CLASS SKILLS
Shaman
Heavenly Defense: [Level 1] 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.
Leaping Apricot Technique: [Level 1] 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.
Summon Shikigami: [Level 1] 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.
Compounding Barrier: [Level 19] 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.
Damage Interception: [Level 4] 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.
Exorcism of a Cursed Lotus: [Level 1] 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.
Prayer of Recovery: [Level 13] 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.
Reactive Barrier: [Level 7] 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.
Rebound Barrier: [Level 10] 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.
Alchemist
Transmutation: [Level 1] Alchemists are naturally aligned with the power of magical equipment, able to use the Adventurer skill [Equipment Mastery: Magical] as a Beginner-level skill without having it take up a skill slot. Their research also gives them an advantage in fighting Artificial Life to deal an additional 10% damage. If [Equipment Mastery: Magical] is already learned through racial or class bonuses, Magitech damage increases by 10%.
Courtesan
Allure: [Level 1] A toggle skill that can be used anytime in a conversation with People of the Land. It allows the Courtesan to smooth over any mistakes and retain the target's attention. Often, this skill can also be used to obtain information that would otherwise require long interrogation. Allure's effect scales with the Courtesan's subclass level, becoming more effective at higher levels.
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