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Advanced Classes 2-4

Paladin

Paladin.png

The paladin is the final option for the soldier. This class focuses on defense, however, the paladin, protects itself more than the party, its a lone wolf of a tank class. Master of the mace, This class benefits from STR, CON, DEX

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

Skills

  • Riding: Active: Max level 1: When used will summon a Grand Pecopeco mount for you to ride on increasing weight limit by 1000 and movement speed. When used again will dismiss your mount.
  • Cavalier Mastery: Passive: Max level 5: each level restores some of the ASPD lost from riding a mount, back to 100%
  • Mace Mastery: Passive: Max level 10: each level adds 1% damage with Mace class weapons.
    Mace quicken: Self Buff: Max level 10: Cost: 100 sp. each level adds 3% ASPD with a mace class weapon. Duration: 300 seconds.
  • Elemental Armor: Passive: Max level 10: Each level adds a 1% resistance to all elemental properties (excluding neutral)
  • Blessed Armor: Passive: Max level 10: Each level adds a 1% chance to inflict an attacker with confusion or sleep
  • Bash: Offensive: Max level 10: Cost: 10+1 sp per level. 100% + 25% damage per level. 1 second cooldown.
  • Head Crush: Offensive: Max level 10: Cost: 40+3 sp. Strong hit against a single enemy that causes bleeding with a chance of 50%. Those that are hit will lose HP rapidly, the duration of this effect depends on the enemies VIT and LUK. Can be used with any weapon. Does not work on Undead property and Demon-race creatures. 100% + 40% damage per level.
  • 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.
  • Relax: Support: Max level 1: Cost: 25 sp. Triples your HP recovery speed when sitting. This skill cancels out immediately if you stand up, use items, change equip or are hit by somebody else.
  • The Protector: Support: Max level 10: Cost: 200 sp. each level relates to a level of safety wall and how many party members can get its effect,
    (casts safety wall below you plus 1 random party member, each level casts it under another random party member, you+10 party members total at lv 10) 120 second cooldown.

Trans Protector Skills

  • Dragon Slayer: Passive: Max level 10: Each level adds a 1% damage boost to dragon race monsters.
  • 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.
  • Kings Grace: Support: Max level 5: Cost: 50 sp. Cast royal blessings on 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.
  • Trample: Support: Max level 3: Cost: 25 sp. Tramples an area 5 x 5 around you, destroying all traps. Traps that are explosive type activate normally.

Spell Blade

Suggestion: Old Rune Knight Sprite optional choice - Archive - Limit Ragnarok  Online Forums

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

  • Riding: Active: Max level 1: When used will summon a Pecopeco mount for you to ride on increasing weight limit by 1000 and movement speed. When used again will dismiss your mount.
  • Cavalier Mastery: Passive: Max level 5: each level restores some of the ASPD lost from riding a mount, back to 100%
  • Spear Mastery: Passive: Max level 10: Each level adds 1% damage with spear class weapons.
    Spear Quicken: Self Buff: Max level 10: Cost: 100 sp. Increases ASPD with two-handed spear weapons by 2% per level. Duration: 300 seconds.
  • 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.
  • Pierce: Offensive: Max level 10: Cost: 20+2 sp per level. 100% + 15% damage per level and can hit between 1-3 times. Number of hits depends on the size of the target. Small = 1, Medium = 2, Large = 3. 1 second cooldown.
  • 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% + 30% wind physical damage per level and 100% + 40% 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 50% matk and 50% atk per level. 2 second cast time, 3 second cooldown. cannot be interupted

Trans Mage Knight Skills

  • Psychic Wave: Offensive: Max level 5: Cost: 60+2 sp per level. Fire’s a wave of psychic energy at targets in range to deal multiple hits of neutral element magic damage. All targets that receive damage have a chance to be stunned. 7×7 radius deals 2 + 1 hit per level. for 80% physical per level and 120% magical damage per level. 3 second cast time, 3 second cooldown. cannot be interupted
  • 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)

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 Reflexes: Passive: Max level 10: increase flee rate by 2 and ASPD by 1 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 Training: Passive: Max level 10: each level adds 1% damage and 1 hit rate with sword class weapons
  • Sword Quicken: Self Buff: Max level 10: Cost: 100 sp. Increase ASPD with sword class weapons by 2% 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.
  • Wind Walk: Party Buff: Max level 10: Cost: 100 sp. You and your party will receive Flee and movement speed upgrade, it will not stack with other Flee and Speed upgrading skills. The bonuses are: +2% movement speed per SkillLV and SkillLV/2 rounded down to Flee. 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 Mastery: Passive: Max level 10: Each level adds 1% damage with sword class weapons.
  • 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.

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.
  • 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.
  • 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.
  • 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.
  • Confusion Mastery: Passive: Max level 5: each level adds a 2% resistance to confusion, at level 5 you gain a 2% chance to inflict confusion in a 3×3 radius around you with auto-attacks.
  • 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 Training: Passive: Max level 10: each level adds 1% damage and 1 hit rate 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.
  • Shadow Form: Support: Max level 5: Cost: 100 sp. Hide in someone’s shadow, and have them receive the damage you receive. Shadow form 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.

Trans Trickster Skills

  • Invisibility: Support: Max level 5: Cost: 100 sp. Completely conceal yourself. 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.
  • 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

  • Knife Mastery: Passive: Max level 10: Increase damage with daggers by 1% per level.
  • Mise En Place: Passive: Max level 10: Increase success rate when cooking 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)
  • 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.

Trans Chef Skills

  • Hells Kitchen: Passive: Max level 10: Each level adds a 2% resistance to fire property, 1% resistance to water property, confusion, and hallucination ailments.
  • 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

Ninja.png

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 Shinobi 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 hawk.
  • Slick Hawk: Passive: Max level 10: Each level boosts your hit by 1 well your hawk is out.
  • Quick Draw: Self Buff: Max level 10: Cost: 100 sp. each level increases ASPD with crossbows by 3%. Duration: 300 seconds
  • Hawks Eye: Self Buff: Max level 10: Cost: 100 sp. each level increases damage by 1%, hit by 1 and crit rate by 1. Duration: 300 seconds
  • 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.
  • Sense: Active: Max level 1: Cost: 10 sp. Brings up a window with information about the targeted monster such as HP, element, level, etc at the time the spell is cast. Party members also see this window.
  • Cast Cancel: Self Support: Max level 5: Cost: 5 sp. Cancels your own spell before it finishes casting. SP Cost of the interrupted spell is reduced based on skill 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.
  • Spider Web: Trap: Max level 1: Cost: 25 sp. Shoot a spider web to bind a target to a spot for 8 seconds, also reduces the victim’s Flee Rate by half.
  • Double Casting: Self Buff: Max level 10: Cost: 100 sp. When cast opens up a window that lets you select a known spell. (potentially known spells: cold bolt, firebolt, stone bolt, lightning bolt, soul strike, gravity orb, magic rod, spell breaker, soul burn, heal) when using any spell you have a 25% + 5% per level chance to auto-cast your chosen spell immediately for no cost. Duration: 300 seconds.
  • 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.
  • Venom Dust: Debuff: Max level 5: Cost: 50 sp. Creates a poison cloud covering cells vertically and horizontally adjacent to target cell. Anything except a Boss monster that stands on the cloud will be Poisened. Duration: 5 seconds per level. 5 second cooldown
  • Poison Burst: Offensive: Max level 5: 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 10: Cost: 80+2 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% + 140% 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.
  • Intense Telekinesis: Self Buff: Max level 10: Cost: 100 sp. Ghost magic enters caster’s circulatory system, increasing Ghost-type magic damage and reducing cast time and SP cost of spells. -5% cast time per level, +20% ghost magic damage per level, -4% sp cost of ghost spells per level. Duration: 300 seconds
  • Hels Pull: Offensive: Max level 10: Cost: 50+2 sp per level. Deals 100% + 200% shadow property magic damage per level. 6 second cast time, 4 second after cast delay.

Trans Necromancer Skills

Sorcerer.png
  • Necromancy: Support: Max level 4: Cost: 100 sp. revives a deal 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.
  • White Imprison: Offensive: Max level 5: Cost: 100 sp. Imprisons the target temporarily behind a white magic curtain, preventing them from moving. While in this state, the target cannot take damage other than ghost property skills. When White Imprison ends, the target takes a fixed amount of damage according to the skill level. The user can cast this skill on themself, but takes damage when released. Bosses are immune to this effect. 1 second cast time, 5 second cooldown.
  • Soul Expansion: Offensive: Max level 5: Cost: 50 sp. Strikes a target at long distance with ghost element damage. If used against a player in White Imprison, the skill deals double damage. dealing 250% ghost elemental damage per level. (1250% or 2500% if white imprison is active) 6 second cast time, 4 second after cast delay.
  • Undead Grasp: Offensive: Max level 10: Cost: 70+2 sp per level. summons hands from the ground that deal 100% + 240% per level undead magic damage. 6 second cast time, 4 second after cast delay.

Enchanter

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.
  • 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

  • Conjure Land: Support: Max level 10: 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: Volcanic Zone: if fire element, +50 atk, +20% water property resistance
  • Level 2: Flooded Zone: if water element, +5% max hp, +20% wind resistance
  • Level 3: Tornado Zone: if wind element, +20 flee, +20% earth resistance.
  • Level 4: Land Slide Zone: if earth element, +100 soft def, +20% fire resistance.
  • Level 5: Sacred Zone: if holy element, -10% cast delay, +20% shadow resistance.
  • Level 6: Shade Zone: if shadow element, -10% cast time, +20% holy resistance.
  • Level 7: Graveyard Zone: if undead element, +20 hit rate, +20% resistance to ghost.
  • Level 8: Haunting Zone: if ghost element, +10 perfect dodge, +20% neutral resistance.
  • Level 9: Noxious Zone: if poison element, +10 crit rate, +20% undead resistance.
  • Level 10: 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.