Class Skills
Sorcerer
Elemental Attunement: [Level 1] 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:
Magical Repetition: [Level 1] 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.
Frost Spear: [Level 19] 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%.Magi Lightning, Grand Fall: [Level 16] 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%.Mana Arrow: [Level 1] 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%.Orb of Lava: [Level 1] 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. This skill has a casting time of 2 seconds and a cooldown of 5 seconds.
Elemental Attunement effect: Fire Orb +5%.Serpent Bolt: [Level 1] 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%.Fragarach Arms: [Level 10] 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%.Icicle Impale: [Level 7] 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%.Inferno Strike: [Level 4] 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%.Thunderbolt Crash: [Level 13] 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%.Gunslinger
Outlaw: [Level 1] Toggle skill. Gunslingers have an affinity with firearms, allowing them to use firearms without penalty if their main class is normally not able to wield firearms. When Outlaw is toggled, the Gunslinger will see the remaining number of bullets in their current magazine and the total amount of bullets remaining in their inventory, displayed at a corner of their vision. If the firearm is empty and requires reloading, the number will be displayed in red.
Tailor
Needlework: [Level 1] Due to the dexterity from which they perform their tasks, tailors are able to make up for any compromises in their ability. Any dexterity debuffs to a tailor can be recovered from twice as quickly.
KEYPassive/ToggleActivate-
Fire,
Ice,
LightningSelf BuffDebuffTracker Post