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Adventurer
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Post by Gaia on Dec 14, 2013 16:48:54 GMT
the lifeblood of an adventurer There are twelve main classes in Elder Tale, each separated into four general groups: Warrior, Weapon Specializers, Healer, and Mage. Each group fulfills one of the classic MMORPG archetypes of Tank, DPS, and Support with some blending between specific classes. GUARDIAN | SAMURAI | MONK | Guardians boast the highest defense with their ability to wear heavy plate armor and wield their signature large shields. They boast high HP but comparatively low MP, however their skills do not consume too much MP for it to be too much of an issue. While they have the ability to use nearly every weapon and armor, they generally use heavy plate armor along with a large shield and a one-handed weapon like a sword—some prefer two-handed weapons though. Among the Warrior classes, they boast the best damage mitigation and survivability. However, as their focus is largely on defense, their damage potential is generally lower than the other two Warrior classes.
CLASSIFICATION: Warrior | Samurai are a difficult class to use. Like Guardians, they are able to wear heavy plate armor and can use nearly every weapon in the game, but they lack the Guardian’s large shield equipment and thus have a lower total defense. They do, however, boast a higher offense than the Guardians, having many “ace-moves”, albeit with long cool downs, and can chain large combos in a short period of time, but leave themselves vulnerable at the end of each. Their main flaw is their difficulty which often requires incredible insight, but an experienced Samurai is certainly one to behold. Due to overwhelming support for the class, Unfounded Kingdom chose to implement it rather than exclude it like in other servers.
CLASSIFICATION: Warrior | Monks are rather unusual compared to the other Warrior Classes. They lack the large weapon and armor pools, having only their fists, specialized weapons, and cloth armors. However, they boast a high evasion rate and a higher maximum HP, often acting as evasive tanks. They also have stronger offensive capabilities, having many short cool down skills that allow them to chain many unrelenting combos. Overall, they are a strong solo class due to their high evasion and offensive capabilities, while also bringing strong offensive power to a party.
CLASSIFICATION: Warrior | ASSASSIN | SWASHBUCKLER | BARD | Assassins normally specialize in melee weapon skills, but can also learn ranged weapon skills and there are many who choose the bow and act as snipers. They boast the highest physical damage output, can kill weaker enemies in one hit by targeting weak points, and can apply poisons. However, many of their skills, while deadly, have rather long cooldowns, requiring them to pick their targets with care.
CLASSIFICATION: Weapon Specialist | Swashbuckler can equip any type of one-handed weapons in both hands, making them the only true dual-wielding class. Their damage per hit is far less than that of the Assassins, but they have a much higher attack speed and can inflict a number of debuffs, such as reducing attack, defense, and evasion, reducing their target’s strengths and amplifying their weaknesses. They also learn skills that follow the concept of “the more enemies there are, the more attacks I have” and in large enough concentrations of enemies, their total DPS can match or even surpass Assassins.
CLASSIFICATION: Weapon Specialist | Bards can be seen as the wild card of the Weapon Specialists. While they can act as frontline fighters or back row snipers, they are also well known for their support abilities. Their weapon and armor options are rather limited, but they have specialized equipment in the form of musical instruments that only they can use in combat. With these instruments, they use their unique ability: song Magic, tremendously boosting their ally’s combat capabilities. The Bard is an excellent class for the type of person who prefers supporting their teammates while still maintaining a proactive role in contributing to DPS.
CLASSIFICATION: Weapon Specialist | CLERIC | DRUID | SHAMAN
| Clerics are considered to have the highest instant healing ability out of all of the healers. As healing specialists, they wield various types of restoration spells. In addition they have a rather powerful “automatic heal” which is triggered by an enemy attack. Furthermore, out of all of the healer classes, they have the highest defense as they are able to equip plate armor, allowing them to fight even on the frontlines. As typical with the healer stereotype, Clerics generally have lower attack values in return for their excellent healing and defensive properties. While it is possible for them to do some solo play, they will likely need to join a party to effectively handle stronger enemies.
CLASSIFICATION: Healer | Druids, having both offensive and defensive spells, are considered the most well rounded Healer Class—having a fair amount of both offensive and defense magic. Specializing in Heal over Time spells, the druid can produce the highest healing per second rate by stacking a number of HoT spells. However, an all-out magic strategy will quickly drain their MP. In prolonged fights, they have to be rather meticulous and keep track of their MP.
CLASSIFICATION: Healer | Shamans are considered the most unique and difficult Healer Class to use. Rather than recovering HP, their main focus is the prevention of damage. Their spells create a barrier that can completely nullify a pre-determined amount of damage. At the same time, this is also their weakness as the barriers do not last forever and some prediction is needed to effectively use their protection spells. In addition, they are considered to have the weakest heals. However, their spells are more MP efficient and possess more utility than the other two Healer Classes.
CLASSIFICATION: Healer | SORCERER | SUMMONER | ENCHANTER | Sorcerers are considered the magic equivalent of Assassins, boasting the highest magic output. Their attacks have many attributes and compared to Weapon-based classes, have a rich variety of AoE attacks. There are the occasional Sorcerers who go for a Spellsword build, which is significantly more risky but rewarding if performed well. Due to their high damage output, Sorcerers should be mindful of stealing aggro for they do not have the necessary defense to sustain survival for very long.
CLASSIFICATION: Mage | Summoners call forth mystical spirits and beast to fight in their place. While there are numerous types of creatures that can be summoned, to prevent summoners from becoming an omnipotent class, a limit is placed on the number of creatures a summoner can have registered to summon. Also due to how there is possibly a summon that can act as a counter to every situation, summoners were designed to have low HP—even among other Mage Classes. Regardless of these limitations however, summoners still hold an incredible amount of versatility and are a strong choice for solo players.
CLASSIFICATION: Mage | Enchanters can be seen as the Bard, Shaman, or Monk of the Mage Class in how they are rather different from their other Mage Class counterparts. Their spells are inherently support skills but lack any healing, rather they increase the combat prowess of their party members with incredibly versatile skills. However, their own combat abilities are low in both offensive and defense, and any solo play as an Enchanter will require a lot of patience to perform well. However, despite this weak solo play ability, they are deadly in a party. With MP efficient spells, Enchanters have no problem in prolonged fights and they have a rich repertoire of crowd control spells that make them one of the best, if not the best, party members.
CLASSIFICATION: Mage | HERETIC | WARDEN | OTHER | The Heretics are a class of black magicians who specialize in spells of the darkness attribute. They wield the deadly phenomenon "Miasma", a substance that exists in stark contrast to the Anima which makes up the energy of living things in this world. But for the power that harnessing Miasma grants these witches and warlocks, there is a deadly price. Prolonged exposure to Miasma causes the body itself to temporarily mutate, and it is not unheard of for members of this class to be regarded as madmen. Understandably, the many downsides of Miasma keep most Adventurers and especially People of the Land from selecting this class. But for those who desire undying revenge or the power of manipulation through sheer terror, there is no better choice.
CLASSIFICATION: Mage | Wardens use technology and ingenuity to protect themselves and others. They are quite capable at both offense or defense but are not the top of their field in either respect. They have a large array of skills and every warden is unique in the way they perform their duties. Wardens pride themselves on the adaptability to meet almost any situation. Wardens are original a class created by the People of the Land. They watch over many imprisoned heretics and have often seen their homelands ravaged by them and thus Wardens often harbor some level of dislike for Heretics for their history of harming People of the Land. They above all like to see to the protection of others and the thwarting of their enemies in any way they can in order to maintain the peace.
CLASSIFICATION: Hybrid | Player-submitted classes to be added in the next patch. The two winning entries are the Slinger and Animist. Details on these two classes can be seen in the respective thread in the Announcements subforum.
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one for all, all for none. The following is a list of skills that are available to most if not all classes. Instead of taking a skill for your normal class, you may take a skill from this list instead.
Please note that as skills are added and updated, some skills may be modified for the sake of balance. The skill descriptions in this and all classes' lists should be considered the official versions.
Note that despite their classification, all the skills in this list can be taken as skills by People of the Land. Adventurer Skill is simply the term for general skills that are not class restricted.
Q: How are cooldowns interpreted?
A: There are a couple of ways a cooldown is triggered, refer to the following.
- A skill that has a casting time starts its cooldown timer the moment the skill is successfully casted. So a skill that has a casting time of 2 seconds and a cooldown time of 5 seconds means that you need 2 seconds to cast the spell. As soon as you do that, the spell is used and your 5 second timer starts at that moment.
- A skill that has an animation time begins its cooldown immediately as the skill is used. A skill that has an animation time of 2 seconds and a cooldown time of 5 seconds means that your 5 second timer starts immediately. You will take 2 seconds to physically perform the attack and by the time your skill is finished, you have 3 seconds left on your cooldown timer.
- Some skills have global cooldowns, usually skills that have an instant cast time or a specified animation time. When a global cooldown is triggered, there is a short duration where the character cannot use any other skills until the global cooldown timer is depleted. A skill with an instant cast time and a global cooldown of 1 second means that after you use the skill, you may not use any other skills for that second. A skill with a 2 second animation time and triggers a global cooldown means no other skills (such as buffs or toggles) can be used during that 2-second interval until that skill is resolved.
Beginner Skills Available to all players. Skills do not have to be added to a profile to be used. Auto-Attack | Beginner Skill
A basic toggle command that controls the user's body and allows them to automatically target a monster and attempt to attack. After the system launches an attack and the animation time of swinging the weapon is resolved, there is a 2 second delay before the next attack is queued. Any skills or movements that the user may manually perform will take priority over this status, but the system will generally try to aim for an accurate hit. It was a staple among players in the original Elder Tale game, but since the Apocalypse, its use has taken a drastic drop. Due to this world allowing for manual combat much like in the real world, queued auto attacks are often seen as too slow for practical use. Still, for those who do not have the adequate combat training, is there any other option?
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Call of Home | Beginner Skill
A skill that preserves the body's physical integrity as it scatters their life and soul energy into the atmosphere to be reformed in a sanctuary. Upon use, this skill will teleport the character back to the character's 'home city.' This is designated by toggling and holding the skill icon for a few seconds while in the city of question. In order to preserve the body from damage due to this transfer, there is a one hour cooldown time before teleportation may be used again. The casting time of this skill is five seconds, which means that even though it is often used as a last resort while in battle, it is dangerous to use without an amble window of opportunity.
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Charged Attack | Beginner Skill
An extension of the basic auto attack system, affecting melee auto-attacks or non-skill melee attacks. The user charges their next attack, delaying the animation time of the attack in order to deal more damage should the attack hit. Each second used to extend the skill's animation time increases the attack's damage by 20%. A minimum of one second and a maximum of five seconds is needed to charge an attack. This skill has no cooldown and it can be chosen to be activated every time the character makes a normal attack. This Beginner Skill is unlocked at Level 10 of any main class.
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Insightful Crafting | Beginner Overskill
Crafting can be done in two ways. One may use the system menu to automatically generate an item based on specific in-game recipes. This is a safe method that produces only an average result. Food and drink, for example, produce no flavor when crafted this way. Alternately, one can use the very same ingredients in insightful ways to research new recipes and invent new technology. One of the special quirks of the Adventurers is that they possess knowledge of their original world, where actions could not be performed using interfaces or shortcuts. Instead, it was a matter of experience, of knowing special tricks of the trade. As such, Adventurers were able to bring the flavor of food and drink to a world that was once ignorant of such a concept. This ability is actually considered the Adventurer's Overskill - by introducing otherworldly knowledge, they are able to create their own destiny.
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Interface Control | Beginner Skill
One might find it easy to treat the sheer convenience of the interface system for granted to know that it is actually a skill that is active for Adventurers all the time. Monsters are unable to use this ability and only a small proportion of the People of the Land may access it, usually through birth. The Interface system is responsible for a large proportion of the things that Adventurers are able to do, such as accessing inventories, managing skills, view important information about the world, and keeping logs of the activities in their daily lives.
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Skill Macro | Beginner Skill
A skill that saves a particular attack or movement pattern within up to a 10-second time frame as a macro used by the character for ease of use later. Many characters often choose to record themselves performing an intricate attack combo or athletic move that is normally difficult to replicate. Upon the toggling of this macro, the character will perform the exact movement and actions taken at the time of recording, including any skills performed during the sequence. If a skill in the macro is on cooldown, the macro cannot be used. If part of a saved macro requires the use of any outside force (bouncing off a wall for example), the macro cannot be properly used unless similar conditions are met. When a macro is saved, it will only perform the combo recorded on it. Double-toggling this skill allows a character to overwrite the saved macro with another one. Obviously due to the nature of this technique, it is useful for simplifying one's physical feats at the cost of flexibility. The user receives 1 macro for every 10 levels they have in their main class. This Beginner Skill is unlocked at Level 30 of any main class.
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Telepathy | Beginner Skill
The Telepathy system is by far one of the most useable functions of the interface. Initiating Telepathy requires that the recipient be on your Friends List and an option will appear when you toggle over their name. While Telepathy is active, if you hold a finger to your ear as though conducting a telephone call, your character will not speak aloud. Instead, everything you would otherwise speak becomes sent as an audible message that the other party may receive and reply to.
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Tier I Available at Level 1. Ambidexterity | Tier I Skill
The mechanics of Elder Tale lightly discourage dual-wielding due to the reduced accuracy and proficiency with such a combat style. However, it remains a quite popular strategy among those who willingly sacrifice stability and defense for a little boost in DPS. It is such that Swashbucklers are primarily the class type that specializes in dual-wielding and thus has the most compatible skills for this purpose. The Ambidexterity skill passively lifts the dual-wielding penalty from equipping two one-handed weapons or two shields. This skill does nothing for a Swashbuckler, since they already possess a beginner skill which does the same purpose.
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Arrow Revolver | Tier I Skill
A technique developed by a legendary marksman, this bow skill allows an archer to reserve up to five arrows to be fired. The arrows in reserve are levitated in the air beside the bow using the power of mana. Whenever the user should then fire an arrow, the next one will quickly load itself into the slot of the bow, allowing for optimized rapid fire. Arrow Revolver may also be used with a firearms weapon, causing a single round to load itself into the chamber after each shot. This skill has a casting time of 3 seconds and a cooldown of 20 seconds.
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Aura Saber | Tier I Skill
Swings the weapon around the user's body in a faint aura, then crashes it down upon the enemy. Multiple enemies can be struck by this attack by they are adjacent to the target. This skill increases targets' aggro on the user more than that of a regular attack. If this skill is used by Monks, the user will deliver an aura-enhanced swinging punch that delivers the same effects. This skill has an animation time of 2 seconds and a cooldown of 5 seconds.
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Bank Shot | Tier I Skill
A skill that expends mana to allow the archer to change the trajectory of a fired arrow to adjust for a target's change in position. The arrow will now redirect its movement in an attempt to strike the target directly. Understandably, this skill is most effective against opponents who like to dodge but is near useless against enemies who prefer to block the attack altogether. This skill has an casting time of 1.5 seconds and a cooldown of 5 seconds.
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Cardinal Rose | Tier I Skill
A skill that distinguishes a character's ability to be a good navigator. It is a toggle skill that uses a negligible amount of mana when it is activated, causing an icon of a compass to appear in the bottom right corner of the character's vision. As long as this skill is active, the character will always know which direction is north. This skill is particularly effective when exploring in uncharted territory.
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Covering | Tier I Skill
Despite a Warrior class's bulky appearance, their agility in the midst of battle can sometimes be very surprising. When an ally is about to be targeted by an attack, this skill allows the character to switch places with the target and take the force of the attack. It can also be activated in response to an area of effect attack, taking all the damage from affected party members onto oneself. Obviously, as good as the character's reflexes may be, this requires that the ally be in very close proximity. This skill has a maximum range of 3 meters, an animation time of 1 second, and a cooldown of 15 seconds. If used by a character other than a Warrior-based class or Warden, the cooldown is doubled to 30 seconds.
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Crash Shot | Tier I Skill
A bow or firearms skill where the user aims slightly upward and then releases the string or fires the trigger. As the projectile descends downward, it explodes into multiple small fragments which somehow retain all the force of the original shot, making this burst of tiny shrapnel deceptively powerful. It will damage all possible targets within a 5 meter radius, so be sure your allies are out of the way before you strike. This skill has an animation time of 2.5 seconds and a cooldown of 10 seconds.
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Equipment Mastery: Axes | Tier I Skill
Passive. An Adventurer skill that provides weapon proficiency of both one-handed and two-handed axes. Normally, classes that are incompatible with certain types of weapons suffer damage and accuracy penalties when using the weapon in question. Possession of an equipment mastery skill negates this penalty for that specified weapon type. Generally, there are reasons behind why certain classes focus on certain weapon types. Taking this skill provides some level of versatility, but be warned that some of your main class skills might prove incompatible with this new fighting style. This skill does nothing if the character's class is already able to use both types of axes normally.
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Equipment Mastery: Blunt Weapons | Tier I Skill
Passive. An Adventurer skill that provides weapon proficiency of both one-handed and two-handed blunt weapons, including whips and musical instruments used for melee attacks. Normally, classes that are incompatible with certain types of weapons suffer damage and accuracy penalties when using the weapon in question. Possession of an equipment mastery skill negates this penalty for that specified weapon type. Generally, there are reasons behind why certain classes focus on certain weapon types. Taking this skill provides some level of versatility, but be warned that some of your main class skills might prove incompatible with this new fighting style. This skill does nothing if the character's class is already able to use both types of blunt weapons normally.
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Equipment Mastery: Heavy Armor | Tier I Skill
Passive. An Adventurer skill that provides armor proficiency of plate armor. Normally, classes that are incompatible with certain types of armor suffer from decreased defense and mobility which wearing the armor, making it feel abnormally heavy. Possession of an equipment mastery skill negates this penalty for that specified armor type. Generally, there are reasons behind why certain classes focus on certain armor types. Taking this skill provides some level of versatility, but be warned that some of your main class skills might prove incompatible with this new fighting style. This skill does nothing if the character's class is already able to use heavy armor normally.
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Equipment Mastery: Light Armor | Tier I Skill
Passive. An Adventurer skill that provides armor proficiency of leather and chain armor. Normally, classes that are incompatible with certain types of armor suffer from decreased defense and mobility which wearing the armor, making it feel abnormally heavy. Possession of an equipment mastery skill negates this penalty for that specified armor type. Generally, there are reasons behind why certain classes focus on certain armor types. Taking this skill provides some level of versatility, but be warned that some of your main class skills might prove incompatible with this new fighting style. This skill does nothing if the character's class is already able to use both leather and light armor normally.
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Equipment Mastery: Magical | Tier I Skill
Passive. An Adventurer skill that provides weapon proficiency of hex dolls, grimoires, crystal balls, and magitech. Normally, classes that are incompatible with certain types of weapons suffer damage and accuracy penalties when using the weapon in question. Possession of an equipment mastery skill negates this penalty for that specific weapon type. Generally, there are reasons behind why certain classes focus on certain weapon types. Taking this skill provides some level of versatility, but be warned that some of your main class skills might prove incompatible with this new fighting style. In the case of magitech, lacking proficiency in range and using a ranged magitech weapon may be ill-advised. This skill does nothing if the character's class is already able to use all four magical weapon types normally.
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Equipment Mastery: Ranged | Tier I Skill
Passive. An Adventurer skill that provides weapon proficiency of bows, crossbows, throwing weapons, and firearms. Normally, classes that are incompatible with certain types of weapons suffer damage and accuracy penalties when using the weapon in question. Possession of an equipment mastery skill negates this penalty for that specific weapon type. Generally, there are reasons behind why certain classes focus on certain weapon types. Taking this skill provides some level of versatility, but be warned that some of your main class skills might prove incompatible with this new fighting style. If the character's class is already able to use one of these weapon types normally, that weapon type does not gain any additional effects through taking this skill.
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Equipment Mastery: Shields | Tier I Skill
Passive. An Adventurer skill that provides armor proficiency of shields of all types. Normally, classes that are incompatible with shields suffer from decreased defense and mobility which wielding the shield, making it feel abnormally heavy. Possession of an equipment mastery skill negates this penalty. Generally, there are reasons behind why certain classes focus on certain armor types. Taking this skill provides some level of versatility, but be warned that some of your main class skills might prove incompatible with this new fighting style. This skill does nothing if the character's class is already able to use shields normally.
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Equipment Mastery: Spears | Tier I Skill
Passive. An Adventurer skill that provides weapon proficiency of both one-handed and two-handed spears/polearms. Normally, classes that are incompatible with certain types of weapons suffer damage and accuracy penalties when using the weapon in question. Possession of an equipment mastery skill negates this penalty for that specific weapon type. Generally, there are reasons behind why certain classes focus on certain weapon types. Taking this skill provides some level of versatility, but be warned that some of your main class skills might prove incompatible with this new fighting style. This skill does nothing if the character's class is already able to use both types of spears normally.
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Equipment Mastery: Swords | Tier I Skill
Passive. An Adventurer skill that provides weapon proficiency of both one-handed and two-handed swords. Normally, classes that are incompatible with certain types of weapons suffer damage and accuracy penalties when using the weapon in question. Possession of an equipment mastery skill negates this penalty for that specified weapon type. Generally, there are reasons behind why certain classes focus on certain weapon types. Taking this skill provides some level of versatility, but be warned that some of your main class skills might prove incompatible with this new fighting style. This skill does nothing if the character's class is already able to use both types of swords normally.
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Equipment Mastery: Unarmed Combat | Tier I Skill
A toggle skill that allows a non-Monk character to deal increased damage with their bare hands, much like a Monk would. It is a little more flexible than the Equipment Mastery skills if somewhat situational - most combat builds for classes other than Monks will generally have no major uses to being able to hit things harder with your fists due to the lack of skill support. Regardless, it could serve as a passable emergency tactic when you may find yourself disarmed. This skill does nothing if taken by a Monk.
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Fall Defense | Tier I Skill
A toggle skill that is acquired by the character's natural reflexes and physical coordination. By knowing the most effective ways to recover from a fall while sustaining as little damage as possible, these characters take 20% less damage from fall damage occurring from falls at heights of 3 meters or higher. This reduction changes to 30% when the character reaches Level 30, 40% at Level 60, and 50% at Level 90.
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Fireball Pitch | Tier I Skill
A quick and easy fire-based magic spell, summoning a small fireball in the palm of one's hand. It is warm to the touch when handled by the caster but burningly volatile when thrown. A successful direct hit inflicts light fire damage to the target. Unlike other spells, it is manually thrown at targets rather than automatically flying toward them. This comes with a number of benefits and disadvantages. Obviously, this skill requires accurate aim and dexterity. On the other hand, it provides for customized control and timing and its projectile speed is increased when thrown with high velocity. Due to the aesthetics and nature of this skill, Adventurers often throw these fireballs as if they were baseballs. Rumor has it that such a baseball tournament was started in the North American server as a peacekeeping event. This skill has a casting time of 2 seconds and a cooldown of 5 seconds. The cooldown is increased to 10 seconds if used by a non-mage class.
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Form Shift | Tier I Skill
A magical skill that allows the character to transform their appearances slightly, although there are no changes to one's interface. Most of these appearance changes are rather minor, allowing one to change their physical appearance so that their face, hair, or body size might differ a little. It is possible to consciously influence which physical features get changed. However, it is unlikely that one will be able to change their appearance to resemble a specific character at this stage. There is a small MP upkeep to keep the effect sustained.
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Heal | Tier I Skill
The most fundamental HP recovery magic of the healer classes and the root of all restorative skills. Although it grants HP restoration, it is known for its poor mana efficiency compared to other healing skills, barrier skills and reactive activation skills, thus putting this on low priority amongst healing skills. Beginners often look at healers based on how much HP this skill heals, causing some to be called second-rate or third-rate healers. That said, truly useless healers are out of the question, since most are at least competent in using restorative magic. When this skill is used, the caster is surrounded by a hazy warm light, and the chosen target is showered down with particles of light. This skill has a casting time of 2 seconds and no cooldown. If used by a non-healer class, the cooldown is 5 seconds.
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Hearing Aptitude | Tier I Skill
A toggle skill that improves the character's hearing perception. Whispers can be heard from about 2 meters away, conversations can be heard up to 10 meters away, and the hearing range of the most distant sounds are doubled. It is a very effective skill for the sake of gathering intel and eavesdropping.
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Killing Blow | Tier I Skill
An attack that aims to deal as much damage to a weakened foe as possible in one fell sweep. By targeting the vitals with a special attack from an equipped weapon, this skill deals damage based on the target's remaining HP. The skill is extremely weak if the target's HP is full, whereas the damage is maximized if the target's remaining HP is at 20% or lower. Killing Blow has an animation time of 2 seconds, a cooldown of 60 seconds [Once Per Battle], and has several additional effects based on the class that uses it.
Guardian, Samurai, Monk, or a Warden while "Mode Change: Fortress Style" is active: Restores 10% of the user's HP if dealt as the finishing blow on the target. Assassin, Swashbuckler, Bard, Warden: The cooldown of Killing Blow becomes 40 seconds instead. Sorcerer, Summoner, Enchanter, Heretic: If dealt as the finishing blow on the target, the character's magic damage is increased by 10% for the next 10 seconds.
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Magic Light | Tier I Skill
The user summons a bright ball of light. This spell has no real offensive properties and is mostly just used for illuminating a dark area. One particularly characteristic about the Magic Light is its face, which changes expression in a way mimicking its owner. It's often voted consistently near the top of annual Elder Tale "Which of these summons would make a good plushie for Elder Tale to sell as merchandise" polls. It comes in three forms - a spherical orb, a ball of flame, and a bundle of small firefly-like lights. This skill has a casting time of 2 seconds and a duration of 2 minutes for Mage classes. For any other class, the duration of this skill is dropped to 30 seconds. There is no cooldown for this skill, but it cannot be conjured again for 10 seconds after it has worn off or manually canceled. Attempting to do so causes a mana overload, interfering with magic casting for 6 Seconds.
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Magnum Shot | Tier I Skill
Ranged skill. The user pulls the string of the bow with great force and fires a projectile at the target. The force of the impact causes the monster to be knocked back up to several meters depending on its size. This skill gains a lot of aggro if it successfully hits an opponent. While considerably more difficult, it's said that some rangers use this skill at point-blank range while tanking a monster's attacks in order to control its position. This skill may also be used with a firearms weapon, allowing the user to fire a bullet that has reduced destructive power but increased knockback potential. This skill has an animation time of 3 seconds and a cooldown time of 6 seconds.
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Mercy Touch | Tier I Skill
By enchanting one's own weapon with protective magic, it is possible to deliver a blow that will incapacitate a target as much as possible without the fear of killing them as a result. Many foes are left at the brink of consciousness, allowing for other alternatives such as questioning or pacification. Mercy Touch is a toggle skill that affects the user's attacks, preventing any hit from knocking a target below 1 HP. It is possible to still kill the target by an ally's attack, so party members should be mindful on the occasion that this skill is used.
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Mythic Script | Tier I Skill
A toggle skill that uses a negligible amount of mana when it is activated. A skill that allows characters to write messages using pure mana. This message normally lasts for roughly a day if written on a surface or a minute if written in the air, before dissipating into the atmosphere. However, if the message is not exposed to the elements, such as within the bindings of a book, it is possible to preserve a message for months or even years. Taking this skill allows one to see these messages as well, for they are normally invisible to the untrained eye. It has been hypothesized that Ancient Age grimoires are composed from prayers and incantations written in mana onto paper that has been specifically designed to preserve its presence. Keep in mind that although this skill allows one to read writings in mana, it does not help with comprehension.
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Parry | Tier I Skill
A hard parry that is delivered to reduce the force of an incoming attack. It is a system-assisted action that controls the body in the face of an oncoming attack, designed to reduce the damage from an attack as much as possible. Thus, while anyone can parry an attack given the right timing and momentum and achieve mixed results, activating this skill is probably one of the safest defenses against such an attack. Allowing the system free reign of one's own actions, however, may perhaps prove somewhat difficult in terms of flexibility. Despite that, this skill is one of the most basic and effective defensive techniques of the Warrior classes. Parry has an animation time of 1 second and a cooldown of 5 seconds. This cooldown is doubled to 10 seconds if used by any other class.
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Quick Swap | Tier I Skill
A skill that facilitates the quick switching of equipment from the user's equipment to their inventory. While many characters use quick slots in order to swap out their weapons, this requires a manual action. The use of Quick Swap does this exchange automatically. This switching can only be done with two equipment sets at a time, both of which are registered prior to the start of battle. When Quick Swap is used, the current equipment set will be swapped out to the other set designated by the skill. Due to the nature of this skill, it is best used by characters of the Weapon Specialist classes. This skill has an animation time of 1 second. Its cooldown if used by a Weapon Specialist class is 10 seconds which increases to 20 seconds if used by any other class.
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Piercing Pillar | Tier I Skill
While in mid-air, the user spins their weapon a few tries, slashing any nearby monsters within range. Afterward, the character then lowers their weapon downward and quickly descends to the ground. Any fall damage suffered is halved when this skill is being used. If this second attack strikes a target directly, the target's Physical resistance is reduced by 1 stage. Alternately, if the attack strikes the ground, the weapon is embedded into the ground. Pulling the weapon out of the ground will result in a cloud of dirt and sand being struck up and obscuring vision within the surrounding 2 meters. This skill has an animation time of 2 seconds and a cooldown of 7 seconds.
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Rapid Shot | Tier I Skill
A physical ranged attack. While adventurers normally favor the blade in combat, some prefer striking from afar, staying unseen even as their victims breathe their last breaths. As the user is somewhat limited by the strength of their bows, unable to apply their full strength at time, Rapid Shot was designed to increase the number of arrows that can be fired. In the time that it takes for most of fire one arrow, a user of this technique can fire two. Accuracy is slightly reduced however, as the user cannot take the time to focus their aim with this technique. This skill may be used with a firearms weapon to fire a bullet 50% faster but retaining the same damage. This skill has an animation time of 1 second and a cooldown of 10 seconds.
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Spark Shot | Tier I Skill
A magical attack that generates an orb of electricity that can either be thrown or charged onto a throwing weapon or projectile. When the orb or affected object hits a surface or target, it creates a small electrical burst which deals minor area of effect lightning damage. Targets take heavy damage if they were recently affected by a skill of water affinity, however. This skill has an casting time of 2 seconds and a cooldown of 10 seconds.
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Spear Break | Tier I Skill
An attack dealt by thrusting forward a 2-handed weapon. The momentum of the attack is focused upon shoving the target, so this skill deals little damage but boasts a good amount of knockback potential. Use it strategically to knock an opponent down a large drop to deal fall damage. This skill has an animation time of 2.5 seconds and a cooldown of 7 seconds.
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Spellwalk | Tier I Skill
A toggle skill that allows a character to cast a spell without forcing them to remain immobile during the spell's casting duration. It is an excellent skill to take for those who prefer an on-the-go strategy or at least a less vulnerable position. When the character moves while casting a spell, their movement speed is halved. This speed penalty decreases to 40% at Level 30, 25% at Level 60, and 10% at Level 90.
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Splitting Fang | Tier I Skill
A ranged attack performed with any weapon that can be swung. It is activated by swinging the weapon from a raised position over the head downward about 120 degrees. The swing causes a thin white projectile to be generated to quickly slide across the ground and move forward a maximum of 10 meters. The projectile's height is roughly a meter high. As soon as the projectile touches any physical object or non-ally character, it dissipates and deals physical damage to them. This skill can go through allies without damaging them, allowing for a good turtling strategy for teams with strong defensive formations. This skill has an animation time of 1.5 seconds and a cooldown of 6 seconds.
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Sword Rain Flurry | Tier I Skill
The user pierces the target in rapid succession, usually amounting to an initial five stabs plus an additional one every 20 levels. Sword Rain Flurry is an adapted version of the Swashbuckler's Dart-Tack Target, only performed with the intention of damaging the target rather than simply diverting its attention. Despite its name, this skill can be performed with any weapon type although thrusting-type weapons often perform most optimally. Each strike deals a moderate amount of damage, but the main downside is that the user is locked into this animation until the move is completed. This skill has a total animation time of 3 seconds. Its cooldown time is 10 seconds.
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Tongue of Nature | Tier I Skill
It's often said that certain people seem to have an affinity toward interacting with nature and communicating with animals. With this skill, the Adventurer's natural affinity is idealized into a tangible form. While this toggle skill is active, the character will be able to communicate with animals and monsters. Incoming speech by monsters will also appear as subtitles at the bottom of the user's vision. There is a huge variance between being able to notice this effect and actually using it effectively, however. "Nice to meet you" is not the same thing as "Look, fresh meat", for example. At lower levels, the user of this skill will very often mishear monsters' speech and mispronounce their own words, mistakes that might cause hostility if used incorrectly. However, as the user gradually gains experience, they will be able to negotiate with monsters more easily. The Animal Trainer, Fisherman, Druid classes are more aligned with the power of nature and thus higher success rates are gained if the user is one or more of these classes. Monsters at a lower level compared to the user's highest class level also are easier to communicate with.
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Wall of Shards | Tier I Skill
Wall of Shards is a skill commonly used by tank-type characters in order to deter adversaries' attacks. This defensive skill is noted for projecting a semi-transparent cracked barrier in front of the caster's body for a moment. Upon physical contact, it appears as though the cracks in the barrier fall out and stab into the foe. After this skill is used, the user's physical damage is increased by 10%. Also, any time the user is struck by a physical attack, the target takes slight physical damage immediately as the attack is landed. The damage of this skill scales accordingly to the user's defense values. This skill has a duration of 15 seconds, an instant cast time, and a cooldown of 90 seconds.
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Wind Bullet | Tier I Skill
Toggle skill. A skill that is usually performed with a free hand, making it a useful technique for Monks and characters who wield only a single one-handed weapon. It can also be used with an actual firearm, causing wind bullets to be fired whenever the gun is not loaded with any form of ammunition. Its bare handed version is performed by extending the thumb and index finger while curling the other three fingers, as though a gun gesture is being made. Thanks to the toggle function of this skill acting as a safety, it can be turned off for those times where you don't want to accidentally shoot people because of your careless gestures. By pressing down the thumb or trigger, a concentrated shot of air is expelled forward from the index finger or barrel, causing a minor recoil from the shot. Wind bullets shot from this attack are fairly weak and are used more often to subdue or stall an opponent. This skill has a range of 10 meters, an animation time of 0.5 seconds [Instant], and a cooldown time of 1 second. |
Tier II Available at Level 30. Air Magnum | Tier II Skill
A skill that can only be performed while Wind Bullet is actively toggled. For the bare-handed version, the character must have both hands free and wraps their hands together. The thumbs, index, and middle fingers are extended while the ring and pinky fingers are curled. By pressing down the thumbs, the character shoots out a powerful blast of air from their other extended fingers. For the firearm version, the character must hold and press down the firearm trigger with both hands. This blast is much more pronounced and concentrated, causing moderate wind damage to a target struck by the attack. It also has a minor knockback effect as well. This skill has a range of 10 meters, an animation time of 1.5 seconds, and a cooldown time of 10 seconds. Until the cooldown time of this skill wears off, Wind Bullets cannot be fired. |
Celerity | Tier II Skill
A skill coveted by mages and healers, allowing them to quickly condense the casting rituals for any particular spell during an emergency. After Celerity is used, the next skill used by the character within the next 10 seconds will have an instant casting time. If used to cast a damage-dealing skill during PVP, the damage of the spell is halved. This skill has an instant cast time and a cooldown of 60 seconds.
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Herculean Grip | Tier II Skill
Toggle skill. A technique representing the feat of amassing great physical strength to easily wield heavy weapons in one hand. Besides the possibility to greatly slow a user down, the balance required to use such weapons properly makes the combat style difficult to learn and difficult to master. The character is now able to wield a two-handed weapon as though it were a one-handed weapon. The character cannot dual-wield while under the effects of this skill. At Level 60, the user may now dual-wield as long as the other weapon wielded is a one-handed weapon or shield, at a 25% attack speed penalty. This penalty is reduced to 10% at level 90. Additionally, at Level 90, the character can dual-wield two-handed weapons, at a 25% attack speed penalty.
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Laser Pointer | Tier II Skill
A ranged skill that fires an projectile that resembles a beam of light in appearance. This attack deals light elemental damage which is dealt as physical damage. If a target is weak against either physical ranged attacks or the light element, this skill ignores the target's defense from armor and buffs. Perhaps the one downside of this skill is that just prior to impact, it will mark the target area with a visual spot of light. Many experienced users try to reduce this weakness as much as possible by performing the attack close enough that the time between the spot's appearance and the moment of impact is reduced. This skill has an animation time of 2.5 seconds and a cooldown of 25 seconds.
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Last Stand | Tier II Skill
An Adventurer emergency skill that can be activated in tight situations to veil oneself in a red aura. While under the effects of this aura, if an attack would otherwise knock the Adventurer's HP down to 0, then they are left at 1 HP instead and this skill is immediately nullified. This effect does not protect against damage over time effects or debuffs such as poison. While under the effects of this skill, the Adventurer may not perform any other skills. Last Stand has a maximum duration of 10 seconds and a cooldown of 5 minutes.
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Missile Strike | Tier II Skill
A skill that can only be used with an equipped physical ranged weapon such as a bow, firearm, or throwing weapon. The user takes a moment to whisper a spell onto the weapon, enchanting it for the next shot. When that weapon is used to deliver a ranged attack, the number of projectiles fired is multiplied several times fold so that a literal rain of projectiles will strike the target. Missile Strike is thus very effective either for hitting a bunch of targets packed close together or poking a poor enemy full of holes. After the duplicated projectiles make contact with anything, they will disappear back into the mana that formed them. This skill has a casting time of 3 seconds and a cooldown of 15 seconds.
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Prismatic Laser | Tier II Skill
The elementals are all interconnected with one another, and a well-experienced mage should be able to harness their power even from their purest forms. This skill causes mana to condense and materialize, creating a white sphere of light above the caster. Then, after a second, this sphere will split into eight different-colored beams which scatter in opposite directions. Red beams deal fire damage, purple deals ice, yellow deals lightning, brown deals earth, green deals wind, blue deals water, white deals light, and black deals darkness. Once casted, the beams will scatter and strike the ground at equal distances of about five feet away. While this skill is rather visually pleasing, it is rather difficult to aim and use properly. This skill has a casting time of 5 seconds and a cooldown of 20 seconds. This cooldown is increased to 30 seconds for non-mage classes.
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Terra Orbital Kick | Tier II Skill
A skill that is performed by slamming a foot against the ground, aiming to unearth large and solid chunks of rock to rise a few feet in the air. It is coupled with a swinging kick that aims to propel these rocks forward to strike the enemy. Naturally, it is no easy task to kick rock and the user might even injure themselves if not properly connected. It is no surprise that Monks are popularly associated with this skill, but anyone with sufficient physical strength may find themselves a suitable user. This attack is considered an earth elemental skill. It has an animation time of 4 seconds and a cooldown of 20 seconds. If used by a Monk, the cooldown is 10 seconds instead.
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Weaponmaster | Tier II Skill
A skill for one who has dedicated a fair amount of time and effort into using a variety of weapons and armor in combat. This skill may be used once during a thread at any time; the user may then choose up to five "Equipment Mastery" skills and learn them for the duration of the thread. If the user chooses skills in which they are already proficient in its respective equipment, nothing happens.
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Tier III Available at Level 60. Arcana Thrust | Tier III Skill
A quick thrust with a weapon or fist that is aimed to smash an opponent's defense, causing the weapon or fist to increasingly glow in a cyan light as it is charged. It is a fast thrust that deals moderate damage, but its specialty is more oriented toward poking holes in enemy defenses rather than dealing much damage itself. When striking any defensive construct (Shamans' Barriers, Sorcerers' Barrier Spikes, Druids' Arbor Phalanx, etc), this skill deals double damage to the construct. Its base animation time is 1 second . Initiating the skill with a 1 second animation time propels the user forward 0.5 meters during the attack and granting no further bonus effect. This skill can be charged up to 5 additional seconds in order to increase the skill's damage by 10% per second and propelling the user an additional 0.5 meters per second. If charged for a full 6 seconds, this skill ignores the target's defense and any defense buffs placed on them during damage calculation. After this skill was successfully used on a target, all defense buffs that were placed on the target are disabled for 10 seconds. This skill has a base cooldown of 20 seconds plus an additional 2 seconds added for every second of charge time.
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Last Bastion | Tier III Skill
A dream to never make any more sacrifices. A will to avenge one's fallen friends. A power to bring forth a miracle. Last Bastion is a passive ability that activates when the character is the last remaining member in their party (min size: 2) and all other characters in the party have fallen. The character's physical damage, magic damage, physical defense, and magic defense is increased by 50% as long as they are the last remaining party member alive. When active, this skill triggers the Last Stand skill if the user should reach 0 HP, even if the user does not know the skill. If the user does know the Last Stand skill, they are now able to use other skills during its duration. If the user is a Person of the Land or if a Person of the Land ally (cannot be NPC) had just died, this skill's buff increases to 200%. This skill has a maximum duration of 5 minutes [Once Every Other Combat / Once Per Boss]. When it wears off, it enters a cooldown of 1 day.
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motto up bb
Adventurer
Gold:
Guild:
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Post by Gaia on Dec 15, 2013 2:54:27 GMT
my format: guardian. to mend and defend. Compatible equipment: All melee weapon types, bows, cloth armor, leather armor, chain armor, plate armor, shields.
The following is a list of skills that are available to their respective class. When you start out, you obtain three skills and gain an additional skill every 3 levels. Unlike subclass skills, you can choose which skill to take upon leveling. As players approach Level 30, more skills will be available.
Beginner Skills Available to all players of this class. Skills do not have to be added to a profile to be used. Iron Will | Beginner Skill
Guardians have dedicated themselves to protecting their party members. Their devotion has rubbed off on the party, increasing physical defense for the party by 5%. Multiple instances of this skill do not stack.
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Sword and Board | Beginner Skill
The keypoint of choosing the Guardian class is to either become the Immovable Object that fends off the attacks of all your opponents or the Unstoppable Force that smashes up against your opponent to bend their defense. This skill embodies these two techniques. The Guardian may activate this skill at any time to toggle the Immovable Object subskill or the Unstoppable Force subskill. Changing between the two skills or cancelling Sword and Board triggers a 1 second global cooldown.
Immovable Object: Increases aggro generation by the Guardian's attacks by 25%. The Guardian's weapon and shield damage is treated as though the weapon were 5 levels lower and the Guardian's armor and shield defense are treated as though they were 5 levels higher.
Unstoppable Force: Increases the Guardian's physical damage by 10% and heals the Guardian by 10% of their damage dealt to enemies every hit. The Guardian's weapon and shield damage is treated as though the weapon were 5 levels higher and the Guardian's armor and shield defense are treated as though they were 5 levels lower.
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Tier IAvailable from Level 1.Anchor Howl | Tier I Skill
A loud sound wave is generated from the Guardian's position, encompassing the surrounding 5 meters in radius. This causes movement speed away from the Guardian to lower the farther away a target is. As a result, some might attempt to make a run for it by either dashing or jumping. These two actions trigger the second part of this skill, which delivers a heavy counter to punish a retreating foe. It effectively serves as a way to maintain the enemy's attention on the Guardian. This skill has an animation time of 3 seconds, maximum duration of 10 seconds, and a cooldown of 30 seconds. If the Guardian moves from their initial position, this skill is canceled.
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Cool Defense | Tier I Skill
Toggle skill; the Guardian taps into their mana and creates an additional line of defense between them and the opponent's attacks. For every blow that the target lands on the guardian, a small amount will be nullified. This defense is made all the more apparent when it comes to weak multiple-strike attacks. The Guardian's MP is slowly sapped as this skill remains active.
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Counter Break | Tier I Skill
Every force has an equal and opposite reaction. When attacked, the two options are usually to move out of the way or brace and block the attack somehow. However, some choose a third unusual option which is to face the attack head on with a display of power of your own. By literally attacking an attack with an attack, you not only mess up the collision point but you negate most of your opponent’s power using your own kinetic energy. Also, if you surpass your opponent in power sufficiently, it is possible to break apart the opponent’s attack so significantly that you can chain it into an attack of your own. This skill can only be used as a counterattack against skills with an animation time of 2 seconds or more. Counter Break has a cooldown of 30 seconds.
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Garrison Force | Tier I Skill
Upon activation of this skill, the Guardian's current HP is reduced by 10% of their maximum HP. Cannot be used if the Guardian's HP is less than 10%. The Guardian then gains an additional HP bar, labeled as 'Armor' with a value of roughly 10% of their maximum HP. When the Guardian's Armor bar is above 0, any damage taken will first be applied to Armor before affecting HP. If a character has not taken any damage for 10 seconds, Armor will gradually increase until it is fully restored after 10 seconds. If Barrier Armor is used on the Guardian while this skill is active, the two effects add onto each other and thus the Guardian's Armor bar will be 15% of their maximum HP. Garrison Force's duration is indefinite, but if the Guardian's Armor bar should ever drop to 0, it is canceled. Garrison Force has a casting time of 2 seconds and a cooldown of 10 seconds. At Level 45, Garrison Force may be cast on a party member but it will still cost the Guardian's HP to cast.
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Hammer Beat | Tier I Skill
A skill that raises the shield or two-handed weapon over the Guardian's body, then crashes it down upon the enemy with a loud sound effect. If a monster struck by this attack is lower-leveled than the Guardian, it is almost guaranteed to shift aggro upon the Guardian. However, the Guardian may need to follow up this skill with other aggro-generating skills in order to reliably hold the monster's aggro in an extended fight. This skill has an animation time of 2.5 seconds and a cooldown of 5 seconds.
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Heavy Anchor | Tier I Skill
This skill is performed by facing a nearby target at equal footing. The Guardian slams their foot into the ground, causing both the Guardian and their target to essentially be pinned to the very spot they stand. This skill has an animation time of 2 seconds and a cooldown of 30 seconds. The maximum duration of this skill is 10 seconds, ending immediately when either the Guardian or target is struck by an outside force. As such, this skill cannot be used to resist effects such as knockback.
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Knight's Heart | Tier I Skill
Toggle skill. Conventions of medieval warfare made it so that even the most heavily-armored knights tended to become the most difficult to take down, thanks to their trusty mounts. These teachings form the basis of this skill. While almost essentially a must-have for Guardian-Cavalier hybrids, it is still a fairly useful skill in the right circumstances. This skill raises the Guardian's aggro-attracting presence while in a mounted state. If this skill is used by a Guardian whose subclass is Cavalier, then they also raise a 10% bonus to their attack speed while mounted.
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Provisioning | Tier I Skill
A Guardian self buff skill. For the next 10 seconds, the potency of all HP restoring skill effects received by the Guardian is increased by 25%. This skill has an instant cast time and a cooldown of 120 seconds.
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Resilience | Tier I Skill
A passive ability of the Guardian. Due to their highly defensive class role, their HP regenerates faster outside of battle compared to other classes. Additionally, they regenerate a small amount of HP within battle, every couple of seconds. This passive battle healing is not very high, but it might prove to save one's life in the long run.
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Shield Mastery | Tier I Skill
Passive skill. As the premiere tank of Elder Tale, the Guardian's signature equip is their large shield. It's rather bulky and takes some time to get used to for most players. However, considering the Guardian's playstyle, prolonged use means that they are unparalleled in terms of wielding shields. A Guardian with this skill can equip shields with an item level of up to 5 levels higher than their own Guardian class level.
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Shield Smash | Tier I Skill
The Guardian's signature style is the large of a large shield. By ramming the opponent with this skill, it's essentially ramming the target with an iron wall. Naturally, such an action will pretty much interrupt any skill that an opponent is casting. This skill has an animation time of 2 seconds and a cooldown of 10 seconds.
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Stepover | Tier I Skill
Traps are everywhere in a dungeon. Wired arrow traps, falling ceilings, spiked floors, crushing walls, perhaps even some of your teammates are traps themselves. In any case, this skill deals with providing the Guardian with the ability to temporarily reduce the damage taken from area hazards drastically and to override the obstacle to ultimately break the mechanism. By finding a way through an otherwise rigged pathway, it might be possible to find a shortcut. This skill has a duration of 10 seconds and a cooldown of 60 seconds.
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Taunting Shout | Tier I Skill
A aggro-gaining skill that targets a single enemy and boasts one of the lowest cooldowns in the Guardians' skill list. The Guardian provokes a single opponent and draws their attention. Because of this basic utility, it is a very simple skill mostly used by beginners. Of course, if there's only one opponent, why waste your time when you can stick with this classic? This skill places the Guardian at the top of the target's aggro list during the moment it is used, so the Guardian will have to follow up with other aggro-generating actions to reliably hold the target's aggro. This skill has an animation time of 2 seconds and a cooldown of 5 seconds.
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Tier IIPartial preview list; unlocked at Level 30.Armor Crash | Tier II Skill
Ultrasonic vibrations wrap around the Guardian's weapon or shield, causing it to appear blurred as a result. The result of this attack is that the vibrations will naturally assist the weapon in making clean cuts. This effect is made more amplified when the vibroweapon makes contact with any hard surface, slicing through rock and metal with great ease. While this skill is in effect, the Guardian deals 25% extra physical damage to enemies wearing Light Armor and 50% extra physical damage to enemies wearing Heavy Armor. Monsters struck by the weapon have their Physical resistance reduced by 1 stage for the duration of the attack. Due to the increased difficulty in handling the weapon, the Guardian may not perform any offensive skills using an affected weapon unless they manually cancel the skill. This skill has a casting time of 4 seconds, a maximum duration of 20 seconds, and a cooldown of 40 seconds. This skill's maximum duration increases to 25 seconds at Guardian Level 60 and 30 seconds at Guardian Level 90.
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Castle of Stone | Tier II Skill
The Guardian projects a powerful aura that nullifies all incoming damage or knockback to themselves for 10 seconds. Despite the amazing implications of this skill, it makes the Guardian immobile for the full duration and can only be used once per 10 minutes at base level. It's said that cooldown-reducing equipment effects for this skill exist to massively reduce the time per use, but it would require a great amount of funding to make this skill anything but a powerful emergency defense.
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Converging Saber | Tier II Skill
A skill that aims to bridge crowd control with damage potential. The Guardian swings their weapon or shield in a 180 degree arc, causing an aura projectile to shoot 3 meters forward. Enemies struck by the attack experience a sharp pain as the aura diffuses through their body, dealing moderate damage and attracting a high amount of aggro. The aura also has the additional effect of pushing enemies toward the center of the arc, setting up for other area of effect attacks. This skill has an animation time of 3 seconds and a cooldown of 10 seconds.
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Ephemeral Guillotine | Tier II Skill
A Guardian skill usable only with a two-handed weapon while in mid-air. The Guardian raises the weapon above their head and performs a single front flip. Then, the Guardian immediately descends to the ground at a high velocity. Fall damage sustained is greatly reduced during this skill's duration. Upon contact with the ground, a gigantic vertical cutting wave cleaves the area up to 5 meters in front of the Guardian. The strength and range of this skill is further influenced by the height at which the Guardian used the skill, so it's not unusual for it to be a major offensive factor when used from a cliffside. This skill has an animation time of 2 seconds and a cooldown of 20 seconds.
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Gravity Aura | Tier II Skill
The antithesis to Nightmare Sphere, the Guardian class possesses the ability to generate a force field around themselves to bind everything to the ground. Tasks such as jumping and flight become difficult, if not impossible. Furthermore, characters with heavier equipment may suffer additional effects. The Guardian generates mana into a radius of 5 meters, creating a temporary field of high gravity and causing all enemies within the vicinity to feel weighed down, reducing their attack and movement speed by 10%. Skills that can only be activated in midair cannot be used within this field. The Flight skill is canceled and cannot be activated within this field. Characters wielding two-handed weapons (except ranged weapons) suffer an additional -10% attack speed, characters wearing light armor receive an additional 10% penalty to their movement speed, and characters wearing heavy armor receive an additional 25% penalty to their movement speed. Gravity Aura may be maintained indefinitely as long as the Guardian stands in one spot. This skill has a casting time of 3 seconds and a cooldown of 20 seconds from the moment it is canceled.
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Guard Shift | Tier II Skill
A toggle skill that tenses up the Guardian's body when activated. While this skill is in effect, the Guardian's body will be assisted by an defensive AI which automatically controls their body in order to auto-defend against oncoming attacks. This skill is particularly effective for guarding against attacks even when the Guardian themselves hasn't realized that an attack was launched, for the AI will detect any attack within 10 meters that targeted the Guardian and respond accordingly. This effect can be exploited by enemies aiming to perform simultaneous attacks, so be careful. Another downside is that the activation of this skill prevents the Guardian from moving or performing attacks of their own until it is called off. It is an excellent defensive skill that can provide a patient warrior a window of opportunity if used in battles of attrition.
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Holy Grail | Tier II Skill
The Holy Grail, a legendary and coveted artifact of Western lore. Some desire it for its rumors of granting immortality, while others desire it as part of a holy quest. A truly dedicated Guardian whose wish is to protect and save their teammates will be able to do so by casting this skill. The activation of this ability creates a golden goblet animation to flash above the target's head for the next 5 seconds. Within this duration, if any attack should otherwise lower the target's HP to 0, they stay at 1 HP for the duration of this skill. All negative effects that deal damage over time to the target also have their damage negated while this skill is in effect. As a result, a teammate in mortal danger can be saved or the Guardian themselves may be able to deliver an unstoppable last stand. This skill is often compared to Castle of Stone for their similar effects, but ultimately this skill is much more situational and support-oriented. Holy Grail has a casting time of 4 seconds and a cooldown of 45 seconds.
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Onslaught | Tier II Skill
A skill that transforms the Guardian into a powerful juggernaut for a brief moment. This skill is used either with a two-handed weapon or a shield, where the Guardian swings or thrusts forward with great momentum. If a target was successfully hit by this initial blow, the Guardian will automatically proceed into an additional three-hit combo with their weapon, ending with the Guardian swinging upward and aiming to knock the enemy into the air. All defense buffs applied to the Guardian during the performance of this skill are instead treated as attack buffs for the duration of the skill. This skill has an animation time of 5 seconds and a cooldown time of 30 seconds.
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Rearmament | Tier II Skill
A skill used for maintaining defense, even when one's equipment is heavily damaged or unarmed. Upon the activation of this skill, the Guardian creates a shield from pure mana. The shield generated by this skill takes the default appearance of a typical kite shield, although more MP can be spent to change the shield's appearance. Shields generated from this skill are considered to have an equipment level equal to the Guardian's level. Shields generated by this skill may last up to a full minute, dispersing into mana after it expires or breaks. This skill has a casting time of 2 seconds and a cooldown of 70 seconds.
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Siege Breaker | Tier II Skill
The Guardian holds a two-handed weapon or large shield in front of their body and shifts pressure toward their heels to activate this skill. In response, the Guardian's body will automatically dash forward, mowing down targets standing in the way. The higher the item level of the Guardian's armor compared to that of the opponent's, the more bonus damage is dealt by this skill. Nevertheless, this sudden burst of speed is something very uncharacteristic of the Guardian's usual abilities, so an opponent caught off guard by the technique will usually be too late to react to it. This skill has an animation time of 1 second and a cooldown time of 15 seconds.
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Steel Squadron | Tier II Skill
A Guardian party buff used to support the party's overall defensive potential. When this skill is used, all party members may use the skills [Shield Mastery], [Shield Smash], [Guard Shift], and [Siege Breaker] even if they are not Guardians. The Guardian must have the corresponding skills in their skill list in order to pass on these skills. When this skill is activated, the Iron Will beginner skill also stacks if there are multiple Guardians in the party. If two or more party members are standing within 1 meter of one another, those characters will also receive a +10% bonus to their physical defense by this skill's effect. Steel Squadron has a casting time of 3 seconds, a duration of 60 seconds, and a cooldown of 30 seconds. If it is recast, its duration is reset.
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Vicious Crusade | Tier II Skill
A Guardian skill usable only with a two-handed weapon. Using a fraction of their life energy, the Guardian slashes forward with such momentum that a red cutting wave appears and cracks the ground for a few meters forward. This gigantic projectile and the terrain damage it causes can tear through a battalion of monsters in an instant. The primary downside to this skill is that rather than MP, it requires a flat cost of 10% of the Guardian's HP to activate. Of course, if you can eliminate the foe before they can lay a hand on you, it's only a small price to pay. There is a cooldown of 10 seconds when this skill is used and its animation time is 2 seconds.
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Tier IIIPartial preview list; unlocked at Level 60.Buster Rend | Tier III Skill
The Guardian raises a two-handed weapon, causing it to extend three meters in length and become enveloped in a bright golden light. They will then swing it forward in a full horizontal 180 degree arc, with the attack phasing through all enemies struck while still dealing full damage. It is one of the Guardian's most potent attacks in terms of DPS to make up for its slightly telegraphed animation. Be warned that despite the skill's aesthetic effect, it is still possible to mitigate the damage received through blocking, even if the weapon appears to bypass the defense. The activation of this skill grants the Guardian a Super Armor buff during its duration, canceling any knockback/knockdown effects and preventing any enemy attacks from interrupting its animation. This skill has an animation time of 3.5 seconds and a cooldown of 30 seconds.
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Crest of the Oda | Tier III Skill
A secret art taught in the village of the Moon Dance Forest. To use it to its full potential, it's said that one should train under the guidance of the villagers. The Oda promote strength and courage, enough to withstand armies. Using this skill, a Guardian summons forth the Crest of the Oda to appear before them, which stays for 5 seconds. If attacked, the skill negates 50% of the damage, and reflects it back towards the enemy. The other 50% is taken to the user. While Crest of the Oda is active, the Guardian cannot perform any other attacks or skills. After 5 seconds, the image will vanish. This skill has a cooldown of 30 seconds and an animation time of 1 second.
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Damocles | Tier III Skill
The Sword of Damocles, a symbol of humility that looms over its wary target. The Guardian expends mana in order to create the illusion of a gigantic sword, floating high above the battlefield. Because of this skill's nature, it cannot be used indoors. The weapon is roughly 10 meters tall with a blade thickness equal to the average adult's body width. Damocles, to most individuals, appears mainly as a psychological deterrent toward anyone who should close in on the Guardian. Through a mental command, the Guardian may cause Damocles to fall down onto the ground at any time, stabbing through any target it falls upon before disappearing. A target directly struck by Damocles is dealt heavy physical damage. This skill has a casting time of 5 seconds and a cooldown of 60 seconds. Only one Damocles can be summoned by the Guardian at once, and it has a maximum sustainable distance of 100 meters from the Guardian.
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Iron Curtain | Tier III Skill
The Guardian slams down a shield or two-handed weapon into the ground, causing the animation of a wall of mana to rise up around the surrounding three meters. All ally characters within this boundary receive a great buff to their defense and maximum HP for 5 minutes. Because of Iron Curtain's effectiveness and ability to be perpetually active in the battlefield, it is one of the most important support skills to bring along in major raids. This skill has an animation of 5 seconds and a cooldown of 1 minute. If Iron Curtain is used on a character who is already affected by the skill, its duration instead resets to the full 5 minute duration.
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Retribution | Tier III Skill
Retribution is a skill that shrouds the Guardian in a glowing red bubble, raising their physical defense by 20%. It can only be activated when at least one enemy has targeted the Guardian with an attack within the past minute. All those enemies will have a glowing marker floating above their head and a timer will count down at the corner of their vision, starting from 10 seconds. When the timer reaches 0, any characters targeted by this skill will receive a high amount of physical damage. This skill can be canceled by attacking the Guardian enough to deal a total of more than 10% of their HP in damage before the time limit is depleted. As soon as the Guardian takes enough damage, the red bubble, markers, and countdown will disappear. This skill has an instant casting time and a cooldown of 60 seconds.
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Seeing Repulsion | Tier III Skill
Seeing Repulsion is a skill that places two semi-translucent lens shaped barriers over the Guardian, which can be placed to the Guardian's left, right, or behind them. The Guardian chooses the direction of the two barriers when this skill is being used. When struck by a melee attack, the barrier knocks the opponent about 3 meters backward and deals physical damage. Barriers may be stacked in order to double the knockback distance, but damage remains the same. This barrier does nothing if used to defend against a magic or ranged attack. Targets who take damage from this skill have their melee attack speed reduced by 25% for 10 seconds. This skill has a casting time of 2 seconds, a duration of 10 seconds, and a cooldown of 30 seconds.
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motto up bb
Adventurer
Gold:
Guild:
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Post by Gaia on Dec 15, 2013 3:01:56 GMT
live and die by the blade. Compatible equipment: All melee weapon types, firearms, bows, cloth armor, leather armor, chain armor, plate armor.
The following is a list of skills that are available to their respective class. When you start out, you obtain three skills and gain an additional skill every 3 levels. Unlike subclass skills, you can choose which skill to take upon leveling. As players approach Level 30, more skills will be available. Beginner Skills Available to all players of this class. Skills do not have to be added to a profile to be used. Chain Nemesis | Beginner Skill
Toggle skill. The Chain mechanic of the Samurai's fighting style describes a refined pattern that can hold off a rampaging army or become the spearhead of the main assault. Whenever the following chains are active, the following effects apply. As the Samurai's Chain rises, it overrides the effect of the previous Chain.
Chain 1: Increases aggro generation of Samurai skills by 10%. If a Defensive Chain 1 skill was last used, increase the Samurai's physical defense by 5%. If an Offensive Chain 1 skill was last used, increase the Samurai's physical damage by 5%.
Chain 2: Increases aggro generation of Samurai skills by 25%. If a Defensive Chain 2 skill was last used, increase the Samurai's physical defense by 10%. If an Offensive Chain 3 skill was last used, increase the Samurai's physical damage by 10%.
Chain 3: Increases aggro generation of Samurai skills by 50%. If a Defensive Chain 3 skill was last used, increase the Samurai's physical defense by 15%. If an Offensive Chain 3 skill was last used, increase the Samurai's physical damage by 15%.
Chain 4+: Increases aggro generation of Samurai skills by 100%. If a Defensive Chain 4 skill was last used, increase the Samurai's physical defense by 25%. If an Offensive Chain 4 skill was last used, increase the Samurai's physical damage by 25%.
The aggro generating effect of this skill can be separately toggled on or off.
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Unyielding Spirit | Beginner Skill
Samurai are known for their unwillingness to yield in battle. This mentality inspires their party increasing magic defense by 5%. Multiple instances of this skill do not stack.
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Swordplay | Beginner Skill
As a Tank class, no Samurai should come into a battle unprepared. The Parry skill within the Adventurer Skill list is considered a free Samurai Beginner skill.
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Tier I Available from Level 1. Ace Move: Bushi Chousen (Samurai's Challenge) | Tier I Skill
Chain 1 Defensive. When used, resets any current Chain to 0. If an opponent performed an attack on you between this turn and your next turn, raise your Chain by 1. A move often used to start the battle. The Samurai issues a valiant taunt toward all enemies in the immediate area, challenging them to take up arms in a grand duel of honor. The animation of this skill is somewhat flashy and when it was a game, there were even videos of fandubs speculating what the samurai might have said. Needless to say, it carries on in this game too. This skill generates a high amount of aggro when used early on in a fight, an amount which decreases gradually over time. This skill has an animation time of 2 seconds and a cooldown of 10 seconds.
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Ace Move: Denkosekka (Lightspeed) | Tier I Skill
Chain 1 Defensive. Starts or resets the current Chain. The activation of Denkosekka covers the samurai in a electrifying aura, raising the user's movement speed. This aura is also used as a makeshift barrier that can absorb some damage from a single hit before dissipating. However, the samurai must be sure not to stray too far from their party while this ace move is active, lest they risk collapsing the party formation. This skill has a maximum duration of 15 seconds and a cooldown of 25 seconds.
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Ace Move: Go no Sen (Early Bird, Night Owl) | Tier I Skill
Chain 1 Defensive. Starts or resets the current Chain. Does nothing if the opponent targeted the player with a magic attack. This ace move follows after the basic concept of Parry, except that it is used in an aggressive manner to build up momentum. The user predicts an oncoming attack and counters it by striking the opponent's weapon with their weapon and then pushing onward into an attack of their own. Gonosen is typically performed with a melee weapon, but its concept can also be used to deflect an opponent's arrow by shooting it off-course. To deflect ranged attacks in this manner, the Samurai must obviously be equipped with a bow. This skill has an animation time of 1 second and a cooldown of 10 seconds.
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Ace Move: Izuna-giri (Vacuum Slash) | Tier I Skill
Chain 2 Offensive. Usable after Chain 1 skills. Izunagiri is performed using a overhead slash, creating a vacuum air blade to be shot directly forward and strike enemies. The concept is also available toward bow use as well, engulfing the arrows in a wind current that allows for additional piercing damage. This attack is notably one of the few Samurai skills that can strike from long range for melee fighters. This skill's attribute is wind, has an animation time of 2 seconds, and a cooldown of 10 seconds.
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Ace Move: Kabuto-wari (Helm Splitter) | Tier I Skill
Chain 1 Offensive. Starts or resets the current Chain. Kabutowari is a simple technique that involves a quick forward charge followed by a vertical slash aiming to cut down on the target's head. It delivers extra damage if dealt when the target has full HP. This skill has an animation time of 1.5 seconds and a cooldown of 5 seconds.
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Ace Move: Kodama-kaeshi (Rebounding Echo) | Tier I Skill
Chain X Defensive. Usable at any time, copies the Chain number of the previous Ace Move for the duration of the turn. If the previous move was a Chain X skill or if the user did not use an Ace Move during their previous turn, this skill becomes Chain 1 for the duration of the turn. Kodamakaeshi is a sudden shift into a counter attacking position once the user has been struck by a target's attack. By sacrificing a bit of their momentum, they are able to react with lightning reflexes and deliver a blow of their own. This skill has an animation time of 0.5 seconds [Instant] and a cooldown of 30 seconds.
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Ace Move: Mawarufuusen (Whirlpool Spin) | Tier I Skill
Chain 2 Offensive. Usable after Chain 1 skills. Mawarufuusen is performed by lifting the weapon above the user's head and spinning it around like a helicopter propeller. This causes a manipulation of the air surrounding the user, pulling in any nearby opponents toward the user. As a result, nearby opponents' movement speeds are reduced if they target any character other than the samurai. This skill's attribute is wind, can be sustained up to 10 seconds, and has a cooldown of 30 seconds.
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Ace Move: Seinaru Shinken (Divinity Slash) | Tier I Skill
Chain 3 Offensive. Usable after Chain 2 skills. The user's mana swirls around their weapon as they lift it upward in preparation for an overhead strike. With an animation time of 3 seconds, the use of this skill is very distinctive and will throw most opponents into caution. However, after the animation is concluded, the weapon is slammed down at the ground, releasing a massive golden energy cutting wave forward, with a maximum range of three meters. This attack is concentrated in a minimal area, delivering massive damage to anyone foolish enough not to prepare for the attack. While inflexible, it is easily one of the most impressive Samurai techniques and is often used for dispatching of tanky enemies. This skill has a cooldown of 30 seconds.
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Ace Move: Shunsen (Flashwave) | Tier I Skill
Chain 2 Offensive. Usable after Chain 1 skills. Shunsen is a quick and sudden horizontal slash that cuts the air and forms a cutting wave vacuum which deals additional damage. Unlike Izunagiri, this pressure field is stationary and essentially serves as a deterrent to opponents' melee attacks for the duration of the technique. This technique has a fan-shaped area of effect, making it an excellent technique to dispatch enemies standing in close proximity. This skill's attribute is wind, has an animation time of 2 seconds and a cooldown of 20 seconds.
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Ace Move: Tsurugi Bunshin (Blade Mirage) | Tier I Skill
Chain 3 Offensive. Usable after Chain 2 skills. The user channels their mana in order to create a trailing afterimage that follows their every movement for 10 seconds. Every time the user performs an attack, the afterimage causes the attacking animation to persist about an extra second after the attack was launched. In the case of a ranged attack from a bow, an afterimage will trail behind the first arrow and cause two arrows to apparently be shot. Because of this effect, a target is not only hit once by a basic attack, but twice. As such, performing this Ace move prevents the user from using any other skills until the effect has worn off. This skill has a cooldown of 60 seconds.
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Ace Move: Youkaigiri (Spectral Slash) | Tier I Skill
Chain 1 Offensive. Starts or resets the current Chain. This Samurai skill coats the Samurai's weapon or a single projectile with a bright cyan glow. Upon contact with the first inanimate object it meets, such as a thin wall or tree, the weapon or projectile will phase through the object and deal no damage to it. The glow will fade away and the weapon or projectile will then continue onward without changing in velocity. An affected weapon or projectile may only phase through an inanimate object with a maximum thickness of 0.5 meters. Opponents' weapons and equipped armor are unaffected by this skill, but the effect is not used up should the affected weapon make contact with an opponent's equip. Additionally, this skill allows the target to hit Spirit-type monsters with a Physical resistance of Null as though its physical resistance was reduced by 1 stage. This skill has a casting time of 3 seconds and a cooldown of 10 seconds.
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Ace Move: Zantetsuken (Steel-Cutting Blade) | Tier I Skill
Chain 1 Offensive. Starts or resets the current Chain. This skill has an animation time of 1 second and a cooldown of 5 seconds. A Samurai technique commonly used not for its offensive abilities, but its utility purposes. This skill causes the Samurai's weapon to flash a bright red color as they slash a target. If this target is a living creature or monster, it deals pitifully single-digit damage. However, inanimate objects such as doors and walls will take heavy damage from the blow, and the terrain can be cut up by this technique. Use this skill when you need to cut yourself an alternate route. Its low cooldown makes it more of the more practical skills to take for Samurai who don't care much for combat. That said, beneath this humble skill lurks a legend...
If the Samurai was in Chain 4 anytime within the past 5 seconds, this skill is renamed into Ace Move: Shin-Zantetsuken. It deals Severe physical damage and stuns an opponent for 2 seconds. Then, this skill goes into a cooldown of 120 seconds.
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Bushido: Iaido (Art of the Draw) | Tier I Skill
Passive. Samurai have a honed and disciplined mind. Their visualization and training enable their first strike when their katana is drawn from the sheath to deal additional damage and threat. A Samurai is granted a free Iaido strike before performing a Chain 1 ability or after completing a Chain 3 or higher ability. This skill can only activate once per chain. This strike does not break the chain, allowing the Samurai to perform a skill in the same turn.
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Tier II Partial preview list; unlocked at Level 30. Ace Move: Bishamon Keshin (Vaisravana Visage) | Tier II Skill
Chain 3 Defensive. Usable after Chain 2 skills. A powerful aggro-seizing ability that can be used after accumulating enough battle momentum. This skill causes the Samurai's body to glow with a bright light, rapidly regenerating HP over 20 seconds. At the same time, this visual effect induces monsters to aggro the Samurai on sight. Because the sustained HP serves as an offset to an increased aggro, this skill is often favored in party situations for tanking purposes. This skill has a casting time of 3 seconds and its cooldown is 60 seconds.
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Ace Move: Dokuganryu (One-Eyed Dragon) | Tier II Skill
Chain 2 Defensive. Usable after Chain 1 skills. Dokuganryu, the One-Eyed Dragon, is an attack that aims to tip the balance of the battlefield. Upon this skill's activation, a cloud of thick black smoke erupts from the Samurai and quickly scatters to cover a distance of 10 meters in radius. This smoke lasts for 10 seconds and the Samurai that used this technique is able to see clearly through the smoke as though it were only a thin layer of fog. Amidst this distraction, the Samurai will be able to launch attacks on a surely disoriented foe. This skill has an animation time of 2 seconds and a cooldown of 20 seconds.
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Ace Move: Fuurin Kazan (Wind, Forest, Fire, Mountain) | Tier II Skill
Chain 3 Offensive. Usable after Chain 2 skills. Fuurinkazan references to the battle tactics of warlord Takeda Shingen, in an attack as orderly and yet as fierce as possible. The Samurai's body emits a flaming aura similarly to the Denkosekka skill, except that any opponents who physically attack the Samurai take fire-type damage upon contact. In the meantime, a coat of air surrounds the Samurai's weapon, causing all melee and ranged normal attacks to release an additional air projectile in a style similar to Izunagiri, dealing wind-type damage. By combining the defensive and offensive techniques of previous tier skills, the Fuurinkazan strives to conquer the battlefield uncontested. This skill has a casting time of 3 seconds, a duration of 15 seconds, and a cooldown of 45 seconds. Fuurin Kazan causes a Burn debuff on affected targets for 10 seconds, slightly reducing their HP every time they attack or use an active skill.
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Ace Move: Ikusa Nehan (Battlefield Nirvana) | Tier II Skill
Chain 1 Unaligned. Starts or resets the current Chain. If this skill is used consecutively, treat it as though it were one Chain level up (First turn activation of Ikusanehan is Chain 1, second turn becomes Chain 2, etc). A Samurai technique that inflicts a self buff on the user as their body emits a gradually intensifying red aura. This buff passively raises their offensive and defensive stats until they perform an attack. This technique can be stacked up to three times, making it a good selection for tankier Samurai builds. It also grants the Samurai with an impressive amount of battle focus, allowing them to perform more complicated techniques after a brief moment of meditation. This skill has an animation time of 2 seconds and a cooldown of 5 seconds.
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Ace Move: Murakumo no Tachi (Sheath of the Gathering Tempest) | Tier II Skill
Chain X Defensive. Usable at any time, reverts Chain to 0 after use. Like the legendary Sword of Murakumo and its ability to quell a raging wildfire, this technique serves to defend oneself and one's allies. Its activation causes the glow to become semi-transparent as it glows in a bright aura. As soon as the user makes a slashing arc movement, the sword phases through all objects and creates a makeshift energy barrier that absorbs incoming attacks for a few seconds. Depending on the Chain when this Ace Move was used, other party members can be protected by this skill. For example, if Chain was 3, the user and 2 allies can be protected. This skill has an animation time of 2 seconds, a duration of 5 seconds, and a cooldown of 25 seconds.
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Ace Move: Rokutenmaou (Tyrant of the Six Realms) | Tier II Skill
Chain X Unaligned. Copies the current chain of the opponent. If the opponent is not a Samurai or if their chain was just broken during their previous turn, this skill is treated as Chain 1. Rokutenmaou is a skill that aims to claim the upper hand on an opponent Samurai by intercepting an oncoming attack and absorbing the opponent's battle momentum. A physical contact between the Samurai and the opponent will deal a small amount of unblockable splash damage to the target. Also, this skill contributes to an increased amount of aggro between the Samurai and the target, if performed on a monster. This technique can also be used as an alternate form of the Parry skill, especially when the opponent is not a Samurai. This skill has an animation time of 1 second and a cooldown time of 10 seconds.
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Ace Move: Torifune (Amaterasu Airship) | Tier II Skill
Chain X Unaligned. Usable at any time, copies the Chain number of the previous Ace Move for the duration of the turn. A Samurai skill that causes the Samurai's feet to float a few inches in the air. This allows for excellent mobility when fighting in rough terrain like gravel or sand and reducing the Samurai's risk of tripping over obstacles. It can even be used to walk along the surface of shallow water for about five seconds. The Samurai may alternately target a teammate with this skill, but it will cause any existing chain to break. This skill has a casting time of 3 seconds, a cooldown of 20 seconds, and a duration of 10 seconds.
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Ace Move: Tsubame-gaeshi (Swallow Slash) | Tier II Skill
Chain X Offensive. Usable at any time and copies the current Chain, reverts Chain to 0 after use. After the samurai has gathered enough battle momentum from combat, Tsubame-gaeshi is a double-slash technique that involves an energy cutting wave slashing at the target from below while the player rushes in for a downward slash at the same instance. The cutting wave's power is exponential and highly dependent upon the level of the current Chain, so it is often used as a combo finisher. This skill has an animation time of 2.5 seconds and a cooldown of 60 seconds.
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Ace Move: Yabouzan (Ambition Cutter) | Tier II Skill
Chain 4 Offensive. Usable after Chain 3 skills, reverts Chain to 0 after use. While Samurai skills generally cap off at Chain 3, this skill is one of the rare exceptions that can chain onto such an already powerful skill. A powerful battoujutsu technique, performed by holding the melee weapon down to the side with a tight grip. The Samurai then dashes forward, disappears for a split second, then teleports five meters in front. If the Samurai teleported through any target, they are dealt severe physical damage upon the Samurai's reappearance. Due to the amount of battle momentum required to use this skill, it is often the Samurai's ultimate finishing move. However, if mistimed, it can often spell one's defeat. This double-edged nature is symbolic of its name, translating to Ambition Cutter. This skill has an animation time of 1.5 seconds and a cooldown of 60 seconds.
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Bushido: Niten-gorin (Two Heavens, Five Rings) | Tier II Skill
Toggle skill. While the role of dual-wielding combat is typically visualized in the form of the Swashbuckler's combat style, the Samurai class does share some affinity toward the technique in the Niten Ichi-ryū school. Best known historically as Musashi Miyamoto's fighting style, this skill lifts the accuracy penalties for dual-wielding weapons for the user. The Auto-Attack or Parry skill may be activated at the same time as another Samurai skill without breaking the chain. However, while this skill is active, the animation time of every Samurai skill performed will be increased by 1 second. There is a 1 second cooldown that applies whenever this skill is toggled on or off. Only one Toggle Bushido skill may be active at any time.
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Bushido: Tansho-chousho (Art of Defense) | Tier II Skill
Samurai that have become accustomed with the battlefield need not fear the danger of oncoming attacks. By merely analyzing the situation with combat prowess, the tide can be turned with careful planning. The Parry skill is passively treated as though it is a Chain 1 skill. This skill can be toggled at any time to halve the weapon level of an equipped weapon while increasing the Samurai's defense level by the same amount. There is a 1 second cooldown that applies whenever this skill is toggled on or off. Only one Toggle Bushido skill may be active at any time. If the Samurai is above Level 60 and is in Chain 2 or higher, the Parry skill will not break or reset any existing Chain.
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Tier IIIPartial preview list; unlocked at Level 60.Ace Move: Kamaitachi (Galeswept Blade) | Tier III Skill
Chain X Offensive. Usable at any time, copies the Chain number of the previous Ace Move for the duration of the turn. A secret art taught in the village of the Moon Dance Forest. To use it to its full potential, it's said that one should train under the guidance of the villagers. A powerful swordsman can control the elements. In this move, a Samurai can harness the power of wind in their blade, sweeping it before themselves in a wide arc projectile. The initial sweeping blade attack deals full physical damage and then releases a wind projectile. The arc reaches 5 meters out with an arc width of 2 meters and moves forward 0.5 meters per second. Enemies caught in the range of attack are swept up by the wind and are slowly knocked back disorientingly while dealt gradual wind damage over time. Getting out of the wind current requires that the target spends about three seconds to regain their balance and jump out. This projectile lasts for 10 seconds before the wind dies down and it disappears. This skill has a cooldown of 60 seconds and an animation time of 1.5 seconds. |
Ace Move: Muramasa (Shadowland Sigil) | Tier III Skill
Chain 3 Unaligned. Usable after Chain 2 skills. The legend of the sword forged by the blacksmith Muramasa tells of a vicious sword that cuts everything in its path, even the very air it touches. This skill covers the weapon with black runes upon activation. If the weapon draws blood within the next 10 seconds, it will cause these runes to transfer from the sword to the target. The runes will then cover the target's body and slowly envelop their form. Once a target is fully cursed, their body will immediately dissolve into a puddle of blackened flesh. Depending on the strength of the opponent, some may resist the effect of this skill for quite some time before becoming susceptible. This skill is considered a Death Curse debuff. The time it takes for a monster to become fully corrupted is equal to its level in seconds. If this skill is used on an Adventurer, Strong, or Elite monster, the curse time is doubled. This skill cannot affect boss or Machine-type monsters. This skill has a casting time of 4 seconds. Its cooldown is 40 seconds.
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Ace Move: Shinra-bansho (All of Creation) | Tier III Skill
Chain X Unaligned. The Samurai taps into their inner spirit and unleashes their fullest potential, a power that can only be withstood for a few seconds before it would threaten to burn away the Samurai's own soul. The activation of this skill shrouds the Samurai's body in a thin blue flame. Once this skill is used, for the next 10 seconds, the Samurai's current chain is considered to be 5 and cannot fall below 5 by any other effect. This allows for all Samurai skills to be used out of their normal order, even skills that would otherwise reset Chain to 0. After the 10 seconds have passed since this skill has been active, the Samurai's Chain drops to 0 and they may not perform any offensive Samurai skills for 10 seconds. This skill has an instant cast time and a cooldown of 180 seconds. |
Ace Move: Toragari Shura (Tiger of Kai) | Tier III Skill
Chain 3 Offensive. Usable after Chain 2 skills. This skill may instead be performed as a Chain 4 skill when the Samurai is under the effects of Fuurinkazan. The Samurai closes in on the opponent and performs ten slashes from multiple angles. Then, the Samurai jumps about 2 meters in the air and strikes down on the opponent with a momentum-driven cleave. This final strike causes the ground to splinter from the resulting force, compromising a defending opponent's balance and assailing a dodging opponent with earth debris. When Fuurinkazan is active, if the opponent is weak against either the fire or wind elements, this skill deals bonus damage. This skill has an animation time of 0.25 seconds for each of the first ten strikes and 2 seconds for the final strike. Its cooldown is 45 seconds.
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Ace Move: Yamato Damashii (Samurai Soul) | Tier III Skill
Chain X Unaligned. Usable at any time. A skill that gathers together Ki energy to prepare the Samurai for any action, even if it may otherwise require a lot of preparation. The Samurai's eyes will glow a bright green upon the activation of this skill. When this skill is activated, most attacks cannot lower the Samurai below 1 HP for the next 5 seconds. Additionally, the Samurai's Current Chain is increased by 2 and they may immediately perform an Ace Move afterward. For example, activating this skill at Chain 1 will allow the Samurai to skip Chain 2 and move ahead to Chain 3. Activating this skill at the beginning of a Chain will allow them to use a Chain 2 skill. The Samurai cannot revert to a lower Chain level while this skill is active or else their Chain is immediately broken. This skill has an instant casting time and a cooldown of 60 seconds.
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Bushido: Ansatsuken (Assassination Style) | Tier III Skill
Toggle skill. Battojutsu is the art of quickly drawing the sword to intercept or attack a foe at a moment's notice, using a Samurai's sheer reflexes to deter foes from engaging. This skill embodies the mastery of the style. Originally in Elder Tale, a player could draw or put away their weapon with a hotkey, but now it is a manual action.
Whenever the Samurai draws their weapon, select one of the following effects. If the Samurai had not used a skill or attacked an enemy within 10 seconds, this skill becomes [Charged]. - Within 2 seconds, the next Parry skill used has no animation time or cooldown. (Charge effect: a successful Parry additionally deals 10% of the target's damage) - Within 2 seconds, the next normal attack deals 100% increased damage. (Charge effect: damage is increased to 500%) - Within 2 seconds, the next offensive skill used in a Chain deals 25% increased damage. (Charge effect: damage is increased to 50%)
The Samurai has to then sheath and draw their weapon again to reactivate this skill.
There is a 1 second cooldown that applies whenever this skill is toggled on or off. Only one Toggle Bushido skill may be active at any time.
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motto up bb
Adventurer
Gold:
Guild:
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Post by Gaia on Dec 15, 2013 3:02:00 GMT
my body is the ultimate weapon. Compatible equipment: Unarmed, throwing weapons, cloth armor.
The following is a list of skills that are available to their respective class. When you start out, you obtain three skills and gain an additional skill every 3 levels. Unlike subclass skills, you can choose which skill to take upon leveling. As players approach Level 30, more skills will be available. Beginner Skills Available to all players of this class. Skills do not have to be added to a profile to be used. Martial Stances | Beginner Skill
Passive. The Monk possesses a Stance mechanic, where certain stances can be entered to augment the Monk's abilities.
Manawyrm Stance: Terrorize the foe with the vicious presence of the mythical Manawyrm. Increases the Monk's damage, defense, and aggro generation by 10%.
Nighthawk Stance: Strike down the foe with the fast attacks of the mythical Nighthawk. Increases the Monk's damage, evasion, and attack speed by 10%.
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Toughened Vitality | Beginner Skill
A buff type ability which increases the maximum HP of the monk's party by 5%. Multiple instances of this skill do not stack.
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Tier I Available from Level 1. Aura Dragon Punch | Tier I Skill
A skill that is performed by cupping the hands together and then thrusting them forward at the opponent. This generates a densely-concentrated ball of mana which is then thrown forward and deals physical damage to whatever it hits. While this skill can be used in rapid succession, it drains 10% of the user's maximum MP every time. If the user is not currently in Manawyrm Stance, they enter Manawyrm Stance for 10 seconds. If used while already in Manawyrm Stance, this attack draws a high amount of aggro from any monster struck by the attack and Manawyrm Stance's duration increases by 1 second. This skill has an animation time of 1 second and a cooldown of 2 seconds.
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Aura Axekick | Tier I Skill
The user raises a kick and then crashes it down upon the foe, striking them with a kick that leaves behind a glowing blue mana trail for a moment. The Monk cancels any other Stances and enters the Manawyrm Stance for the next 10 seconds, lowering their damage slightly but increasing the rate at which the Monk draws aggro. This skill has an animation time of 2 seconds and triggers a global cooldown during its animation, where no other skills may be used until the animation is resolved.
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Beatdown | Tier I Skill
A toggle-activated monk ability that grants the monk a gradual increase in damage and attack speed for every opponent they defeat. This skill utilizes a combo system, where after about a minute if the user had not gotten another kill, the effect is canceled.
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Bullet Punch | Tier I Skill
The user enters a frenzy by launching multiple punches after another, each punch launched at a faster than usual rate without losing very much momentum from a regular punch. The only disadvantage is that the user's arms are locked into performing this punching animation for four seconds straight, preventing them from doing anything else until the animation has completed. This skill has an animation time of 4 seconds (each individual punch has an animation time of 0.5 seconds) and triggers a global cooldown during its animation, where no other skills may be used until the animation is resolved. When performed while Ironrhino Stance is active, the Monk takes 25% less damage from attacks during this skill's animation.
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Drunk Monkey | Tier I Skill
A passive monk skill based on the Drunken Fist fighting technique. It is activated when the monk uses an alcohol-based drink made by a Brewer. While inhibition by alcohol would normally lower fighters' coordination, this skill causes a heightening of some of the monk's natural reflexes, raising their evasion rate and providing a small chance for the monk to passively dodge attacks entirely. Still, this status only lasts as long as the effect of the drink. So please drink responsibly.
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Iron Body | Tier I Skill
Toggle skill. The monk flexes their body, causing their skin to transform into an iron-like color for the duration of the skill. It provides additional offensive and defensive power at the slight cost of agility. As long as it is maintained, the monk's MP is gradually reduced. This skill has a casting time of 1 second. When performed while Manawyrm Stance is active, this skill does not grant an offensive boost nor does it give an agility penalty. When performed while Nighthawk Stance is active, this skill does not grant a defensive boost nor does it give an agility penalty. When performed while Ironrhino Stance is active, this skill consumes no MP.
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Ironrhino Stance | Tier I Skill
Unlike its active counterparts in the Manawyrm and Nighthawk Stances, the Ironrhino Stance is a position that indicates the Monk's shift into a defensive fighting position. This toggle-activated Monk stance tenses the muscles and cancels any existing Stance. During its casting animation, the Ironrhino Stance causes a semi-transparent projection of a rhino's head to be superimposed on the player's upper body. While in this defensive stance, the user's evasion rate greatly decreases while their defensive ability increases. It's often combined with Iron Body to turn the normally agile class into a slightly capable tank.
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Martial Vault | Tier I Skill
A skill that is performed with the help of a long-shafted weapon, preferably a one-handed staff. The Monk strikes the weapon along the ground and performs a spinning kick with the weapon as a balance. This attack is followed up by transitioning from the spin into a midair vault. This leaves the Monk in perfect position to use the weapon to strike down upon the opponent. Take heed that as Monks do not have weapon masteries for most weapon types, a melee Martial Vault should be performed with a martial arts specialized weapon in order to deal decent damage. This skill has an animation time of 2.5 seconds and a cooldown of 15 seconds. When performed in Nighthawk Stance, this skill has a cooldown of 5 seconds instead.
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Rafting Taunt | Tier I Skill
The user poses aggressively and baits enemies' attention. This skill places the Monk at the top of the target's aggro list during the moment it is used, so the Monk will have to follow up with other aggro-generating actions to reliably hold the target's aggro. This is often used as a means of managing consistent aggro control. This skill has an animation time of 2 seconds and a cooldown of 5 seconds.
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Skybound Throw | Tier I Skill
A monk skill that utilizes throwing weapons in order to keep one's distance. It is performed by jumping backward and tossing throwing weapons forward. The Monk is then propelled about a foot upward in the opposite direction with each throw. This skill has an animation time of 1 second each throw, and may only be sustained for a total of 3 seconds before it automatically deactivates. It has a cooldown time of 5 seconds. When performed in Nighthawk Stance, this skill deals 10% more damage and its cooldown is reduced by 1 second.
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Somersault Kick | Tier I Skill
The user performs a somersault with an outstretched leg, aiming to kick the monster in a preemptive strike while gathering some momentum. This move can be also be used in mid-air in order to propel the user with a slight upward momentum, allowing them to gain about another second of air time. The Monk cancels any other Stances and enters the Nighthawk Stance for the next 10 seconds, increasing melee attack speed by 10% but decreasing ground melee damage for 10 seconds (aerial attacks are unaffected). This skill has an animation time of 2 seconds and triggers a global cooldown during its animation, where no other skills may be used until the animation is resolved.
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Suplex | Tier I Skill
The user grabs hold of their target and leaps into the air. During the grapple the user spins horizontally then the victim is flung over the shoulder and slammed into the ground. Any fall damage suffered by the Monk and their opponent is doubled. Naturally this means that this skill does more damage the longer the user holds on, but at greater risk. This skill has a maximum animation time of 5 seconds and a cooldown of 20 seconds. When performed in Nighthawk Stance, the user does not suffer any increased fall damage from using this skill.
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Tiger Echo Fist | Tier I Skill
The user punches the ground, unleashing a powerful shockwave that damages nearby enemies and sends them flying. The effect is obviously variable depending on the targets' size and weight. Due to the noticeable nature of this skill, it is also an excellent technique to draw enemy aggro. This skill has an animation time of 2 seconds and a cooldown of 10 seconds. When performed while Manawyrm Stance is active, this skill attracts 25% more aggro.
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Wyvern Kick | Tier I Skill
The user takes to the sky by performing a high jump of up to 5 meters, then kicking down toward a target. Often, the monk will then perform another jump to maintain the height advantage. This skill is particularly taken by monks for its vaulting properties. This skill has an animation time of 2 seconds and a cooldown of 10 seconds. When performed while Manawyrm Stance is active, this skill deals 10% more damage and aggro. When performed while Nighthawk Stance is active, the Monk's maximum jump height is 10 meters and this skill's cooldown is reduced to 4 seconds.
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Zoom Attack | Tier I Skill
Usually called Zoom Punch or Zoom Kick by players who use it in the respective way, the Monk launches a punch or kick at the target as their limb extends for an additional meter forward for a few moments. The suddenly extended range of attack catches most melee opponents off guard. This skill is literally and figuratively one of the most flexible Monk skills, making it a viable fighting style for unconventional Monks who want to fulfill a mid-ranged role. It's said that a Monk named Dhalsim on the India Server popularized this skill by suggesting a build based on being able to use it with greatly decreased cooldown. This skill has an animation time of 1.5 seconds and a cooldown of 5 seconds.
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Tier II Partial preview list; unlocked at level 30. Acupressure | Tier II Skill
Particularly experienced martial artists know that striking an opponent at particular pressure points will result in a greater amount of damage to the foe. Acupressure is a toggle skill that enhances the user's vision to reveal an interface overlaid upon the target's body. Striking at these points will result in various effects depending upon the spot targeted. Striking the core and vital regions result in a greater chance of a critical hit, while attacking points on the arms and legs will induce minor stuns on the limb in question. This stun effect typically results in reduced movement and attack speed. There is a minor MP drain to upkeep this skill.
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Amazonian Tornado | Tier II Skill
The combat arts of capoeira are known for its agile acrobatics and specialty of feints and kicks. This skill was developed on the South American server where the Monk class was localized to the Capoeirista class. The Monk begins by performing a cartwheel and then transitions into a twisting kick with the lower shin. This attack is an aú batido, one of the standard techniques of the martial arts style, and is a required pose to assume before continuing with the skill. What makes this technique different from a standard technique performable by any practitioner, however, is the second part of the skill. By exerting additional pressure at the foot during the twist kick, the entire body will then rapidly spin in midair and deal a momentum-driven tornado kick. The agile nature of this skill, along with its low cooldown, makes it a great way to keep your foes at a distance. This skill has an animation time of 1.5 seconds and a cooldown of 5 seconds.
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Battering Ram | Tier II Skill
The Monk's localized version of the Samurai's Zantetsuken skill, only balanced to provide better combat uses. Battering Ram attempts to slam a target with a punch of high momentum. Inanimate objects such as walls and doors take heavy damage from contact with this attack, while opponents' weapons and armor suffer damage and defense debuffs if used to guard against this attack. Direct contact with an opponent, however, deals only a medium amount of damage akin to what one would expect from a strong punch. But maybe you can deal psychological damage to people with this attack. Breaking a table in half with a single punch will make enemies think twice about arguing with you. The animation time of the skill is 2 seconds and its cooldown is 6 seconds.
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Cross Counter | Tier II Skill
The Monk tenses up their body for 3 seconds in preparation of an oncoming melee attack, preventing them from moving. Then, as an opponent lands an attack on the Monk, the Monk will reflexively move their body to minimize the damage received and to quickly deal a cross counter boxing punch at the target. Due to the great agility at which this move can be performed, it is a very potent way for a cornered Monk on the defensive to turn the tables on their opponent. This skill has an animation time of 0.5 seconds [Instant] and a cooldown of 20 seconds. This skill does nothing if a ranged or magic attack is used in response. |
Dragon Rising Uppercut | Tier II Skill
To initiate this skill, mana starts to diffuse into the surrounding atmosphere for 2 seconds. Then, the user performs an uppercut and jumps three meters into the air. At this moment, mana surges from the user's body and diffuses into the force of the uppercut, causing opponents struck by the attack to be blasted away from the impact. Dragon Rising Uppercut reduces the physical resistance of the target by 1 stage (Physical resistant becomes physical neutral, physical neutral becomes physical weak, etc). This skill uses 10% of the user's maximum MP per use. This skill has an animation time of 2.5 seconds and a cooldown of 20 seconds. When performed while in Manawyrm Stance, this skill's cooldown is 10 seconds instead.
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Eye of the Tiger | Tier II Skill
A skill with a namesake representative of the level of concentration that the Monk undergoes. The Monk's pain tolerance is increased, allowing them to shrug off attacks that would otherwise cause them to flinch or stagger. Additionally, the Monk's movement speed is increased by 25% within under the effects of this skill. The activation of Eye of the Tiger causes the Monk's eyes to glow with an orange-red light which starts to flicker when the skill is about to wear off. This skill has a duration of 20 seconds which increases to 30 seconds when the Monk becomes Level 60. This skill has a casting time of 5 seconds and a cooldown of 60 seconds.
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Heated Combat | Tier II Skill
A Monk's toggle skill that behaves similarly to the Beatdown skill in that its effects become more pronounced with repeated combos. However, rather than accumulate power through enemy kills, Heated Combat is a skill that gains power through individual attack combos. As long as the Monk keeps striking the enemy with blows and does not get interrupted for more than two seconds, their punches and kicks will gradually increase in damage. The aesthetic effect of this skill is that the skin around the fist or foot becomes hot to the touch, but this skill does not actually deal fire elemental damage.
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Incarnated Assault | Tier II Skill
Mana surges around the user in a golden aura as their body leaves behind spirit-like doppelgangers. The user then launches a series of punches forward and the doppelgangers follow suit, bashing at the target from other angles. A target struck by this attack is thoroughly pummeled as though they were being beat up on all sides. This skill uses 10% of the user's maximum MP per use. The damage from this skill is treated to be 2x effective rather than 1.5x effective against physical-weak targets. This skill has an animation time of 4 seconds and a cooldown of 20 seconds.
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Lightning Straight | Tier II Skill
A skill that covers the fist in an electrifying glow as the Monk targets an enemy, smashing them for lightning-elemental melee damage. After this skill's animation time is resolved, the Monk will quickly dash over toward the target and deliver a straight punch directly to the target. Lightning Straight is known as one of the fastest skills to initiate upon a foe in close range and its special dash effect allows the Monk to even strike faraway enemies more easily. Lightning Straight's animation time is equal to a minimum of 0.5 seconds plus 0.25 seconds for every 1 meter away the target is. This skill has a cooldown of 12 seconds.
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Magnet Grip | Tier II Skill
The Monk points an outstretched open palm outward and channels mana toward a single point. This ability causes the Monk's body to quickly move over toward the point like a magnet, even if the Monk is currently in mid-air. This skill works well as a utility technique to allow the Monk to recover from a high drop by quickly grabbing onto the side of a wall. It can also be used in combat by attracting a smaller object into the Monk's hand or by concentrating the skill on a retreating opponent so that their movement speed when escaping is reduced. As long as Magnet Grip is active, the Monk's MP is reduced by a small amount every few seconds. Magnet Grip has a cooldown of 5 seconds after it is canceled.
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Phantom Step | Tier II Skill
Phantom Step is one of the Monk's signature skills which projects a number of transparent doppelgangers that serve not only to confuse and distract an enemy, but also to assist the Monk in tanking against an enemy. These entities are little more than constructs loosely brought together by the Monk's mana and thus a single hit by any attack will dissipate their form. Phantoms do not deal any damage and their maximum sustainable distance from the user is 5 meters. Phantom Step initially summons a single phantom and one additional phantom is summoned every time the Monk uses an offensive skill. The Monk can summon a maximum number of phantoms equal to the Monk's level / 10. For every phantom currently active, the Monk's physical defense increases by 3% and any enemy that destroys a phantom has their physical damage reduced by 10% for 10 seconds (this effect does not stack). Once per 5 seconds, while Phantom Step is active, the Monk may use this skill to switch positions with any of their phantoms. Phantom Step has an instant cast time and a cooldown of 180 seconds. If the Monk has not attacked an enemy within 10 seconds, then all phantoms disappear and this skill is canceled.
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Raptor Kick | Tier I Skill
A skill that delivers a kick at a downward 45 degree angle, which strikes up the wind to create a swirling vortex around the Monk. This tornado will not only contribute extra force to the kick, but it will also repel incoming projectiles by decreasing their damage dealt to the Monk by 75%. If this skill is used and Wyvern Kick is on cooldown, it is no longer on cooldown. When performed while Nighthawk Stance is active, the wind will linger around the Monk's feet for a while even after the skill is performed, increasing their movement and attack speed by 10% for 5 seconds. When performed while Manawyrm Stance is active, a target struck by this skill has their movement speed decreased by 25% for 10 seconds. This skill has an animation time of 2 seconds and a cooldown of 15 seconds.
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Release Chakra | Tier II Skill
Toggle. As popularized by the techniques of acupressure, much as there are pressure points that causes negative effects or just outright hurt a lot if struck, other pressure points can induce relaxation or enhanced physiological effects. This skill is the opposite of the offensive Acupressure skill in that it is usually used on an ally. An interface appears over the body of the ally, with small points appearing. Striking these points can result in increased attack damage, attack speed, or movement speed. The more points are struck, the more potent the effects. Although even if all points are struck, the maximum benefit of this skill is probably a 10% increase. These minor buffs last for roughly five minutes before wearing off. Keep in mind that using this skill on a target will deal damage, albeit extremely minor, to the target, so it's probably not a good idea to use it on someone whose HP is very low.
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Stance Dance | Tier I Skill
A skill that embodies the merging of different stances together to form specialized combat styles. This skill may be toggled when either Manawyrm or Nighthawk Stance is active. This skill replaces the active Stance with that of the other stance and resets its duration to 10 seconds. If Manawyrm Stance is converted to Nighthawk Stance by this effect, then Nighthawk Stance no longer receives a damage penalty from performing ground attacks. If Nighthawk Stance is converted to Manawyrm Stance by this effect, then Manawyrm Stance no longer receives a damage penalty. This skill has an animation time of 1 second and a cooldown of 10 seconds.
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Tier IIIPartial preview list; unlocked at Level 60.Buddhist Palm | Tier III Skill
From a high position, the Monk crashes down onto the ground, striking it with an open fist and creating a shockwave that travels a distance of 5 meters. This attack is laced with spiritual energy that lowers a Miasma/Spirit/Undead monster's physical resistance by 1 stage during damage calculation. The shockwave produced by this technique travels outward to deal knockback and heavy damage to foes within its radius, while allies within the radius will receive a 10% increase to their max HP and physical attack power for the next 15 seconds. Any characters within the radius of this attack will also immediately begin recovering from Miasma Corruption as if it had been 3 post cycles since exposure. This skill's range is halved if the Monk uses it from a falling height of 3 meters or lower. This skill has an animation time of 3 seconds and a cooldown of 30 seconds. When performed while in Nighthawk Stance, the shockwave radius is increased to 10 meters.
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Dimensional Punch | Tier III Skill
A common strategy in dealing with martial artists is simply avoiding direct confrontation as the foe is slowly whittled down by ranged attacks. It is thus to the surprise of many that a small amount of Monks can harness the mana in their body beyond simple body improvement or energy-based techniques. Mana can be directly controlled in a way that a Monk can temporarily warp time-space for an instant; a punch can actually strike a target standing several meters away when it would otherwise have been impossible to engage this target. When Dimensional Punch is used, the Monk selects a position anywhere within 5 meters of them, so long as the targeted position is not occupied by anything solid. The Monk can perform a punch that is treated as though it is both a melee and a ranged physical attack. This skill has an animation time of 2 seconds and a cooldown of 5 seconds.
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Final Fury | Tier III Skill
The Monk glows in a green aura as they prepare one of their ultimate onslaughts, formed by seemlessly linking together different skills into one. While the class itself is technically considered a Tank, this skill is nevertheless responsible for a good portion of its burst damage. The only downside of this skill is that once initiated, it has a lengthy animation time and cannot be manually interrupted. When Final Fury is activated, select 5 offensive Monk skills. The Monk will perform each skill consecutively within a total animation time of 5 seconds (1 second per skill). Afterward, each skill goes into cooldown. This skill has a base cooldown of 120 seconds.
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Fist of Boreas | Tier III Skill
The Monk infuses a great deal of mana into their palm and clenches their fist, causing it to glow white and lower the temperature of the surrounding atmosphere by a few degrees. This skill can be charged for up to 5 additional seconds, each second increasing the damage of this skill by 20%. Afterward, the Monk will punch forward and release a projectile of densely concentrated cold air at the opponent. This skill is considered a wind-type attack that deals blunt physical damage. Enemies which are not resistant to the ice element will be frozen and cannot perform any actions for 5 seconds. This duration doubles if the enemy is weak to the ice element. This skill has a base animation time of 2 seconds, a maximum range of 5 meters, and a cooldown of 30 seconds.
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God's Warning | Tier III Skill
In this defensive skill, the Monk raises a fist to the sky and takes a defensive pose as sparks begin to be generated around their body. While this skill is active, the Monk cannot attack or use any offensive skills. As soon as the Monk takes melee damage of any sort by an opponent, this skill temporarily becomes an offensive skill called God's Judgment Fist for the next 10 seconds. God's Judgment Fist can be used at any time during this time period and has an animation time of 5 seconds, dealing heavy physical damage. In addition, if the Monk's level is equal to or higher than the opponent's level, their physical damage resistance is treated as though it is 2 stages lower during this attack. God's Warning has a maximum duration of 15 seconds and a cooldown time of 30 seconds if manually canceled. If God's Judgment Fist is used, the cooldown time becomes 120 seconds.
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Hellfire Drive | Tier III Skill
A secret art taught in the village of the Moon Dance Forest. To use it to its full potential, it's said that one should train under the guidance of the villagers. Imitating the sun goddess' final move, a Monk can toggle this skill. When activated, the Monk turns into a burning representation of themselves, in red, white, and yellow flames. Their speed is vastly increased by up to 50%, and each attack or skill that involves physical contact deals added minor Light and Fire damage. This skill has a constant mana upkeep cost, and has a transformation animation of 2 seconds. Due to fatigue, the speed boost is greatest at the beginning and dies down roughly 2% per second until it is basically negligible after 25 seconds. After it is canceled, the skill goes into cooldown for 45 seconds. Hellfire Drive causes a Burn debuff on affected enemies for 10 seconds, slightly reducing their HP every time they attack or use an active skill.
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Megaton Impact | Tier III Skill
The Monk strikes the foe either with an uppercut, a dropkick, or a straight punch. This attack has its normal damage potential reduced slightly and the opponent will suffer a large amount of knockback. Small creatures are sent flying very far away up to 20 meters, while even a human-sized opponent can be knocked across up to 10 meters. The rate of knockback primarily depends upon the size and mass of the target. This skill has an animation time of 1.5 seconds and a cooldown of 20 seconds. The Charged Attack skill may be used along with this skill at the cost of increasing this skill's cooldown by 5 seconds. If it is used, the target suffers an additional knockback distance equal to 10% per second spent to charge. When performed in Ironrhino Stance, this skill's knockback distance is additionally multiplied by 10%.
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Orion Delayed Blow | Tier III Skill
The Monk activates this skill, causing their fists to flash a red color for 10 seconds. Upon striking the target with a normal physical attack, the Monk leaves a circular mark on the target's body but inflicts no damage. The size of the mark depends on whether the attack successfully hit the target and if the target managed to block against the attack. Each blow costs a small amount of MP to use. After the target has been marked by Orion Delayed Blow at least once, the Monk can activate the second step of this skill. By pounding the fists together, all the blows that were landed upon the target immediately activate, dealing an equivalent amount of damage as though they had damaged the opponent originally. The benefits to having this delayed damage is simple - for instance, a boxer can sustain multiple blows to the face throughout the course of a match. However, if it just so happened that every single blow should occur in the same instance, the attack would seem all the more powerful. This provides difficulty to enemy Clerics, as they are unable to heal the target until after this skill has resolved. Orion Delayed Blow has a casting time of 2 seconds and a cooldown of 30 seconds. The user may chain a number of blows equal to their Monk level divided by 10.
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Stunt Double | Tier III Skill
Ever watch an action movie and wonder how the main character can fall several stories off a building and remain perfectly fine? Now you're the star! This skill summons a clapperboard above the Monk's head that clicks down, followed by the appearance of text saying the word "Action!" in a comic book styled font. Afterward, it causes the Monk's body to look slightly faded in color saturation, as though they were an actor in a black and white movie. The animation of this skill is rather eccentric and widely acclaimed by Monks with a theatrical flair. For the next 5 seconds after activation, the Monk is immune to all physical and terrain damage. This includes melee attacks, non-magical ranged attacks, fall damage, and damage taken by field hazards. The Monk may not perform any offensive skills while this skill is in effect. Additionally, all attacks aimed toward the Monk at this time gain a knockback effect, causing the Monk to be knocked back several feet should they be hit by any attack. All skills that already possess a knockback effect have their knockback distance doubled while this skill is active. This skill has a base animation time of 3 seconds, a duration of 5 seconds, and a cooldown of 60 seconds.
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Warp Fang | Tier III Skill
The Monk performs a roundhouse kick, causing a yellow crescent-shaped projectile to fly off toward the target, dealing physical damage. At the same time, the Monk will teleport a few meters above the target and swoop down to deliver a powerful dropkick. This skill can be used as an effective way to close in on an enemy when simply running toward the enemy is out of the question. It can also be used as an effective combo to disorient an opponent. This skill has a maximum range of 5 meters, an animation time of 1 second to fire the projectile, and an animation time of 1.5 seconds for the teleport kick. This skill has a cooldown of 30 seconds. When performed in Nighthawk Stance, the maximum range of this skill increases to 10 meters. When performed in Manawyrm Stance, the projectile deals 25% additional damage.
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motto up bb
Adventurer
Gold:
Guild:
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Post by Gaia on Dec 15, 2013 3:07:15 GMT
one target, one blow, one kill Compatible equipment: All melee weapon types, all ranged weapon types, cloth armor, leather armor.
The following is a list of skills that are available to their respective class. When you start out, you obtain three skills and gain an additional skill every 3 levels. Unlike subclass skills, you can choose which skill to take upon leveling. As players approach Level 30, more skills will be available. Beginner Skills Available to all players of this class. Skills do not have to be added to a profile to be used. Deadly Precision | Beginner Skill
An assassin's life is dependent on the first strike and making sure that strike connects. Their expertise has allowed them to increase the accuracy of themselves and their party by 5%. (note accuracy can not reach 100% even with the buff) Multiple instances of this skill do not stack.
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Tools of the Trade | Beginner Skill
A trained Assassin knows of a good variety of techniques of their profession to help accomplish their mission. The Adventurer skills "Fall Defense", "Mercy Touch", and "Killing Blow" are considered Assassin Beginner skills at Level 10, Level 20, and Level 30 in Assassin levels respectively.
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Tier IAvailable from Level 1.Accel Dance | Tier I Skill
Physical Attack. The sister skill to Deadly Dance, focusing in increasing the Assassin’s speed rather than their power. As the Assassin strikes their foes, they enter a state of mind where they can release some of their body’s natural limiters, allowing them to increase the speed of their attacks by 10%. The repeated usage allows the Assassin to descend deeper into this state and increase their attack speed even further. While originally designed for melee attacks, as it is more of a state of mind, the technique can be applied to ranged attacks as well. This skill has a duration of 30 seconds, a cast time of 2 seconds and a cooldown of 10 seconds. The Assassin may spend an additional 2 seconds casting this skill to increase attack speed by 20% instead. If Accel Dance is used while it is currently in effect, attack speed is not increased further but the buff's duration will reset back to its full 30 seconds.
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Atrophy Break | Tier I Skill
Debuff Ranged Attack. While Assassins primary favor physical attacks, they have adopted some minor magic in the past to keep up with the advances of magi. By enchanting a projectile with a spell, the Assassin can cause a spectral chain to bind their target on contact, the projectile itself only deals normal physical damage however. Weaker enemies with little resistance can be completely paralyzed by the chains, while stronger enemies are merely slowed. This skill has an casting time of 3 seconds and a cooldown of 15 seconds.
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Deadly Dance | Tier I Skill
Physical Melee Attack. A skill that uses the Assassin’s angular momentum in order to increase the damage of their attack. The Assassin jumps and spins in the air while gripping their weapon, then lands onto the opponent and delivers a downward slash. The key of Deadly Dance is to accumulate angular momentum, so users might find it advantageous to use the skill multiple times in succession. This skill has an animation time of 2 seconds and a cooldown of 10 seconds.
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Death Stinger | Tier I Skill
Self Buff. Poison, a classic tool of assassins but honor less by nature. By coating their weapons in these foul concoctions, the attacks of an Assassin can poison their enemies, slowly chipping away at their health overtime. A successful hit with an regular melee or ranged attack by the Assassin inflicts a Death Stinger poison debuff on the target, which inflicts damage over time for 10 seconds. Every time the target is hit again, the debuff duration is refreshed. Users of this technique must be wary though, as anyone struck by the blade can be poisoned, even the users themselves. The effect of this skill is removed whenever the Assassin switches out the weapon. This skill has a casting time of 5 seconds and a cooldown of 30 seconds.
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Dimensional Shot | Tier I Skill
An Assassin's skill that expends mana to allow an projectile or a ranged skill fired from the Assassin to be fired from a different direction. Upon casting this skill, the Assassin designates one point within 2 meters of where they are standing. Should the Assassin fire a projectile or use a ranged skill within the next 10 seconds, the projectile(s) will disappear immediately from the Assassin's position, reappear at the targeted location's position, and continue within its normal trajectory. This skill allows an Assassin to perform a number of intricate trick shots depending on the situation and it can even be used to pin the blame of an attack on another nearby archer. The targetable range of this skill increases by 2 meters for every 30 Assassin levels. This skill has a casting time of 2.5 seconds and a cooldown of 15 seconds.
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Fatal Ambush | Tier I Skill
Physical Attack. Assassins are known for their deadly strikes, often being able to slay in a single strike. This technique is the first of the many massive damage attacks the Assassins have under their repertoire. It is a crude version however, a novice skill that serves more as the basis and foundation for future, more poetic, techniques. Requiring a long preparation time, the Assassin must focus onto their target, limiting their perception and leaving them vulnerable to other attacks, as they search for a weak point. Then by focusing all of their strength into one strike, the assassin strikes their target with all of their might into a single point, dealing critical damage. The mental exertion required taxes the mind heavily however, and the technique can only be used sparingly. This skill has a casting time of 5 seconds before it may be used. When it is used, Fatal Ambush has an animation time of 1 second and a cooldown of 60 seconds.
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Hiding Entry | Tier I Skill
Self Buff. One of the basic stealth magics of the Assassin. A signature move of the Assassins, known for being able to hide in plain sight, that allows them to bend light around them and become invisible to the naked eye for an extended period of time, up to ten minutes. Offensive actions, stabbing a target for instance, immediately break the magic used to hide the Assassin. The spell itself can be a bit taxing to the Assassin and can only be used sparingly. This skill has a casting time of 2 seconds, lightly draining the user's MP upon use. It has a cooldown of 10 seconds the moment it is canceled.
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Hide Walk | Tier I Skill
Self Buff. Even the novice Assassin must be adept at stealth. Known for being able to meld into shadow or disappearing behind cover, Assassins can become invisible to the naked eye for just a moment before dealing a deathly blow. It is not a perfect technique however, as those carefully watching the Assassin can see through their tricks. This skill has an duration of 2 seconds and a cooldown of 20 seconds.
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Malicious Intent | Tier I Skill
Although an Assassin would typically prefer to reduce any attention toward themselves, Malicious Intent is a special technique that temporarily defies this convention in order to bring forth a more advantageous situation. When this skill is used, the Assassin releases an invisible aura from their body. This aura is stationary and cannot be seen directly, but anyone close enough will undoubtedly feel a sight of emotional discomfort. The aura generates a high amount of aggro, causing many enemies to turn their attention toward the aura. Opponents in the night or monsters that do not rely on eyesight may even attempt to attack the aura, even if the Assassin had moved away for quite some time. Understandably, this skill isn't very effective against anything that can see its obvious appearance. This skill has a casting time of 4 seconds, a duration of 30 seconds, and a cooldown of 50 seconds.
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Quick Draw | Tier I Skill
A skill focused on delivering a quick strike at the opponent. By gripping the weapon tightly and locking one's gaze toward a nearby foe, the player's body will quickly dash over to the target and perform an attack. Alternately used by ranged users to fire projectiles at a faster than usual pace. This sudden movement takes many unprepared opponents by surprise. This skill has an animation time of 1 second and a cooldown of 15 seconds.
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Shadow Bind | Tier I Skill
Debuff. A magical technique created by Assassins, with a thematic effect quite fitting for those who love to strike from the shadows and call the darkness their home, yet poetically useless in full darkness itself as Shadows cannot exist without light. By striking the target’s shadow, the Assassin is able to create shadowy, almost invisible, tendrils from the victim’s own shadow that binds them completely. The target is bound for up to 5 seconds. This skill has a casting time of 3 seconds, a maximum targeting range of 5 meters, and a cooldown of 45 seconds.
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Trinket Work | Tier I Skill
A skill focused on decreasing the player's aggro presence. By crouching down and holding the stance for a few moments, the player will release a visible purple aura from their body for ten seconds. For the duration of the aura, the player will be able to attack a monster while keeping the monster's aggro level upon the player low. This skill is effective in a party for when one wishes to perform attacks without attracting the attention of the enemy. This skill has an duration of 30 seconds at base level. Its duration increases to 40 seconds when the Assassin reaches Level 30, 50 seconds when the Assassin reaches Level 60, and finally 60 seconds when the Assassin reaches Level 90. Its casting time is 2 seconds and its cooldown is 60 seconds.
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Tier IIPartial preview list; unlocked at Level 30.Assassinate | Tier II Skill
Quite possibly one of the Assassins' most well-known skills, Assassinate is a single hit technique that can be initiated as either a melee or ranged attack. However, in order for it to deal its famous damage potential, the skill must be used as a back attack, usually a strike done while the monster's attention is elsewhere. At the moment the skill is successfully used, a large red splashing animation reminiscent of blood is emitted from the target struck by the attack. Targets with a level below that of the Assassin take heavy damage; non-boss monsters that are over 10 levels below the Assassin's level may even be killed in a single hit. Understandably, enemies at a higher level than the Assassin will take lesser albeit still considerably high damage. This skill has an animation time of 1 second and a cooldown of 60 seconds.
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Congregating Arc | Tier II Skill
The Assassin fires a projectile which disappears midway as it travels toward the opponent. In place of this original projectile, many replicas of the original projectile are copied into overlapping arcs that float a few meters in mid air above the target's position. Then, after half a second, these projectiles are all shot at the target to pierce them from practically all angles. Because these duplicated projectiles congregate based on the target's current position at the time this skill is used, it is less effective against speedier enemies. Also, the nature of this skill means that it is quite possible to transform into an area of effect skill if targets are standing very close together. Still, due to this skill's otherwise unimpressive activation animation, it is usually too late for an opponent to notice the rain of projectiles headed their way. Congregating Arc is most popularly used using arrows or bolts, but it is growing popular for throwing weapons to be used given their otherwise limited ammunition. This skill has a 0.5 second animation time from when the first projectile is fired and then 1.5 additional seconds until the arc-aligned projectiles are fired toward the target's position. This skill has a cooldown of 20 seconds.
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Doppelganger | Tier II Skill
The Assassin summons a body double of themselves that copies their every movement and attack. Any attack performed by this body double is an illusion that cannot deal any damage to the opponent, while any physical contact to the body double phases through its body as though it were a ghost. The Assassin may repeatedly summon body doubles, but each one costs a small MP drain over time to maintain. There are a number of ways to identify body doubles, most particularly through the use of the Scholar's enemy-scanning abilities or the Enchanter's Electrical Fuzz. As the body doubles do not count as valid skill targets, these skills can ultimately expose the Assassin. This skill has a casting time of 2 seconds and a cooldown time of 5 seconds after each summoning.
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Explosive Sigil | Tier II Skill
A handy technique that not only augments the Assassin's ranged repertoire, it also makes for a fairly effective ambush tactic. The Assassin places a rune upon an arrow or throwing weapon. This rune lasts for up to a minute, and if an enemy should touch the enchanted weapon, the rune will activate and cause a small fire-elemental explosion. The sigil will not detonate as long as the weapon is being held by the Assassin. If the weapon is targeted by the Sigilmaker skill [Seal of Pisces], the elemental damage of the explosion changes to that of the designated element. While this skill is in effect, the Assassin may snap their fingers to cause the rune to spontaneously explode. This skill has a casting time of 2 seconds and a cooldown of 10 seconds.
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Hazecloud Vault | Tier II Skill
This skill generates a cloud of smoke that immediately covers the Assassin and shrouds the nearby 2 meters. This effect has immediate benefits by lowering the accuracy of all attacks that should target the Assassin while they are within this smoke. The smokescreen lasts for roughly 10 seconds and will not dissipate unless blown away by a wind-elemental attack. In addition to this defensive bonus, the Assassin's jumping ability is tripled for the next 5 seconds, allowing them to chain directly into an offensive strike or a defensive retreat. This skill has a casting time of 1.5 seconds and a cooldown time of 30 seconds.
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Memory Shot | Tier II Skill
An Assassin's ranged attack that requires careful perception and timing. It is often used as a covert assassination technique when the Assassin has prior knowledge of an enemy's arrival and has made appropriate preparation. When this skill is initially activated, the Assassin fires an arrow or throws a weapon that immediately disappears when it leaves their hand. Anytime up to 5 minutes from when the projectile was shot, the Assassin may snap their fingers to immediately activate this skill's second half, causing all projectiles hidden by this skill to reappear and fire in the same positions that they originally were fired at. The Assassin must be no more than 10 meters from their initial firing position for this skill to be activated. This skill has a cooldown of 5 seconds whenever used to hide a projectile and a cooldown of 30 seconds when these hidden projectiles are fired toward an opponent. Up to 5 projectiles can be hidden by this skill at a time. This amount increases to 7 projectiles at Level 60 and 10 projectiles at Level 90.
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Shadow Wires | Tier II Skill
A skill evolved from the Shadow Bind ability. From the duration this skill is activated, the Assassin utilizes their own shadow to create thin and nearly invisible wires wherever they move. Anyone who gets caught in one of these wires takes minor darkness-attribute damage as well as a movement binding effect for 5 seconds. Keep in mind that it is possible for teammates to receive this debuff, so be careful when activating this skill in party oriented play. This skill has a casting time of 3 seconds, a duration of 5 seconds, the invisible wires last for 10 seconds, and this skill has a cooldown of 30 seconds.
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Stealth Strike | Tier II Skill
A skill that cloaks the user in a pale blue aura, making their figure slightly less opaque. This skill has a duration of 5 seconds and is automatically canceled upon a direct hit with the opponent. While Stealth Strike is active, the Assassin's next melee or ranged attack deals damage as though the target's Physical resistance was reduced by one stage (Physical neutral becomes physical weak, physical resistant becomes physical neutral, etc). The 5 second cooldown of this skill makes it so that an Assassin can activate the skill after almost every other attack, although the 1 second skill animation lapse might add up over time when it comes to DPS purposes.
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Substitution Arts | Tier II Skill
The Assassin places their hands together as though making a hand seal from a popular ninja anime that was airing throughout the course of Elder Tale's PC days. At the same time as the gesture is performed, they will look in a particular direction. Immediately after the hand gesture is made, the Assassin's current position will emit a small burst of white smoke. If the Assassin's position should then be attacked by anything within the next 2 seconds, a wooden log dummy will be struck by the attack instead. Meanwhile, the Assassin's body is teleported 3 meters in the direction they were looking at. Beginner users of this skill should be mindful of their surroundings, however. Many have tried this skill to teleport onto a tree, only to find themselves teleported onto a flimsy branch and subsequently falling like a fool. This skill's casting time is 1 second and its cooldown time is 15 seconds.
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Void Shuriken | Tier II Skill
Even when an Assassin is unarmed, it is unwise to consider them a harmless target. Using this skill, the Assassin creates a Void Shuriken out of mana and materializes it into a potent and pitch-black weapon. The benefit of this skill is that it is relatively quick and possesses a low cooldown, but only one shuriken can be formed and thrown at a time. If a Void Shuriken is thrown and makes contact with anything, or if it is not thrown within 2 seconds, it disappears. Void Shuriken weapon levels are equal to the Assassin's level and deal physical damage on contact. This skill has a casting time of 2 seconds. It does not have a cooldown time.
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Tier IIIPartial preview list; unlocked at Level 60.Confidence Trick | Tier III Skill
The battle-savvy Assassin plans their battles with their available skills in mind, for they possess some of the trickiest attacks to defend against. To pull off the successful heist, sometimes you need to trick your enemy into thinking you've used your secret weapon, only to use it again when they weren't expecting it. Confidence Trick may be used on the Assassin or a party member within 5 meters. If used on a party member, that character cannot receive the effect of Confidence Trick again for 180 seconds. When a character is targeted by this skill, count up the number of skills in their skill list currently on cooldown and multiply the result by 5 seconds per skill. Then subtract the result from the remaining cooldown of any of their skills. If a skill's cooldown would be reduced below 0 seconds, it can be immediately used again. Confidence Trick has an instant cast time and a cooldown of 180 seconds.
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Demonfire Drive | Tier III Skill
The Assassin shrouds themselves with malicious energy and runs forward. An onlooking defender will often witness a barrage of blades and punches. Anyone else foolish enough to rush the determined Assassin may find their attack bouncing off by an opposing force, most likely a quick parry... or sheer bloodlust? When this skill is in effect, treat the Assassin's physical resistance to melee attack as though it were increased by 1 stage (up to a maximum of Null Physical). This skill deals a 10-hit attack with an animation time of 4 seconds and a cooldown time of 120 seconds.
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Infinite Nocturne | Tier III Skill
The pinnacle of an Assassin's power allows them to literally become one with the shadows. This skill allows them to transform their entire body into a shadow and follow their target's every movement. Then, when the target is most invulnerable, the Assassin's silhouette rises from the shadows and attacks. The Assassin's body melts entirely to the form of a shadow and becomes invulnerable to physical attacks and weak to light-elemental skills while this skill is up. While in this state, it may only move by jumping from shadow to shadow within up to 2 meters. The Assassin may not perform ranged attacks or any other skills while this skill is active, and they may only deal basic melee attacks to a target. This skill has a casting time of 6 seconds, a maximum duration of 5 minutes, and a cooldown of 60 seconds after it is canceled. This skill is canceled when willed by the Assassin or if the Assassin takes any damage while under its effects.
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Curtain Call | Tier III Skill
Requires the Doppelganger skill to have been learned. An Assassin skill that causes an illusion of the Assassin themselves to appear behind the enemy, weapon at their throat. Alternately, it can be used anywhere within 5 meters of the Assassin. For the duration of this skill, any sound the Assassin makes will sound as though it was coming from the replica's direction. The replica may also deal damage to the target and cause pain sensations along with decreases in the target's HP gauge, but this is also an illusion. Even if a target's HP should reach 0 by the replica's attacks, their real HP gauge will be revealed once the spell wears off. As soon as the replica is targeted by an attack, it disappears and this skill is canceled. Through exploiting the opponent's natural reflexes, this technique is a skill that can take many enemies by surprise, even when they're aware of the trick. One interesting mechanic about this skill is its lack of animation, so most enemies apart from Scholars will be unable to predict its casting. This skill has a casting time of 5 seconds, a maximum duration of 30 seconds and a cooldown of 90 seconds.
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Perfect Autopsy | Tier III Skill
Requires the Assassinate skill to have been learned. Even within the higher levels of the Assassin's skill lists, the Assassinate skill remains the pinnacle of the class's damage-dealing potential. This skill is used to chain onto Assassinate and deliver a final coup de grace to any monster that managed to survive the initial hit. Immediately after activating the Assassinate skill, the Assassin leaves behind a trace of mana on the target's body at the wounded area. This mana reacts violently with any blood spilled and will cause a non-elemental explosion upon the target's body after a few seconds. If an opponent was barely hanging to life, this skill will certainly blow away their hopes once and for all. This skill has a cooldown of 60 seconds and must be activated at the same time as the Assassinate skill. Preparing this skill causes the Assassinate skill's animation time to increase by 2 seconds.
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Shadow Arts Invigoration | Tier III Skill
A skill that allows the Assassin to convert the anima spilled from their precise attacks into energy that is used to energize themselves for an upcoming attack. After this skill is used, the Assassin gains a Shadow Counter that starts at 0. At the beginning of all their subsequent posts, as long as the Assassin used at least 1 Assassin skill, the Shadow Counter increases by 1. The Assassin may toggle this skill and consume as many Shadow Counters as desired in order to reduce the current cooldown of any Assassin skill by an amount equal to 10 seconds x # of Shadow Counters consumed. Shadow Arts Invigoration has an instant cast time and a cooldown of 10 seconds starting the moment it is toggled.
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Swift Sakura Slash | Tier III Skill
A secret art taught in the village of the Moon Dance Forest. To use it to its full potential, it's said that one should train under the guidance of the villagers. As fast as the wind, the Assassin dashes forward in a straight line for 10 meters. Anything in that line is hit by their unseen attack, with only sakura petals fluttering to the ground from where they attacked. The damage is applied on hit. It can also be applied to escape immediately. This skill has a cooldown of 30 seconds, has an initial animation time of 1 second, and the attack animation time is 0.5 seconds.
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motto up bb
Adventurer
Gold:
Guild:
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Post by Gaia on Dec 15, 2013 3:13:38 GMT
life is a game, so take a chance and play your hand. Compatible equipment: One-handed weapons, one-handed firearms, throwing weapons, cloth armor, leather armor, chain armor, shields.
The following is a list of skills that are available to their respective class. When you start out, you obtain three skills and gain an additional skill every 3 levels. Unlike subclass skills, you can choose which skill to take upon leveling. As players approach Level 30, more skills will be available. Beginner Skills Available to all players of this class. Skills do not have to be added to a profile to be used. Ambidexterity Prime | Beginner Skill
The Swashbuckler's signature starting ability. It allows the Swashbuckler to dual wield two weapons without suffering any accuracy penalties as a result. The condition is that the class itself is one of the rare classes to be unable to effectively wield two-handed weapons.
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Quick Play | Beginner Skill
Swashbucklers have long been associated with one concept. Speed. Their experienced movements enhance attack speed for physical attacks by 5% for their party. Multiple instances of this skill do not stack.
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Tier IAvailable from Level 1.Ante Up | Tier I Skill
The swashbuckler summons additional weapons from their inventory and claps their hands together to perform this spell. The weapons will then be levitated into the air and controlled by an AI to fight alongside them. Depending on vocal commands, the AI can be designated to either focus on all-out attacking, defensive play, or balance fighting. Maintaining this skill results in a constant drain on the swashbuckler's MP. From Level 1-30, only one weapon can be controlled by this skill. From Level 31-60, two weapons can be controlled. From Level 61-90, three weapons can be controlled. After Level 90, four weapons can be controlled. Ante Up has a casting time of 4 seconds and an effective controllable range of 1.5 meters. It drains MP at the rate of about 10% of the Swashbuckler's MP each turn, provided the maximum number of weapons is being controlled per tier. Shields cannot be controlled by this skill. Ranged weapons such as a bow or gun that is controlled by this skill cannot fire their projectiles.
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Bleeding Spades | Tier I Skill
This skill coats the weapon or projectile with a small amount of mana that reacts with a foreign target's own bodily mana to create poison in the target's wound. When a target is struck by Bleeding Spades, they take minor poison damage over time for 12 seconds. If Bleeding Spades is used while the target is affected by Viper Raise, the poison duration doubles to 24 seconds. This skill has an animation time of 2 seconds and a cooldown of 12 seconds. If the Swashbuckler uses Bleeding Spades while its poison effect is still affecting the user, its duration will refresh to 12 seconds (24 seconds if Viper Raise's effect is still active).
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Blind Bet | Tier I Skill
Attempting to hit a pressure point, the Swashbuckler thrusts the weapon forward as its blade glows a faint blue color. This motion has an animation time of 2 seconds, 1 seconds each strike if dual-wielding. If it makes direct unguarded contact with an opponent, their vision becomes blurry for the next 10 seconds, resulting in an accuracy debuff. The degree of blindness is most effective at the moment of contact, clearing up as the debuff wears off. For single-weapon and throwing weapon users, the debuff is dependent upon a single weapon's hit. A dual weapon user must strike the opponent successfully with both weapons to ensure the maximum effect. Even still, they have two chances at hitting, so stability is sacrificed for consistency. Nevertheless, the cooldown of this technique is also 10 seconds, meaning that an experienced user can sustain the effect as long as they can manage to pierce the opponent's defense each time.
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Dart-Tack Target | Tier I Skill
The swashbuckler pricks the target with their weapon four times in quick succession, each strike dealing light damage but moderate aggro. This allows the swashbuckler to temporarily gain the attention of the enemy and serve as an off-tank. While the tanking role is often left to the warrior classes, this skill might serve as a brief respite to the team in order to maintain momentum. This skill has an animation time of 2 seconds and a cooldown of 10 seconds.
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Discard | Tier I Skill
A technique designed to reduce aggro for the swashbuckler. As soon as the opponent draws near, the swashbuckler performs a somersault over the target's head, then uses the blunt end of the blade to spin the opponent sideways. This sudden disorientation disrupts a monster's thought process, often resulting in its battle AI resetting. This skill has an animation time of 1.5 seconds and a cooldown of 15 seconds.
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Fencer Style | Tier I Skill
A passive skill that activates when the swashbuckler is only equipping a single one-handed weapon and nothing in their off hand, increasing the attack damage of their one-handed weapon. Dual wielding has its merits in granting the swashbuckler with an opportunity to apply two different effects to the opponent upon a successful hit, while fighting with the Fencing Style sacrifices this versatility for a greater form of fighting stability.
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Fickle Roulette | Tier I Skill
A swashbuckler skill that is initiated by the swashbuckler holding their weapons to the shoulders while spinning. This builds up centripetal force at which the swashbuckler lets go of their weapons, causing them to fly out to the distance and revolve in a circle around the swashbuckler's position for a few seconds before falling to the ground. Because using this technique with the swashbuckler's primary weapons results in temporary disarmament, many users prefer to use disposable throwing weapons instead. This skill has an animation time of 3 seconds and a cooldown time of 15 seconds.
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Fold Step | Tier I Skill
Using this skill, the user's body suddenly is propelled and accelerates in a desired direction. It is often used as a surprise burst of momentum when delivering an attack or used as a last-ditch dodging maneuver. The only downside to this technique is that once activated, the swashbuckler cannot stop or adjust their trajectory. It should be noted that if this skill is used for an attack, the momentum from initiating the attack will not increase damage in any way. It merely allows the Swashbuckler to quickly close in on the opponent for a possible surprise attack. This skill has an animation time of 1 second and a cooldown time of 6 seconds.
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Flush Draw | Tier I Skill
A skill that either requires throwing weapons as the primary equipped weapon or for the user to take out a throwing weapon from their quick slot. The swashbuckler releases the throwing weapon, after which it will release a brilliant flash of light. This sudden distraction often allows the player to quickly switch back to their primary weapon and close in on the opponent. This skill has an animation time of 1 second and a cooldown of 10 seconds.
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High Roller | Tier I Skill
The swashbuckler attempts to bridge defense with offense by dodging an incoming attack and curling the body together to make multiple mid-air rolls as they land over to a new position. At the same time, their weapons are pointed outward, cutting at any opponent that tries to reach at them. This skill has an animation time of 2 seconds and a cooldown of 10 seconds.
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Mirage Dealer | Tier I Skill
Dual wield skill. The Swashbuckler performs a forward X-slash with their two weapons to slash at an opponent, then immediately teleports a meter forward. This usually places them behind the enemy, allowing them to either bypass their line or enable them to continue attacking before the enemy realizes what just happened. Because of the flashiness of this skill, it's a popular technique among aspiring warriors. Try not to use it while the opponent's at the edge of a cliff or right against a wall, though. You'll either plummet to your death or crash face-first into a wall. This skill has an animation time of 2 seconds and a cooldown of 8 seconds.
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Shuffle Windmill | Tier I Skill
The Swashbuckler spins in place and performs 4 rotations with outstretched weapons, forming a horizontal sawblade attack. It can also be performed from a downed position in order to spin and transition into a final standing pose. This technique has optimal results if the lengths of both weapons are the same. Be careful of your party members' positions before you attempt it though. This skill has an animation time of 2 seconds and a cooldown of 8 seconds.
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Straights | Tier I Skill
A skill with a 1 second animation time and 5 second cooldown that is very characteristic of its name. This ability causes the Swashbuckler's weapon to glow a golden color as it extends an additional four feet for the duration of an attack. It is initiated by suddenly clenching the weapon very tightly while in mid-swing or mid-thrust. Ranged weapons and grimoires are not affected by this skill. Players wielding two weapons cannot have both weapons be affected by this skill, so it is best used as a follow-up chained strike to prevent the opponent from keeping their distance. After this skill is used, the weapon's attack value decreases for a few seconds, making it unwise to carelessly spam the skill.
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Viper Raise | Tier I Skill
An attack that targets the arm tendons. A successful hit will result in a Bleeding status ailment, which deals damage to the target every time they use a skill or attack. This is accommodated by the wound area seeping out a constant trail of blood. Despite the move's somewhat gory animation, this bleeding effect is fairly minor and scales in a manner similarly to a poison effect. Also, for the next 10 seconds, the target's attack speed will be decreased by 10% due to the pain associated with moving the arms. This skill has a 2 second animation time and a 9 second cooldown.
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Tier IIPartial preview list; unlocked at Level 30.Called Bluff | Tier II Skill
A skill that targets a single foe who is not currently engaged in direct combat. When this skill is used, both the Swashbuckler and the target's interface flash a red color as they are prompted to select a skill to use. A skill must be selected within five seconds by declaring its name, or else one will be chosen at random. Skills on cooldown may not be selected unless there are no other applicable skills to use. Monsters are exempt from these requirements but will still attempt to perform a skill. At the end of the five seconds, both the Swashbuckler and the opponent will automatically perform their skill at the same time. One might question why it is advantageous to encourage an enemy to use a skill, but strategic players may find that it is quite effective at disrupting enemies' attack patterns. Otherwise, this skill is commonly used to force a one-on-one duel with someone you know has slower animation skills. This skill has a casting time of 2 seconds and a cooldown of 30 seconds.
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Double Down | Tier II Skill
Dual wield skill. A skill that is initiated first by summoning two additional one-handed weapons from the inventory. It then weakly magnetizes these weapons to the other two weapons in the Swashbuckler's grip, essentially making it so that they are literally wielding four weapons, two in each hand, at once. The implications of this 'see it to believe it' skill are a little more complicated. For one, considering that Swashbucklers do not suffer from accuracy penalties from dual wielding, the activation of this skill starts to push it a little. While the Swashbuckler is able to pretty much go out on a frenzy upon the opponent, it is extremely difficult to wield four weapons at once. It is natural that DPS would increase a little at the sacrifice of accuracy. Most would simply resort to using the additional two blades as two additional tools to poke the enemy with. There is a constant strain of MP while this skill is active.
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House Advantage | Tier II Skill
One should know that even if the odds are stacked, it is not a good idea to gang up on a Swashbuckler. The Swashbuckler delivers three consecutive thrusts forward toward all enemies within a 2 meter range. This skill's animation adjusts itself to compensate for the amount of enemies targeted, so three thrusts that would otherwise be dealt on a single target would have the same animation time as fifteen thrusts that would target 5 enemies. Understandably, this means that if multiple enemies are targeted by this attack, each enemy will have a shorter time period from which they can defend against this attack. This skill has an animation time of 1.5 seconds and a cooldown time of 12 seconds.
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Insurance Bet | Tier II Skill
An emergency defensive technique that utilizes the Swashbuckler's reflexes and weapon expertise to perform a last-second parry. By intercepting the opponent's attack with one's own weapon and then moving the body in the flow of the attack, much of the offensive potential of the opponent's attack is nullified. This skill may be used in response to an opponent's melee or physical ranged attack. Any damage taken by the attack is reduced by about 80%. However, the attack is still considered to have been successful, and any secondary effects or debuffs caused by the attack will affect the Swashbuckler immediately. This skill has an animation time of 0.5 seconds and a cooldown of 60 seconds.
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Multiple Bets | Tier II Skill
The Swashbuckler designates up to five targets within 10 meters by focusing their vision upon a target until a number flashes above their head. Once an adequate number of enemies have been marked by this skill, the Swashbuckler will quickly teleport to each target and be able to attack the target with their equipped weapon. Teleportation occurs immediately after the Swashbuckler has attempted an attack toward a marked target. Due to the quick method of movement provided by this skill, it is a very effective means of closing the distance upon a large group of targets. This skill has an animation time of 1 second for each target and a cooldown time of 25 seconds.
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Opening Gambit | Tier II Skill
A Swashbuckler skill that targets a single enemy and visually marks up to five of the target's weak points to the Swashbuckler's party. This skill is best known not only for party DPS support but also as an immediate setup for Trigger Jackpot. Only a maximum of five markers can be placed on a target at any one time. This skill appears as small card-shaped targets that overlap over the enemy's body. Successfully striking the enemy at any of these markers will result in a greatly increased possibility for a critical hit. The weak points indicated by this skill update in real life and might vary depending on changes to the target's stance or equipment. This skill has a casting time of 2 seconds. Markers placed by this skill have a duration of 30 seconds and this skill has a cooldown of 45 seconds.
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Pocket Aces | Tier II Skill
A support magic skill that causes the user's weapon(s) to glow a faint blue color as they become semi-transparent. It has a cooldown of 60 seconds. For the next 30 seconds, the Swashbuckler's equipped weapons are able to phase through characters in their party. One such implication of this skill is that the Swashbuckler can stab right through an ally to strike at an enemy, all without dealing any harm to their teammate. Naturally, this skill also unlocks a wide flexibility for the Swashbuckler's attacking style, as one can perform multiple intricate chaining combos without worrying about one's own body to get in the way.
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Poker Face | Tier II Skill
A support skill that aims to maintain the target's focus by slightly increasing one's physical balance and coordination, it is one of the few party buffs available to Swashbucklers. A character affected by this skill has their body surrounded by a sparkling effect for the duration of its effect. If targeting a party member, the Swashbuckler chooses a target within 10 meters upon activating this skill. While this skill is active, the target's displayed HP is always shown as full to all characters other than the members of the Swashbuckler's party. This illusion can confuse enemy Adventurers, making them unable to clearly discern the target's HP. Additionally, the target is unaffected by any effects that would otherwise cause knockback or knockdown, while slow and stun effects wear off twice as fast. This skill has a duration of 30 seconds, a casting time of 3 seconds, and a cooldown of 10 seconds. If a character is currently buffed with this skill, they cannot be targeted by it again until the buff wears off.
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Robbed Kong | Tier II Skill
A Swashbuckler skill that is best used to interrupt an enemy currently performing a skill that requires a long period of preparation. Upon striking the target with this skill, the spell that the opponent was preparing has its cast time reset, forcing the target to recast the skill from scratch. This can be a saving grace against monsters with particularly deadly yet slow to cast spells. This skill can be activated using either one-handed weapons or throwing weapons, although performing it with throwing weapons is more practical in keeping the Swashbuckler out of harm's way. Targets affected by this skill are immune to further casting interruption by its effect for 10 seconds. This skill has a 1.5 second animation time and the cooldown time of this skill is 7 seconds. Animation times are not affected by this skill.
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Right Bower | Tier II Skill
A skill that aims to utilize the Swashbuckler's fast-paced fighting style as a means to cripple a tough adversary. When this skill is activated, the Swashbuckler gains 5 stacks of the Bower buff. Each active Bower buff increases the damage dealt by the Swashbuckler by 1% each. A Bower buff can be consumed at any time during a non-skill melee or ranged attack to activate any of the following skill effects: Bleeding Spades, Blind Bet, Crash Shot, House Advantage, Magnum Shot, Parry, Piercing Pillar, Razor-Edged Draw, Splitting Fang, Sword Rain Flurry, or Viper Raise. Crash Shot and Magnum Shot cannot be triggered if the Swashbuckler uses a melee attack, and melee-only skills cannot be triggered if the Swashbuckler uses a ranged attack. The respective skill must be learned by the Swashbuckler in order to use its corresponding skill effect. Any skill effects activated by the use of a Bower buff does not trigger a cooldown for the respective skill, and they may also be used while their respective skill is currently in cooldown. Right Bower has an instant cast time and a cooldown of 90 seconds.
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Trigger Jackpot | Tier II Skill
One of the Swashbuckler's special skills that does not require direct melee contact with the opponent. Trigger Jackpot can be used to place a marker somewhere upon the opponent's body that appears as a small card-shaped target overlaid over the body. Only a maximum of five markers can be placed on a target at any one time. The effect of striking the target at this point is identical to Opening Gambit's effect. However, this skill really starts to show its true colors once five markers have been placed upon the target. When this skill is activated and the target already has five markers on their body, all five markers will spontaneously flash and explode to deal a moderate amount of damage to the opponent. These markers are removed from the target after activation. Because of the flashy animation of this skill, many Swashbucklers refer to the use of this skill as "bombing" the opponent. This skill can only be activated when the opponent is clearly with the Swashbuckler's line of sight and within 10 meters. This skill has a casting time of 2 seconds and a cooldown time of 3 seconds if used to place a marker on the opponent, but a cooldown time of 30 seconds after it has been used to detonate markers.
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Trump Card | Tier II Skill
A skill that's quite literally the trump card to the Swashbuckler's fighting style. It is signified by the Swashbuckler's weapon glowing a red aura (only one weapon will receive the effect if dual-wielding). The Swashbuckler's next attack with the enchanted weapon gains the following properties according to the number of consecutive offensive Swashbuckler skills they used on the target. After every use of Trump Card, the effects reset and the target is treated as though they were not hit by any Swashbuckler skills. This skill has an animation time of 2 seconds and a cooldown time of 30 seconds. 0 Swashbuckler skills prior to Trump Card activation: Trump Card deals as much damage as a regular attack. 1 Swashbuckler skill prior to Trump Card activation: Trump Card additionally slows the target's movement and attack speed by 10%. 2 Swashbuckler skills prior to Trump Card activation: Trump Card additionally heals the Swashbuckler by 10% of the damage dealt to the enemy. 3 Swashbuckler skills prior to Trump Card activation: Trump Card additionally deals a damage over time bleeding effect to the opponent for the next 15 seconds. 4 Swashbuckler skills prior to Trump Card activation: The target's Physical resistance level is treated as though it were 1 rank down during Trump Card's damage calculation. 5+ Swashbuckler skills prior to Trump Card activation: Trump Card's animation time becomes 1 second and it additionally stuns the target for two seconds.
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Wild Card | Tier II Skill
A skill that can be used when the Swashbuckler is either holding a single one-handed weapon or is unarmed. The Swashbuckler opens the palm of their hands when this skill is used, after which a random 1-handed weapon from the Swashbuckler's inventory will be withdrawn and immediately appear in their unarmed hand. It's said that many Swashbucklers who rely on this skill tend to thin out their inventory so that they are able to summon consistently reliable weapons when needed. Still, there is a bit of a thrill in activating this skill with a large weapon inventory and not knowing what you might pull out. This skill serves as an excellent countermeasure to having one's weapon disarmed. Swashbucklers who specialize in throwing weapons will be able to use this skill to easily reload their weapon supply without having to use the inventory menu. The animation time of this skill is 1 second and its cooldown time is 3 seconds.
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Tier IIIPartial preview list; unlocked at Level 60.Dead Man's Hand | Tier III Skill
Upon activating this skill, the Swashbuckler declares the skill names of four Swashbuckler offensive skills in any order. If the Swashbuckler should then use the skills in the order declared, they will receive gradual buffs over time. The first skill used is unaffected. The second skill used has its damage increased by 10%. The third skill used has its damage increased by 25%. The final skill has its damage increased by 50%. If the Swashbuckler should use any Swashbuckler skills other than the ones declared, uses the declared skills out of order, or does not use all of the declared skills within the next 30 seconds, the effects of Dead Man's Hand is deactivated. This skill is cast immediately after the Swashbuckler calls the name of their four skills. This skill has a cooldown of 60 seconds.
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Deck Out | Tier III Skill
The Swashbuckler casts a spell onto an opponent, causing white cards to materialize from the ground at the Swashbuckler's feet, float up into the air and combine into a single card, then disappearing and reappearing beside the target's shoulder. The card is marked with a number 9, which decreases by 1 every time the target uses an active skill. As soon as the count reaches 0, all of the target's skills are treated as though they were on cooldown. For skills that normally have a maximum cooldown of 15 seconds or less, the cooldown period is 10 seconds. Skills that normally have a cooldown time of 16 to 30 seconds have a cooldown of 20 seconds. Skills with higher than 31 seconds in cooldown will receive a cooldown period of 30 seconds. Any reforges that affect skill cooldown times will apply whenever determining the level of cooldown from this skill. This skill does not affect any skills that are currently active, but it will prevent the target from reactivating the skill during this interval. Deck Out has a casting time of 4 seconds and a cooldown of 120 seconds. Deck Out cannot affect a target more than once at a time.
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Declaration: Riichi | Tier III Skill
Riichi Mahjong is a Japanese variant of the classic Chinese tile game. To declare Riichi, a player must truly possess confidence in their own luck to bring forth an imminent victory. When this skill is used, the Swashbuckler declares the name of an offensive skill in their skill list not currently on cooldown. That skill may no longer be used while Declaration: Riichi is active. Any time the Swashbuckler uses a skill, roll a 20-sided die. If the result is between 2-19, nothing happens. If the result is a 1, the Swashbuckler immediately takes damage equal to 25% of their total HP and Declaration: Riichi is canceled. If the result is a 20, the skill affected by Declaration: Riichi may now be used. When that skill is used, it has its damage doubled and gains the following effect: "Inflicts damage to the opponent equal to 50% of their total HP". This skill cannot be used on bosses and may only be used once per battle.
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Draw Four | Tier III Skill
One of the most feared cards in a certain party card game, now in the form of a technique. It is initiated by the appearance of four colored rectangles of blue, green, red, and yellow floating beside the Swashbuckler. This Swashbuckler skill causes the weapon in their dominant hand to glow with a black color as they make a powerful thrust. Upon contact with a target, they are dealt moderate damage and are stunned for 1 second. After Draw Four is activated, the Swashbuckler may then strike one of the rectangles with their weapon as the other three disappear. By striking the red rectangle, the target's attack power is decreased by 20% for the next 10 seconds. Attacking the blue rectangle causes the target's magic attack power to decrease by 20% for the next 10 seconds. Attacking the yellow rectangle causes the target's physical defense to decrease by 20% for the next 10 seconds. Attacking the green rectangle causes the target's magic defense to decrease by 20% for the next 10 seconds. This skill has an animation time of 2.5 seconds and a cooldown of 20 seconds.
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Follow Suit | Tier III Skill
The Swashbuckler takes any two weapons and throws them in mid-air, after which they will vanish for the next 30 seconds. Because of this effect, dual-wielding Swashbucklers that fight with this skill tend to carry at least two sets of weapons on hand. During that 30-second interval, those two weapons will materialize in thin air in a portal at a random position near the target. The weapons are then quickly launched forward, attempting to pierce them with an attack. After delivering an attack, the weapon is withdrawn and disappears as suddenly as it had appeared. This process is repeated about once every two seconds for each weapon, effectively averaging to one strike per second. An opponent who has to split their attention between dodging these blades and fending off the Swashbuckler themselves will certainly be feeling the pressure. This skill has a casting time of 2 seconds and a cooldown of 60 seconds.
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Shooting the Moon | Tier III Skill
A secret art taught in the village of the Moon Dance Forest. To use it to its full potential, it's said that one should train under the guidance of the villagers. The moon's shape is the inspiration for this skill. A Swashbuckler with two weapons spins around in a full circle, dealing two strikes to enemies in a 3 meter radius around them, and the weapons glow with a pale blue light. This skill deals added light damage to enemies struck. Can alternately be used with a ranged weapon equipped in order to fire multiple small light projectiles moving out in a full circle. Targets struck by the attack are blinded for about 5 seconds due to the radiant of this technique. This skill has a cooldown of 30 seconds, and an animation time of 1 second.
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Thirteen Orphans | Tier III Skill
While thirteen is typically an unlucky number, the namesake of this skill ensures that the opponent will be the one paying up. From the perspective of most outsiders, the Swashbuckler will appear as though their body suddenly blurs for a few seconds as their movements become incredibly precise and agile. While the Swashbuckler is within 3 meters of a target, they may immediately teleport to the target's location and deliver a rapid sequence of attacks. Unlike regular attacks, these hits possess little momentum at all, leaving even the feeblest opponent hardly knocked off-center. However, the damage delivered by each attack remains the same and thus if unguarded, this skill could critically injure an enemy while they remain standing. Thirteen Orphans deals heavy slashing damage in a 13-hit attack. Its animation time is 2 seconds and it has a cooldown of 180 seconds.
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motto up bb
Adventurer
Gold:
Guild:
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Post by Gaia on Dec 15, 2013 3:13:45 GMT
the sound of your soul. Compatible equipment: Musical instruments, one-handed weapons, two-handed swords, two-handed spears, two-handed polearms, bows, cloth armor, leather armor.
The following is a list of skills that are available to their respective class. When you start out, you obtain three skills and gain an additional skill every 3 levels. Unlike subclass skills, you can choose which skill to take upon leveling. As players approach Level 30, more skills will be available. Beginner Skills Available to all players of this class. Skills do not have to be added to a profile to be used. Inspiration | Beginner Skill
A bard is often the life of the party, however they are also good at helping that party. A bard will inspire his or her allies and increase critical hit rate by 5%. Multiple instances of this skill do not stack.
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Composer | Beginner Skill
The Bard is able to wield musical instruments in battle, giving them comparable strengths and durabilities equivalent to their item level. A musical instrument is not necessary to be used in order to use Bard skills, however, equipping a musical instrument as a main-hand weapon activates the Battle Tempo System. Skills that are not classified as any of the following tempos are considered untempoed skills and do not change the current Battle Tempo state.
Battle Tempo in Ascending Order:
Adagio - A slow tempo entered upon using two Andante skills while in Andante. The Bard's MP is significantly regenerated over time.
Andante - A relaxed-paced tempo entered upon using an Andante skill while in Moderato. The Bard's MP is slightly regenerated over time.
Moderato - The default state upon entering Battle Tempo. Entered upon using an Andante skill while in Allegro/Presto or using an Allegro skill while in Andante/Adagio. A balanced state that Bards will often return to.
Allegro - A fast tempo entered upon using an Allegro skill while in Moderato. The Bard's MP regeneration is stopped and Bard skill damage increases by 25%.
Presto - A very fast tempo entered upon using two Allegro skills while in Allegro. The Bard's MP regeneration is stopped and Bard skill damage increases by 50%.
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Tier IAvailable from Level 1.Ballad of the Gullible Snail | Tier I Skill
Andante skill. A song that causes the very atmosphere itself to appear lethargic for the enemy. It generates a moderate amount of aggro on the Bard, so one must be careful on the timing of this skill. On use, a distorted spiral effect will appear around a target, affecting up to 10 enemies within 10 meters of the Bard. Affected enemies have their movement speed reduced by 50% and animation times increased by 1 second. This skill has a casting time of 3 seconds, a debuff duration of 20 seconds, and a cooldown of 45 seconds.
Battle Tempo effect: While in Andante/Adagio, the casting time is reduced to 2 seconds and the duration is increased to 30 seconds.
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Battle Conduct | Tier I Skill
Allegro skill. The Bard strikes the target directly with the musical instrument, making the sound of a high-pitched whistle on contact. This attack deals damage no different from a regular attack, but it will cause an ! to appear above the target's head. While this icon is active, an affected monster will not acquire aggro from any other targets other than its current target, no matter what effects or attacks are initiated against it. The icon appearance is short and therefore requires synchronized timing from the party to take the opportunity and beat down the opponent. This skill has an animation time of 2 seconds, a duration of 5 seconds and a cooldown of 20 seconds.
Battle Tempo effect: While in Allegro/Presto, the duration is increased to 10 seconds. While in Presto, the affected target takes 10% more damage as long as they are affected by this skill.
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Dischord | Tier I Skill
Allegro skill. A skill that utilizes the pent-up vibrations accumulated in the musical instrument and harnesses it in order to strike the foe with sound waves produced by constructive interference. It is casted by shaking the musical instrument for a few seconds and then hitting the opponent with the instrument within 10 seconds. An enemy hit by the musical instrument at this moment is left highly disoriented, reducing all of their stats by 10% for 5 seconds. This debuff does not stack. This skill has an casting time of 2 seconds and a cooldown of 5 seconds.
Battle Tempo effect: While in Allegro/Presto, the debuff duration is increased to 10 seconds. While in Presto, the target's stats are further reduced by an additional 5%.
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Elegant Act | Tier I Skill
Untempoed skill. A weapon skill that utilizes the harmonics to shroud the Bard, granting them a slight buff to their evasion abilities. The specific animation for this skill depends upon the type of weapon that is currently being wielded, but otherwise many would agree that the intricate motions of this attack resemble a dance. Additionally, during the animation time of Elegant Act, the Bard may simultaneously begin casting a skill with a cast time. As a result of this combination, the Bard minimizes their potential vulnerability when otherwise casting their song magic. The animation time of this skill is 3 seconds and its cooldown is 15 seconds.
Battle Tempo effect: While in Andante/Adagio and an Allegro skill is used during Elegant Act's effect, the current Battle Tempo is not changed. While in Allegro/Presto and an Andante skill is used during Elegant Act's effect, the current Battle Tempo is not changed.
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Feedback Resonance | Tier I Skill
Untempoed skill. The Bard plays their instrument and causes a high-pitched feedback noise to resonate around the surrounding area. All opponents within three meters of the Bard are stunned for one second. This skill generates a moderate amount of aggro, but due to its nature, it might attract nearby hostile monsters. Be careful when using it in a high population area. This skill's debuff is classified as a Slow effect. This skill has an instant casting time and a cooldown time of 20 seconds. Any opponents affected by this skill's stunning effect cannot be stunned again by the same skill for 30 seconds.
Battle Tempo effect: N/A
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Lullaby of the Moonlit Mermaid | Tier I Skill
Andante skill. A support song that has a mild area of effect range. One key concept to remember is that depending on the difference between the Bard and the enemy's level, it will take some time before the target succumbs to the skill. When used, an aqua-blue ripple effect will occur and an image of a singing mermaid will appear over the head of the caster. Popular uses for this skill involve a sleep lock, a sequence in which the target is put to sleep, followed by the Bard's party members aiming their attacks all at the same time, which is then followed by a recasting of other sleep skills to initiate a relapse. This skill has a casting time of 3 seconds, a maximum duration of 10 seconds, and a cooldown of 30 seconds.
Battle Tempo effect: While in Andante, this skill has a cooldown of 20 seconds. While in Adagio, this skill has a cooldown of 15 seconds.
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Maestro Echo | Tier I Skill
Allegro skill. A skill that targets a single ally and attenuates the flow of mana generating from their body. For 30 seconds, every time the ally performs an offensive magic skill, the Bard will generate a magical sphere that resembles a bubble with a musical note inside it. Echo Spheres can be sent toward a target to explode and deal nonelemental damage. Each time this skill is activated, there is a guitar-like SE and a shining effect. This skill has a casting time of 2 seconds and a cooldown of 50 seconds.
Battle Tempo effect: While in Allegro, this skill has a cooldown of 40 seconds. While in Presto, this skill has a cooldown of 30 seconds.
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Meditation Nocturne | Tier I Skill
Untempoed Sustained Song skill. Cancels the effect of any other Sustained Song skills used by the Bard. A relaxing melody that gradually regenerates MP for all nearby party members (except the Bard) as it is maintained. This restoration is moreso apparent outside of battle, but it might come of practical use in the middle of a grueling raid. When in effect, the surface of a targeted character's skin appears to glow with a light blue tint. This skill has a startup casting time of 2 seconds and an indefinite duration so long as the Bard's MP is maintained. While active, this skill reduces the user's DPS by 10% and drains their MP gradually as it is active. This skill has a cooldown time of 2 seconds after it is canceled at any time.
Battle Tempo's effects are suspended while this skill is active.
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Ode of the Timid | Tier I Skill
Untempoed Sustained Song skill. Cancels the effect of any other Sustained Song skills used by the Bard. A tune that has an eccentric and uneven rhythm. Ode of the Timid adjusts the amount of aggro generated in battle by raising the aggro-inducing potential of a selected party member, while reducing that of every other character in the party. This skill has a startup casting time of 2 seconds and an indefinite duration so long as the Bard's MP is maintained. While active, this skill reduces the user's DPS by 10% and drains their MP gradually as it is active. This skill has a cooldown time of 2 seconds after it is canceled at any time.
Battle Tempo effect: N/A
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Phantom Ensemble | Tier I Skill
Untempoed skill. The user plays an oppressive song that generates an air current from the musical instrument, which blows up to a radius of 1.5 meters from the bard. The closer an opponent gets within the radius, the stronger the wind is and the more likely they would be blown away unless they are strong enough to withstand the effect. Most moderately-sized enemies wind up being knocked back about 3 meters by this skill's effect. Continuously using this skill drains MP at an extremely fast rate, so it's best used only as an emergency defense. This skill has a casting time of 2 seconds and a cooldown of 10 seconds the moment it is interrupted.
Battle Tempo effect: While in Andante/Adagio, MP is drained more slowly so this skill can be sustained longer. While in Allegro/Presto, the knockback effect is doubled.
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Resonance Beat | Tier I Skill
Allegro skill. The Bard imbues a tune onto a weapon that allows the weapon to cause a shockwave on impact with the target's body. From this point on, the remnant shockwave remains on the target's body and acts like a time bomb ready to be set off by another attack. If the target is struck by an attack while Resonance Beat is still active, they suffer an increased amount of damage on the second blow. It is such that Bards who use percussion instruments and repeatedly use Resonance Beat are called "Drummers" or "Taiko masters". This skill has a casting time of 2 seconds and a cooldown of 20 seconds.
Battle Tempo effect: While in Allegro/Presto, the effect of Resonance Beat's second blow knocks down the target.
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Scarlet Symphony | Tier I Skill
Allegro skill. The Bard plays a song as a menacing red mist starts to form around them. Then, after two seconds, the Bard's mana mixes with the aura to create blood-red blades that swirl around the Bard in a small circle of a meter in radius. Opponents struck by the skill suffer a bleeding damage over time debuff. This skill has a minimum casting time of 2 seconds. The cooldown of this skill is 5 seconds, and it applies as soon as the Bard stops playing their instrument.
Battle Tempo effect: While in Presto, the range of Scarlet Symphony doubles.
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Sonic Cutter | Tier I Skill
Allegro skill. The Bard amplifies sound waves to deliver a concentrated burst of destructive interference at a target. A cutting-wave projectile is shot forward, reaching up to 10 meters before dissipating. This skill is considered a wind-type attack and deals greater damage when used in close range. Additionally, if Resonance Beat was used immediately prior to this skill, its range increases by an additional 5 meters. Due to its low cooldown and moderate DPS capacity, it is a popular skill used by the rare solo Bard. This skill has a casting time of 1 second and triggers a global cooldown during its casting, where no other skills can be used.
Battle Tempo effect: If Sonic Cutter is used to enter Presto, the next Sonic Hammer skill has an instant cast time.
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Speed Sword Etude | Tier I Skill
Untempoed skill. A lively song that makes one want to rush into battle, causing the surface of the skin to lightly sparkle during its duration. This tune causes all nearby party members' attack speeds to rise. This skill has a casting time of 3 seconds, a duration of 60 seconds and a cooldown time of 30 seconds. If it is used on a target that is currently affected by this buff, its duration resets to the full 60 second duration.
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Tier IIPartial preview list; unlocked at Level 30.Aggression Orchestra | Tier II Skill
Untempoed Sustained Song skill. Cancels the effect of any other Sustained Song skills used by the Bard.The Bard plays a heartrending tune that resonates through the hearts of all who hear it. Allies interpret it as an invigorating tune that boosts their battle performance, raising their damage and critical hit chances. Meanwhile, opponents are psychologically pressure by a perceived oppressive feeling, lowering all their stats in return. Not only this, but this song also delivers occasional shock waves which stuns an enemy's body for split seconds. Although these waves ultimately don't contribute to any apparent physical effect, their random interval recurrences prevent an enemy from relaxing. While active, this skill reduces the user's DPS by 10% and drains their MP gradually as it is active. This skill has a cooldown time of 2 seconds after it is canceled at any time.
Battle Tempo effect: N/A
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Attenuation | Tier II Skill
Untempoed skill. The Bard releases a gentle shockwave from their body that amplifies the effect of class party buffs. This skill is particularly effective when there are multiple party members of the same class together, as it allows those buffs to stack. For the next 20 seconds, all Class Beginner Skill party buffs have their buff percentage increased by 5%. Additionally, duplicate instances of the same party buff may now stack. This skill has an instant casting time and a cooldown of 120 seconds.
Battle Tempo effect: N/A
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Blight Memoir | Tier II Skill
Untempoed skill. The Bard plays a song that causes the surrounding air to distort as though the song was generating a dreary atmosphere. Symptoms that may occur from opponents' extended exposure to this atmosphere include lethargy and demotivation. All enemies within 5 meters of the Bard take gradual damage over time for 12 seconds. Additionally, targets' Slow and Poison resistance is reduced by 1 stage as long as they stay within this range. The effect and damage caused by this skill is treated as a Mind debuff. The casting time of this skill is 3 seconds and its cooldown is 30 seconds.
Battle Tempo effect: While in Andante/Adagio, the debuff duration is increased to 18 seconds. While in Allegro/Presto, the damage over time effect is scaled accordingly to the Battle Tempo's damage buff.
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Electrifying Crescendo | Tier II Skill
Untempoed skill. An evolution of Feedback Resonance, the Bard plays a high tone and causes a sound effect not unlike the sound of an electric guitar for a moment. This skill releases a shockwave from the Bard outward with a radius of 2 meters, dealing minor Lightning damage. Anything within this boundary has its balance thrown off for a few seconds, resulting in a forced stun effect for 2 seconds and an accuracy/evasion debuff for 30 seconds. Oddly enough, this sound effect is constant even when using a weapon or non-guitar instrument to activate the skill, so anyone can temporarily turn into a rock band for a split second. The status debuff classification of this skill is Slow. This skill has a casting time of 2 seconds. There is a 10 second cooldown after each use of this skill, and any opponents affected by this skill's effect cannot be affected by any Bard skill effects again for 30 seconds.
Battle Tempo effect: When Battle Tempo is currently Presto, the user may change the current Battle Tempo to Moderato. When this effect is used, Feedback Resonance immediately goes off cooldown.
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Funeral March Organ | Tier II Skill
A toggle untempoed skill that distorts the sound effects of the Bard's song magic, turning them into eeriely uncanny remixes of their original nature. It is difficult to gauge how much of its effectiveness is due to psychological effects and not from technical values. Dischord gains a damage over time effect. Blight Memoir and Scarlet Symphony deals more potent damage over time while this skill is active. Feedback Resonance and Phantom Ensemble additionally deal damage correlating to how close the target was to the Bard. While this skill is active, Bard debuff skill duration increases by 5 seconds and Bard party buff effects have their potency and duration reduced by 25%.
Battle Tempo effect: When Funeral March Organ is toggled and Battle Tempo has just changed from Allegro to Presto, a shockwave is released from the Bard's body, dealing area of effect damage to all enemies within 3 meters. This effect cannot be activated more than once in a 5-second time interval.
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Geyser Chorus | Tier II Skill
The bard plays an instrument in such a way that the properties of their sound waves are greatly altered, causing their wavelengths to resonate with water particles as if they were microwaves. As a result, all water sources around the user, including moisture, begin to heat up and create a powerful steam curtain around the bard, which gains in strength the more water there is available. Most organic beings begin to feel discomfort if exposed in this field for more than a few seconds, so the bard should be careful not to expose their teammates to this skill. Also, while the steam curtain will not normally affect the user, it may cause moderate self-damage if performed when submerged in water. The cooldown of this skill is 10 seconds and its casting time is 2 seconds. It has a range of 5 meters in radius.
Battle Tempo effect: While in Allegro/Presto, exposure to Geyser Chorus deals a 10-second damage over time effect that starts counting down after the target is no longer exposed to the skill.
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Hamelin Ensemble | Tier II Skill
Untempoed skill. The Bard plays a tune that attracts the attention of all nearby monsters within 3 meters and hypnotizes them to follow their command as long as the Bard's tune is not interrupted. The effect of this skill is fairly similar to the Animal Trainer's Scout ability, except that the Bard does not possess any bonuses toward taming mobs and will very likely fail more often than not. Monsters that are lower leveled that the Bard are proportionally easier to tame. Be careful, because when the Bard stops playing the instrument, any monsters still under its effect will automatically aggro the Bard. This effect is canceled if any other characters attacked a monster affected by this skill. This skill has a minimum casting time of 3 seconds and a cooldown of 10 seconds from the moment it is interrupted.
Battle Tempo effect: N/A
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Parting Elegy | Tier II Skill
Andante skill. The Bard plays a song and targets either a defeated party member or an undead or spirit monster. If a party member whose HP had dropped to 0 is targeted by this skill, they are temporarily placed in a "zombie" state. A party member currently in a zombie state remains at 0 HP but becomes conscious and is able to continue fighting for 10 more seconds before their body vanishes and they are revived back in the nearest town (if they are an Adventurer). Characters in a zombie state can be successfully resurrected by a proper revival skill during this duration. If this skill is used on an undead or spirit monster, it is dealt constant damage over time as long as the Bard continues playing this song within 5 meters of the target. This skill has a casting time of 3 seconds and a cooldown of 10 seconds from the moment it is interrupted. If it is used on a party member, the cooldown instead becomes 90 seconds.
Battle Tempo effect: If this skill is used while in Andante, its cooldown when used to target a party member is reduced to 60 seconds. If this skill is used while in Adagio, its cooldown when used to target a party member is reduced to 30 seconds.
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Reverberation | Tier II Skill
Untempoed skill. The Bard casts a support spell onto themselves or an ally. When an opponent would attack the affected target with a melee attack, the opponent will experience a noticeable vibration that courses through their body at the moment of collision. As a result, most enemies experience a momentary stun effect and therefore have their attack animation extended by about half a second. This experience is fairly similar to the phenomenon of bumping your arm into something and hitting your funny bone, causing the limb to feel numb and prickly for a moment. This skill has a duration of 20 seconds, its casting time is 2 seconds, and its cooldown is 30 seconds.
Battle Tempo effect: N/A
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Siren Solo | Tier II Skill
Untempoed skill. A skill that allows the Bard to harmonize their magic by singing rather than playing an instrument. By carrying on and singing musical melodies with the strength of their voice, a Bard will be able to fight on the frontline while still preserving the core mechanics of their class. When Siren Solo is activated, a user who is not currently wielding musical instruments may use the Battle Tempo mechanic for 30 seconds. This skill has an instant cast time and a cooldown of 45 seconds.
Battle Tempo effect: N/A
Enthralling Performance effect: If this skill is used by an Idol whose main class is not Bard, Siren Solo allows the character to use Bard skills gained through Enthralling Performance for 30 seconds, with a 45 second cooldown. The character cannot enter Battle Tempo.
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Snake Charming | Tier II Skill
Untempoed skill. The Bard plays a tune that assails enemies within 5 meters with a sense of restlessness, causing their muscles to move irregularly. A target affected by this spell will be unable to stand still, which compromises their chances at a successful defensive stance. Moving opponents are not immune to its effects either; it may cause their limbs to suddenly move in undesired directions, resulting in one tripping over their own limbs. Understandably, movement speed, attack speed, and evasion is reduced while this skill is active. This skill's casting time is 3 seconds, the duration of this skill's effect lasts for 20 seconds, and it has a cooldown of 60 seconds after each use.
Battle Tempo effect: When an enemy Bard is first exposed to this skill, any damage buffs gained from being in Allegro/Presto are nullified for 10 seconds.
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Sonic Hammer | Tier II Skill
Allegro skill. A skill that possesses a similar concept yet drastically different style compared to the Bard's Sonic Cutter skill. Where the Sonic Cutter skill is an ability of excellent range and precision, this skill sacrifices those concepts in order to plow through enemies with a literal wall of sound. Sound waves are generated and amplified to deliver a physically-damaging wind-based blunt attack with high surface area. Because of this skill's characteristics, the leftover sound waves not used to assault the enemy can be used to set up for a follow-up attack. The maximum range of this skill is 2 meters. It has a casting time of 2 seconds and a cooldown of 15 seconds. After this skill is used, the next Sonic Cutter skill has an instant cast time (global cooldown remains 1 second, however).
Battle Tempo effect: Any time Sonic Hammer is used directly after Sonic Cutter, Battle Tempo immediately enters Presto if it hasn't already.
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Tier IIIPartial preview list; unlocked at Level 60.Aqua Concert | Tier III Skill
Untempoed skill. A toggle skill designed to synergize with the Geyser Chorus ability to manipulate water and steam using concentrated microwaves. Rather than control water to merely produce a steam curtain, the Bard may now utilize this concept to integrate steam into a number of their attacks. While Aqua Chorus is active, reduce Geyser Chorus's cooldown to 3 seconds and casting time to 1 second. Geyser Chorus may now originate from a point other than the Bard, but it will now be able to damage the Bard if they are caught within its range. In addition, while this skill is active, Sonic Cutter and Sonic Hammer acquire the water elemental to their attributes. Reduce the Water resistance of Aquatic monsters by 2 stages when they are targeted by a skill that was modified by Aqua Concert.
Battle Tempo effect: While in Presto, successful hits from Sonic Cutter and Sonic Hammer will also trigger Geyser Chorus's Battle Tempo effect.
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Dirge of Deterioration | Tier III Skill
Allegro skill. The Bard harnesses sonar vibrations at extremely high frequencies and then focuses it all on an opponent with a melee attack. The type of side effect varies upon the site where this skill made contact. For example, contact with the hands may induce an effect similar to the hand-arm vibration syndrome, a muscle deteriorating effect that reduces dexterity in the hands. Other common targets are the legs to reduce movement or the head and spinal cord to interfere with bodily mana circulation. Considering that Adventurers' bodies appear to be ageless and self-regenerating, the effects from this skill are only temporary and cannot cause this degree of chronic damage. However, the same cannot be said for a Person of the Land who were to experience repeated doses of this attack head-on. Choose a stat (max HP, max MP, strength, dexterity, agility, intelligence, wisdom) upon performing this skill. If successfully performed, that stat is reduced by 25% for the target's next three posts. If performed with any weapon other than a musical instrument, the stat is reduced by 15% instead. If Max HP or MP was chosen as a stat, any HP/MP lost through this ability is regained when the debuff wears off. No stat can be reduced by more than 25% through this ability. This skill's debuff effect is considered a Mind debuff. Its animation time is 3 seconds and its cooldown is 30 seconds.
Battle Tempo effect: If the Bard is not currently in Presto, they immediately enter Presto.
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Domination Encore | Tier III Skill
Andante skill. A skill that attempts to restrict an opponent's strategy by making their skill usage more predictable. This skill must be used within 1 second of an opponent activating an active skill or else it does nothing. The skill that was last used by the target must immediately be used again once it comes off cooldown. The skill will automatically be activated and will override any other actions that the target is currently performing at the time of activation. Indeed, while it may not always be a wise idea to allow a foe to activate a skill, sometimes the type of spell used may be abused to the party's advantage. Some instances may include locking the enemy into performing a skill with a high animation time or a revival spell even if none of the target's allies need revival. This skill is considered a Mind debuff. It has a casting time of 2 seconds. Its cooldown time is 5 seconds plus the cooldown time of the skill that the Bard targeted this skill with, or after 5 minutes have passed, whichever is lower. Domination Encore cannot be used on a target currently affected by it.
Battle Tempo effect: If the Bard is not currently in Adagio, they immediately enter Adagio.
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Exponential Anacrusis | Tier III Skill
Untempoed skill. A skill casted by the Bard which summons a small musical note that floats in the air beside them. After a second, the musical note will fly forward and collide into the opponent, phasing through their body and dealing 1 damage. Upon collision, the musical note is duplicated, forming two musical notes that float over the opponent, ready to loop around in the air and smash into their body once again. A successful hit by each note causes it to multiple into two notes, meaning that this second phase has a chance of generating a total of four musical notes. As such, after several cycles, a single magical music note can transform into a literal wave of notes, ready to crash itself onto the target. The collective damage dealt by this attack makes it a ferocious attack against any opponent. The only downside is that the Bard's MP will similarly be drained at an exponential rate. A maximum of 1024 musical notes can be generated by this skill and the musical notes will attempt to attack the target every 5 seconds. If anything should get in the way of the attack, however, such as an object or another character, the musical notes will attempt to redirect their movement as much as possible. Should it take more than 2 seconds to do so, the musical notes will simply attempt to punch through the obstacle. Exponential Anacrusis has an indefinite duration, lasting until the skill is canceled, the target's HP reaches 0, or the Bard's MP reaches 0. This skill is considered a nonelemental magic attack, has a casting time of 5 seconds, and a cooldown of 60 seconds.
Battle Tempo effect: The Bard may not enter Andante/Adagio while this skill is active.
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Harmonious Voice | Tier III Skill
A Bard skill that instills a state of perfect harmony upon the Bard, allowing them to use the power of Battle Tempo to a greater potential. When this skill is used, if a skill's Battle Tempo effect would otherwise require the Bard to be in Andante or Adagio, the effect is triggered as if the Bard were in Adagio. If a skill's Battle Tempo effect would otherwise require the Bard to be in Allegro or Presto, the effect is triggered as if the Bard were in Presto. If a particular Bard skill has multiple Battle Tempo effects, then select either Adagio or Presto to apply. While Harmonious Voice is active, the Bard does not receive any passive MP restoration or damage effects from Battle Tempo. When Harmonious Voice is canceled, the Bard's current Battle Tempo becomes Moderato. This skill has an instant cast time, a duration of 15 seconds, and a cooldown of 180 seconds.
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Moon Tale Sonata | Tier III Skill
Andante skill. A secret art taught in the village of the Moon Dance Forest. To use it to its full potential, it's said that one should train under the guidance of the villagers. The Bard begins to play an oriental tune on whatever instrument they possess, and an image of the moon begins to shine over the members of the party, bestowing a buff to Attack, Defense, and a resistance to blindness. The buff lasts on the party for 10 minutes, and works only when the bard is within 10 meters of the party members. This skill has a cooldown time of 120 seconds and a casting time of 5 seconds.
Battle Tempo effect: While in Andante/Adagio, this skill's casting time is instant. When cast in Adagio, this skill's effect lasts for 30 minutes.
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The Final Movement | Tier III Skill
Untempoed skill. As the symphony's finale approaches, so does the battle's conclusion. The activation of this skill summons golden musical scales and notes which shroud the user in an intricate spiral. When used, the Bard gains 10 stacks of Final Movement. A stack of Final Movement may be consumed to activate Sonic Cutter or Sonic Hammer with no MP cost, cast time, or cooldown. Sonic Cutter and Sonic Hammer attacks from Final Movement are considered Untempoed skills. This skill has a cooldown time of 120 seconds.
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motto up bb
Adventurer
Gold:
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Post by Gaia on Dec 15, 2013 3:13:50 GMT
the party's life is in your hands. Compatible equipment: Blunt weapons, staves, grimoires, magitech, one-handed swords, cloth armor, leather armor, chain armor, plate armor, shields.
The following is a list of skills that are available to their respective class. When you start out, you obtain three skills and gain an additional skill every 3 levels. Unlike subclass skills, you can choose which skill to take upon leveling. As players approach Level 30, more skills will be available. Beginner Skills Available to all players of this class. Skills do not have to be added to a profile to be used. Divine Might | Beginner Skill
A blessing from the gods infuses the bodies of the Cleric's party, enhancing all physical damage by 5%. Multiple instances of this skill do not stack.
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Tier I Available from Level 1. Anima-Siphoning Sphere | Tier I Skill
The Cleric harnesses healing energy in the form of a faint white vapor which swirls around in the shape of an orb. This skill magnetizes anima from the nearby atmosphere until it is fully generated, after which it will flash several times and heal the nearest ally. If a healing skill is performed by any character between the moment this skill is performed and the Cleric's next turn, halve the healing effect of that skill. The orb is then fully charged and will immediately heal a target. Otherwise, the orb will fully charge at the beginning of the Cleric's 2nd turn from the moment it is casted. Anima Siphoning is therefore often used in the presence of an enemy healer, allowing the Cleric to leech off the rival healer's hard work. This skill has a casting time of 2 seconds and a cooldown of 10 seconds. If Anima-Siphoning Sphere is currently active, it cannot be recasted.
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Blood Transmutation | Tier I Skill
A toggle skill that is particularly effective in a desperate situation. By tuning into the essence of their own life force, a devouted cleric may risk their own life in order to save an ally. Using this ability, the cleric can use their own HP as if it were their MP. Spell costs will now take half the caster's HP and half the caster's MP to perform. If MP is completely depleted, then it will be cast fully from HP. As long as this skill is active, the cleric cannot target themselves with healing magic.
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Cure | Tier I Skill
A basic cure magic that removes negative status effects from a single ally. It consumes little MP and has the ability to remove negative status effects such as poison or bind. Its effect is a pale blue light similar to that of Heal. The effectiveness of its status curing effect may vary based on the level of the skill and the gap between the level of the user and the level of the monster which gave the status effect. This skill has a casting time of 2 seconds and no cooldown time.
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Divine Favor | Tier I Skill
A skill that temporarily removes all negative status effects on the user. Take note that this does not remove one's negative status effects, and can be called "damage postponement" of sorts. Although Clerics have the ability to clear oneself of all negative status effects in battle, it may put the rest of the party in imminent danger. It is for this reason that this skill is important for Clerics, particularly healers. Take note that this skill only affects status effects that are active on the user at the time of casting. This skill has a casting time of 2 seconds, a duration of 10 seconds, and a cooldown of 20 seconds.
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Healing Light
| Tier I Skill
Heals injuries by shooting a white light with a hexagram shape from one's fingertips. The amount of HP it heals is small compared to Heal, but it generates minimal Hate and only consumes a small amount of MP, as well as having short casting and cooldown times. It can be used to heal minor wounds and emergency healing, and is often used alongside primary restoration spells to supplement one's healing capabilities. In large-scale battles where many Clerics are organized, Healing Light can be "showered" on a single tank. Because of its utility, players regardless of level are dependent on the use of this skill. Among its popular nicknames are "Do Your Best Heal" and "Crossroad Heal". This skill has a casting time of 2 seconds and a cooldown time of 8 seconds.
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Holy Rampage | Tier I Skill
By charging their body with holy energy, the cleric violently releases a wave of mana. This creates a split-second barrier that pushes away most enemies and physical projectiles within three meters. In return, the cleric's mana is pushed into imbalance and requires a moment to recover; as a result, they cannot cast a healing spell for the next 10 seconds. This skill has an instant cast time and triggers a global cooldown of 1 second. If Holy Rampage is used again within 10 seconds, the global cooldown is doubled (up to a maximum of 8 seconds).
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Martyr Spear | Tier I Skill
One of the cleric's few offensive options. This spell causes a spear of light to appear in the air above the cleric. After the spear is ready, the cleric points at a target within 10 meters. The spear will promptly head towards the target's position at a high velocity and strike the opponent with light-elemental damage. While this skill has a decently long range, it becomes naturally easier to dodge the farther away the opponent is. This skill has a casting time of 3 seconds and a cooldown time of 5 seconds.
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Miracle Mine | Tier I Skill
A light-elemental spell. After performing this spell, the ground beneath the player's current position will light up with a white glow. If an opponent were to step on this aura, it immediately reacts and strikes the target with a bright small-scale explosion. Alternately, the user can trigger a manual activation by snapping their fingers. If multiple mines are present, they will be triggered based on the order they were set. After about five minutes, the mine will naturally dissipate on its own, however. This skill has a casting time of 1 second and a cooldown time of 5 seconds after placing a mine.
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Reactive Heal | Tier I Skill
The Cleric's starting restorative skill and regarded as the Cleric's signature skill. Unlike Heal that immediately restores hit points at once, Reactive Heal requires the target to receive damage to trigger this skill's effect. Reactive Heal's effectiveness in combat relies on the caster's level and the level of the skill itself, but it does not require the Cleric to focus on a single ally like in Heal, allowing the "Heal Walk" tactic to be employed. When activated, the ally becomes wrapped with a warm orange light as a visual effect. This skill has a casting time of 2 seconds and no cooldown time.
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Resurrection | Tier I Skill
A fundamental resurrection magic for low level healing classes. A Player is transported to a nearby Cathedral when its HP becomes 0, but can be revived before this could happen. Resurrection has a long casting time, consumes a lot of MP, and the target must not make contact with anything else during casting, making this skill very difficult to use during combat. The target is revived with 25% HP and is invulnerable to damage for 3 seconds. This skill has a casting time of 5 seconds and triggers a global cooldown during its cast.
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Saint Channeling | Tier I Skill
The cleric becomes immobile while performing this skill and cannot perform any other skills while this skill is in effect. Every few seconds, all party members within the immediate vicinity will gradually regenerate their HP as long as the cleric continues to cast this spell. It is interrupted as soon as an opponent lands a direct hit on the cleric, so party members should be ready to defend and interpret hits meant for their teammate. This skill has a minimal casting time of 2 seconds and a cooldown time of 10 seconds the moment it is interrupted.
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Tier II Partial preview list; unlocked at Level 30. Anima Blade | Tier II Skill
Among all the classes in Elder Tale, the Cleric is said to be the one class with the greatest affinity toward Anima, the force of life. This skill allows them to manifest that power into the form of a weapon, used to protect teammates and destroy corrupted beings. The Cleric summons a glowing two-foot blade made from pure Anima. This weapon has an item level equal to the Cleric's level and counts as a one-handed sword. Any targets struck directly by the blade are healed rather than damaged. If this weapon is used against an Undead or Miasma target, it deals high damage. The Anima Blade has a duration of 60 seconds. This skill has a casting time of 5 seconds and a cooldown of 70 seconds.
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Divine Punishment | Tier II Skill
A defensive light-elemental spell that is casted upon oneself or a party member. Every time an opponent should deal damage to this skill's target, a beam of light will suddenly shoot out from underneath them to deal damage. The strength of this skill is proportional to the amount of damage that the enemy had dealt. Normally this skill is used in conjunction with a Reactive Heal effect, but there are often cases where a Cleric will attempt to use this skill while tanking. This skill has a casting time of 2 seconds, a duration of 30 seconds, and a cooldown of 45 seconds. The light pillar has an animation time of 0.5 seconds.
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Healing Aurora | Tier II Skill
A healing spell that bathes the battlefield in a brilliant seven-colored light for a few seconds. When this skill is activated, the Cleric and all party members within 10 meters have a high amount of their HP restored. Because of this skill's high efficiency and large area of effect, it is often considered their secret weapon. However, it generates an extremely high amount of aggro and has a long cooldown, so dedicated support Clerics should be careful. This skill has a casting time of 2 seconds and a cooldown of 30 seconds.
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Healing Forge | Tier II Skill
An offensively-based Cleric's toggle skill that depends upon an aggressive battle style. It is one of the key skills that make up the Battle Cleric archetype. Upon striking the opponent with a weapon or shield, the Cleric's body will generate a small ring of life energy that appears and floats somewhere on the battlefield within 5 meters of the Cleric's current position. If the Cleric or a party member makes contact with one of these rings, it will heal them by a small amount. Naturally, the rate at which healing rings can be generated is largely dependent on the Cleric's attack speed.
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Healing Vortex | Tier II Skill
A skill that gathers Anima around a specific position, causing it to swirl around and diffuse into the body of an ally in its center. The animation of this skill resembles a golden wind that gradually becomes stronger over time, eventually gaining in strength until it becomes a tornado. This skill may only heal one target and it will heal the target that is most center within the skill. As soon as the Cleric finishes charging the skill, the target is healed and the animation dissipates. True to its appearance, this skill starts off by healing the target slightly less than that of even the Tier I healing skills. However, if the Cleric is left to charge the skill, it will greatly heal the target's HP. This skill has a minimum casting time of 1.5 seconds and a maximum cast time of 8 seconds. A gust-like effect appears starting at 4 seconds and a tornado appears at 8 seconds. The gust heals three times the HP healed by the uncharged version while the tornado heals ten times the amount. The cooldown of this skill is 30 seconds.
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Miasma-Purification Ritual | Tier II Skill
With the appearance of the Heretics, Clerics have designed a skill that serves to ward away the threat of Miasma. The forces at Stratford have used this skill for a very long time when purging the area of any significant levels of Corruption. By reciting a long sequence of prayers, the Cleric purifies everything within the range of effect by instilling just enough Anima to ward away Miasma with maximum efficiency. A purified boundary of 20 meters surrounding the Cleric is formed if it was successfully performed. Monsters of the Miasma type take gradual damage over time while in this boundary. Attacks that inflict Corruption to targets deal halved damage within the boundary of this skill. All characters within the range of this skill immediately have their Corruption points reduced by 30. Due to the nature of this skill, it was designed mainly as a post-battle procedure rather than in the midst of combat. This skill has a casting time of 20 seconds, a duration of 1 minute, and a cooldown of 5 minutes.
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Miracle Missile | Tier II Skill
A light-elemental spell. For every target within 2 meters of the cleric, every 2 seconds, it shoots forth beam-like projectiles from the Cleric's body to quickly home in on the enemy's current position. Each individual bolt is somewhat below average in base damage, but accumulated unguarded hits will naturally result in a moderate amount of total damage. Because this skill fires automatically, offensive-oriented Clerics often charge straight into the enemy line, activate this skill, and then switch to a self-healing strategy. Beams dissipate after 5 seconds if they were unable to hit a target. This skill has a casting time of 3 seconds, a duration of 30 seconds, and a cooldown time of 1 minute.
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Restoration Relic | Tier II Skill
The Cleric imbues a moderate portion of their mana to create a small glowing statue onto the battlefield. Every three seconds, this statue automatically targets a random party member whose HP is less than full, healing them by a small amount. Take heed that the statue is fairly fragile and will shatter after it has taken sufficient damage, canceling this skill. This skill has a casting time of 5 seconds and a cooldown time of 10 seconds. Restoration Relics have a duration of 60 seconds. However, only one Restoration Relic buff may be active in a party at a time.
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Righteous Exile | Tier II Skill
The Cleric uses light magic to generate thin beams of energy to rise six feet vertically all around the target. This essentially forms a prison that restricts an enemy's movement. However, unlike other movement binding effects, this skill can be escaped by walking through the light beams. As one would expect, touching a single beam causes a sting of moderate light damage, so anyone brave or desperate enough to escape will likely be unable to remain unscathed. The beams disappear after ten seconds otherwise. This skill has a casting time of 3 seconds and a cooldown of 20 seconds.
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Soul Revival | Tier II Skill
The Cleric's devotion toward saving their teammates can be the key factor that will prevent a party's collapse. By gathering together the anima from the surrounding area, the Cleric infuses this energy at a large burst into the target's body, causing the target to flash with a golden light for a moment. Soul Revival resurrects an ally with 25% of their HP and places a passive healing buff of 10% of their HP every 5 seconds for the next 15 seconds. The target is invulnerable to damage for 3 seconds. It has a casting time of 5 seconds and no cooldown time.
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Tier IIIPartial preview list; unlocked at Level 60.Angelic Circle | Tier III Skill
A resurrection skill designed in the manner of a reactive healing spell. The activation of this skill generates a light blue circle at the target's feet, along with the animation of translucent feathers falling. This skill is used as a form of insurance for the target, placing a buff that immediately revives the target with 10% HP should their HP drop to 0. This buff lasts for 30 seconds. Because this skill reacts immediately, it is one of the few revival spells that can prevent the death of a Person of the Land when timed in advance. Know that while this can be a miraculous feat to use on a Person of the Land, this skill cannot prevent an inevitable death such as through natural causes. This skill has a casting time of 5 seconds and a cooldown of 120 seconds.
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Heavenly Deliverance | Tier III Skill
Heavenly Deliverance is a skill that bridges the gap between offense and defense. By evoking this spell, a Cleric will not only be able to heal their allies in a pinch, but will also help subdue the foes that would otherwise inflict damage to them. The Cleric generates a powerful magical aura from their body that spreads out and moderately heals all party members within 10 meters. Additionally, any foes within 10 meters take moderate light-attribute damage and are stunned for 1 second. This skill may be used even if the Cleric is suffering from the side effect of Holy Rampage, in which case the healing potency is halved while the damage potency is doubled. This skill has an instant cast time and a cooldown of 60 seconds.
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Judgment Ray | Tier III Skill
A light-elemental spell that deals impressively high damage. The beam is fired in a straight line and originates from the Cleric's weapon, shooting forward like a laser beam and incinerating everything in its path. The beam's trajectory may be adjusted during this skill's duration to hit additional enemies. It's useful to note that this spell only damages foes and harmlessly phases through allies and non-hostile characters, so the Cleric will not have to worry about friendly fire. The main downside is that this skill consumes a high amount of mana, making it a skill for use when you really need to finish off an enemy. This skill has a casting time of 5 seconds, a maximum range of 10 meters, and a cooldown of 10 seconds.
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Reversed Plane | Tier III Skill
Reversed Plane is a rare Cleric skill once used more commonly at times of war, where Clerics were not only used for healing their allies but for smiting their foes in the name of holy judgment. When this skill is used, several Cleric skills used by the character are corrupted and have their effects changed:
- Anima Blade: Anima Blade no longer heals enemies and will always inflict damage to them. - Anima-Siphoning Sphere: When an Anima-Siphoning Sphere is active, enemies within 5 meters of a sphere gradually take light attribute damage over time. - Healing Vortex: Healing Vortex will pull enemies inward into the air current based on its intensity. - Reactive Heal: Reactive Heal may also be placed upon an enemy target, applying a Reactive Heal debuff on them. When a character with the debuff is struck by an attack, the debuff is removed and the character takes light-attribute damage. - Restoration Relic: Restoration Relics will also target a random enemy within 10 meters and apply light-attribute damage to them in the form of a beam. - Saint Channeling: Enemies within 5 meters of the Cleric take light attribute damage over time. Additionally, they gain a bleeding debuff while within range, causing further damage whenever they use a skill or attack.
While Reversed Plane is active, the Cleric's healing power is reduced by 25% while their magic damage is increased by 25%. This skill is a toggle skill and whenever it is toggled on or off, there is a cooldown of 2 seconds before it may be toggled again.
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Samaritan | Tier III Skill
A Cleric skill that utilizes the power of good karma in order to bring good fortune to the Cleric and their party. Through the power of altruism, a dedicated Cleric can easily stack their blessings and save it up for when they really need a decisive moment to help the party. This skill starts with 0 charges. Every time you successfully used a healing skill that affected at least one ally, Samaritan gains 1 charge. Samaritan may be activated at any time by selecting the amount of charges to be spent. For every 1 charge of Samaritan spent, the Cleric may reduce the current cooldown time of a skill by 2 seconds. If the Cleric should happen to drop to 0 HP while they still have charges in Samaritan, they will gradually lose 2 charges every second. Until Samaritan's charges are dropped to 0, the Cleric may still act by talking and performing healing skills on other party members. During this time, they are downed and may not attack, use items, or move from their current position. After Samaritan's charges drop to 0, the Cleric's death animation is activated and they can then be resurrected by a party member within 10 seconds or else respawn at their latest safe zone. Regardless of the amount of charges possessed by the Cleric, the maximum duration that a Cleric can stay in the downed state is 10 seconds. The activation of Samaritan adds 0.5 seconds to an affected spell's casting time. It has an instant casting time and no cooldown.
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Soothing Pyre | Tier III Skill
A secret art taught in the village of the Moon Dance Forest. To use it to its full potential, it's said that one should train under the guidance of the villagers. The Cleric summons five small flames that appear surrounding their body in a small circle around them. The skill can be cast on multiple members of the party, or stack on a single player for bonus healing effects, depending on the number of charges used. The fires warm injured spots on the target, and applies a heal over time effect. This skill has a cooldown of 30 seconds, a healing time of 10 seconds, and an casting time of 3 seconds.
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Ultimate Cure | Tier III Skill
The Cleric's most potent healing skill. By designating a target, holy light bathes the target and heals them for 100% of their maximum HP. Possible outcomes of the skill may result in a large amount of aggro shifting to the Cleric, so a party should prepare to intercept accordingly. Because this skill's healing potential is solely based on the target's HP, it is not affected by any other effects that would increase or decrease healing power. This skill has an instant cast time and a cooldown of 300 seconds.
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motto up bb
Adventurer
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Post by Gaia on Dec 15, 2013 3:13:57 GMT
Druid Skills call upon the forces of nature for protection. Compatible equipment: Staves, spears, polearms, whips, blunt weapons, magitech, cloth armor, leather armor.
The following is a list of skills that are available to their respective class. When you start out, you obtain three skills and gain an additional skill every 3 levels. Unlike subclass skills, you can choose which skill to take upon leveling. As players approach Level 30, more skills will be available. Beginner Skills Available to all players of this class. Skills do not have to be added to a profile to be used. Nature's Blessing | Beginner Skill
A buff type spell which will increase the party's natural healing ability. The effect is not enough to effect combat as a heal spell would, but it is always active and will accelerate resting periods.
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Tier I Available from Level 1. Arbor Phalanx
| Tier I Skill
For defensive purposes, the Druid uses earth magic to quickly sprout a tree from the ground which grows up to about the height of an adult man. Protruding from this tree are a number of sharp branches which can injure anyone who gets close enough. After 2 minutes, if the plant was not destroyed within that time, this spell is canceled and the tree is desummoned. Only one Arbor Phalanx tree can be active at one time. This skill has a casting time of 2 seconds and a cooldown of 30 seconds.
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Bubble Respiration | Tier I Skill
A skill generally used for noncombative scouting purposes in areas where one must dive in the water. The Druid summons a large number of bubbles that cover the target's body. Upon entry into the water, the bubbles move toward the target's face and act as a temporary air source. This allows the target to breathe for two minutes underwater before having to hold their breath. Unfortunately, while this skill has a fairly low cooldown, no additional bubbles can be attached to the target once they are affected by this skill. While this skill is most effective in the water, it can be used for distractive purposes as well. If the target is hit with any attack while they are not in the water, all of the bubbles attached to the target will scatter everywhere and create a slight distraction. This skill has a casting time of 5 seconds, a maximum duration of 3 minutes, and a cooldown of 20 seconds.
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Brilliant Prism | Tier I Skill
The Druid utilizes the power of water to create a large number of bubbles that float about in the air. These bubbles are then aligned in a way where they act as a sunlight-conducting lens, magnifying the light to create an intense beam which strikes the target for light-based damage. In the absence of sunlight, a light source that generates heat such as a flame can be used as a substitute, but the casting time will be lengthened by 2 seconds. This skill has a casting time of 2 seconds and a cooldown of 20 seconds.
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Call Storm | Tier I Skill
The Druid calls upon the forces of nature to generate a temporary drizzle upon the battlefield. This drizzle is imbued with a high amount of mana, allowing for damaging spells to deal a greater amount of damage than usual. This reduces the elemental resistances of all players and monsters within the area of effect. This skill has a casting time of 7 seconds, a duration of 100 seconds, and a cooldown of 120 seconds.
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Cure Bloom | Tier I Skill
A low-base burst healing ability that releases a thin pink mist with the fragrance of flowers. While it is a little weaker than the Heal spell, its quick casting speed and low cooldown makes it a very utility skill for keeping up dedicated healing on a party member. If the target is currently affected by a healing over time spell, this skill heals twice as much HP. Additionally, if the target is affected by any type of poison effect when this spell was cast, the poison's duration is reduced by 5 seconds. The aesthetic effect of this skill also makes it a nice ability to have when cleaning a room, too! This skill has a casting time of 1.5 seconds and no cooldown time.
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Earthbeat Healing | Tier I Skill
Heartbeat Healing, in the form of a full party regeneration ability. It covers targets in a sparkling blue light. Understandably, it has a slightly lower efficiency than its single-target counterpart. However, it can be stacked with Heartbeat Healing to create a steady rate of healing over time. Be careful, as this skill attracts a high amount of aggro from opponents. This skill has a casting time of 4 seconds, a duration of 10 seconds, and triggers a global cooldown during its cast.
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Familiar: Alraune | Tier I Skill
A summoning ability usable by the Druid class. This summons an Alraune, a toddler-sized sprite resembling a girl made from flower petals. Alraunes usually perform a passive support role by placing pollen and powder onto targets to slow down their movement speed. However, they can also use this trait for an offensive support use by attacking the opponent and manually placing these spores on them. If enough spores are placed on a target, they may even be stunned for a few moments. The Alraune's offensive powers are very lacking, though, so a tank will usually be necessary if one were to go this route. The Alraune's abilities and appearance becomes more impressive as the skill ranks up, transforming into a beautiful flower-bodied girl. When a Familiar summoning skill is used, any Familiars currently active are canceled.
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Familiar: Grey Wolf | Tier I Skill
A summoning ability usable by the Druid class, which brings forth a Grey Wolf pup to fight beside them. The wolf excels in physical offense and speed, making it an excellent companion for those wanting to improve their DPS. However, it is a little more fragile than other beginner familiars such as the Alraune, so caution should be exercised when dealing with tough monsters. The wolf's signature ability is a high-speed pounce that can bounce over to strike nearby foes within a second, although this skill does come with a cooldown of 20 seconds. The wolf's abilities and appearance becomes more impressive as the skill ranks up, increasing the familiar's size. When a Familiar summoning skill is used, any Familiars currently active are canceled.
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Flameburst | Tier I Skill
This skill involves the Druid thrusting forward the tip of their weapon toward the target. Then after 2 seconds of casting time, an attack resembling a flamethrower is fired forward in a cone-shaped pattern within 2 meters. Enemies in the flame radius are scorched, causing their HP to gradually decrease every 3 seconds for 9 seconds. This skill has a maximum duration of 10 seconds and a cooldown of 5 seconds from the moment it is canceled. Flameburst causes a Burn debuff on the target for 10 seconds, slightly reducing their HP every time the character attacks or uses an active skill.
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Glacial Freeze | Tier I Skill
A skill that coats the ground immediately surrounding the Druid in a five meter radius in a layer of ice. Characters that step in the ice, including the user, will slip and slide across the surface as though it were an ice rink. Additionally, enemies within this boundary take minor ice damage over time the longer they remain on the ice. The potency of this skill should not be underestimated on a flat battlefield. The terrain transformed by this skill returns to normal after a minute. This skill has a casting time of 5 seconds and a cooldown of 75 seconds.
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Heartbeat Healing | Tier I Skill
One of the Druid's signature healing spells, Heartbeat Healing is a spell that covers the target in a sparkling green light and delivers gradual HP regeneration to the target every few seconds. It is the primary and most potent spell of the healing core, with many other healing spells rotated in between. This skill has a casting time of 2 seconds, a duration of 10 seconds, and triggers a global cooldown during its cast.
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Lightning Fall | Tier I Skill
The Druid raises their staff over their head and summons an electrical orb that generates chain lightning. The electricity generated from this orb travels toward the nearest opponent and then moves onto other targets if they are within 1 meter of the target. Additional targets affected by this attack are not aggroed. This skill has a casting time of 1.5 seconds and a cooldown of 10 seconds.
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Messenger Bird of Wind | Tier I Skill
While Adventurers may find use of the Telepathy skill more convenient, this skill was invented by the Stonehenge Druids of the Land long ago for the sake of espionage. It nevertheless remains useful today as a means of communicating with people of your cause who may not necessarily be people you know very well. The Druid uses the powers of nature to harness the air elemental, speaking a short message of up to one minute in length. This message is accepted by the air elemental, which transforms itself into the shape of a small bird, almost indistinguishable from a real animal. Afterward, the Druid may designate this bird to fly to up to five specific Adventurers within 10 miles by speaking their IGNs. When the bird has located its target, it will perch onto their shoulder and whisper the recorded spoken message to the target, before flying to the next target. The Druid may alternately designate the bird to stay within the general vicinity of the area it was summoned and give it a password. If any individuals within 1 mile should then utter the password within the next 24 hours, the bird will fly down and deliver its message to those individuals. Messenger Birds summoned by this skill have a maximum summon time of 24 hours. This skill has a casting time of 10 seconds and a 10 minute cooldown.
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Nature Revive | Tier I Skill
A revival skill on par with the Cleric's Resurrection skills. It can only be used if the target has only been incapacitated within the last 10 seconds. This skill will bathe the target in blue light and resurrect them with low HP. There is also a slow HP regeneration effect upon revive. The only downside to this ability is that a target cannot be revived again by this skill for 2 minutes, so the party should quickly support them back up to a safe state as soon as possible. This skill has a casting time of 5 seconds and no cooldown.
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Sand Curtain | Tier I Skill
The Druid uses the power of earth to collect dust and sand from the surrounding area into a small orb of light and releases it into the surrounding air. This is then followed up with an attack that summons a localized cyclone to swirl around the user and dealing wind-based damage to nearby enemies. This skill provides a temporary reduction in sight for all players and monsters within a ten meter radius for about 5 seconds. This skill has a casting time of 1 second and a cooldown of 10 seconds.
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Willow Spirit | Tier I Skill
The Druid calls forward earth magic to quickly sprout plant vines from the ground. These vines latch onto the closest target within range and bind them to a short walking distance until they are either cut off or wear off. Any additional opponents who make direct physical contact with the vine are also injured by its sharp thorns. This skill has a casting time of 1.5 seconds and a cooldown of 15 seconds.
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Tier II Partial preview list; unlocked at Level 30. Cyclone | Tier II Skill
A wind elemental skill with a very large area of effect. The Druid generates hurricane-force winds around themselves to blow away targets and deal wind-based damage to all enemies within 10 meters. This range decreases to 5 meters if the Druid uses it indoors. The closer an enemy was to the Druid when this skill is used, the more damage they take and the more knockback they receive. Be careful, because while party members and non-hostile characters are immune to damage taken by this spell, it is still possible to blow them away if they are caught off-guard. This skill has a casting time of 4 seconds and a cooldown time of 25 seconds.
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Force of Nature | Tier II Skill
Nature is interconnected in a way that an experienced Druid will be able to tune into the power of Nature energy in order to weaken the target's defenses. This skill manifests itself in the form of a small orb of energy that is then shot toward an opponent. The target's elemental resistances to Nature-based elements are reduced to their lowest available value (if the target is resistant against wind, weak to water, and nullifies earth, then the target is now weak to wind, water, and earth; if they were resistant to all three elements, however, this skill does nothing) for a full minute. This skill has a casting time of 3 seconds and a cooldown of 60 seconds.
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Golem Construction | Tier II Skill
Golems, as an embodiment of nature energy, have been used by the ancient Druids of the Stonehenge area for generations. It is arguable that they had learned to use the skill even before Summoners had started to form contracts with the magical creature. As a natural construct, it does not count as a Familiar but still possesses enough intelligence to independently attack its foes or defend its master. The Druid's way of calling a golem is more traditional in comparison to a Summoner, as it places a rune upon the surrounding environment. That rune would then react and create the golem using whatever natural resources are available in the area. Rather than simply soil, stone, or iron, these golems may even be composed from materials like water or even magma, should a natural source be available. In addition to this flexibility, the cost of maintaining this golem is fairly low in terms of MP draining. But perhaps its greatest weakness is this very same dependency upon the environment, as only one may be controlled and mana cannot be used to compensate for insufficient materials. Additionally, it is quite possible for a stronger Druid to seize control of a golem by paying a higher MP cost to take ownership. The size of a golem is limited to 1 meter, which increases to 2 meters at Level 60 and 3 meters at Level 90. This skill has a casting time of 5 seconds and a cooldown of 60 seconds.
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Gaean Rebirth | Tier II Skill
A skill that wraps plant vines around the body of a teammate whose HP had dropped to zero within the past ten seconds. The life energy that was scattered upon death is reabsorbed by the vines and fed back into the body, thereby reviving the target as the vines change into blooming flowers which scatter back to the earth. In comparison with the Cleric's revival skills, this particular skill revives the target with most of their HP but possesses a longer cooldown time of 60 seconds in return. Regardless, it is often voted the most aesthetically symbolic revival skill due to its unique animation. This skill has a casting time of 8 seconds.
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Geomancy Earthquake | Tier II Skill
A skill that creates a micro-scale earthquake by raising the weapon and generating a ball of light from the end, then slamming the weapon to the ground. The magnitude of the earthquake depends upon the amount of time taken to perform this skill. If it was released as soon as the orb was generated, there would only be barely noticeable tremors. Completing the spell after several seconds will result in cracked earth chasms opening up everywhere except a small area around the druid. This skill has a minimum casting time of 1 second and a maximum casting time of 10 seconds. Its cooldown is 30 seconds.
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Ingraining Roots | Tier II Skill
A healing over time spell of medium potency with a downside of inducing a movement buff effect on the target while it is active. Roots sprout up from the ground and bind the target's legs, feeding them a steady amount of life energy as nutrients. The roots have a small ability to attenuate to other skills that regenerate HP, so it is often used alongside skills such as Heartbeat Healing in order to achieve maximum efficiency. This side effect can even be handy for leeching off the effects of an opponent's powerful healing spell. Ingraining Roots are much easier to break than the ones generated by Willow Spirit in case of an emergency, but generally a Druid would want to be mindful of the situation before they should use this skill in battle. This skill has a casting time of 3 seconds, a maximum duration of 10 seconds, and a cooldown of 30 seconds.
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Leaf Shield | Tier II Skill
The Druid summons a storm of leaves to surround and swirl around a particular target. If used on themselves or an ally, these leaves serve as a makeshift barrier and reduces any melee damage taken by the character by half. If used on an enemy, they take medium wind attribute damage over time for 10 seconds and also have their movement speed reduced by 25% for 10 seconds. Take heed, this combination of air and plant material makes for a potent combination with fire. If the target of this skill is targeted by a fire-attribute attack while Leaf Shield is still in effect, the damage of that skill is increased by 50%. If the target is targeted by a fire-attribute attack that does not deal damage, Leaf Shield immediately ends. This skill has a duration of 10 seconds, a casting time of 2 seconds, and a cooldown of 30 seconds.
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Shifting Ambiance | Tier II Skill
The Druid's affinity with nature allows them to transfer the center of converging healing energy elsewhere. This allows them to allocate much needed resources away from an ally who has already been comfortably healed. This skill is usable only when the target is currently being affected by one or more healing over time skills. All healing spell effects are transferred from the target to an ally recipient within 10 meters. The duration of transferred healing spells does not change. However, if the recipient is currently affected with Ingraining Roots, the duration of healing effects is increased by 5 seconds. This effect may only apply once every 30 seconds. This skill has an instant casting time and triggers a global cooldown of 1 second during its cast.
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Shrieker Echo
| Tier II Skill
The Druid summons a few mushroom-like familiars which embed themselves into the ground. This skill does not count as a Familiar summoning skill and may be used even if a Familiar is currently active. As soon as one of these mushrooms are stepped on, they will unroot themselves from the ground and let out an extremely loud scream that will resonate throughout the area. All targets, ally or enemy, are stunned for up to three seconds as the extremely loud noise throws off their eardrums' sense of coordination. If a mushroom was left alone for five minutes, it will automatically desummon. This skill has had its fair share of controversy during Elder Tale's PC game days where people initiated player vs player duels as an excuse to annoy others with this skill's loud sound effect. Since then, it had been toned down a little bit, but the transition since the Apocalypse has returned the skill back to its podium of ear-splitting mayhem. Try not to use this skill carelessly or else you'll end up on peoples' blacklists. This skill has a casting time of 4 seconds and a cooldown of 30 seconds.
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Storm Shackle | Tier II Skill
The Druid uses the power of wind to create a dense air current that binds a target and restricts movement. If the Druid is at least 10 levels higher than the target in strength, it may even be possible to pull the target anywhere using this wind current, even up in mid-air. If a sizable water source is present, this skill can be used to react with the water and concentrate a large amount of water vapor into the current, changing this skill's affinity into both water and wind. In such a case, the Druid will usually try to bind a target's mouth so that they would slowly suffocate and lose HP over time. Note that if the target should somehow teleport or if someone happens to get in the way of the wind current, this skill will weaken and allow the victim time to escape. This skill has a maximum range of 3 meters, a casting time of 3 seconds and a cooldown of 30 seconds after it is canceled. It has a maximum duration of 10 seconds which increases to 15 seconds at Level 60 and 20 seconds at Level 90.
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Terracotta Soldier | Tier II Skill
The Druid summons a crude statue the size of an average man from earth magic using either stone, dirt, sand, or mud. After summoning, the Druid points in a direction, causing the statue to slide forward in that direction. The statue moves at about 1 meter per second. Upon contact with an enemy, it will attempt to ram them. If the statue takes substantial damage or runs into a wall, it will shatter back into the material that formed its body. Terracotta Soldiers are resistant to physical attacks but are weak against wind attacks. This skill has a casting time of 3 seconds and a cooldown of 20 seconds.
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Toxic Thorns | Tier II Skill
By conjuring the power of the flora kingdom, the Druid is able to harness a technique that is rather hazardous to their opponents. The Druid summons a number of poisonous spikes that spawn around the battleground. Touching one of these thorns will deal minor damage and inflict a poison effect that lasts for 30 seconds. For every thorn touched before the debuff wears off, the duration timer of this poison effect will be reset and extended by 15 seconds. An ally who touches these thorns will not be poisoned, but they will still receive the damage. A number of thorns equal to the Druid's level will be spawned within a maximum range of 10 meters. This skill has a casting time of 5 seconds, a duration of 20 seconds, and a cooldown of 60 seconds.
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Tier IIIPartial preview list; unlocked at Level 60.Court of the Sun | Tier III Skill
The Druid's ability to manipulate the forces of nature is a potent ability envied by many others. By calling upon the animist spirits of the world, the Druid can harness their power to temporarily concentrate the intensity of the sun itself within a limited radius. Naturally, the limitations of this skill dictates that it must be performed outdoors and during the daytime. When this spell is performed, the sunlight will intensify within an area of 50 meters surrounding the Druid's position, brightening everything within view. This boundary remains stationary even if the Druid should move. While standing within this area, the temperature will feel as though it were 10 degrees C (~18 degrees F) warmer. Enemies weak to the fire or light element take gradual damage over time while in the area. Additionally, fire and light attribute skills have their casting time and cooldown time halved when performed in this boundary. The effect of Court of the Sun lasts for 10 minutes. It has a casting time of 10 seconds and a cooldown time of 30 minutes.
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Familiar: Healing Sequoya | Tier III Skill
Though considered a Familiar summon, this skill brings forth a giant tree that stretches high up, healing up to 10 nearby allies by 1% HP every second for 30 seconds. While this skill can be used indoors or in small spaces, where the size of the tree will clip at the ceiling and stop growing, it requires an open area of 10 meters in radius to summon. Enemies may decide to attack the Sequoya to reduce its duration. After it takes considerable damage (the Sequoya is weak to fire and resists earth), it will be desummoned. The healing range of Healing Sequoya is 10 meters. When a Familiar summoning skill is used, any Familiars currently active are canceled.
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Paradise Found | Tier III Skill
A holy ritual among the Druids known for its potentially miraculous effect in restoring the land. Outside of battle, the Druid concentrates the power of nature from the earth to accelerate the healing and growth process of living things within a 50 meter radius. Any dying plants within the area will gradually regain their color and strength, while injured animals and characters will slowly regain HP over time. At the end of the Druid's post, any existing Corruption from Miasma will start to deplete as though it had been 3 post cycles since exposure. Due to the difficulty of this spell when used during battle, its effects are more exclusive. The radius of the spell will decrease to 10 meters, only allies may be targeted, and allies affected will obtain a powerful healing over time effect. This skill has a casting time of 20 seconds and a cooldown of 5 minutes.
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Sakura Storm | Tier III Skill
A secret art taught in the village of the Moon Dance Forest. To use it to its full potential, it's said that one should train under the guidance of the villagers. The Druid points their weapon out, and a flurry of Sakura petals begin to savagely appear in a 10 meter diameter, cloaking all allies in the sakura mist. The skill applies a blindness debuff on the enemies while they are within the mist, and are disoriented as to which way is out. The mist has a duration of 30 seconds. This skill has a casting time of 3 seconds and cooldown of 2 minutes.
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Seed of Mayahuel | Tier III Skill
Many have heard of the Maledict Mayahuel in the Savill Grove, but few are aware that the Druid class actually possesses an ability that allows them to call forth a similar summon of its kind. A Druid skill that conjures a gigantic red carnivorous flytrap to immediately sprout a few meters in front of the Druid. This plant can stretch up to five meters in height and its strength is proportional to its height, so conjuring it inside of a cramped room will only yield limited results. This summoning does not count as a familiar and thus other familiars can be summoned while this skill is active. The summoned Mayahuel cannot move from its position, but it possesses a few skills that it will automatically attack enemies with. Its primary ability is the release of a miasma cloud that damages and deals slow poisoning effects to enemies within 5 meters. Secondly, it can attack enemies by piercing them with sharp roots. Finally, it can expend its energy to shoot forth a concentrated beam of light that deals high light-elemental damage. The summoned Mayahuel has a summon duration of 30 seconds. The casting time required for this skill is 5 seconds and its cooldown is 60 seconds.
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Sylphic Pod | Tier III Skill
A skill that uses the Druid's own life energy in order to summon forth a magical seed that remains dormant initially. As time progresses and this entity is protected, the initial investment is worth its return as the entity provides a strengthening amount of healing power. Be careful, for the amount of healing support provided by the seed draws a good deal of aggro and gives foes an incentive to destroy it. The Druid reduces their current and maximum HP by 10% in order to summon a glowing seed the size of a large fruit that a character may carry around. This seed has HP equal to the amount of HP sacrificed to summon it and if its HP should drop to 0, the skill is canceled and the Druid's maximum HP is restored (their current HP is unaffected). Every 10 seconds, the Druid and their party is healed slightly by the seed. After 30 seconds has passed and the seed is still alive, it will glow with one final flash and restore a large amount of HP to the party before disappearing. This skill has a casting time of 3 seconds and a cooldown of 90 seconds.
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motto up bb
Adventurer
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Post by Gaia on Dec 15, 2013 3:27:39 GMT
Shaman Skills shield yourself with divine presence. Compatible equipment: Staves, swords, crystal balls, magitech, bows, cloth armor, chain armor.
The following is a list of skills that are available to their respective class. When you start out, you obtain three skills and gain an additional skill every 3 levels. Unlike subclass skills, you can choose which skill to take upon leveling. As players approach Level 30, more skills will be available. Beginner Skills Available to all players of this class. Skills do not have to be added to a profile to be used. Heavenly Defense | Beginner Skill
The presence of a Shaman in the party connects the members with the spirits. Their ability to block (if they have a shield equipped) is increased by 3%. Their ability to parry (if they do not have a shield equipped) is increased by 3%. It is only possible to have one of these benefits based on equipment.
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Summon Shikigami | Beginner Skill
The Shaman calls forth a shikigami, a humanoid familiar spirit, in a solid form. The appearance of a Shikigami varies from Shaman to Shaman, but typically they resemble humans with pronounced animal-like features similar to Fox Tails that normally wear Eastern traditional clothing. They are normally said to have a personality and body representative of the Shaman's inner self. This means that while some Shikigami will resemble their masters, others may look vastly different and may even be of the opposite gender. For Shamans who employ more than one Shikigami, each particular Shikigami will still look distinct but will seem to be like siblings. As a Shikigami is representative of the true self, it can speak and understand the languages that the Shaman may speak.
Shikigami are usually used in a support role, with tasks ranging from off-tanking to scouts to support DPS. There is a wide range of shikigami that a Shaman can summon, and they last for 5 minutes. In the original game, shikigami were treated as bonus content for players, with little to no practical use. However, after the Catastrophe, shikigami now share the same sensations with their masters, allowing shikigami to serve reconnaissance roles in battle. Of course, there are shikigami that are well-loved by many as mascots. This skill has a casting time of 5 seconds. Only one Shikigami may be summoned at a time.
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Tier IAvailable from Level 1.Art of a Heavy Laden Brush | Tier I Skill
Bow Skill. A projectile based skill that is enchanted onto an arrow and initiates an aura barrier on contact. The aura then proceeds to slow those who come within range, making targets feel as though their gear weighs heavier than it should. The barrier aura is broken when either the arrow is removed or the caster is damaged. Range of the aura has a radius of one meter from the arrow’s location, regardless of if the location is mobile. This skill has a casting time of 2 seconds and a cooldown of 20 seconds.
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Barrier Channel | Tier I Skill
This skill allows the Shaman to infuse a barrier with additional mana, allowing it to last a little longer. When this skill is used, the Shaman must select a Barrier-type skill. That skill's duration is increased by 5 seconds. This skill has a casting time of 2 seconds and a cooldown time of 10 seconds.
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Barrier Crash | Tier I Skill
Just as a Shaman is able to put up protective barriers, they also have the ability to smash similar types down. The Shaman will either smash the barrier with a physical hit or with a shot from an arrow, causing a loud crashing noise similar to broken glass. This skill may be used to cancel the effect of a Barrier skill placed on the target by a Shaman or a defense buff skill such as the Sorcerer's Force Shield. This skill has an animation time of 2 seconds and a cooldown of 10 seconds.
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Barrier of Purity | Tier I Skill
A barrier of purifying quality designed to ward off debuffs and other debilitating conditions. Unfortunately, upon absorbing the harmful buff it vanishes entirely and its protection leaves with it. Casting this skill on a target that is already under a debuff will not remove the current debuff but rather protect the target from the next one. This skill has a casting time of 3 seconds and no cooldown time.
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Barrier Shroud | Tier I Skill
A fog-like cool mist encircles the target for a moment before dissipating. It is a skill that is said to use wind mana in order to suppress the recipient's presence in the heat of battle. A character targeted by Barrier Shroud generates half as much aggro from attacks and skills as they normally would for the next 20 seconds. This skill has a casting time of 2 seconds and a cooldown of 60 seconds.
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Blood Oath | Tier I Skill
An offensive shaman skill focuses on close combat. When the skill is initiated, the caster must land a blow with a melee weapon within the next 10 seconds. If successful, the caster gains a damage buff against the specific target. This buff lasts for a single hit and is broken if the caster takes damage. This skill has a casting time of 2 seconds and a cooldown of 20 seconds.
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Compounding Barrier | Tier I Skill
A skill that balances the mana expenditure of different types of barriers in a way that mana is recycled among the barriers. There are a number of reasons why this is advantageous, the primary reason being that it increases the stability of all active barriers at once. All Barrier-type skills affecting the target have their duration increased to the duration of the longest lasting effect. For example, if a target is affected by a barrier that still has 10 remaining seconds of duration and a barrier with 18 remaining seconds of duration, both barriers have their remaining duration set to 18 seconds. If a barrier would have its duration extended beyond its maximum duration, it is reset to its full duration instead. This skill has a casting time of 3 seconds and a cooldown of 30 seconds.
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Damage Interception | Tier I Skill
A barrier skill known as the signature move of the Shaman. Forms either a stationary barrier or a barrier around a target that continues to exist until the "energy" of the barrier expires. Energy will decrease slowly over time and decrease from damage taken. This skill has a casting time of 1.5 seconds and a cooldown of 5 seconds.
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Demon's Eye | Tier I Skill
This skill when activated will slightly increases accuracy rate of the user's weapons. It also causes the weapon to be immune to hit spirit-type mobs whom normally nullify incoming physical damage. Of course, a successful hit requires an active attack towards a desired foe regardless. There was one time when the developers received e-mails saying that "I've used the Demon's Eye and I still keep on missing on ghost mobs!" among others. For this reason, several balance changes were implemented. When used, this skill adds a blue radiance on one's eyes, a rather scary sight post-Catastrophe. This skill has a casting time of 4 seconds, a duration of 60 seconds, and a cooldown of 70 seconds.
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Divine Subjugation | Tier I Skill
The Shaman's body is infused with the blessings of the spirits, increasing the damage of the user's physical attacks for the next 8 seconds. The Shaman's body glows a bright yellow at this time and all their attacks also contribute to an increased amount of aggro. It is oriented towards Battle Shaman builds that use swords or bows as primary weapons. This skill has a casting time of 2 seconds and a cooldown of 20 seconds.
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Exorcism of a Cursed Lotus | Tier I Skill
A self-cast barrier that boosts the caster’s attack speed against a specific target without boosting movement speed. Upon taking any damage, the barrier shatters and the caster lose all benefits. Since this leaves the caster vulnerable to attack it is often better to combine this with attacks from other party members or with another barrier level underneath so as to keep the target preoccupied. This skill has a casting time of 2 seconds, a maximum duration of 10 seconds, and a cooldown of 15 seconds.
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Hybrid Barrier | Tier I Skill
A Barrier skill that allows for the caster to combine two barrier styles together for a hybrid effect. This allows for a Shaman to stack more barriers onto a single target in a shorter timespan. When this skill is used, two other Barrier skills can be cast at the same time onto a single target. The duration of the two barriers become the average of their maximum durations. This skill has an instant casting time and triggers a global cooldown of 1 second.
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Leaping Apricot Technique | Tier I Skill
This spell will instantly transport the user to a location a certain distance away, leaving behind apricot flower petals from where the user stood. What seems like a powerful technique actually has some drawbacks, including a maximum range of 6 meters and the ability to travel within eight directions, not to mention the in-game restrictions for using this skill. However, it seems that these restrictions have been lifted following the Catastrophe, allowing more striving Shamans to learn this skill with less constraints. Also, using this skill post-Catastrophe also gives off an apricot scent, giving it an aromatic purpose outside of battle. This skill consumes about 20% of the Shaman's MP, has a casting time of 1.5 seconds, and has a cooldown of 40 seconds. The MP cost decreases by 5% for every 30 levels.
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Purgatory Barrier | Tier I Skill
This skill is initiated by casting the spell and creating a small sphere that can be thrown at a character or object. Upon contact, the sphere will form a barrier around the target and causes it to float about two meters into the air, suspending the target in mid-air inside the barrier. The barrier is broken as soon as it is struck by any sort of attack, giving it the fan name of "Purgatory Bubble." Of course, once the barrier is broken, the target will fall the full two meters, causing minor fall damage. This skill has a casting time of 3 seconds, a maximum duration of 5 seconds, and a cooldown of 15 seconds.
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Prayer of Recovery | Tier I Skill
A Shamai's unique healing magic skill, allowing for a small amount of healing with a short casting time and cooldown, although with a low base healing effect. When cast, bright blue magatama jewels surround the target and the sound of small bells can be heard. Is often called "Mini-heal" by many, and can be used as a form of encouragement to others. In the post-Catastrophe world, the sound of bells this skill makes are often interpreted as "greetings or prayers of a Shaman wishing for a safe return". This skill has a casting time of 1 second and a cooldown of 5 seconds.
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Reactive Barrier | Tier I Skill
The shaman creates a reflective stationary barrier. Melee attacks that pass through the barrier during contact have their momentum reduced and offensive magic is partially returned to the enemy's direction. Essentially, this skill works as a filter. The target behind the barrier will still take most of the damage received, so it's not an absolute barrier. Ranged attacks and non-offensive magic will still affect the target normally, however. This skill has a casting time of 3 seconds, a duration of 10 seconds, and a cooldown of 20 seconds.
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Rebound Barrier | Tier I Skill
Affectionately known as “Pinball Barrier” by veteran adventurers, the Rebound Barrier skill casts a spherical barrier around the target. Upon hostile contact with the barrier, both the target and the hostile are tossed in separate directions. Any damage from the attack still lands. This skill has a casting time of 2 seconds, a maximum duration of 10 seconds, and a cooldown of 15 seconds.
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Shikigami Astral Seal | Tier I Skill
This skill transforms the physical body of the summoned Shikigami into a ghost-like form, making it intangible to all attacks. Conversely, the Shikigami retains the ability to affect its environment, allowing it to move and control objects like a poltergeist. Many Shamans typically have their Shikigami control objects like weapons in order to make them appear as though they were possessed. Others tend to utilize the summon to grab an enemy's limbs and prevent their movement, but the generally low offensive specs of the Shikigami makes this strategy not quite as effective. The duration of this skill lasts for a full minute, but it will automatically cancel if the Shikigami's duration runs out. This skill has a casting time of 2 seconds. There is a 30 second cooldown period after this skill's deactivation before it may be used again.
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Soulcutter | Tier I Skill
A good contender in terms of Shaman DPS, this skill transforms the summoned Shikigami's body into a violent stream of magic energy. The energy is concentrated into a material form, creating a cutting-wave projectile as sharp as a sword. The attack is then shot up to 5 meters forward, after which the familiar spirit travels back to the Shaman. This skill has a casting time of 1 second, followed by an animation time in seconds equal to 0.2 x distance in meters traveled. Its cooldown time is 3 seconds. If Shikigami Astral Seal is active when this skill is used, it is temporarily disabled for this skill's duration.
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Tier IIPartial preview list; unlocked at Level 30.Abstinence
| Tier II Skill
Immediately decreases the aggro of the Shaman or a single ally, giving a chance for an enemy to avoid engaging the target. Although controlling hate is optional in common battle situations, using this skill is an effective way of doing so if needed. Nevertheless, it is useful in tense battles where careful management of hate is necessary. This skill gives off a pallid light on the target when activated. It has a casting time of 2 seconds and a cooldown of 10 seconds.
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Anima-Gathering Talisman | Tier II Skill
A Shaman skill that collects life energy from the surrounding atmosphere into the Shaman's hand. Upon contact with a friendly target, a rune will temporarily appear over the contact area where energy will disperse into their body and restore a moderate amount of HP. If performed on a fallen teammate, it will possess the ability to revive the target with low HP. The flexibility provided by this skill makes it the Shaman's best option if they wish to perform on par with the healing abilities of the Cleric and Druid. This skill has a casting time of 3 seconds. It has a cooldown time of 5 seconds if used as a healing spell but 30 seconds if used as a revival spell.
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Barrier Armor | Tier II Skill
A skill that places a flexible barrier upon a target's body that very lightly coats the surface of their body from attacks of strong force. It's said that some Shaman use the skill as a supportive technique to boost their own tanking abilities. When this skill is cast on a target, that target gains a health bar acting similar to HP, labeled as 'Armor' and has a value of roughly 5% of their maximum HP. When a character's Armor bar is above 0, any damage taken by the character will first be applied to Armor before affecting HP. If a character has not taken any damage for 10 seconds, Armor will gradually increase until it is fully restored after 10 seconds. This buff lasts for 2 minutes unless it is recasted, allowing the duration to reset. Barrier Armor has a casting time of 5 seconds and a cooldown of 30 seconds.
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Barrier of Cleansing Flames | Tier II Skill
The Shaman makes a prayer to cover a character's body with an aura of fire. This fire does not deal any damage to the character, but any opponents that attack the character with a melee attack or are targeted by the character with a melee attack take gradual fire damage as long as contact is made. Due to the nature of this skill, it makes a perfect combination with close combat specialists such as Monks. The target's fire resistance is also increased by 5 levels while under the effect of this skill. This skill has a casting time of 3 seconds, a duration of 30 seconds, and a cooldown of 45 seconds.
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Barrier Spread | Tier II Skill
Sometimes in a pinch, you need to be able to protect the entire party from a powerful attack by shielding everyone. Barrier Spread is one such resource. When Barrier Spread is used on a target party member, all party members within 10 meters of the target are also affected. Any Barrier of Purity or Damage Interception buffs on the target are also spread onto the party members with the same duration. This skill has a 2 second casting time and a cooldown of 30 seconds.
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Benefic Possession | Tier II Skill
A skill which causes the Shikigami to momentarily tap into the target's mind and relieve them of mental fatigue. While it does not do very much to heal physical wounds, it can nullify one Mind debuff placed on the target and also provides the target with temporary health to keep them out of harm. The target's HP is moderately increased by an amount that can exceed their maximum HP. However, the HP gained from this effect will gradually disappear after a minute, so more permanent options like a dedicated healing skill or potions will be most necessary. Using this skill again while it is active will refresh the potency and duration of the effect. This skill has a casting time of 1 second and a cooldown of 15 seconds.
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Healing Prayer | Tier II Skill
This skill is similar to the mid-tier healing spells that Clerics and Druids receive in that it has a high MP cost and cast time but has a medium HP recovery rate. What sets it apart, however, is that this spell also casts a barrier on the target which protects them from damage equal to the amount healed. The barrier has a duration of 10 seconds. While all of this sounds appealing, the casting time of 4 seconds, cooldown of 30 seconds, and high MP usage of this skill make extended use of this spell difficult.
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Holy Water Divination | Tier II Skill
The Shamans have long been a mystical group of people, able to materialize blessings and visualize messages from the supernatural. This skill is the streamlined form of an ancient prayer that was said to have been invented by priests during times of war. Upon meeting a small to moderate body of water, be it a puddle or small garden pond, the Shaman may activate this skill. Its casting time is 1 minute and it fails if the Shaman is interrupted. Upon a successful cast, the Shaman can close their eyes and concentrate, allowing them to see everything that goes on through the body of water as though they were watching from just beneath its surface. This ability continues even if the Shaman moves very far away from the body of water. The maximum duration of this skill is 24 hours unless the skill is manually canceled or the body of water is completely drained.
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Luster Charm | Tier II Skill
A strengthened Barrier of Purity that appears as a cloud of mana shaped like an orb. It has two practical purposes. This skill can be used to cure a party member of their physical status effects other than stun. However, its more interesting usage is that of a status prevention skill. When this skill is used on a party member who is unaffected by status effects, it will generate a semi-transparent barrier effect over their body for a minute. If that party member should then be affected by a skill that inflicts status effects, they are unaffected by the effect and the barrier disappears. Additionally, the caster of that skill is afflicted with the status effect instead, unless they possess a resistance of Null or higher. This skill has a casting time of 1.5 seconds and a cooldown of 20 seconds.
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Magatama Manifestation | Tier II Skill
A skill that causes the Shikigami's body to glow as the animation of a flashing magatama appears in the air above the Shaman. Each activation of this ability reduces the Shaman's maximum HP and MP by 30% each, transfusing the life and soul energy into the Shikigami's body. This HP/MP drop lasts until the Shikigami is desummoned. As a result, all of the Shikigami's combat characteristics greatly increase. This skill can be stacked up to three times, each time causing a great strain on the Shaman's body. After the third activation, the Shikigami's power is restored to the point where it becomes akin to a demigod. However, this final activation comes at the sacrifice of the Shaman's life. Each activation of Magatama Manifestation raises the Shikigami's summon duration by two minutes. A Shikigami in 3rd Manifestation will last for its full duration even after the player has died. The Shaman cannot be revived while the Shikigami is in 3rd Manifestation and their body will return to the nearest town when the skill is canceled. This skill has a casting time of 3 seconds each activation.
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Malefic Possession | Tier II Skill
A skill which causes the Shikigami to enter the target's body and wreak mental instability. This skill is most effectively used when fighting against an opponent who has fortified themselves with various stat-increasing buffs. For the next 10 seconds after this skill's activation, the familiar spirit will possess the target's body and transform these buffs into debuffs. Thus, it can turn even the mightiest defense into a most vulnerable protection. The target will additionally suffer a lingering damage over time effect while this skill is in effect. While Malefic Possession is active, the Shaman may not use any other Shikigami skills. Malefic Possession may be canceled at any time to return the Shikigami to the Shaman's side. This skill is considered a Mind debuff, has a casting time of 3 seconds, and a cooldown of 30 seconds.
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Mystic Mirror | Tier II Skill
A shining mirror appears before the user, firing a beam of light toward an enemy. Aside from this damaging effect, this skill also heals the HP of the member of the party with the highest amount of aggro. Primarily used to heal tanks in battle, its damage-and-healing double effect makes it a favorite by many. Because of the way the light emanates from the mirror when this skill is used, the Shaman assumes a "godly" appearance, causing some to clasp their hands and pray as if in front of a deity. This skill has a casting time of 3 seconds, a maximum range of 10 meters, and a cooldown of 25 seconds.
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Shielding Explosion | Tier II Skill
The Shaman creates a barrier that is generated from their body. This barrier stretches out to a maximum distance of five meters on all sides, pushing back any enemies. The barrier phases through everything else, whether it is terrain or allies. Most ranged physical attacks are deflected by the barrier while enemies that rely on melee combat are greatly hindered by their inability to get close. If used within a narrow area like a small room or cave, enemies might even be pushed against the wall, unable to do anything for a while. However, this barrier does have some level of endurance which can shatter if struck by sufficiently strong attacks. This skill has a casting time of 2.5 seconds, a duration of 5 seconds, and a cooldown of 30 seconds.
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Spirited Away | Tier II Skill
A barrier which resembles a spherical black barrier opening up to engulf anything within its boundary. After it is completed, the target or object that was engulfed by the barrier will remain inside for 10 seconds, unable to see anything outside of the barrier. The target of this skill may neither perform any non-self actions nor can they be affected by any actions until this skill wears off. It's often a useful skill for rescuing an ally or putting a threat out of commission for a little while. This skill cannot be used on large inanimate objects or bosses. This skill has a casting time of 5 seconds and a cooldown time of 90 seconds each use.
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Tier IIIPartial preview list; unlocked at Level 60.Cherry Blossom Barrier | Tier III Skill
A secret art taught in the village of the Moon Dance Forest. To use it to its full potential, it's said that one should train under the guidance of the villagers. A Shaman can summon Sakura blossoms to surround their allies within 5 meters and negate an amount of incoming damage. As an added effect, should an enemy get close to an ally protected by this skill, the Shaman can activate the skill again and cause the blossoms to scatter and attack the enemy, dealing damage equal to the amount of damage negation left afterwards. This skill has a cooldown of 2 minutes, a casting time of 2 seconds, and an attack animation of 1 second.
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Converging Limbo | Tier III Skill
A skill that is activated by a bow or ranged weapon. The Shaman shoots out up to nine projectiles that home onto nearby enemies within 10 meters and trap them within individual barriers similar to Purgatory Barriers. If there are less than nine enemies to target, this skill's casting time is reduced by 0.1 seconds for each unneeded projectile. The barriers then home in toward each other until they all fuse into one giant barrier carrying all of the enemies caught in the attack. This skill is a great technique for initiating a follow-up area of effect skill, given the high density of enemies in one spot. Converging Limbo has a casting time of 4 seconds, a duration of 5 seconds, and a cooldown of 60 seconds.
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Teleport Barrier | Tier III Skill
The Shaman creates an even number of honeycomb-shaped Teleport Barriers with an area of roughly 1 square meter that float around their body and move according to the Shaman's command. Every time anything physical or projectile in nature makes contact with one barrier, it will disappear through the barrier and come out through another barrier, much like a miniature transport gate. Every two Teleport Barriers are connected to each other, so most Shamans either stick with a single pair or overload the battlefield with as many as they can maintain. Beside the obviously defensive uses, jumping into a barrier is also a good way to escape from battle. This skill's main weakness is magical attacks, as they can still pass through the barrier due to its magical composition. Even still, stacking a number of Teleport Barriers atop of one another may still be a decent defense. There is a constant MP drain to upkeep a pair of Teleport Barriers, usually at the cost of 1% of the Shaman's MP per second. This skill has a casting time of 2 seconds and a cooldown of 40 seconds.
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Ultimate Bunker | Tier III Skill
A large-scale cubic barrier formed with the Shaman standing on a plane in the center. The skill has a minimum cast time of 2 seconds, creating a 2x2x2 cubic meter barrier. The casting time can be prolonged, increasing the dimensions by 1 for every additional second of cast time. The maximum casting time is 10 seconds, resulting in a 10x10x10 cubic meter barrier. This shield is one of the Shaman's strongest defensive skills, typically used to protect the party against an area of effect skill. It can shield the whole party and absorb a heavy amount of damage before dissipating, but it is very taxing on the Shaman. Note that to successfully defend against a skill, the enemy must not be within the barrier at the time the skill is defended against. Ultimate Bunker has a duration of 5 seconds and a cooldown of 60 seconds. After this skill is used, all of the Shaman's class skills go on cooldown for 10 seconds.
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Yorishiro Avatar | Tier III Skill
The Shaman fuses with their Shikigami, releasing a huge burst of spiritual energy that immediately knocks back all enemies within 2 meters and deals light elemental damage. While this skill is active, Summon Shikigami may not be deactivated by any effect. The appearance of the Shaman is radically transformed as their body seems to emanate light, causing their hair and skin to glow with a pale white color. Activation of this skill causes other skills' effects to change. Shikigami Astral Seal can be activated, causing the Shaman to become immune to physical damage for 10 seconds. Magatama Manifestation can be activated, raising the Shaman's skill durations targeting party members by 50% but doubling any damage dealt to themselves for 30 seconds. This skill has a casting time of 5 seconds and a duration of 60 seconds. Its cooldown is 120 seconds. When this skill is canceled, all Shikigami skills other than Summon Shikigami are canceled.
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motto up bb
Adventurer
Gold:
Guild:
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Post by Gaia on Dec 15, 2013 3:27:44 GMT
Sorcerer Skills obliterate the foe with my mystic arts. Compatible equipment: Staves, swords, crystal balls, grimoires, magitech, cloth armor.
The following is a list of skills that are available to their respective class. When you start out, you obtain three skills and gain an additional skill every 3 levels. Unlike subclass skills, you can choose which skill to take upon leveling. As players approach Level 30, more skills will be available. Beginner Skills Available to all players of this class. Skills do not have to be added to a profile to be used. Elemental Attunement | Beginner Skill
The Sorcerer specializes in harnessing the power of the classical elements. Elemental Attunement adds three orbs to the Sorcerer's UI representing fire, ice, and lightning. These orbs start off empty and fill up as the Sorcerer uses certain skills of that element. Once the prerequisites are met, the Sorcerer may use any of the following subskills:
Flameborne Vigor: Passive effect. Increases the Sorcerer's maximum HP by 10% while the Fire Orb is filled to at least 50%. When the Fire Orb is filled to 100%, this buff doubles to 20%. Fueling the Flames: Reduce the Fire Orb by 25% to reduce the cooldown of any fire-based skills by 5 seconds. If the cooldown would be reduced below zero, then the skill is immediately off cooldown. Wildfire: Usable when the Fire Orb is filled to 100%. Consumes the Fire Orb to increase the damage of the Sorcerer's fire-based spells by 50% for 10 seconds. Inferno: Usable when the Fire Orb is filled to 100%. Consumes the Fire Orb to inflict high fire damage in a cone pattern 5 meters forward. Targets affected receive a Burn debuff for 10 seconds, slightly reducing their HP every time they attack or use an active skill.
Frostborne Wisdom: Passive effect. Increases the Sorcerer's maximum MP by 10% while the Ice Orb is filled to at least 50%. When the Ice Orb is filled to 100%, this buff doubles to 20%. Brain Freeze: Reduce the Ice Orb by 25% to halt a target's spell casting for 2 seconds. Afterward, the spell can resume casting as usual. Cannot be used on boss enemies. Tundra Zone: Usable when the Ice Orb is filled to 100%. Consumes the Ice Orb to create a ground AoE that damages foes with ice damage while they are within the boundary. The ground AoE has a radius of 3 meters and lasts for 30 seconds. Oblivion: Usable when the Ice Orb is filled to 100%. Consumes the Ice Orb to inflict heavy ice damage to a single target. That target becomes vulnerable and takes 25% more damage from both fire and ice attacks.
Stormborne Wit: Passive effect. Increases the Sorcerer's magic attack by 5% while the Lightning Orb is filled to at least 50%. When the Lightning Orb is filled to 100%, this buff doubles to 10%. Spark Shroud: Reduce the Lightning Orb by 25% to cast Serpent Bolt even when the skill is on cooldown. The Serpent Bolt used this way does not increase the Lightning Orb. Polarity Charge: Usable when the Lightning Orb is filled to 100%. Consumes the Lightning Orb to place a Charge debuff onto a target that lasts for 30 seconds. Every time the target takes lightning-based damage, the Charge debuff stack increases by 1. When the debuff expires, the target takes a high amount of lightning damage amplified by the number of Charge stacks. Judgment: Usable when the Lightning Orb is filled to 100%. Consumes the Lightning Orb to gain 5 stacks of a Magi Judgment buff. A stack of Magi Judgment can be used to cast Magi Lightning: Grand Fall on a target with no cast time, even if the skill is on cooldown. Magi Lightning: Grand Fall used this way do not increase the Lightning Orb.
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Magical Repetition | Beginner Skill
Practice makes perfect. A sorcerer has cast their spells countless times, resulting in them getting a little more efficiency out of them. Casting time for spells is reduced by 5% for the party. Multiple instances of this skill do not stack.
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Tier I Available from Level 1.
Barrier Spike | Tier I Skill
A skill known to be one of the very few defensive options available to a sorcerer. The magician calls upon the powers of earth in order to erect a small wall of spiked stalagmites from the ground. This walls can withstand a moderate amount of physical damage before falling apart. However, the Sorcerer shouldn't count on this as their only defense. This skill has a casting time of 2 seconds and a cooldown of 10 seconds. Barrier Spikes are considered to be resistant to Earth and Physical attacks and weak to Wind attacks.
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Blink | Tier I Skill
A short range teleportation technique often employed by the Sorcerer for emergency escape. The Sorcerer designates an area of a 2-meter radius within 5 meters and teleports to the position. The only downside is that the teleportation distance is very haphazard and will randomly place you somewhere within that zone. This means that if a Sorcerer aims at a point 5 meters away, they might end up somewhere between 3 and 7 meters away. The Sorcerer cannot warp into objects so there is a possibility to manipulate this skill's randomness to the user's advantage. It's not be any means useful for precision, but it's a useful means of misdirection especially when you're up against only one enemy. This skill has a casting time of 1.5 seconds and a cooldown of 5 seconds.
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Force Shield | Tier I Skill
The Sorcerer creates a semi-transparent blue force field that increases their physical defense and magical resistance. This barrier is most effective against ranged attacks, while anyone who comes close enough for a physical attack can quite easily bypass the barrier's defense. This skill is considered a Barrier-type skill and is affected by Shaman skills that specifically target barriers. This skill has a casting time of 2 seconds, a maximum duration of 20 seconds, and a cooldown of 30 seconds.
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Fragarach Arms | Tier I Skill
Elemental enchantment. The Sorcerer enchants a weapon with the wind element, causing it to glow green and release a gentle air current from its surface. This spell persists until the user violently swings their weapon in a vertical arc. At that moment, a cutting wave of air will be immediately launched forward. Fragarach Arms thus serves as a short-term solution in combating enemies who get too close. if used on the caster's weapon. This skill has a casting time of 3 seconds and a cooldown of 20 seconds. If this skill is used on a weapon that is already affected by an elemental enchant, the previous elemental enchantment is overwritten.
Elemental Attunement effect: Lightning Orb +10%.
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Frost Spear | Tier I Skill
Impales a single target using an icicle spear for Ice-element damage. Due to the opponent being weighed down by a layer of ice, they receive a slowing debuff as well as a slight defense buff for the next 10 seconds. If a fire-attribute skill is used on the target at this time, the slow debuff and defense buff is negated and the target takes fire damage as though their fire resistance was reduced by 1 stage. Many players learn this skill for its balance of damage, casting time, and utility that is a notch above most Sorcerer skills. This skill has a casting time of 2 seconds and a cooldown of 5 seconds.
Elemental Attunement effect: Ice Orb +5%.
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Icicle Impale | Tier I Skill
Elemental enchantment. The Sorcerer enchants a weapon with the ice element, causing it to glow blue and seemingly crystallize as though it were encased in ice. If an opponent's weapon makes direct contact with the enchanted weapon at this time, it will freeze and become more difficult to wield, lowering the opponent's attack speed. Likewise, if the enchanted blade comes in direct contact with the opponent's body, the opponent will be slowed for a little while. This skill has a casting time of 4 seconds, a duration of 300 seconds, and a cooldown of 60 seconds. If this skill is used on a weapon that is already affected by an elemental enchant, the previous elemental enchantment is overwritten.
Elemental Attunement effect: Ice Orb +10%.
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Inferno Strike | Tier I Skill
Elemental enchantment. The Sorcerer enchants a weapon with the flame element, causing it to glow red and release occasional small embers. A target struck by the weapon at this time can be ignited with a Burn status effect, causing minor damage every time the character attacks or uses an active skill for 10 seconds. Because of the direct hit necessary to activate this skill, it is a slightly risky strategy. This skill has a casting time of 4 seconds, a duration of 300 seconds, and a cooldown of 60 seconds. If this skill is used on a weapon that is already affected by an elemental enchant, the previous elemental enchantment is overwritten.
Elemental Attunement effect: Fire Orb +10%.
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Magi Lightning, Grand Fall | Tier I Skill
The Sorcerer raises their hand or weapon to the sky and performs a casting animation, causing a portion of the sky to saturate itself with mana. Afterward, a thunderbolt will fall from the sky and strike the foe for lightning damage. This skill cannot be used on a target indoors. If it is cloudy or stormy when this skill is used, its damage is doubled. If used in stormy weather, it also splash damages everything within 1 meter of the target. The sign of a bolt from the blue is a significant phenomenon talked among the People of the Land, so this skill has had a number of names such as "Fury of God". This skill is notable for being a technique with a massive range, except that its casting time and cooldown prevents the skill from being anything other than a combat initiator. This skill has a casting time of 5 seconds, a range of 25 meters, and a cooldown of 30 seconds.
Elemental Attunement effect: Lightning Orb +10%.
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Mana Arrow | Tier I Skill
A non-elemental skill with fairly low base damage that resembles a thin white-colored laser beam. It makes up for this inherent weakness by its low cooldown and possessing the ability to homing on a moving opponent. Particularly agile enemies can still outrun and dodge the arrow, while others can still lead the projectile into an obstacle. This skill has an instant casting time and triggers a global cooldown of 1 second.
Elemental Attunement effect: Lightning Orb +1%.
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Orb of Lava | Tier I Skill
A ranged Fire-element magic that hurls a fist-sized orb of lava onto enemies. This lava ball bounces across enemy targets, dealing damage on impact. Since this skill is Fire-based, this is very effective against enemies weak against fire. One well-known trait of this skill is that it does not affect allies during combat, making it a popular skill among players. Orb of Lava causes a Burn debuff on the target for 10 seconds, slightly reducing their HP every time the character attacks or uses an active skill. This skill has a casting time of 2 seconds and a cooldown of 5 seconds.
Elemental Attunement effect: Fire Orb +5%.
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Psychic Conductor | Tier I Skill
The Sorcerer channels mana toward an inanimate object within 10 meters and lifts it into the air. This object can then be used to bludgeon enemies until it either breaks or the user cancels their grip on the object. Psychic Conductor can lift objects with a maximum weight equal to 10 pounds times the user's level. It cannot be used on objects that are in the possession of another character and slowly drains the user's MP over time. This skill has a casting time of 2 seconds and a cooldown of 10 seconds from the moment it is canceled.
Elemental Attunement effect: All Orbs +5%.
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Serpent Bolt
| Tier I Skill
A spell that shoots an initial blue-purple lightning bolt toward a target. However, rather than discharging entirely on the target on contact, the lightning remains as static energy. For 30 seconds at about 3-second intervals, the electricity arcs away from the target to damage and stun any other nearby enemies. As a result, it serves as a slight deterrent against defensive formations. Although this spell has a fairly long cooldown time, it has a fast casting speed and is often favored for use at the beginning of a battle. Because the target used to channel the electricity is not damaged by the spell, many Sorcerers also tend to cast it on themselves or a teammate as a supportive offense. This skill has a casting time of 2 seconds and a cooldown of 45 seconds.
Elemental Attunement effect: Lightning Orb +10%.
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Thunderbolt Crash
| Tier I Skill
Elemental enchantment. The Sorcerer enchants a weapon with the lightning element, causing it to glow white and occasionally release sparks from its surface. A target struck by this weapon is inflicted with a minor paralysis effect. It can also affect a target who uses uninsulated metal equipment. This skill has a casting time of 4 seconds, a duration of 300 seconds, and a cooldown of 60 seconds. If this skill is used on a weapon that is already affected by an elemental enchant, the previous elemental enchantment is overwritten.
Elemental Attunement effect: Lightning Orb +10%.
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Tier II Partial preview list; unlocked at Level 30. Classical Liner | Tier II Skill
An attack spell that shoots elemental magic forward in a straight line, damaging all enemies in its path. This spell phases through targets and deals damage to enemies only, making it a good area of effect skill in narrow situations. While an individual beam only deals moderate damage, it also has the added effect of causing minor knockback to an opponent. By coupling this skill with plenty of movement-inhibiting skills, the Sorcerer's party can effectively snipe enemies for quite a while. Classical Liner comes in three forms - Blazing Liner, Freezing Liner, and Sparking Liner, each with their respective elemental effects. One interesting aspect about this skill is that all three variations have their own individual cooldowns, so one could effectively shuffle between the three at will. Classical Liner has a maximum range of 5 meters and a casting time of 2 seconds. Its Blazing Liner, Freezing Liner, and Sparking Liner variations all have individual cooldown times of 10 seconds each.
Elemental Attunement effect: Chosen Elemental Orb +5%.
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Esoteric Edge | Tier II Skill
A toggle spell that enchants the surface of a weapon to react to any further enchantments placed on it by other skills. It's particularly popular among Sorcerers aiming to create a spellsword build, but seems to possess a good amount of all-around uses provided the Sorcerer has the spells necessary for activation. You may use this skill on a target whose weapon is currently affected by the following skills. The current duration of the skill does not change or reset, merely its effect changes while this skill is active. When this skill is toggled off, it goes into a 20 second cooldown immediately afterward.
Esoteric Fragarach Arms - Overrides Fragarach Arms while active. The enchanted weapon strikes up a small whirlwind when swung instead. This whirlwind can trap a weak target for 4 seconds while dealing numerous cuts throughout their entire body. Esoteric Icicle Impale - Overrides Icicle Impale while active. The enchanted weapon leaves behind shards of ice upon the target's body or weapon. This ice slowly spreads along the surface of the targeted area, freezing what it comes in contact with for a few seconds. Esoteric Inferno Strike - Overrides Inferno Strike while active. The enchanted weapon may now shoot forward a red glowing blade projectile when swung. This projectile has a maximum range of 5 meters and has the same properties as Inferno Strike. Esoteric Magical Vector - Overrides Magical Vector while active. Magical Vector's duration increases to 10 seconds rather than dispelling after a single hit. Esoteric Oblivion Claw - Overrides Oblivion Claw while active. Oblivion Claw's damage is increased by 25% and its effect may apply to multiple targets if they are struck within its duration. Esoteric Thunderbolt Crash - Overrides Thunderbolt Crash while active. If an enemy is struck by the enchanted weapon and there is another nearby enemy, the electricity will arc over to the new target and additionally stun them for a moment.
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Energy Fraction | Tier II Skill
This toggle skill changes non-elemental magic attacks such as Mana Arrow into a variable type that adjusts its elemental properties based on the target. The nonelemental attack becomes one of the elements of the target's weaknesses upon firing. If the target does not have an elemental weakness, this skill has no effect. The color of the attack also changes accordingly. In return, the spell's MP cost increases by 50%.
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Flame Revolver
| Tier II Skill
An intermediate-level fire spell that fires a magical arrow of flame toward a target. After it is launched, the arrow splinters off into a number of smaller arrows, causing the area around the target to turn into a great inferno. One other interesting point about these arrows is that they inflict a greater amount of damage on targets who have accumulated certain debuffs. If successfully used on an enemy suffering Bleeding, Burn, or Weakness, the target's fire resistance is lowered by 1 stage (Fire neutral becomes fire weak, fire resist becomes fire neutral, fire nullify becomes fire resist). Team up with others and deliver a devastating attack that will surely burn away the foe! This skill has a casting time of 4 seconds and a cooldown of 30 seconds.
Elemental Attunement effect: Fire Orb +10%.
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Frigid Wind | Tier II Skill
A skill with a slightly longer casting time than equivalent techniques like Frost Spear, but a potential greater effect against multiple targets at once. The Sorcerer casts a blizzard over an area, pelting enemies with a shower of snow and ice. This not only slows down movement speed, but also starts crystallizing part of the targets' bodies in ice. If exposed in the blizzard for long enough, a monster might even be unable to attack or defend for several seconds. If a fire-attribute attack was used on the target at least one turn prior to this skill's use, this skill is treated as though the target's ice resistance was lowered by 1 stage. If a fire-attribute attack is used on the target within one turn after this skill is used, then the target's fire resistance is treated as though it were lowered by 1 stage. This skill has a casting time of 4 seconds and a cooldown of 30 seconds.
Elemental Attunement effect: Ice Orb +10%.
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Lightning Chamber | Tier II Skill
A spell that generates a pentagram of blue-purple lightning that attaches onto the target and deals a high dose of continuous lightning damage. It boasts one of the highest amounts of single target burst damage among the Sorcerer's skills, but generates a lot of aggro in return. After the Sorcerer has reached Level 60, an alternate casting of Lightning Chamber can be performed. This spell, called Chained Lightning, has a shorter casting and cooldown time but deals slightly lesser damage, uses up a little bit more MP, and generates a little bit more aggro. Lightning Chamber has a casting time of 4 seconds and a cooldown time of 30 seconds. If Chained Lightning is used, this skill instead has a casting time of 2 second and a cooldown time of 20 seconds.
Elemental Attunement effect: Lightning Orb +10%.
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Magical Disjunction | Tier II Skill
A skill that taps into supernatural realms to deal darkness-based damage to a large amount of foes. The activation of this skill places a magic circle of 3 meters in radius for 30 seconds, dealing damage as long as targets stand underneath the circle. A target damaged by Magical Disjunction has all of their passive skills disabled for a full minute and toggle skills forcibly turned off after damage has been dealt. Because of this secondary effect, it is often a powerful skill to use against an enemy that relies upon such skills to survive. This skill has a casting time of 4 seconds and a cooldown of 45 seconds.
Elemental Attunement effect: All Orbs +5%.
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Proximal Burst | Tier II Skill
A toggle skill that sacrifices casting range for sheer power. When this skill is active, all offensive skills used by the Sorcerer with a maximum casting range of greater than 2 meters become capped at 2 meters. In return, the user's magic attacks are greatly improved. The end result of activating this skill is that the Sorcerer will usually have to cast spells at point-blank range, reducing their ability to safely evade an opponent's counterattack. However, for those Sorcerers aiming for a magic fighter build, this skill only complements their playstyle. It can even be combined with the Robust Battery skill, making the Sorcerer a devastating foe to face up close.
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Robust Battery
| Tier II Skill
A toggle skill, this ability makes the Sorcerer take an alert stance and conjures a magic circle at their feet. This magic circle's radius is extremely small with a base of 1 meter radius, so that even taking a few steps in any direction can cancel it. In exchange for the user's virtual immobility, Robust Battery greatly improves the user's magic attacks and is viable enough that some focus a character build around it. Sorcerers who wish to incorporate this skill into their routine should be sure that their party can provide adequate support.
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Spatial Confluence | Tier II Skill
An area of effect skill which is a two part skill centered around an implosion. To activate, the user chooses a target to act as the epicenter. Following activation the target is hit by an explosion followed immediately by the forceful suction of all mobs within a 3 meter radius towards the center. Single target damage: medium, increases with number of mobs in area of effect. Other mobs are hit by a flat medium damage. Useful for gathering targets for a secondary AOE skill strike. This skill has a casting time of 3 seconds and a cooldown of 10 seconds.
Elemental Attunement effect: All Orbs +5%.
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Tier IIIPartial preview list; unlocked at Level 60.Decaflare | Tier III Skill
A skill that marks a specific area up to 10 meters away from the Sorcerer with a circle of 5 meters in radius. Fire elemental skills used by the Sorcerer or their party on enemies in the circle have their casting time reduced by 2 seconds (if a skill's casting time would be reduced to less than 1 second, it becomes 1 second instead) and the cooldown times of these skills used are reduced by 75%. 10 seconds after Decaflare is used, it will cause an large explosion, canceling the skill buff effect and damaging all enemies in the circle with heavy fire damage. For every fire elemental skill that was buffed by Decaflare's effect, Decaflare's damage is increased by 25%. This skill has a casting time of 3.5 seconds and a cooldown of 60 seconds. This skill cannot have its cooldown affected by a party member's active Decaflare. Decaflare causes a Burn debuff on the target for 10 seconds, slightly reducing their HP every time the character attacks or uses an active skill.
Elemental Attunement effect: Fire Orb +20%.
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Elemental Finale | Tier III Skill
This skill brings forth mana and actualizes it into every elemental aspect, forming different colored orbs. The eight elements then orbit a few meters in mid-air, forming a circle with a 5 meter radius. One second prior to impact, the orbs will flash brightly according to their elemental properties. Finally, the orbs will then gather at the center and fuse together, creating a violent explosion that severely damages anything in its center. The explosion will also spread out to a range of 10 meters, damaging all other characters in the blast area. Due to the combination of elements involved in this skill, it will almost certainly hit through enemy resistances as long as they possess a weakness to at least one element. The target's elemental resistances to elements are reduced to their lowest available value during this attack. This skill has a casting time of 5 seconds and a cooldown of 60 seconds.
Elemental Attunement effect: All Orbs +10%.
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Lunar Ray | Tier III Skill
A secret art taught in the village of the Moon Dance Forest. To use it to its full potential, it's said that one should train under the guidance of the villagers. An image of the moon appears overhead, above the targeted area. After a few seconds of charging, beams of light begin to trickle down onto enemies, before a full on blast of Light energy fills the circumference of the moon. This skill deals Light damage to all enemies effected. This skill's effective range is 10 meters from the Sorcerer and the radius of the final beam is 5 meters. This skill has a casting time of 4 seconds and a cooldown of 30 seconds.
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Singularity | Tier III Skill
A skill said to be the magic equivalent of the Assassinate skill in terms of sheer damage potential. This skill conjures up a localized black hole in front of the target which immediately proceeds to tear apart and absorb the target's life energy. This spell is a non-elemental spell that ignores the defense value of the target, making even a boss-level enemy a potential sitting duck. Due to the very close proximity that this skill must be used, it usually only damages a single opponent. However, devastating results can occur if multiple targets happen to be gathered very closely together. Despite the long casting time of this skill, its actual animation time is very characteristic of a black hole in that damage is typically instantaneous once the skill has been suddenly performed. Similarly, the high damage of this skill is offset by an equally high cost of MP. This skill has a casting time of 5 seconds, an animation time of 0.25 seconds, and a cooldown of 30 seconds. Energy Fraction cannot be performed in conjunction with this skill.
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Swell of the Water Dragon | Tier III Skill
The Sorcerer conjures mana into the water element, generating a massive surge of water that is generated beneath their feet. The water levels rises as the Sorcerer rides the wave upward, perched upon a rising pillar of water. Then, after the wave has risen to about three meters, it crashes down upon targets in front of the Sorcerer and deals considerable water damage to everything 20 meters forward of the Sorcerer and 5 meters in any other direction. Non-Aquatic monsters without the Immobility skill will find themselves flooded and swept away, up to an average of a distance of 20 meters backward before the water dissipates and returns into mana. Be warned, as allies may also be struck by this attack as well and while they take no damage, they will still be swept away. This skill has a casting time of 6 seconds and a cooldown of 30 seconds. If used when a large body of water is within 10 meters of the caster, the casting time is reduced by 3 seconds. This skill cannot benefit from casting time reductions other than by its own effect.
Elemental Attunement effect: Ice Orb +20%.
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Witchblade Arts | Tier III Skill
A truly gifted magician can harness the elements in harmony, even to the extent of synergizing their effects. The Sorcerer enchants a weapon within 1 meter, disabling all existing effects (existing durations are frozen rather than immediately canceled) on that weapon temporarily for the duration of this skill's effect. For the next 10 seconds, the affected weapon is treated as though it were affected by the skill effects of Fragarach Arms, Icicle Impale, Inferno Strike, and Thunderbolt Crash all at once. Esoteric Edge cannot be used to modify these individual effects, but activating it will cause the weapon to gain the effects of Esoteric Magical Vector for the remainder of this skill's duration. This skill has an instant casting time and a cooldown of 30 seconds.
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motto up bb
Adventurer
Gold:
Guild:
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Post by Gaia on Dec 15, 2013 3:27:51 GMT
Summoner Skills overwhelm the opposition with my companions. Compatible equipment: Staves, swords, crystal balls, hex dolls, whips, grimoires, magitech, cloth armor. The following is a list of skills that are available to their respective class. When you start out, you obtain three skills and gain an additional skill every 3 levels. Unlike subclass skills, you can choose which skill to take upon leveling. As players approach Level 30, more skills will be available. Refer to this thread for estimated MP upkeep costs. Followers share a high amount of similarities with monsters. Hence, the Bestiary should be used as a general guideline of their personalities.
Beginner Skills Available to all players of this class. Skills do not have to be added to a profile to be used. Mana Reserves | Beginner Skill
MP is the lifeblood of every summoner. Through extended use of their mana they have discovered a small reserve of MP that was not accessible before. This knowledge is shared with their party, increasing maximum party MP by 5%. Multiple instances of this skill do not stack.
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Eye in the Sky | Beginner Skill
This skill may be used only when the Summoner currently has a Wind-attribute or Bird-type Follower active.
The Summoner links their eyesight with that of the Wind-attribute or Bird-type Follower, causing one of the user's eyes to see everything happening right in front of them and the other eye to see what their Follower is seeing. Closing one of the eyes will block out the respective signals, allowing the Summoner to concentrate on one view at a time. This skill allows for the Summoner to fulfill a reconnaissance role, although the initial effect of having double vision will likely be extremely jarring on the user at first. This also effectively leaves the Summoner and the Follower with a blind spot on one side, so careful coordination should be taken so that an enemy doesn't take advantage of this condition. This skill has a casting time of 5 seconds, a duration of up to 5 minutes, and a cooldown of 10 minutes.
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Graveyard Walk | Beginner Skill
This skill may be used only when the Summoner currently has a Spirit-type Follower active.
Graveyard Walk is a slightly peculiar spell that channels spiritual energy into the vessel of an active Spirit-type follower. The spiritual energy prevents negative status effects from affecting the Follower. During the duration of this skill, the follower will be less responsive to the Summoner's commands and will prioritize on offensively defeating its enemies. If cast on a Spirit-type Follower while Death Scythe is active, its physical damage is increased by 25%. This skill has a casting time of 3 seconds, a duration of 30 seconds, and a cooldown of 60 seconds.
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Guardian Fist | Beginner Skill
This skill may be used only when the Summoner currently has a Earth-attribute or Artificial-type Follower active.
A physical attack that deals a large amount of damage. It is known to crater the ground due to force. Guardian Fist is a noteworthy skill that the Summoner can command the Follower to use; its high generation of aggro makes it extremely likely that targets that originally aimed for the Summoner will redirect their attacks toward the Follower instead. Guardian Fist has an animation time of 2 seconds and a cooldown of 5 seconds.
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Phantasmal Heal | Beginner Skill
This skill may be used only when the Summoner currently has a Light-attribute Follower active.
The Summoner commands the summoned Follower to recover mana or health for a specific target. While in use, an extremely bright shining star effect is initiated on the target. The target's HP or MP will heal instantly, making this skill a nice ability to have when there are no available clerics in the vicinity. This skill has a casting time of 2 seconds and a cooldown time of 5 seconds.
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Spitfire | Beginner Skill
This skill may be used only when the Summoner currently has a Fire-attribute Follower or a Plant-type Follower active.
The commanded Fire-attribute or Plant-type Follower will shoot out a globule that turns into a pool of flames or acid, respectively. The pool has a radius of 2 meters and any characters (including allies) within the radius take gradual damage over time. The pool will last around 10 seconds and while it doesn't deal very much damage if a target is hit directly by the initial shot, the sustained area damage over time works as an effective deterrent if used in a choke point. This skill has a casting time of 3 seconds and a cooldown of 10 seconds.
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Tier I Available from Level 1. Castling | Tier I Skill
Much as one would protect one's own king by switching its position with a nearby rook in a game of chess, Castling follows a similar convention. It is an emergency skill that instantly switches the places of a Follower and the Summoner. There have been anecdotes of Castling being used with Soul Possession for quicker travel time. Castling may not be used in combination with a summon that is classified as an Entity. This skill has a casting time of 1.5 seconds and a cooldown time of 10 seconds.
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Death Scythe | Tier I Skill
This skill may be used while the Summoner currently has a Spirit-type Follower active. An attack that allows the summoned Spirit-type Follower to attack physical targets while inflicting poison damage and slight defense debuffs on contact. Alternately, if no Spirit-type Follower is currently active, this skill summons one of these Followers for a split second in order to deliver a single arc-shaped horizontal slash in front of the user, without any other effects. This skill has a casting time of 2 seconds, a duration of 60 seconds, and a cooldown time of 75 seconds. If it is used without an active Spirit-type Follower, the cooldown time becomes 15 seconds instead.
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Elemental Bolt | Tier I Skill
The Summoner borrows the physical properties of their follower to generate an energy bolt projectile. The projectile copies the attribute of the follower, so a bolt created from Salamander will deal fire-based damage. As this skill derives itself from the energy of the follower, it reduces the follower's damage potential by a small amount for about 10 seconds. In exchange, the bolt itself deals a respectable amount of damage for its tier. This skill has a casting time of 2 seconds and a cooldown time of 5 seconds.
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Netherrealm Regen | Tier I Skill
The Summoner taps into the power of the Spirit Realms in order to hasten the Follower's health regeneration in battle. The targeted Follower will regenerate 5% of its HP every three seconds. This skill is particularly important for Summoners whose Followers take on the role of a tank; however, it is still highly recommended that supplemental healing is paired with this skill in order to sustain the Follower's health during long battles. This skill has a casting time of 2 seconds and a duration of 30 seconds. It has a cooldown of 5 seconds. If a Follower currently affected by this skill is targeted again by this skill, then its duration is reset.
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Reinforcements | Tier I Skill
Considering the intricate contract that binds a Follower to a Summoner, the conjuring of these mystical creatures takes some time. Naturally, while in the heat of battle, this necessary time can feel like an eternity. Reinforcements is a skill that was designed to ease this wait time and quickly summon a new Follower during urgent situations. The next "Summon Follower" skill cast by the Summoner will have an instant cast time. However, the summoned Follower's stats will be reduced by 25% for the first 10 seconds after it is summoned. This skill has no cast time and has a cooldown of 60 seconds.
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Scape-doll | Tier I Skill
A skill that targets a single allied Follower. At this moment, the Summoner and the Follower's body is connected by a short blue string of mana. All damage taken by the Summoner is split evenly between themselves and the Familiar. This allows the Summoner to gain a decent level of defensive bulk, but the Summoner's naturally low HP means that this skill should not be overestimated. This skill has a casting time of 1.5 seconds. It inflicts a small MP drain on the summoner and can be manually canceled. As soon as it is canceled, this skill goes into cooldown for 10 seconds.
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Summoner's Gambit | Tier I Skill
The Summoner riles up the Follower into a frenzy, increasing its physical and magical damage by 20%. During the duration of this skill, the follower will be less responsive to the Summoner's commands and will prioritize on offensively defeating its enemies. As a result, it will take 25% extra damage from any incoming attacks while affected by this skill. This skill has an casting time of 1 second, a duration of 20 seconds, and a cooldown of 45 seconds.
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Summon Follower - Carbuncle | Tier I Skill
Beast-type Light elemental familiar. A beast-like summoning companion centered around a ruby core. Completely powerless in terms of physical attacks, but has the capability to shoot rays from the ruby core. Also has the ability to cut off barriers and heal the summoner or another target. Resembles a combination of a fox and rabit with a ruby on the forehead. Carbuncle's personality type is Friendly toward its Summoner and Wary toward all enemies. This follower takes 2 seconds of cast time to summon.
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Summon Follower - Golem | Tier I Skill
Artificial/Rock-type Earth elemental familiar. Summons a large guardian composed of the surrounding material. If the material that the Summoner desires the Golem to be made out of is not around, they pay a higher price in mana to summon a golem of that type. Soil Golems are weaker in attack and health but are faster and regenerate quickly. Stone has decent attack, health, speed, and regeneration. Iron Golems are extremely strong in attack and health but lack speed and regenerative abilities. Its size starts at 1 meter, but grows an additional meter every 30 levels. Golem's personality type is Docile toward its Summoner and Wary toward all enemies. This follower takes 2 seconds of cast time to summon.
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Summon Follower - Harpy | Tier I Skill
Bird-type Wind elemental familiar. Summons a creature that has the features of a bird and woman. She attacks targets with cutting blast of wind and sharp talons. She can also stun enemies by emitting an ear splitting shriek. This stun lasts for 3 seconds. Harpy’s personality is Friendly toward its Summoner and Predatory toward all enemies. This follower takes 2 seconds of cast time to summon.
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Summon Follower - Maneater | Tier I Skill
Plant-type Earth elemental follower. The Maneater is a plant monster that resembles a big venus flytrap with teeth. It has a height of roughly 1 meter initially, gaining in height to 2 meters at Level 30 and 3 meters at Level 60. The flower on its body opens and closes according to its mood and becomes more vibrant as the monster becomes stronger. In addition to their sharp teeth and acidic mouth, they have the ability to extend vines up to 2 meters away to strike or grab onto a weaker enemy. Strong vines upon its lower body allow it some mobility, but it is still one of the slowest summons in terms of movement speed. Maybe you should wheel it around in a cart instead. It's said that the Mayahuel in Savill Flower Grove was once a Maneater minion of a legendary Summoner who disappeared long ago. Maneater's personality is Aloof toward its Summoner and Predatory toward all enemies. This follower takes 2 seconds of cast time to summon.
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Summon Follower - Phantom | Tier I Skill
Spirit-type Darkness elemental follower. The Summoner calls forth a ghost-like servant that has low attack power but high evasion and magic resistance. This entity has a number of forms but usually appears as a miniature reaper-like creature with a violet cloak-like body and a simplified skull-like face. It is effective for diverting attention and performing recon duties. Phantom's personality type is Docile toward its Summoner and Curious toward all enemies. This follower takes 2 seconds of cast time to summon.
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Summon Follower - Salamander
| Tier I Skill
Reptile-type Fire elemental follower. Summons forth a reptilian spirit cloaked in a burning aura. Damages targets with burning fangs, claws, and a magic fire breath attack. It requires a source of ignition to be summoned at its full power, common sources include camp/cooking fires and even torches. Otherwise, it is summoned at roughly half of its power. Salamander's personality type is Docile toward its Summoner and Wary toward all enemies. This follower takes 2 seconds of cast time to summon.
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Summon Follower - Skeleton
| Tier I Skill
Undead-type Earth elemental follower. Summons a skeleton soldier which appear to bubble up from the very earth. Deals physical damage and are equipped with shields, weapons, and partially armored in rusty gear. It is possible to equip the skeleton with better weapons and shields that remains equipped when desummoned. Skeletons may also be equipped with vanity wear, for customization purposes. Skeleton's personality type is Docile toward its Summoner and Aggressive toward all enemies. This follower takes 2 seconds of cast time to summon.
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Summon Follower - Slime
| Tier I Skill
Artificial-type Water elemental follower. Summons forth a form of artificial life that can change its form. Mainly inhibits the movement of the target. Reacts when enemies begin casting magic. Highly acidic and does damage over time. Slime's personality type is Docile toward its Summoner and Curious toward all enemies. This follower takes 2 seconds of cast time to summon.
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Summon Follower - Sylph | Tier I Skill
Fairy-type Wind elemental follower. Sylph is a small fairy-like creature that looks like a jolly girl. She is able to attack with a magical wind that knocks back enemies. She can summon a healing breeze that heals allies for a minor amount and removes a debuff. She is Friendly to her Summoner and Wary toward all enemies. This follower takes 2 seconds of cast time to summon.
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Tier IIPartial preview list; unlocked at Level 30.Black Curtain | Tier II Skill
A utility skill that allows for the caster to open a door-shaped gateway through space that links two locations. Both the entrance and exit locations can be chosen by the caster but can not exceed a range of 15 meters from one another. The skill remains in effect for five seconds. As soon as something enters one of the portals, it immediately reappears through the other portal. If the portal's duration has expired and something is not fully through a portal, it is ejected back the way it came from. This skill is often used for defensive escape purposes, but it has other practical usages such as turning an otherwise short-ranged attack into mid-range. This skill has a casting time of 3 seconds and a cooldown of 10 seconds.
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Contract Expansion | Tier II Skill
A skill that indicates the Summoner's proficiency with calling the denizens of the spirit realm for short-term assistance, particularly those which they have not formally contracted with. It is useful for those wishing to expand their summoning collection, but ultimately at the sacrifice of a potentially stronger follower's slot. Contract Expansion is a skill that can only be used once per thread. When performed, a magic circle will appear at the Summoner's feet to form a makeshift contract. After about a minute of concentration, the ritual completes and allows the Summoner to conjure unfamiliar followers. When this skill is used, the Summoner must designate up to three Tier I [Summon Follower] skills that they do not currently possess. If this skill is successfully used, the Summoner obtains these skills for the duration of the thread. At Level 60, the Summoner may additionally add a Tier II [Summon Follower] skill that they do not currently possess when using this skill. This skill has a casting time of 10 seconds.
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Gel Prison | Tier II Skill
A skill that summons forth a form of slime defense at the cost of some speed. Physical attacks have their damage reduced due to the slime absorbing most of the impact. However, ice, fire, or electrical attacks targeting the affected character have their damage increased. The gelatinous substance is a good conductor of heat and electricity, causing the character to be hit with a greater damage surface area. Naturally, this spell might be effective if used on an enemy with elemental weaknesses. Can be cast on any character or monster. This skill has a casting time of 2 seconds and a cooldown of 15 seconds.
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Faustian Contract | Tier II Skill
The Summoner draws a pentagram sigil in the air in front of them to signify the initiation of this technique. For the next 20 seconds, all summons of Tier II and below have their MP maintenance cost lowered by three-quarters, all summons of Tier III have their MP maintenance cost halved, and all summons of Tier IV have their MP maintenance cost reduced by a quarter. Upon the activation of this skill, it is typical for the Summoner to summon several different familiars at once in order to decimate the enemy. After the time limit runs out, all summons are forcibly desummoned, the Summoner takes damage correlating to the number and ranks of familiars still active prior to cancellation, and no additional familiars can be summoned for 30 seconds. The duration of this skill increases to 30 seconds when the Summoner reaches Level 60. This skill can either be used as a Summoner's last stand or played strategically by summoning only what you need and desummoning them to avoid the penalty. This skill has a casting time of 4 seconds and a cooldown of 1 minute.
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Imposing Might | Tier II Skill
The Summoner may use the power of their contracts in order to exert a degree of power upon an animal not bound to a tamer by contract. When this skill is used, the Summoner selects a monster or Tamed Animal (not a Familiar, Follower, or Shikigami). Sentient monsters cannot be targeted by this skill. If a monster is targeted by this skill, the Summoner's level is compared to the affected monster's level to determine the extent of success. If a Tamed Animal is targeted by this skill, the Summoner's level is compared to the affected tamer's subclass level to determine the extent of success. If successful, the Summoner may order the monster to do any of the following actions. This skill has an instant casting time and a cooldown time of 10 seconds.
- Gather Information: The Summoner talks to the animal to elicit information and secrets normally withheld. Usable only if the Summoner has Tongue of Nature.
- Stand Down: The Summoner places an enchantment upon the animal, preventing it from attacking the Summoner or their party for 10 seconds. This effect is canceled if the affected animal is attacked by the Summoner or their party.
- Run Away: The Summoner imposes a level of threat to the extent of making the animal want to run away. Only a well-trained or brave animal will resist this command.
- Turn on your Master: The Summoner commands the animal to attack their own tamer. This skill requires a substantial level difference between the Summoner and the lower-level tamer's subclass level to be successful. This skill has no effect on a wild monster.
- Brave It Out: The Summoner encourages a party member's Tamed Animal, temporarily increasing its stats as though its level was increased by 10. This encouragement effect lasts for 10 seconds.
- Join Me: The Summoner scouts the animal as a companion. This skill requires a substantial level difference between the Summoner and the lower-level monster to be successful. If successful, the monster will be affected as though the Animal Trainer's [Scout] skill was used. If the Summoner is an Animal Trainer, this skill can boost the success rate of the [Scout] skill. This skill has no effect on a tamed monster.
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Parallel Contract | Tier II Skill
The Parallel Contract skill is an ability that modifies the Summoner's control of followers, allowing them to withstand longer periods of high demand on their mana. This toggle skill reduces the MP cost to upkeep summoned followers by 25%. However, this effect only applies when two or more followers are currently active at any time. As such, this ability is quite helpful for Summoners who prefer to overwhelm their opponents in firepower. Other economical users might decide to use this skill by coupling a Tier I follower with a follower of Tier II or III, thus allowing for a net reduction of MP costs in many cases.
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Soul Possession | Tier II Skill
A skill that switches the Summoner's consciousness with that of their active Follower or Tamed Animal under their control. This skill allows the Summoner to possess the target's body for an indefinite amount of time until the skill is canceled. The Summoner's body left behind will be controlled by the target. A loyal Follower possessing its master's body will often stay out of trouble and refrain from contact with any other creatures. Switching with an animal that has not been adequately trained, however, has led to some unusual results... The upside to this ability is that it does not have a maximum range of duration, so it is not uncommon for a Summoner to perform this skill while in a safe zone to switch consciousness with a fast-moving creature in order to make an urgent journey. The Summoner may speak and use other Summoner skills while this skill is active. If the Summoner's possessed body or real body has its HP reduced to 0, the skill is automatically canceled. This skill has a casting time of 10 seconds. When it is canceled, its cooldown becomes 60 seconds.
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Soul Reaping | Tier II Skill
A skill defined as one of the characteristic abilities in the Summoners' Necromancer builds. Soul Reaping can be activated when enemies are dealt overkill damage by the Summoner or their Spirit-type Followers, causing the leftover damage to be converted to Anima and materialized in the form of blue will-o-wisps that float beside the user. This skill must be activated within one second of the enemy's death or else it is ineffective. These flames provide rather limited lighting but cause aggro to accumulate more easier on the Summoner. To use a will-o-wisp, the Summoner can place a hand over the fireball and forcefully squeeze it, causing the flame to scatter into Anima. The Summoner may then point toward a target, causing the Anima to travel toward their body and heal them. They may also clench the Anima into their fist to heal themselves. The maximum amount of HP a will-o-wisp can heal is 10% of a character's HP. Up to three will-o-wisps may be sustained at a time by this skill. This limit is increased to five at Level 60 Summoner and seven at Level 90 Summoner. This skill has a casting time of 1 second. It does not possess a cooldown time.
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Summon Follower - Doppelganger
| Tier II Skill
Artificial-type Darkness elemental follower. A skill that summons an entity that appears merely as a black silhouette with a visible mouth. Upon the summoning of this follower, the Summoner will then designate a specific target for the Doppelganger to transform into. Often the target will be an enemy monster, allowing the Doppelganger to copy the monsters' skills. The Doppelganger may also be ordered to transform into an Adventurer or the Summoner themselves, allowing the Doppelganger to use the target's skills but at the cost of a heavy stat penalty. Furthermore, Doppelgangers cannot copy boss-level targets or use Summon skills. Their personality type is Aloof toward the Summoner and Predatory toward its enemies. This follower takes 3 seconds of cast time to summon.
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Summon Follower - Dullahan
| Tier II Skill
Spirit-type Darkness elemental follower. A skill that summons an shadowy suit of armor riding atop a ghostly horse. The Dullahan possesses an excellent combination of mobility and endurance, making it a very popular choice for Summoners following a defensive playstyle. It wields a hand axe that can be thrown at opponents like a boomerang. Dullahan's personality type is Aloof toward its Summoner and Aggressive toward all enemies. This follower takes 3 seconds of cast time to summon.
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Summon Follower - Kraken | Tier I Skill
"Release the Kraken!" A popular quote that defines the activation of this skill as the Summoner brings forth the Aquatic-type Water elemental follower. A Kraken appears as a large squid-like monster with a stout body and muscular tentacles to grip anything nearby. The size of a summoned Kraken ranges in height, being roughly 2 meters tall for every 30 levels. In addition to its ability to ensnare foes, it has the ability to shoot strong bursts of ink and water toward enemies, blinding or dealing water damage to them respectively. Due to the Kraken's sheer size, it has an extremely slow movement speed on land. Its strength in the water, however, is impressive. Kraken’s personality is Aloof toward its Summoner and Predatory toward all enemies. This follower takes 3 seconds of cast time to summon.
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Summon Follower - Undine
| Tier II Skill
Aquatic-type Water elemental follower. Summons a sprite with a body composed entirely of water. It only possesses modest attack power, but is focused more on tanking and is fairly resilient to attacks. Undine's personality type is Friendly toward its Summoner and Wary toward all enemies. This follower takes 3 seconds of cast time to summon.
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Summon Follower - Unicorn
| Tier II Skill
Beast-type Light elemental follower. A popular mascot due to the lovely appearance, the Unicorn specializes in healing magics. It will auto-attack enemies and will use AOE Recovery magic when the health of party members reaches a certain level. While this healing is useful, it falls short of the healing classes and should not be used as a dedicated form of healing. Unicorn's personality type is Friendly toward its Summoner and Wary toward all enemies. This follower takes 3 seconds of cast time to summon.
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Tier IIIPartial preview list; unlocked at Level 60.Elemental Festival | Tier III Skill
Summoners of lore were said to be able to call upon the very elements themselves and harness them to the point of deadly potential. Nowadays, this art is lost to many other than possibly Sages and disciples of the Elemental Theorists. Regardless, a Summoner retains some of this ability and may utilize the high presence of a particular type of elemental mana in order to overpower all others. Select an element (fire, ice, lightning, earth, wind, water, light, darkness). Every time a skill of this particular element is used by the Summoner, their party members, or their Follower (except for Elemental Bolt), add 1 stack of Elemental Affinity to the Summoner. This skill has a casting time of 5 seconds, a duration of 30 seconds, and a cooldown of 90 seconds. While Elemental Festival is active, the Summoner may use the following subskills:
- Bolt Recharge: Consumes 1 stack of Elemental Affinity. The next Elemental Bolt used will be of the same element as the Affinity and its current cooldown is reduced by 3 seconds. If the current cooldown would be reduced under 0 seconds, then Elemental Bolt goes off cooldown.
- Elemental Sense: Consumes 1 stack of Elemental Affinity. For as long as it is active, one of the Summoner's active Followers gains the ability to use the Sage skill [Sense Element].
- Elemental Transmutation: Consumes 2 stacks of Elemental Affinity. For as long as it is active, the element of one of the Summoner's active Followers changes to the same element as the Affinity.
- Elemental Blast: Consumes 3 stacks of Elemental Affinity. The next Elemental Bolt used will have its damage tripled and inflict area of effect damage of 2 meters from the target in radius.
- Elemental Purge: Consumes 4 stacks of Elemental Affinity. For the remaining duration of Elemental Festival, all elemental skills not of the same element as the Affinity have their cast times increased by 50% and damage potency decreased by 50%. All elemental skills of the same element as the Affinity have their cast times reduced by 50% and damage potency increased by 50%. Elemental Purge affects all characters within a 10 meter radius of the Summoner.
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Summon Entity: Netherworldly Gate | Tier III Skill
The Summoner conjures forth a gate leading into a spirit realm. Monsters of mostly dark elemental affinities then emerge from the gate and attack on sight. This summoning skill is particularly interesting in that the Summoner only has to pay an MP upkeep for maintaining the gate. The major downside is that these monsters are extremely hostile and will not hesitate to attack the Summoner's party or the Summoner themselves if they are deemed to be of lower threat than the enemy. It is thus best used against monsters that are at the Summoner's level or lower. The amount of monsters that pass through the gate vary according to the time of day - a summoning at noon usually ends up with a maximum number of 5 monsters while a midnight summon can bring forth up to 10 monsters. After the gate is desummoned, all monsters that appeared through the gate are also desummoned. This summoning skill has a casting time of 5 seconds and induces a moderate MP drain.
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Summon Entity: Spirit Bushi | Tier III Skill
A secret art taught in the village of the Moon Dance Forest. To use it to its full potential, it's said that one should train under the guidance of the villagers. Nobunaga's men were among the finest in the world, and held absolute dedication to their lord. Now, he has given permission to summon one of his soldiers in battle. Use this skill to summon a Spirit Bushi Soldier equal to the Summoner's level, wielding either a Spear or a Bow, to your side. The soldier will fight until their HP runs out, after which they will withdraw from the battle in a small burst of light. The benefits of this summoning skill is that the upkeep is paid by Nobunaga himself, so the Summoner does not have to pay upkeep. Nobunaga cannot lend you his assistance very often, however, so call for assistance wisely. Summoned soldiers have a Sentient nature that is Friendly toward the Summoner and party members. This skill has a cooldown of 10 minutes and a casting time of 5 seconds.
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Summon Follower - Phoenix | Tier III Skill
Bird-type Fire elemental follower. The Summoner calls forth the legendary Phoenix to their aid. The Phoenix possesses a number of abilities. Its primary attack is a high-speed charge into an enemy, dealing heavy melee fire damage. It can flap its wings to release burning embers that deal gradual fire damage over time to all nearby enemies. Finally, it may infuse its life energy into a fallen teammate, reviving them and completely restoring their HP. If this ability is used, Phoenix cannot be summoned again for 5 minutes. The Phoenix's personality type is Friendly toward its Summoner and Wary toward all enemies. This follower takes 5 seconds of cast time to summon.
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Summon Follower - Titan Armor | Tier III Skill
Rock-type Earth elemental follower. The Summoner summons a large spirit of earth that takes the appearance of a humanoid stone suit of armor materialized from the waist up. The Titan towers at a height of roughly 5 meters, anchoring itself in the air behind the Summoner and moving with their every movement. Its actions include being able to punch and slap away an enemy who gets too close or using its hands to shield the Summoner from attacks. Due to these abilities and its sheer size, it is an excellent summon for offensive and defensive purposes. The only downside is that the Titan's huge body creates a large blind spot behind and to the side of the Summoner. The Titan's personality type is Friendly toward its Summoner and Wary toward all enemies. This follower takes 5 seconds of cast time to summon.
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motto up bb
Adventurer
Gold:
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Post by Gaia on Dec 15, 2013 3:27:57 GMT
Enchanter Skills submit your foes in mystic shackles. Compatible equipment: Staves, one-handed swords, crystal balls, grimoires, magitech, cloth armor.
The following is a list of skills that are available to their respective class. When you start out, you obtain three skills and gain an additional skill every 3 levels. Unlike subclass skills, you can choose which skill to take upon leveling. As players approach Level 30, more skills will be available.
Beginner Skills Available to all players of this class. Skills do not have to be added to a profile to be used. Calm Mind | Beginner Skill
The enchanter's presence in a party results in an unconscious calmness to come over the party, increasing passive MP recovery. It is not enough to effect battle much, but it will speed up resting periods. Multiple instances of this skill do not stack.
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Tier I Available from Level 1. Astral Bind | Tier I Skill
Astral Bind is best known for its quick casting speed, causing magical chains to shackle the target's limbs and restrict any movement further than about a meter. Because of this, it's especially effective against DPS melee fighters, but not so much for ranged or magic classes. It normally wears off after 6 seconds, but can be resisted against to reduce its duration by roughly 2 seconds. A target who chooses to resist may not perform any offensive skills for 2 seconds after the binding is lifted. This skill's debuff classification is Mind. This skill has a casting time of 1.5 seconds and a cooldown of 10 seconds.
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Astral Hypno | Tier I Skill
Astral Hypno is a spell that induces a sleep debuff on the target, preventing them from making any actions until they are struck or after ten seconds have passed. The higher a target's wisdom stat, the higher their chances of resistance. It has a fairly low cooldown time for its effect, making it a very useful spell to be used for incapacitating an opponent. This skill's debuff classification is Sleep. Every time this skill is used on a target that was previously targeted by it, the sleep duration is reduced by 2 seconds. This skill has a casting time of 4 seconds and a cooldown of 15 seconds.
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Astral Torment | Tier I Skill
The Enchanter shoots an indigo bolt at a target, causing semi-transparent chains to appear and surround their body like a chain of guilt. Although not movement restrictive like other similar Enchanter abilities, this skill places an oppressive atmosphere upon the target and causes extremely minor damage over time for the next minute. However, this skill can be stacked on a target up to five times, each time multiplying the effect's potency. This skill's effect is considered a Mind debuff, and a five-chain effect is on par with low-rank poison effects. This skill has a cast time of 1 second and subsequent cooldown of 5 seconds.
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Electrical Fuzz | Tier I Skill
This spell attaches a small electrical orb to all nearby enemies within 10 meters, brightly illuminates their figure and irritating their vision. Targets take extremely minor electric damage every few seconds. Rather than being used as a damage dealing skill, Electrical Fuzz is mostly used for utility in order to keep the party aware of the enemy's positions. This makes it very helpful to keep track of evasive classes, such as Assassins. This skill has a cast time of 2 seconds, a duration of 40 seconds, and a cooldown of 10 seconds.
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Inversion | Tier I Skill
A spell that shoots a white beam of light forward at a target. When a target is struck by this ability, they are immediately spun in the opposite direction from which they were facing. It isn't really an ability that possesses any real effect other than temporarily disrupting an opponent's advance (perhaps it might even cause them to trip), but it's at least a spammable annoyance. Inversion does not change a target's trajectory and is ineffective on foes with the Immobility skill. This skill has a casting time of 1 second and a cooldown of 5 seconds.
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Keen Edge | Tier I Skill
A spell that allows the Enchanter to increase the physical attack power of the party's weapons. This spell only affects the weapons that are currently equipped, so weapons in the auxillary slot or inventory do not get this bonus. If the weapon is deequipped or if the character dies, the buff is canceled. Because the effect of Keen Edge lasts for almost an entire hour, it's often casted at the beginning of an expedition and before major fights. Recasting this skill causes its effect to return to the full duration. This skill has a casting time of 5 seconds and a cooldown of 60 seconds.
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Mana Channeling | Tier I Skill
The Enchanter takes a few moments to link with targeted party members, connecting their psyche. All party members within this link have their MP distributed evenly. If a party member's MP is restored to full, their connection is severed and remaining MP is redirected to another character. The activation of this skill causes a temporary strain upon the body as though part of the body's consciousness is being transferred. This skill has a casting time of 3 seconds and a cooldown of 30 seconds.
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Mana Trance | Tier I Skill
Using this skill, the Enchanter enters a trance which increases MP regeneration. Incoming sounds will appear slightly muffled. Using any other skill or taking an action such as moving will cancel the skill. Entering the trance state will also cancel the effects of Mana Channeling. This skill has a casting time of 3 seconds and a cooldown of 30 seconds.
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Mind Shock | Tier I Skill
A spell that launches a single orb to cause minor damage and disorientation on nearby opponents within 5 meters of the point of contact. While under the effect of this spell, the side-directional movements of an opponent are reversed - attempting to jump to the right causes the body to jump to the left instead. Because of this, targets have their accuracy and evasion partially compromised. This skill has a duration of 30 seconds. Mind Shock's casting time is 5 seconds and its cooldown time is three minutes, making it a usually one-time spell in most battle situations. This skill's debuff classification is Mind.
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Nightmare Sphere | Tier I Skill
The enchanter summons a violet orb of mana and throws it in a direction. Afterward, the sphere expands to a few meters in radius, where it will greatly slow down the movement speed of all occupants within its boundary. Even gravity seems to slow down, causing all falling objects to act as though they were on the Moon. This skill has a casting time of 2 seconds, a duration of 10 seconds, and a cooldown time of 15 seconds.
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Pulse Bullet
| Tier I Skill
Possibly the Enchanter's best skill at attempting to fill a DPS role, pulse bullet is a simple light orb projectile that flies off toward an enemy when used. Its damage potential is low, but its 0.5 second cast time and 3 second cooldown rate is low enough that an Enchanter can actually shoot Pulse Bullets in rapid succession and rack up damage. Admittedly, spamming Pulse Bullets prevents the Enchanter from providing support, and doing so for long enough will eventually start to wear down the Enchanter's MP.
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Tier II Partial preview list; unlocked at Level 30. Astral Wall
| Tier II Skill
The Enchanter creates an arc-shaped barrier roughly 5 meters in front of them. This barrier is roughly 2 meters in height and width, blocking enemies lower leveled than the Enchanter from passing through. The speed at which this barrier is created allows for the Enchanter to serve as a decent defensive support in crowd control. However, keep in mind that enemies with enough strength may still be able to break down the wall with enough repeated attacks, particularly when used against high-level mobs. The casting time of this skill is 1.5 seconds, its duration is 10 seconds, and its cooldown time is 15 seconds.
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Cast-On Beat
| Tier II Skill
A spell that reduces the cooldown of spells used by the target for 2 minutes. Tier I spells in particular have their cooldown reduced by one second, while Tier II and higher spells are only reduced by 0.5 seconds. It can turn an outclassed and inefficient beginner spell into an ability with as much respectable output as a top tier skill. Enchanters know it as one of the key factors for the Enchanter's "Sprinkler" build, a battle strategy that utilizes Cast-On Beat to fire many shots of Pulse Bullets in a minute and then drastically doubling the moderate DPS with Magi Howling. Coupled with reforges that further boost the effectiveness of these skills, it is quite easy to break the common stereotype of Enchanters being the weak support character. Understandably, reduction of cooldown for the sake of spamming skills will result in a quick loss of MP if not properly managed. This skill has a casting time of 5 seconds and a cooldown of 2 minutes.
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Dystopian Vice | Tier II Skill
A skill with a cast time of 2 seconds, placing a black aura around the target and extending the duration of Astral skills for five seconds. Additionally, a lock emerges from the mist and floats in front of the target's heart for 10 seconds. The aura itself lasts for 30 seconds, and there is a 60 second cooldown from the moment it is cast. At the moment the lock appears, the Enchanter can announce the name of any skill in the target's skill list. That skill is disabled for the duration of Dystopian Vice's effect. For those without abilities akin to that of a Scholar, the characteristics of this skill makes it difficult to use unless the Enchanter has extensive knowledge about the target. Only one Dystopian Vice skill can be active on the same effect at any time.
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Ethereal Port | Tier II Skill
This spell has several names like "Noob Saver" or "Trollport" from when Elder Tale was still a game. It is a skill that can only target a character in plain view and within 10 meters of the caster, making the target's body glow with a brief white silhouette before teleporting a meter in front of the Enchanter. This allows the skill to work as an emergency method for saving a party member from an otherwise unfortunate accident or attack, while also serving as an effective enemy control skill if used on a foe. It is rumored that some malicious pranksters also enjoy using this skill on a teammate right up against the edge of a cliff. You should probably find better friends than these guys. Ethereal Port has a casting time of 2 seconds, increasing to 5 seconds if used on an enemy. This skill has a cooldown of 30 seconds.
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Gehenna Swarm | Tier II Skill
The Enchanter conducts dark magic from their weapon and creates three magic orb projectiles. These orbs can be used as a defensive method, automatically targeting and moving toward any opponent that gets too close. Alternately, it can be used to lock onto and slowly follow any particular opponent to place constant pressure on the foe. These orbs cannot be dissipated by any means other than magical barriers or physical contact by an enemy, at which it will explode to deal minor damage and place a temporary curse effect on the target. Their stats will be lowered by 10% for 30 seconds, and this debuff does not stack. This skill is dark elemental, has a casting time of 2 seconds, and a cooldown of 20 seconds.
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Karma Drive | Tier II Skill
A technique where the Enchanter shoots a faint white-blue beam toward a target. Any enemy struck by this skill has a 10% increased chance to receive a critical hit when damaged, doubling the damage of the attack. Additionally, whenever the Enchanter or a party member damages the target with a critical hit, they regain a small amount of MP in the process. Karma Drive has a casting time of 2 seconds, a duration of 30 seconds, and a cooldown of 45 seconds.
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Magi Howling
| Tier II Skill
A spell that passively increases the power and efficiency of low-base spells used by the target for about two minutes. This is often used on fellow healer or mage party members in order to sustain their output while reducing the strain on their MP. However, this spell can also be cast on the Enchanter themselves, as its effect synergizes with the class's wide array of naturally low base damage spells. Pulse Bullet in particular has its DPS roughly doubled by this skill. This skill has a casting time of 5 seconds and a cooldown of 2 minutes.
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Magical Vector
| Tier II Skill
Elemental enchantment. The Enchanter imbues a weapon with a purple aura that releases a constant dull humming noise. If the weapon then hits any magic projectile, it will be reflected back at the user. Similarly, if it makes contact with anything constructed by magic, such as a barrier or familiar, it will forcibly cancel the effect. The aura then disappears and a loud soundwave noise signifies a successful nullification. Magical Vector is often used as an anti-meta mage hunting ability, but its inability to dispel AoE attacks or status effects, direct contact requirement, and moderate cooldown makes it a difficult spell to use. This skill has a casting time of 3 seconds and a cooldown of 30 seconds.
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Paradigm Shift
| Tier II Skill
In the world of Elder Tale, there are a large number of self-casted skills and abilities. Enchanters, being masters of supporting, can manage abilities that would otherwise be exclusive toward individual classes. The Enchanter that uses this skill chooses a caster and a target. The first time this skill is activated in a party, a dialog window will appear to confirm whether both parties agree to this skill effect transfer. This window can be set to automatically accept skill transfer requests during subsequent castings. Provided both parties agree, this skill changes the 'owner' of the skill or buff from the caster to the target. In the simplest case, one could change the owner of the 'Magic Light' skill such that it mimicked the target instead. In a more advanced usage, it is possible to cause the Cleric's Miracle Missile ability to be sourced from another player instead or cause the Swashbuckler's Pocket Aces skill to affect the weapons of a Samurai. The targeted player is considered the new owner, in the case of buffs continually being passed around. Associated costs of upkeeping the swapped skill effect is still dependent upon the original owner. This skill has a casting time of 2 seconds and a cooldown of 10 seconds.
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Prana Drain
| Tier II Skill
An Enchanter skill that is performed by pointing one's open palm toward the target while concentrating dark magic. The target starts to release a black mist from their body as their HP is gradually reduced and distributed to the Enchanter. The speed of HP draining is roughly around 100 HP every second and lasts as long as the Enchanter can successfully maintain the skill. As such, while this skill is obviously more damaging on opponents with lower HP, it is most effective on targets with low mobility. The maximum distance of effect for this skill is 5 meters. This skill is dark elemental and has a cooldown time of 30 seconds after this skill is canceled.
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Soul Swap
| Tier II Skill
Soul Swap is a fairly unconventional skill with a long cooldown that is initiated by targeting two nearby characters in the same party, whether in the Enchanter's party or not. Upon the activation of this skill, the two characters experience a body swap for about 15 seconds. All skills belonging to the owner of the original body may now be used by their party member, and any damage taken by a character while in the body of their party member goes to the party member instead. Because many players are not at all knowledgeable over how their teammate fights, using this skill has a greater chance of incapacitating two players at once. On the other hand, if used between a veteran and a newbie, the more experienced player might be able to maneuver the newbie's body out of an otherwise dangerous position. It's said that after this skill was discovered, competitive combat teams have begun to work together more effectively by learning to walk in each others' shoes. This skill has a casting time of 5 seconds and a cooldown of 5 minutes.
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Thorn Bind Hostage
| Tier II Skill
Thorn Bind Hostage is well known as the Enchanter's most "offensively-based defensive" skill. After it is cast, mana materializes in the form of thorny vines and wrap around the opponent. This greatly limits the opponent's mobility and they must either wait until the spell wears off or break the vines forcibly. In breaking the vines, they will initiate an explosive reaction as they disintegrate, blasting the victim with a set amount of damage each time. However, if the character is somehow teleported, it is possible for them to break free without destroying the vines. This skill has a casting time of 3 seconds and a cooldown of 60 seconds. This skill's debuff classification is Mind.
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Tier IIIPartial preview list; unlocked at Level 60.Astral Parallelism | Tier III Skill
Astral Parallelism is a spell that temporarily harnesses the power of the universe in order to create a parallel dimension. The Enchanter casts this spell upon an ally or themselves along with an opposing enemy, causing two white orbs to be released and sent forward toward the two targets. Upon being struck by the spell, the two targets will turn semi-transparent for 30 seconds. For the duration of this spell, any skills performed by either character may only target the other. Both characters will take 50% damage from any attacks coming from another character. Area of effect damage will also only affect the single target, but any damage taken from area of effect skills will be doubled. If one character should be defeated before the spell's effect wear off, it is automatically canceled at that time. This skill has a casting time of 5 seconds and a cooldown of 60 seconds.
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Force of Infinity | Tier III Skill
A high-ranked Enchanter support skill that can be used to target the Enchanter or a party member. For the next 15 seconds, the target glows in a golden aura and is considered to have infinite MP. This duration increases to 20 seconds at Level 90. This skill produces dramatic results when used on classes such as Sorcerers or Assassins which boast some of the highest damage potential but suffer from a limited MP supply. The recipient must be careful, however - repeated uses of high damaging skills have the tendency to generate an unparalleled amount of aggro from enemies, which can possibly result in unmanageable mob formations if the enemy is not immediately dispatched. After Force of Infinity wears off, the target suffers a great amount of fatigue, lowering all their stats by 25% for about 30 seconds. This skill has a casting time of 3 seconds and a cooldown of 60 seconds.
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Force Speed | Tier III Skill
An Enchanter party buff skill that reduces the cooldown time of all skills currently on cooldown for the entire party by 20% of its maximum. For example, a skill with a maximum cooldown of 60 seconds and 20 seconds remaining in its cooldown will have its current cooldown time reduced to 8 seconds. If Force Speed affects a skill that has a normal cooldown time of 10 seconds or less, that skill is immediately off cooldown. Upon activation, targeted party members will experience a faint glowing effect and any affected skills will become highlighted in red in the skills menu. Force Speed is a particularly effective skill to use during a large-scale fight, when even the activation of a single skill can make a significant difference. Force Speed's casting time is 3 seconds and its cooldown time is 60 seconds. Force Speed may not benefit from any effects that reduce cooldown times including its own effect.
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Lunacy Metronome | Tier III Skill
A secret art taught in the village of the Moon Dance Forest. To use it to its full potential, it's said that one should train under the guidance of the villagers. Summon the power of the moon to drive enemies in a range around you into a trance. This skill is an AoE ability that bars all movement and actions from enemies of Strong-class or lower. The spell also has a minor effect on stronger monsters and characters as well, making their skill casting and animation times last about 0.25 seconds longer due to a loss of concentration. The skill puts affected enemies into a trance for 10 seconds, and they snap back to reality once hit by an attack or when the skill wears off. This skill has a cooldown of 2 minutes, a range of 10 meters, and a casting time of 3 seconds.
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Metaconscious Meteor | Tier III Skill
An attack of dark magic nature that generates meteor-like projectiles using remnant psyche in the surrounding atmosphere. These projectiles end up resonating with strong emotions and therefore appear to be stronger in areas of high aggression or excitement, such as a battleground or arena. Nevertheless, if these meteors should make contact with an enemy, it will cause a painfully burning sensation that will linger for quite some time. The only difference is that no physical wounds are left on the target and that it is purely psychological. Damage dealt by this attack is therefore applied as damage to the target's maximum MP, reducing it for the next two minutes. The casting time of this skill is 2 seconds and its cooldown is 10 seconds, making it quite possible to greatly reduce a target's MP with successive stacking of this effect. This skill is considered to be a Mind debuff. If the debuff should be canceled by a skill or item effect, all stacks are canceled. |
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Adventurer
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Post by Gaia on Oct 2, 2014 7:51:21 GMT
Heretic Skills offer up my flesh and taint my soul for power. Compatible equipment: Crystal balls, hex dolls, spears, polearms, staves, swords, grimoires, magitech, cloth armor.
The following is a list of skills that are available to their respective class. When you start out, you obtain three skills and gain an additional skill every 3 levels. Unlike subclass skills, you can choose which skill to take upon leveling. As players approach Level 30, more skills will be available. Beginner Skills Available to all players of this class. Skills do not have to be added to a profile to be used. Miasma Corruption | Beginner Skill
Any being that comes in contact with the Miasma will become slowly corrupted in mind and body. Especially among the People of the Land, this condition is extremely serious and treated with extreme prejudice. Victims of Corruption may often be forced into solitary isolation until they recover from its effects. Stratford Wardens have been known to execute the most extreme cases for the sake of purity. Corruption reduces over time as characters avoid exposure to Miasma. Starting at three cycles since the last exposure, Corruption is reduced by 5 points each post cycle. The effects of this skill apply to all characters affected by Corruption, even if they are not a Heretic.
Corruption Stages: Stage 0 - 1-10 points. Exposure to the Miasma, no matter how miniscle, is treated as a Stage 0 infection. At this level, however, the presence of Miasma is virtually indetectable through conventional means. No symptoms should normally occur from this level of infection, although animals and small children may act a little more irritable than usual. Stage 1 - 10-30. The Miasma is beginning to root itself into one's being. Minor mental and physical symptoms such as headaches or fatigue occur. Stage 2 - 31-50. At this stage, Miasma Corruption begins to show noticeable physical symptoms such as paleness in skin or cracked fingernails. Regardless, one may still bluff, attributing their condition to other natural causes. The victim suffers stronger lasting mental symptoms. Stage 3 - 51-75. Hallucinations, delusions, paranoia become commonplace. Physical symptoms include wrinkling of skin, clouded eyes. Affected targets have their Mind debuff resistance decreased by 1 stage. Stage 3 is where Corruption starts to become infectious. Characters at Corruption Stage 3 or higher cause nearby characters' Corruption to increase by 1 each post cycle. Stage 4 - 76-100. Distinct personality changes and mental instability plague the minds of these subjects. Affected individuals either look weak and decrepid or threatening and zombielike. By this level, Stratford Wardens may exercise individual command in capturing affected subjects. Stage 4 subjects have their Light debuff resistance decreased by 1 stage. Stage 5 - 101+. The ultimate stage of Corruption. Weak-willed victims lose their minds so long as they are exposed. Extreme personality changes and schiophrenia set in, causing the subject to become a danger to themselves and their surroundings. Moreover, Stage 5 subjects have physically mutated to the point where they only appear vaguely human. Guards are ordered to exercise strict detainment and even lethal force if resisted.
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Morphogenesis | Beginner Skill
Passive. Due to the Heretic's mastery over Miasma, its corrupting influence is slightly more resisted by the magician. When the following Stages are reached by the Heretic, they gain 1 Morphogenesis Point. A Morphogenesis Point can be spent to gain one trait at the character's current Stage. Traits are active until the end of the thread or whenever the character's Corruption Stage drops below a required Stage for the trait to be active. Naturally, a character may only gain up to 5 Morphogenesis Points per thread. Once a Trait is selected, it cannot be changed for the duration of the thread.
Stage 1
- Contagion: The Heretic brings with them an unpleasant aura that becomes moreso prominent as the intensity of Corruption increases. All party members within 3 meters of the Heretic take 1 point of Corruption during each of their posts. All enemies within 3 meters of the Heretic take 3 points of Corruption during each of their posts. - Dark Influence: Passively increases the Heretic's magic damage by 5% but increases the damage they take by 5%. This trait stacks and may be taken multiple times. - Pureness of Heart: The Heretic's desire to use the powers of Miasma for good causes has shaped the essence of their spells. Tainted Charity no longer takes away the HP it restored when used on party members. Party members take 1 less point of Corruption every time they are affected by your Heretic skills. - Regenerator: Immediately upon taking this trait, restore the Heretic's HP by 25%. The Heretic passively regenerates 1% HP every 10 seconds. This trait stacks and may be taken multiple times. - Shadow Armor: The Heretic's armor item level is treated as though it were 2 levels higher. This trait stacks and may be taken multiple times. If Shadow Armor has been taken 3 times, then the Heretic may equip chain or plate armor in the thread without penalty.
Stage 2
- Banish Counter: Once, after taking this trait, a wave of dark energy is released from the Heretic to interrupt an enemy's attack within 1 meter and stun them for a second. Has no effect against projectiles or users beyond 1 meter. This trait may be used in response to any applicable action and may be taken multiple times. - Cursed Palm: Oblivion Claw no longer deactivates from downtime. - Darkness Eternal: This Trait cannot be triggered by Infinite Shadow: Apoptosis. When the Heretic's HP drops to 0, they are immediately revived and their Corruption points drop to 0. The percent of HP restored upon revival is dependent upon the Heretic's Corruption Stage prior to death x 10. This trait then goes into cooldown for 1 hour. - Extractor: Exocytosis no longer has a cast time. Its cooldown is reduced to 2 seconds. - Observer: Eye for an Eye's cooldown is removed. The Heretic may now target two characters with Eye for an Eye. If any additional characters are targeted, sigils will disappear, starting with the earliest. - Pure Darkness: Reduce the damage taken from Wardens' attacks by 25% if they use a skill that involves Purity Charges. If this Trait is successfully used, the Heretic gains +10% to their physical and magical damage for the next 10 seconds. - Tongue of Darkness: The lingering Miasma whispers words into the Heretic's ears. When this Trait is active, the Adventurer skill [Tongue of Nature] is learned as a Beginner Skill and stays active until this Trait is lost. - Vampire Form: The Heretic's exposure to Corruption has given them characteristics similar to a mythical vampire. The Heretic inflicts 10% more damage at night or in dim or no light and sees a little farther away in such environments. In exchange, they suffer a 5% damage penalty in sunlight.
Stage 3
- Banish Reflector: Gain either an additional Banish Counter or the trait [Banish Counter] if it has not already been gained. The trait [Banish Counter] now puts up a dome-shaped force shield around the Heretic for 1 second. Ranged and magical attacks are deflected. - Envoy of Hell: Hellfire no longer has a cast time and its cooldown is reduced to 5 seconds. - Faithful Denizen: Increases the physical damage dealt by the Heretic and their Nightmare Denizens by 10% for every Nightmare Denizen currently summoned. - Poisoned Blood: Offensive skills that target the Heretic and result in an enemy regaining HP (EX: Prana Drain or Prana Leech) deal damage to the enemy instead. - Sniper: Increases the base range of all Heretic skills by 50%. - Undying Shadow: The Heretic may reduce their Corruption points by any amount and immediately restore a percentage of HP equal to the amount spent.
Stage 4
- Banish Blast: Gain either an additional Banish Counter or the trait [Banish Counter] if it has not already been gained. Banish Counters that were already used may be used again once. After a Banish Counter is used, there is a 120 second cooldown before that particular Banish Counter can be used again. - Dark Conquest: This Trait can be toggled. When toggled, your Heretic skills no longer deal Corruption to characters other than yourself. The amount of Corruption points you would otherwise deal is instead converted into darkness-attribute damage with potency proportional to its value. - Slithering Darkness: Neomorphism now grants 2 additional Appendage Traits upon activation. If Slithering Darkness is taken while an existing Neomorphism effect is active, then choose 2 Traits to activate.
Stage 5
- Infect the Earth: Infinite Shadow: Apoptosis no longer deals damage. Instead, a target hit by the skill takes 100 points of Corruption.
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Painful Potency | Beginner Skill
Passive. The presence of Miasma looming around the Heretic's body acts somewhat like a magnet to any Psyche energy in the atmosphere, causing mana to diffuse lower toward the ground. This obviously increases the magical potency of the Heretic's party, without any noticeable side effects. All magical damage for the party is increased by 5%. Multiple instances of this skill do not stack.
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Tier I Available from Level 1.
Black Operon | Tier I Skill
Toggle skill. Heretics are the primary manipulators of Miasma and it is no surprise that they are able to extract excess Corruption from their body whenever it is needed. When this skill is toggled, the Heretic selects a Corruption Stage. If the Heretic should then enter that Corruption Stage, they will gradually lose an amount of Corruption points equal to the Stage selected, at the beginning of each post cycle. For example, selecting Corruption Stage 1 will cause the Heretic's Corruption points to decrease by 1 each post. Selecting Corruption Stage 5 will result in their Corruption points being decreased by 5 each post. As soon as the Heretic's Corruption Stage drops below the designated stage, their Corruption points will stop decreasing. This skill may be untoggled in order to select a new Corruption Stage.
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Centripetal Buffer | Tier I Skill
A skill usable only with a Crystal Ball equipped. The Heretic creates two copies of the crystal ball using Miasma as a temporary composition material. The three crystal balls then float about half a meter outward and rapidly spin around the user. This allows for a decent amount of protection against oncoming physical attacks. Centripetal Buffer has a duration of 10 seconds, a cooldown of 10 seconds, and a cast time of 3 seconds. Centripetal Buffer deals 2 points of Corruption to any targets struck by this skill. Centipetal Buffer's casting time can be increased by 2 seconds in order to summon an additional orb and deal 2 additional points of Corruption to targets.
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Eye for an Eye | Tier I Skill
A spell that places a curse somewhere on the target's body and it appears as an eye-looking insignia. The user can see from that insignia as long as the target is within 100 meters. More obvious areas means it's easier to see, but also easy for the target to notice it. If the insignia is covered completely in any way, nothing can be seen. The user must close one of their eyes to see anything from the insignia. This skill has a casting time of 5 seconds, a maximum duration of 30 minutes, and a cooldown of 1 hour.
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Gluttonous Haze | Tier I Skill
The Heretic casts a spell onto a target, causing a thin black mist to surround their body. As that target deals damage to an enemy, the mist absorbs the Anima that was spilled by the blow and feeds it into the target's body to heal them a small amount. This spell, combined with Tainted Charity, allows the Heretic to take a slightly more support-oriented playstyle. However, keep in mind that the presence of the black aura has been linked to mood swings and aggressive among those affected by it. Gluttonous Haze has a duration of 10 seconds, a 4 second cast time, and a 20 second cooldown. While a target is affected by this skill, their Mind resistance is reduced by 1 stage.
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Humoral Stigma | Tier I Skill
The Heretic infuses an open wound with Miasma. As a natural antagonist to Anima, the energy of life, the Miasma lingers around the wound and prevents it from healing naturally. As such, this is a bleeding debuff curse that causes open wounds to continuously bleed. The target loses HP over time as long as their HP is less than full, or after 2 minutes have passed. The HP loss is fairly little but it adds up over time, much like a poison effect would. If the wounds should somehow be fully healed and HP reaches 100%, however, the curse is expelled. This skill has a casting time of 2 seconds and a cooldown of 10 seconds. A target currently affected by this skill's effect is treated as though their Corruption was increased by 3.
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Lying Darkness | Tier I Skill
The Heretic offers up a target by forming an occult circle, causing the summoned Miasma to slowly integrate with the target's flesh. When this skill is used, the Heretic may designate a number between 1-10, 1-20 if used on themselves. That amount is dealt as Corruption to the target. If the target moves more than 1 meter away from their position from the time this skill is cast, it has no effect. This skill has a casting time of 4 seconds and a cooldown of 10 seconds.
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Miasma Bullet | Tier I Skill
The Heretic generates Miasma into a black orb projectile. The orb is then fired toward an enemy within 10 meters at a high velocity. Exposure to this concentrated mass deals dark attribute damage to the target and applies 1 point of Corruption to the target. The Heretic may alternately charge this skill to deal 25% extra damage and 1 additional point of Corruption for every second of charging. This skill has a cooldown of 5 seconds, a regular casting time of 2 seconds, and a maximum casting time of 5 seconds.
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Miasma Curtain | Tier I Skill
The Heretic concentrates Miasma in a dispersed form and swings its essence around them, causing a violet mist to materialize and rapidly whip out from the Heretic's body. The Miasma strikes all opponents within 2 meters with dark attribute damage and applies 1 point of Corruption to all affected targets. Miasma Curtain does not damage allies, but will still apply Corruption if they are within range. This skill has a minimum casting time of 2 seconds, a maximum casting time of 5 seconds, and a cooldown of 10 seconds. Miasma Curtain's casting time can be increased in order to deal 10% extra damage and 1 additional point of Corruption per second.
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Night Shade | Tier I Skill
The Heretic creates a barrier gradient that filters incoming light, causing everything under the barrier to look dark from an outside view. Vision under the gradient is greatly reduced, causing everything to look black and white. This barrier reduces the damage of all incoming light attribute attacks by 50% toward any targets inside the boundary. Night Shade has a duration of 10 seconds, a range of 1 meter, a casting time of 5 seconds, and a cooldown of 30 seconds.
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Oblivion Claw | Tier I Skill
A Heretic skill that conjures Miasma to shroud a melee weapon up to 1 meter away in a purple mist-like animation. It may also be cast on a character's bare hand, creating a purple mist silhouette resembling a demon's claw. A direct contact between the enchantment and the target's body deals minor darkness-attribute damage and places a harmful curse upon the target. When this skill is cast, the Heretic may select one of the following effects: [Increase the animation or cast time of this skill by 1 second], [After activation, increase the cooldown time of this skill by 5 seconds], [Reduce the duration of this skill by 10%], or [The user takes 5 points of Corruption immediately after this skill is used]. If a target was damaged by this skill, the selected effect will activate immediately when the target uses their next skill. After a curse was successfully placed upon the target, no additional curses may be placed unless the user recasts the skill. The animation and passive damage buff will remain, however. If it has been 10 seconds since this skill made contact with an enemy's body or equipment, it is canceled. This skill has a cooldown of 20 seconds, a minimum casting time of 3 seconds, and a maximum casting time of 8 seconds. For every second spent to charge the casting time, increase the curse's effect by 10%. A target currently affected by this skill's effect is treated as though their Corruption was increased by 5.
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Pain Affliction | Tier I Skill
A concentrated stream of Miasma is fired toward a target's limb, causing a strong sensation of pain. Depending on where the burst made contact with, this psychological effect can cause a 25% reduction in attack speed or movement speed for 30 seconds. This skill has a casting time of 3 seconds and a cooldown of 60 seconds. A target currently affected by this skill's effect is treated as though their Corruption was increased by 2.
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Shackles of the Sentenced | Tier I Skill
Miasma takes a tangible form in the shape of violet-black chains which erupt from the ground and wrap around a target. These chains root the enemy in place for 5 seconds. During this time, if the target should be afflicted with any skill that inflicts Corruption, their Corruption is increased by 1 additional point. This skill has a casting time of 1.5 seconds and a cooldown of 20 seconds.
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Tainted Charity | Tier I Skill
Miasma and Anima are two sides of the same coin and so it is no surprise that Miasma can be used to restore the body. This skill heals the target by a small amount. Its animation is fairly deceptive, looking very similarly to the Heal skill. If a target who received healing from Tainted Charity is not healed again by Tainted Charity within 2 minutes, all HP restored by the skill is immediately removed. This skill has a casting time of 2 seconds and no cooldown. Tainted Charity inflicts 2 points of Corruption on the target.
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Tempting Hysteria | Tier I Skill
The Heretic uses Miasma in order to attract malicious spirits that crowd around a target. A target affected by this skill experiences auditory hallucinations, as though the spirits are constantly whispering into their ears. The closer the target is to the Heretic, the louder these sounds appear to be. The casting time of all of the target's spells are increased by 0.1 seconds for every 1 meter they are close to the Heretic. Its maximum range is 20 meters, its casting time is 5 seconds, its duration is 30 seconds, and its cooldown is 60 seconds. A target currently affected by this skill's effect is treated as though their Corruption was increased by 2.
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Tier II Partial preview list; unlocked at Level 30. Abaddon's Chariot | Tier II Skill
The Heretic conjures a massive amount of Miasma that takes the form of a swarm of locusts. The locusts can then be sent to attack targets with a simple pointing command. The cloud only targets one enemy at a time, however. Enemies that fall victim to this attack suffer damage over time along with a poison effect that lasts for a minute. This skill has a casting time of 4 seconds, a duration of 30 seconds, and a cooldown of 60 seconds. This skill inflicts 3 points of Corruption on a target.
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Abyssal Contract | Tier II Skill
A skill that denotes the Heretic's offering of body and soul to the Corruption. Miasma swirls around the Heretic and fuses into their skin, giving it a pale appearance. The Heretic becomes akin to a traditional vampire as they become weak to the light attribute and gradually take HP damage over time when exposed to sunlight. However, this dramatically amplifies their spells by increasing their spell damage by 25% and reducing all Heretic skill cast times by 2 seconds. The minimum cast time a skill can be reduced to by this effect is 1 second. Abyssal Contract inflicts 50 points of Corruption to the user. It will last for a full day and cannot be canceled except by death. This skill has a casting time of 10 seconds and a cooldown of 1 day.
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Corrosive Corruption | Tier II Skill
The Heretic shoots a concentrated blast of Miasma to aim at an item, typically a target's weapon or armor. The Miasma quickly eats away at the surface of the item, creating impurities in the process. If this skill should be used multiple times on the same object, it would unquestionably be degraded for quite some time. Any item struck by this attack has its item level decreased by 2. This effect may stack. If it has been two minutes since Corrosive Corruption was used on the item, its item level will increase by 1 every 5 seconds until it is restored to its original value. This skill has a casting time of 1.5 seconds and a cooldown of 5 seconds.
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Dark Aquittal | Tier II Skill
Because of the persecuted nature of Corruption, Heretics that have become affected by their own magic may desire a way to hide their defining characteristics when they need to lay low for a while. This ritual takes a minute to cast and has a cooldown of an hour. For the next 30 minutes after this skill is cast, all physical symptoms caused by Corruption Stages on the user are nullified. This skill cannot be used while Abyssal Contract is active.
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Exocytosis | Tier II Skill
Where Heretics possess the power to corrupt, they can also use that power to cleanse at the cost of burdening another with corruption. The Heretic expels some of the Miasma from an infected being within 5 meters and directs the displaced element into a new target. Legend speaks of an underground order of Heretics working underground alongside the Wardens who use this skill as a means of experimentation on the effects of Miasma corruption. The amount of concentration necessary to extract Miasma makes this skill somewhat difficult to use in the heat of battle. The target's Corruption points are decreased by an amount from 1-10, chosen by the Heretic. The same amount is added to another target within 5 meters of the Heretic. If there are no other valid targets, the Heretic is considered the recipient. The Heretic may target themselves with this skill. This skill has a casting time of 3 seconds and a cooldown of 10 seconds.
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Hellfire | Tier II Skill
A skill that is utilized by embracing the influence of Miasma and turning the body itself into a twisted weapon. This skill may only be used while the Heretic is at Corruption Stage 3 or higher. The Heretic generates black fire from their fingertips and points toward a target, causing the flames to create a burning trail as it moves toward the target. This skill is treated as both a fire and darkness attribute attack, its casting time is 4 seconds, and its cooldown is 30 seconds. A successful hit inflicts 3 points of Corruption to a target and 2 points of Corruption to the user. Hellfire causes a Burn debuff on the target for 10 seconds, slightly reducing their HP every time the character attacks or uses an active skill.
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Madness Trance | Tier II Skill
The Heretic places a boundary of Miasma within five meters, the boundary itself being five meters in radius. Any characters within the boundary, including the Heretic themselves, have their Corruption points evenly distributed between each other. This skill has both been known for its malicious and supportive uses. It can easily be used to quickly spread Corruption onto an unfortunate victim or to counteract and weaken a rival Heretic's strategy. This skill has a cast time of 5 seconds and a cooldown of 45 seconds.
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Miasma Appendage | Tier II Skill
Toggle skill. Heretics that intentionally corrupt their own body in order to gain power are feared throughout the land. Upon reaching Stage 1 Corruption at any time, the Heretic grows an appendage from their back that looks blue-black in an idle stance and turning bright red when it is used to attack. This appendage works like a functional limb, except that it cannot equip any weapons. It is commonly found in the form of a tail or tentacle, although higher stages of Corruption can result in more elaborate transformations such as a single nonfunctional black wing. It should be known that the sight of this appendage is blatant evidence of Corruption, causing possible hostility if used in public. The appendage deals blunt physical damage and it is considered to have a weapon level equal to 10 x the user's Corruption Stage. The maximum length of the appendage is equal to 2 x the user's Corruption Stage in meters.
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Mitochondrial Miasma | Tier II Skill
The Heretic summons Miasma that appears as a spherical cloudy substance floating in the air. This sphere reacts to psyche energy and it lends a portion of its power to anyone, friend or foe, who happens to use a spell within 10 meters. The sphere comes with 5 charges and is depleted after 45 seconds or when all charges are used. The affected spell gains the Darkness elemental attribute and has its MP cost reduced by 10%. However, the caster gains 3 points of Corruption when the spell is used. Mitochondrial Miasma's effect does not stack if it is activated by more than one user. This skill has a casting time of 5 seconds and a cooldown of 45 seconds.
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Nightmare Denizen | Tier II Skill
The Heretic summons a familiar made of the Miasma. These creatures appear as black silhouettes which assist in battle and exude corruption from their bodies. Due to their form, these summons inflict both physical and darkness elemental damage. They are used for quickly overwhelming and afflicting an enemy with Miasma. The form of the summoned familiar is determined by the Heretic's mindset at the time one is summoned, but they are usually person or animal shaped creations between 1-2 meters in length or height. The cost of summoning these beasts is a infectious link to the soul. The Heretic gains 2 Corruption immediately upon summoning and gains an additional 3 Corruption every post cycle while it is active. A target damaged by a Nightmare Denizen takes 1 point of Corruption each hit. This skill has a casting time of 5 seconds and a cooldown of 10 seconds. The Heretic may command an amount of Nightmare Denizens equal to their Corruption Stage.
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Occultic Reanimation | Tier II Skill
Even the art of resurrection, one of Anima's most sacred properties, becomes defiled in Miasma's twisted reimagination. The Heretic summons a magic circle on the ground with their intended target as the center point. This ritual draws in Miasma, which then intensifies and envelopes the target. An Adventurer revived by this skill is revived with 25% HP and gains 10 points of Corruption. Any creature of the land revived by this skill becomes reborn as a zombie for an indefinite amount of time unless they are killed or have their summon revoked. Contrary to belief, these zombies are nearly indistinguishable from their real life counterparts except that they cannot speak or show emotion. It is as if the Miasma itself is occupying a hollow shell of one's former self. Zombies revived by Occultic Reanimation will, however, retain some aspects of their personality. For instance, if the zombie were a former comrade, they will fight by the Heretic's side while a revived former enemy will be generally disobedient. This skill has a casting time of 5 seconds and a cooldown of 30 seconds. For every zombie controlled by the Heretic, their maximum MP is reduced by a percentage equal to half the zombie's former level.
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Prana Leech | Tier II Skill
The Heretic's version of the Prana Drain skill, an ability that was successfully adapted by Enchanters of ages past. In contrast to its localized version, this skill utilizes Miasma in a two-step process; first, it snatches away the target's Anima energy and then it occupies the space left behind. The Heretic points an open palm toward the target within 5 meters, draining 100 HP per second this skill is maintained. In addition, the target gains 1 point of Corruption for every 2 seconds of exposure. Prana Leech has a cast time of 3 seconds, a maximum duration of 30 seconds, and a cooldown of 60 seconds.
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Pure of Presence | Tier II Skill
While there are those who utilize the power of corruption to mutate and change their body, there are those who may also harness its power in a way where they may not even suffer the consequences of their ability. These individuals may often be even more dangerous than their counterparts, as it signifies that they have attained a mastery of manipulating the deadly phenomenon enough to evade suspicion. Still, one may simply be motivated by other means in choosing the class, perhaps finding the good out of an otherwise stigmatized class. Nevertheless, this skill embodies that type of style. So long as the Heretic remains at Stage 0 Corruption, they gain the Trait [Dark Conquest] as well as 3 Morphogenesis points. These points may only be spent on Traits of Stages 1, 2, or 3. As soon as the Heretic's Corruption Stage hits 1 or higher, all traits gained by this skill's effect are removed until their Stage drops down to 0.
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Shadow Puppetry | Tier II Skill
A skill that magnetizes lost spirits into the vessel of an inanimate object. The Heretic may use this skill if they are equipped with a Puppet or Hex Doll, if there is a zombie the Heretic revived by Occultic Reanimation, or if an Artificial Life monster just had its HP depleted to 0 within the last 5 seconds. The Heretic uses the Miasma to preserve the hollow body and infuse it with the soul of a spirit, which will then control the item or monster. If a Puppet or Hex Doll is equipped, they will automatically support the Heretic by launching attacks at any opponent that gets within 2 meters of the Heretic. If a monster is controlled, its HP restored to full and it will fight until its HP reaches 0 or until time has run out, after which it will vanish into a black mist. Monsters controlled by this skill cannot use skills. Puppets and monsters controlled by this skill receive a Super Armor buff, preventing them from staggering or being knocked back by attacks. If the Heretic's roleplay subclass is Puppeteer, they may also activate Puppeteer skills on a controlled monster and the item level of any puppet they control is increased by 10 levels. This skill has a casting time of 5 seconds, a duration of 60 seconds, and a cooldown of 70 seconds.
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Under Oath | Tier II Skill
By pointing a violet beam at the head, the Heretic commands dark spirits to enter the target's mind and affect their unconscious thoughts. The result of this skill's effect is that the target will be unable to consciously tell lies without penalty; else the spirits would become increasingly riled into generating heavy migraines upon the target. Particularly deceptive individuals can still work their way around this skill by telling ambiguous statements, however. This skill deals no damage but if its effect is fulfilled, the target's cooldown times increase by 5 seconds. Under Oath has a duration of 10 minutes, a casting time of 10 seconds, and a cooldown of 1 hour.
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Vessel of Chaos | Tier II Skill
Miasma reacts to the negative emotions surrounding the user's heart, amplifying their emotions and granting them with power. While many Heretics go mad long before they reach this level of power, some Heretics are able to tap into its potential and transform the Miasma to their own bidding. This skill causes the Miasma to shroud itself around the Heretic's body and materialize into a piece of equipment of their choosing. The Heretic may transform their own weapon or armor into a Miasma Arms when this skill is activated. Because the new equipment generated is formed from the Miasma, it is always considered to be compatible equipment even if the Heretic may not normally be able to wield it. It's said that the Abyss Dragon Knight, a man fed up by unjust discrimination by the Wardens, had used this skill to create a dark parody of the Warden's Armor. A Miasma Arms equipment formed by this skill has its item level raised to the Heretic's main class level. A Miasma Arms weapon formed by this skill deals apparent damage of 1 level higher for every 10 points of Corruption possessed by the user (max: 10 levels). A Miasma Arms armor formed by this skill has an apparent defense of 1 level higher for every 10 points of Corruption possessed by the user (max: 10 levels). This skill has a casting time of 3 seconds, a duration of 2 minutes, and a cooldown of 5 minutes. Only one Miasma Arms weapon may be formed at a time by the user.
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Tier IIIPartial preview list; unlocked at Level 60.Dark Pandemic | Tier III Skill
A skill that has been well documented by the Wardens, its usage is typically considered grounds for immediate enforcement. The activation of Dark Pandemic causes a ghostly specter to appear as it disperses its power over the surrounding 5 meter radius. When this skill is activated, the Heretic chooses a target. That target's Corruption points is added onto all other characters within 5 meters of the character. If a character would progress in Corruption Stages as a result of this skill, they gain temporary Morphogenesis Points which can be immediately selected by the Heretic. This skill has a 5 second casting time and a cooldown of 180 seconds.
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Herd Immunity | Tier III Skill
As Miasma corrupts the body, particularly powerful Heretics can use such an elemental imbalance in their favor. By temporarily infusing their own body with Miasma, the Heretic gains passive damage reuction which increases the further an enemy has been corrupted. Any character attacking the Heretic will have their damage reduced by a percentage equal to their current Corruption Points divided by 4. This skill has a duration of 30 seconds, a cast time of 2 seconds, and a cooldown of 120 seconds. While this skill is currently active, the Heretic's Corruption points are increased by 10% of their current value. This skill cannot be used while the Heretic is in Stage 0 Corruption.
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Infinite Shadow: Apoptosis | Tier III Skill
A skill that is used often as a last resort, when Corruption has become widespread and becomes impossible to stop. It requires a Corruption Stage of 1 or higher. Apoptosis is one of the most dangerous skills in existence, turning the Heretic themselves into a deadly bomb. It is a skill favored with zealous admiration among a wicked Heretic cult, believing the skill to be one's final step into becoming a perfect being that transcends the world. This skill can be toggled, placing the icon of a black skull in the Heretic's status window. As soon as the Heretic's HP reaches 0, this skill's casting time starts to take place and after ten seconds, the Heretic's body will let off a massive explosion, incinerating the remainder of their body and letting off a huge explosion dealing severe Miasma-attribute damage. Due to this attribute, this skill bypasses enemy natural resistances and deals at least full damage to all characters caught in the explosion. For every stage of Corruption possessed by the user at the time of this skill's activation, the damage and range of Apoptosis is multiplied by that amount. The activation of this skill is quite hazardous to not only enemies, but the Heretic's own party members. If the Heretic is revived before this skill's casting time is completed, it is canceled. Apoptosis has a casting time of 10 seconds, a base radius of 10 meters around the user, and a cooldown of 24 hours for Adventurers. If this skill is used by an Adventurer, they cannot be revived and will respawn at their last safe zone or cathedral. If this skill is used by a Person of the Land, they are killed and may contact a story mod for possible plotline opportunities. This skill's casting time cannot be decreased by any effect. This skill inflicts 25 points of Corruption to anyone damaged by it.
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Necrotic Corruption | Tier III Skill
A fearsome skill that mobilizes the latent Miasma in a target's body to violently react with the body's Anima, causing internal cell death. This skill can only be used on a target who possesses at least 1 point of Corruption. Upon successful casting, all stacks of Corruption are removed from the target and they are immediately dealt a percentage of their total HP as damage equal to the amount of Corruption removed. Necrotic Corruption is considered a dark attribute attack and is affected by targets' passive defenses. Bosses as well as Heretics targeted by Necrotic Corruption are treated as though their resistance to its effect was increased by 1 stage (damage is halved if neutral). The maximum damage this attack can deal to a boss-level monster is 25% of its HP. If Necrotic Corruption is used successfully, the target cannot be targeted by another character's Necrotic Corruption for 2 minutes. This skill has an instant casting time and a cooldown of 10 seconds.
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Neomorphism | Tier III Skill
A Heretic self-mutation toggle skill that furthers the transformation created by the Heretic's monstrous transformation. This skill can be toggled at any time while Miasma Appendage is active. When it is toggled, choose one of the following Appendage Traits (if the user is at Corruption Stage 1-2), up to two of the following Appendage Traits (if the user is at Corruption Stage 3-4), or up to three of the following Appendage Traits (if the user is at Corruption Stage 5). For the duration of this skill's effect, these effects are active as long as Miasma Appendage is active. This skill can be untoggled and retoggled to choose new effects. Every time this skill is untoggled, it enters a cooldown of 30 seconds.
Appendage Stinger: Miasma Appendage(s) may now shoot projectiles roughly once per second up to a maximum firing range of 10 meters. These projectiles appear as sharp violet crystals that are about as strong as an arrow, with item levels equal to the Heretic's class level.
Doomclad Wings: Consumes two effect slots instead of one. Black-red pulsing wings are formed on the Heretic's back. This allows the Heretic to jump and hover in the air for about 5 seconds at a time.
Extra Appendage: The Heretic grows another Miasma Appendage from their body. This effect can be picked multiple times. If picked a second time, two more Appendages can be grown (for a total of 4). If picked a third time, four more Appendages can be grown (for a total of 8).
Length Extension: Doubles the maximum length of the Heretic's Miasma Appendage(s).
Obsidian Skin: The Heretic's appendage gets all tough and metallic as though transforming into black steel. This effect increases the Heretic's Miasma Appendage damage by 50% but halves maximum length.
Pulsating Core: The Corruption in the Heretic's body solidifies into a red-violet crystal embedded on the surface of their chest, protruding through any clothing or armor. The Heretic's blood glows as this crystal seems to beat, making the blood vessels underneath the Heretic's body rhythmically glow sinisterly. Increase the damage of the Heretic's skill effects by 10% but the Heretic takes 25% extra melee damage due to the core being a weak point.
Sinister Dexterity: When Miasma Appendages are used in a crafting thread (cannot be a speed craft), the craft gets a +1 bonus to item level.
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Patient Zero | Tier III Skill
Despite normally driving its victims mad, Miasma is a sinister existence that may willingly preserve its vessel's consciousness if deemed advantageous. This skill takes advantageous of the monstrous advantages from high levels of Corruption without the debilitating side effects. Using an overflow of Miasma, the Heretic's body is distorted but their mental state is kept intact. The Heretic's Corruption Stage is instantly raised to Stage 5 for the duration of this skill. Their Corruption points remain unaffected, however. Any mental symptoms that would otherwise arise from higher stages of Corruption are nullified. Additionally, they are immune to Mind debuffs for the duration of this skill. This skill has a casting time of 5 seconds, a duration of 5 minutes, and a cooldown of 1 hour.
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Wicked Promoter | Tier III Skill
A Heretic skill that brings out the power of Corruption within affected individuals. This skill pries into targets' DNA, facilitating the mutation of infected individuals' bodies. The end result allows them a greater sense of power at the cost of their humanity. While this skill is active, all characters within 50 meters (including enemies) may use the following Heretic skills as if they were a Heretic, depending on their Corruption Stages: Abaddon's Chariot (Stage 3), Corrosive Corruption (Stage 3), Hellfire (Stage 4), Miasma Appendage (Stage 2), Miasma Bullet (Stage 1), Miasma Curtain (Stage 1), Night Shade (Stage 2), Prana Leech (Stage 4). Characters of a higher Stage will receive all skills at their Stage and lower. In order for another character to use the named skills, the Heretic must possess that skill. Immediately after this skill wears off, characters that were affected by this skill gain 5 points of Corruption. This skill has a casting time of 5 seconds, a duration of 60 seconds, and a cooldown of 300 seconds.
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motto up bb
Adventurer
Gold:
Guild:
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Post by Gaia on Oct 2, 2014 7:52:33 GMT
The technology to protect Compatible equipment: Swords, bows, firearms, blunt weapons, shields, magitech. cloth armor, leather armor, chain armor, warden armor.
Warning: Most Warden skills utilize Warden Armor. It is highly suggested to take Warden Armor over the other armor types they otherwise can wear.
The following is a list of skills that are available to their respective class. When you start out, you obtain three skills and gain an additional skill every 3 levels. Unlike subclass skills, you can choose which skill to take upon leveling. Wardens skills are divided into 3 categories. Anytime MP abilities, Entropy Cartridge Abilities, and Purity Abilities. Wardens start with the ability to carry 4 entropy cartridges of a special type. These are fitted into their armor and are slowly filled during combat. Luckily, each Warden enters combat prepared so at the start of every combat thread they have half of their total Entropy Cartridges filled and available. These are more powerful abilities to offset their limited use.
Wardens also have the ability to utilize Purity Charges to power skills during combat. These skills are often used as the player’s main source of attack as well as defense. Careful moderation is required though, as only one charge is gained per cycle and the operator starts each thread with no built up charges.
Warden Armor: This is a special armor type of defense equal to chain armor, but with slightly less mobility. It cannot be enhanced by the blacksmith Heatsink ability and is crafted exclusively by Mechanic, though the Purity Core is crafted by an Alchemist.
Wardens also have a common pool of abilities which cost MP and are equipment restricted. Melee, shield and are usable based on your equipment. Wardens have a smaller than average amount of MP and an above average HP pool.
Wardens have a large number of skills. They are all available at lv1 as well. The intent is for you to pick the role you want to play as they can be either a tank or a dps with their chosen abilities. It may take awhile to build up your bag of tricks.
Beginner Skills Available to all players of this class. Skills do not have to be added to a profile to be used. Entropy Cartridges | Beginner Skill
Every Warden carries a small supply of Entropy Cartridges when the going gets tough. Essentially, these cartridges work like a backup power supply for when the Purity Core just won't cut it. The stored high-density mana concoction inside these cartridges is enough to supercharge the Warden's armor or gear, allowing for potent abilities to be used in a small time interval. Be warned, as it takes longer for an Entropy Cartridge to be regenerated compared to the armor's natural Purity generation. The Warden passively obtains a maximum of 4 Entropy Cartridges at the start of a thread. This maximum increases to 6 when the Warden's main class level is 30, 8 when their main class level is 60, and 10 when their main class level is 90. The Warden will regain 1/2 of an Entropy Cartridge each post cycle. If the Warden used a skill to nullify Corruption within their previous post, they regain an additional 1/2 Cartridge during their next post cycle. At the start of every thread, the player's total Entropy Cartridges are filled. A Warden's Entropy Cartridge supply cannot exceed their maximum limit.
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Hasty Recovery | Beginner Skill
Wardens have always been fast to respond to a situation, even when tired. This allows for them and their allies to have their abilities on cooldown recover 5% faster. Multiple instances of this skill do not stack.
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Purity Core | Beginner Skill
One of the special designs about warden armor is the ability to augment its functions through the installation of special gear. The Purity Core, a hard crystal formed from a careful formulation of anima and mana essences, is the kingpin making this gear stand out from just any other armor. Purity Core is automatically active whenever the Warden is equipped with Warden Armor. While it is active, any Corruption inflicted on the Warden will automatically begin depleting by 5 points each post as though it has been 3 cycles since exposure. Additionally, while this skill is active, the Warden may use "Arsenal Tool" skills and will passively gain 1 Purity Charge at the beginning of each post cycle, right before any other skill effects. Purity Charges are used to augment other Warden skills. This effect is applied before any other effects that involve Purity Charges.
Note: At the start of every thread the number of Purity Charges is reset to 0.
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Tier I Available from Level 1.
Arsenal Tool: Hand of Salvation | Type- Special | Arsenal Tool | Arm
Hand of Salvation is an Arsenal Tool that was said to have been developed in opposition to the Heretics' Oblivion Claw. Through an infusion of energy provided by the Purity Core, the Warden's hand or equipped melee weapon glows with a light blue aura. If the enchanted hand or object strikes anything that has been affected by Corruption, the target immediately loses 10 points of Corruption and takes moderate light-attribute damage in addition to any melee damage suffered. Miasma-type monsters also take high damage if struck by this attack. This skill has an animation time of 2 seconds to use. At the start of the Warden's post cycle, pay 1 Purity Charge or cancel this skill. Only two Arsenal Tools of the Arm Type can be active at a time.
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Arsenal Tool: Neuroscope Lens | Type- Special | Arsenal Tool | Chest
The Purity Core on the Warden Armor can be used as ameans of gathering extrasensory information. Using the armor's mana circuits to synchronize with the wearer's neural connections, the Warden is able to see an improved visual interface from their eyes. This interface works as though the Warden were looking through a scope, as it calculates the distance between the Warden and whatever their current target is. Afterward, the interface will also suggest firing trajectories in order to best hit the target. This interface also helps with adjusting shots to compensate for a target in motion. This skill has an animation time of 2 seconds to use. At the start of the Warden's post cycle, pay 1 Purity Charge or cancel this skill. Only one Arsenal Tool of the Chest Type can be active at a time.
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Arsenal Tool: Polarizing Shield | Type- Defensive | Arsenal Tool | Arm
The Purity Core releases energy that courses through the warden armor's magitech circuits, materializing a shield that appears to be formed from a gentle blue light. This shield is electrical in nature and uses its buildup charge to repulse any objects of metallic nature, making it difficult for many foes to hit the Warden with such weapons. Additionally, if the Polarizing Shield makes contact with any target's body, it inflicts a Paralysis effect on them for 10 seconds, slowing down their attack speed and skill animation times by 25%. This skill has an animation time of 2 seconds to use. At the start of the Warden's post cycle, pay 1 Purity Charge or cancel this skill. Only two Arsenal Tools of the Arm Type can be active at a time.
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Arsenal Tool: Riot Blade | Type- Offensive | Arsenal Tool | Arm
A skill most often utilized in close-quarters combat, the Riot Blade is an Arsenal Tool that extends from the Warden Armor at the knuckle area. The Purity Core manifests its energy in the form of a blue cylindrical energy sword that extends about half a meter forward. The concentrated energy allows the blade to cleanly cut through many physical objects in its path and leave behind burn marks from the point of impact. The blade, however, is extremely thin - roughly the width of a rapier in terms of dimensions. This skill has an animation time of 2 seconds to use. At the start of the Warden's post cycles, pay 1 Purity Charge or cancel this skill. Only two Arsenal Tools of the Arm Type can be active at a time.
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Arsenal Tool: Tripwire | Type- Special | Arsenal Tool | Arm
The Tripwire is an Arsenal Tool that consists of a high-tension monofilament wire that is released by signals generated from the Purity Core. This allows the wire to be consciously willed by the Warden to eject and snap itself around a target's limb to quickly trip them. Tripwire causes a knockdown effect on a single target within 3 meters and immediately consumes 1 Purity Charge. If no Purity Charges are available or if there are already two Arsenal Tools of the Arm Type active, Tripwire cannot be used. This skill has an animation time of 1 second.
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Arsenal Tool Rearmament | Type- Special | Arsenal Tool
There are some situations where a Warden may have to quickly modify the settings of their Warden Armor, such as a sudden turn in battle situation. Arsenal Tool Rearmament is a skill that utilizes the Warden's conscious will to quickly adapt the armor accordingly. This allows for a Warden to immediately switch a currently active "Arsenal Tool" skill with another Arsenal Tool in the Warden's available skill list. If the switch would otherwise be impossible to make normally (ex: switching out a Chest Type Arsenal Tool for an Arm Type Arsenal Tool while the user currently has two Arm Types active), then this skill does nothing. Arsenal Tool Rearmament may also be used to retrieve a currently deployed Arsenal Tool: Assault Turret and return it to the Warden's armor immediately. Arsenal Tool Rearmament has a cooldown of 20 seconds.
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Artillery: Disabling Shot | Type- Offensive
A skill that can either be fired from a Warden's ranged weapon or directly from the Warden's Purity Core when "Arsenal Tool: Neuroscope Lens" is active. The Warden fires a focused shot toward a target's limb, applying an effect corresponding to the body part targeted. If an enemy was hit by this ability and it targeted their legs (hind legs if the target is a quadruped), it will cause the target's movement speed to be reduced by 25% for the next 5 seconds. If an enemy was hit by this ability and it targeted their arms (front legs if the target is a quadruped), it will cause the target's attack speed to be reduced by 25% for the next 5 seconds. A successful hit from this attack deals ranged physical damage. This skill has a casting time of 2 seconds and a cooldown of 10 seconds. This cooldown increases to 20 seconds if cast from the Purity Core. A Warden may use 1/2 an Entropy Cartridge when activating this skill in order to increase the debuff duration to 10 seconds.
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Artillery: Warning Shot | Type- Offensive
A bright blast from the Warden's ranged weapon or Purity Core while "Arsenal Tool: Neuroscope Lens" is active. The nature of this skill is that of a bright beam that strikes the target for ranged physical damage. Upon impact with the target's body, it causes a shining light effect that draws a high amount of aggro toward the Warden. Due to this skill's nature, its offensive potential is slightly reduced in favor of increased utility. This skill has a casting time of 2 seconds and a cooldown of 10 seconds. This cooldown increases to 20 seconds if cast from the Purity Core. A Warden may use 1/2 an Entropy Cartridge when activating this skill in order to guarantee an aggro shift onto them if used on any enemy other than bosses or player characters.
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Autonomy Stimulus | Type- Special
Toggle skill. While the potential of Warden Armor is great, it also takes a great amount of energy for the armor to truly shine in battle. As such, many a Warden must resort to using regular attacks in between their hard-hitting techniques. Though most of the armor's function is deligated toward other tasks, the moment after a large amount of energy is spent also happens to be the moment when the armor's battle capacity is maximized. When this skill is toggled, immediately after a skill was used that requires Purity Charges or Cartridges to be spent (does not apply to Purity Charge maintenance costs), the damage of the Warden's non-skill regular attacks is increased by 25% for 10 seconds.
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Chameleon Coating | Type- Special | Cartridge | Body
There are times in battle when being seen is equivalent to one's death. With that in mind, the Purity Core can be fed power from an Entropy Cartridge in order to mimic the space around it. The Core can manage to closely copy a stable background but has issues when the surface moves or the operator is moving, resulting in blurred images rather than a close copy. While this skill is in effect it does not cover the noticeable aspects of other skills, such as Riot Blade or Polarizing Shield, nor does it allow for the operator to activate any other Body-Type skills. This skill can also not be used if the armor is in the Warden Purity Gauntlets setting. The skill has a duration of 10 seconds, a cooldown of 30 seconds, and consumes 1 cartridge per 10 second interval up to a max of 1.5 minutes.
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Defibrillating Charge | Type- Special
The Warden utilizes the armor's natural healing augmentation in order to treat their wounds more quickly. The armor responds by emitting a light electrical shock to the body muscles, relaxing them a little bit to ward away pain and slightly heal the Warden's HP by a decent amount. Due to the risk of prolonged electrical stimulation on the body, any further attempts tend to be fairly dangerous unless spaced properly. This skill has a casting time of 3 seconds, a cooldown of 10 seconds, and is considered a lightning-attribute ability. In addition, any character touching the Warden directly when this skill is used becomes stunned for 2 seconds. If the Warden was hit by a water-attribute effect since their previous post, the healing effect of this skill becomes damage instead. A Warden may use 1 Entropy Cartridge when activating this skill in order to triple its healing (and damage) effect.
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Incubator | Type- Special
Fancy a contract? The Incubator skill places the Purity Core under an overclocked state, forcing the crystal to pump out high amounts of energy to bolster cartridge generation. This allows for a great amount of power to the Warden for a short time, but the caveat is that the supercharged core becomes prone to shutting down afterward. When this skill is active, the Warden's Purity Charge passive generation is immediately stopped and Purity Charges will begin depleting by 1 at the end of each of the Warden's posts. Additionally, Entropy Cartridges will start regenerating an additional 1/2 Cartridge every post cycle. If Purity Charges should drop into negative levels at the end of any post, then this skill ends, the Purity Core skill is deactivated, and "Arsenal Tool" skills can no longer be used for the rest of the thread.
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Lawful Sanctuary | Type- Special
The Purity Core releases a powerful pulse outward, causing a ring of light to surround the Warden. This skill may be used as a Defensive action against any effect that would otherwise cause the Warden to gain Corruption points. Halve the amount of Corruption points gained by the Warden for the duration of this post cycle. This skill may alternately be cast upon the Warden or an ally within 5 meters to immediately reduce their Corruption points by 5 points. This skill has a casting time of 3 seconds and a cooldown of 15 seconds.
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Mode Change: Fortress Style | Type- Special
The Warden Armor extends outwards, bulking up around the user as the skill is activated. Due to the extending of internal plates the structure creates as much space as is functional between the outside world and the user, focusing on protecting the operator at all costs. This expansion makes the armor toughter to move in, as the joints become more heavily armored, but the defensive value and mobility is changed to that of Plate Armor. Additionally the number of Entropy Cartridges required for Body-Type skills to activate doubles, as more power is required to put the armor in the desired state. This skill has an animation time of 8 seconds and a cooldown of 20 seconds from the moment it is canceled. Free movement is allowed while a Mode Change is in effect, but the Warden may not use any other skills until the change is complete.
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Mode Change: Purity Gauntlets | Type- Special
The Warden Armor unravels itself as this skill is used, changing the Warden's appearance and revealing their body and clothing underneath the armor. The armor configuration changes to form two pairs of densely-compacted metal gauntlets, connected to a central processing unit on the Warden's back through thin wires. When this skill is active, the Warden's Armor is considered to be Cloth Armor in terms of defensive purposes and mobility. Additionally, the Warden cannot use any "Arsenal Tool" skills other than Arm Type Arsenal Tools and they no longer need to pay Purity Charge to upkeep their Arm Type Arsenal Tools. This skill has an animation time of 4 seconds and a cooldown time of 10 seconds from the moment it is canceled. Free movement is allowed while a Mode Change is in effect, but the Warden may not use any other skills until the change is complete.
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Mode Change: Trebuchet Engine | Type- Special
The Warden Armor folds into a sleek shape, opening up small holes in the armor as though serving as vents. The Purity Core's energy is tapped into, changing its normally life-sustaining properties into an offensive battle mode. While this skill is active, the Corruption-reducing effects of the Purity Core beginner skill are nullified. The Warden's "Artillery" skills have their cooldown times halved and the Warden may choose to fire a laser beam as a basic attack, dealing ranged physical damage, once every 5 seconds. This attack counts as a regular attack and can be toggled using the Auto-Attack beginner skill to automatically fire when available. The defensive value and mobility of the Warden's Armor is reduced to the level of leather armor. This skill has an animation time of 6 seconds and a cooldown of 20 seconds from the moment it is canceled. Free movement is allowed while a Mode Change is in effect, but the Warden may not use any other skills until the change is complete.
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Neurolink | Type- Special
A support toggle skill born from researching the Purity Core's potential effects on other nearby Cores or lifeforms. When this skill is activated, the Warden may decrease their physical damage, magical damage, physical defense, or magical defense by 10%. They may then select an ally and raise their corresponding stat by an equal amount. If another Warden is selected as the target, their corresponding stat is increased by a further 10%. Neurolink may be toggled off at any time and otherwise has an indefinite duration as long as the Warden and the targeted character are within 10 meters of each other. If they move further away, Neurolink is automatically canceled. If a character is involved in a Neurolink, they cannot be targeted again by Neurolink. This skill has a cooldown of 5 seconds after Neurolink is canceled in any way.
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Pure Succor | Type- Defensive | Cartridge | Body
Pure Succor is a skill that consumes a cartridge in order to augment the Warden armor's natural resistance to Miasma by placing a thin layer of mana over the Warden Armor and the Warden's exposed body. The next skill affecting the Warden that increases their Corruption points immediately has its current skill cooldown increased by 10 seconds. Additionally, the Warden may decrease the current cooldown time of any of their skills by an amount equal to the Corruption points gained. This skill has a cooldown of 5 seconds.
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Reactive Armor | Type- Defensive | Cartridge | Body
By using the stored power inside a cartridge to feed the Purity Core, the armor enters a state of self-defense. When in this state the armor will attempt to force the user out of imminent danger, even if the user is unaware of the attack. Reaction time is decreased by 1.5x when the user is also aware and moving as well. There have been noted issues where the Purity Core gives higher priority to the safety of its operator, often opting to avoid an attack rather than exchange blows. The skill duration lasts for 10 seconds and has a cooldown of 30 seconds to ensure the overcharging of the Purity Core does not damage it. Consumes 2 cartridges upon activation.
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Staggering Blow | Type- Offensive | Arm
There are times when shallow blows do not do nearly enough damage to the target and require a more... heavy handed approach. When Staggering Blow is is activated, the primary fist of the operator emits a dull light as the magitech circuits warm up. Upon contact with the target, the blow seems to almost propel the target back from the point of impact, causing a momentary staggering as they attempt to regain balance. Though the damage is no higher than a normal attack the staggering effect can provide the time required to distance one's self from harm. This skill has an animation time of 1 second and a cooldown of 30 seconds.
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Thorns of Purity | Type- Defensive | Cartridge | Body
When over-exertion is balanced well, Warden Armor actually vents from every location at once. Though it follows a similar mechanic to the Vent Thrust skill, there is no force exerted but rather small streams of Purity emit from all over the body. These thorns do not hinder movement, nor do they protect the bearer from any incoming damage, but rather reflect a noticeable portion of the damage back onto the attacker. Due to the delayed venting, the skill has a duration of 10 seconds but requires a cooldown of 20 seconds upon cancellation. Consumes 2 cartridges upon activation but requires only 1 cartridge per 10 seconds to maintain.
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Vent Thrust | Type- Offensive | Cartridge | Arm
Overwhelming the magitech circuits puts the Warden Armor in a forced state of overheating, requiring the armor to vent for safety reasons. This is used to great effect when the zone of effect is limited to one region: the forearm. When activated, this Cartridge Skill forces open vents on the outside of the arm expelling gas and launching the arm forward. This acceleration increases attach damage and speed, either with a lunging piercing strike or a heavy hitting fist depending on the equiped weapon. If there is no equipped weapon, this skill can be used in tandem with any Arm-Type Arsenal Tool, though the total cost will stack as though the two skills were used separately. This skill has an animation of 1.5 seconds and a cooldown of 8 seconds to ensure the magitech circuits have properly cooled. Consumes 1 cartridge per use.
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Tier II Partial preview list; unlocked at Level 30. Arsenal Tool: Industrial Chimera | Type- Special | Arsenal Tool | Arm
An Arsenal Tool that fits completely over a single arm, automatically returning any item equipped to that arm to the inventory and preventing anything else from being equipped while it is active. The Industrial Chimera is the code name for a tool of multiple utility, acting in a sense as a swiss army knife of sorts. It is known to be useful more for everyday purposes rather than in the heat of battle. When this skill is active, select one of the following effects and activate them. Industrial Chimera has an initial animation time of 2 seconds. To switch between effects, the Warden must spend another 2 seconds of animation time each time. At the start of the Warden's post cycle, pay 1 Purity Charge or cancel this skill. Only two Arsenal Tools of the Arm Type can be active at a time.
Industrial Chimera effects:
- Engineering Gear: A multitude of specialized tools opens up from the contraption to aid crafting. When the Industrial Chimera is used in a crafting thread (cannot be a speed craft), the craft gets a +1 bonus to item level.
- Plasma Chainsaw: The Chimera extends an energy blade similar to that of the Riot Blade, except its jagged moving edges make it more effective for use in destroying structures. The chainsaw cuts up terrain such as tall grass quite well. When Plasma Chainsaw is active, the Warden deals 25% more damage to Plant-type monsters and 50% more damage to wood or trees.
- Thermal Drill: The Chimera extends a drill tip at its end which extends back and forth at high speeds to penetrate through walls and barriers. When Thermal Drill is active, the Warden deals 25% more damage to Machine-type monsters and 50% more damage to defensive barriers of any kind, such as Shaman abilities or physical walls. If used for more than 3 post cycles at a time, the drill will overheat and break, requiring the Warden to spend 5 seconds to restart the Industrial Chimera.
- Vibroshovel: The Chimera forms a shovel at its end as vibrations emitting from it help to loosen and remove dirt while digging. When Vibroshovel is active, the Warden deals 25% more damage to Rock-type monsters and 50% to constructs made from stone.
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Caïssa Deployment: Promotion | Type- Special
Much like how pawns that reach the end of a chessboard may be promoted into a higher-ranked piece, Quartz Pawns may be salvaged and have their signature trails used to power other Caïssa Formation techniques. The Purity that was used to generate the form of the Quartz Pawn can be immediately swallowed up again by the Purity Core. Doing so will place the Warden Armor into a state where Caïssa Formation techniques may potentially be used in rapid succession. This skill may be used whenever there is at least 1 Quartz Pawn circle placed by the Warden. That circle is removed and all of the Warden's "Caïssa Formation" skills are immediately placed off cooldown. This skill has an instant cast time and a cooldown of 2 seconds.
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Caïssa Formation: Jade Bishop | Type- Offensive
The Warden gathers energy from the Purity Core and combines its energy with the surrounding mana to perform a ranged offensive attack. They will then spin rapidly and make several revolutions, each time shooting off dozens of green laser beams around them. The laser beams reach a maximum range of 10 meters surrounding the Warden, dealing non-elemental magic damage. Enemies struck by this attack will take 25% increased damage from all "Artillery" or "Caïssa" skills that target them during the next 10 seconds. This effect does not stack. This skill can be performed in mid-air and there have been reports of some Wardens training in acrobatic techniques in order to make their attack all the more unpredictable. This attack does not harm allies, but any laser beams that strike an ally or inanimate object will immediately diffuse on the spot. This skill has an animation time of 2 seconds and shares a 5 second global cooldown with all Warden "Caïssa Formation" skills. If the Warden has "Mode Change: Trebuchet Engine" active, this skill is also treated as though it was an "Artillery" skill.
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Caïssa Formation: Onyx Knight | Type- Offensive
The Warden utilizes the Warden Armor to release Purity energy toward their fingertips and react with surrounding atmospheric mana. As soon as this skill is activated, the Warden gains 2 stacks of the Onyx Knight buff. At any time, an Onyx Knight buff can be consumed in order to fire a silver cutting-wave crescent projectile toward a target within 5 meters, dealing ranged physical damage. An enemy struck by this attack will take 10% increased damage from all melee attacks that target them for the next 5 seconds. This effect does not stack. An Onyx Knight buff can also be consumed in place of a Purity Charge to upkeep an Arm-type "Arsenal Tool" skill. This skill has an animation time of 2 seconds and shares a 5 second global cooldown with all Warden "Caïssa Formation" skills. If the Warden has "Mode Change: Purity Gauntlets" active, an Onyx Knight buff can also be consumed in order to raise the Warden's own melee damage by 25% for 10 seconds.
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Caïssa Formation: Quartz Pawn | Type- Special
By manipulating the natural flow of mana, the Warden "imprints" a portion of the Purity Core's energy into a stationary position. This forms a circular light where they currently stand. This circle has an indefinite duration unless the Warden moves a distance of 20 meters away from it or it is touched. When touched by the Warden or a member of their party, the light will fade away and heal the target by a small amount. If touched by anyone else, the light explodes like a landmine and deals moderate magic damage. If the target is of the Miasma type, this skill deals double damage. If a target was damaged by this skill, their body will appear as though they were emanating a gentle light for the next 5 seconds. Because of this, this skill is often effective to use to trace enemies that may decide to use darkness as their cover. This skill has a casting time of 2 seconds and shares a 5 second global cooldown with all Warden "Caïssa Formation" skills. The maximum of Quartz Pawn circles placeable by one Warden at a time is 8.
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Caïssa Formation: Topaz Rook | Type- Defensive
The Warden releases Purity energy toward the surface of the Warden Armor, which reacts with the surrounding mana to form a golden magical barrier. When this skill is used, it attracts a moderate amount of aggro from all enemies currently in battle against the Warden or their party onto the Warden. The Warden gains the Topaz Rook buff for the next 10 seconds, causing anyone to successfully attack the Warden with a melee attack to be immediately damaged by a small amount of physical melee damage. In addition, affected targets have their melee damage reduced by 10% for 5 seconds. This skill has an animation time of 2 seconds and shares a 5 second global cooldown with all Warden "Caïssa Formation" skills. If this skill is used again while the Topaz Rook buff is still active, its duration is reset. If the Warden has "Mode Change: Fortress Style" active, the item level of their Warden Armor and equipped Shields are treated as though they were 5 levels higher while they currently are affected by a Topaz Rook buff.
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Checkmate | Type- Special
The techniques known as the Caïssa Formations are skills that evolved beyond using the Purity Core to power the Warden's armor and more into the realms of using the Purity Core's raw energy to directly injure the enemy. Much like its name, Checkmate is a skill that was designed to capitalize on the turning moment when the Warden would achieve their victory. By charging the Purity Core into a hypercharged state similarly to the Incubator skill, the Warden can perform multiple Caïssa Formations at once. The difference between this skill and the Incubator skill is that this hypercharged state lasts for only a split second, resulting in a temporary loss of power to the Purity Core but not to the point of disrepair. When Checkmate is used, the Warden may perform up to 4 different "Caïssa Formation" skills at the same time, all with an animation time of 2 seconds. After this skill is used, "Caïssa Deployment: Promotion" and all "Caïssa Formation" skills in the Warden's skill list enter a cooldown of 30 seconds. This skill has an instant cast time and a cooldown of 60 seconds.
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Power Down | Type Offensive | Cartridge
The Warden uses the energy stored within an Entropy Cartridge and releases the high mana formula into the surrounding air. Then, the Purity Core jumpstarts the process by causing the mana to attune into the lightning element. As the air crackles with the sound of thunder, this skill draws the aggro of many monsters that rely on hearing or mana detection as their primary form of aggro. The effect of being struck with a wave of electricity results in neurological effects that can temporarily stun nearby targets and even cause split-second blackouts as the body attempts to recover from the technique. All characters within 5 meters of the Warden have their Lightning resistances reduced by 1 stage. If this would cause a target to be weak to the lightning element, they are stunned for 3 seconds. Additionally, all stat buffs applied to the target are nullified for the next 5 seconds (they will resume again after 5 seconds unless the duration wears off). Be warned, for if the Warden uses this skill when they are currently wet, they are also subjected to this skill's effect. This skill has an instant cast time and a cooldown of 90 seconds.
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Tier III Partial preview list; unlocked at Level 60. Aetherial Lightning | Type- Offensive | Cartridge
It is no surprise that the power of the Warden Armor can be used offensively to augment one's own attacks, but the energy itself can also be harnessed directly in the form of electricity. The Warden's armor releases a pent-up jolt of electricity toward an area of 5 meters in radius, dealing high electrical damage. The damage of this attack is boosted by 20% for every Purity Charge or Entropy Cartridge spent, up to 5. Any character who takes damage from this skill is stunned for 2 seconds and suffers a 10% penalty to all their stats except for HP and MP for 10 seconds. The debuff percentage is further increased by 2% for every Purity Charge or Entropy Cartridge spent. A character can only be stunned by this skill once every 60 seconds. This skill has an animation time of 2.5 seconds and a cooldown of 20 seconds.
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Akashic Record | Type- Special
The Warden channels a barrier of plasma that perfectly shrouds their body in a spherical shape. This highly defensive manuever provides protection against almost all types of attacks except for natural elements. Increases the Warden's resistance to physical damage, fire damage, ice damage, lightning damage, dark damage, and light damage by 2 stages. Decreases the Warden's resistance to earth damage, water damage, and wind damage by 1 stage. If an enemy attacks the Warden with anything other than an earth, water, or wind attack, they are also dealt medium lightning damage in response. This skill has a duration of 5 seconds, a cast time of 2 seconds, and a cooldown of 180 seconds.
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Arsenal Tool: Assault Turret | Type- Special | Arsenal Tool | Arm
The Assault Turret is a unique Arsenal Tool in that it utilizes the Warden's armor in a more literal sense. Whichever arm activates this skill will result in the armor for that particular arm to detach from the main armor and assume its own command. The detached gauntlet will then quickly adjust in structure until it resembles an intricate turret that positions itself on the ground. Any character that the Warden is currently targeting with attacks will become the turret's target as well and it will fire bursts of energy every few seconds in their direction. The Assault Turret is a rather durable weapon and as such, it will be able to withstand a great deal of damage without loss of function. If the Warden has "Mode Change: Fortress Style" active, then the turret will also possess a small shield that the Warden can use to bunker themselves up against ranged attacks. If the Warden has "Mode Change: Purity Gauntlets" active, then the Assault Turret will also release a small shocking aura within 2 meters of itself, damaging foes within its radius intermittently. If the Warden has "Mode Change: Trebuchet Engine" active, then the Assault Turret does not consume any Purity Charges to use. When the Assault Turret is active, no other Arsenal Tools may be equipped onto the Warden's exposed arm. At the start of the Warden's post cycle, pay 1 Purity Charge or cancel this skill. Only two Arsenal Tools of the Arm Type can be active at a time.
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Caïssa Finale: Lazuli Queen | Type- Special / Offensive
The Queen is widely known as the most powerful piece in Chess, and true to its name, the Lazuli Queen is a skill that requires a considerable amount of preparation in order to perform. It is performed by withholding a portion of the Purity normally generated through the course of the Warden's combat until the very air is saturated with its power. Then, by harnessing this power and transforming it directly to energy, unlucky targets will bear witness to massive laser beams shot from the heavens. Known for its strong damage among Warden skills, this particular skill is made even deadlier by its compounding potency.
The Warden must pay 4 Purity Charges to use this skill. When this skill is first activated, it has an instant cast time and starts a countdown of 30 seconds. The Warden may then add a Lazuli Queen debuff to a single target. Every time the Warden uses a "Caïssa Formation" skill, choose a target (can be the same target) and apply another stack of Lazuli Queen debuff. Once the countdown reaches 0, Caïssa Finale: Lazuli Queen may be used again. This second activation has a casting time of 4 seconds. Every target within 20 meters with at least one Lazuli Queen debuff is immediately hit with nonelemental magical damage. For every additional stack of Lazuli Queen debuff possessed by a target, they take 25% more damage from the attack. If a target has 5 or more stacks of Lazuli Queen debuff, the attack that targets them gains area of effect properties, damaging all enemies within 1 meter. After this skill is used, all stacks of Lazuli Queen debuff applied by the Warden are removed and this skill enters a cooldown of 120 seconds. Lazuli Queen debuffs stack separately if two or more Wardens happen to have this skill active at the same time.
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Mirage Axiom | Type- Special
Using the Warden Armor as a conductor, the Warden saturates the surrounding area with lightning-charged mana. The sudden imbalance in elemental affinity in the atmosphere is said to be able to manipulate alpha waves in the brain. These waves which supplement sensory transmission become compromised, resulting in various visual or auditory hallucinations that vary person to person. While the armor's elemental charge does protect the Warden to a small degree, it does not completely cancel the effect. If a character within 3 meters of the Warden uses a skill, that skill's animation or cast time is extended by 50% and the cooldown of that skill is increased by 5 seconds. Increases the Warden's skill animation and cast times by 10%. At the start of the Warden's post cycles, pay 1 Purity Charge or cancel this skill.
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Puritech Gigacannon | Type- Offensive
The Puritech Gigacannon lives up to its name as possibly the Warden's ultimate Miasma cleansing technique due to the properties of its attack. By charging up the core for a short period of time and concentrating the Purity onto one focal point, the Warden can release a beam of light directly from their armor onto a target. Once they have been struck by the beam, the Purity will then start to fuse into the target's body rather than immediately dissipating. The Purity will methodically start to cleanse the target by force and burning away the Miasma, a phenomenon that is all too painful for Heretics unlucky enough to be the victim. In a manner that is often the foil to the Heretic's menacing Necrotic Corruption skill, the aftermath of this blast can instantly incapacitate a foe who has sustained enough Corruption. Fortunately, the effects of cleansing Miasma through Purity is non-lethal, so even the most corrupted foe can be safely taken into custody.
This skill can only affect a target with more than 10% of their maximum HP and who possesses at least 1 point of Corruption. The Warden spends any non-zero amount of Purity Charges to use this skill. Upon successful casting, 25 points x (purity charges spent) of Corruption are removed from the target and they are immediately dealt a percentage of their total HP as damage equal to the amount of Corruption removed. Puritech Gigacannon is considered a light attribute attack and is affected by targets' passive defenses. Bosses are treated as though their resistance to its effect was increased by 1 stage (damage is halved if neutral). The maximum damage this attack can deal to a boss-level monster is 25% of its HP. This skill cannot bring a target's HP below 10%. This skill has a casting time of 5 seconds and a cooldown of 60 seconds.
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motto up bb
Adventurer
Gold:
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Post by Gaia on Oct 3, 2014 4:33:49 GMT
Overskills the legendary arts. Overskills, otherwise known by names such as Hidden Skills or the Teachings, are legendary skills that are developed after an Adventurer achieves a level of power and knowledge enough to change the world. They are Tier IV skills obtained starting at Level 91 of either the main class or a subclass. The effects of the Overskill depend upon the class that has reached this level. When players are close enough to receive an Overskill, they may contact a mod to propose an idea for an Overskill of their choice. If the idea is accepted, the Overskill will be added to this list and reserved for that particular character and any other potential candidates they may choose to teach the skill to. In addition, there will be general overskills available to be taken on a first come, first serve basis. When brainstorming ideas on what your Overskill should be, consider the following: - How should it be obtained and what should the user's style be? - How does it embody your character? - Despite Overskills' reality-bending abilities, are they reasonably balanced? Examples of canon Overskills can be found here (contains light novel spoilers).
Culinary Artistry | Overskill
Users: N/A
A combination of culinary expertise, attention to detail, and understanding of the crafting systems of the world have resulted in the user's unmatched potential in the kitchen. Through extensive experimentation, where many others have failed to create anything worthwhile using the system-based crafting methods of making food, the Culinary Artist has mastered its secrets. By using the system as an assistant to their natural talent, a Culinary Artist can create delicious dishes using even otherwise ordinary ingredients. The existence of the Culinary Artist proves that while the Adventurers' ingenuity serves as the driving force in changing the world, there are even greater possibilities achievable by those who maintain a perfect harmony between system and mind.
Taking this Overskill requires a Chef, Brewer, or Housekeeper subclass at Level 91 or higher. If the user's subclass is Housekeeper, they may perform Chef and Brewer crafts of up to Level 30. If the user's crafting subclass is Chef, they may perform Brewer crafts of up to Level 50 instead. Also, if the user's crafting subclass is Brewer, they may perform Chef crafts of up to Level 50 instead. The average material level of all Chef or Brewer crafts performed by the character is increased by 10.
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Death Defiance | Overskill
Users: N/A
Mythological legends in the real world tell of a mysterious creature called the Phoenix. No matter how separated the culture, human beings created the concept of an immortal bird of fire. Ponder this symbolism as you passively resist an otherwise near-death encounter.
Death Defiance automatically restores a character's to 10% HP as soon as they hit 0 HP. Afterward, it cannot be used again for the duration of the thread.
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Final Chorus | Overskill
Users: N/A
Behold the song of ruin. A cry signaling toward the end of days.
Upon using this skill, all class and subclass skills are immediately off cooldown for the user. Additionally, the user's damage is increased by 10% for the next 60 seconds. After activation, this skill will enter a cooldown of 24 hours.
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Indoctrination | Overskill
Users: N/A
An Overskill discovered from a mastery of controlling animals and spirits such as summoned Followers or Familiars. Requires either a Druid, Shaman, Summoner, or Animal Trainer level of 91 or higher. The bond between a trained animal and its tamer is often through the bond of friendship, while the bond of the mystical spirits is forged by contract. Through a high bond between the animal and the tamer, it is possible to create contracts of this nature. With this Overskill, Tamed Animals and Familiars are affected by Summoner skills as though they were Followers. The skills [Castling], [Netherrealm Regen], [Scape-Doll], [Summoner's Gambit], [Imposing Might], and [Soul Possession] are treated as though they are Beginner Skills for the user. If the user's Tamed Animal were to otherwise die in battle, it is desummoned immediately with 1 HP and cannot be summoned again for 300 seconds.
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Overclock | Overskill
Users: N/A
A mental technique developed from extreme conditioning of the user's mind and body. By training the mind to overexert itself to perform an unreal level of parallel processing, the user can practically react instantly to just about any situation. This skill involves not only the mental capacity to process hundreds of pieces of information at once, but also a physical aspect in training the body to react to the brain's hyperactive state. In short, to be able to utilize the brain's amplified processing speed, the body muscles need to be able to react to high-stress commands to keep up. The ultimate effect of this ability is that time itself will appear slowed for the user, where a single second in real time becomes akin to four seconds for the user, allowing them to think and perform actions at a rate nearly unimaginable by others. Of course, it takes an extreme amount of conditioning to be able to use this skill. Even the most trained individuals capable of performing this skill may only be able to sustain the effect for about five or six seconds in real time. The longer it is maintained, the greater the mental and physical stress on the user. After this technique is used, it is inevitable that the user will suffer a massive headache and incredible muscle fatigue for quite some time.
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Savantism | Overskill
Users: N/A
Requires a Main Class of 91 or higher. An Overskill awakened for one who has dedicated a remarkable amount of time in mastering one particular main class, to the point of neglecting their subclasses. From the degree at which this person has mastered their own class, they are able to learn a staggering amount of abilities that can further distinguish their mastery. Upon taking Savantism, the character obtains five additional skill slots for their main class and their crafting and roleplay subclass are changed to [Savant], which do not have Level 1 starter skills. Any AP gained from the character's previous subclasses may be directly transferred into a Savant Subclass. Every time a Savant Subclass should normally gain a subclass skill, the character gains an additional main class skill slot instead.
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Secret Specs | Overskill
Users: N/A
Requires the user having changed main classes at least once. Muscle memory through repetition cannot fully disappear, especially for the user of this particular Overskill. When this skill is selected as an Overskill, the user declares 3 Tier I skills, 2 Tier II skills, or 1 Tier III skill from a class they have used before. The character must have learned the respective skill before. They may use the selected skills as though they were applicable Main Class skills for the current class. However, the cooldown time for those skills is doubled.
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Third Eye Streamer | Overskill
Users: N/A
An Overskill designed for a master of communication. By seeing the world and capturing mental visions far more vivid than anyone else, the user of this Overskill may project what they are seeing into the contents of a Telepathy message. The receiver will not only hear the user's voice, but will see exactly what the user is seeing from their own eyes. It is indisputable that Third Eye Projector can transform an otherwise unassuming scout into a valued intelligence agent. By transmitting a live feed of what is occurring in the world toward a recipient who may be far away, the holder of this Overskill becomes the ultimate witness. This ability should not be underestimated on the battlefield, either. By initiating a Telepathy message with an opponent in the midst of battle, the visual image can interfere with the target's vision and greatly hinder their performance.
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Wave Function Collapse | Overskill
Users: N/A
Elder Tale, being adapted from a PC game, followed the standard conventions of MMORPGs. As any gamer would know, lag is a factor that can dramatically affect performance. Ultimately, the extent from which a player had to take lag into consideration depended upon the specs of their computer and Internet connection. Much of the time, the onset of lag resulted in much frustration, with players being unable to do anything in the face of an otherwise manageable challenge. The unsung feats that are accidentally achieved during lag, be it the player's sudden and unexpected movement to otherwise inaccessible places or random invincibility frames, are often overlooked and mistaken as hacking.
This Overskill is based upon such a concept. Through an immense understanding of the rules of the world and a supernatural ability to be able to slip through its programming, users of this Overskill can quite literally cause themselves to lag and be briefly stuck in time. An attack that certainly would have hit the character somehow managed to deal no damage, simply because the character did not receive the messages in the world, telling them that they had been hit. Quite simply, a miracle had just occurred. But as with any miracle, even the user of this Overskill won't likely be able to perform it twice.
Once per thread, the user of this Overskill may activate it. There is no casting time and this Overskill may be used in response to any action. When activated, if the user would be affected by any attacks or skills, including positive effects from party members, they are rendered ineffective. This effect lasts until the beginning of the user's next post.
This skill has a cooldown of 300 seconds.
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