchantress enchanted on their body, no skills may be used well the soul is enchanted on the player, autoattacks become fire element, in this form you have a 10% chance per hit to autocast level 5 fire bolt, 5% chance per hit to autocast level 5 meteor storm, 3% chance per autoattack to autocast level 3 comet. well in this form each level will add +200 max hp and +30 atk. you also have a 2% chance when receiving damage to autocast level 10 or level 1 conjure land below yourself. (well in this form you are angel race, fire element)
  • Wind Enchanter: Max level 5:
  • Conjure Land: Support: Max level 4: Cost: 500 sp. Enchant the land around you creating various elemental zones that boost the effects of players with similar enchanted armor. (land zones cannot overlap but you can have multiple land zones active at a time. 10 second cast time, 5 second after cast delay. Duration: 70 seconds
  • Level 1: Lava Zone: if fire, earth, or poison element, +10% atk, +20% water/holy property resistance
  • Level 2: Flooded Zone: if water, holy, or shadow element, +10% max hp, +20% wind/fire resistance
  • Level 3: Tornado Zone: if wind, ghost, or undead element, +10 flee, +20% earth/shadow resistance.
  • Level 4: Neutral Zone: Shields a 9×9 area from all area spells. Any skills that target the ground do not deal damage or do their effect.