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Category: Character

Stats

Strength or STR.

  • Each point in strength boosts minimum and maximum damage by 1
  • Weight limit by 20
  • Every 10 points adds bonus damage
  • Each point also reduces the chance of being cursed by 0.7%

Intelligence or INT

  • Each point in intelligence adds damage to magical attack
  • 1% max SP
  • Each point will also add 1 soft magic defense
  • increase how much SP restore items heal for
  • boost brewing success rate slightly
  • Every 6 Int will boost natural SP regeneration by 1
  • every 8 Int will boost max healing of heal skills.
  • Int will also protect you from status ailments such as blind, sleep and chaos by 0.7%

Dexterity or DEX

  • Each point in dex boosts minimum and maximum damage with bows, guns, instruments and whips by 1
  • Weight limit by 5
  • Every point also adds 0.25 hit rate
  • Reduces variable cast time by 0.66% a point.
  • Increases steal, disarming, cooking, writting, brewing and smithing success rates
  • Increases attack based on level of weapon used
  • slightly boosts attack speed by 0.05 per point.
  • Every point reduces the chance of an enemy being able to disarm you.

Constitution or CON

  • Each point in constitution adds a maximum 2% max hp
  • Every 3 con is 1 soft defence.
  • Reduces the chance of being inflicted with bleeding, curse, poison, stun and silence by 0.7% a point.
  • Effectiveness of healing items is boosted by 1% per point.
  • Every 5 points boosts HP regeneration by 9.
  • Every point adds 10 max weight limit.

Agility or AGI

  • Every point in agility will boost flee rate by 0.35
  • Increase attack speed by 0.2
  • Every point reduces the chance of being inflicted with Stone and hallucination status ailment by 0.7%

Luck or LUK

  • Each point in luck adds 0.3% crit chance
  • 0.1% perfect dodge
  • Boosts success rate of cooking, writting, brewing and smithing
  • Every 5 luk reduces an enemy’s chance to crit on you by 1%
  • Every 5 luk adds 1 attack
  • Also slightly decreases the chance of a status ailment being inflicted on you by 0.2% per point.

HP

  • HP or Health points, is your maximum life force. If this hits zero, you die and need to respawn at your saved location

SP

  • SP or Spiritual power, is your maximum energy allowing you to use skills

Soft defense and Soft magic defense

are points aquired through con and int. It is represented in your status window

  • as an example 1+5. the +5 is from having 5 con, each soft defense is -1 damage from attacks.

Hard defense and Hard magic defense

are points acquired from equipment and cards. It is represented by the first number, so the 1 in the 1+5 example. each hard defense is a 1% damage reduction

  • So as another example if you had say 50+60 defense. 50 from armors and 60 from con. Then you took a hit for 1,000 damage, first the 50 hard defense, or 50% physical reduction kicks in knocking it down to 500. Then the 60 soft defense kicks in knocking it down to 440.

Flee Rate

  • Flee lets you avoid physical attacks higher flee is very important for evasive classes lacking in heavy armor. For every 1 flee above the enemy hit rate is a 5% chance to dodge a physical attack.


Hit rate

  • Hit is very self explanitory, increasing your chance to hit the target. For every hit rate above the enemy flee is a 5% chance to hit.


Crit rate

  • Crit or Critical is the chance you will inflict a critical blow bypassing enemy defence


Perfect dodge

  • P-Dodge lets you dodge any form of attack with a lucky dodge

Attack Speed

  • ASPD is your attack speed, 50 is the maximum attack speed one can achieve, this is about 5 auto attacks a second. every 10 aspd is an attack per second. Example: 0 aspd is an attack every 1.2 seconds. 10 aspd is an attack every 1 second. 20 aspd is an attack every 0.8 seconds. 30 aspd is an attack every 0.6 seconds, 40 aspd every 0.4 seconds and lastly, 50 aspd is an attack every 0.2 seconds.

Cast Time

  • Cast time is the amount of time needed to cast a spell or skill, this can be reduced with DEX by 0.66% a point. 150 dex being instant cast.

After Cast

  • After cast is a delay before you can use any skill again
  • After cast is reduced based on crit rate. Each crit reduces After cast delay by 0.5%

Cooldown

  • During a cooldown period, you can use various skills, just not the skill on cooldown.

Stat Ailments

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

  • Reduce your HIT and FLEE rate by 25%.
  • Also graphically reduces range of your visibility.

INT, CON and LUK affect your chance of being afflicted.

Confusion

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

STR 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 and LUK reduces chance of being Cursed, VIT reduces duration of being Cursed.

Divest

  • 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 and Soft-DEF is reduced by 50% (round up).
  • Any flee will be negated.
  • 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.

STR and INT will reduce the chance of being affected.

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

Silence

  • Inability to use any active skills.

CON and LUK 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 and LUK 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.

STR and LUK reduces the chance and duration of being affected.

Stone

  • All DEF contributed by items is reduced by 50%.
  • Monsters Hard-DEF and Soft-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

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

CON and LUK reduce 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

Guard

The Guard is a support melee class, it specializes in protecting its allies on the battlefield. With high defense and health, it uses its shield to protect. Guards risk their own lives to protect civilians. This Class benefits from Con and DEX

  • Damage 1/5
  • Defense 5/5
  • Support 4/5

Skills

  • HP Mastery: Passive: Max level 10: increases max hp by 2.5%.
  • 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 taking their full damage. Duration: 90 seconds.
  • 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.

Warrior

The Warrior is an offensive melee class, it specializes in Two-handed melee combat. It can wield heavy two-handed swords, giant two-handed axes, and long two-handed spears. When it comes to honor on the battlefield, the warrior is unbeaten. This class benefits from STR, CON, and DEX

  • Damage 4/5
  • Defense 3/5
  • Support 1/5

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. player cannot flinch from attacks. Duration: 10+2 seconds per level.

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 4/5
  • Defense 3/5
  • 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 and Perfect dodge by 1 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+30% damage per level to a 3×3 radius and can only be used when unarmed. 1-second cooldown.

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 Reflexes: Passive: Max level 10: increase flee rate by 2 and ASPD 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)
  • 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.
  • Throw Sand: Offensive: Max level 10: Cost: 10+1 sp per level. deals 100% + 20% earth elemental damage per level. 0.5 second cooldown.

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.
  • 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.

Martial Artist

TaeKwon Kid - OriginsRO wiki

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.

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.
  • 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

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.
  • 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.
  • Frost Diver: Offensive: Max level 10: Cost: 10+1 sp per level. hit the target for 100% + 10% water elemental magic damage with a 35+3% per level chance to inflict freeze. 1-second cast time, 1-second cooldown.
  • 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.
  • Jupital Lightning: Offensive: Max level 10: Cost: 75 sp. Hits the target for 2+SkillLV times using Wind Element and pushes it back the same number of cells up to a maximum of 8. 5 second cast time, 3 second cooldown.
  • 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 10: Cost: 30 sp. Has a 20+3% chance to inflict the stone curse ailment (petrify) on a target. 1 second cast time, 1-second cooldown.
  • Napalm Beat: Offensive: Max level 10: Cost: 10+4 sp per level. strike a single target for 12*MATK ghost elemental damage with a 10% chance to inflict Silence. 4 second cast time, 2-second aftercast delay.
  • 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.
  • 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.
  • Gravity Storm: Offensive: Max level 10: Cost: 75 sp. Hits the target for 2+SkillLV times using shadow Element has a 1% chance per hit to inflict decrease agility, 2% chance per hit to inflict slow casting and pushes it back the same number of cells up to a maximum of 8. 5 second cast time, 3-second cooldown.

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). 1 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.

Advanced Classes 2-1

Captain

The captain is the first advancement of the guard class. The captain gains a few more offensive capabilities along with a mount. A captain’s sole responsibility is to his team, soldiers 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 1000 and movement speed. When used again will dismiss your mount.
  • Cavalier Mastery: Passive: Max level 5: each level restores some of the ASPD lost from riding a mount, back to 100%
  • Spear Mastery: Passive: Max level 10: Each level adds 1% damage with spear class weapons.
  • Spear Quicken: Self Buff: Max level 10: Cost: 100 sp. Increases ASPD with 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 racial based damage.
  • Cursed Armor: Passive: Max level 10: Each level adds a 1% chance to curse or silence an enemy when receiving physical or 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.
  • 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.
  • 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 Plans: 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.
  • Moon 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.

Knight

The knight is the first 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 1000 and movement speed. When used again will dismiss your mount.
  • Cavalier Mastery: Passive: Max level 5: each level restores some of the ASPD lost from riding a mount, back to 100%
  • Axe Mastery: Passive: Max level 10: each level adds 1% damage with Axe class weapons.
  • Sword Mastery: Passive: Max level 10: each level adds 1% damage with sword class weapons.
  • Spear Mastery: Passive: Max level 10: each level adds 1% damage with spear class weapons.
  • 2H quicken: Self Buff: Max level 10: Cost: 100 sp. each level adds 2% ASPD with a two-handed axe, sword, and spear class weapons. Duration: 300 seconds.
  • 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
  • Parry: Self Buff: Max level 10: Cost: 100 sp. Well active, has a 10% + 3% chance per level to completely block a physical attack when using a two-handed axe, sword, or spear. Duration: 300 seconds.
  • 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.

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

  • Axe Mastery: Passive: Max level 10: increase damage with 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.
  • Axe Quicken: Self Buff: Max level 10: Cost: 100 sp. each level adds 2% ASPD with axe class weapon. Duration: 300 seconds.
  • 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.
  • Weapon Research: Passive: Max level 5: each level adds +1% damage, +2 hit rate and 1% success well smithing.
  • Armor Research: Passive: Max level 5: each level adds +1% defense, +2% fire resistance and 1% success well smithing
  • 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 1: Cost: 10 sp. Allows the creation of elemental arrows

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 0.5% success rate when upgrading armor and weapons above the npc. totaling a 5% better chance at level 10. (example if a +9 to +10 has a 10% success chance at the npc, you have a 15% success chance with level 10 of this skill) the drawback to the increased success is that you cannot use a safety certificate to protect the gear.
  • 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

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

  • No changes to star gladiators tree

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!).
  • 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.

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.
  • 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.
  • 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] 
  • 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.

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

  • 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.
  • 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: 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
  • Sight Trasher: Offensive: Max level 10: Cost: 50 sp. Can only be cast when Sight is active. Shoots fire in all 8 directions away from the caster, each Fireball does 100% + 40% MATK damage per level and pushes the target back. 5-second cooldown
  • Ice Wall: Support: Max level 10: Cost: 100 sp. Summons a wall of ice to block a creature’s path. Can summon at most 2 walls at a time each with 1000 health. Duration: 5 + 2 seconds per level. 5-second cooldown

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 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 reduces cast time by 3%. 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.

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.

Advanced Classes 2-2

Defender

Royal Guard.png

The defender class is the second optional path to take as a guard, as its name suggests it gets even more defensive then the guard 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

  • Riding: Active: Max level 1: When used will summon a Grand Pecopeco mount for you to ride on increasing weight limit by 1000 and movement speed. When used again will dismiss your mount.
  • Cavalier Mastery: Passive: Max level 5: each level restores some of the ASPD lost from riding a mount, back to 100%
  • Sword Mastery: Passive: Max level 10: Each level adds 1% damage with sword class weapons.
  • Sword Quicken: Self Buff: Max level 10: Cost: 100 sp. increases ASPD with sword class weapons by 3% 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 or blind an 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.
  • 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.

Trans Guardian Skills

  • Fortress: Passive: Max level 10: Reduces damage received from party members under the devotion effect by 3% + 3% per level.
  • 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.

Holy Blade

Rune Knight.png

The holy blade class is the second optional path for a warrior, it has mastery over two-handed swords and the holy element. With some resistance to evil bolstering its defense, this class truly shines in the darkest of dungeons. This class benefits from STR, INT, CON, DEX

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

Skills

  • Riding: Active: Max level 1: When used will summon a Pecopeco mount for you to ride on increasing weight limit by 1000 and movement speed. When used again will dismiss your mount.
  • Cavalier Mastery: Passive: Max level 5: each level restores some of the ASPD lost from riding a mount, back to 100%
  • Sword Mastery: Passive: Max level 10: each level adds 1% damage with sword class weapons.
  • Sword Quicken: Self Buff: Max level 10: each level adds 2% ASPD with sword class weapons.
  • Shining Blade: Passive: Max level 10: Each level adds a 1% chance to blind or confuse your targets upon a successful attack.
  • 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%
  • Belief: Passive: Max level 10: Each level adds max hp + 200 and 5% resistance to holy element.
  • 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.
  • Grand 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% + 40% damage per level. 2 second cast time, 2 second after cast delay.

Trans Holy Knight Tree

  • Providence: Self Buff: Max level: 5: Cost: 100 sp. Increase DEF against holy and shadow property attacks by 5% per level.
  • Parry: Self Buff: Max level 10: Cost: 100 sp. Well active, has a 10% + 3% chance per level to completely block a physical attack when using a two-handed axe, sword, or spear. Duration: 300 seconds.
  • Pressure: Offensive: Max level 5: Cost: 50 sp. Ranged attack that calls upon a cross from the sky to crush your enemies. Does a fixed amount of 500 + 300 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, 1 second after cast delay.

Ronin

The ronin is the second optional path for the fighter, learning mastery of two-handed swords, two-handed spears, and bows. The ranged capabilities of this class make it an excellent choice for all forms of physical damage and allows it to fit nicely into a party. This class benefits most from STR, DEX, AGI

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

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.
  • Sword Mastery: Passive: Max level 10: each level adds 1% damage with sword class weapons.
  • Spear Mastery: Passive: Max level 10: each level adds 1% damage with spear class weapons.
  • 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
  • Bash: Offensive: Max level 10: Cost: 10+1 sp per level. 100% + 25% damage per level. 1 second cooldown.
  • 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 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.

Trans Samurai Skills

  • Weapon Quicken: Self Buff: Max level 10: Cost: 100 sp. increases ASPD with two-handed swords, two-handed spears, and bows by 2% per level. Duration: 300 seconds.
  • 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.

Rogue

Rogue.png

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

  • Sword Mastery: Passive: Max level 10: Each level adds 1% damage with sword 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, devotion, 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 Reproduce’s skill level. Reproduced 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.
  • Learning Potion: Passive: Max level 10: each level adds 1% success rate when creating potions
  • 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.
  • Demonstration: Offensive: Max level 5: Cost: 40 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. 10 second cooldown
  • Acid Terror: Offensive: Max level 5: Cost: 40 sp. deals 100% + 60% damage per level and has a chance to break enemy equipment as well as cause some ailments. 3 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

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.
  • Acid Demonstration: Offensive: Max level 10: Cost: 75 sp. Throw an acidic 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. (0.5 * Target’s VIT / 2 * Creator’s INT^2) / (Target’s VIT / 2 + Creator’s INT). 3 second cast time, 1-second aftercast delay
  • 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

  • Guard Spirit: Buff: Max level 5: Cost: 600 – 100 sp per level. Increases Shield Boomerang damage by 200% and boost natural hp regen by 50%. Duration 70 seconds. 5-second cast time.
  • Warrior Spirit: Buff: Max level 5: Cost: 600 – 100 sp per level. Increases Bash damage by 200% and boost hit rate by 10. Duration: 70 seconds. 5-second cast time.
  • Fighter Spirit: Buff: Max level 5: Cost: 600 – 100 sp per level. adds an additional 20% chance for trifecta blow to activate 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. adds an additional 20% chance for double attack to activate 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 + 5. Duration: 70 seconds. 5-second cast time.
  • Archer Spirit: Buff: Max level 5: Cost: 600 – 100 sp per level. Increase Arrow Shower 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 +5. Duration: 70 seconds. 5-second cast time.
  • Cleric Spirit: Buff: Max level 5: Cost: 600 – 100 sp per level. Holy Light damage +150% 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 Reaper Skills

SoulReaper.png
  • 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. crit +2 and hit +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 20% 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. 5% 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 3% and sp by 1% 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.
  • Sense: Active: Max level 1: Cost: 10 sp. Brings up a window with information about the targeted monster such as HP, element, level, etc at the time the spell is cast. Party members also see this window.
  • Cast Cancel: Self Support: Max level 5: Cost: 5 sp. Cancels your own spell before it finishes casting. SP Cost of the interrupted spell is reduced based on skill level.
  • Magic Rod: Support: Max level 5: Cost: 5 sp. This skill is able to absorb skills with Cast Time and whose damage is MATK based. Does not work on Area Spells. If an enemy Sage casts Spell Breaker and is countered with Magic Rod, the enemy will take 20% damage to their SP and those SP will be given to the caster.
  • 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.
  • Auto Spell: Self Buff: Max level 10: Cost: 100 sp. 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. Duration: 300 seconds.
  • 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: Self Buff: Max level 10: Cost: 100 sp. When cast opens up a window that lets you select a known spell. (potentially known spells: cold bolt, firebolt, stone bolt, lightning bolt, soul strike, gravity orb, magic rod, spell breaker, soul burn, heal) when using any spell you have a 25% + 5% per level chance to auto-cast your chosen spell immediately for no cost. Duration: 300 seconds.
  • 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.

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.
  • 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.
  • 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.
  • 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.
  • Summon Lightning Sphere: support: Max level 1: Cost: 20 sp. summon a lightning ball that will float around you, can summon up to 5 elemental spheres. 0.2 second cast time. Duration: 300 seconds.
  • 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 too. 6 second cast time, 4 second after cast delay.
  • 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
  • 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 3×3 radius for neutral 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.

Advanced Classes 2-3

Gladiator

The Gladiator class is the third option for the guard class. They are masters of the one-handed axe, seeking recognition in battle. The Gladiator class sacrifices some of their defense for more offense. This class benefits from raising STR, VIT, and DEX.

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

Skills

  • Riding: Active: Max level 1: When used will summon a Grand Pecopeco mount for you to ride on increasing weight limit by 1000 and movement speed. When used again will dismiss your mount.
  • Cavalier Mastery: Passive: Max level 5: each level restores some of the ASPD lost from riding a mount, back to 100%
  • Axe Mastery: Passive: Max level 10: each level adds 1% damage with Axe class weapons.
  • Axe quicken: Self Buff: Max level 10: Cost: 100 sp. each level adds 3% ASPD with an axe class weapon. Duration: 300 seconds.
  • Research Opponent: Passive: Max level 10: Each level increases damage to all races by 1%
  • Spiked Armor: Passive: Max level 10: Each level adds a 1% chance to cause bleeding or poison attackers.
  • Bash: Offensive: Max level 10: Cost: 10+1 sp per level. 100% + 25% damage per level. 1 second cooldown.
  • 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)
  • Reflect Shield: Self Buff: Max level 5: Cost: 100 sp. Reflects 10% + 4% per level physical damage back at the attacker. Duration: 300 seconds
  • 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 attackers weapon. Increased skill level increases the success rate and duration.
  • Mercenary Contract: Buff?: Max level 1: Cost: 100 sp. When used on a monster, that monster is marked for 30 minutes. all damage on that monster is boosted by 25% for 30 minutes. It cannot be used on boss class monsters. Cooldown: 1 hour.

Trans Mercenary Skills

  • Axe Training: Passive: Max level 10: each level adds 1% damage and 1 hit rate with axe weapons
  • 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.
  • Prestige: Self buff: Max level 5: cost: 100 sp. adds a 20% chance to dodge magical attacks. Duration: 50 + 50 seconds per level.
  • 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.

Shadow Blade

The shadow blade is the third option for the warrior class. The dark blade is a master of two-handed axes and the shadow element. With resistances to holy and angel class monsters, this class makes the heavens themselves bow to it. This class benefits from STR, VIT, and DEX.

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

Skills

  • Riding: Active: Max level 1: When used will summon a Grand Pecopeco mount for you to ride on increasing weight limit by 1000 and movement speed. When used again will dismiss your mount.
  • Cavalier Mastery: Passive: Max level 5: each level restores some of the ASPD lost from riding a mount, back to 100%
  • Axe Mastery: Passive: Max level 10: each level adds 1% damage with Axe class weapons.
  • Axe quicken: Self Buff: Max level 10: Cost: 100 sp. each level adds 2% ASPD with a two-handed axe class weapon. Duration: 300 seconds.
  • Dark Blade: Passive: Max level 10: each level adds a 1% chance to inflict poison or sleep when attacking.
  • Unholy Blessing: Passive: Max level 10: each level adds a 1% damage reduction received from angel race and ghost property monsters.
  • Sinful Retribution: Passive: Max level 10: each level adds 1% damage to angel race and ghost property monsters.
  • Disbelief: Passive: Max level 10: each level adds 200 hp and 5% resistance to shadow property attacks.
  • 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.
  • Dark Grand Cross: Offensive: Max level 10: Cost: 40+1 sp per level. Summon an unholy cross to deal shadow elemental physical and magical damage in a radius around the caster. 100% + 40% damage per level. 2 second cast time, 2 second after cast delay.

Trans Dark Knight Skills

  • Parry: Self Buff: Max level 10: Cost: 100 sp. Well active, has a 10% + 3% chance per level to completely block a physical attack when using a two-handed axe, sword, or spear. Duration: 300 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)
  • Head Crush: Offensive: Max level 10: Cost: 40+3 sp. Strong hit against a single enemy that causes bleeding with a chance of 50%. Those that are hit will lose HP rapidly, the duration of this effect depends on the enemies VIT and LUK. Can be used with any weapon. Does not work on Undead property and Demon-race creatures. 100% + 40% damage per level.

Barbarian

Mechanic.png

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: Self Buff: Max level 10: Cost: 100 sp. each level adds 2% ASPD with axe class weapon. Duration: 300 seconds.
  • Hammerfall: 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.
  • Bash: Offensive: Max level 10: Cost: 10+1 sp per level. 100% + 25% damage per level. 1 second cooldown.
  • 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

  • Axe Training: Passive: Max level 10: each level adds 1% damage and 1 hit rate with axe weapons
  • 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)
  • 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.

Ghost

Shadow Chaser.png

The ghost 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 fallen souls of adventurers to aid the living once more. Marking the ground with an insignia, all those who stand in it will gain benefits pertaining to the class of soul 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.
  • Soul Research: Passive: Max level 10: each level adds 6 seconds to the duration of a soul skill.
  • Envenom: Offensive: Max level 10: Cost: 20+2 sp per level. has a 10% + 4% per level chance to poison the target, deals 100% + 20% neutral element damage per level. 1 second cooldown
  • 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.
  • Soul Edge: Party Buff: Max level 10: Cost: 100 sp. Enchants a 7×7 zone with the souls of those who mastered blades granting all who stand in the zone +3 attack, +1 crit, +1 hit per level. 10 second cast time: Duration: 70 seconds.
  • Soul Shield: Party Buff: Max level 10: Cost: 100 sp. Enchants a 7×7 zone with the souls of those who mastered shields granting all who stand in the zone +1 mdef, +1 pdodge, +1 flee per level. 10 second cast time: Duration: 70 seconds.
  • Soul Charge: Party Buff: Max level 10: Cost: 100 sp. Enchants a 7×7 zone with the souls of those who mastered enhancement granting all who stand in the zone +2% healing power and -1% sp usage per level. 10 second cast time: Duration: 70 seconds.
  • Soul Drain: Party Buff: Max level 10: Cost: 100 sp. Enchants a 7×7 zone with the souls of those who mastered SP granting all who stand in the zone -2% cast time and -2% aftercast delay per level. 10 second cast time: Duration: 70 seconds.

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
  • Physical Souls: Party Buff: Max level 10: Cost: 250 sp. Combines the effects of soul edge and soul shield for 10+5 seconds per level. 10 second cast time, 60-second cooldown.
  • Magical Souls: Party Buff: Max level 10: Cost: 250 sp. Combines the effects of soul charge and soul drain for 10+5 seconds per level. 10 second cast time, 60-second cooldown.

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.
  • Penmenship: Passive: Max level 10: Each level increases the success rate with writing by 1%
  • 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.
  • Elemental Book: Passive: Max level 10: each level adds a 1% resistance to all elemental propertys.
  • Writing: Active: Max level 10: Cost: 10 sp. each level allows the creation of different items.
  • 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

Trans Author Skills

  • Study: Party Buff: Max level 10: Cost: 100 sp. Boosts all party members hit rate by +1 per level. Duration: 70 seconds.
  • Advanced Writing: Active: Max level 5: Cost: 10 sp. gain the ability to make some advanced written items.

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%
  • Bird Mastery: Active: Max level 1: able to summon/dismiss your owl.
  • Mystic Owl: Passive: Max level 10: Well the owl is summoned, +2% magic attack per level.
  • 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

  • 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.
  • 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.
  • 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 3×3 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
  • Mind Breaker: Support: Max level 10: Cost: 25 sp. Attack the mind of the enemy to cause mental breakdown. This decreases enemy’s INT MDEF, but it ups their MATK. Success chance is (50+5*SkillLV)%. This is basically Provoke for Magicians. matk + 1%, mdef -3% per level.
  • 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.
  • Health Conversion: Support: Max level 5: Cost: 10 sp. Converts 10% of your HP into SP. The higher the skill level the more effective the conversion will be. The conversion rate is 10:1 modified by SkillLV, so a 2000 HP Professor with Health Conversion LV 3 would consume 2000*10%=200 HP and obtain a total of 200*30%=60 SP

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.

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

Paladin

Paladin.png

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

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

Skills

  • Riding: Active: Max level 1: When used will summon a Grand Pecopeco mount for you to ride on increasing weight limit by 1000 and movement speed. When used again will dismiss your mount.
  • Cavalier Mastery: Passive: Max level 5: each level restores some of the ASPD lost from riding a mount, back to 100%
  • Mace Mastery: Passive: Max level 10: each level adds 1% damage with Mace class weapons.
    Mace quicken: Self Buff: Max level 10: Cost: 100 sp. each level adds 3% ASPD with a mace class weapon. Duration: 300 seconds.
  • Elemental Armor: Passive: Max level 10: Each level adds a 1% resistance to all elemental properties (excluding neutral)
  • Blessed Armor: Passive: Max level 10: Each level adds a 1% chance to inflict an attacker with confusion or sleep
  • Bash: Offensive: Max level 10: Cost: 10+1 sp per level. 100% + 25% damage per level. 1 second cooldown.
  • Head Crush: Offensive: Max level 10: Cost: 40+3 sp. Strong hit against a single enemy that causes bleeding with a chance of 50%. Those that are hit will lose HP rapidly, the duration of this effect depends on the enemies VIT and LUK. Can be used with any weapon. Does not work on Undead property and Demon-race creatures. 100% + 40% damage per level.
  • Autoguard: Self Buff: Max level 10: Cost: 100 sp. Has a 10% + 2% per level chance to complete block a physical attack. Duration: 300 seconds.
  • Relax: Support: Max level 1: Cost: 25 sp. Triples your HP recovery speed when sitting. This skill cancels out immediately if you stand up, use items, change equip or are hit by somebody else.
  • The Protector: Support: Max level 10: Cost: 200 sp. each level relates to a level of safety wall and how many party members can get its effect,
    (casts safety wall below you plus 1 random party member, each level casts it under another random party member, you+10 party members total at lv 10) 120 second cooldown.

Trans Protector Skills

  • Dragon Slayer: Passive: Max level 10: Each level adds a 1% damage boost to dragon race monsters.
  • Exceed Break: Buff: Max level 5: Cost: 50 sp. Collects your strength, so your next attack deals large damage. The user’s stats influence the damage done. If you receive a short range physical attack the skill cancels. The skill doesn’t influence skill damage. While active your movement speed is slowed.
  • Kings Grace: Support: Max level 5: Cost: 50 sp. Cast royal blessings on the caster and allies around the caster. Provides HP recovery and protect against abnormal status effects and damage. If used in PvP, only affects the caster and its party members. All targets under the skill’s protection will be unable to take any actions for the skill’s duration.
  • Trample: Support: Max level 3: Cost: 25 sp. Tramples an area 5 x 5 around you, destroying all traps. Traps that are explosive type activate normally.

Spell Blade

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

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

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

Skills

  • Riding: Active: Max level 1: When used will summon a Pecopeco mount for you to ride on increasing weight limit by 1000 and movement speed. When used again will dismiss your mount.
  • Cavalier Mastery: Passive: Max level 5: each level restores some of the ASPD lost from riding a mount, back to 100%
  • Spear Mastery: Passive: Max level 10: Each level adds 1% damage with spear class weapons.
    Spear Quicken: Self Buff: Max level 10: Cost: 100 sp. Increases ASPD with two-handed spear weapons by 2% per level. Duration: 300 seconds.
  • Imbue Blade: Self Buff: Max level 10: Cost: 100 sp. Enchants your blade with magic, allowing you to deal additional magic damage with your physical attacks. Each level increases the magic damage. 100+10 per level. Duration: 300 seconds
  • Enchanted Blade: Passive: Max level 10: add a 1% per level chance to freeze or stone curse the target.
  • Pierce: Offensive: Max level 10: Cost: 20+2 sp per level. 100% + 15% damage per level and can hit between 1-3 times. Number of hits depends on the size of the target. Small = 1, Medium = 2, Large = 3. 1 second cooldown.
  • Brandish Spear: Offensive: Max level 10: Cost: 25 + 2 sp per level. Attack all the enemies in front of the caster for a cone-shaped AoE using a Spear class weapon that deals 100% + 30% damage per level. 1-second cast time, 0.5 seconds after cast delay.
  • Frost Nova: Buff: Max level 10: Cost: 40+2 sp per level. When active, the next time you receive a physical attack, unleash a 5×5 Water magic AoE that has a 30% + 5% per level chance to freeze a target. deals 20% +10% physical and 30% + 10%magical damage per level. Duration: 300 seconds but is used after the first hit is taken. 3 second cast time
  • Fire Pillar: Trap: Max level 10: Cost: 40+2 sp per level. Sets up a fire pillar trap when an enemy gets to close the trap will spring hitting 2 + 1 times per level. for 20% + 10% fire physical damage per level and 30% + 5% fire magical damage per level. in a 3×3 radius around the trap. 2 second cast time, 3-second cooldown. 4 fire pillars maximum at a time. cannot be interupted
  • Lightning Spear: Offensive: Max level 10: Cost: 40+2 sp per level. Calls down a spear that attracts lightning dealing wind element damage to a 5×5 area. damage dealt is 100% + 30% wind physical damage per level and 100% + 40% wind magical damage per level. 3 second cast time, 2-second cooldown. cannot be interupted
  • Tremor: Offensive: Max level 10: Cost: 40+2 sp per level. Cracks the ground causing it to shred open enemies in a 5×5 radius for earth elemental damage. hits 1 time per level for 50% matk and 50% atk per level. 2 second cast time, 3 second cooldown. cannot be interupted

Trans Mage Knight Skills

  • Psychic Wave: Offensive: Max level 5: Cost: 60+2 sp per level. Fire’s a wave of psychic energy at targets in range to deal multiple hits of neutral element magic damage. All targets that receive damage have a chance to be stunned. 7×7 radius deals 2 + 1 hit per level. for 80% physical per level and 120% magical damage per level. 3 second cast time, 3 second cooldown. cannot be interupted
  • Spear Boomerang: Offensive: Max level 10: Cost: 20+1 sp per level. Throw a spear up to 11 cells away inflicting 100% + 40% damage per level. 2-second cooldown. (This skill can crit)

Swordsman

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

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

Skills

  • Luck Mastery: Passive: Max level 10: increases LUK by +3 per level
  • Improved Reflexes: Passive: Max level 10: increase flee rate by 2 and ASPD by 1 per level
  • Right-hand mastery: Passive: Max level 5: restores some of the damage lost to the right-hand weapon from using two weapons.
  • Left-hand mastery: Passive: Max level 5: restores some of the damage lost to the left-hand weapon from using two weapons.
  • Sword Training: Passive: Max level 10: each level adds 1% damage and 1 hit rate with sword class weapons
  • Sword Quicken: Self Buff: Max level 10: Cost: 100 sp. Increase ASPD with sword class weapons by 2% per level.
  • Concentration: Self Buff: Max level 10: Cost: 100 sp. each level adds +1% damage, +1 hit rate, +1 crit rate and -3% defence. Duration: 300 seconds.
  • Wind Walk: Party Buff: Max level 10: Cost: 100 sp. You and your party will receive Flee and movement speed upgrade, it will not stack with other Flee and Speed upgrading skills. The bonuses are: +2% movement speed per SkillLV and SkillLV/2 rounded down to Flee. Duration: 300 seconds.
  • Air Cutter: Offensive: Max level 10: Cost: 40+2 sp per level. Swining your swords can create huge presure that throws enemies away. deals 100% + 30% damage per level. 1 second cast time, 2 second cooldown
  • Charge Attack: Offensive: Max level 10: Cost: 30+2 sp per level. Charge towards an enemy to close the distance. damage is 100% + 20% per level. 3 second cooldown
  • Pulse Strike: Offensive: Max level 10: Cost: 50+2 sp per level. Slash outwards dealing damage in a 5×5 radius around you for 100% damage per level. 1 second cast time, 3 second cooldown

Trans Sword Master Skills

  • Sword Mastery: Passive: Max level 10: Each level adds 1% damage with sword class weapons.
  • Sonic Wave: Offensive: Max level 10: Cost: 50+2 sp per level. Slam your weapon into the ground to unleash a shockwave that strikes an opponent at a distance. The farther away the target is, the less damage they take. deals 100% damage per level.

Joker

Guillotine Cross.png

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

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

Skills

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

Trans Trickster Skills

  • Invisibility: Support: Max level 5: Cost: 100 sp. Completely conceal yourself. You can attack enemies in this status but all your attacks become Ghost property. Cannot use skills or items for the duration, and ASPD is reduced. Will continually drain SP, and cancel if SP reaches 0. Ignore some of detect skills.
  • Deadly Infect: Support: Max level 5: Cost: 50 sp. Spread any status effects you are suffering from onto targets you attack or targets who attack you. However, doing so does not cure your own status effects.
  • Body Painting: Support: Max level 5: Cost: 50 sp. Spray paint all around you, revealing any hidden enemies while reducing their ASPD at the same time. Has a chance to inflict Blind on enemies. Consumes 1 spray paint.
  • Maelstrom: Support: Max level 1: Cost: 25 sp. Paint a swirl shape on the ground and absorb any ground-targeted magic attacks.
    Caster will recover SP from absorbed magics. Consumes 1 spray paint.

Cook

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

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

Skills

  • Knife Mastery: Passive: Max level 10: Increase damage with daggers by 1% per level.
  • Mise En Place: Passive: Max level 10: Increase success rate when cooking by 1% per level.
  • Double Attack: Passive: Max level 10: has a 20% + 4% per level chance of attacking twice in a single attack. (This skill can crit)
  • Cooking: Active: Max level 10: Cost: 10 sp. Each level allows the creation of a different food item.
  • Flambe: Offensive: Max level 10: Cost: 50+2 sp per level. Summon the heat of the oven around you, setting a 5×5 radius ablaze dealing 100% + 20% fire elemental damage to all who enter. Duration: 20 seconds.
  • On The Rocks: Offensive: Max level 10: Cost: 50+2 sp per level. Summon a giant block of ice that crash onto the enemy dealing 100% + 20% water elemental damage to all in a 5×5 radius.
  • Banana Bomb: Offensive: Max level 10: Cost: 30+2 sp per level. Throw a explosive banana at the enemy dealing 100% + 30% damage per level and makes the enemy slip and fall backward 5 cells. 1 second cast time, 2 second cooldown.

Trans Chef Skills

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

Ninja

Ninja.png

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

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

Skills

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

Trans Shinobi Skills

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

Arbalist

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

  • Damage 3/5
  • Defense 4/5
  • Support 3/5
  • Crossbow Mastery: Passive: Max level 10: Increases damage with crossbows by 1% per level.
  • Agi Mastery: Passive: Max level 10: +3 agi per level.
  • Dodge: Passive: Max level 10: Increase Flee rate and Perfect dodge by 1 per level.
  • Bird Mastery: Active: Max level 1: allows you to summon or dismiss your hawk.
  • Slick Hawk: Passive: Max level 10: Each level boosts your hit by 1 well your hawk is out.
  • Quick Draw: Self Buff: Max level 10: Cost: 100 sp. each level increases ASPD with crossbows by 3%. Duration: 300 seconds
  • Hawks Eye: Self Buff: Max level 10: Cost: 100 sp. each level increases damage by 1%, hit by 1 and crit rate by 1. Duration: 300 seconds
  • Long Shot: Offensive: Max level 10: Cost: 50+2 sp per level. Fires a bolt in a straight line hitting everything in 11 cells along the path. Dealing 100% + 40% damage per level. 3 second cooldown
  • Autoguard: Self Buff: Max level 10: Cost: 100 sp. Has a 10% + 2% per level chance to complete block a physical attack. Duration: 300 seconds.

Trans Hawk Eye Skills

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

Dark Collector

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

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

Skills

  • Book Mastery: Passive: Max level 10: increase damage and ASPD with book weapons by 1% per level.
  • Free Cast: Passive: Max level 10: Allows movement and attack while casting spells. 25% + 5% per level movement speed well casting.
  • Sense: Active: Max level 1: Cost: 10 sp. Brings up a window with information about the targeted monster such as HP, element, level, etc at the time the spell is cast. Party members also see this window.
  • Cast Cancel: Self Support: Max level 5: Cost: 5 sp. Cancels your own spell before it finishes casting. SP Cost of the interrupted spell is reduced based on skill level.
  • Magic Rod: Support: Max level 5: Cost: 5 sp. This skill is able to absorb skills with Cast Time and whose damage is MATK based. Does not work on Area Spells. If an enemy Sage casts Spell Breaker and is countered with Magic Rod, the enemy will take 20% damage to their SP and those SP will be given to the caster.
  • Spider Web: Trap: Max level 1: Cost: 25 sp. Shoot a spider web to bind a target to a spot for 8 seconds, also reduces the victim’s Flee Rate by half.
  • Double Casting: Self Buff: Max level 10: Cost: 100 sp. When cast opens up a window that lets you select a known spell. (potentially known spells: cold bolt, firebolt, stone bolt, lightning bolt, soul strike, gravity orb, magic rod, spell breaker, soul burn, heal) when using any spell you have a 25% + 5% per level chance to auto-cast your chosen spell immediately for no cost. Duration: 300 seconds.
  • Magic Crasher: Offensive: Max level 10: Cost: 40+2 sp per level.
    You do an attack that calculates damage using your MATK instead of ATK but is decreased using enemy’s DEF, not MDEF. Deals 100% + 100% neutral element magic damage per level. 5 second cast time, 3 second cast delay.
  • Venom Dust: Debuff: Max level 5: Cost: 50 sp. Creates a poison cloud covering cells vertically and horizontally adjacent to target cell. Anything except a Boss monster that stands on the cloud will be Poisened. Duration: 5 seconds per level. 5 second cooldown
  • Poison Burst: Offensive: Max level 5: Activates the poison within a target, causing the target to take large damage. When the skill is used it cancels poison status on the target. Has no effect on poison attribute monsters. 4 second cast time, 3-second aftercast delay.
  • Life Drain: Offensive: Max level 10: Cost: 80+2 sp per level. Strikes a single target with magical undead property damage, and absorb some of that damage as HP. Additional damage increases depending on caster’s INT. 100% + 140% undead magic damage per level, 50% + 5% hp steal success per level and 5% + 2% hp healed per level. 3 second cast time, 5 second cast delay.
  • Intense Telekinesis: Self Buff: Max level 10: Cost: 100 sp. Ghost magic enters caster’s circulatory system, increasing Ghost-type magic damage and reducing cast time and SP cost of spells. -5% cast time per level, +20% ghost magic damage per level, -4% sp cost of ghost spells per level. Duration: 300 seconds
  • Hels Pull: Offensive: Max level 10: Cost: 50+2 sp per level. Deals 100% + 200% shadow property magic damage per level. 6 second cast time, 4 second after cast delay.

Trans Necromancer Skills

Sorcerer.png
  • Necromancy: Support: Max level 4: Cost: 100 sp. revives a deal player with 1 hp and 20% of their max sp per level. 10 second cooldown
  • Spirit Recovery: Support: Max level 1: Consumes your own HP and SP and uses it to recover the HP and SP of a spirit.
  • Summon Undead: Summoning: Max level 5: Cost: 250 sp. summon a undead to assist in combat.
  • Summon Ghost: Summoning: Max level 5: Cost: 250 sp. Summon a ghost to assist in combat.
  • White Imprison: Offensive: Max level 5: Cost: 100 sp. Imprisons the target temporarily behind a white magic curtain, preventing them from moving. While in this state, the target cannot take damage other than ghost property skills. When White Imprison ends, the target takes a fixed amount of damage according to the skill level. The user can cast this skill on themself, but takes damage when released. Bosses are immune to this effect. 1 second cast time, 5 second cooldown.
  • Soul Expansion: Offensive: Max level 5: Cost: 50 sp. Strikes a target at long distance with ghost element damage. If used against a player in White Imprison, the skill deals double damage. dealing 250% ghost elemental damage per level. (1250% or 2500% if white imprison is active) 6 second cast time, 4 second after cast delay.
  • Undead Grasp: Offensive: Max level 10: Cost: 70+2 sp per level. summons hands from the ground that deal 100% + 240% per level undead magic damage. 6 second cast time, 4 second after cast delay.

Enchanter

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

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

Skills

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

Trans Conjurer Skills

  • Conjure Land: Support: Max level 10: Cost: 500 sp. Enchant the land around you creating various elemental zones that boost the effects of players with similar enchanted armor. (land zones cannot overlap but you can have multiple land zones active at a time. 10 second cast time, 5 second after cast delay. Duration: 70 seconds
  • Level 1: Volcanic Zone: if fire element, +50 atk, +20% water property resistance
  • Level 2: Flooded Zone: if water element, +5% max hp, +20% wind resistance
  • Level 3: Tornado Zone: if wind element, +20 flee, +20% earth resistance.
  • Level 4: Land Slide Zone: if earth element, +100 soft def, +20% fire resistance.
  • Level 5: Sacred Zone: if holy element, -10% cast delay, +20% shadow resistance.
  • Level 6: Shade Zone: if shadow element, -10% cast time, +20% holy resistance.
  • Level 7: Graveyard Zone: if undead element, +20 hit rate, +20% resistance to ghost.
  • Level 8: Haunting Zone: if ghost element, +10 perfect dodge, +20% neutral resistance.
  • Level 9: Noxious Zone: if poison element, +10 crit rate, +20% undead resistance.
  • Level 10: Neutral Zone: Shields a 9×9 area from all area spells. Any skills that target the ground do not deal damage or do their effect. 

Rebirth and Transcending

What is Rebirth? Rebirth is when you manage to achieve level 99 base and 50 job as an advanced class. This will allow you to become a level 1 Veteran Novice, with bonus stat points! That is not all, however, progressing to your Veteran first-class and finally, your veteran second class is where you transcend. Transcending is when you hit level 50 job on your veteran first class, you become something new. You can gather your old skills from your advanced class, however, you gain more skills and can reach a new level of 100 base and 70 job.

List of Transcended Classes

  • Captain to General
  • Defender to Guardian
  • Gladiator to Mercenary
  • Paladin to Protector

  • Knight to Lord Knight
  • Holy Blade to Holy Knight
  • Dark Blade to Dark Knight
  • Spell Blade to Mage Knight

  • Brawler to Champion
  • Ronin to Samurai
  • Barbarian to Berserker
  • Swordsman to Sword Master

  • Assassin to Assassin Cross
  • Rogue to Stalker
  • Ghost to Phantom
  • Joker to Trickster
  • Blacksmith to Mastersmith
  • Alchemist to Biochemist
  • Scribe to Author
  • Cook to Chef

  • Star Lord to Star Emperor
  • Soul Linker to Soul Reaper
  • Gunslinger to Sharp Shooter
  • Ninja to Shinobi/Kunoichi

  • Hunter to Ranger
  • Bard to Minstrel / Dancer to Performer
  • Mystic Archer to Arcane Hunter
  • Arbalist to Marksman

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

  • Priest to Bishop
  • Monk to Exorcist
  • Shaman to Druid
  • Enchanter to Conjurer
  • Super Novice to Ultra Novice