Введут ли здесь профессию Тайквандиста? (Taekwon)
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это уже 3ая или 4ая тема на этот вопрос.
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Apocalipsys, объясни про что они?
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Обязательно введут, годика через два, как только КуКК на горе свистнет.
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Zeno, гы гы гы... Во всем виноват именно он. ^^ xD
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Deva gor, про то "Введут ли здесь профессию Taekwon" и т.д
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ам..
Taekwon (Мастер воинских исскуств)
Star Knight (Небесный рыцарь)
Soul Linker (Проводник душ)Это новая ветка.
Сначала вы становитесь Taekwon... потом по выбору можете стать
либо Star Knight, либо Soul Linker .- Expanded Class - Taekwon Boy/Girl -
Taekwon Boy/Girl is a class that uses their feet (unlike Monks who use fists) as their main weapon. A Novice whose JLV is 10 can change into Taekwon Boy/Girl.
(From henceforth, for ease of typing - or laziness of translator - Taekwon Boy/Girl will simply be called TK Boy)
TK Boy Equipments:
TK Boy cannot equip ANY weapons. However, any equipments that can be equipped by 1) either by everybody, 2) or everybody except Novice, can be equipped by TK Boy.
Only specific equipment they cannot equip is equipments designed for 2nd classes or above.
TK Boy Skills:
- Running (LV 10)
Active
Description: When you use this skill, your character starts running straight forward. You cannot change direction of where he is running while running. You can stop using Running skill by simply using it again (do note, using skill again to stop eats up SP), or use another skill, or run into the wall. When you use this skill then immediately stop, then there will be STR + 10 buff for 150 seconds.
LV / Casting Time / SP Taken
1 - 6 Sec. - 100
2 - 5 Sec. - 90
3 - 4 Sec. - 80
4 - 3 Sec. - 70
5 - 2 Sec. - 60
6 - 1 Sec. - 50
7 - 0 Sec. - 40
8 - 0 Sec. - 30
9 - 0 Sec. - 20
10 - 0 Sec. - 10- Prepare Whirlwind (LV 1)
Active
Requires Whirlwind Kick LV 1
Description: This is a skill where you can turn it ON and OFF by simply pressing the skill button again when it's on, or when it's off. When you leave this ON, there's 15% chance of doing Whirldwind preparation stance when you hit the enemy with normal attack.
There is no casting time associated with this skill.
LV / SP Taken
1 - 1- Whirlwind Kick (LV 7)
Active
Description: When you have prepared the Whirlwind Stance (from previous described skill), then you can use this to deal AoE (Area of Effect) damage of 5 by 5 cells from where you are standing.
There is no casting time associated with this skill.
LV / Damage / SP Taken
1 - 180% - 14
2 - 200% - 12
3 - 220% - 10
4 - 240% - 8
5 - 260% - 6
6 - 280% - 4
7 - 300% - 2- Prepare Axe Kick (LV 1)
Active
Requires Axe Kick LV 1
Description: This is same in principle as Prepare Whirlwind skill, except this one prepares Axe Kick stance.
There is no casting time associated with this skill.
LV / SP Taken
1 - 1- Axe Kick (LV 7)
Active
Description: When you use this skill while you have Axe Kick Stance prepared, you hit a single enemy strongly for damage AND cause 3 second stun.
There is no casting time associated with this skill.
LV / Damage / SP Taken
1 - 180% - 14
2 - 200% - 12
3 - 220% - 10
4 - 240% - 8
5 - 260% - 6
6 - 280% - 4
7 - 300% - 2- Prepare Round Kick (LV 1)
Active
Requires Round Kick LV 1
Description: This is same in principle as Prepare Whirlwind skill, except this one prepares Round Kick stance.
There is no casting time associated with this skill.
LV / SP Taken
1 - 1- Round Kick (LV 7)
Active
Description: When you use this skill while you have Round Kick Stance prepared, you hit a single enemy strongly for damage and all enemies around 3 by 3 cells of the target enemy will be pushed away with no damage.
There is no casting time associated with this skill.
LV / Damage / SP Taken
1 - 220% - 14
2 - 250% - 12
3 - 280% - 10
4 - 310% - 8
5 - 340% - 6
6 - 370% - 4
7 - 400% - 2- Prepare Counter Kick (LV 1)
Active
Requires Counter Kick LV 1
Description: This is same in principle as Prepare Whirlwind skill, except this one prepares Counter Kick stance. However, this stance has 20% chance of happening instead of 15%. It also procs (processes, or happens) only when enemy hits you, not when you are hitting them, unlike other prepare skills.
There is no casting time associated with this skill.
LV / SP Taken
1 - 1- Counter Kick (LV 7)
Active
Description: When you use this skill while you have Counter Kick Stance prepared, it will hit the single enemy target at 100% accuracy.
There is no casting time associated with this skill.
LV / Damage / SP Taken
1 - 220% - 14
2 - 250% - 12
3 - 280% - 10
4 - 310% - 8
5 - 340% - 6
6 - 370% - 4
7 - 400% - 2- Break Fall (LV 1)
Active
Requires Flying Side Kick LV 7
Description: This is same in principle as Prepare Whirlwind skill. However, this does not prepare any specific stance. Instead, when this is turned on, you have 20% chance of dodging enemy ranged physical attacks.
There is no casting time associated with this skill.
LV / SP Taken
1 - 1- Flying Side Kick (LV 7)
Active
Description: Attack an enemy who is away from you by jumping toward the enemy at once. Normally, you give the target manually to attack, but if this skill is used while doing Break Fall, you will automatically attack that specific target. The power of this skill, if used right after using Break Fall, becomes stronger as your BLV goes up.
There is no casting time associated with this skill.
LV / Damage / SP Taken
1 - 40% - 70
2 - 50% - 60
3 - 60% - 50
4 - 70% - 40
5 - 80% - 30
6 - 90% - 20
7 - 100% - 10- Peaceful Rest (LV 10)
Passive
Description: If there is another TK Boy sitting next to you while sitting, this skill kicks in, allowing you to regenerate HP. When you do /doridori emote, you recover +30 additional bonus HP. The HP recovered listed just below is base value, and it increases if you have higher VIT. This skill also kicks in even if you are overweight.
LV / HP Recovered
1 - 30
2 - 60
3 - 90
4 - 120
5 - 160
6 - 180
7 - 210
8 - 240
9 - 270
10 - 300- Enjoyable Rest (LV 10)
Passive
Description: Same in principle as Peaceful Rest. However, this recovers SP, as you can see. Doing /doridori emote gives you bonus +3 SP, and its base recovery rate is increased if you have higher INT.
LV / SP Recovered
1 - 3
2 - 6
3 - 9
4 - 12
5 - 16
6 - 18
7 - 21
8 - 24
9 - 27
10 - 30- Fighting Chant (LV 5)
Passive
Description: It increases your ATK power depending on current number of party members in the same map. For example, if there are 10 party members, and you have LV 5 of this skill, your ATK is increased by 100%. The increase is based upon your BASE ATK rate, not counting in any other buffs that may have increased your ATK rate, and for skills that go 500% in terms of damage, the calculation is fixed to (100 * Bonus%) + 500%.
LV / ATK Bonus
1 - 2% per person in party
2 - 4% per person in party
3 - 6% per person in party
4 - 8% per person in party
5 - 10% per person in party- Warm Wind (LV 7)
Active
Requires Peaceful Rest LV 5, Enjoyable Rest LV 5, and Fighting Chant LV 5
Description: This skill changes your attack to appropriate elemental depending on skill level of this skill used.
There is no casting time associated with this skill.
Lasting time of this skill is fixed to 5 minutes once imbued.LV / Elemental / SP Taken
1 - Earth - 20
2 - Wind - 20
3 - Water - 20
4 - Fire - 20
5 - Shadow - 50
6 - Dark - 50
7 - Holy - 50- High Jump (LV 5)
Active
Description: You jump over skill's specified amount of cells as indicated from where you are facing. If the cell where you will be landing is a red cell, you will just jump on the spot you are standing on and do not move. Take that literally. For clarification, skill doesn't work ONLY if the cell you are going to land when using this skill is a red cell. Otherwise, it always works.
SP taken is fixed to 50.
LV / Casting Time / Cells Jumped Over
1 - 5 Sec. - 2
2 - 4 Sec. - 4
3 - 3 Sec. - 6
4 - 2 Sec. - 8
5 - 1 Sec. - 10- Taekwon Mission (LV 1)
Active
Requires Fighting Chant LV 5
Description: You can use this skill only if you are TK Boy. You cannot use this skill once you switch to Soul Linker or Star Knight. When you use this skill, you will see the name of the monster you are currently attacking. Then, if you kill that same monster for 100 times (does not have to be in a row), you get 1 Point, and you will be assigned a new randomly selected monster.
When you use this skill while your XP is 0%, you have very small chance of randomly getting a new target.
When you become Taekwon Ranker (No effect if you are already Star Knight or Soul Linker), you can do infinite combo of all kicks - Whirlwind Kick, Round Kick, Axe Kick, Counter Kick. However, you cannot do Flying Side Kick as part of infinite combo.
LV / Casting Time / SP Taken
1 - 1 Sec. - 10- Expanded Class - Star Knight -
Star Knights use energies from the books and transfer them to their foot for additional power. When Taekwon Boy/Girl reaches JLV 40, they can choose to change into Star Knight class. This class levels JLV slower than other classes.
Star Knight Equipments:
They can equip anything TK Boy can equip, plus, 2nd-class specific items as well. In addition, they can equip these specific equipments: All book-type items, Manteau, Mink Coat, Mirror Shield, Sharp Headgear, Majestic Goat, Boots.
Star Knight Skills:
- Feeling of the Sun, Moon, and Stars (LV 3)
Active
Description: After 'memorizing' a place, when you use this again, it will show you where you 'memorized' the place. Do note, that you can use this only ONCE. Yes, only ONCE. You cannot assign a new place to memorize by using this skill again.
SP taken is fixed to 100.
LV / Effect
1 - The map you are standing in is memorized as "Place of the Sun".
2 - The map you are standing in is memorized as "Place of the Moon".
3 - The map you are standing in is memorized as "Place of the Star".- Warmth of the Sun (LV 3)
Active
Requires Feeling of the Sun, Moon, and Stars LV 1
Description: You can use this skill anytime in a map designated as "Place of the Sun". When this skill is used, it puts up an offensive barrier on you, dealing 100% damage to monsters right next to you (deals no effect to players) and push them back by 2 cells. Every time the barrier hits, it takes away 2 SP, and when you do not have enough SP, the barrier will disappear.
There is no casting time associated with this skill.
SP taken is fixed to 100.LV / Lasting Time
1 - 10 Sec.
2 - 20 Sec.
3 - 60 Sec.- Warmth of the Moon (LV 3)
Active
Requires Feeling of the Sun, Moon, and Stars LV 2
Description: You can use this skill anytime in a map designated as "Place of the Moon". When this skill is used, it puts up an offensive barrier on you, dealing 100% damage to monsters right next to you (deals no effect to players) and push them back by 2 cells. Every time the barrier hits, it takes away 2 SP, and when you do not have enough SP, the barrier will disappear.
There is no casting time associated with this skill.
SP taken is fixed to 100.LV / Lasting Time
1 - 10 Sec.
2 - 20 Sec.
3 - 60 Sec.- Warmth of the Star (LV 3)
Active
Requires Feeling of the Sun, Moon, and Stars LV 3
Description: You can use this skill anytime in a map designated as "Place of the Star". When this skill is used, it puts up an offensive barrier on you, dealing 100% damage to monsters right next to you (deals no effect to players) and push them back by 2 cells. Every time the barrier hits, it takes away 2 SP, and when you do not have enough SP, the barrier will disappear.
There is no casting time associated with this skill.
SP taken is fixed to 60.LV / Lasting Time
1 - 10 Sec.
2 - 20 Sec.
3 - 60 Sec.- Anger of the Sun, Moon, and Star (LV 3)
Active
Description: When you use this skill, it will show the name of the monster whom you just marked by using this skill. You can also use this on a player character, and they will be categorized by class, ignoring size and HP.
Example: It will show above the player characters, Champion, if target player was a Champion character, and on all other characters who are of Champion class.
SP taken is fixed at 100.
LV / Effect
1 - When used, the target is categorized as Target of the Sun. On a monster character, it can only be used on Small monsters.2 - When used, the target is categorized as Target of the Moon. On a monster character, it can only be used on monsters who are of Medium size, and has Maximum HP of higher than 6000.
3 - When used, the target is categorized as Target of the Star. On a monster character, it can only be used on monsters who are of Large size, and has Maximum HP of higher than 20,000.
- Wrath of the Sun (LV 3)
Passive
Requires Hatred LV 1
Description: It works when you attack Target of the Sun.
LV / ATK Bonus Toward Target
1 - ( (Lv+Luk+Dex) / 9 )%
2 - ( (Lv+Luk+Dex) / 6 )%
3 - ( (Lv+Luk+Dex) / 3 )%- Wrath of the Moon (LV 3)
Passive
Requires Hatred LV 2
Description: It works when you attack Target of the Moon.
LV / ATK Bonus Toward Target
1 - ( (Lv+Luk+Dex) / 9 )%
2 - ( (Lv+Luk+Dex) / 6 )%
3 - ( (Lv+Luk+Dex) / 3 )%- Wrath of the Star (LV 3)
Passive
Requires Hatred LV 3
Description: It works when you attack Target of the Star.
LV / ATK Bonus Toward Target
1 - ( (Lv+Str+Luk+Dex) / 9 )%
2 - ( (Lv+Str+Luk+Dex) / 6 )%
3 - ( (Lv+Str+Luk+Dex) / 3 )%- Comfort of the Sun (LV 4)
Active
Requires Feeling of the Sun, Moon, and Stars LV 1
Description: It can be used anytime when you are in the day of the Sun in the map that is memorized as Place of the Sun. This skill increases your DEF by (Lv+Dex+Luk) / 10.
There is no casting time associated with this skill.
LV / Lasting Time / SP Taken
1 - 80 Sec. - 70
2 - 160 Sec. - 60
3 - 240 Sec. - 50
4 - 320 Sec. - 40- Comfort of the Moon (LV 4)
Active
Requires Feeling of the Sun, Moon, and Stars LV 2
Description: It can be used anytime when you are in the day of the Moon in the map that is memorized as Place of the Moon. This skill increases your FLEE by (Lv+Dex+Luk) / 10%.
There is no casting time associated with this skill.
LV / Lasting Time / SP Taken
1 - 80 Sec. - 70
2 - 160 Sec. - 60
3 - 240 Sec. - 50
4 - 320 Sec. - 40- Comfort of the Star (LV 4)
Active
Requires Feeling of the Sun, Moon, and Stars LV 3
Description: It can be used anytime when you are in the day of the Star in the map that is memorized as Place of the Star. This skill increases your ASPD by (Lv+Dex+Luk) / 10%.
There is no casting time associated with this skill.
LV / Lasting Time / SP Taken
1 - 80 Sec. - 70
2 - 160 Sec. - 60
3 - 240 Sec. - 50
4 - 320 Sec. - 40- Blessing of the Sun (LV 5)
Passive
Requires Feeling of the Sun, Moon, and Stars LV 1, Hatred LV 1
Description: It is a passive skill that increase EXP given by Target of the Sun (monsters only) in the day of the Sun.
LV / EXP Bonus
1 - 10%
2 - 20%
3 - 30%
4 - 40%
5 - 50%- Blessing of the Moon (LV 5)
Passive
Requires Feeling of the Sun, Moon, and Stars LV 2, Hatred LV 2
Description: It is a passive skill that increase EXP given by Target of the Moon (monsters only) in the day of the Moon.
LV / EXP Bonus
1 - 10%
2 - 20%
3 - 30%
4 - 40%
5 - 50%- Blessing of the Star (LV 5)
Passive
Requires Feeling of the Sun, Moon, and Stars LV 3, Hatred LV 3
Description: It is a passive skill that increase EXP given by Target of the Star (monsters only) in the day of the Star.
LV / EXP Bonus
1 - 20%
2 - 40%
3 - 60%
4 - 80%
5 - 100%- Demon of the Sun, Moon, and Star (LV 10)
Passive
Description: Sacrifices your sight in return for increasing your ASPD. The sight of your character will be restricted like Blind status effect. Do note, the moment you put even 1 skill level into this, you will be blind... forever.
(Editor's Note: I'm not joking btw, you DO receive pernament Blind-like effect if you put even just 1 skill level into this.)
(Editor's 2nd Note: This skill gives graphical effect of Blind ailment only. Star Knight's FLEE and HIT rate are not affected at all.)
LV / ASPD bonus
1 - 3%
2 - 6%
3 - 9%
4 - 12%
5 - 16%
6 - 18%
7 - 21%
8 - 24%
9 - 27%
10 - 30%- Friend of the Sun, Moon, and Star (LV 3)
Passive
Description: When Star Knight uses counter Kick, all Monks who are in the same party as Star Knight will have their Raging Trifecta Blow chance increased. If the Monks who are in same party as Star Knight activates Raging Thrust, Star Knight's chance of proccing (processing, happening) Counter Kick increases.
LV - Proc Chance Increased By
1 - 20%
2 - 50%
3 - 100%Editor's Note: It is increased by, not set to, as such, LV 3 does not give you guaranteed proc of said skills that are benefitted by this skill.
- Knowledge of the Sun, Moon, and Star (LV 10)
Passive
Description: When you start the game in a map that is designated as Place of the Sun, or Moon, or Star, this passive skill kicks in. If you go outside the Place of the Sun, or Moon, or Star for too long, this effect disappears.
LV - Bonus Carrying Amount
1 - 10%
2 - 20%
3 - 30%
4 - 40%
5 - 50%
6 - 60%
7 - 70%
8 - 80%
9 - 90%
10 - 100%- Union of the Sun, Moon, and Star (LV 1)
Active
Requires Knowledge of the Sun, Moon, and Star LV 9
Description: Can only be used while being a 'Spirit'. When used while normal, it makes you go berserk, and using this skill again returns you to normal.
How does this work?
When you receive the Spirit of the Star Knight from a Soul Linker, you can use this skill to bring out the hidden abilities from you. When in berserking state, you will be flying. You can attack and move while flying, and you will have increased MoveSpeed. All your attacks will always hit the enemies (never miss), and all your attacks will ignore all of enemy's DEF. However, be warned, that every time you attack the enemy, you lose 0.5% of your HP.
LV / SP Taken / Lasting Time
1 - 100 - 10 Minutes- Expanded Class - Soul Linker -
Soul Linkers are classes that gave up on the way of the Taekwondo, and gained the power of the spirits. You can change into Soul Linker when you hit JLV 40 on TK Boy. Unlike Star Knight, who has slower JLV progression, this class has normal JLV progression.
Soul Linkers are very unique, they have multitudes of skills that are designed to directly buff other classes by giving them correct 'Spirit' skill that benefit them. This allows for very unique combination of play style.
Note that 'Spirit' buffs cannot be done on yourself.
Soul Linker Equipments:
They can only equip equipments that Wizards can equip.Special Note 1:
All 'Spirit' spells will have same casting time, lasting time, and SP taken unless otherwise noted.They are -
"Casting time is fixed to 1 sec.
LV / Lasting Time / SP Taken
1 - 150 Sec. - 460
2 - 200 Sec. - 360
3 - 250 Sec. - 260
4 - 300 Sec. - 160
5 - 350 Sec. - 60"Special Note 2:
Any new skills, abilities, or buffs acquired from the 'Spirit' will disappear when the 'Spirit' buff runs out.- Spirit of the Alchemist (LV 5)
Active
Description: Imbues the Alchemist with the Spirit of the Alchemist, giving them special powerful buffs that lasts until the Spirit buff runs out.
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Increases effectiveness of Potion Pitcher by BaseLV% - IE, if you are LV 80, the effectiveness of Potion Pitcher is increased by 80%.
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Allows usage of Berserk Pitcher skill.
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For Alchemists that have Pharmacy LV 10, they are now allowed to use new skill, Twilight Pharmacy.
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Pharmacy LV 10 + if there is a Super Novice in the party, the Alchemist acquires new type of Twilight Pharmacy.
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Pharmacy LV 10 + if there is a TK Boy in your party, the Alchemist acquires yet another different type of Twilight Pharmacy.
- New skills that are available to Alchemists when they receive the Spirit buff from the Soul Linker.
) Berserk Pitcher
Description: It takes 10 SP, and has 0.5 sec. casting time. You can throw a Berserk Potion at target, taking effect while ignoring class restrictions.
) Twilight Pharmacy (Type 1)
Description: Success rate is same as Pharmacy, and it has 3 second casting time that is not affected by DEX. It uses 200 SP to create 200 White Potions, attempting to create one every 0.005 second. If there is not enough ingredient to create 200 at once, the skill will fail.
) Twilight Pharmacy (Type 2 - acquired when partied with Super Novice)
Description: Same as Type 1 Twilight Pharmacy, except, this attempts to create 200 Slim White Potion. Skill fails if you do not have enough ingredients to create them all at once.
) Twilight Pharmacy (Type 3 - acquired when partied with TK Boy)
Description: Same as Type 1 Twilight Pharmacy, except, this attempts to create 100 Alcohol first, then 50 Flame Bottle, and 50 Acid Bottle. Skill fails if you do not have enough ingredients to create them all at once.
- Spirit of the Monk (LV 5)
Active
Description: Imbues the Monk with the Spirit of the Monk, giving them special powerful buffs that lasts until the Spirit buff runs out.
- The Raging Thrust attack becomes 5x5 cell splash attack.
- SP taken by combo skills are decreased.
- Even in Fury, they regenerate SP.
- Spirit of the Star Knight (LV 5)
Active
Description: Imbues the Star Knight with the Spirit of the Star Knight, giving them special powerful buffs that lasts until the Spirit buff runs out.
- Star Knight player who received this spirit allows usage of "Union of the Sun, Moon and Star" ability.
- Spirit of the Sage (LV 5)
Active
Description: Imbues the Sage with the Spirit of the Sage, giving them special powerful buffs that lasts until the Spirit buff runs out.
- If the Sage player uses Auto Spell, it will always drop LV 10 bolts, IF the Sage has learned that much in that bolt skill.
- Spirit of the Crusader (LV 5)
Active
Description: Imbues the Crusader with the Spirit of the Crusader, giving them special powerful buffs that lasts until the Spirit buff runs out.
- Shield Boomerang will never miss, and its damage is increased by 100%.
- Spirit of the Super Novice (LV 5)
Active
Description: Imbues the Super Novice with the Spirit of the Super Novice, giving them special powerful buffs that lasts until the Spirit buff runs out.
-
Super Novice who are above LV 90 will be temporarily be able to equip ALL Upper/Middle/Lower head gears.
-
Super Novice who are above LV 90 has 1% chance to 'erase' the death record - which means, 1% EXP loss will be recovered.
-
Super Novice who are above LV 96 will be temporarily be able to equip LV 4 Daggers, 1H Swords, Axes, Maces, and Staff.
- Spirit of the Knight (LV 5)
Active
Requires Spirit of the Crusader LV 1
Description: Imbues the Knight with the Spirit of the Knight, giving them special powerful buffs that lasts until the Spirit buff runs out.
- If the Knight knows Two Hand Quicken LV 10, then they are temporarily given a new ability, One Hand Quicken.
- New skill that are available to Knights when they receive the Spirit buff from the Soul Linker.
) One Hand Quicken
Description: It is same as Two Hand Quicken LV 10, except it works when you have 1H Sword.
- Spirit of the Wizard (LV 5)
Active
Requires Spirit of the Sage LV 1
Description: Imbues the Wizard with the Spirit of the Wizard, giving them special powerful buffs that lasts until the Spirit buff runs out.
- Allows usage of all magic that requires Gemstones without using the actual Gemstone.
- Spirit of the Priest (LV 5)
Active
Requires Spirit of the Monk LV 1
Description: Imbues the Priest with the Spirit of the Priest, giving them special powerful buffs that lasts until the Spirit buff runs out.
- Holy Light eats 2.5x more SP, but its power will be increased by 5x.
- Spirit of the Bard and Dancer (LV 5)
Active
Description: Imbues the Bard/Dancer with the Spirit of the Bard and Dancer, giving them special powerful buffs that lasts until the Spirit buff runs out.
- All singing / dancing skills affect the Bard/Dancer him/herself.
- While singing / dancing, the MoveSpeed is increased.
- Whistle and Humming Linked.
- Assassin Cross of the Sunset and Please Don't Forget Me Linked.
- Poem of Bragi and Fortune's Kiss Linked.
- Apple of Idun and Service For You Linked.
(Linked means, if X skill is mastered, then Y skill can be used too while in 'Spirit' mode.)
- Spirit of the Rogue (LV 5)
Active
Requires Spirit of the Assassin LV 1
Description: Imbues the Rogue with the Spirit of the Rogue, giving them special powerful buffs that lasts until the Spirit buff runs out.
- Proc rate of Double Attack becomes 2x.
- STR bonus from Chase Walk will now last 5 minutes and MoveSpeed will also increase.
- Spirit of the Assassin (LV 5)
Active
Description: Imbues the Assassin with the Spirit of the Assassin, giving them special powerful buffs that lasts until the Spirit buff runs out.
- Sonic Blow's attack power is increased by 100%, and its after-cast delay is reduced by half.
- Spirit of the Blacksmith (LV 5)
Active
Requires Spirit of the Alchemist LV 1
Description: Imbues the Blacksmith with the Spirit of the Blacksmith, giving them special powerful buffs that lasts until the Spirit buff runs out.
- While in 'Spirit' mode, the Blacksmith gains new ability, "Full Adrenaline Rush", which allows AR effect to affect all weapons. This new skill only appears when the Blacksmith receiving the 'Spirit' buff has 5 skill points in AR.
- New skill that are available to Blacksmith when they receive the Spirit buff from the Soul Linker.
) Full Adrenaline Rush
Description: It is like Adrenaline Rush, except this one affects all weapons. Full Adrenaline Rush has 150 seconds of lasting time, and consumes 64 SP.
- Spirit of the Hunter (LV 5)
Active
Requires Spirit of the Bard and Dancer LV 1
Description: Imbues the Hunter with the Spirit of the Hunter, giving them special powerful buffs that lasts until the Spirit buff runs out.
- Effectiveness of Beastbane is increased by amount of STR you have.
- If Double Strafing is LV 10, new skill, Beast Strafing, will be available.
- New skill that are available to Hunters when they receive the Spirit buff from the Soul Linker.
) Beast Strafing
Description: If the target is a Beast-type and you used Double Strafing, you can use this skill to do extra Double Strafing on the target. Only usable right after using Double Strafing, and its power is heavily affected by STR.
- Spirit of the Soul Linker (LV 5)
Active
Requires Spirit of the Star Knight LV 1
Description: Imbues the Soul Linker with the Spirit of the Soul Linker, giving them special powerful buffs that lasts until the Spirit buff runs out.
- With this buff, this allows "Ka" type magic to be used on other classes. Do note, since 'Spirit' type buffs cannot be done on yourself, you must ask another Soul Linker to use this skill on you.
- Spirit of the Advanced 1st Class (LV 5)
Active
Requires Spirit of the Super Novice LV 5
Description: Imbues the certain Advanced 1st Classes with the Spirit of the Advanced 1st Class, giving them special powerful buffs that lasts until the Spirit buff runs out.
-
This can be used only on Advanced 1st Classes - only to Swordsman, Mage, Acolyte, Merchant, Archer, and Thief up to LV 69 only. If they are beyond LV 69, this buff cannot be used on those classes.
-
The target characters, if they have stats that are lower than number equal to (Base LV of target character - 10), then all those stats will be brought to equal to that number. However, the bonus stats will not have more than +50 stat total.
This means, no stats will ever go beyond 50 stat total.
- Special, "Ka" type magic:
These magic are special magic that Soul Linker can use it only on themselves, or their spouse and children. If these spells are used on anybody else, nothing happens and Soul Linker who cast the spell will be stunned.
- Kaizel (LV 7)
Active
Requires Spirit of the Priest LV 1
Description: As long as this skill lasts (30 minutes), when you die, you are immediately ressurected. After being ressurected, you have 10 second of Kyrie Eleison, and Kaizel buff disappears. This skill has no effect in guild siege / WoE.
LV / Casting Time / SP Taken / HP Recovered from Rez
1 - 6 Sec. - 120 - 10%
2 - 5.5 Sec. - 110 - 20%
3 - 5 Sec. - 100 - 30%
4 - 4.5 Sec. - 90 - 40%
5 - 4 Sec. - 80 - 50%
6 - 3.5 Sec. - 70 - 60%
7 - 3 Sec. - 60 - 70%- Kahai (LV 7)
Active
Requires Spirit of the Priest LV 1, Spirit of the Monk LV 1, Spirit of the Crusader LV 1
Description: While this buff lasts, every time you get attacked (skill attacks are not affected), it takes your SP and heals your HP.
There is no casting time associated with this skill.
LV / SP Taken / HP Healed
1 - 5 - 200
2 - 10 - 400
3 - 15 - 600
4 - 20 - 800
5 - 25 - 1000
6 - 30 - 1200
7 - 35 - 1400- Kauf (LV 3)
Active
Requires Spirit of the Assassin LV 1, Spirit of the Rogue LV 1
Description: Allows you to absolutely dodge an enemy attack randomly. When you dodge even once, the effect disappears.
Lasting time is fixed to 10 minutes.
Casting time is fixed to 0.5 seconds.LV / Flee Chance / SP Taken
1 - 33% - 10
2 - 66% - 20
3 - 100% - 30- Kaite (LV 7)
Active
Requires Spirit of the Wizard LV 5, Spirit of the Sage LV 5
Description: It will reflect most of the offensive magic and heal back to the caster. When it has reflected certain amount, it will disappear. If the heal skill used on you gets reflected, the amount of healing done to the caster will be decreased.
SP taken is fixed to 70.
LV / Casting Time / No. of Reflect / Lasting Time
1 - 5 Sec. - 1 - 1 Min.
2 - 4.5 Sec. - 1 - 2 Min.
3 - 4 Sec. - 1 - 3 Min.
4 - 3.5 Sec. - 2 - 4 Min.
5 - 3 Sec. - 2 - 5 Min.
6 - 2.5 Sec. - 2 - 6 Min.
7 - 2 Sec. - 3 - 10 Min.- Kaina (LV 7)
Passive
Requires Enjoyable Rest LV 1
Description: Increases the power of Enjoyable Rest and increase your Max SP.
LV / Enjoyable Rest Increase / Max SP Bonus
1 - 40% - +30
2 - 50% - +60
3 - 60% - +90
4 - 70% - +120
5 - 80% - +150
6 - 90% - +180
7 - 100% - +210- Special, "Es" type magic:
These magic are special magic that Soul Linker can use it only on the monsters. If these spells are used on a player character, nothing happens and Soul Linker who cast the spell will be stunned.
- Estin (LV 7)
Active
Requires Spirit of the Wizard LV 1
Description: This is a magical skill that attacks only Small monsters. The affected monster is pushed back by 2 cells. When this is used on monsters that are not Small, it will do nearly no damage, but it will push them back. When LV 7 version of this skill is used, you can use Esma for next 3 seconds.
This skill is affected by Warm Wind.
There is after-cast delay of 0.5 seconds.
Casting time is fixed to 0.1 seconds.LV / Damage / SP Taken
1 - 10% - 18
2 - 20% - 20
3 - 30% - 22
4 - 40% - 24
5 - 50% - 26
6 - 60% - 28
7 - 70% - 30- Estern (LV 7)
Active
Requires Spirit of the Wizard LV 1.
Description: This one deals damage to Medium-sized monsters, and cause 2 second of stun. While this deals full damage to both Small and Large monsters, but it will not stun them. When LV 7 version of this skill is used, you can use Esma for next 3 seconds.
This skill is affected by Warm Wind.
There is after-cast delay of 0.5 seconds.
Casting time is fixed to 0.1 seconds.LV / Damage / SP Taken
1 - 5% - 18
2 - 10% - 20
3 - 15% - 22
4 - 20% - 24
5 - 25% - 26
6 - 30% - 28
7 - 35% - 30- Esma (LV 10)
Active
Requires Estin LV 7, Estern LV 7
Description: This is a very strong magic that changes element of its attack depending on Warm Wind.
This skill is affected by Warm Wind.
There is after-cast delay of 0.5 seconds.
Casting time is fixed to 2 seconds.LV / Damage / SP Taken
1 - 100% x 1 Missile - 10
2 - 100% x 2 Missiles - 20
3 - 100% x 3 Missiles - 30
4 - 100% x 4 Missiles - 40
5 - 100% x 5 Missiles - 50
6 - 100% x 6 Missiles - 60
7 - 100% x 7 Missiles - 70
8 - 100% x 8 Missiles - 80
9 - 100% x 9 Missiles - 90
10 - 100% x 10 Missiles - 100- Esu (LV 7)
Active
Requires Spirit of the Priest LV 1
Description: Makes the monster small, making their MoveSpeed very slow. If this is used on a Boss-type monster, this skill only lasts 1/5 of normal time.
There is after-cast delay of 0.5 seconds.
Casting time is fixed to 1 second.LV / Lasting Time / SP Taken
1 - 1 Sec. - 75
2 - 2 Sec. - 653 - 3 Sec. - 55
4 - 4 Sec. - 45
5 - 5 Sec. - 35
6 - 6 Sec. - 25
7 - 7 Sec. - 15- Esk (LV 3)
Active
Requires Spirit of the Knight LV 1
Description: Increases monster's ATK by 4x, but decreases their DEF by half.
There is after-cast delay of 0.5 seconds.
LV / Lasting Time / Casting Time / SP Taken
1 - 10 Sec. - 3 Sec. - 70
2 - 20 Sec. - 2 Sec. - 50
3 - 30 Sec. - 1 Sec. - 30- Eska (LV 3)
Active
Requires Spirit of the Monk LV 1
Description: Forces the monster to have a state similar to Monk's Mental Strength.
There is after-cast delay of 0.5 seconds.
LV / Lasting Time / Casting Time / SP Taken
1 - 10 Sec. - 3 Sec. - 100
2 - 20 Sec. - 2 Sec. - 80
3 - 30 Sec. - 1 Sec. - 60 -
И зачем это?.. См. мой пост выше.
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ну вот так бы и сказали раньше )
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Если и введут то точно что не скоро
С адвенсами надо сначало разобрались чтобы а то полавина проф неимеют норм скилов точнее они не работают -
Тема закрыта,эта профа будет не скоро.