Search Posts

Category: Character

Stats

Attack or ATK

Attack is the physical damage a player can deal. This is the total combined damage from a weapon and STR for melee or DEX for ranged. At 0 DEX you will always hit between 50% – 100% of the ATK value before damage reductions.

Example: Daggers hit medium monsters for 75% damage, assuming you have 100 ATK, 0 DEX, 0 STR, and the enemy has 50 DEF. you will hit between 50-100 per hit, assuming you managed to hit your maximum of 100, -25% from weapon size means you will land a 75 damage hit, then minus 50% due to DEF down to 38. With this setup, the damage you will deal on these stats is around 19 – 38 per hit.

Magic Attack or MATK

Magic Attack is the magical damage a player can deal. This is the total combined damage from a magical weapon and INT. At 0 DEX you will always hit between 50% – 100% of the MATK value before damage reductions.

Example: Assuming you have 200 MATK, 0 DEX, Use a 100% MATK spell, and the enemy has 50 MDEF. You will hit between 100 – 200 magic damage resulting in 50-100 magic damage due to the enemy’s 50% MDEF.

Cast Time

Cast time reduces the time it takes to cast various skills and spells by a percentage. Mostly used by spellcasters and support classes, DEX heavily influences this stat.

Example: Let’s say a spell takes 10 seconds to cast, Having Cast Time 75 means a 75% reduction in cast time. so 10 seconds becomes 2.5 seconds. You can achieve Instant-Cast at 100.

Critical Cast

Critical cast is the rate at which a physical attack will perform a critical hit and bypass defense, or the percent reduction to after-cast delay from magical spells.

Example: Let’s say you have Critical Cast 60, this would mean on a physical attacker you have a 60% base chance to bypass enemy defense, for a spell however they come with large delays after a spell, so for a spell with a 5-second delay Critical Cast 60 would reduce it by 60% to 2 seconds.

Defense or DEF

Defense is represented by 2 numbers, in the above window you can see it says 0 + 1. The first number represents Defense from armor. Wearing a piece of armor that gives say 10 Defense would make this 10 + 1. For every Defense you have it is a 1% damage reduction. This cannot exceed 90 for a maximum potential of 90% Physical Damage reduction. Critical attacks will bypass this number however dealing full damage.

The second number in DEF is represented by the 1 in the 0 + 1. This is the player’s block rate. Every 10 CON will add a 1% chance to completely block a physical attack. So 100 Constitution will show as 0 + 10, meaning a 10% chance to block any physical attack.

Example: Let’s say you have DEF 60 + 10. First, you have a 10% chance to block any physical attack. so out of 10 hits, you’ll only be hit with roughly 9 of them. Assuming the enemy has an attack value of 1,000. The 9 remaining hits will only hit 400 damage each. Other reductions like Racial Resistance, Elemental Resistance, Size Resistance all stack on this number.

Magic Defense or MDEF

Working the same as Defense above, the first number is represented by magic defense provided by armor, well the second number is magic block rate provided by INT. Thus having 100 INT would give a 10% chance to completely block a physical attack, and Having 50 MDEF from armor would reduce received magic damage by half. Follows the same damage reduction formula as Defense. Just like normal DEF you cannot exceed 90 MDEF.

Evasion

Evasion is a defensive stat given by Agility or AGI. This stat gives a flat percent chance to narrowly evade an attack. Since the evasion is so narrow you will get scratched from attacks, or take some impact damage from an explosion. Successfully evaded attacks will deal 10% of the damage they were originally going to deal. Evasion works on all types of combat such as physical, magical, and skill damage. You cannot exceed 80 evasion no matter how agile you try to become. Evaded attacks will not pass on ailments or make the player flinch.

Example: If you have 70 Evasion, out of 10 attacks, 3 will hit normally, 7 will only leave scratches. if an enemy was going to deal 1000 damage, 30% will hit that 1000 damage, 70% will only hit 100 damage. With DEF added to the mix assuming still 70 evasion but with 50 DEF/MDEF this time. 30% of the attacks will deal 500 damage and 70% will deal 50 damage.

Attack Speed or ASPD

Attack speed is how fast you can attack with physical attacks. Relying on the AGI stat higher ASPD means faster attacks and physical skills will have less motion delay. Every player starts with 20 ASPD this is roughly 1 attack every second. 0 ASPD is the lowest it can get and is an attack every 1.2 seconds. Well, 100 ASPD is the maximum possible attack speed resulting in an attack every 0.2 seconds. Every interval of 10 ASPD is -0.1 Seconds per attack. So every 1 ASPD is -0.01 seconds.

Cooldown

When a skill is on cooldown, you can still use other skills, just not the skill on cooldown. Most physical skills have a short cooldown.

After Cast

After-cast delay is a bit like cooldown, however, when a skill has an aftercast delay, no new skills can be cast until this time is up. Most magic skills have an after-cast delay.

Strength or STR.

  • Each point in STR boosts minimum and maximum Atk by 1
  • Every 10 points add bonus Atk
  • Each point increases the weight limit by 20
  • Each point also reduces the chance of being cursed or suffering a hallucination by 0.7%
  • Every point adds a 0.25% boost to weapon vs size (eg, a dagger does 100% to small, 75% to medium/large monsters. 40 str will apply 10% bonus making it 100% to small, 85% to medium/large monsters.

Agility or AGI

  • Each point adds 0.5 Evasion
  • Each point adds 0.6 ASPD
  • Each point reduces the chance of being inflicted with Stone or Freeze ailments

Constitution or CON

  • Every 10 CON adds a 1% chance to block a physical attack
  • Each point in CON adds a maximum 2% Base max hp
  • Each point increases the amount items heal by 1%
  • Every 5 points increased natural HP Regeneration by 10
  • Each point increases the weight limit by 10
  • Each point reduces the chance of being inflicted with bleeding, poison, and burn by 0.7% a point

Intelligence or INT

  • Each point in INT boosts minimum and maximum Matk by 1
  • Every 10 points add bonus Matk
  • Every 10 points will also add a 1% chance to block magic attacks.
  • Each Point will add 1% Base max SP
  • Each point will increase the amount SP items restore by 1%
  • Every 5 points will boost natural SP regeneration by 2
  • Every 5 points will boost max healing of heal skills
  • Each point also reduces the chance of being blinded or put into the sleep and chaos states by 0.7%

Dexterity or DEX

  • Each point in DEX boosts minimum and maximum ranged attack by 1
  • Every 10 points add bonus ranged attack
  • Each point increases the weight limit by 5
  • Each point adds 0.6 to cast time reduction
  • Each point increases success to steal and disarm skills
  • Each point reduces the chance of being disarmed
  • Each point reduces the chance of being stunned or silenced by 0.7%
  • Each point increases minimum ATK and MATK by 0.5%, meaning at say 50 DEX instead of 50%-100% per hit, you will deal 75%-100% and 100 DEX will mean you always hit your maximum damage

Luck or LUK

  • Each point in luck adds 0.5 Critical Cast
  • Every 4 points reduce an enemy’s chance to crit on you by 1%
  • Every 5 points adds 1 ATK/MATK
  • Every point reduces the chance of being inflicted with any ailment by 0.2%

Stat Ailments

Ailments are inflicted by various skills, monsters, and card effects. Ailments are a form of a debuff that will hinder or outright hurt a player/creature. There is however a way to resist them as stated below a stat usually adds to your chance to reduce its effects or outright nullify it. There also are cards with resistance percentages. for example, each point in DEX reduces the chance to be stunned by 0.7% at 100 DEX this is a 70% chance to not be affected, tack on a stalatic golem card that increases stun immunity by 20% and this becomes a 90% resistance.

Bleeding

  • Causes “rapid” loss of HP over time. Contrary to the effect of Poison, this CAN kill the victim – however the damage is slow enough that it rarely will. The red icon disappears but the effect stays even after relogging or map/zone changes.
  • Natural HP/SP Regen disabled.

CON prevents occurrence and reduce lasting time.

Blind

  • Reduces your attack by 25%
  • Also graphically reduces range of your visibility.

INT affects your chance of being afflicted.

Burn

  • Status-oriented M-DEF is reduced by 25%.
  • If HP is over 25%, you will lose 1% + 10 HP of your max HP every second.
  • HP Regeneration is disabled.

CON affects your chance to be inflicted.

Chaos

  • Causes the character to move into unintended directions when trying to navigate.

INT reduces the chance to be affected.

Critical Wounds

  • Lowers the effectiveness of healing skills on you, including Heal, Sanctuary, Aid Potion and recovery items. This reduction is 20% times the level of Critical Wounds that inflicted it.
  • Lasts 30 seconds.

CON reduces the chance of being affected

Curse

  • Reduce your ATK by 25%.
  • LUK becomes 0.
  • Drastically Reduces your Movement Speed.

STR reduces the chance of being Cursed, VIT reduces duration of being Cursed.

Disarm

  • The player can not reequip any items into a given equipment slot, depending on which one was targeted.

DEX reduces the chance of being affected.

Frozen

  • All DEF contributed by items reduced by 50%.
  • Monsters Hard-DEF is reduced by 50% (round up).
  • Increases your Hard-MDEF by 25%.
  • Impossible to move, attack, pick up items, skill usage, sitting, force disconnection, and item usage.
  • Armor attribute becomes “Water”.

High hard MDEF and LUK will reduce amount of time this ailment affects you, as well as chance of being affected

Hallucination

  • The screen goes wavy and you see crazy numbers for all damage that is processed around you, but they are all fake. Even other players see those numbers at you. The wavy screen effect will cause severe local-machine lag on many newer computers (less than 1 fps), making it difficult to move or use skills or items.

STR reduces the chance of being affected.

Hell’s Power

  • The effected player cannot be resurrected.
  • A purple skull appears on the players screen to indicate the status effect is active and lasts approximately 5 minutes.

Poison

  • Status-oriented DEF is reduced by 25%.
  • If HP is over 25%, you will lose 1.5% + 2 HP of your max HP every second.
  • SP Regeneration is disabled.

CON will reduce the amount of time this ailment affects you, as well as the chance of being affected.

Silence

  • Inability to use any active skills.

DEX will reduce amount of time this ailment affects you, as well as chance of being affected.

Sleep

  • Impossible to move, attack, pick up items, skill usage, sitting, force disconnection, and item usage.
  • If enemy attacks you, you will always get hit.
  • If enemy attacks you, they will have 2x CRIT chance with their attack.

INT will reduce amount of time this ailment affects you, as well as chance of being affected.

Slow Casting

  • Increases your casting time by 20% – 100%.
  • Effect lasts 30 seconds.

Stone

  • All DEF contributed by items is reduced by 50%.
  • Monsters Hard-DEF is reduced by 50% (round up).
  • If HP is over 25%, you will lose 1% of your HP every 5 seconds.
  • Increases your MDEF by 25%.
  • Changes your elemental status as “Earth”
  • Ignores Steal and Lex Aeterna.
  • Impossible to move, attack, pick up items, skill usage, sitting, force disconnection, and item usage.

High Hard MDEF and LUK reduces the chance and duration.

Stun

  • Evasion will be negated.
  • Impossible to move, attack, pick up items, skill usage, sitting, force disconnection, and item usage.

DEX reduces the chance to be stunned.

Undead

  • The player become Undead property.
  • Support buffs such as Blessing and Increase AGI are removed.
  • Support buffs such as Blessing and Increase AGI deal damage to the player and the buffs are not applied, even in PVM. They will do 1 damage, but cannot be copied by the Rogue class using Intimidate
  • Heal and Sanctuary have no effect on the player in PvM
  • The ailment causes the player’s sprite to glow green.

CON and LUK reduce the chance to be affected.

Starter Classes 1-1

Warrior

The Warrior is an offensive or support melee class, it specializes in Two-handed melee combat or shield tank combat. It can wield heavy two-handed weapons or a heavy shield. When it comes to honour on the battlefield, the warrior is unbeaten. This class benefits from STR, CON, and DEX

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

Skills

  • Two-Handed Weapon Mastery: Passive: Max level 10: Increase damage with Two-Handed axes, swords, and spears by 1% per level.
  • STR Mastery: Passive: Max level 10: Increase STR stat by +2 per level
  • Bash: Offensive: Max level 10: Cost: 10+1 sp per level. 100% + 25% damage per level. 1 second cooldown.
  • Magnum Break: Offensive: Max level 10: Cost: 15+1 sp per level. deals 100% + 20% Fire property damage per level in a 5×5 radius around the caster. 1 second cooldown.
  • Provoke: Active: Max level 10: Cost: 10 sp. provoke a single target to change targets to you, reducing its defense by 2.5% and raising its attack by 1% per level.
  • Endure: Self Buff: Max level 10: Cost: 20+2 sp per level. the player cannot flinch from attacks. Duration: 5+1 seconds per level. 30 second cooldown
  • Parry: self buff: max level 10: cost: 75 sp. while active and wielding a 2h axe, 2h sword or 2h spear, the warrior has a 5% + 2% per level change to parry a physical attack and take no damage. 70 second duration (requires level 10 two-handed weapon mastery and level 10 bronze sinew)
  • HP Mastery: Passive: Max level 10: increases max hp by 2%.
  • Hp Recovery: Passive: Max level 10: Heals ((5*SkillLV) + (Maximum HP*0.002*SkillLV)) HP per 6 seconds well standing still. Increases the effect of healing items by (10*SkillLV)% (cumulative with the increase from CON).
  • Devotion: Active: Max level 10: cost: 20 sp. connect to 1 party member per level protecting them from taking their full damage. Duration: 90 seconds. (cannot be used on other warrior, captain, general, defender or guardian classes)
  • Shield Boomerang: Offensive: Max level 10: Cost: 10+1 sp per level. 100% + 20% damage per level. 1 second cooldown.
  • Shield Charge: Offensive: Max level 10: Cost: 15+1 sp per level. 100% + 25% damage per level. 1 second cooldown.
  • Taunt: Active: Max level 10: Cost: 25 sp. Taunt all enemies in a 5×5 area around the caster causing them to change targets to the caster. 3 second cool down. (requires level 5 devotion and level 5 provoke)
  • Quest Skill: Fatal Blow: when using bash level 6 to 10, you receive a 5% per level chance to stun an enemy.
  • Quest Skill: Moving Hp Recovery: Character regenerates HP while walking. Rate is 50% of standing recovery, and not affected by Increase Recuperative Power skill.

Fighter

The Fighter is an offensive melee class, it starts unarmed and when advancing to the advanced classes learns to specialize in different weapon styles depending on the path chosen in life, however, none of the paths can use shields. Mixing speed and offense but lacking in defense, it deals fast strikes to the opponent. This class benefits from all types of stats.

  • Damage 5/5
  • Defense 2/5
  • Support 1/5

Skills

  • Attack Mastery: Passive: Max level 10: Increase damage by 1% per level.
  • Stat Mastery: Passive: Max level 10: increase STR, INT, DEX, CON, AGI, LUK by 1 per level.
  • Dodge: Passive: Max level 10: Increase Flee rate by 1 and Perfect dodge by 0.5 per level.
  • Trifecta Blow: Passive: Max level 10: Has a 10+2% chance per level of attacking 3 times in a single attack. (This skill can crit)
  • Focus: Self Buff: Max level 10: Cost: 20+10 sp per level. Raises INT and DEX by 3+1% per level. Duration 60 + 24 seconds per level.
  • Palm Strike: Offensive: Max level 10: Cost: 10+1 sp per level. deals 100+20% damage per level to a 3×3 radius and can only be used when unarmed. 2-second cooldown.
  • Palm Push Strike: Offensive: Max level 10: cost 10+1 sp per level. deals 100% + 30% damage to a single target while unarmed and pushs it backwards away from you. 1- second cooldown.
  • Quest Skill: Auto Berserk: When your HP goes below 25%, you gain +10% attack but -25% defence.

Thief

The thief is a support melee class, it specializes in daggers and stealth. It can deal quick strikes and hide in the shadows. Using its nimble fingers it can alleviate monsters of items they may be carrying. This class benefits from AGI, LUK, STR, DEX

  • Damage 3/5
  • Defense 4/5
  • Support 2/5

Skills

  • Improved Flee: Passive: Max level 10: increase flee rate by 2 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)
  • Luck Mastery: Passive: Max level 10: increases LUK by +3 per level.
  • Hiding: Self Buff: Max level 10: Cost: 10 sp. Hide in the shadows being unable to be seen (some monsters and skills can reveal a hiding player. Duration: 60+24 seconds per level.
  • Steal: Active: Max level 10: Cost: 10 sp. Steals an item from a monster. items below 0.2% drop rate cannot be stolen. Success chance is DropRatio*(DEX/2 + LUK/2 – MonsterDEX + MonsterLUK + 10 + 3*SkillLV + )/100.
  • Envenom: Offensive: Max level 10: Cost: 12 sp. An attack that adds 15*SkillLV to your ATK (unmodified by Armor and VIT Def) to your normal damage. This bonus damage is always inflicted, whether your character lands a normal hit or not.
    Envenom has a (10+4*SkillLV)% chance to inflict poison status on target. 
  • Throw Sand: Offensive: Max level 10: Cost: 10+1 sp per level. deals 100% + 20% earth elemental damage per level. 0.5 second cooldown.
  • Quest Skill: BackSlide: This allows the user to move backward 5 spaces when used.

Merchant

The merchant is a support melee Class, it specializes in axes and making money. They use various skills to sell items for more money, get cheaper items from stores and can even open up a market stall to sell goods too other players. This class’s advancements can learn to make various items. This class benefits from STR, VIT, DEX for combat and DEX, LUK for creation.

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

Skills

  • Enlarge Weight Limit: Passive: Max level 10: increases maximum weight limit by 200 per level.
  • Discount: Passive: Max level 10: reduces cost of NPC sold items by 5% + 2% per level.
  • Overcharge: Passive: Max level 10: increases money earned from loot sold to a NPC by 5% + 2% per level.
  • Pushcart: Active: Max level 10: Cost: none. when used, opens a interface allowing you to select a cart appropriate to your level. carts can hold items for you with a separate weight limit. Movement speed is reduced to 50% with a +5% movement speed boost per level.
  • Appraise: Active: Max level 1: Cost: 10 sp. when used, allows you to identify equipment dropped by monsters.
  • Vending: Active: Max level 10: Cost: 10 sp. when used, opens a interface allowing you to sell items to other players.
  • Store: Active: Max level 10: Cost: 10 sp. when used, opens a interface allowing you to buy items from other players.
  • Aggresive Sales Pitch: Max level 5: Cost: sp 40+6 per level, duration: 70 seconds. each level boosts party str and luk by +1
  • Mammonite: Offensive: Max level 10: Cost: 5 sp. deals 300% + 30% damage per level at the cost of 100z x level. 0.5 second cooldown.
  • Quest Skill: Change Cart: This allows the merchant to change the cart style they have.

Martial Artist

The martial artist is an offensive melee class, it specializes in unarmed combat. Using various techniques they roundhouse kick opponents into submission. This class can also change the elemental property of their attacks to amplify the damage they dish out. This class can benefit from every stat.

  • Damage 4/5
  • Defense 2/5
  • Support 3/5

Skills

  • Running: Active: Max level 10: Cost: 110-10 sp per level. When you use this skill, your character starts running straight forward. You cannot change the direction of where he is running while running. You can stop using Running skill by simply using it again (no SP cost to stop), or use another skill, or run into the wall. When you use this skill (At least at level 7) and then immediately stop, then there will be +10 STR buff and a +(10*SkillLV)% damage to the Kick skills for 150 seconds if you are un-armed (only works on martial artist, star lord and star emperor) When you do not have any weapons equipped, the kicking skill damage will increase by +10 per level of this skill, for a maximum of +100.
  • Warm Wind: Self Buff: Max level 7: Cost: 50 sp. changes the element you attack with based on the level used. Duration: 70 seconds.
  • High Jump: Active: Max level 5: Cost: 50 sp. leap forward 2*skill level cells avoiding obstacles, walls, and even cliffs.
  • Break Fall: Self buff: max level 1: cost: 10 sp. This is a skill you can turn ON and OFF by pressing the skill button. When you leave this ON, there’s 20% chance of dodging an enemy ranged Physical or Magic attacks. It is not removed after death.
  • Taekwon Misson: Active: max level 1: Cost: 10 sp. You can use this skill only if you are a Martial Artist. You cannot use this skill once you switch to any advanced class. When you use it, the name of a monster randomly chosen will be displayed and logged. Then, if you kill that same monster for 100 times (does not have to be in a row), you get 1 point, and you will be assigned a new randomly selected monster.
    When you use this skill while your Target Percent is at 0% (no monster killed yet), you have a 1% chance to receive a new random target.
    When you have a certain number of points you become a TaeKwon Ranker (No effect if you already advanced classes). As such, you can do infinite combos of all kicks – Whirlwind Kick, Axe Kick, Round Kick, Counter Kick – but you have to prepare the stance of at least 1 and spam when it triggers. Also, you must make alternate kicks, if you do the same kick twice the spam ends. However, you cannot do Flying Side Kick as part of an infinite combo. Any LV 90+ TaeKwon Ranker players will have tripled Maximum HP and SP, and be able to use all of the TaeKwon skills. Check the TaeKwon Ranker Fame List by typing “/taekwon”.
  • Peaceful Rest: Passive: Max level 10: If there is another martial artist, Star-lord, Soul Linker, Gunslinger, Ninja, Star emperor, Soul Reaper, Sharpshooter, Shinobi, sitting next to you while sitting, this skill activates, allowing you to regenerate HP. The HP recovered listed just below is the base value, and it increases depending on your VIT. This skill no longer works when you are overweight.
  • Enjoyable Rest: Passive: Max level 10: If there is another martial artist, Star-lord, Soul Linker, Gunslinger, Ninja, Star emperor, Soul Reaper, Sharpshooter, Shinobi, sitting next to you while sitting, this skill activates, allowing you to regenerate SP. The SP recovered listed just below is the base value, and it increases depending on your INT. This skill no longer works when you are overweight.
  • Fighting Chant: Passive: Max level 5: It increases your ATK (2*SkillLV)% per party member on the same map. For example, if there are 10 party members, and you have LV 5 in this skill, your ATK is increased by 100%. The increase is applied to the BASE ATK rate, not counting in any other buffs that may have increased your ATK, and for skills that increase ATK above 500%, the calculation is fixed to (100 * Bonus%) + 500%.
  • Prepare Whirlwind Kick: Self-buff: Max level 1: Cost: 10 sp. This is a skill you can turn ON and OFF by pressing the skill button. When you leave this ON, there’s 15% chance of doing the Whirlwind preparation stance when you hit the enemy with normal attack. It remains after death.
  • Prepare Axe Kick: Self-buff: Max level 1: Cost: 10 sp. This is a skill you can turn ON and OFF by simply pressing the skill button. When you leave this ON, there’s 15% chance of doing the Axe Kick preparation stance when you hit the enemy with normal attack. It remains after death.
  • Prepare Round Kick: Self-buff: Max level 1: Cost: 10 sp. This is a skill you can turn ON and OFF by pressing the skill button. When you leave this ON, there’s 15% chance of doing the Round Kick preparation stance when you hit the enemy with normal attack. It remains after death.
  • Prepare Counter Kick: Self-buff: Max level 1: Cost: 10 sp. This is a skill you can turn ON and OFF by pressing the skill button. When you leave this ON, there’s 20% chance of doing the Counter Kick preparation stance when you hit the enemy with a normal attack. It remains after death.
  • Whirlwind Kick: Offensive: Max level 7: Cost: 10+1 sp. When you have prepared the Whirlwind Stance, then you can use this to deal damage in an area of 5×5 cells from where you stand. Damage is (160+20*SkillLV)% ATK
  • Axe Kick: Offensive: Max level 7: Cost: 10+1 sp. When you use this skill while you have the Axe Kick Stance prepared, you hit a single enemy for 160%+20*SkillLV ATK and cause stun for 3 sec.
  • Roundhouse Kick: Offensive: Max level 7: Cost: 10+1 sp. When you use this skill while you have Round Kick Stance prepared, you hit a single enemy strongly for (190+30*SkillLV)% ATK damage. All enemies around 3×3 cells of the target enemy will be pushed away and stunned with no damage.
  • Counter Kick: Offensive: Max level 7: Cost: 10+1 sp. When you use this skill while you have Counter Kick Stance prepared, it will hit the single enemy target with a 100% success and cause (190+30*SkillLV)% damage
  • Flying Side Kick: Offensive: Max level 7: Cost: 50 sp. Attack an enemy who is away from you by jumping at him/her/it, landing in the same cell than your target. Normally, you would have to target this skill manually to attack, but if you use it while doing Break Fall, you will automatically attack the dodged target. The damage of this skill is (30+10*SkillLV)%, but if used right after Break Fall, it becomes stronger as your BaseLV goes up. Also, this skill has a unique property, when you hit the target player, any TaeKwon/Star Gladiator/Soul Linker-based buffs – such as all Spirit buffs, new skills bestowed by Spirit buffs, or Berserk Potion acquired through Berserk Pitcher – they may have, are all dispelled.
    However, if the target player has Preserve skill used on them, then they are invulnerable to this dispel effect. When this skill is used while using Running skill, the power of this ability will increase based on the character BaseLV.
  • Quest Skill: Iron Bone: grants +5 hard def and mdef

Archer

The archer is an offensive long-ranged class, it specializes in the bow and arrow combat style. They can create various elemental tipped arrows to inflict heavy damage against elemental creatures. The archer has many different roles in a party after advancements. This class benefits from DEX, AGI, LUK

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

Skills

  • Dex Mastery: Passive: Max level 10: increases DEX by +2 per level
  • Owls Eye: Passive: Max level 10: increases the distance a bow can attack from by 1 cell per level.
  • Ranged Mastery: Passive: Max level 10: each level raises damage with ranged weapons by 1%
  • Improve Concentration: Self Buff: Max level 10: Cost: 20+10. Increases DEX and AGI by 3+1% per level. Duration: 60 + 24 seconds per level.
  • Double Strafing: Offensive: Max level 10: Cost: 10+1 sp per level. deals 200% + 20% damage per level. 0.5 second cooldown
  • Arrow Shower: Offensive: Max level 10: Cost: 15+1 sp per level. deals 100% + 10% damage per level in a 5×5 around the caster. 1-second cooldown
  • Charged Arrow: Offensive: Max level 10: Cost 20+1 sp per level. deals 100% + 10% damage per level to a single target. when hit the targeted enemy will be pushed backward 6 cells. 1-second cooldown
  • Quest Skill: Phantasmic Arrow: fires an illusionary arrow that deals 150% damage and knocks the enemy back 3 cells.

Mage

The mage is an offensive magic class, it specializes in elemental magic damage. They can specialize in Wind, Fire, Earth and Water magic, or Shadow, Ghost, Poison and Undead magic. They can do a combination of the two as well, although a lot less proficiently. This class benefits from INT, DEX and LUK

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

Skills

  • SP Recovery: Passive: Max level 10: Recovers (Maximum SP/500 + 3)*SkillLV SP per 12 full seconds when standing still and increases the efficiency of SP recovering items by +2% per SkillLV.
  • Sight: Active: Max level 1: Cost: 20 sp. summon a bright fire to see things hidden in the shadows.
  • 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.
  • Cold Bolt: Offensive: Max level 10: Cost: 10+4 sp per level. summon a bolt of ice per level to strike the enemy for 1.2*MATK water elemental damage each bolt with a 2% per hit chance to freeze the enemy. 4 second cast time, 2-second aftercast delay.
  • Ice Wall: Support: Max level 5: Cost: 60 sp: Creates a frozen wall of ice that stops enemies from approaching. Maximum 2 walls per magician.
  • Fire Bolt: Offensive: Max level 10: Cost: 10+4 sp per level. summon a bolt of fire per level to strike the enemy for 1.2*MATK fire elemental damage each bolt with a 2% per hit chance to disarm the enemy. 4 second cast time, 2-second aftercast delay.
  • Fire Wall: Offensive: Max level 10: cost: 50 sp. summon a wall of fire that repels enemies for a specific number of attacks dealing 0.5*MATK fire elemental damage per hit. 4 attacks + 1 per level. Duration: 4 + 1 second per level. 1 second cast time, 1 second cooldown.
  • Lightning Bolt: Offensive: Max level 10: Cost: 10+4 sp per level. summon a bolt of lightning per level to strike the enemy for 1.2*MATK wind elemental damage each bolt with a 2% per hit chance to stun the enemy. 4 second cast time, 2-second aftercast delay.
  • Lightning Waltz: Offensive: Max level 5: Generates thunder under the feet of the caster, leaving a trail of wind element damage zones when you walk that can stun enemies who walk onto them.
  • Stone Bolt: Offensive: Max level 10: Cost: 10+4 sp per level. summon a sharp rock per level to strike the enemy for 1.2*MATK earth elemental damage each bolt with a 2% per hit chance to petrify the enemy. 4 second cast time, 2-second aftercast delay.
  • Stone Curse: Active: Max level 5: Cost: 30 sp. Has a 25+5% per level chance to inflict the stone curse ailment (petrify) on a target. 1 second cast time, 1-second cooldown.
  • Soul Strike: Offensive: Max level 10: Cost: 20+2 sp per level. Hits the target with (1+SkillLV/2) bolts for 1.2*MATK using Ghost Element with a 3% chance per bolt to inflict silence. 2 second cast time, 1-second cooldown.
  • Ghostly Veil: Support: Max level 5: Cost 100 sp, snares a target for 2 seconds per level in an Ethereal Curtain. enemies caught in the skill will receive double Ghost property damage, 1 second cast time, 15 second cooldown. requires level 7 soul strike
  • Gravity Strike: Offensive: Max level 10: Cost: 20+2 sp per level. Hits the target with (1+SkillLV/2) bolts for 1.2*MATK using shadow Element with a 2% chance per bolt to inflict decrease agility and slow casting. 2 second cast time, 1-second cooldown.
  • Shadows Grasp: Support: Max level 5: Cost 100 sp: snares a target for 2 seconds per level with shadowy hands. enemies caught in the skill will receive double Shadow element damage, 1 second cast time, 15 second cooldown. Requires level 7 gravity strike.
  • Venom Strike: max level 10: Cost: 20+2 sp per level. Hits the target with (1+SkillLV/2) venom bolts for 1*MATK using posion Element and has a 20% chance to inflict poison ailment, 2 second cast time, 1 second cooldown.
  • Spiders Web: Max level 5: Cost: 100 sp. snares a target for 2 seconds per level in a web. enemies caught in the web will receive double poison property damage, 1 second cast time, 15 second cooldown. requires level 7 venom strike
  • Quest Skill: Energy Coat: well active all physical damage received is reduced by a percentage based on remaining sp.

Cleric

The Cleric is a support magic class, it specializes in making allies stronger with healing and stat boosts, along with offensive holy magic. This class benefits most from INT, DEX and CON

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

Skills

  • SP Mastery: Passive: Max level 10: increases maximum sp by 1% per level
  • Celerity: Buff: Max level 10: Cost: 10+9 sp per level. Boosts all party members AGI by 1*skill level and boosts movement speed by a small amount. Duration: 70 seconds.
  • Blessing: Buff: Max level 10: Cost: 10+9 sp per level. Boosts all party members STR, DEX and INT by 1*skill level. Duration: 70 seconds.
  • Heal: Active: Max level 10: Cost: 10+3 sp per level. Heals a target’s HP for [(BaseLV+INT)/8]*(4+8*SkillLV). When used against Undead property monsters, it is a holy attack that ignores MDEF and INT, but deals only half damage (that is, HealValue*ElementModifier/2). 0.5 second cooldown.
  • Recovery: Active: Max level 1: Cost: 10 sp. Cures Frozen and Stunned effects on players. Causes non-Undead property monsters to lose their target. Passive monsters will stop attacking, while aggressive monsters will choose a new target. Recovery may inflict Blind effect on Undead property monsters. The chance of this occurring is equal to (100 – (MonsterINT/2 + MonsterVIT/3 + MonsterLUK/10)) %. A successful blinding will be accompanied by the usual chirping sound. 1 second cooldown.
  • Cure: Active: Max level 1: Cost: 10 sp. Cures Blind, Confusion, poison and Silence (limitation: you can’t cure yourself from Silence since you can’t cast while Silenced). 1 second cooldown
  • Revive: Active: Max level 5: Cost: 100 sp. revives a dead player with 30+10% of their max hp and 5+4% of their max sp per level. 5-second cooldown.
  • Ruwatch: Active: Max level 1: cost: 25 sp. summons a holy light to see enemies hidden in the shadows.
  • Pneuma: Active: Max level 1: Cost: 10 sp. summons a green cloud that blocks all ranged damage in a 3×3 radius around it. Duration: 10 seconds. 2-second cooldown.
  • Teleport: Active: Max level 2: Cost: 10 sp. allows you to teleport to your save location or a random location on the map.
  • Warp Portal: Active: Max level 4: Cost: 50 sp. opens a portal to a location you previously saved as a warp point, players save location counting as your first warp point allows up to 3 custom save spots.
  • Holy Light: Offensive: Max level 10: Cost: 10+4 sp per level. summon a bright holy light to smite the enemy for 12*MATK holy elemental damage with a 20% chance to blind the enemy. 4 second cast time, 2-second aftercast delay.
  • Quest Skill: Aqua Benedicta: allows the creation of holy water

Advanced Classes 2-1

Captain

This image has an empty alt attribute; its file name is Crusader.png

The captain is the first advancement of the warrior class. The captain gains a few more offensive capabilities along with a mount. A captain’s sole responsibility is to his team, warriors make excellent leaders and a captain takes it to the next level. The captain class is a master of one-handed spears. This class benefits from STR, CON, DEX

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

Skills

  • Riding: Active: Max level 1: When used will summon a Grand Pecopeco mount for you to ride on increasing weight limit by 250, movement speed by 25% and turns you into a large class in pvp. 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%
  • Birds Screech: max level 1: sp cost: 50. inflict fear into the enemies around you with a deafening screech of your pecopeco. can only be used well mounted. 20 second cooldown
  • 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 one-handed spear weapons by 3% per level. Duration: 300 seconds.
  • Layered Armor: Passive: Max level 10: Each level adds a 1% resistance to all racially based damage.
  • Cursed Armor: Passive: Max level 10: Each level adds a 1% chance to curse an enemy when receiving physical or silence an enemy when receiving magical damage.
  • Spear Canon: Offensive: Max level 10: Cost: 20+2 sp per level. Throw your spear in a straight line hitting all monsters in its path (10 cells) dealing 100% + 30% damage per level. 1-second aftercast delay.
  • Banishing Point: Offensive: Max level 10: Cost: 30+2 sp per level. Utilizing the length of the spear, attack the enemy with ranged physical damage for 100% + 40% per level. (This skill can crit) Cooldown: 2 seconds.
  • Autoguard: Self Buff: Max level 10: Cost: 100 sp. Has a 13% + 2% per level chance to complety block a physical attack. Duration: 300 seconds.
  • Shrink: Self Buff: Max level 1: Cost: 50 sp. This skill activates when used and deactivates if used again or the duration expires.
    If you successfully defend using Auto Guard, there is a (5*Auto Guard LV)% chance to push the defended enemy 2 cells away.
  • Battle Chant: AoE: Max level 10: Cost: 100 sp and 20 additional sp every 12 seconds. Casts one of many different effects on both allies and enemies within range. Duration: 70 seconds.
  • General’s Preparations: Self Buff: Max level 5: Cost: 200 sp. adds +10 attack, +2 hit rate, and +1000 hp per level. Duration: 300 seconds.

Trans General Skills

  • Sacrifice: Self Buff: Max level 10: Cost: 100 sp. When used, your auto attacks will consume 10% of your maximum HP to inflict 100% + 10% per level of the lost hp as damage.
  • Lunar Slash: Offensive: Max level 10: Cost: 40 +2 sp per level. attacks all enemies in a 3 cell radius around you. dealing 100% + 40% damage per level also has a 5% chance per level to stop the target’s movement for 1-3 seconds.
  • Leadership: party buff: max level 3: sp cost: 100: when used all party members in a 11×11 radius will receive 1 x skill level boost to INT and DEX for 70 seconds cooldown 70 seconds
  • Morale Boost: party buff: max level 3: sp cost: 100: when used all party members in a 11×11 radius will receive 1 x skill level boost to STR and LUK for 70 seconds cooldown 70 seconds
  • Inspiration: party buff: max level 3: sp cost: 100: when used, all party members in a 11×11 radius will receive 1 x skill level boost to AGI and CON for 70 seconds cooldown 70 seconds
  • For Glory: party buff: max level 1: sp cost: 250: when used all party members in a 11×11 radius will receive a +3 boost to all stats for 70 seconds (does not stack with the above skills boost buffs) requires level 3 leadership, level 3 morale boost, level 3 inspiration. cooldown 60 seconds.

Brawler

The brawler is the first advancement of the fighter class, it was so used to beating up monsters it learned to specialize in knuckle class weapons. Using fast strikes this class can chain skills together into a combo hit dealing high, fast damage. Channeling its inner energy it can borrow the essence of a deity, using its name for a fast lethal blow. This class benefits from every stat.

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

Skills

  • Iron Hand: Passive: Max level 10: increase damage with knuckle class weapons 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.
  • Call Spirits: Active: Max level 5: Cost: 2 sp. summon a spirit in the form of a sphere that is used by some skills and adds +3 attack well out. Duration: 300 seconds.
  • Absorb Spirits: Active: Max level 1: Cost: 5 sp. absorb your spirit spheres gaining 5 sp per sphere absorbed.
  • Body Relocation: Active: Max level 1: Cost: 20 sp. when used will consume a spirit sphere to teleport you to a selectable spot in your field of view.
  • Steel Body: Self Buff: Max level 5: Cost: 100% sp – 10% per level. reduces all received damage by 66%, ASPD is reduced by 50% and skills cannot be used. Duration: 300 seconds. 600-second cooldown.
  • Occult Impact: Offensive: Max level 5: Cost: 40 sp. pierce your spirit spheres through a target dealing ranged physical damage. [ATK x (1 + 0.75*SkillLV) x (Enemy Armor+Enemy VIT)/75] 1 second cooldown.
  • Throw Spirits: Offensive: Max level 5: Cost: 10 sp. throw your spirit spheres at a target dealing 100% + 30% damage per level. 1-second cooldown.
  • Blade Stop: Support: Max level 5: Cost: 10 sp. when active, if you are hit within the duration of the skill both you and the attacker will stop in place unable to attack or move. Duration: 60 seconds. 1 second after cast delay.
  • Critical Explosion: Self Buff: Max level 5: Cost: 100 sp. consumes 5 spirit spheres to enter the critical state granting +5 to crit rate per level. Duration: 300 seconds. Cooldown 420 seconds.
  • Chain Combo: Offensive: Max level 5: Cost: 10+1 sp per level. Usable only after a Triple Attack. Hits the enemy, dealing 4 powerful strikes. 150% + 50% per level. Has a 10% chance to generate a spirit sphere.
  • Combo Finish: Offensive: Max level 5: Cost: 10+1 sp per level. Usable only after a Chain Combo. Unleashes a final attack on the enemy. Requires 1 Spirit Sphere to use. Damage is 240% + 60% per level.
  • Asura Strike: Offensive: Max level 5: Usable only when Critical Explosion is active. Consumes 1 spirit sphere, 20% of the user’s max hp and sp to do massive damage to the target, HP/SP will not regenerate naturally for 5 minutes after Asura Strike is used. (Weapon ATK+Base ATK/2) x ((20% of SP/25)+(20% of HP/100)) x (200*SkillLV). 2 second cast time, 3 second cooldown.

Trans Champion Skills

Sura.png
  • Dangerous Soul Collect: Active: Max level 1: Cost: 20 sp. Summon all 5 spirit spheres at once.
  • Tiger Knuckle Fist: Offensive: Max level 5: Cost: 5+1 sp per level. This skill can be used as a part of the combo skill of Triple Attack, Chain Combo, and Combo Finish. When you use this skill, you’ll run-up to the enemy and hit him. The target will be unable to move for a brief amount of time. Requires 1 Spirit Sphere. deals 100% + 80% damage per level.
  • Chain Crush Combo: Offensive: Max level 10: Cost: 2+2 sp per level. Also, a combination skill can only be chained after Combo Finish OR Tiger Knuckle Fist. Tiger Knuckle Fist can not be chained after this, but Asura Strike can. As the skills level goes up, the number of hits you’ll do, as well as overall damage, will increase. 2 spheres are required to use this skill. If the caster still has at least one Spirit Sphere, he can follow up with Asura Strike. The longest possible combo a Champion may use is Triple Attack -> Chain Combo -> Combo Finish -> Tiger Knuckle Fist -> Chain Crush Combo -> Asura Strike, provided he has the necessary Spirit Spheres. The Damage is 400% + 100% per level.
  • Combo Stance: Self Buff: Max level 1: Cost: 100 sp. reduces the damage of trifecta blow, chain combo, combo finish, tiger knuckle, and chain crush combo by 40%, however, when trifecta blow triggers, chain combo, combo finish, tiger knuckle fist, and chain crush combo will all auto-cast one after the other. Duration: 300 seconds.

Assassin

The assassin is the first advancement of the thief class, as its name suggests they are great at killing. Using katar’s they pierce enemy defenses with critical blows, dealing rapid and high damage. Stealthfully stalking their prey. This class benefits from AGI, LUK, STR

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

Skills

  • Katar Mastery: Passive: Max level 10: increase damage by 1% with Katar class weapons
  • Sonic Acceleration: Passive: Max level 10: each level adds 1 hit rate and every 2 levels adds 1 ASPD
  • Cloaking: Active: Max level 10: Cost: 30 sp. Move around hidden in the shadows, movement speed well cloaked is 45% + 5% per level.
  • Sonic Blow: Offensive: Max level 10: Cost: 20+1 sp per level. attack the target 8 times in a single second dealing 100% + 90% damage per level. 2-second aftercast delay.
  • Grimtooth: Offensive: Max level 5: Cost: 5 sp. A ranged attack that can only be used well hidden, hits a 3×3 area around the target for 100 + 20% per level. 0.2 second cooldown
  • Venom Splasher: Offensive: Max level 10: Cost: 30+2 sp per level. Places a poison bomb on an enemy, after 5 seconds the bomb will explode hitting everything in a 5×5 area for 500% + 70% per level poison element damage. 5-second cooldown
  • Assassination: Offensive: Max level 10: Cost: 100 sp. strike a single target for 1333% + 200% poison element damage per level, after a successful use level 10 venom splasher has a 20% chance to auto-cast. must be cloaked, using katars, and within 3 cells of the target. 5-second aftercast delay, 20-second cooldown (this skill can crit)

Trans Assassin Cross Skills

Assassin Cross.png
  • Advanced Katar Mastery: Passive: Max level 10: each level adds +2% damage with Katar class weapons.
  • Create Deadly Poison: Active: Max level 1: Cost: 50 sp. create a bottle of deadly poison. Success = (job level x 0.5) + (dex x 0.4) + (luk x 0.3) + (int x 0.2) + (str x 0.1)
  • Enchant Deadly Poison: Self Buff: Max level 5: Cost: 50% sp. consume a bottle of deadly poison to increase the damage you deal with auto-attacks and most skills by 300%. Duration: 50 seconds + 50 seconds per level.
  • Meteor Assault: Offensive: Max level 10: Cost: 30+3 sp per level. deals 100% + 40% damage per level to a 5×5 radius around the user. Any enemies hit by this skill will receive Stun, Blind or Bleeding status ailment randomly with a 5% + 5% chance per level. cast time 1 second, after cast delay 1 second.

Blacksmith

The blacksmith is the first advancement of the merchant class, as its name suggests they can forge metal goods such as swords. This class gets a lot more supportive skills and crafting skills then it does attack skills. It benefits from DEX and LUK to boost forging success rates.

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

Skills

  • 2h Axe Mastery: Passive: Max level 10: increase damage with 2h axe class weapons by 1% per level.
  • Hammer Fall: Support: Max level 10: Cost: 50 sp. Smash a hammer into the ground using all your might stunning enemies in a 5×5 radius at a 25% + 5% rate per level, dealing 100% + 10% damage per level. 2-second cooldown.
  • 2h Axe Quicken: passive: Max level 10: each level adds 2 ASPD with 2h axe class weapon.
  • Weapon Perfection: Party Buff: Max level 5: Cost: 100 – 5 sp per level. Changes all weapon size modifiers for the character and all Party members in range to 100% for the skill’s duration. Duration: 70 seconds
  • Over Thrust: Party Buff: Max level 5: Cost: 100 – 5 sp per level. Increases ATK by (5*SkillLV)% for all nearby characters in the party. Duration: 70 seconds.
  • 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.
  • Iron Tempering: Active: Max level 1: Cost: 5 sp. Allows character to refine 1 Iron Ore into 1 Iron. Success: 60 + JobLV * 0.2 + DEX * 0.1 + LUK * 0.1 + STR * 0.05
  • Steel Tempering: Active: Max level 1: Cost: 5 sp. Allows character to refine 2 iron ore and 1 coal into a steel. Success: 50 + JobLV * 0.2 + DEX * 0.1 + LUK * 0.1 + STR * 0.05
  • Mithril Tempering: Active: Max level 1: Cost: 5 sp. allows character to refine 1 mithril ore and 1 coal into a mithril ingot. Success: 40 + JobLV * 0.2 + DEX * 0.1 + LUK * 0.1 + STR * 0.05
  • Elemental Tempering: Active: Max level 1: Cost: 5 sp. Allows a character to combine 5 of the base elemental stones (example red blood) into its higher form (example flame heart)
  • Elemental Shattering: Active: Max level 1: Cost: 5 sp. Allows a character to shatter a higher elemental stone into 5 of its lower tiered versions (example a flame heart into 5 red bloods)
  • Repair: Support: Max level 1: Cost: 20 sp. allows the repairing of a broken weapon or armor.
  • Metal Research: max level 10: passive: each level adds a 1% resistance to earth property attacks and increase damage to earth property monsters by 1%.
  • Smithing: Active: Max level 10: Cost: 20 sp. when used, will open an interface to select the weapon and how many you would like to make. the available item to smith is based on the level used.
  • Fletching: Active: Max level 3: Cost: 10 sp. Allows the creation of elemental arrows, bolts and kunai

Trans Master Smith Skills

Mastersmith.png
  • Cart Boost: Self Buff: Max level 1: Cost: 100 sp. This skill makes your movement speed 20% faster for 60 seconds. It does not stack with other speed changing spells whether beneficial or harmful.
    Using this skill when you are under such an effect will cancel that effect if it is beneficial but won’t give you the boost, a second usage is required for that. It will not work at all if the effect is harmful (e.g. Curse, AGI Down). You need to have a cart in order to use this skill.
  • Maximum Over Thrust: Self Buff: Max level 5: Cost: 100 sp. Use Zeny to increase Attack Power during the skill’s duration. UnlikeOver Thrust, this skill only affects you. There is a 0.1% chance to break your weapon with each hit. ATK increase is +20% per SkillLV. Duration: 300 seconds.
  • Refine: Active: Max level 10: Cost: 10 sp. Each level adds a 2% boosted chance when refining weapons and armor. for a total of a 20% boost at level 10. (eg +9 to +10 is 5% success, 20% of 5% is 1% so 6% success chance)
  • High-Speed Cart Ram: Offensive: Max level 10: Cost: 50+2 sp per level. Uses the power of Zeny to strike a single enemy with your cart. You must have Cart Boost activated in order to perform this skill, and it also uses Zeny. There is a chance to stun the enemy, and the damage is dependent on the cart’s weight. 1-second cooldown
  • Advanced Smithing: max level 1: when used will open a window for advanced smithing items

Star Lord

Star Gladiator.png

The star lord is the first advancement of the martial artist. During training, they gained enlightenment of the universe and learned how to harmonize and borrow the energy of the cosmos. Using powerful kicks and buffs from the universe itself, it plasters the walls with its enemy’s. This class benefits from STR, AGI, CON, DEX

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

Skills

  • Feeling of the sun, moon and stars: support: max lv 3: cost: 100 sp: Blessing of the Sun (L1), Blessing of the Moon (L2), Blessing of the Stars (L3).
    Effect: Permanently memorize a map. Can select the same map for the 3 Feelings if desired.
    After ‘memorizing’ a place, when you use this again, it will display you the memorized location.
    Do note, that you can use this only ONCE. Yes, only ONCE. You cannot assign a new place to memorize by using this skill again.
    When you use it, the game will ask you if you are sure about memorizing that place.
  • Warmth of the sun: self: max level 3: sp cost: 20+. You can use this skill anytime in a map designated as “Place of the Sun” (in other maps the skill don’t trigger and the SP is not spent).
    When this skill is used, it creates an offensive barrier around you, affecting 3×3 cells centered on you. It deals 100% damage to monsters right next to you, and push them back by 2 cells. Enemy players receive SP damage instead of HP, and no push back.
    Every time the barrier hits, it takes away 2 SP. If you do not have enough SP, the barrier will disappear without making damage.
  • Warmth of the moon: self: max level 3: sp cost: 20+. You can use this skill anytime in a map designated as “Place of the Moon” (in other maps the skill don’t trigger and the SP is not spent).
    When this skill is used, it creates an offensive barrier around you, affecting 3×3 cells centered on you. It deals 100% damage to monsters right next to you, and push them back by 2 cells. Enemy players receive SP damage instead of HP, and no push back.
    Every time the barrier hits, it takes away 2 SP. If you do not have enough SP, the barrier will disappear without making damage.
  • Warmth of the stars: self: max level 3: sp cost: 20+. You can use this skill anytime in a map designated as “Place of the Stars” (in other maps the skill don’t trigger and the SP is not spent).
    When this skill is used, it creates an offensive barrier around you, affecting 3×3 cells centered on you. It deals 100% damage to monsters right next to you, and push them back by 2 cells. Enemy players receive SP damage instead of HP, and no push back.
    Every time the barrier hits, it takes away 2 SP. If you do not have enough SP, the barrier will disappear without making damage.
  • Comfort of the sun: self: max level 4: cost: 100 sp. increases soft defence by 2, 4, 6, 10 depending on level (still requires sun map/day requirements)
  • Comfort of the moon: self: max level 4: cost 100 sp: increases flee by 5, 10, 15, 20 depending on level (still requires moon map/day requirements)
  • Comfort of the stars: self: max level 4: cost 100 sp: increases aspd by 2, 4, 6 and 10 depending on level (still requires star map/day requirements)
  • Hatred of the sun, moon and stars: active: max level 3: cost: 100 sp: Can be casted only once per Target. When you use this skill, the name of the monster whom you just marked will be displayed and marked.
    You can also use this on player characters, and they will be categorized by class, ignoring size and HP.
    Example: It will show above the player characters, Champion, if target player was a Champion character, and on all other characters who are of Champion class.
  • Anger of the sun: passive: max level 3: Grants a bonus of +((BaseLV+LUK+DEX)/(13-3*SkillLV))% ATK against Target of the Sun mobs
  • Anger of the moon: passive: max level 3: Grants a bonus of +((BaseLV+LUK+DEX)/(13-3*SkillLV))% ATK against Target of the Moon mobs.
  • Anger of the stars: passive: max level 3: Grants a bonus of +((BaseLV+LUK+DEX)/(13-3*SkillLV))% ATK against Target of the Stars mobs.
  • Blessing of the sun: passive: max level 5: Increases EXP given by Target of the Sun (monsters only) in the Day of the Sun by (10*SkillLV)%.
  • Blessing of the moon: passive: max level 5: Increases EXP given by Target of the Moon (monsters only) in the Day of the Moon by (10*SkillLV)%.
  • Blessing of the stars: passive: max level 5: Increases EXP given by Target of the Stars (monsters only) in the Day of the Stars by (20*SkillLV)%.
  • Demon of the sun, moon and stars: passive: max level 10: Requires JobLV 50 before the skill starts to work!.
    Sacrifices your sight in return for increasing your ASPD by (3*SkillLV)%. The sight of your character will be decreased more with each point put in this skill, and look similar to the Blind status effect.
  • Friend of the sun, moon and stars: passive: max level 3: When Star Lord uses Counter Kick, all Monks in the same party will have their Triple Attack chance increased.
    If the Monks who are in same party as Star Lord activate Combo Finish, Star Lord’s chance of Counter Kick increases.
    The chance increase is not added to the current one, e.g. having this skill at LV 1 will not give 100% Triple Attack/Counter Kick but just double the chance for those skills to occur.
  • Knowledge of the sun, moon and stars: Passive: max level 10: When you login the game on a map (only login, NOT by walking/teleporting) that is designated as Place of the Sun, or Moon, or Stars, this passive skill grants you increased weight capacity at +(10*SkillLV)%.
    If you stay outside the Place of the Sun, or Moon, or Stars for too long (600 seconds), this effect disappears.
  • Union of the sun, moon and stars: self: max level 1: cost: 100 sp: When used your movement speed is increased and all your attacks never miss and ignore 50% enemy DEF, but you lose 2% of your HP every time you attack a monster and 5% HP every time you attack a player,
    also if you attack a player when you only have 20% HP left, you will be killed instantly afterwards.

Trans Star Emperor Skills

StarEmperor.png
  • Document of the sun, moon and stars: Active: Max level 3: Cost: 100 sp. resets maps and monsters designated by Feeling of the sun, moon and stars and Hatred of the sun, moon and stars.
  • Universe Stance: Active: Max level 3: Cost: 100 sp. prepares your stance to operate with the energy of the universe.
  • Solar Kick: Offensive: Max level 5: Cost: 25 sp. kick all enemies in a 3×3 radius dealing 100% + 20% damage per level. 1-second cooldown
  • Solar Burst: Offensive: Max level 5: Cost 50 sp. only useable after solar kick, hits all enemies in a 5×5 radius for 200% + 20% damage per level. 3-second cooldown.
  • Half Moon Kick: Offensive: Max level 5: Cost: 25 sp. enters a [Half Moon] state that attacks enemies around you and hides yourself. It cannot be detected by demon and insect race monsters. You can maintain [Half Moon] state even when dealing normal attacks up to 7 times. However, if you use skill or become attacked, the skill effect will be canceled immediately. deals 100% + 20% damage per level. 2 second cooldown.
  • Full Moon Kick: Offensive: Max level 5: Cost: 50 sp. ends [Half Moon] state, deal damage to surrounding enemies, and has a high chance to inflict blind to the targets. Can only be used when the caster is in [Half Moon] state. 200% + 20% damage per level. 5-second cooldown.
  • Starlight Kick: Offensive: Max level 5: Cost: 25 sp. endows the starlight on your feet and kicks the enemy, marking the target with a Starlight Mark. Up to 5 Starlight Marks can be marked at the same time. 100% + 20% damage per level. 1-second cooldown.
  • Fallen Star: Offensive: Max level 5: Cost: 50 sp. has a certain chance to drop a falling star onto the target marked by Starlight Mark when dealing a physical attack. Starlight Mark deals damage on the marked target and surrounding enemies. 200% + 20% damage per level. 3-second cooldown.

Hunter

The hunter is the first advancement of the archer, hunters are masters of the bow and their aim is true. This class has very high damage and defense piercing potential, with their pet falcon they are always at the ready for battle. This class benefits from AGI, DEX, and LUK

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

Skills

  • Beast Bane: Passive: Max level 10: Increase damage to insect and brute type monsters by 1% per level.
  • Bird Mastery: Active: Max level 1: when used, summons or dismisses a Falcon.
  • Steel Falcon: Passive: Max level 10: each level adds 10 attack to your falcon’s damage.
  • Blitz Beat: Offensive: Max level 5: Cost: 20+3 sp per level. Orders your Falcon to attack, delivering 1-5 hits depending on the skills level to all enemies in a 3×3 area around the target for a total of ([DEX/10] + [AGI/2] + 2*Steel Crow SkillLV + 40)*2) damage.
  • Skid Trap: Trap: Max level 5: Cost: 10 sp. A Skid Trap is a trap that activates when someone comes within SkillLV cells of it. When activated, the affected target is pushed back 5+SkillLV cells 
  • Sandman: Trap: Max level 5: Cost: 10 sp. A Sandman is a trap that activates when stepped on. All targets in a 3×3 area around the trap will have an (40+10*SkillLV)% chance of being affected by “Sleep” (duration depends on SkillLV).
  • Flasher: Trap: Max level 5: Cost: 10 sp. A Flasher is a trap that activates when stepped on. When activated it will have an unknown chance to blind all within a 3×3 area around the trap.
  • Shockwave: Trap: Max level 5: Cost: 10 sp. A Shockwave Trap is a trap that activates when stepped on. Whoever trips the trap will lose (5+15*SkillLV)% of their SP.
  • Freeze Trap: Trap: Max level 5: Cost: 50 sp. A Freezing Trap is a trap that activates when stepped on. When activated, it will hit all in the area with a Frost Nova style attack. Damage is (25+25*SkillLV)% of your normal ATK.
  • Ankle Snare: Trap: Max level 5: Cost: 25 sp. Creates an Ankle Snare in the targeted cell. Any monster that steps within 1 cell of the trap will become snared for 5*SkillLV/(Target AGI*0.1) seconds (minimum of 3 seconds). In PvP zones, players may be snared too (including the creator of the trap!).
  • Electric Shocker: Trap: Max level 5: Cost: 100 sp. Like Ankle Snare causes immobile status while at the same time draining the targets SP. Electric Shocker cannot be removed with the hunter skill remove trap.
  • Talkie Box: Trap?: Max level 1: Cost: 10 sp. Repeats a message input at casting time in blue text
  • Land Mine: Trap: Max level 5: Cost: 30 sp. A Land Mine is a visible trap that explodes when stepped on, hitting the monster or player (in PvP only) that triggered it for [(DEX+75)*(1+INT/100)*SkillLV] damage.
    This skill ignores DEF and MDEF and damage modification cards for size and family, but not elemental property. There is also a (5*SkillLV+30)% chance to stun targets for 5 seconds. This trap will affect Players in PVP zones, including the user.
  • Blast Mine: Trap: Max level 5: Cost: 50 sp. A Blast mine is a visible trap that explodes 30 – 5*SkillLV seconds after it is set or when an enemy steps on it, hits a 3×3 area around the target cell for [(50+DEX/2)*(1+INT/100)*SkillLV] damage. This skill ignores DEF and MDEF and damage modification cards for size and family, but not elemental property.
  • Claymore: Trap: Max level 5: Cost: 75 sp. A Claymore Trap is a visible trap that explodes when stepped on, hitting a 5×5 area around the target cell for [(75+DEX/2)*(1+INT/100)*SkillLV] damage. This skill ignores DEF and MDEF and damage modification cards for size and family, but not elemental property. 
  • Remove Trap: Active: Max level 1: Cost: 5 sp. allows you to pick up a trap you previously placed.
  • Spring Trap: Active: Max level 5: Cost: 10 sp. A trap visible to the user and within range is destroyed. No trap item is recovered. This skill can work on enemy traps (unlike Remove Trap). 2+2 cells distance per level.
  • Detecting: Active: Max level 4: Cost: 10 sp. Detect hidden enemies in a 3×3 radius around the targeted area. 1+2 cell target range per level.
  • Detonate: Support: Max level 1: Cost: 25 sp. Immediately activates a trap on the ground. The trap has an area of effect of 7×7 cells around the trap. It can be used with both Hunter and Ranger traps.

Trans Ranger Tree

Sniper.png
  • True Sight: Self Buff: Max level 10: Cost: 100 sp. increase your hit rate, crit rate, and ranged damage by 1 per level. Duration: 300 seconds.
  • Focused Arrow: Offensive: Max level 5: Cost: 50 sp. Arrow attack that will affect every enemy in a 3 cell wide corridor along its flight path up to its maximum range of 14 cells. The corridor is a straight line between the caster and its target. If the target is closer than 14 cells, the corridor will continue up to its full length. It affects all enemies along this path with an increased ATK 100% + 40% per level and a +20 bonus to CRIT. 1 second cast time, 5 second after cast delay. (This skill can crit)
  • Falcon Assault: Offensive: Max level 5: Cost: 40 sp. Order your Falcon to attack an enemy with enormous power. Increases the Attack Power of the Falcon attack (based on Blitz Beat of equal LV) by +(150 + 70% per level)%. Attack Range: 3+(Owl’s Eye LV).
  • Research Trap: Passive: Max level 1: Increase trap damage and trap set range of Hunters and Rangers by 100.
  • Cluster Bomb: Trap: Max level 5: Cost: 100 sp. A maximum of 3 traps can be placed at once. The trap detonates in an area 3 cells in front (away from the trap layer) and a width of 5 cells. [(80+DEX/2)*(INT/50)*SkillLV] 

Wizard

The wizard is the first advancement for the mage class, wizards learned from the spirits of fire, earth, wind, and water how to gather larger quantities of spirits together to cast wide range (AoE) magic. This area of effect magic targets large areas damaging everything within. This class benefits from INT, DEX and LUK

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

Skills

  • Comet: Offensive: Max level 10: Cost: 250 sp. Make a comet fall from the sky hitting everything in a 9×9 radius around its impact zone. 1000% + 100% neutral magic damage per level. has a 10% chance to stun targets. 6 seconds cast time, 4 seconds after cast delay.
  • Meteor Storm: Offensive: Max level 10: Cost: 250 sp. Make meteors fall from the sky hitting a 7×7 radius, Each meteor hits a new 7×7 radius and deals 250% fire magic damage. 1 meteor falls per level. Each meteor has a 5% chance to stun a target. 6 seconds cast time, 4 seconds aftercast delay.
  • Blizzard: Offensive: Max level 10: Cost: 250 sp. Summon a blizzard that hits all targets in a 9×9 area for 333% water magic damage per hit. after 3 hits most targets will become frozen however monsters immune to freeze will be able to get hit up to 10 times. 6 seconds cast time, 4 seconds aftercast delay.
  • Quake: Offensive: Max level 10: Cost: 250 sp: Crack the earth into sharp spikes that hit all targets in a 9×9 area for 1000% + 100% earth magic damage with a chance to inflict stone curse. 6 seconds cast time, 4 seconds aftercast delay.
  • Lightning Storm: Offensive: Max level 10: Cost: 250 sp. Summon down 40 strikes of lightning on a 9×9 radius dealing 50% wind magic damage per hit. 6 seconds cast time, 4 seconds aftercast delay.

Trans Sorcerer Skills

High Wizard.png
  • Amplify Magic: Passive: Max level 10: each level increases spell damage by 5%
  • Ganbantein: Support: Max level 1: Cost: 500 sp. Casts a spell that cancels all ground-targeted spells within the area. 30-second cooldown
  • Vacuum Extreme: Support: Max level 5: Cost: 60+4 sp per level. Creates a vacuum at a target cell, that suspends all targets in a 7×7 area. Targets affected cannot move until the skill has ended.
  • Sienna Execrate: Support: Max level 5: Cost: 60+4 sp per level. Causes petrification status to a single target and all targets nearby.

Priest

The priest class is the first advancement for the cleric class, priests learn more buff class skills and focus on keeping their team alive. New stat boost buffs allow more versatility in combat. This class benefits from INT, DEX, and CON

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

Skills

  • Increase Spiritual Power: Passive: Max level 10: Recovers (Maximum SP/500 + 3)*SkillLV SP per 10 full seconds when standing still and increases the efficiency of SP recovering items by +2% per level.
  • Medical Research: Passive: Max level 10: Raises the effective healing from All Heal skills by 2% per level.
  • Angelus: Party Buff: Max level 10: Cost: 20+9 sp per level. raises soft defense value by 150% and grand a 300 hp per level boost. cast time 3 seconds. Duration: 70 seconds.
  • Impostio Manus: Party Buff: Max level 10: Cost: 20+9 sp per level. raises the attack and magic attack of all party members by 5 per level. Duration: 70 seconds.
  • Suffragium: Party Buff: Max level 10: Cost: 20+9 sp per level. each level raises precision by 2. Duration 70 seconds. Duration 70 seconds
  • Assumptio: Party Buff: Max level 10: Cost: 20+9 sp per level. receive 25% less damage from PvM and 20% less damage from PvP. cast time 3 seconds. Duration: 70 seconds.
  • Magnificat: Party Buff: Max level 10: Cost: 20+9 sp per level. Raises the natural hp/sp recovery rate of all party members by 100% + 10% per level. Cast time 3 seconds. Duration: 70 seconds.
  • Gloria: Party Buff: Max level 5: Cost: 60 sp. LUK stat +3 per level. Duration: 70 seconds.
  • Sanctuary: Support: Max level 10: Cost: 100 sp. create a 5×5 area that will heal players/monsters however will hurt undead property players/monsters and demon race monsters. Cooldown: 45 seconds. Duration: 30 seconds.
  • Redemption: Support: Max level 1: Cost: You: Sacrifice yourself to revive all dead party members in a 29×29 radius.
  • Smite: Offensive: Max level 5: Cost: 50 sp. Ranged attack that calls upon a cross from the sky to smite your enemies. Does a fixed amount of 1000 + 400 damage per level and makes the target lose 15% + 5% per level SP. This skill is an attack by God himself and therefore ignores all enemy defense and Flee, and can not be interrupted or canceled by Magic Rod, Reflect Shield, Pneuma, etc. Damage is not reduced by Woe Reduction, Energy Coat, equipment, or cards; but is not affected by Lex Aeterna. The only way to avoid it is by Cloaking before getting targeted. 1 second cast time, 4 second cooldown.

Trans Bishop Skills

High Priest.png
  • Mana Recharge: Passive: Max level 10: SP recovery +3% per level
  • Meditatio: Passive: Max level 10: +1% max sp and -2% sp cost of skills per level.
  • High Heal: Support: Max level 1: Cost: 100 sp. Heals a target for twice the amount of the regular heal skill. 5 seconds cooldown.
  • Holy Vessel: max level 5: 500 sp. become a holy vessel for a valkyrie. Well in this form you can’t use skills, auto attacks are holy element, aspd is locked at 30, defense and magic defense are locked at 50, and you get double hp, +20 ATK, +3 crit, +4 hit rate, and +4 flee per level. and each auto attack has a 10% chance to autocast level 7 holy light and a 5% chance to autocast level 5 grand cross on the enemy and every time you receive damage you have a 5% chance to autocast level 5 heal on yourself and a 1% chance to autocast sanctuary below yourself. (well in this form you are angel race, holy element) Duration: 70 seconds. cooldown 120 seconds.

Advanced Classes 2-2

Knight

This image has an empty alt attribute; its file name is Knight.png

The knight is the second advancement of the warrior class, It takes two-handed mastery to the next level and can master all three styles of weapons. Along with skills to speed its auto-attacks and some hard-hitting skills to boot, the added mobility of a mount just makes this powerhouse even better. This class benefits from STR, AGI, DEX, CON

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

Skills

  • Riding: Active: Max level 1: When used will summon a Pecopeco mount for you to ride on increasing weight limit by 500 and movement speed by 25%. 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%
  • Birds Screech: max level 1: sp cost: 50. inflict fear into the enemies around you with a deafening screech of your pecopeco. can only be used well mounted. 20 second cooldown
  • 2h Axe Mastery: Passive: Max level 10: each level adds 1% damage with 2h Axe class weapons.
  • 2h Sword Mastery: Passive: Max level 10: each level adds 1% damage with 2h sword class weapons.
  • 2h Spear Mastery: Passive: Max level 10: each level adds 1% damage with 2h spear class weapons.
  • 2H quicken: Passive: Max level 10: Cost: 100 sp. each level adds 2 ASPD with a two-handed axe, sword, and spear class weapons.
  • Auto Counter: Self Buff: Max level 5: Cost: 20 sp. Puts a character into the counter stance until the duration expires. If attacked from the front while in counter stance, the character will block the attack and counterattack. While in the counter stance, the character cannot move. Well in counter stance, crit rate is doubled and you have a 20% chance to inflict bleeding ailment. Duration: 2 seconds.
  • 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)
  • Axe Tornado: Offensive: Max level 10: Cost: 30+2 sp per level. Spin with an axe class weapon hitting all enemies in a 5×5 radius for 100% + 30% damage per level. 0.5 second cast time, 1 second after cast delay.
  • Sword Boomerang: Offensive: Max level 10: Cost: 20+1 sp per level. Throw a sword class weapon in an arc up to 11 cells away inflicting 100% + 40% damage per level. 2-second cooldown. (This skill can crit)
  • Bowling Bash: Offensive: Max level 10: Cost: 30+2 sp per level. Hit all enemies with a two-handed sword in a 5×5 radius around you, knocking them into each other for additional damage. deals 100% + 30% damage per level. 0.5 second cast time, 1 second after cast delay.
  • 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.

Trans Lord Knight Skills

Lord Knight.png
  • Tension Relax: Support: Max level 1: sp cost: 15. 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.
  • Spiral Pierce: Offensive: Max level 5: Cost: 30+2 sp per level. Spin your axe, sword or spear in a spiral to increase it’s force when striking the enemy hitting 5 times and piercing defense. deals 100% + 40% damage per level. 2 second cast time, 1 second after cast delay.
  • Ignition break: Offensive AoE: max level 5: Cost: 30 + 5 sp per level. Gather energy in your blade making it incredibly hot triggering an explosion that deals damage to all targets nearby. Targets closer to the player receive higher damage. Deal 1.5x more damage if your weapon is endowed with fire element. 500% + 100% fire damage per level in a 5×5 radius (requires level 7 magnum break)

Drifter

This image has an empty alt attribute; its file name is image-17.png

The Drifter is the second optional path for the fighter, learning mastery of two-handed swords and two-handed spears. The Drifter is an excellent choice for all forms of physical damage and allows it to fit nicely into a party. This class focus’s on weakening enemies. This class benefits most from STR, DEX, AGI

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

Skills

  • 2h Sword Mastery: Passive: Max level 10: each level adds 1% damage with 2h sword class weapons.
  • 2h Spear Mastery: Passive: Max level 10: each level adds 1% damage with 2h spear class weapons.
  • Weapon Block: Self Buff: Max level 5: Cost: 50 sp. Has a chance to completely block a short range physical attack. When an attack is blocked you have a chance to use weapon crush. While its active it continually drains SP. Reusing the skill cancels the effect.
  • Weapon Crush: Offensive: Max level 5: Cost: 25 sp. When successfully blocking an attack with Weapon Blocking, you can counter using Weapon Crush. When used it divests the attacker’s weapon. Increased skill level increases the success rate and duration.
  • Sword Boomerang: Offensive: Max level 10: Cost: 20+1 sp per level. Throw a sword class weapon in an arc up to 11 cells away inflicting 100% + 40% damage per level. 2-second cooldown. (This skill can crit)
  • 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 using a 2h sword 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.
  • Spear Stab: Offensive: Max level 10: Cost: 20+1 sp per level. Stab at an enemy with a spear causing 100% + 20% damage to all enemies in a 3×3 radius of the target and all are knocked back 5 cells. 2-second cooldown.
  • 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.
  • Joint Crush: Max level 10: Cost: 40+2 sp per level. You can only use this skill with a Spear-type weapon. You will strike at the joints of the enemy’s body, causing various harmful status ailments as well as damage. Higher level increases the damage and chance to cause status ailment to the enemy. As always VIT DEF protects against the status alignments.
    Possible ailments:
    1. Ankle Break: MoveSpeed reduced by 50%.
    2. Wrist Break: ASPD reduced by 25%.
    3. Knee Break: MoveSpeed reduced by 30%, ASPD reduced by 10%.
    4. Shoulder Break: DEF reduced by 50%.
    5. Waist Break: DEF reduced by 25%, ATK reduced by 25%.
    6. Neck Break: Increase your damage by 2x, CRIT effect, and 30 second forced ‘bleeding’ status ailment

Trans Mercenary skills

  • Weapon Quicken: Passive: Max level 10: increases ASPD with two-handed swords, two-handed spears, and bows by 2% per level.
  • 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.
  • Sonic Wave: Offensive: Max level 5: Cost: 50 sp. Slam your blade 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. 100% + 80% damage per level. 3-second cooldown.
  • Pinpoint Strike: Offensive: Max level 5: Cost: 50 sp. Spear exclusive skill. Rush a target quickly from a distance, striking a target at a vital point. The skill level causes different effects. The user’s AGI stat influences the damage. Deals critical damage 100% of the time. Deals 100% + 80% damage per level. 3-second cooldown.
  • Hundred Strikes: Offensive: Max level 10: Cost: 10% hp/sp. Strike a single target 100 times with a 2h sword or 2h spear. each hit does 2% x skill level damage per hit. 2 second cast time and 4 second cooldown. has a 2% x skill level chance to autocast known level of bash if using 2h sword, spear stab if using spear or double strafing if using a bow.

Rogue

The rogue is the second optional path for the thief, mastery of the dagger and five-finger discount. This nimble class master quick, stealthy strikes. Stealing and the bow. This class benefits from all the stats.

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

Skills

  • Dagger Mastery: Passive: Max level 10: Each level adds 1% damage with Dagger class weapons.
  • Owls Eye: Passive: Max level 10: increases the distance a bow can attack from by 1 cell per level.
  • Snatch: Passive: Max level 10: Autocast steal during auto attacks at a 5% + 2% per level rate. Steal success is based on the known level of steal from thief.
  • Stalker: Passive: Max level 5: well hiding, allows the user to move with 25% + 5% per level movement speed.
  • Gangsters Paradise: Passive: Max level 1: When 2 or more Rogues/stalkers sit next to each other (all must have this skill) aggressive monsters, except Boss monsters, won’t attack.
  • Plagiarism: Active: Max level 10: Cost: 100 sp. when used opens a window that lets you copy a skill from the window, level of copied skill is same level as plagiarism. copyable skills (shield boomerang, shield charge, bash, magnum break, trifecta blow, arrow shower, charge arrow, holy light, mamonite, cold bolt, lightning bolt, fire bolt,
    stone bolt, soul strike, gravity Strike)
  • Double Strafing: Offensive: Max level 10: Cost: 10+1 sp per level. deals 200% + 20% damage per level. 0.5 second cooldown
  • Remove Trap: Active: Max level 1: Cost: 5 sp. allows you to pick up a trap you previously placed.
  • Mug: Passive: Max level 10: Steals Zeny from a monster, affected by DEX, LUK, and SkillLV, amount stolen is based on monsters level. Can only be used to steal Zeny once, however it is possible to steal Zeny from monsters that the user stole items before. (1*SkillLV)% chance to steal.
  • Raid: Offensive: Max level 5: Cost: 20+2 sp per level. Attacks and deals damage to all targets in a 5×5 area. Has a chance to cause Stun and Blind on targets that are hit by this skill. The caster must be in Hiding status to use this skill. 100% + 20% damage per level. 2 second cooldown.
  • Backstab: Offensive: Max level 10: Cost: 30+2 sp per level. A powerful attack that can only be used from behind the enemy. Cannot miss. Damage is 100% + 50% per level (halved if used with a bow type weapon). 1-second Cooldown.
  • Intimidate: Offensive: Max level 5: Cost: 20 sp. This skill teleports you and the target to a random area on the same map and attacks the target. The damage is 100% + 40% per level. Does not work against Boss monsters.
  • Close Confine: Active: Max level 1: Cost: 50 sp. For 10 seconds, you grab a single enemy, preventing you and the target to move. While you grab onto someone, you will have a +10 bonus to Flee Rate.
    If either the victim or you die, or should any of them teleport away, this skill is canceled. 30-second cooldown.

Trans Stalker Skills

Stalker.png
  • Chase Walk: Active: Max level 5: Cost: 100 sp. Walk behind your enemy while hiding. All detecting skills will not be able to detect a Stalker in this mode. The stalker can not attack and he will become visible when his SP runs out. Furthermore, attacks that impact the area that the stalker is in will end this skill thus revealing the stalker. The Stalker leaves faint shoeprints on the ground while using this skill. Walking speed is reduced, but this can be compensated with higher SkillLV. Can be used during Guild Siege, but costs 5 times as much SP. After a delay of 10 seconds, it will increase STR for 30 seconds. Duration: 300 seconds.
  • Reject Sword: Active: Max level 5: Cost: 25 sp. When in PVP mode it has a chance to reduce all sword and dagger damage by half and returns the other half to the attacker for 3 hits. Works on monsters regardless of their weapon. Duration: 300 seconds.
  • Copy Cat: Active: Max level 10: Cost: 100 sp. Learn the last skill that was inflicted by an enemy. If the caster uses this skill one more time, then the skill effect disappears and caster can keep the newly acquired skill. Caster can learn only one skill and level learned depends on Copy cat’s skill level. Copied skills uses twice the SP than normal.

Alchemist

Alchemist.png

The alchemist is the second optional path for merchants, its a master of brewing potions and bombs. Using what it creates, the alchemist can even create life in the form of a pet homunculus that supports in battle. This class benefits from DEX, INT, LUK

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

Skills

  • Axe Mastery: Passive: Max level 10: each level adds 1% damage with Axe class weapons.
  • Pharmacy: Active: Max level 10: Cost: 10 sp. when used will open an interface when a potion is selected you will be able to input how many you would like to make. each level allows the creation of a different type of potion. green, red, yellow, orange, white, blue, pink, beige, golden and elixir.
  • Potion Pitcher: Support: Max level 10: Cost: 20 sp. each level lets you throw a different type of potion at an ally to heal them for potion amount + 10% per potion pitcher level, hp healed is based on it and sp healed from blues is based on int.
  • Fire Bomb Max level 10: Cost: 40+2 per level sp. throw a bomb at the enemy igniting a 3×3 area, deals 100% + 40% damage per level per hit. Damage is increased based on INT and DEX / 2. 2 second cooldown.
  • Acid Bomb: Max level 10: Cost: 40+2 sp. deals 100% + 60% damage per level and has a chance to break enemy equipment as well as cause some ailments. 4 second cooldown.
  • Biocanabalize: Support: Max level 5: Cost: 50 sp. summon a plant from a bottle to support in combat, level determines the summoned plant and the amount you can summon. 5 second cooldown
  • Marine Sphere: Offensive: Max level 5: Cost: 30 sp. summon a marine sphere that will eventually explode. 3 second aftercast delay
  • Herbology: max level 10: passive: each level reduces damage received by plant monsters by 1%, and increases damage dealt to plant race monsters by 1% per level.
  • Napalm Bomb: max level 10: Offensive: Cost: 60 + 4 per level sp. Throw an acidic fire bomb at a target causing an explosion that hits everything in a 5×5 radius for skill level / 2 hits of neutral element damage and will leave behind 1-3 bomb effects randomly. (50% chance for 1, 35% chance for 2, 15% chance for 3) damage dealt is (0.3 * Target’s VIT / 2 * alchemist’s INT^2 + alchemist’s STR^2) / (Target’s VIT / 3 + alchemists’s INT + alchemists STR). 3 second cast time, 3-second aftercast delay.

Trans Biochemist skills

Biochemist.png
  • Slim Pitcher: Support: Max level 10: Cost: 70 sp. each level allows you to throw a different slim potion to heal an ally and the area around them. healing done is potion effect + 10% per level of slim pitcher + players vit/int boosts.
  • advanced pharmacy: max lv 1: when used allows the creation of some advanced alchemical items
  • Rest: support: Max level 1: Cost: 1 sp. dismisses a summoned homunculus.
  • Summon Lif: Summoning: Max level 1: Cost: 200 sp. Summons a lif homunculus that is good at healing a single target.
  • Summon Drad: Summoning: Max level 1: Cost: 200 sp. summons a Drad (red lif) that is good at group healing.
  • Summon Filir: Summoning: Max level 1: Cost: 200 sp. summons a filir a blue bird that has high attack speed and physical damage.
  • Summon Rilif: Summoning: Max level 1: Cost: 200 sp. summons a Rilif a rainbow bird that has high attack speed and flee.
  • Summon Amistr: Summoning: Max level 1: Cost: 200 sp. summons an amistr a sheep that has high physical defence and moderate magic defence.
  • Summon Maistr: Summoning: Max level 1: Cost: 200 sp. summons a Maistr a monkey homunculus that has high magic defence and moderate physical defence.
  • Summon Vanilmirth: Summoning: Max level 1: Cost: 200 sp. summons a vanilmirth a jello homunculus that has high magic damage and moderate defence and magic defence.
  • Summon Mirthvanil: Summoning: Max level 1: Cost: 200 sp. summons a mirthvanil a sand bug homunculus that has high magic damage and moderate flee and perfect dodge.

Soul Linker

Soul Linker.png

The soul linker is the second option path for the martial artist. Using its knowledge rather than power, the soul linker brings out a class’s full potential. This class benefits from INT and DEX

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

Skills

  • Warrior Spirit: Buff: Max level 5: Cost: 600 – 100 sp per level. Increases Bash and shield boomerang damage by 200% and boosts preciseon by 10. Duration: 70 seconds. 5-second cast time.
  • Fighter Spirit: Buff: Max level 5: Cost: 600 – 100 sp per level. increase damage of trifecta blow by 200% and boosts perfect dodge by 5. Duration: 70 seconds. 5-second cast time
  • Thief Spirit: Buff: Max level 5: Cost: 600 – 100 sp per level. increase attack by 25% and boosts flee rate by 10. Duration: 70 seconds. 5-second cast time
  • Martial Spirit: Buff: Max level 5: Cost: 600 – 100 sp per level. Double the effectiveness of peaceful rest, enjoyable rest, and fighting chant. Duration 70 seconds. 5-second cast time.
  • Merchant Spirit: Buff: Max level 5: Cost: 600 – 100 sp per level. Increases Mammonite damage by 200% and adds MDEF + 10. Duration: 70 seconds. 5-second cast time.
  • Archer Spirit: Buff: Max level 5: Cost: 600 – 100 sp per level. Increase Arrow Shower and arrow charge damage by 200% and boost ASPD by 5. Duration: 70 seconds. 5-second cast time.
  • Mage Spirit: Buff: Max level 5: Cost: 600 – 100 sp per level. All magic pierces magic defense by 20% and adds DEF +10. Duration: 70 seconds. 5-second cast time.
  • Cleric Spirit: Buff: Max level 5: Cost: 600 – 100 sp per level. Holy Light damage +200% and pierces enemy MDEF by 10%. Duration: 70 seconds. 5-second cast time
  • Kaizel: Buff: Max level 5: Cost: 50 sp. When you die, you are immediately resurrected with 10% per level HP. After being resurrected Kaizel is dispelled but you have 2 seconds lasting Barrier buff. Duration: 300 seconds. 10-second cooldown.
  • Kaahi: Buff: Max level 5: Cost: 50 sp. Every time you are attacked with a physical hit, consumes 10 sp per level, to restore 500 hp per level. 10-second cooldown.
  • Kaina: Passive: Max level 5: each level increases the effectiveness of enjoyable rest by 20% and boosts maximum sp by 50.
  • Kaite: Buff: Max level 3: Cost: 100 sp. reflect 1 magical attack per level back at the attacker. Duration: 300 seconds. 10-second cooldown.
  • Kaupe: Self Buff: Max level 3: Cost: 100 sp. Allows you to absolutely evade an enemy attack. Evade all types of attacks from players (normal, skills, spells), but for area multi-hit spells like Blizzard only the 1st hit is dodged. It only dodges normal attacks from mobs, not their skills. Duration: 300 seconds. 10-second cooldown.
  • Estin: Offensive: Max level 7: Cost: 40 sp. A magical skill that attacks only Small monsters. The affected monster is pushed back by 2 cells. When this is used on monsters that are not Small, it will do nearly no damage, but it will push them back. When the level 7 version of this skill is used, you can use Esma for the next 3 seconds. 10% + 9% matk per level
  • Estun: Offensive: Max level 7: Cost: 40 sp. A magical skill that attacks only Medium monsters. The affected monster is stunned for 2 sec. When this is used on Small monsters it won’t stun them, but it will do full damage. When the level 7 version of this skill is used, you can use Esma for the next 3 seconds. 10% + 9% matk per level.
  • Esma: Offensive: Max level 10: Cost: 75 sp. A Strong Magic attack that changes its element depending on Warm Wind. This skill can also be used (within 3 seconds) after casting any kind of “Spirit”-type buffs. Hits 1 time per level for 50% + 10% per level matk per hit.

Trans Soul Ascetic Skills

  • Soul Accumulation: Self Buff: Max level 5: Cost: 150 sp. Collects the soul energy needed to use for Soul Reaper’s ability at a constant interval. The initial soul energy amount is 5 maximum, The skill will no longer collect the soul energy when reaching the maximum amount. One soul energy is gathered every 30 seconds – 5 seconds per level. Duration: 300 seconds.
  • Soul Energy Research: Passive: Max level 5: Study the special energy emitted from the soul to increase the maximum amount of soul energy that is the basis of Soul Reaper’s ability to use. Each level increases maximum soul energy by 3.
  • Soul Harvest: Self Buff: Max level 5: Cost: 100 sp. Consumes 2 soul energy. Harvest souls that fall from enemies attacked by you. When attacking an enemy for the duration, has a certain chance to gain 1 soul energy. Chance is 10% + 5% per level. Duration: 300 seconds.
  • Demon Soul: Buff: Max level 5: Cost: 100 sp. Consumes 1 + 1 Soul Energy per level. Attack +10, Hit +1, crit +1 and aspd +1 per level. Duration: 300 seconds. 10 second cooldown.
  • Fairy Soul: Buff: Max level 5: Cost: 100 sp. Consumes 1 + 1 soul energy per level. Magic attack +10, Cast time -1%, After cast -1%, Healing power +1% per level. Duration: 300 seconds. 10-second cooldown.
  • Espa: Offensive: Max level 5: Cost: 50 sp. Consumes 1 soul energy. Deal magical damage to target. Damage increases according to base level, and you can use Eswhoo within 5 seconds after using Espa. 100% + 150% per level. 1 second cast time, 3 second cooldown.
  • Eshu: Offensive: Max level 5: Cost 75 sp. Consumes 2 soul energy. Deal magical damage to target and a 7×7 radius. Damage increases according to base level, and you can use Esma within 5 seconds after using Eshu. 100% + 100% per level.

Bard

The bard is the second option for the archer class. This class is a supportive role performing for allies to ramp up abilities for combat. This class benefits most from DEX, AGI, CON

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

Skills

  • Music Lessons: Passive: Max level 10: each level adds 1% damage with instruments and increases movement speed well-performing by 3%
  • Bird Mastery: Active: Max level 1: summon or dismiss your parrot
  • Vocal Bird: Passive: Max level 10: each level adds 1 int and 1 luk well your parrot is summoned
  • Musical Strike: Offensive: Max level 10: Cost: 30+2 sp per level. Hit the enemy with music! dealing 100% + 30% damage per level. This can be used well-performing a song. 2-second cooldown.
  • Encore: Support: Max level 1: Cost: Half. Performs the last song or dance again at half SP cost
  • Amp: Support: Max level 1: Cost: 10 sp. Cancels a current song or dance. The same song may not be performed again immediately.
  • Moroccs Harmony: Song: Max level 5: Cost: 200 sp. flee +1, perfect dodge +1, and 1% aspd per level to all party members on screen. additional flee, dodge and aspd per 10 agi the caster has. Duration: 120 seconds.
  • Payons Lullaby: Song: Max level 5: Cost: 200 sp. Casts sleep on all enemies within area of effect. Effect will occur every 6 seconds for 60 seconds (11 times) and is affected by INT of the caster, but it has a chance to fail depending on resistances. Duration: 120 seconds.
  • Pronteras Symphony: Song: Max level 5: Cost: 200 sp. boosts attack and magic attack by 15 per level for all party members on screen. Duration: 120 seconds.
  • Geffens Chord: Song: Max level 5: Cost: 200 sp. max sp +2% and sp cost of skills -2% per level. an additional 2% to both for every 10 int the caster has. Duration: 120 seconds.
  • Albertas Hootanany: Song: Max level 5: Cost: 200 sp. all party members on screen are granted a 20% per level exp bonus. Duration: 120 seconds.
  • Comodos melody: Song: Max level 5: Cost: 200 sp. critical cast +2 and precision +2 per level, every 10 luk the caster has adds another 2 crit and hit. Duration: 120 seconds.
  • Junos Tune: Song: Max level 5: Cost: 200 sp. raises elemental resist and ailment resist of all party members by 5% per level. Duration: 120 seconds.
  • Moscovian Ballad: Song: Max level 5: Cost: 200 sp. enemy aspd and movement speed -3% per level. every 10 dex the caster has reduces it by an additional 2%. Duration: 120 seconds.
  • Al De Sonnet: Song: Max level 5: Cost: 200 sp. each level adds 10% boost to party members soft def and soft mdef Duration: 120 seconds.
  • Glastheims Requiem: Song: Max level 5: Cost: 200 sp. reduce enemy defense and magic defense by 5% per level, every 10 con the caster has adds an additional 2% reduction. Duration: 120 seconds.
  • The Apples Of Idun: Song: Max level 5: Cost: 200 sp. every 3 seconds heals all players (only party in woe) for 50 hp per level. every 10 con adds an additional 25 hp healed. Duration: 120 seconds.
  • Lokis Veil: Song: Max level 5: Cost: 200-10 sp per level. Grants a chaotic state to targets in the 9×9 range around them, making skills unusable. Duration: 30 seconds. 50 second cooldown.
  • Poem Of Bragi: Song: Max level 5: Cost: 200 sp. 10% reduction to cast time and aftercast delay per level, every 10 int the caster has reduces them by an additional 2%. Duration: 120 seconds.
  • Into The Ginnungagap: Song: Max level 5: Cost: 200 sp. well in the effective range, all damage dealt heals hp by 1% and sp by 0.2% per level. Duration: 120 seconds.

Trans Musician Skills

  • Hermode: Song: Max level 5: Cost: 50 sp. All allies within the skills area of effect (AoE) will have their buffs removed (except Berserk), but they will become invulnerable to magic as long as they stay in the AoE. No other skills can be used within the AoE. Requires a map warp point within the AoE and only works in WoE. The Caster is not affected by the song. Can not be canceled by Dispell.
  • Tarot Card Of Fate: Active: Max level 5: Cost: 50 sp. Draw a Tarot card to foresee fate. There are 14 different cards, 5% success rate per level. 5-second cooldown.
  • Arrow Vulcan: Offensive: Max level: 10: Cost: 75 sp. Attack an enemy with your instrument and arrows several times. 100% + 90% damage per level. (can be used well-performing songs) 4 second cooldown.

Sage

Sage.png

The sage is the second option for the mage class to advance too. Instead of learning how to expand a spell’s range of effectiveness, the sage masters the elements themselves. Masters of single-target spells sages are devastating on the battlefield, with the ability to move well casting and even cast two spells at once.

  • Damage 5/5
  • Defense 2/5
  • Support 3/5
  • 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 Sage 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.
  • 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.
  • Double Casting: passive: Max level 10: when using a single target spell or a support spell, you have a 10% + 9% per level chance to auto-cast your chosen spell immediately. (however sp cost of skills goes up by 3 per level as well. so 30 additional sp per spell at level 10)
  • Soul Burn: Support: Max level 5: Cost: 125 sp. This skill will burn all SP the target has, thus damaging it with its own SP. Since this damage is done to the mental system, it will be decreased by the target’s MDEF.
    If you fail this skill, YOUR SP will be drained, and you will damage yourself. The damage is equal to twice the removed SP.
  • Summon Fire Sphere: support: Max level 1: Cost: 20 sp. summon a fireball that will float around you, can summon up to 5 elemental spheres. 0.2 second cast time. Duration: 300 seconds. (warlocks summon fireball level 5) (requires level 10 fire bolt)
  • Summon Water Sphere: support: Max level 1: Cost: 20 sp. summon a waterfall that will float around you, can summon up to 5 elemental spheres. 0.2 second cast time. Duration: 300 seconds. (requires level 10 cold bolt)
  • Summon Mud Sphere: support: Max level 1: Cost: 20 sp. summon a mudball that will float around you, can summon up to 5 elemental spheres. 0.2 second cast time. Duration: 300 seconds. (requires level 10 stone bolt)
  • summon a lightning ball that will float around you, can summon up to 5 elemental spheres. 0.2 second cast time. Duration: 300 seconds. (requires level 10 lightning bolt)
  • Elemental Juggling: Offensive: Max level 1: Cost: 100 sp. Throw your summoned elemental spheres at a target dealing 500% damage per sphere in the element the sphere is related to (fire for fire ball, water for waterball, etc). 6 second cast time, 4 second after cast delay. (requires level 1 in all 4 summoned balls)

Trans Summoner Skills

Scholar.png
  • 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 Fire Spirit: Summon: Max level 3: Cost: 750 sp. Summon a fire elemental to assist you in combat. Duration: 300 seconds.
  • Summon Water Spirit: Summon: Max level 3: Cost: 750 sp. summon a water elemental to assist you in combat. Duration: 300 seconds.
  • Summon Earth Spirit: Summon: Max level 3: Cost: 750 sp. summon a earth elemental to assist you in combat. Duration: 300 seconds.
  • Summon Wind Spirit: Summon: Max level 3: Cost: 750 sp. summon a wind elemental to assist you in combat. Duration: 300 seconds.
  • Elemental Vortex: Offensive: Max level 5: Cost: 125 sp. Must have at least 1 of each elemental sphere summoned. Throws all 4 elements at the targeted creature to deal 1000% + 300% per level neutral magic damage to the target. 6 second cast time, 4-second aftercast delay.

Monk

The monk is the second option for the Cleric class, this class is a master of holy elemental magic and very knowledgeable on how to kill demon and undead monsters, and can even kill an undead foe in a single hit. This class shines in dark and undead caves or dungeons. This class benefits from INT, DEX, CON LUK

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

Skills

  • Mace Mastery: Passive: Max level 10: increase damage with mace class weapons by 1% per level
  • Mace Quicken: passive: max level 10: each level adds a 1 aspd to mace class weapons
  • Demon Bane: Passive: Max level 10: Each level adds 1% damage to Demon and Undead race monsters.
  • Divine Protection: Passive: Max level 10: Each level reduces damage taken from demon and undead race monsters by 1%
  • Lex Divinia: Debuff: Max level 10: Cost: 100 – 5 sp per level. This skill has a chance of inflicting the Silence status on the selected target. Does not work against Boss monsters. The chance is equal to 100 – (TargetVIT + TargetLUK/8) + INT/15 %. Casting this spell on a target that is already silenced will remove the silence status. 5-second cooldown.
  • Lex Aeterna: Debuff: Max level 1: Cost: 40 sp. a target affected by Lex Aeterna will take double damage from the next attack. 5-second cooldown.
  • Judex: Offensive: Max level 10: Cost 40 + 2 sp per level. Hit a target and all surrounding targets in a 9×9 radius for holy element magic damage. 100% + 190% damage per level. 6 second cast time, 4-second aftercast delay.
  • Turn Undead: Offensive: Max level 10: Cost: 25+3 sp per level. This skill only works on Undead property monsters, although it will cast on other types of monsters. Has a [(20*SkillLV) + LUK + INT + BaseLV + (1 – TargetHP/TargetMaxHP)*200]/1000 % (with a max 70%) chance to do holy damage equal to current HP on an Undead property monster.
  • Magnus Exorcism: Offensive: Max level 10: Cost: 40 + 2 sp per level. Calls down a Grand Cross in a 7×7 area around the targeted cell. Any Demon family and Undead property monsters entering the area of the effect suffer Holy property damage of MATK*SkillLV per wave. Waves occur approximately every 3 seconds and each wave appears to hit SkillLV times. 3 second cast time, 2-second aftercast delay.
  • Adoramus: Offensive: Max level 10: Cost: 50+2 sp per level. Strikes a single target for damage with a powerful holy light that also causes blind and agility down effect. 100% + 240% holy magic damage per level. 6 second cast time, 4-second aftercast delay.
  • Basilica: Support: Max level 5: Cost: 50+10 sp per level. This skill creates an absolutely perfect defense zone of 5×5 cells around the caster that blocks any type of attack out of~ or into this area.
    Anyone can come in, but people who are inside cannot attack. The skill is canceled if the Priest moves or uses another skill. Does not work against Boss monsters and can’t be used during the War of Emperium. Duration: 5+5 seconds per level. 50-second cooldown.

Trans Exorcist Skills

Arch Bishop.png
  • Eucharistica: Passive: Max level 10: Increases attack power and reduces damage when facing demon race and shadow property monsters. +1% damage and +1% resistance to demon race and shadow property per level.
  • Duple light: Summon: Max level 10: Cost: 200 sp. Summons two holy lights which periodically assist while dealing melee damage. One light deals magical damage, and one deals physical damage. Duration: 300 seconds. 5 second cast time, 360-second cooldown.
  • Expiatio: Buff: Max level 5: Cost: 100 sp. Infuse a players weapon with power granting it a 5% per level defence and magic defence pierce effect. Duration: 70 seconds.
  • Clearance: Support: Max level 5: Cost: 100 sp. Affects all party members and enemies on screen and removes all of their buffs, debuffs, and status ailments. 10-second cooldown.
  • Holy Vessel: max level 5: 500 sp. become a holy vessel for a valkyrie well in this form you can’t use skills, autoattacks are holy, aspd, defence and mdef are all set to 40, and you get +50 atk, +5 critical cast, +5 preciseon, +4 flee per level. and each autoattack has a 5% chance to autocast level 5 grand cross on the enemy and a 1% chance to autocast adoramus level 3, and everytime you receive damage you have a 5% chance to autocast level 3 heal on yourself. (well in this form you are angel race, holy element)

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

This image has an empty alt attribute; its file name is gladiator.gif

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%
  • ???
  • ???
  • 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.
  • ???
  • ???
  • ???
  • 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.

Advanced Classes 2-4

Spell Blade

This image has an empty alt attribute; its file name is image-25.png

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
  • ???: active: max level 1:
  • ???: active: max level 1:
  • ???: active: max level 1:
  • ???: active: max level 1:
  • ???: active: max level 1:
  • ???: active: max level 1:
  • ???: offensive: max level 5:
  • ???: offensive: max level 5:
  • ???: offensive: max level 5:
  • ???: offensive: max level 5:
  • ???: offensive: max level 5:
  • ???: offensive: max level 5:

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

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 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

This image has an empty alt attribute; its file name is image-32.png

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

This image has an empty alt attribute; its file name is image-33.png
  • 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. 

Advancing Class

At various points in the game, you will be able to upgrade your class. Right after the tutorial you are given your first advancement and able to upgrade from novice to any of the first classes. Warrior, Fighter, Thief, Martial Artist, Merchant, Archer, Magician, or Cleric.

Once you achieve a job level of 30 or 31 for those who want an extra skill point, you may seek out a master of your class, an example of this would be a warrior finding a guard captain or knight to become a squire of.

Lastly, once you achieve mastery of your path at job level 40 or 41 for those who want an extra skill point. You may seek out the Valkyrie who will escort you to Valhalla to learn from the heroes and masters of the past how to transcend your limitations and become a more advanced version of your specialized path.

List of Transcended Classes

Warrior

  • Captain to General
  • Squire to Knight
  • Defender to Guardian
  • Spell Blade to Mage Knight

Fighter

  • Brawler to Champion
  • Swordsman to Sword Master
  • Barbarian to Berserker
  • Drifter to Mercenary

Thief

  • Assassin to Assassin Cross
  • Rogue to Stalker
  • Shadow to Phantom
  • Joker to Trickster

Martial Artist

  • Star Lord to Star Emperor
  • Soul Linker to Soul Ascetic
  • Gunslinger to Sharp Shooter
  • Ninja to Kagerou

Merchant

  • Blacksmith to Mastersmith
  • Alchemist to Creator
  • Scribe to Author
  • Cook to Chef

Archer

  • Hunter to Ranger
  • Bard to Musician
  • Mystic Archer to Arcane Hunter
  • Arbalist to Hawk Eye

Magician

  • Wizard to Sorcerer
  • Sage to Summoner
  • Dark Caster to Occultist
  • Dark Collector to Necromancer

Cleric

  • Priest to Bishop
  • Monk to Exorcist
  • Shaman to Druid
  • Enchanter to Conjurer

Secret

  • ??? to ???