CLASS SKILLS
Assassin
Ambidexterity: [Level 4] 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.
Deadly Precision: [Level 1] 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.
Equipment Mastery: Unarmed Combat: [Level 28] 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.
Hearing Aptitude: [Level 25] A Tier I Skill. 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.
Herculean Grip: [Level 76] 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.
Tongue of Nature: [Level 55] 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.
Tools of the Trade: [Level 1] 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", "Killing Blow", and "Mercy Touch" are considered Beginner skills for an Assassin.
Quick Swap: [Level 58] 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.
Accel Dance: [Level 1] 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.
Assassinate: [Level 31] 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.
Aura Saber: [Level 70] 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.
Congregating Arc: [Level 43] 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.
Deadly Dance: [Level 1] 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.
Fatal Ambush: [Level 16] 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 an 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.
Infinite Nocturne: [Level 67] 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.
Missile Strike: [Level 37] 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.
Splitting Fang: [Level 51] 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.
Stealth Strike: [Level 40] Tier I Skill. A skill that cloaks the user in a pale blue aura, making their figure slightly less opaque. This skill has a duration of five 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
Swift Sakura Slash: [Level 61] 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.
Sword Rain Flurry: [Level 13] 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.
Quick Draw: [Level 7] 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.
Void Shuriken: [Level 46] 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.
Death Stinger: [Level 1] 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 have a chance to poison their enemies, slowly chipping away at their health overtime. Users of this technique must be wary though, as anyone struck by the blade can be poisoned, even the users themselves. This skill has a casting time of 5 seconds and a cooldown of 30 seconds.
Hazecloud Vault: [Level 34] Tier I 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.
Hiding Entry: [Level 19] 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.
Malicious Intent: [Level 49] 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.
Shadow Arts Invigoration: [Level 73] 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.
Trinket Work: [Level 22] 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.
Shadow Bind: [Level 10] 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 and a cooldown of 45 seconds
Pharmacist
Toxicity Tolerance: [Level 1] Pharmacists have developed a certain resistance around drugs. This skill can be toggled to make a pharmacist immune to status debuffs caused by potions. Additionally, they passively recover twice as fast from poison status effects.
Therapeutic Index: [Level 11] The Pharmacist's growing skill in creating potions has improved to the point where the very close gap between treatment and side effects has widened enough to allow for a safe range. Lower the Toxicity Rating of all non-poison items created by the Pharmacist by 1 and increase their potency by 25%.
Animal Trainer
Scout: [Level 1] The Animal Trainer attempts to recruit a monster to their cause in order to create a temporary partner. This is often done by approaching the monster without startling or aggravating it. If performed successfully, a tamed monster will fight by the Trainer's side for a few minutes before control is lost and the monster returns to the environment. Certain situations might make this duration last longer or shorter; acts of kindness toward the tamed monster will make it stick around for longer, while excessive demand will make the Trainer quickly lose favor with the monster. Only one monster can be tamed at a time at the early levels.
Domesticize: [Level 11] This skill allows the Animal Trainer to tame a monster to an extent where it becomes a full-fledged companion. The Animal Trainer is allowed one slot in the menu for a monster summon, where tapping this slot allows for the summoning and desummoning of the monster. After a monster is summoned, no other monsters can be summoned. After it is desummoned, that particular monster cannot be resummoned for a full minute. If a monster is defeated in battle, it is permanently removed from the slot.
Scribe - INACTIVE
Accumulated AP: 29
Previous Level: 15
Transcription: [Level 1] Scribes are known for their ability to copy and examine documents carefully. This allows them to obtain the Adventurer skill [Mythic Script] as a Beginner-level skill without it taking up a skill slot. Their knowledge also allows them to use and read grimoires in the Ancient Text, allowing them to use grimoires without penalties and perform some basic magic attacks depending on their Magic stat. If the character can already use grimoires through racial or class bonuses, grimoire damage increases by 10%.
Document Backup: [Level 11] Passive skill. A good Scribe should always make a backup of anything they patent! Any research recipe successfully created by a Scribe with this skill will result in two copies of the same research item received.Tracker - INACTIVE
Accumulated AP: 78
Previous Level: 30
Silent Move: [Level 1] A skill that deadens the user's movements whenever traveling, preventing them from making any sound while walking. In exchange, the Tracker's movement speed is reduced by 50%. For every 10 levels the tracker gains in their subclass level, this debuff is decreased by 10%. After Level 50, the debuff is eliminated completely.
Eagle Track: [Level 11] The tracker can designate a visible target to track. The target's form is highlighted and can be seen through walls and other obstacles from a short range and their footprints are highlighted for up to an hour. These footprints are visible only to the tracker. Upon obtaining this skill the user can track one target and can track an additional target every ten levels after.
Sneak: [Level 21] A skill that can make the Tracker hide in nearly plain sight. By activating this skill, the Tracker's body become invisible to anyone looking directly at them. When combined with Silent Move, many will find that it is quite difficult to hit a target in this way. Keep in mind that spotting the Tracker through peripheral vision is possible, but not practical to those who are not usually very perceptive. Needless to say, reflective surfaces will blow the Tracker's cover as well. There is another slight weakness to this skill in that the Tracker must wait at least 15 seconds after performing any sort of attack before this skill can be activated. As such, it is generally impractical in the heat of battle. Regardless, this skill is well-known among prospective Trackers and is often used as reconnaissance or setup for a preemptive strike. There is a small MP draining cost to maintain this skill.Key:
Passive/ToggleActivateSelf BuffDebuffInactiveTracker Post