Post by Gaia on Dec 15, 2013 0:52:42 GMT
Subclass Skills
the tools of your trade
The following is a list of skills that are available to their respective subclasses. When you start out, you obtain the Level 1 skill and linearly gain an additional skill every 10 levels. As players approach the level for an unreleased tier, more skills will be available.
Please note that as skills are added and updated, some skills may be modified for the sake of balance. The skill descriptions in this list should be considered the official versions.
Please note that as skills are added and updated, some skills may be modified for the sake of balance. The skill descriptions in this list should be considered the official versions.
THE crafting subclasses
Alchemist |
Level 1 Skill Transmutation: 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%. Level 11 Skill Mana Crystallization: Proficient Alchemists are able to extract the mana from the surrounding air and their own bodies more easily in order to perform their research. Mana Fragment production rate is increased by 100%, equating to two fragments every post in a research or crafting thread. Additionally, every time the Alchemist is hit by an attack, they restore a very small amount of MP proportional to received damage. Level 21 Skill Elemental Sight: Being able to manipulate mana is not sufficient, they are needed to understand the elements that surround the world. With Elemental Sight activated, an icon appears on everything that uses elemental mana, showing which elements it uses. This includes spells, items and monsters. Upon using the skill, a window appears, allowing the Alchemist to toggle on and off what will show the icons, in case they felt their vision is being swarmed too much. Elemental Sight also allows the Alchemist to see whether an attack of a certain element they are using is effective against a monster, without having to use skills like Scholar's Evaluate to figure this out. Level 31 Skill Magnus Expert: The Alchemist becomes proficient at utilizing the power of Magnus to power their crafts and research, manipulating its power to substitute for ingredients of similar nature. When the Alchemist uses Magnus Transmutation Essence or a Magnus Card in a crafting thread (cannot be a speed craft), they pay 25% less Gold in Material Fees for that item. Additionally, Magnus Transmutation Essence can be used to substitute for any 2 Mana Crystals (and items that are made from 2 Mana Crystals) in a craft. The Magnus Transmutation Essence is not used up when doing this. When in the Alchemist's inventory, the essence decay time for any Magnus Transmutation Essence or Magnus Card items is tripled. Level 41 Skill Core Extract: The Alchemist is able to extract an enchant or reforge and turn it into an item. When extracting enchants and reforges in this manner, a transaction is performed in the Market Center. After the transaction is approved, an extracted enchant is turned back into an Enchant Scroll item. An extracted reforge is turned into an item called [Reforge Core: (Reforge Effect) for (Item Type)]. The Reforge Core may then be affixed to another item that meets the qualifications. Core Extract also allows the Alchemist to pinpoint critical parts that form a monster of the Artificial Life type, allowing them to deal 25% more damage to those monsters. Level 51 Skill Psychomaster: The Alchemist now receives 4 Mana Fragments for every post they make in a crafting thread. When using a Mana Fragment in any crafting recipe, the Alchemist may automatically use this skill to give the Mana Fragment a level equal to their Alchemist level. All of their skills have their MP costs reduced by 10%. The Alchemist may also repair a broken or depleted Magitech item by touching it directly with their hand. The time it takes for a Magitech item to be repaired is equal to the item's level. Alchemists can spend their time in a thread researching basic magitech recipes when not crafting for players. After the thread has been completed, the Alchemist may post in the research thread and a Magitech recipe will be made available to all players if it is deemed reasonable. |
Artisan |
Level 1 Skill Carving: Toggle skill. Artisans have a certain affinity with carving stone, making their normal artistic talents not to be underestimated in battle. Artisans deal 20% more damage to Rock-type monsters. They can also ignore defense buffs on Rock-type monsters. Level 11 Skill Quick Architect: Through a process of trial and error, fledgling Artisans are able to learn the techniques for producing crafted materials quickly. This allows them to create temporary structures of stone, given enough available materials. However, this comes with the cost of making the object extremely fragile, to the point where even a moderate impact can completely shatter it. It's said that some Artisans have attempted to turn this quirk into an unusual battle strategy when fighting atop stone-filled mountains. Level 21 Skill Perfectionism: No one can beat an Artisan when it comes to producing works of art and this distinction becomes even more pronounced when the Artisan has time to perfect the most minute details of their craft. When the Artisan performs a craft in any craft thread (cannot be a speed craft), the Artisan may apply this skill as a bonus to increase the level of the item by 5. This skill may boost an item's level past their own crafting level. No item can be boosted past Level 90 by this effect. If the item's level is 90 before this effect is applied, the Artisan's Material Fees are reduced by 50% instead when performing this craft in a craft thread. Level 31 Skill Attention to Detail: The Artisan may toggle this skill in order to increase the magnification power of their vision by 5 times. This allows them to see five times more clearly, be it examining small particles to looking at things from a distance is not affected. This ability is very useful for not only for spotting minor imperfections in their artwork, but also for scouting purposes. Attention to Detail has a casting time of 2 seconds, lasts for 30 seconds when toggled, and it has a cooldown time of 60 seconds starting the moment it is cast. If this skill is used in a craft thread (cannot be a speed craft), the NPC sell price of the produced item is increased by 25%. Level 41 Skill Pygmalion's Grace: An Artisan technique that can erase any slip of the hand in order to save an artwork from imperfection or simple misfortune. This skill can be used to target any Artisan item, causing it to revert to its condition 1 minute prior. Any damage or changes done to the item is removed. Because of the amount of mana required to make such precise changes, activating this skill requires a significant amount of MP to use. Due to the Artisan having to use less materials overall, reduce the Material Fee of a craft by 25% if this skill is used in a craft thread (cannot be a speed craft). Level 51 Skill Skilled Forgery: An experienced Artisan is able to create elaborate forgeries of things that the untrained eye cannot easily distinguish. When the Artisan possesses any Artisan item in their inventory, they are able to speed craft that item even if they had never crafted that item before. The Artisan must pay an appropriate Material Fee based on the original item's level. However, the item level of the forgery is 10 levels lower than that of the original. Artisans can spend their time in a thread creating artwork and researching masonry-based recipes. For every post they make in the thread, the Artwork Quality increases by 1. After the thread has been completed, the Artisan may post in the claim thread and request an Artisan item as a reward. The Artisan item can also be sold to an NPC via the Market Center. |
Blacksmith |
Level 1 Skill Heatsink: Blacksmiths are able to wear chain armor without penalties if they are normally unable to wear chain armor. They are able to wear plate armor without penalties if they are normally able to wear chain armor but not plate armor. Also a toggle skill. Through their skills at working around a forge, blacksmiths have developed a slight tolerance toward heat. They take reduced damage of 10% from fire-based attacks. Level 11 Skill Speed Forge: The blacksmith's role in an active situation usually demands that their teammates' equipment is kept up to shape. A broken weapon cannot hurt much, while broken armor will only spell trouble against a difficult foe. It is in this time that blacksmiths will prioritize speed over quality. By taking makeshift materials around them, be it metal fragments, ore, or even rocks, they quickly melt it down and fix up equipment for the time being. Proper repairs will have to be performed following the battle in order to prevent impurities from weakening the equipment's quality. Defense debuff effects are halved when this skill is used on a target. Level 21 Skill Armament Appraisal: A Blacksmith's knowledge of weapons is limited not by their ability to craft them, but to know the hidden qualities of the weapon that only the weapon itself would otherwise know. When Armament Apprisal is used and a weapon is held in their hand, the Blacksmith will be told the following about the weapon: a mental image of the last person to touch the weapon, the name of the weapon's crafter, the weapon's flavor text, and the names and effects of any enchants or reforges placed upon the weapon. This skill has a casting time of 5 seconds and no cooldown. Level 31 Skill Spirit Weapon: A Blacksmith who pours their heart and soul into a weapon is able to unlock its potential greater than anyone else. When the Blacksmith wields a weapon that they crafted themselves, the item level of the weapon is considered to be 5 levels higher during damage calculation. If the item would otherwise be raised to an item level past 90, it is capped at 90 and gains a +5% bonus to critical hits and accuracy instead. Level 41 Skill Adamantium: The Blacksmith's ability to reinforce metal equipment is unparalleled. This skill may be used on an item or any object made from metal. No matter how much damage is dealt to that item, it cannot bend or break for the next 10 seconds. If used on any metal armor, the item's level is increased by an amount equal to the Blacksmith's Level / 10 during defense calculation. If the item would otherwise be raised to an item level past 90, it is capped at 90. This skill has a casting time of 2 seconds and a cooldown of 30 seconds. Level 51 Skill Namesake: The Blacksmith's name among crafters is becoming more influential, giving their weapons even greater potential. If the crafter is in the same thread as someone wielding a weapon they crafted, its user will receive the effects of the Blacksmith's Spirit Weapon skill. If the Blacksmith is struck by an attack from an opponent that is wielding a weapon crafted by the Blacksmith themselves, the item level of that weapon is halved during damage calculation. Blacksmiths can spend their time in a thread researching equipment upgrades. After the thread has been completed, the Blacksmith may post in the research thread and a Blacksmithing recipe will be made available to all players if it is deemed reasonable. |
Brewer |
Level 1 Skill Detox: When your occupation is all about alcohol, you can't let things like hangovers slow you down! This skill can be toggled, allowing brewers to become immune to status debuffs caused by drinks and potions. They also passively recover from accuracy reductions and Mind and Weakness status effects twice as quickly. Level 11 Skill Bootlegging: An expert brewer is known to be able to mix together drinks in a ratio where taste and effect is maintained, even if cheaper ingredients were used. This skill may be used to reduce a craft's Material Fee by 25%. It's said that after the discovery of this skill, there have been a number of audible demands for "real alcohol," even though it's hard to tell when this skill is actually used. Level 21 Skill On the House: Free drinks for everyone! When this skill is toggled and the Brewer summons a drink item, it is duplicated among all party members. Duplicated food items share the same effect, but disappear after a minute if not consumed before then. This skill has a cooldown time of 30 seconds after each activation. Level 31 Skill Ferment Control: It's well known that fermentation of alcohol can raise its value over time. But no one has the time to wait for years at a time! With this skill, you don't have to wait for many years. You might still need to wait a couple of months though. Ferment Control allows the Brewer to be presented with a window when touching a material used for his drinks, or a container with fruits in fermentation process. For fruits, it will show a gauge showing if it's ripe or mature. For containers, it will tell the total time of the fermentation, but also allow the Brewer to quicken the fermentation speed. Every 20 levels, it gains a new speed 2 times faster than the previous one. At level 80, the Brewer would be presented with x1, x2, x4, x8 and x16 speed. When the Brewer crafts an alcoholic item in a craft thread (cannot be a speed craft), the item's final level is increased by 2 for every post they made in that thread in crafting the item. An item cannot have its level raised past Level 90 by this effect. Level 41 Skill Molotov: What did you say about my brew, punk? Molotov allows the Brewer to ignite any alcoholic drink they crafted simply by looking at it while they activate this skill. The item will be completely consumed by this skill, causing it to explode and deal fire damage to anyone within a meter from where it was. The damage dealt by this skill is dependent upon the item level of the drink used to activate this skill. This skill has a casting time of 2 seconds and a cooldown of 5 seconds. Level 51 Skill Anonymous Alcoholic: A mysterious feat of the Brewer that allows them to somehow concentrate the signature aroma of ingredients within any drink to give a nearby target second-hand intoxication simply from smelling the scent. Only in Elder Tale. The Brewer is able to take the effect of any drink they just drank within the last 5 seconds and apply it to the target. This skill has a range of 10 meters, a casting time of 5 seconds, and a cooldown of 30 seconds. Please intoxicate responsibly. Brewers can spend their time in a thread researching drink formulas when not crafting for players. After the thread has been completed, the Brewer may post in the research claim thread and a Drink recipe will be made available to all players if it is deemed reasonable. Please try to make your proposed recipes a broader category of drink rather than a specific beverage. |
Chef |
Level 1 Skill Iron Stomach: Not even food poisoning can stop a dedicated chef! This skill can be toggled, allowing chefs to become immune to status debuffs caused by drinks and food. They also passively recover from Poison and Weakness status effects twice as quickly. Level 11 Skill Picnic: One of the joys of cooking is the ability to share it with others. When this skill is toggled and the Chef summons a food item, it is duplicated among all party members. Duplicated food items share the same effect, but disappear after a minute if not eaten before then. This skill has a cooldown time of 30 seconds after each activation. Level 21 Skill Aroma Analysis: Toggle Skill. As a Chef, it is important to control the flavor. Not too strong, yet not too weak. By smelling any food or ingredient, a window appears, showing 5 gauges representing the quality of the food in the 5 flavor types: Bitter, Spicy, Sweet, Dry and Sour. This information automatically updates for meals being cooked. Due to the useful information provided by this ability, a Chef may customize the effects of their dish without much trouble. When the Chef is in a party and party members are using Ordinary Food crafted by the Chef, the Chef may add any one of the following effects to the food buff: small HP regeneration, small MP regeneration, cancels poison effects, cancels sickness effects, raises movement speed by 10%, raises attack speed by 10%, raises physical damage by 5%, raises magic damage by 5%, raises defense by 5%, raises accuracy by 10%, reduces the current cooldown of any skill by 5 seconds. Except for instant effects and cooldown, the duration of most of these effects is 10 seconds by default. Level 31 Skill Food Critic: Even after a food has been cooked, the words of an experienced Chef can often change everyone's perceptions about that food. The Chef is able to substitute a food item's effect with any of the effects listed under Aroma Analysis. The Chef must directly look at the food item when this skill is activated. Alternately, they may take the list and apply an opposite effect (the food can reduce HP when eaten, reduces accuracy by 10% for 10 seconds, raises the current cooldown of a skill by 5 seconds, etc). This skill has a casting time of 5 seconds and a cooldown of 20 seconds. Level 41 Skill Flavor Adventure: A truly experienced Chef is able to turn even the oddest food combinations into something that is appealing to the eye and taste. When this skill is used, the Chef may select 3 food or drink items from their inventory. Those items are consumed for the duration of the thread and the Chef receives an item that is a composite of all three dishes' effects. If a dish's effect would otherwise be identical to another dish's effect, the effects will stack. This skill has a casting time of 5 seconds and a cooldown of 60 seconds. Level 51 Skill Flavor of Love: Any dish cooked with love will always turn out better! Effects of any food item crafted by the Chef have their duration doubled and benefits increased by 50% as long as the Chef is participating in that thread. When the Chef performs a craft in any craft thread (cannot be a speed craft), the Chef may apply this skill as a bonus to increase the level of the item by 5. This skill may boost an item's level past their own crafting level. No item can be boosted past Level 90 by this effect. If the item's level is 90 before this effect is applied, the Chef's Material Fees are reduced by 25% instead when performing this craft in a craft thread. Chefs can spend their time in a thread researching food recipes when not crafting for players. After the thread has been completed, the Chef may post in the research claim thread and a Cooking recipe will be made available to all players if it is deemed reasonable. Please try to make your proposed recipes a broader category of food rather than a specific dish. |
Mechanic |
Level 1 Skill Disassembly: Toggle skill. Mechanics have a certain affinity with taking apart machines, so monsters that are mechanical in nature had better watch out. Mechanics deal 20% more damage to Machine-type monsters. They can also cancel buffs on Machine-type monsters upon a successful hit. Level 11 Skill Quality Control: Mechanics are known for their extensive knowledge of machines, to know when something doesn't look or sound right. As such, this skill can help to extend their natural abilities at repairing machines. By toggling this skill, the mechanic becomes able to see the durability values of all machine parts within their line of sight at a glance - therefore making the job of replacing worn parts a breeze. For those who are a little more curiously destructive in mind, this skill also serves as good researching material for understanding how parts work in tandem with each other. Level 21 Skill Blueprints: What's engineering without blueprints? When the Mechanic successfully researches a Mechanic recipe or crafts an item in a craft thread (cannot be a speed craft), they receive 1 Blueprint for that item. Blueprints are tradeable and when a Blueprint of a particular item is used by the Mechanic, they pay 50% less in Material Fees. Alternately, a blueprint may be consumed during a speed craft thread to allow a Mechanic to speed craft that item without having to RP that craft previously. In order to speed craft that item in the future, they must either obtain a new blueprint or craft the item in an RP thread. Level 31 Skill Scale Model: The Mechanic is able to visualize blueprints in great detail. If the Mechanic possesses a blueprint of any item, they are able to activate this skill to create a transparent 3D model of the item in the blueprint. When activating this skill, the Mechanic must first input the scale used in the blueprint in order to generate an accurate model. Due to the precise visual instructions, whenever the Mechanic performs a craft in any craft thread (cannot be a speed craft) for any item they've crafted before, the Mechanic may apply this skill as a bonus to reduce the amount of posts required to make the item by 1. No item can go below 1 post required for crafting. Mechanics can spend their time in a thread researching technology when not crafting for players. After the thread has been completed, the Mechanic may post in the research claim thread and a Mechanic recipe will be made available to all players if it is deemed reasonable. |
Pharmacist |
Level 1 Skill Toxicity Tolerance: 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 and Mind status effects. Level 11 Skill Therapeutic Index: 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%. Level 21 Skill Compounding: When this skill is used, the Pharmacist may select up to 3 potions from their inventory. Those items are consumed for the duration of the thread and the Pharmacist receives an item that is a composite of all potions' effects. Toxicity ratings are also added up. If a potion's effect would otherwise be identical to another potion's effect, the effects will stack. This skill has a casting time of 5 seconds and a cooldown of 60 seconds. Compounding also allows a Pharmacist to craft a higher-level potion by selecting two or more potions with the same name as crafting material. The item level of the resulting potion is the sum of the lower-leveled potions. A potion cannot be crafted with an item level higher than the Pharmacist's Crafting Level. Level 31 Skill Prescription Transfer: Toggle. A Pharmacist's ability to create potions is limited only by theoretical formulas, and careful study of a potion by reference will allow the Pharmacist to craft or modify it quickly. Any potions that the Pharmacist touches while this skill is in effect will be considered as though it were affected by the Therapeutic Index skill. This effect lasts only for the duration of the thread. If Therapeutic Index was already applied to a potion, this skill does nothing to the potion. Also, while an potion that is craftable by Pharmacists is in the Pharmacist's inventory, they are eligible to speed craft that potion even if they have never crafted that potion in a crafting thread. If the potion should somehow be removed from the Pharmacist's inventory, they are no longer able to speed craft that item until they make it in a crafting thread. When speed crafting an item using this skill, Material Fees are doubled. Level 41 Skill MTM Mastery: Known uncommonly by its full name of Medication Therapy Management Mastery, this skill is the Pharmacist's ability to manage their patients and party members' well-being when using potions. As long as a character has less than 5 Toxicity in a thread and the Pharmacist is participating in that thread, the effects of potions crafted by the Pharmacist are raised by 50% in potency and have their duration doubled, if available. MTM Mastery may only affect one potion per character at a time. When its effect is activated, MTM Mastery for that specific character enters a cooldown of 10 seconds. Level 51 Skill Controlled Substance: A Pharmacist has the ability to beckon mana to change the composition of specific potions, rendering them ineffective when used. When this skill is activated, the Pharmacist may declare the name of any potion. That potion loses its effect for the next 30 seconds, so drinking it will result in no effect. This skill affects all potions of the same name within a range of 5 meters. This skill has a casting time of 1 second and a cooldown of 60 seconds. Of course, this means that the skill can also be used to augment a craft. Additionally, the Pharmacist may reduce the Material Fee of their potion crafts by 10% (25% if the craft is not a speed craft). Pharmacists can spend their time in a thread researching drug and potion formulas when not crafting for players. After the thread has been completed, the Pharmacist may post in the research claim thread and a Potion recipe will be made available to all players if it is deemed reasonable. |
Scribe |
Level 1 Skill Transcription: 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%. Level 11 Skill Document Backup: 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. Level 21 Skill Speedreading: A skill that infuses mana into text in order to make it feel familiar to the Scribe and boost their reading speed. It also gives them the ability to read written text on paper in pitch darkness, although the Scribe will have to slowly read each letter at a time. It also allows the crafter to quickly read a reference note and makes them spend less time reading and more time replicating. When an item that is craftable using Paper as a material is in the Scribe's inventory, they are eligible to speed craft that item even if they have never crafted it in a crafting thread. If the item should somehow be removed from the Scribe's inventory, they are no longer able to speed craft that item until they make it in a crafting thread. When speed crafting an item using this skill, Material Fees are doubled. Level 31 Skill Speedwriting: Toggle. In a similar vein to the Speedreading skill, the Speedwriting skill places mana into the fingertips of the Scribe to increase their writing speed. When this skill is active, the duration of writing produced by the Mythic Script skill is doubled. Due to this skill's effect, crafting of any item that uses Paper as material will require 1 less post than usual, to a minimum of 1 post to craft. Scribes can spend their time in a thread researching documents when not crafting for players. After the thread has been completed, the Scribe may post in the research claim thread and a Document recipe will be made available to all players if it is deemed reasonable. |
Tailor |
Level 1 Skill Needlework: 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. Level 11 Skill Emergency Suture: An experienced tailor will be able to make quick mending to clothes in the fraction of the time, although the material will definitely require a proper repair later on. Still, this skill is especially important when you need to fix up your gear during a battle or when you have an extremely vital fashion malfunction. Additionally, this skill allows a tailor to mend wounds and stop damage over time bleeding effects from skills such as Swashbuckler's Viper Raise. No damage is recovered, however. Level 21 Skill Runway Model: The Tailor's fashion sense allows them to make clothing that complements a character's gear, making it seem stronger and more impressive. When the Tailor is participating in a thread and a character is wearing Vanity Clothing crafted by the Tailor, this skill may be used to buff an item for 1 hour. The buff may target themselves. The buff causes the item level of any cloth or leather armor worn by the target to increase by an amount equal to the Vanity Clothing's level / 10. Armor affected by this skill cannot have its item level raised past Level 90 by this effect. This skill has an animation time of 5 seconds and no cooldown. Reusing this skill causes the duration to reset. Level 31 Skill Straw to Gold: Particularly experienced crafters acquire the ability to customize a clothing's appearance more effectively, making the clothing look a bit more impressive than it normally is. When the Tailor performs a craft in any craft thread (cannot be a speed craft), the Artisan may apply this skill as a bonus to increase the level of the item by 3. This skill may boost an item's level past their own crafting level. No item can be boosted past Level 90 by this effect. Additionally, when the Tailor is participating in a thread and a character is wearing cloth armor/leather armor/accessories crafted by the Tailor, this skill may be used to buff an item for 1 hour. The buff may target themselves. The buff causes the apparent level of those items to be increased by an amount equal to the Tailor's crafting level / 10 when determining the effects of reforges or enchants. The items' levels do not change in terms of defensive ability, so damage calculations are not affected. This skill has an animation time of 5 seconds and a cooldown of 1 minute. Tailors can spend their time in a thread researching equipment upgrades. After the thread has been completed, the Tailor may post in the research claim thread and a Tailoring recipe will be made available to all players if it is deemed reasonable. |
Woodcrafter |
Level 1 Skill Timber: Toggle skill. Woodcrafters naturally have an affinity for chopping and carving wood, making their abilities key in harming monsters that happen to be arboreal in nature. Woodcrafters deal 20% more damage to Plant-type monsters. They can also cancel buffs on Plant-type monsters upon a successful hit. Level 11 Skill Quick Construction: In certain situations, the Woodcrafter may require their works to be created not with sturdiness in mind, but with speed. This allows them to create temporary structures such as stairs, walls, and bridges in a fraction of the usual time needed. Of course, these structures are not a long-term solution for an actual craft, as they fall apart very quickly with usage or damage. If left alone, a structure would probably last for an hour but with a couple of uses, the durability would drop to a few minutes. Level 21 Skill Home Improvement: Who needs to buy a house when you can make one? Having this skill passively allows the Woodcrafter to apply a 10% discount toward purchasing or upgrading Guild Housing and a 25% discount toward purchasing or upgrading Personal Housing. This discount stacks with any discounts provided by the Accountant subclass. Alternately, a Woodcrafter can perform a crafting thread for a Guild or Personal Housing. For every word they make in the thread, the cost of the Housing is reduced by the total word count / 2. No house may be discounted under 25% the original price (50% if it is a landmark) by this effect. Woodcrafters can spend their time in a thread researching carpentry structures when not crafting for players. After the thread has been completed, the Woodcrafter may post in the research claim thread and a Carpentry recipe will be made available to all players if it is deemed reasonable. |
THE roleplaying subclasses
Accountant |
Level 1 Skill Negotiation: Passive skill. Using their powers of negotiation, an accountant is able to bargain prices in order to save their much-needed funds. An accountant pays 10% less Gold when renting guild halls, purchasing buildings, and hiring NPCs. This bonus extends to their guild, but Negotiation does not stack regardless of other Accountants in the guild. Level 11 Skill Economic Intraining: Accountants are able to utilize their money-balancing skills to make quick profits. When claiming AP in an AP Claim, the Accountant may exchange any amount of AP they would otherwise gain in order to gain 200 Gold for every point of AP exchanged. Level 21 Skill Eye for Business: Accountants live by their pocketbooks and thus can start to maximize their understanding of economies and trade as though it were second-hand nature. The Accountant receives +10% base AP from posts in Commerce Threads (0.85x total AP). |
Acrobat |
Level 1 Skill High Jump: Passive. One of the most basic tricks of the Acrobat's specialty is their ability to jump greater heights than any average person. The Acrobat's maximum jumping height is doubled. While this skill might seem otherwise mundane, it can allow one to reach places that would be difficult for many others. Level 11 Skill Balance Mastery: Passive. The Acrobat's training in their overall athletic abilities allow for them to maintain a greater sense of balance than any ordinary human. The Acrobat is treated to have the Adventurer skill [Fall Defense] if they do not already have it. If the Acrobat already has the skill, the damage reduction offered by the skill is doubled. Additionally, the Acrobat will be able to walk on icy surfaces without sliding or slipping. Level 21 Skill Air Step: Passive. A skill born from a combination of acrobatics and magical power from this world. The Acrobat is able to perform a second jump at any time in mid-air. This skill allows them to effectively double their already improved jumping abilities. It has a number of other effects such as a dodge or feint. |
Advertiser |
Level 1 Skill Promotion: An advertiser gains 0.5 Advertiser AP for every forum they post our forum's advertisement to. To avoid abuse, the Advertiser may only receive Advertiser AP if this advertisement is a Link Back in response to another site's ad. The advertiser may claim this bonus in the claim thread by linking to the thread they posted on the target site. They should then reply to the other site's advertisement with a message saying 'Linked Back' to avoid multiple link backs. Level 11 Skill Billboard: The advertiser has the ability to create signs resembling sticky notes. This is done by simply opening the interface, entering some text, then placing it on a surface. These signs can be taken down or moved and disappear after an base time limit of an hour. For every level the user possesses in the Advertiser subclass, they are able to create one sign. For every 10 levels the user possesses in the Advertiser subclass, increase the base time limit of a sign's duration by one hour. Level 21 Skill Pop-Up: The advertiser emits a gentle shockwave from their body out to a ten-foot radius. Any non-party members within this range suddenly have either their inventory, skill, quest, friend list, or minimap windows forcibly opened. This sudden pop-up window will no doubt cause a distraction in targets. Of course, this doesn't work very effectively on monsters. Level 31 Skill (Currently unknown.) |
Animal Trainer |
Level 1 Skill Scout: 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. Level 11 Skill Domesticize: 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. Level 21 Skill Pacify: One of the most important talents of an Animal Trainer is the ability to calm wild creatures and slowly gain their trust. Pacify can be said to be the Animal Trainer counterpart of the Courtesan's Allure skill - it can be toggled to cause a change in all nearby monsters' behavior. The Animal Trainer's monster slot limit is passively increased by 1. Monsters of a Docile and Curious nature become Friendly, allowing them to be tamed with a greater success rate. Monsters of a Cowardly or Wary nature become Docile. Monsters of Predatory or Aggressive nature become Wary. Keep in mind that monsters of the Sentient nature are unaffected by this skill. This skill has a maximum duration of 30 seconds and a cooldown of 10 seconds after it has worn off or was forcibly terminated. |
Apothecary |
Level 1 Skill Concoction: Using their knowledge of herbs and natural remedies, the apothecary is able to treat others. The load time for this skill is ten seconds, and the target's HP is restored by 10%. Any physical status effects will also be cured. Due to a risk of possible toxicity effects, Concoction cannot be used on the same target more than once per thread. Level 11 Skill Dose Efficacy: Passive skill. The Apothecary's ability to purify a treatment to reduce side effects and improve efficacy has resulted in an improvement of the Concoction skill. Concoction may now be used multiple times in a thread, but if a character was targeted by Concoction, it cannot be used on them again for their next 2 posts. Level 21 Skill Medicine Mixing: The Apothecary may now perform Pharmacist crafting for crafts up to Level 10. If the Apothecary's crafting subclass is already Pharmacist, then they are able to craft items 5 levels higher than their crafting class's level. If the Apothecary targets an ally with a potion, that potion's effect is increased by 25% in effect and duration. |
Apprentice |
Level 1 Skill Orientation: The apprentice's talent is their eagerness to learn from others. By using this skill and selecting a party member controlled by another RPer, Orientation transforms into one of the target's Level 1 Subclass Skills. This lasts until the end of the thread. This skill cannot be used to perform crafting or research outside of the Apprentice's crafting class. Level 11 Skill Intraining: The apprentice's ability extends beyond practical knowledge and into the combat realm. This skill may be used to target a party member controlled by another RPer. If that party member is able to use a particular type of equipment, the Apprentice may also use that equipment without penalties. This effect lasts until the end of the thread. Additionally, Orientation can now be used to copy Level 11 Subclass Skills. Level 21 Skill Aptitude: Passive. Apprentices who have accumulated enough knowledge from observing others will be able to use that knowledge to their advantage once they finally set out. When the character switches from the Apprentice subclass to another subclass, that new subclass is treated as though its level were increased by 10% of the Apprentice level (If switching from Level 30 Apprentice to Level 1 Gardener, Gardener is treated as though it is Level 4 [1+3]). Level progression is still treated normally, however. This skill cannot raise a character's subclass level past 90. Additionally, Orientation can now be used to copy Level 21 Subclass Skills. |
Berserker |
Level 1 Skill Outrage: In times of desperation, the Berserker's physical abilities start to shine. When the Berserker's HP falls below 25%, their damage output increases by 5%. When the Berserker's HP falls below 10%, their damage output increases by 10% instead. Level 11 Skill Wrath: Toggle skill. The Berserker's fury cannot be contained. After this skill has been toggled, all damage debuffs cast by the enemy and affecting the character are inverted and become buffs instead. Wrath may also reverse a single damage debuff suffered by the character due to their own active skill effect into a buff. Any additional damage debuffs due to the character's active skill effects are applied normally. While this skill is toggled, the character may not be healed in any way. Level 21 Skill Adrenaline: One of the Berserker's signature abilities. A skill that is automatically activated when the character's HP reaches 0. Their body then shines with a golden aura, allowing them to continue fighting for up to 5 seconds before falling unconscious and reviving at the Cathedral 10 seconds later. Any damage the character takes while in this state is nullified. Of course, the character may also be safely resurrected while this skill is in effect. After Adrenaline has activated, it goes into cooldown for 10 minutes. Level 31 Skill Bloodlust: A toggle skill known by many for its sheer brutality but near uncontrollable onset. This skill causes the character's entire body to glow a bright red. For the next 10 seconds, the character takes 50% less damage but will automatically target the nearest character (including allies) and perform attacks on that character for the duration of this skill's effect. The character may not select any other character other than the target for an attack or skill. All attacks performed against the target character have their damage increased by 25%. If the targeted character is defeated, the character will move onto the next closest target. This skill has a cooldown of 1 minute. Level 41 Skill Transcending Bloodlust: The Berserker may extend the effects of Bloodlust to a maximum of 30 seconds. While under the effects of Bloodlust, the character may momentarily regain a moment of sanity, allowing them to pause the skill, temporarily canceling its effect and freezing its remaining duration for 5 seconds. After 5 seconds, Bloodlust will activate again and the character will recalculate and target the closest character as an attack target. Additionally, Adrenaline's duration increases to 10 seconds. The character receives a Super Armor effect while Adrenaline is active, preventing them from being knocked back or knocked down from any other effects. |
Bodyguard |
Level 1 Skill Valor Guard: Passive. A Bodyguard prides themselves on being able to take a blow for their comrade. When the user takes the hit for an attack that originally targeted another character, increase the user's defense by 25% for the duration of that attack. This buff only applies once per attack. Level 11 Skill Reprimand: Passive. Any capable Bodyguard would ensure that their assailant won't be able to get away with it so easily. If an opponent dealt melee damage to the user when they have taken a hit for an attack that originally targeted another character, the attacker takes 10% of the damage they dealt to the user. Level 21 Skill Strong Arm: Toggle skill. A Bodyguard's job is not only to protect a comrade, but also to have the sheer strength to rough someone up when necessary. Increases the damage of all your non-skill melee attacks by 10%. Decreases the damage of all your non-skill ranged attacks by 10%. Level 31 Skill Noblesse: Toggle skill. A Bodyguard never backs down from a daunting challenge as long as their allies' lives are on the line. When the character's party is fighting a non-boss monster, the entire party's armor defense levels are considered to be increased by an amount equal to 10% of the monster's level. Boss monsters and other characters in PVP will still deal normal damage to the character and their party. This skill's effect does not stack. Level 41 Skill Noblesse Oblige: Passive effect. Noblesse may now activate and apply its effects when the character's party is fighting a boss-level monster or another character in PVP. Additionally, while Strong Arm is toggled, your non-skill melee attacks have a 25% chance to knock the enemy back about a meter upon impact. If not blocked or dodged, there is a 10% chance of knocking the target down, forcing them to spend a few seconds getting back up. |
Cavalier |
Level 1 Skill Jousting: The Cavalier's specialization in horseback combat is revealed in their greater proficiency of lance combat. Any two-handed spears or polearms wielded by the Cavalier become one-handed while they are mounted. Additionally, if the Cavalier's main class would normally penalize them from using spears or polearms, this skill allows them to use spears and polearms without penalty. Level 11 Skill Squire Training: The bond between the mount and owner is strong enough that it will temporarily stand by its owner. The mount's HP is increased by 50%. It will still automatically desummon if its HP would otherwise drop to 0. Mounts desummoned in this way by non-Cavaliers cannot be summoned again for 30 minutes. Level 21 Skill Conditioning: Long hours of training have finally caused the bond between mount and rider to grow, allowing them to take on everything as partners. While this skill is active, the mount's land movement speed is passively increased by 25%. Toggle effect: increases the mount's movement speed by 200% for 10 seconds but prevents it from changing direction without having to stop. This effect then goes into cooldown for 30 seconds. Level 31 Skill Heraldry: Passive. When mounted, the Cavalier may use any of the following skills as though it were in their skill list: Guardian's Shield Smash, Swashbuckler's Fold Step, Shaman's Barrier Crash. Cooldowns and animation times for each of these skills are applied normally. If the Cavalier has already learned one of the forenamed skills, then the skill's cooldown is reduced by 1 second when not mounted. Level 41 Skill Gallant Steed: The bravery of the mount improves, allowing it to dive right into danger to support its owner. Increases the mount's HP by a further 50%. If a Cavalier's mount would otherwise drop to 0 HP from an attack, it is left at 1 HP. Also, if a Cavalier would otherwise take lethal damage from an attack while mounted, that damage is halved and the mount takes the other half of the damage. Activating either of these effects causes this skill to go into cooldown for 60 seconds. |
Courier |
Level 1 Skill Checkpoint: When you're supposed to be delivering items all over the country, you need to be able to keep track of where your clients are supposed to be! This toggle skill scans the Courier's quest log and notifies them of each destination point or individual they need to meet with in order to complete the quest. This works as a tall pillar of light that can be seen from up to 100 meters away. Additionally, if the Courtier possesses a map of the list, these points are marked with a [QUEST] icon. Only the Courier is able to see these details. Level 11 Skill Express Delivery: The Courier may perform this skill to double their movement speed for 15 seconds. This skill has a cooldown of 30 seconds and automatically deactivates whenever the Courier is engaging in battle or is targeted by an enemy. Checkpoint's range also passively increases by 100 meters. Level 21 Skill Backtrack: A skill that causes the Courier to be able to envision the past hour's worth of travel seen from their own eyes, accelerated in the timespan of about a minute. This skill is obviously quite useful for a Courier to remember the routes and actions they took recently. It is not very effective for remembering anything that the Courier did not pay very close attention to, however. Backtrack has a casting time of 5 seconds, a duration of 60 seconds, and a cooldown of 5 minutes. If the Courier makes any manual movement while Backtrack is active, the vision is stopped. |
Courtesan |
Level 1 Skill Allure: 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. Level 11 Skill Knot of Leverage: The power of seduction is an especially powerful weapon, and any capable Courtesan knows how to manipulation these bonds to their advantage. Usable only on targets affected by Allure. A skill that connects the Courtesan to their target by a transparent red string of mana, Knot of Leverage restricts the target from dealing any damage to the Courtesan. Violation of this restriction results in the target taking minor damage and suffering a 3-second stun effect. After this skill is used, Allure's effect on the target is canceled and must be reapplied again in order to activate this skill on the same target. Level 21 Skill Celebrity Concubine: Influential Courtesans will not only be able to appease a single person at a time, but everyone within their range of influence. This toggle skill causes the Allure skill to activate upon all nearby People of the Land within 10 meters. This skill is thus highly effective for reducing the tension among a crowd of Landers and can even be used as a setup for mass usage of Leverage Knot for the truly blackhearted. After Allure is used when this skill is toggled, this skill goes into cooldown for two minutes. Level 31 Skill (Currently unknown.) |
Dancer |
Level 1 Skill Pacifying Dance: A skill that allows the dancer to perform beautiful dances to momentarily captivate those who see it. For the next 30 seconds, monsters within 25 meters have their nature changed. Aggressive and Predatory monsters become Wary. Wary, Aloof, and Cowardly monsters become Docile. Docile monsters become Friendly. This effect does not work against monsters that are already engaged in battle when this skill was used. Level 11 Skill Sword Dance: While a one-handed weapon is equipped, the Dancer may perform this skill to perform a rapid spin and slash surrounding enemies. If a monster struck by this attack is already targeting another character, it does not draw aggro. When Sword Dance is being performed, any ranged attacks targeting the Dancer bounce off, dealing only 25% the original damage to the Dancer. |
Exorcist |
Level 1 Skill Holy Banishment: The Exorcist covers their palm in a glowing light and points at a target, releasing a semi-transparent laser forward. If the target was an aggressive monster, they drop aggro on the party for a few moments and may even retreat. If the target is an Undead or Spirit monster, or if they are weak to abilities of the Light element, then this skill knocks them back and deals light damage. It has a cast time of 1 second and a cooldown time of 10 seconds, and its potency increases with a higher Exorcist level. Level 11 Skill Divine Ward: This skill requires an open space of at least six feet around the Exorcist in all directions, ignoring obstacles. The Exorcist's palm glows as they strike the ground, forming a magic circle with a radius of five feet around the Exorcist for a minute. All Undead or Spirit monsters within the boundary are blown out of the boundary and take constant damage as long as they are within the boundary. This skill's duration is 75 seconds. Level 21 Skill Aetherial Flash: The Exorcist gathers mana in the surrounding area and aspects it into the light element. This extends the time it takes for a non-light elemental skill to be used, especially those of the opposing darkness element. Upon the activation of this skill, all characters within 10 meters (including the user and allies) receive an Aetherial Flash debuff. While an Aetherial Flash debuff is active, all elemental skills performed by the user that are not light attribute have their casting or animation time increased by 1 second. Darkness attribute skills have their casting or animation time increased by 2 seconds instead. As soon as a character successfully uses an elemental skill that is not light attribute, or after 10 seconds have passed, the Aetherial Flash debuff is canceled. This light attribute skill has a casting time of 3 seconds and a cooldown of 10 seconds. |
Farmer |
Level 1 Skill Harvest: Passive. The Farmer subclass is able to buy seasonal food ingredients for cheap through growing their own crops. Reduce the Material Fee for Brewer/Chef/Pharmacist crafts by 10%. This bonus can be applied to the Farmer themselves if they are crafting, or it can be applied to a craft where the Farmer is receiving the craft. Reduce the Material Fee of any seasonal crafting material used in the Farmer's crafting recipes by a further 10%. Level 11 Skill Animal Husbandry: The Farmer gains an ability similar to an Animal Trainer by being able to tame monsters and animals at Level 5 and below. Unlike Animal Trainers, the Farmer may train up to 5 animals at a time but cannot summon or desummon them in battle. Typically farm animals such as cows and sheep are selected due to their inherent use. Harvest's food yield increases by 1. |
Fisherman |
Level 1 Skill Mariner: Passive skill. As opposed to the usual player's one-minute limit, the fisherman may remain submerged in the water for two minutes before having to resurface for air or suffer gradual damage. Their movement speed in the water is also not reduced compared to a player's normal speed reduction of 20%. Level 11 Skill Marine Cure: Passive skill. The fisherman may remain submerged in the water for up to three minutes before resurfacing. They take 10% less damage against attacks of the Water attribute. Also, as long as they are in the water, they gain a passive HP regeneration rate of about 1% HP per 10 seconds. |
Fortuneteller |
Level 1 Skill Prediction: The fortuneteller is able to see into the future and predict certain situations. This skill allows them to survey an area of radius 5 meters from their current position. All monsters that will spawn within the next 5 minutes will appear as semi-transparent figures with timers above their heads showing their spawn time. This information is only visible to the Fortuneteller. While some Fortunetellers use this as a way to avoid trouble, there's been a number of field boss hunters who like to have one with them so that they can predict the incoming monster and make preparations. Level 11 Skill Prophecy: The fortuneteller declares the name of a skill while in combat with an opponent, at which the skill's icon flashes above the fortuneteller's head. If the opponent uses that skill within the next 20 seconds, then the fortuneteller and their party members receive minor healing. Against an opponent with predictable combat patterns, this skill can serve as a helpful sustainer. Prophecy wears off after a successful declaration, and its cooldown time is 40 seconds from the moment it is used. Level 21 Skill Fortuna's Blessing: When the Fortuneteller was involved in a storyline event or field boss thread and obtains their rewards, they may request for a reward reroll for up to two participants in that claim. If this request is also confirmed by a targeted participant, the reward is updated and changed to the new result. Reward reroll requests must be done within a week of the rewards being posted and the previously listed reward must not have been used or traded in any way. |
Gardener |
Level 1 Skill Weeding: Toggle skill. Gardeners not only have a green thumb, but the ability to bring destruction to that which they give life. They inflict 20% more damage when fighting a Plant-type monster and take 10% less damage from Plant-type monster attacks. Level 11 Skill Green Thumb: The Gardener possesses expertise in organizing plants to promote a relaxing home atmosphere. Increase the amount of furniture you can placing in a Guild or Personal Housing by 2. These two slots can only be occupied by Plant-based furniture. Additionally, the Gardener provides +2 REC to all Gardens, Greenhouses, and Farms in Personal and Guild Housing. This skill effect may stack. Level 21 Skill Horticulture: |
Gunslinger |
Level 1 Skill Outlaw: 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. Level 11 Skill Suppressor: Toggle skill. This skill can be toggled to reduce the noise generated from firearms by 75%. It also reduces the recoil from firearms and the Wind Bullet skill by 50%. When this skill is toggled, the Gunslinger's aggro from damaging a monster with firearms is reduced by 50%. However, the damage from firearms while this skill is active is reduced by 25%. Level 21 Skill Bullet Storm: Active skill. When this skill is activated, the Gunslinger is considered to have an infinite amount of bullets for 5 seconds. The ammunition used for this skill is treated as though it were the basic bullet type. After this skill wears off, the current magazine of the firearm becomes empty, requiring the Gunslinger to reload. This skill has a casting time of 1 second and a cooldown of 60 seconds. Level 31 Skill Akimbo: Toggle skill. Wind Bullet may now be performed with two free hands or dual firearms, causing two projectiles to be able to be fired with the skill. The two shots must be fired within 0.5 seconds or else the cooldown of Wind Bullet will take place accordingly. For non-Swashbucklers, this skill halves the dual-wielding penalty for having two one-handed firearms equipped. For Swashbucklers, this skill further reduces the recoil from firearms and the Wind Bullet skill by 25%. |
Hitman |
Level 1 Skill Bounty: Passive skill. After a completed PvP thread, if the Hitman was victorious in battle, they gain an amount of gold equal to the amount that they acquired from their posts. The PvP thread is then locked after this bonus is applied. To apply this bonus, PvP fights cannot be solo threads versus NPCs. Level 11 Skill Declare Bounty: A hitman can designate one humanoid target as their bounty per thread. This target must be within the hitman's unobscured eyesight. They gain an accuracy, damage, and critical chance bonus when attacking their target. Every ten levels after obtaining this skill, they can designate one additional target per thread. Level 21 Skill Stakeout: Active skill. The character may now mark a single target within 10 meters as long as the target is within their field of vision. Only one target can be marked at a time. The target's silhouette is highlighted red for 10 seconds, visible only to the user and their party. This highlighted silhouette may still be seen even if the target moves out of view. This skill has a casting time of 0.5 seconds and a cooldown of 3 seconds. Only one highlight may be used on a target at once; any other highlights will only reset its duration. The highlight is canceled as soon as the target engages in battle with the user. |
Housekeeper |
Level 1 Skill Busybody: The housekeeper can produce Level 1-10 items as though they were a Chef, Tailor, or Woodcrafter. If the housekeeper's crafting subclass is one of these classes, then they are able to craft items 5 levels higher than their crafting class's level. Level 11 Skill Feng Shui: The Housekeeper's talent to organize a room for maximum space efficiency yet with an aesthetically pleasing appearance is unparalleled. Increase the number of Furniture you can place in a Guild or Personal Housing by 3. This skill effect may stack. |
Hunter |
Level 1 Skill Marksmanship: Passive skill. The Hunter's bow damage passively increases by 10% to all monsters and an additional 10% to beast-type monsters. Additionally, if the Hunter's main class would normally penalize them from using bows, this skill allows them to use bows without penalty. Level 11 Skill Scope: Toggle skill. Scope is widely known among Hunters as a helpful targeting tool for those without ranged weapon experience in real life, although it's said that the most experienced Hunters prefer their own senses over this system-assisted action. When this skill is turned on, crosshairs appear in the Hunter's vision whenever they are equipped with a ranged weapon. The trajectory of the Hunter's throw or shot will automatically be adjusted in the direction of the crosshair. There is a certain level of deviation associated with this skill, which gradually decreases every 10 levels. Level 21 Skill All-Terrain: Toggle skill. The hunter class is best known for its increased adaptability with bows. This aptitude can even allow the subclass to mimic the actions of other main class fighting techniques by adjusting one's shooting trajectory. The Hunter is allowed to use main class melee thrusting skills or throwing weapon skills using projectiles from a bow or crossbow. This skill only works best when used at point-blank, so its maximum range is 1 meter if used to activate a thrusting skill. Additionally, skills that involve bows or crossbows have their cooldowns reduced by 20% when this skill is active. After a thrusting, throwing weapon, or bow skill was used while All-Terrain is active, there is a cooldown of 30 seconds before it can be activated again. |
Idol |
Level 1 Skill Showtime!: The Idol raises their arm in the air and causes a spotlight to shine upon the target. This spotlight starts at 2 meters above the target's height and stretches down to cover their body within its radius. When Showtime! is in effect and used in a battle, any characters standing underneath the spotlight will have their aggro temporarily increased. Enemies that do not rely on vision to detect targets are unaffected by this skill. If it is used on a crafter in a crafting thread (cannot be a speed craft), the light serves as inspirational support and can be applied as a Production Bonus, increasing the final level of the craft by 1. This bonus can only be applied once per thread per character. Items cannot have their levels increased past Level 90 by this effect. If it is used in any other context, this skill can serve as a temporary light source. The spotlight is stationary and does not move, so it is fairly simple for an enemy to escape from attention. Showtime! has a casting time of 5 seconds, a maximum range of 5 meters, a duration of 30 seconds, and a cooldown time of 60 seconds. Level 11 Skill Confetti Bomb: The Idol generates a small sphere in their hand that can be thrown at anything or anyone. Upon impact, the Confetti Bomb will make a squeaky loud noise at the point of impact and explode into a shower of colorful streamers. No damage is dealt, but it will certainly distract a foe that did not see it coming. This skill complements the Showtime! skill fairly well on monsters that do not rely on vision, causing them to draw aggro toward the point where the bomb was thrown. What's more, the streamers become a temporary physical object after the animation, allowing a resourceful Idol to light them on fire or blow them into enemies' faces should it be used during a strong wind. Confetti Bomb has a casting time of 2 seconds and a cooldown of 10 seconds. The streamers will disappear within 60 seconds after a Confetti Bomb was thrown. Level 21 Skill Enthralling Performance: No Idol is complete without their very own set of melodies to serenade their fans with! This skill allows the Idol to learn the Bard skill [Siren Solo] as a Beginner-level skill without taking up a skill slot. Three other Tier I Bard skills may be bound to this skill, allowing the Idol to use those three skills without having them take up skill slots. Upon the Idol obtaining this skill, they must designate which three skills they would like to apply for this skill. In order to change skills affected by Enthralling Performance, the Idol must submit a standard Skill Change request and designate the three skills they would like Enthralling Performance to cover. If the Idol's main class is Bard, then Siren Solo's cooldown is additionally reduced by 5 seconds after any reforge or enchant effects have been applied. Level 31 Skill Inspiration: Idols have a way with using words and their own image to instill courage in others. When this skill is toggled, the Idol shouts an short inspiring phrase toward a target, increasing either their movement speed by 10%, current and maximum HP by 10%, or suspending a single Mind debuff. The effect chosen lasts for 10 seconds. To use this skill, the target must be able to hear and understand the Idol, thus it cannot be used on monsters without the Tongue of Nature skill, for example. If the HP buff was chosen and the target's modified HP should drop below 10% their total HP, they are reduced to 1 HP upon cancellation of the buff. If used in a craft thread, the target's Production Bonus is further increased by 1 during this skill's duration. Inspiration has a casting time of 1 second. Inspiration cannot be used on oneself and it has a cooldown of 10 seconds. Level 41 Skill Divine Inspiration: Inspiration may now be used on Adventurers whose HP dropped to 0. The Idol can shout at them to get back up, which causes the target to be immediately revived with 1 HP. The target must be able to hear and understand the Idol in order for this skill to be used. Some Idols like to make their inspiration revival quotes as short and sentimental speeches, while others skip the pretense and just shout things like "Get the neep up!" When Inspiration is used in this way, it enters its normal cooldown. Additionally, Divine Inspiration enters a cooldown of 30 seconds. When Divine Inspiration is in cooldown, Inspiration cannot be used to revive any other character. |
Merchant |
Level 1 Skill Haggling: Using an eye for money and sharp negotiations, Merchants can save up a lot of money in the long run. Merchants gain a passive 10% discount in Material Fees when crafting. This bonus also extends to a crafter who is crafting an item where the Merchant is the receiver. Please mention that you have this skill when you are submitting the craft thread to be claimed. Level 11 Skill Embargo: Single target. The Merchant points at a target and releases a light beam forward from their finger. The target cannot use items during their next post. This skill may not be used consecutively on the same target. Level 21 Skill Miserly Monopoly: When you're rich and weighed down by gold, you can bet that anything you hit with your gold bag will hurt all over. The Merchant summons a heavy gold bag and swings it at the target. The damage of this attack is treated as though it is blunt damage, but the Merchant does not need to have blunt weapon mastery to use this skill. The gold bag is treated like a Level 10 weapon, increasing in level for every 100 gold the Merchant possesses. If used by anyone else, it does not gain in level. The gold bag's level is calculated the moment the Merchant uses the skill in a thread, so the Merchant should document their gold amount if RPing in an official thread. Regardless of the amount of gold possessed by the Merchant, the gold bag's level is capped at 5 levels above the Merchant's RP subclass level. This skill has a casting time of 2 seconds and only one gold bag can be summoned and equipped at a time. Level 31 Skill Share the Wealth: The Merchant's generosity is advantageous to everyone, even while in battle. The Merchant may now summon up to two gold bags and party members may now wield a summoned gold bag with full bonuses. Additionally, Material Fees for the Merchant and any crafter they request from are decreased by an extra 15% through Haggling's effect. |
Pathfinder |
Level 1 Skill Battle Perception: Toggle skill. Battle perception allows the Pathfinder to notice nearby monsters more easily by displaying their names and levels above their heads. It allows the Pathfinder to detect monsters about 3 meters further than a normal character, and is most useful for preventing ambushes. Level 11 Skill Positioning Ping: The Pathfinder concentrates mana to a single point until it collapses, pulsing outwards with a loud pinging sound in a sphere with the caster at the center. While this does not damage or reveal any foes, it grants the caster a fuzzy concept of the geography in a region of 5 meters around them. This ability is particularly helpful in areas of low visibility. If used inside a structure, it gives the caster an idea of the layout around them although range is decreased by 33%. Starting at Level 20, every 10 levels in Pathfinder increases the range of the skill by 2 meters. This skill has a cooldown time of 1 minute per use. Level 21 Skill Landmark: The Pathfinder declares an particular inanimate object as a landmark, causing a large semi-transparent pillar of light to rise from the position of the object. This light stretches to the sky unless impeded and can be seen up to a mile away. Only the Pathfinder and their party members may see this effect, however. The effect of this skill lasts for up to half a day unless a different landmark is declared or the landmark is moved or destroyed. It is often used as a handy signal to search for lost party members or to designate one's position when traveling in uncharted territories. It's said that this skill was the key to deciding the outcome of a contest in the Chinese server to reach the summit of Mt. Everest. This skill has a casting time of 5 seconds and a cooldown of 100 seconds. |
Priest / Priestess |
Level 1 Skill Holy Aura: A skill that places holy protection upon the target, lasting for an entire hour. Characters affected by Holy Aura recover from Mind/Curse status effects twice as fast as usual. Optionally, the Priest may also choose to have Corruption from Miasma and Heretic skills will now start to decrease two cycles after exposure, instead of three. This skill has a casting time of 4 seconds and a cooldown of 60 seconds. Recasting the skill causes its duration to reset. Level 11 Skill Spiritual Boundary: Select an attribute: darkness or light. The Priest takes two fingers and swings their arm, drawing a 3 meter line in the ground in the direction their fingers were pointing. This line emanates spiritual energy which rises upward to form a 2 meter wall of energy. Attacks of the chosen attribute have their damage halved when passing through this ability and non-boss monsters of that attribute are unable to pass through the wall. Both this skill's duration and cooldown is 10 seconds. Level 21 Skill (Currently unknown.) |
Puppeteer |
Level 1 Skill Act One - Exposition: This skill passively allows the character to use a Control Bar and Puppet in battle at the cost of an off-hand equip. Control bars count as one-handed equips, but can be used two-handed. A puppet may be controlled with one hand but its attack speed will be reduced by 50%. When determining the level of Puppets and Control Bars that the Puppeteer may equip, they may use their Puppeteer level in place of their Main Class Level if it is higher. The Puppet's item level is capped at 10 levels above that of the Puppeteer's main class, regardless of their Puppeteer level. Its active effect allows the Puppeteer to send the puppet forward and grab the target. This results in a movement bind status effect. The amount of time it takes for an enemy to break free in seconds is equal to the level difference between the Puppeteer's main or roleplay class (whichever is higher) versus the target's main class, divided by 10. If the difference is less than 5 or is negative, the break time becomes 0.5 seconds. This skill goes into cooldown for 5 seconds after a target breaks free. Level 11 Skill Act Two - Inciting Event: The Puppeteer passively becomes able to equip a weapon in the Puppet's grip. This weapon is not actually equipped from the menu, but taken either from the inventory or surrounding environment. The ability for a Puppeteer to control a weapon even while standing from a distance means that any weapon can be used for mid-ranged fighting. Its active effect causes the Puppet to perform a taunting gesture and draw aggro from enemies currently in combat. This skill has an animation time of 2 seconds and a cooldown of 8 seconds. Level 21 Skill Act Three - Fateful Encounter: The Puppeteer's mastery of puppet control allows them to skillfully wield a control bar in one hand. The attack speed penalty for using a control bar as a one-handed equip is nullified. Additionally, the Puppeteer may choose to wield the control bar with both hands in order to equip the Puppet with an additional weapon by Act Two's Inciting Event's effect. This skill's active effect allows the Puppet to be quickly retrieved to the Puppeteer's side. If there are any enemies within a 1 meter radius of the Puppeteer, it will spin once around the Puppeteer and deal minor damage and a knockback effect to those enemies. This skill has an animation time of 1.5 seconds and a cooldown of 10 seconds. Level 31 Skill Act Four - Emergent Rival: The Puppeteer may now dual-wield Control Bars, allowing them to control two puppets at a time. There are no dual wielding penalties as long as only two Control Bars are equipped. When Puppeteer skills are used while Control Bars are dual-wielded, the Puppeteer may treat the active skill effect as though it applied to both puppets. This skill's active effect causes the puppet's arms to be propelled forward from its body to home onto and strike a designated target within 10 meters (if the puppet has more than two arms, only two will be fired). After the target is hit, the arms will quickly teleport back to the puppet's body. Arms carrying weapons cannot be fired by this skill. This skill has an animation time of 2 seconds and a cooldown of 5 seconds. |
Sage |
Level 1 Skill Sense Element: Sages are sensitive to the different forms of mana once it has polarized into the eight main elements. Sense Element allows the Sage to home in onto a specific element and obtain a vague impression of that element's location. This can be useful for searching for water sources when traveling through a dry desert or for being able to navigate oneself through a dark cave by following the trail of light or wind mana. Of course, based on the context of the environment, this skill may not be particularly helpful at times. Using it while sailing on the high seas to search for water mana, for example, will probably overload the Sage's senses. Sense Element has a casting time of 10 seconds, a range of 25 meters, and a cooldown of 60 seconds. Level 11 Skill Summon Element: A skill that allows the Sage to beckon the surrounding mana to change into a requested element. Activating this skill allows the Sage to summon one of the eight elements in its pure elemental form in the shape of a sphere that fits in the palm of a hand. Conjured fire mana will look like a burning flame while darkness mana will resemble a black amorphous mass. Summon Element has a number of practical uses for the crafty Sage, but generally the size of the elemental conjured means that it does not make a very effective ability to damage an enemy with. Summoned elements generally do not last in a foreign environment for long and any conjured substances will usually fade away anywhere from a matter of seconds to a few minutes. Summon Element has a casting time of 5 seconds and a cooldown of 25 seconds. Level 21 Skill Commune Element: Sages are known for their ability to communicate with mana, a phenomenon that is known to be very foreign and unusual to many others. The Sage enters a trance and starts to communicate with something nearby. For example, they are able to speak with the fire mana from a nearby bonfire or the earth mana that makes up an old signpost. When communicating with one of the eight elements, the Sage will interact with the element as though it were a living being. Mana, being omnipresent, is often described as being a notoriously vague conversation partner. For instance, one may talk to the wind mana in an area to ask if anyone else was recently there. The element will often carry the conversation by speaking in riddles, sometimes leaving the converser more confused than they originally had been. Communication with an element requires a great amount of focus, making it near impossible to use in a tense situation. Commune Element has a casting time of 30 seconds and a cooldown of 120 seconds the moment the communication is interrupted. |
Scholar |
Level 1 Skill Evaluate: This skill allows the scholar to gain additional details about the enemy. While most players can access an interface that shows the monster's name, level, current HP, and current MP, the scholar obtains an additional interface when this skill is used. It has a one second cast time and one second cooldown time. The target's elemental weaknesses and a brief summary of their skills will be made available to the Scholar any time they access the target's interface. Level 11 Skill Foresight: Toggle skill. Whenever an opponent performs an offensive skill, an information bar will appear in the top section of the Scholar's vision for a few seconds. This bar contains the name of the intended skill and the name of the intended target. For Scholars who have extensively studied monster skills, this ability will come in handy to warn teammates of an impending threat. |
Sigilmaker |
Level 1 Skill Seal of Aquarius: The Sigilmaker is able to create emblems which passively raises a target's stats for a short duration. This skill has a casting time of 5 seconds and a cooldown time of 10 seconds. When using this skill, the Sigilmaker must declare one of the following stats: Strength, Dexterity, Agility, Intelligence, Wisdom. The target will receive an Aquarius Sigil buff and the stat selected will be increased by 5% for the duration of the target's next post. Only one Aquarius Sigil can affect a single target at a time. For every 10 levels the Sigilmaker achieves, the duration of an Aquarius Sigil increases by 1 post. Level 11 Skill Seal of Pisces: The Sigilmaker is able to create emblems which passively changes a fighter's elemental properties. This skill has a casting time of 5 seconds and a cooldown time of 10 seconds. When using this skill, the Sigilmaker must declare one of the following elements: Fire, Ice, Lightning, Water, Earth, Wind, Darkness, or Light. The target will receive an Pisces Sigil buff and their physical attack damage will partially change to that type for the duration of the target's next two posts. Enemies weak to the respective element will take slightly more damage, while enemies resistant to the element will take slightly less damage. Only one Pisces Sigil can affect a single target at a time. For every 10 levels the Sigilmaker achieves, the duration of an Pisces Sigil increases by 1 post. Level 21 Skill Seal of Aries: The Sigilmaker uses their ability to temporarily extract an effect from an enchanted item to another. It has a casting time of 5 seconds and a cooldown time of 2 minutes. To use this skill, the Sigilmaker selects a reforged item in their inventory or a teammate's currently equipped item. Then, they select another target which will inherit the reforge for the duration of the next hour. This target must be the same item type as the donor item's (weapon effects only to weapons, armor effects to armor). If the target item has already been reforged, its reforge is swapped with that of the donor item's. It has been shown that a reforge can be placed onto a target's bare hand, essentially giving Monks the power of reforging effects. Level 31 Skill (Currently unknown.) |
Tracker |
Level 1 Skill Silent Move: 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. Level 11 Skill Eagle Track: 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. Level 21 Skill Sneak: 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. Level 31 Skill Rewind Step: Any Tracker worth their title must know when they've overextended themselves and that it's better to retreat when their advantage has been lost. Rewind Step is a teleportation skill with a rather unusual effect. When it is used, the Tracker will appear at the position they were five seconds ago. This can be used to recover from a fall or a wrong turn. Ironically, it's less than effective when directly running away from enemies. Nevertheless, Rewind Step is a handy skill that can fool enemies at the most crucial moments. This skill has a casting time of 0.5 seconds and a cooldown of 15 seconds. |