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Advanced 2-2 Job/Skill Info
Topic Started: Feb 5 2005, 11:49 AM (532 Views)
Brego
Member Avatar
†: The Blackguard :†
Council Elders
~* Chapter 8: Paladin *~

Do you believe in God?
When you see their power, you will see yourself on the ground, amazed at the power of God. Truly, these paladins live to serve you, while protecting himself via many new skills, and focusing on helping allies.


Job Status Bonus Points At JLV 70:
STR 9 - AGI 8 - VIT 10 - INT 7 - DEX 8 - LUK 3

- Pressure (Active Skill), LV 5
Requirement: Endure LV 5, Trust LV 5, Shield Charge LV 2

* Calls upon a huge feet from the sky, and crush your enemy. Enemies that has been attacked by this giant foot will either be stunned for a bit, or have their life sapped out as time passed for a bit... and also will lose slight bit of their SP. This is a one-person area attack, and Magic Rod skill will not be able to cancel out this skill. Reflect Shield also won't protect against this skill. This skill is an attack by the holy God himself, therefore it ignores all enemy defense. It works vs. Boss type monsters.

LV | Damage | Cast / After-Cast Delay | Enemy SP Removed | SP Used
1 - 800 - 2s / 2s - 30 -50
2 - 1100 - 2.5s / 3s - 35 - 50
3 - 1400 - 3s / 4s - 40 - 50
4 - 1700 - 3.5s / 5s - 45 - 50
5 - 2000 - 4s / 6s - 50 - 50

- Sacrifice (Active Skill), LV 5
Requirement: Endure LV 1, Trust LV 5, Devotion LV 3

* Sacrifice some of your HP to cause massive damage against an enemy. You will sacrifice up to 3% of your max HP, and can cause up to x1.65 damage of sacrificed HP. However, this skill will NOT consider your current HP state. Continued usage of this skill WILL eventually lead you to your death if you don't pay close attention to your HP gauge! This skill has no effect against Boss monsters. SP usage is fixed to 100 for all levels.

LV | Your HP Used | Damage %
1 - 9% - 100%
2 - 9% - 110%
3 - 9% - 120%
4 - 9% - 130%
5 - 9% - 140%

- Gospel (Active Skill), LV 10
Requirement: Trust LV 8, Divine Protection LV 3, Demonbane LV 5

* Through gospel, you deal damage to enemies while at the same time, give your allies special attribute bonus. When a Paladin uses this skill, it will affect all enemies/allies within 7x7 cell around you. Even if you take damage, this skill will continue to work.

Note by using this skill, people within can't use potions; but you can receive healing type magic (Heal and Sanctuary). If an enemy uses Lex Divina against Paladin who's using this skill, Gospel will cancel.

You cannot overlap this skill with other skills. For example, if you were using Devotion, using Gospel will cancel it out. It also cancels out Auto-Guard and Reflect Shield, and doesn't work under Gospel area. Worse, all enchanting magic (commonly referred as buffs, such as Blessing, AGI Up) will cancel out too! However, it also kills off all negative status ailments such as Dark, Poison, etc. But, obviously, if you were Silenced, you can't use skills anyway in the first place.

That thing above, only affects the Paladin doing this skill. Rest will be left fine.

While using Gospel, it will periodically take some of the Paladin's HP and SP.

This skill affects only party members, not guild members.

LV | Chance Happening | HP Used / Per Sec | SP Used / Per Sec | SP Used
1 - 55% - 30 / 10s - 20 / 10s - 80
2 - 60% - 30 / 10s - 20 / 10s - 80
3 - 65% - 30 / 10s - 20 / 10s - 80
4 - 70% - 30 / 10s - 20 / 10s - 80
5 - 75% - 30 / 10s - 20 / 10s - 80
6 - 80% - 45 / 10s - 35 / 10s - 100
7 - 85% - 45 / 10s - 35 / 10s - 100
8 - 90% - 45 / 10s - 35 / 10s - 100
9 - 95% - 45 / 10s - 35 / 10s - 100
10 - 100% - 45 / 10s - 35 / 10s - 100

~* Chapter 9: Stalker *~

Chase and make others miserable...
Those who do that, are right here - the Stalkers. They are very skilled at spying, to a point where a flower growing on a deer's horn has a better chance than trying to escape from his eyes and ears. This class, definitely do what they do best - spy, annoy, chase, and disappear all of sudden.


Job Status Bonus Points At JLV 70:
STR 9 - AGI 11 - VIT 4 - INT 3 - DEX 12 - LUK 6

- Chase Walk (Active Skill), LV 5
Requirement: Hiding LV 5, Tunnel Drive LV 3

* Walk toward your target, while Hiding. All those detecting skills such as Sight, Ruwach, Increase Concentration, etc. will NOT be able to detect Stalkers in this mode. Only if the Stalker decides to show himself will you be able to see him. If he has been in this mode for about 10 seconds, he will gain temporary small STR boost.

However, he's not invincible. Any large-range area magic will damage him. If SP is 0, he will be forced to show himself even. Also, in this mode, Stalker can't attack.

You can use this skill in Guild Sieges (in castles), but it will take 5x the amount of SP in order to start the skill.

If you look closely at the ground, you will see rather faint shoeprints on the ground...

SP usage is fixed to 40 upon initiation. Also note there's unspecified amount of casting time related to this skill.

LV | MoveSpeed | STR Bonus | SP Used / Sec
1 - 70 - 1 - 22 / 10s
2 - 75 - 2 - 25 / 10s
3 - 80 - 4 - 28 / 10s
4 - 85 - 8 - 31 / 10s
5 - 90 - 16 - 34 / 10s

(Note: MoveSpeed 100 is normal walk speed)

- Sword Reject (Active Skill), LV 5
Requirement: Strip Weapon LV 1

* If the enemy has a dagger, one hand sword, or a two hand sword, you will randomly reflect the attack for a reduced damage. For 3 times, you will only receive half the damage. Same goes for the monsters as well.

LV | Reflect Chance | SP Used
1 - 15% - 10
2 - 30% - 15
3 - 45% - 20
4 - 60% - 25
5 - 75% - 30

- Preserve (Active Skill), LV 1
Requirement: Plagiarism LV 10

* Allows Stalker to not change the skill learned via Plagiarism even when hit by a different skill for duration of the skill.

Lasts 10 minutes, takes 30 SP. Cast time is 1 second.

- Full Strip (Active Skill), LV 5
Requirement: All Strip-related Skills @ LV 5

* Allows Stalker to do Strip Armor, Helm, Shield, and Weapon in one convenient single skill.

SP taken is set to 30.

LV | Strip Chance
1 - 7%
2 - 9%
3 - 11%
4 - 13%
5 - 15%

~* Chapter 10: Clown / Gypsy *~

Bard Clown
~ Anywhere there's singing, there's bound to be something magical! Listen to his songs, for his songs will give you courage even at the worst situations.
Job Status Bonus Points At JLV 70:
STR 8 - AGI 12 - VIT 2 - INT 5 - DEX 14 - LUK 4

Dancer Gypsy
~ Don't look at her dancing, for moment you do, you will lose track of everything, and only focus on her... even not noticing that an enemy has a sword through your heart...

Job Status Bonus Points At JLV 70:
STR 6 - AGI 14 - VIT 2 - INT 5 - DEX 16 - LUK 2

- Arrow Vulcan (Active Skill), LV 10
Requirement: Double Strafing LV 5, Arrow Shower LV 5, Musical Strike LV 1 / Throw Arrow LV 1

* Attack a single target with massive amounts of arrow. Basically, think of machine guns, but with bow and arrow. Regardless of the skill level, you will shoot 9 arrows quickly. You must have the Musical Instrument / Whip to have this skill working.

LV | Damage | Cast Time / After-Cast Delay | SP Used
1 - 300% - 2s / 0.8s - 12
2 - 400% - 2.2s / 0.8s - 14
3 - 500% - 2.4s / 0.8s - 16
4 - 600% - 2.6s / 0.8s - 18
5 - 700% - 2.8s / 0.8s - 20
6 - 800% - 3s / 1s - 22
7 - 900% - 3.2s / 1s - 24
8 - 1000% - 3.4s / 1s - 26
9 - 1100% - 3.6s / 1s - 28
10 - 1200% - 3.8s / 1s - 30

- A Moonlit Water Mill, a Falling Petal (Active Skill), LV 5
Requirement: Increase Concentration LV 5, Musical Lesson LV 7 / Dancing Lesson LV 7

* This is Clown/Gypsy combination skill. It creates 9x9 cell around the Clown/Gypsy that NO ONE can enter. However, it just prevents entry, and doesn't protect against ranged attacks or magic. Once this skill is being used, SP of both Clown and Gypsy will go down, just like any other good combination skill does. You cannot use this skill in Siege Mode (WoE).

LV | Last Time | SP Used / Per 10 Sec | Initial SP Usage
1 - 20s - 4 - 30
2 - 20s - 8 - 40
3 - 25s - 12 - 50
4 - 30s - 16 - 60
5 - 35s - 20 - 70

- Marionette Control (Active Skill), LV 1
Requirement: Increase Concentration LV 10, Musical Lesson LV 5 / Dancing Lesson LV 5

* Target a party member with this skill, and half of your stats will be given to that character as a bonus points (like 10+60 DEX).

However, the normal stat/stat bonus/etc. cannot go beyond 99, as if it does, the overflow points will simply not affect that character (so no use for Wizards and Priests who already have over 99 INT, DEX/VIT).

There's a restriction to item/skill usage, and only skill you can use is Marionette Control. Using it again breaks the link between you and that character, and you will be free to move around, mess around, do whatever, while that character will lose the bonus stat points gained from you.

A character cannot receive more than one Marionette Control session, and doesn't affect other Clown/Gypsy. This skill will only work if that character under this skill is within 7 cells around you, and if this character goes beyond that, the skill will automatically cancel. Also, if the character target's LV is + or - 5 levels from you, and this character must be in your party.

Note your character can still move around even when you have used this skill.

SP used is set to 100.

~* Chapter 11: Champion *~

Protectors are beautiful, no matter what they protect...
With strong fists, they brought God's wrath upon those who sin... and now, what are they seeking?


Job Status Bonus Points At JLV 70:
STR 9 - AGI 9 - VIT 7 - INT 7 - DEX 10 - LUK 3

- Palm Push Strike (Active Skill), LV 5
Requirement: Iron Palm LV 7, Summon Spirit Sphere LV 5

* Attack an enemy with your palm. The target will receive nasty damage, and will be pushed back about 3 cells. You can only do this while in Fury state, and this skill does not take a Spirit Sphere.

LV | Damage | SP Used
1 - 300% - 2
2 - 400% - 4
3 - 500% - 6
4 - 600% - 8
5 - 700% - 10

- Tiger Knuckle Fist (Active Skill), LV 5
Requirement: Iron Palm LV 5, Triple Blows LV 5, Summon Spirit Sphere LV 5, The Way of the Dragon LV 3

* This skill can be used as a part of the combination skill of Triple Blows Quadruple Blows The Way of the Dragon, but if you so desire, you can use it on its own. When you use this skill, you'll run up to the pushed enemy, and hit them. That enemy will be stunned for a brief amount of time. This skill takes one sphere, so if you don't have any left, you can't use this skill.

LV | Damage | Stun Chance | SP Used
1 - 140% - 20% - 4
2 - 240% - 30% - 6
3 - 340% - 40% - 8
4 - 440% - 50% - 10
5 - 540% - 60% - 12

- Chain Crush Combo (Active Skill), LV 10
Requirement: Iron Palm LV 5, Summon Spirit Sphere LV 5, Tiger Knuckle Fist LV 2

* Also part of that combination skill, after usage of Tiger Knuckle Fist, use this skill to attack an enemy mercilessly. As you level this skill up, amount of hits you'll do, as well as overall damage, will increase. It takes 2 sphere. You can use Ashura Strike (Guillotine Fist) even if there's only 1 Spirit Sphere left. You cannot use Tiger Knuckle Fist to continue after this skill combo.

LV | Damage | Combo Hits | After-Cast Delay | SP Used
1 - 500% - 1 - 0.8s - 4
2 - 600% - 1 - 0.8s - 6
3 - 700% - 2 - 0.8s - 8
4 - 800% - 2 - 0.8s - 10
5 - 900% - 3 - 0.8s - 12
6 - 1000% - 3 - 1s - 14
7 - 1100% - 4 - 1s - 16
8 - 1200% - 4 - 1s - 18
9 - 1300% - 5 - 1s - 20
10 - 1400% - 5 - 1s - 22

Note: Overall, Champions will show much better, stylish combo attacks than the Monks.

- Hyper Spirit Sphere (Active Skill), LV 1
Requirements: Summon Spirit Sphere LV 5, Absorb Spirit Sphere LV 1, Fury LV 5

* Attempts to summon all 5 Spirit Spheres at once. Cast time is same as Summon Spirit Sphere There is a penalty associated with this, but it is not implemented.

SP Used: 20

~* Chapter 12: Creator *~

The master of all things related to creation...
They believe, if they can't create something... no one can. They are that powerful. They are the Creator.


Job Status Bonus Points At JLV 70:
STR 4 - AGI 6 - VIT 3 - INT 7 - DEX 14 - LUK 11

- Alchemy (Active Skill), LV 5
Requirement: Pharmacy LV 5

* You can create many items that are used for Pharmacy skill. You can easily create Empty Bottles, Empty Potion Bottles, and Test Tubes to help you with other skills that require those items.

- Potion Synthesis (Active Skill), LV 5
Requirement: Pharmacy LV 6, Alchemy LV 2

* Combine many different potions to create new potions. There are already set rules to what can be mixed, and the problem is the success rate. You can create potions that weigh less, but perform the same... or create heavier potions that heal for far more. For potions that summon creatures to attack, they might have better attack rate, or have a new skill to use.

- Slim Pitcher (Active Skill), LV 5
Requirement: Potion Pitcher LV 5

* Using a single Slim Potion, it will heal ALL party members within the 7x7 cells around where you click.

- Full Chemical Protection (Active Skill), LV 1
Requirement: All Chemical Protection-related Skills @ LV 5

* It is just like Full Strip, doing whole bunch of stuff in single skill.

SP taken is set to 40.

~* Chapter 13: Professor *~

From a mere scholar, to a professor. They now posess knowledge of almost everything. If you spend even 5 minutes with them, you'll find yourself crying over fact you are not as smart as they are... because, after all, they are the professors...

Job Status Bonus Points At JLV 70:
STR 6 - AGI 9 - VIT 4 - INT 13 - DEX 11 - LUK 2

- Soul Drain (Passive Skill), LV 10

* This skill has been removed from Professor skill tree.

- HP Conversion (Active Skill), LV 5
Requirement: SP Recovery LV 1, Magic Rod LV 1

* Transform some of your HP to SP. As you increase level of this skill, efficiency increases as well. The HP used is set to 10% at all levels.

Due to the patch, this increased the after-skill usage effect.

LV | Converted SP from HP | After-Cast Delay | SP Used
1 - 10% - 2s - 1
2 - 20% - 2.5s - 2
3 - 30% - 3s - 3
4 - 40% - 3.5s - 4
5 - 50% - 4s - 5

- Soul Change (Active Skill), LV 1
Requirement: Magic Rod LV 3, Spell Breaker LV 2

* Exchange SP of the target with your SP. You can use this for party members in normal maps, and for anyone in PvP. If any leftover SP remains, they will be ignored (for example, a Knight with 200 SP will not have any more than max SP of 200 even if the Professor had 1000 SP). If a magic caster gets SP switched, and his or her SP doesn't fulfill the requirement for magic he or she was casting, the magic will do absolutely nothing.

It takes 3 seconds to cast, and takes 5 SP. There's also nasty 5 second after-skill delay. If you use this on a monster, you regain 3% of your SP. You can't use this skill on a monster again that already had Soul Change. You can also use this skill in Siege Mode (WoE).

- Soul Burn (Active Skill), LV 5
Requirement: Cast Cancel LV 5, Magic Rod LV 3, Dispel LV 3

* This skill will render the target's SP to 0, and cause damage at the same time (at LV 5, [SP removed to achieve 0] x 2). Since this is a damage done to mental system, the damage will be decreased by target's MDEF.

Sounds awesome, right? Not until you hear this penalty:

If you fail to do so (yes, there's a chance of failure), YOUR SP will become 0, and YOU will also take the damage!

In other words, this skill is purely a luck of the draw. Since monsters do not have SP, it doesn't work on them, and only works in PvP / Guild Siege.

LV | Burn Chance | Mental Damage | After-Cast Delay | SP Used
1 - 40% - 0 - 10s - 80
2 - 50% - 0 - 10s - 90
3 - 60% - 0 - 10s - 100
4 - 70% - 0 - 10s - 110
5 - 70% - [SP removed to achieve 0] x 2 - 15s - 120

- Mind Breaker (Active Skill), LV 5
Requirements: SP Recovery LV 3, Soul Burn LV 1

* Attack the mind of the enemy to cause mental breakdown. This decreases enemy's MDEF, but it ups their MATK. Success rate goes up when you level this skill up. Just like Provoke skill, any monsters who got this cast on regardless of success rate will turn hostile toward you.

This is basically Provoke for Magicians.

LV | Effect | Success Rate | After-Cast Delay | SP Used
1 - MATK +20% MDEF -12% - 60% - 0.8s - 12
2 - MATK +40% MDEF -24% - 65% - 0.9s - 15
3 - MATK +60% MDEF -36% - 70% - 1s - 18
4 - MATK +80% MDEF -48% - 75% - 1.1s - 21
5 - MATK +100% MDEF -60% - 80% - 1.2s - 24

- Memorize (Active Skill), LV 1
Requirements: Advanced Book LV 5, Free Cast LV 5, Auto Spell LV 1

* It cuts casting time to half for any single skill for 5 times. This effect will last as long as you don't use that skill, but will lose effect of this skill upon your death. Memorize's casting time is 5 seconds regardless of DEX.

SP Used: 1

- Wall of Fog (Active Skill), LV 1
Requirements: Violent Gale LV 2, Deluge LV 2

* Makes a wall of fog around 5 x 3 cells on where you click on. It causes Dark status ailment for players or enemies, and it makes it difficult for enemies to attack you. Even if enemies or players leave the area of fog, they will be inflicted with Dark status ailment for 30 more seconds, but the time it lasts depends on the stat of the target. Any players in this fog attempting to do ranged attacks or magical attacks, there will be less damage as well as chance to miss.

In normal fields, this only affects monsters. In PvP zone, it works for players.

The wall lasts for 20 seconds, and cannot be installed on top of Sage's other ground based skills such as Volcano, Land Protector, and Violent Gale... but you may install this over Deluge. If this skill is installed over Deluge, it will last for 40 seconds. Players and enemies on top of Deluge + Fog combination may cure Dark status while in fog, and they will not be blind again until they go outside, then re-enter.

There are no casting time associated, and you can put maximum of 2 of this skill.

Exact value changes are as follows:
- Physical ranged attack receives 50% damage penalty, 75% hit rate penalty
- All magic has, 75% chance of missing
- There is no penalty for physical melee attack
- Same penalty applies to characters and monsters that try to attack players or enemies within the fog

SP Used: 25

- Spider Web (Active Skill), LV 1
Requirements: Dragonology LV 4

* Summon the green spider web on a single target to make them unable to move, and create web on 3x3 the area of the target. This skill lasts for 8 seconds. Any target caught in the web will receive 50% penalty to FLEE rate. However, this skill only makes target unable to move, but they can still attack you if you are in their range, or if they use magic. If this web is hit by Alchemist's Demonstration skill, then the web will burn away, and cause 2.5x more damage to everyone within the web (with nice explosion effect) than what Demonstration itself alone would have done.

In PvP / Siege Mode (WoE), this skill only lasts as half as long. Normal lasting time for this web is 8 seconds on normal fields.

You cannot install more than 2 of this at once.

SP Used: 50
Requires 1 Spider Web


*from emperium.org* /no1
<center>Posted Image</center>

Brego - Paladin 9x/xx
Yondaime - Rogue xx/xx


<center>"I'm not gonna say anything inspirational; I'm just gonna f*cking swear a lot."
</center>
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Skaray

Council Elders
Thanks for posting the part 2 of my previous post.

----GUIDE STICKIED----
Destiny is only an excuse to those who give up and lose. Only man has the power to change fate, and that is the power of choice.

My Site: http://nocturnalpanda.multiply.com
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Brego
Member Avatar
†: The Blackguard :†
Council Elders
Thank you din! /gawi
<center>Posted Image</center>

Brego - Paladin 9x/xx
Yondaime - Rogue xx/xx


<center>"I'm not gonna say anything inspirational; I'm just gonna f*cking swear a lot."
</center>
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NinjaTurtle
Creamy
no whitesmith skills po?
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Brego
Member Avatar
†: The Blackguard :†
Council Elders
Dito bro ---> Click
<center>Posted Image</center>

Brego - Paladin 9x/xx
Yondaime - Rogue xx/xx


<center>"I'm not gonna say anything inspirational; I'm just gonna f*cking swear a lot."
</center>
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