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Posted: Wed Mar 11, 2015 8:50 am
Pick a Class
Classes to pick » Here you will find a list of classes. If you have a suggestion for a class or skill, please post it here
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Posted: Thu Mar 12, 2015 8:07 am
Like high defense and swords?
Templar (P.ATK) » This class uses one giant sword. It requires two hands and its attack and defense is great. Templars can break curses and enchantments placed on them or allies.
Peirce » Stabs an enemy ignoring armor and leaves an armor break debuff lowing their defense. Half as effective on bosses. Debuff and skill cool down = 2 posts.
Prayer » buffs all party stats by 20 for 5 posts. Permanently increases HP and defense.
Smite » does massive damage to up to 8 enemies. Cool down 4 posts.
Two handed mastery » permanently boosts attack power with two handed weapons. Cool down is 7 posts.
Lightning Fall » A heavy ranged attack that involves kicking off the ground with full force and then stabbing the sword into the ground, shooting out blue sparks in all directions. Cool down is 3 posts.
Snake Bite » A left and a right swings that target the opponent's weapon, with a chance of breaking the weapon. Cool down is 2 posts.
Cyclone » A two-handed spinning sword slash. Cool down is 2 posts.
Primary Stat: P-ATK Secondary Stat: Weapon Type:
Gladiator » This class uses two of the same swords simultaneously, the speed of both is great as well as attack and defense.
Decapitate » uses two swords to behead one enemy. Does massive damage with a chance to instakill. Can not instakill bosses. Cool down 6 posts.
Battle cry » boosts party damage for 7 turns. Permanently increases speed.
Reverse combo » Reverse the grip of one sword and execute a 9 hit combo. Does less damage against bosses. Cool down 7 posts.
Dual weapon mastery » permanently boosts damage with dual weapons. Cool down is 8 posts.
Double Circular » A dash-type skill that swiftly attacks with the right and left sword consecutively. Cool down is 2 posts.
Cross Block » A defensive skill that is composed of crossing both of the user's swords to block. Cool down is 1 posts.
The Eclipse » A side dashing skill that thrusts the two swords forward, knocking the opponent into the air, and hitting them once more and push them back toward the ground in a swift movement. Cool down is 4 posts.
Reaver-(M.ATK) » Reavers can drain mana from opponents and give it to allies.
Mana boost » buffs party's mana regen and amount for 5 posts.
Mana Siphon » Transfers 50% of your mana to target ally. Cannot use again for 6 posts.
Weapon enchant » Enchants party's weapons to drain enemy mana. 15% chance of draining 5% mana. Lasts 8 posts.
Drain mastery » increase chance of draining and % drained for all drain skills. Cannot use again for 5 posts.
Mana Drain » Drains a monsters Mana and replenishes to your own MP. Cool down is 4 posts.
Avalanche » A high hitting high-level two-handed sword skill. Cool down is 7 posts.
Back Rush » A countering technique to spin around when an opponent has the player's back. Cool down is 2 posts.
Primary Stat: P-ATK Secondary Stat: Weapon Type:
Berserker-(P.ATK) » Berserkers are renown for their ability to enter a rage like state which increases there attack greatly but adversely effects defense.
Sounds of Rage » Makes a blood curdling scream boosting the party's attack and making enemies flee. Cool down 3 posts.
Crush » Sheaths weapon and crushes the head of an enemy. Deals massive damage and has a chance to instakill. Cool down 5 posts.
Break » swings weapons with massive power hitting up to 4 enemies and causing break lowering their defense. Cool down 5 posts.
Rage » attack everything in sight for huge damage. Lowers defense while in rage but regenerate HP. Less damage to bosses. Lasts for 5 posts Cool down 7 posts.
Gengutsu » A half-circle that moves irregularly. Cool down 2 posts.
Ukifune » Knocks the opponent high into the air. Cool down 2 posts.
Zekku » A skill that consists of a slash combined with a drawing motion. Cool down 2 posts.
Guardian-(P.DEF) » a Guardian can increase his allies defense and take enemy aggro.
Guard » 70% chance to block up to 40% damage. 5% chance to block all damage. 35% chance to block 20% damage from bosses and 1% chance of blocking boss damage completely. Cool down 3 posts.
Party guard » absorbs 20% damage of damage done to party members. Absorb 10% damage from boss attack on party members. Lasts 5 posts and cannot be used again until 5 posts.
Light heal » heal up to 10% of your HP. Cool down 5 posts.
Defense boost » boosts party defense by 50 for 5 posts. Permently boosts your defense by 10. Cannot be used again for 6 posts.
Quadruple Pain » A rapid four-hit thrust that can immobilize the target. Cool down 2 posts.
Crucifixion » A skill composed of six strikes, the first three being vertical thrusts, and the latter three being horizontal thrusts, creating a figure of a cross. Cool down 6 posts.
Neutron » A high-ranking extreme speed Sword Skill that delivers 5 consecutive thrusts. 20% Physical and 80% Holy damage. Cool down 6 posts.
Primary Stat: P-ATK Secondary Stat: Weapon Type:
Knight-(CON) » A knight is a fighter that can increase the damage towards a single creature type at a time for the party.
Mark » marks a single enemy. Marked enemies take 20% more damage and lowers their defense by 5%. Bosses take 10% more damage. Cool down 6 posts.
Worldly slash » 4 hit combo on one enemy. Bosses take reduced damage. Cool down 5 posts.
Tension » the more a party attacks a single monster the more tension rises. Tension increases Knights damage and speed. Tension lowers outside battle. Cool down 3 posts.
Courage » increases party HP by 30% for 5 posts and cannot be used again for 4 posts.
Power Rise » Strength of all party members increases to another 1k for eight turns. Cool down is another ten turns.
Flashing Penetrator » A skill that produces a sonic boom and looks like a comet. Cool down 4 posts.
Dervish-(EVA) » The dervish is an enemy to be reconed with. Its skills allow it to fight in wide arcs to hit multiple fighters at one time. Cool down is 5 posts.
Shadow Reaper » {STR} - Makes use of a Scythe, oodachi katana, and a kurasai-gama. good for solo and groups meant for mobs and one vs one. weakness Shadow Reader or Beater basically this class is str, eva, spd
Spiral Barrage » Strike one or more targets at long range, and gain MP with each hit. Successive strikes do more damage, up to four hits, with the fourth hit dealing substantially more. Cool down 5 posts.
Double Shear » Fling your scythes to strike a ranged target. The scythes strike the target again as they return to you. Damage is doubled when used in a chain with Spiral Barrage (after 3rd, 4th, or 5th hit), Grim Strike, Pendulum Strike, Whipsaw, Death Spiral, Smite, or Shadow Lash. Cool down is 3 posts.
Retaliate » Leap to your feet while attacking your target. You can use this skill only when knocked down. Cool down is 2 posts.
Retribution » Prepare to counter an incoming attack. If you activate Retribution right before an attack lands, you ignore all damage and immediately charge toward the enemy. While preparing, you also ignore other damage and become immune to all effects. Attack speed does not affect the Retribution skill. Cool down is 3 posts.
Shadow Step » Instantly leap forward to evade enemy attacks. You can Shadow Step twice within 2 posts, and you can change direction between leaps. A cool down triggers after the second leap 4 posts.
Veil of Shadows » The moment death comes to you, you'll be knocked down and enter the veil of shadows where you survive with 15% HP remaining for 7 seconds. All damage taken is reduced by 50% and you cannot receive any healing effects during this time. If you survive for 7 seconds, you recover 30% from your max HP and be back to your normal state. Stamina will not decrease when you survive and all your buffs remain. This passive skill also functions in PvP. Might replace.
Grim Strike » Fling your scythes to strike a target in front of you. Grim Strike activates faster when chained with Spiral Barrage (after 3rd, 4th, or 5th hit), Double Shear, Pendulum Strike, Whipsaw, Death Spiral, Smite, or Shadow Lash. Cool down 2 posts.
Primary Stat: P-ATK Secondary Stat: Weapon Type:
Fencer sad SPD) » A fencer is a fighter with tremendous speed. Their strikes may be weak, but with the right buffs they can deal lots of damage as well as use the parry ability to reflect some attacks.
Wide Slash » hits up to 10 enemies for huge damage. Cool down 5 posts.
Combo slash » hits 4 enemies 5 times with moderate damage. Cool down 4 posts.
Giant slash » hits up to 20 enemies for huge damage. Cool down 10 posts.
Party combo » increase enemy hit by all skill by 1 for 5 posts. Cannot be used again for 4 posts.
Speed Increase » Increases your speed by 30, also passing on the skill to all whom are in your party. Continues for 5 posts and cannot be used for 5 posts.
Stunning Strike » A skill that is a standard action that functions as a single attack at your highest attack bonus. Stunning Strike forces a foe damaged by your attack to make a Fortitude saving throw (DC 10 + 1/2 your character level + your Int modifier), in addition to dealing damage normally. A defender who fails this saving throw is stunned for 1 round (until just before your next action). You may attempt a Stunning Strike a number of times equal to your fencer level. Only creatures subject to critical hits may be effected by stunning strikes. A fencer may only attempt a Stunning Strike if they are not wearing medium or heavy armor, a shield, or encumbered by a heavy load. Cool down 4 posts.
Deflect » A fencer may take an immediate action a number of times equal to half his level, rounded down (minimum of 1) per round to deflect a ranged attacks that would otherwise harm him. By making an attack roll with the DC equal to the attack roll of the ranged attacks against the fencer he may instead take no damage from the attack. If the attack relies upon touching the fencer such as a touch spell, the attack is counted as missing the player. Cool down 2 posts.
Primary Stat: P-ATK Secondary Stat: Weapon Type:
Samurai-(INT) » A samurai has the ability to imbue different elemental magics into his blade allowing him to be a versatile fighter.
Fire blade » Your sword is hotter then a thousands hells. Every attack has a chance to burn enemies and burned enemies take DOT and have lower defense. Cool down 3 posts.
Lightening Blade » Your sword is as fierce as a thunderstorm. Each attack has a chance to paralyze enemies. Paralyzed enemies are slower. Cool down 4 posts.
Breath of Water » boosts your party's stats by 20 for 4 posts and cannot be used again for 5 posts.
Nature's gift » permently increase your HP by 10% for 4 posts and cannot be used again for 5 posts.
Fallen Swallow » Deals x damage per second and decreases EVA -x. Inflicts “Fallen Swallow” status to target. Cool down 4 posts.
Resonating Blow » Deals a target damage per second for 5 posts, stacking up to 5 times. Cannot be used again for 6 posts.
Fury Hit » Increases P-ATK and strikes all enemies within 10 feet. Also decreases their Atk SPD and Cast SPD for 4 posts. Cannot be used again for 5 posts.
Primary Stat: P-ATK Secondary Stat: Weapon Type:
Executioner-(ACC) » The Executioner can cause debuffs on enemies as he fights on.
Death Mark » marks enemies with a dark sign. Marked enemies take damage over time and have lower defense. Cool down 4 posts.
Slow mark » marks enemies with a slow sign. Marked enemies are slower and have a less chance to dodge attacks. Cool down 4 posts.
Armor break » Massively lower enemies defense. Lowers boss defense by 20%. Cool down 5 posts.
Confusion » confuses enemies to attack each other. Does not affect bosses. Cool down 3 posts.
Reverse Slash » Spin around and strike an enemy down, dealing 8 physical damage plus up to 300% more against wounded enemies. Cool down 2 posts.
Teleport Strike » Step through the shadows, appearing next to your target. Deal magic damage to enemy and stun them. Cool down 3 posts.
Assasins Blade » Deals x Magic attack. Low health targets take 300% more additional damage. Cool down 3 posts.
Primary Stat: P-ATK Secondary Stat: Weapon Type:
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Posted: Thu Mar 12, 2015 8:11 am
Like ranged classes and high accuracy?
Cannoneer-(P.ATK)» A Cannoneer uses ranged weapons to cause major AOE damage.
Canon Blaster » Blasts enemies using a canon, the speed is however not as fast as a gun, but still pacts a powerful punch in Attack. Cool down 2 posts.
Blast Back » Canons fired to push enemies back, and render them unable to move for a few moments. Cool down 3 posts.
Canon Boost » Boosts the attack of the canon's skills, making the next 5 turns attacks raise an extra 500 in damage. Cool down 6 posts.
Barrel Bomb » Rolls a barrel beneath your enemies, and once it reaches its target it exploded on contact, unless it is to crash into something else, otherwise it may not reach its target and explode wherever the object it touches is at. Cool down 4 posts.
Scatter Shot » Released three cannons from the weapon, causing it to hit three times in a row and cause more damage, but also uses more MP. Cool down 3 posts.
Pirates Revenge » When attacked, you have a chance to increase your attack damage. The higher the skill level, the longer the buff. Pirate's Revenge can only proc once every 4 posts and cannot be used again for 5 posts.
Jolly Roger » Your pirate pride kicks in, boosting Attack, Abnormal Status Resistance, and Elemental Resistance, but lowering Avoid ability. Also has a chance to trigger a Stance effect. Ends in 4 posts and cannot be used again for 5 posts.
Primary Stat: P-ATK Secondary Stat: Weapon Type:
Tracer-(P.DEF)» A tracer can find hidden enemies and remove the factor of surprise attacks as well as buff allies against the attacks.
Enemy Scanner » Scans a room for enemies that are both visible and invisible, a pointer locating it for you and a bullseye coming up, giving the player an easy shot of attacking as it is locked on. Cool down 2 posts.
Magic Resistance » Reduces magic attack by 30% for the party for 4 posts and cannot be used again for 5 posts.
Protect Barrier » Forms a barrier around party members, blocking all attacks for one turn. Can only be used after 2 turns have passed.
Critical Barrier » Removes chance of hitting a critical shot on party members for 5 turns. Cannot be used again for 6 posts.
Electron Quake » Executes 2 quick jabs followed by smashing the ground, releasing a traveling spike of electricity that damages the enemy and knocks them far away. Cool down 4 posts.
Retreating Backstab » After rushing forward with his gun, he can either teleport behind the target and and kick them with electricity, or retreat and fire electrical bullets. Cool down 3 posts.
Detonation » Adds reinforce to his feet and kicks the enemy away followed by tossing a tiny bomb that will attach to the target. The target will pull nearby enemies around it and Add will kick a electron shot to detonate it. If the bomb does not attack itself to a target, it will stop after flying a short distance and activate the pulling. Cool down 4 posts.
Primary Stat: P-DEF Secondary Stat: Weapon Type:
Gadgeteer-(M.ATK)» A gadgeteer has many tricks up his sleeves to cause an opponent trouble.
Gadget Stun » Stuns an opponent for 2 turns, causing them to be unable to move or attack. Cannot be used again for 4 posts.
Piercing Glow » Shines a light on an opponent, causing them to be blinded and unable to see for 3 turns. Cannot be used again for 4 posts.
Poison Touch » Plaques a poison on an enemy, causing 30 damage each turn. Cool down 5 posts.
Confusion Blast » Causes an enemy to enter a state of confusion, making it attack itself or others. Cool down 5 posts.
Time Freeze » For 3 turns, the player can freeze time, making enemies unable to move or do anything, and can attack or dodge while in this state. Cool down 5 posts.
Ambush » You deal 40% additional damage to enemies above 75% health. Cool down 4 posts.
Triple Shot » Shoots three bullets at enemies within a far distance, dealing triple the damage. Cool down 2 posts.
Primary Stat: M-ATK Secondary Stat: Weapon Type:
Negator-(M.DEF)» A negator can interrupt an enemies attack with their own from a distance making them valuable allies.
Force Cast » Force cast is the one and only Speall negator ever learnt. Forces a target to cast a spell against it will. The spell wont take effect but mana will be drained and cooldown will be activated. If the target has no spell to cast it will take one second stun every two seconds for eight posts. Cool down 5 posts.
Payback » Negator pays them back for their sins with thier own magic. The magic damage of the spell will be felt by the castor himself. Cool down 4 posts.
Deny » Negator true to his name denies the very magic that his opponents crave for. Any ultimate cast within 500 aoe of negator will be completely denied. Cool down 4 posts.
Cluster Arrow » Fire a cluster arrow that explodes for 550% weapon damage as fire into a series of 4 additional grenades that each explode for 220% weapon damage as fire. Cool down 3 posts.
Rain of Vengeance » Fire a massive volley of arrows at a large area. Arrows fall from the sky dealing 1500% weapon damage over 5 seconds to all enemies in the room. Cool down 4 posts.
Blood Vengeance » Your maximum hatred is increased by 25. In addition, gain 30 hatred and 3 discipline when you are healed by a health globe. Cool down 3 posts.
Archery » Gain a bonus based on your weapon type; Bow: 8% increased damage. Crossbow: 50% Critical hit damage. Hand Crossbow: 5% Critical hit chance. 2nd Hand Crossbow: 1 Hatred per second. Cool down 4 posts.
Primary Stat: M-DEF Secondary Stat: Weapon Type:
Pirate-(CON)» A pirate is capable of both close quarters and range fighting, there ability to disrupt enemies with tricks make them difficult to fight.
Tornado Upercut » Performs a fast uppercut that creates a wild tornado and attacks enemies. When the energy is charged fully in 3 posts, you create a stronger Energy Vortex that travels further. Cool down 2 posts.
Double Shot » Fires two consecutive shots at the enemy. Cool down 2 posts.
Corkscrew Blow » Allows you to punch multiple monsters at once with energized fist. Cool down 2 posts.
Energy Vortex » Create a wild energy vortex to attack enemies. Cool down 4 posts.
Energy Charge » Charges up your energy while attacking. When the energy is fully charged, your body strengthens and you have a chance to enter Power Stance. Uses energy instead of MP when using most attack skills. Receives only half the effect when charging energy. Lasts for 4 posts and cannot be used again for 5 posts.
Blast Back » Fires the cannon while quickly moving backwards. Can decrease the speed of target for a fixed period of time. Cool down 2 posts.
Monkey Push » Use while in the middle of a jump to jump even further. The jumping distance increases as the skill level increases. Cool down 2 posts.
Primary Stat: CON Secondary Stat: Weapon Type:
Trickshot-(INT)» A trickshot can fire shots that can cause debuffs and buffs for the party.
Elemental Arrow » Shoot a fire arrow that deals 300% weapon damage as Fire to all enemies it passes through. Cool down 2 posts.
Cluster Arrow » Fire a cluster arrow that explodes for 550% weapon damage as fire into a series of 4 additional grenades that each explode for 220% weapon damage as fire. Cool down 4 posts.
Vault » Tumble acrobatically 35 yards. Cool down 2 posts.
Multishot » Fire a massive volley of arrows dealing 360% weapon damage to all enemies in the room. Cool down 4 posts.
Cull the weak » Increase damage against slowed or chilled enemies by 20%. Cool down 3 posts.
Steady Aim » As long as there are no enemies within 10 yards, all damage is increased by 20%. Cool down 3 posts.
Awareness » When you receive fatal damage, you instead vanish for 2 seconds and regenerate 50% of magical life. Cool down 4 posts.
Primary Stat: INT Secondary Stat: Weapon Type:
Gunslinger-(SPD)» A gunslinger can fire bullets faster than any other fighter, though there attacks may be weaker they do come with bleed damage.
Gun Booster » Doubles the attack speed of your weapon for 4 posts. Cool down is 5 posts.
Infinity Blast » Uses multiple bullets and lets you attack without using any ammo for 4 posts. Cool down 5 posts.
Rapid Blast » Attacks 3 monsters by quickly firing bullets faster than can be seen by the naked eye. Cool down 2 posts.
Recoil Shot » Uses the recoil of the gun to retreat after firing.
Triple Fire » Increases the potency and the number of bullets fired when using Double Shot.
Wings » Allows you to jump longer and further.
Companion » Cooldown: 5 posts. Active: Your raven deals an additional 500% damage on its next attack. Passive: Summons a raven companion that pecks at enemies for 100% of your weapon damage as physical.
Primary Stat: SPD Secondary Stat: Weapon Type:
Ranger-(EVA)» A ranger fights at a long distances and has the ability to know visually open enemy locations.
Long Range Shot » Shoot your foe from long range. The farther the arrow flies, the more damage it does. Cool down 2 posts.
Rapid Fire » Fire multiple arrows at your foe. Cool down 2 posts.
Hunters Shot » Fire an arrow that grants you stealth when it hits an enemy. Cool down 3 posts.
Point Blank Shot » Push back your foe with a point-blank shot. The closer they are, the farther it pushes them back. Cool down 2 posts.
Barrage » Barrage the target area with a hail of arrows that cripple. Cool down 3 posts.
Hungering Arrow » Fire a magically imbued arrow that seeks out enemies for 155% weapon damage and has a 35% chance to pierce through them. Cool down 3 posts.
Lucky Shot » At a set rate, additional damage is given when the attack deals critical damage on the enemy.
Primary Stat: EVA Secondary Stat: Weapon Type:
Sniper-(ACC)» A gunner that can take a man out at distances inhumanly visible with deadly accuracy.
Shrapnel » Consumes a charge to launch a ball of shrapnel that showers the target area in explosive pellets. Enemies are subject to damage and slowed movement. Reveals the targeted area. Shrapnel charges restore every 4 posts.
Head shot » Sniper increases his accuracy, giving him a chance to deal extra damage and briefly stop the movements of his enemies. Head shot proc cannot be evaded. Lasts for 4 posts, and cool down 5 posts.
Take Aim » Extends the attack range of Sniper's rifle for 4 posts. Cool down 5 posts.
Assassinate » Sniper locks onto a target enemy unit and, after 2 posts, fires a devastating shot that deals damage at long range, and mini-stuns the target. Cool down 3 posts.
Charged Shot » Strengthen the Charged Shot skill to increase the forward attack range by 30% and deals additional damage for 4 posts. Cool down 5 posts.
Deathbloom » Summon a large flower 6m in the front. During the first 8 seconds after being summoned, the flower sprays pollen's that entices the approaching enemies and explodes after 3 posts, causing damage. Cool down 4 posts.
Aerial Chain Shot » Strengthens Aerial Chain Shot, increasing damage and causes arrows to explode on impact. Fires a barrage of 8 arrows. Cool down 4 posts.
Primary Stat: ACC Secondary Stat: Weapon Type:
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Posted: Thu Mar 12, 2015 8:15 am
Like magic and high MP?
Sorceror» This job specializes in magic attacks and spells. Their attack, defense, and HP are not very high, but they have high magic attack and MP. They usually use books or staves.
Fireball » Shoot a fireball at one target within 18m. Does less damage to far off targets. Cool down 2 posts.
Flame Pillar » Summon a column of flame in front of you that burns enemies within 3m that lasts 4 posts. Cool down 5 posts.
Magma Bomb » Arc a fiery projectile 10m away, where it explodes in a 3m radius. Cool down 2 posts.
Flame Pillar Intensity » Increases damage to multiple targets with Flame Pillar for 4 posts and cannot be used again for 5 posts.
Fireblast » Blast targets in a flaming circle with a 4m radius centered 10m in front of you. Cool down 3 posts.
Burning Breath » Shoot a fiery blaze that inflicts X damage every 2 posts up to 5 posts up to 1 targets within 15m. Deals less damage to other players. Cool down 3 posts.
Fiery Explosion » Shoot a fire bomb that explodes upon contact of the area in which it lands, causing a mass area of fire and may cause serious burns. Cool down 3 posts.
Primary Stat: Secondary Stat: Weapon Type:
Rage Mage-(P.ATK)» A Rage mage is much like the beserker in a fight, in the sense of powering up his attacks rapidly during a Rage Mode.
Bloody Geysers of Energy » Raises stats like Patk and and all such Attacks for 4 posts and cannot be used again for 5 posts.
Berserker's Lightning Breaths » A lightning attack, can be sent from the clouds to strike in a designated spot, or from the weapon ones possesses. Cool down 4 posts.
Spectral Ball of Mana » Raises the defense stats for 4 posts and cannot be used again for 5 posts.
Deadly Infernal Rage » Absorbs up to X damage and sends it back x10. Cool down 5 posts.
Burning Breathe » Shoots out flames of dangerously hot fire, has a fifty percent chance of burn upon contact. Cool down 3 posts.
Lightning Storm » Forms clouds above monster or player, causing a lightning storm to appear and strike all below it. May cause paralysis. Lasts for 4 turns and cannot be used again for 5 turns.
Rain Storm » Creates a cloud that forms rain, pounding on all below it and making visibility increasingly low. Lasts for 3 posts and cannot be used again for 4 posts.
Primary Stat: Secondary Stat: Weapon Type:
Displacer-(P.ATK)» The ability to appear as invisible, when one is actually not, thus making others believe that they are a sort of ghost. They can also use telekinesis power, picking up monsters and throwing to inflict damage, but cannot pick up one larger than there own weight.
Levitation » Can lift up small monsters. The higher in level you become, the bigger you can lift. Cool down 3 posts.
Psionic Strength » The ability to power up the users strength, allowing them to be able to punch through steel walls, or anything at all. Lasts for 4 turns and cannot be used again for 5 turns.
Disappear » Allows the user to disappear for five turns, able to attack while in the form. If they are attacked though, the form disappears and they are visible once again. Cool down 6 turns.
Telekinetic Choking » The ability to use the powers of telekinesis to choke a monster or player of there choice, depending on where they aim. Cool down 3 posts.
Telekinetic Maneuver » To alter an object's directional course, e.g. changing what number a dice lands on or deflect an opponent attack. Cool down 3 posts.
Telekinetic Pull/Push » To pull objects towards the user or to push objects away from the user, e.g. yanking a book off a shelf or sliding a cup across a table. Cool down 2 posts.
Homing Effect » To make any object automatically follow, home in and lock onto its target or targets until it hits them. Cool down 2 posts.
Primary Stat: Secondary Stat: Weapon Type:
Transmuter-(P.DEF)» A transmuter can change the substance of an object or their body to give an enhanced capability. The transmuter can only effect others.
Nerve Exhaustion » Weaken up to 4 targets within 15m and prevent them from using any skills for 4 posts. Effective only on other players. Cool down 5 posts.
Stone Skin » Encases your body in stone for 5 posts, protecting you from all attacks. Cool down 6 posts.
Mana Infusion » You regain MP every 2 posts and receive 10 each. Effect does not end even if combat starts. Cool down 4 posts.
Rock Throw » Forms a large boulder out from ones hand, and throwing it a short distance to crush the target. Cool down 3 posts.
Underwater Breath » Becomes immune to breathing underwater, and able to stay under as long as they please without having to worry about drowning for 4 posts. Cool down 5 posts.
Landscape Copy » Can change skin to copy the landscape's color and blend in, being hidden from all within the area and can attack while like this but if they are attacked it in, they lose there ability to hide. Cool down 5 posts.
Boulder Crusher » A boulder forms out from the hand, allowing them to punch one with immense power and strength. Cool down 4 posts.
Primary Stat: Secondary Stat: Weapon Type:
Hexer-(M.ATK)» A hexer is a magic user that focuses on curses, their abilites cause other creatures to take damage for actions.
Deadly Hex Flame » Burns upon contact, lasting for ten turns unless it is cured. Cool down 6 posts.
Internal Shadow » Deals Dark damage to an enemy. Roll dice if even it will to put the enemy to sleep. If Odd the you take the damage instead. Cool down 4 posts.
Nightmare Somber » Deals Dark damage to an enemy. x10 bonus damage is dealt if enemy is asleep. Cool down 3 posts.
Fatal Curse » Up to 3 targets 10-foot range, Deals X Dark damage every 2 posts for 10sec. Does less damage to other players. Cool down 4 posts.
Blood Tattoo » Raises Resistance to elemental attacks, Resistance +10% If small demon is summoned, Blood Tattoo raises movement speed by 20%. Lasts 4 posts and cannot be used again for 5 posts.
Wicked Pact » Summons a small demon that fights beside you and deals as much damage as you do, lasting for 10 posts and cannot be used again for 5 posts.
Sacrifice » Sacrifices your small demon raising your Patk 5% and your Pdef 5% for 12 posts. Reduces your received damage -25%.
Primary Stat: Secondary Stat: Weapon Type:
Dimensional Mage-(M.ATK)» Can use portals to travel with out items. Can take hand creating any shape making it shatter sending the shards flying like daggers cutting everything(good for taking on mobs) can create protective barriers.can solo and group meant for mobs can be used for one vs one. Weakness match it with them with a powerful attack or powerful spell this class is basically m.atk, m.def, con.
Time Gyre » Briefly immobilize up to 3 targets within 18m. Prevents other players from using evasion and movement skills. Effect ends after the target takes damage or is knocked down. Cool down 4 posts.
Teleport » Teleport a short distance.
Mana Barrier » Cast a magical shield that absorbs up to X damage for 5 posts. Costs one MP per 14 damage the shield absorbs. Ends when the shield reaches maximum damage or you run out of MP. Cool down 5 posts.
Ice Needle » Launch a damaging ice shard through a line of targets up to 18m that briefly slows the targets' movement speed by 20%. Cool down 2 posts.
Mystic Door » Creates a Portal/Door to travel wherever they like on the map. They can also take up to five others with them as long as they are in the same party. Cool down 3 posts.
Holy Symbol » Temporarily allows all nearby party members to gain additional EXP while fighting for 4 posts. Cool down 5 posts.
Shining Ray » Attacks multiple enemies at once with a ray of holy light. Deals massive damage to the Undead and Devil-type monsters. Cool down 2 posts.
Primary Stat: Secondary Stat: Weapon Type:
Abjurer-(M.DEF)» An Abjurer has a skill to negate other magic users with magical barriers.
Mana Siphon » Charge up your attack by holding the skill button, then release it to take MP from targets within 18m. While charging up, you can move at full speed. Cool down 4 posts.
Mindblast » Briefly put targets to sleep in a 4m radius centered 10m in front of you for 4 posts. Cool down 5 posts.
Glacial Retreat » Freeze the ground before you as you leap backward, briefly slowing your target by 70%. Cool down 3 posts.
Protective Shield » Forms a barrier for five turns, blocking any attack whatsoever and shielding from losing any Hp. No amount of attacks can destroy it, but once the five turns is up, it will disappear and cannot be used again for another five turns.
Shield Destroyer » Can destroy another users shield, allowing them to attack and dish some HP out. Can only be used once every other turn of the shield being formed.
Genesis » A holy ray of light shines down from the sky, burning multiple monsters at one time. Deals tremendous holy damage to all targets. This skill has increased crit chance. This skill has a cool down that lasts for about ten turns before it can be used again.
Arcane Aim » Ignores a portion of enemy Defense when attacking. Damage dealt increases with consecutive attacks. Stacks up to 5 times. Cool down 3 posts.
Primary Stat: Secondary Stat: Weapon Type:
Druid-(CON) » A druid is a man of the wild and a caller spirit animals to reinforce his body for the coming fight. Your spirit animal does not have to be a leopard, it can be anything.
Leopards Paw » Get a dose of a white Leopards muscles to knock back enemies in your path. [Command]: After 2 hits, combo with Leopard’s Pounce [Extra Command]: Combo with Leopard’s Roar. Cool down 2 posts.
Thunder Dash » Attacks 8 enemies 2 times. Your snow leopard buddy dashes at the enemy, dealing damage. Cool down 4 posts.
Speed Increased » Your speed increases, making you as fast as a Snow Leopard and can run for as long as you want, but the skill turns off in ten turns and you become back to normal speed. The cool down is another ten turns.
Leopard Hide » Chance to recover HP when attacking. Maximum 10% per attack.
Leopard's Pounce » Dash forward and rip into enemies. Triggers after 2 hits of Leopard’s Paw. Cool down 2 posts.
Rippling Feline Muscles » Increases Magic ATT, Intelligence, Speed, and Jump when in Snow Leopard Mode.
Macho Dance » Shoot up into the air, damaging nearby enemies. Can be chained into Macho Slam which can be used while in midair. Cool down 3 posts.
Primary Stat: Secondary Stat: Weapon Type:
Magus-(INT)» The true magic user his spells are the strongest but his folly is is squishyness.
Painful Trap » Set a trap that explodes when stepped on. Trap lasts 8 posts and cannot be used again for 5 posts.
Pain Blast » Up to 5 targets within a 4m radius centered 10m in front of you take X damage every 2 posts for 10sec. Does less damage to other players. Cool down 4 posts.
Arcane Pulse » Charge up the pulse's attack power, then release to hit targets in a 21m line. Cool down 3 posts.
Void Pulse » Launch a powerful sphere at a single target within 21m. Cool down 3 posts.
Hail Storm » Summon an icy storm 12m in front of you for 5 posts damaging all targets in 6m radius. Slows targets by 10% per hit. Effect stacks up to four times. Cool down 6 posts.
Lightning Trap » Set a ring-shaped trap that briefly paralyzes its victims. Trap lasts 4 posts and cannot be used again for 5 posts.
Arcane Overdrive » Permanently increases Critical Rate and Minimum Critical Damage for 4 posts and cannot be used again for 5 posts.
Primary Stat: Secondary Stat: Weapon Type:
Caster-(SPD)» The caster is a quick firing mage, though his spells are weaker than the rest his barrage is nearly unavoidable.
Backstep » Quickly back up out of harm's way.
Retaliate » Leap to your feet while attacking your target. You can use this skill only when knocked down.
Overchannel » Your next attack within 20 seconds does 25%. Cool down 3 posts.
Cold Beam » Creates an ice fragment to attack and Freeze an enemy. Can deal great damage to fire attribute enemies. Cool down 3 posts.
Thunderbolt » Creates a powerful magnetic field that fires down lightning bolts on up to 6 enemies. Cool down 4 posts.
Ice Strike » Creates an Ice explosion near you that attacks nearby enemies. Cool down 4 posts.
Glacial Chain » Send forth a frozen chain, pulling in enemies and freezing them before you. Cool down 3 posts.
Primary Stat: Secondary Stat: Weapon Type:
Shifter-(EVA)» The shifter is a powerful mage that takes the form of demons and angels alike. His power is different from the Trans muter due to his ability to only effect himself.
Spider Shape » The shape shifter can transform into a giant spider, gaining a large bonus to nature resistance as well as the spider's Web and Poison Spit abilities. The caster's spell power determines how powerful the form is. With Master Shape shifter, the mage becomes a corrupted spider, growing still stronger and gaining the Overwhelm ability. Lasts for 5 posts and cannot be used again for 4 posts.
Bear Shape » The shape shifter can transform into a bear, gaining large bonuses to nature resistance and armor as well as the bear's Slam and Rage abilities. The caster's spell power further enhances this bear's statistics and abilities. With Master Shape shifter, this form transforms the caster into a powerful black bear and gains the Overwhelm ability. Lasts for 5 posts and cannot be used again for 4 posts.
Flying Swarm » The shape shifters body explodes into a swarm of stinging insects that inflict nature damage on nearby foes, with the damage increasing based on the caster's spell power and proximity. While in this form, the caster gains Divide the Swarm, and any damage the shape shifter suffers is drawn from mana instead of health, but the caster regenerates no mana. The swirling cloud of insects is immune to normal missiles and has a very good chance of evading physical attacks but is extremely vulnerable to fire. With Master Shape shifter, the character gains health whenever the swarm inflicts damage. Lasts for 5 posts and cannot be used again for 4 posts.
Master Shape shifter » Mastery of the shifters ways alters the forms of Bear Shape and Spider Shape, allowing the caster to become a huge bear and a corrupted spider, both considerably more powerful than their base forms. In those forms, the shape shifter also gains Overwhelm. Additionally, the Flying Swarm shape drains health from foes whenever the main swarm inflicts damage. Lasts for 5 posts and cannot be used again for 4 posts.
Blood Mage » A Blood Mage that focuses on tanking & crowd control can easily use Blood Wound to stop and damage enemies for a time, and use the Shapeshifter's Flying Swarm to replenish HP for even more casting upon reverting to the humanoid form and repeat the cycle. Lasts for 5 posts and cannot be used again for 4 posts.
Arcane Warrior » gives greater flexibility in equipment, making higher stat values possible when in shifted form. Cool down 4 posts.
Battle mage » Battle mage enables a mage to inflict high area-of-effect damage. Switching to the Spider form allows the mage to use its Web ability to hold enemies within the area, and to Overwhelm enemies that manage to flee it. Cool down 3 posts.
Primary Stat: Secondary Stat: Weapon Type:
Puppet Master-(ACC)» The Puppet master is a controller of Golems though he/she may not be physically powerful you best watch their pets.
Chant » Begins a chant that powers up puppeteer, and his puppet for 4 posts. If the puppet is linked to another unit, that unit also receives the buff bonus. At least until the puppet is disconnected from it's host. Cool down 3 posts.
Stage » Puppeteer puts on a stage, and manipulates the scenery. It will jump out of play for a bit, and add new elemental objects into the area. If he has a puppet out while the spell is active, his puppet will be able to harass and fight for Puppeteer. Cool down 3 posts.
Convert » Depending if Puppeteer has a puppet with a host who's taking damage. Puppeteer will either consume his mana and convert it into HP, or he'll redirect the damage a Puppet's host is taking, onto himself. Cool down 4 posts.
Puppet » Summons a fragile puppet to the battlefield, but extremely versatile. This puppet has a few skills of his own to stay alive, and can be used to support or control units. These puppets are linked to Puppeteer, by a poisonous inky string. The Puppets can only travel so far away from Puppeteer. Lasts for 4 posts and cannot be used again for 5 posts.
Life Draining » The Puppet creates a string that wraps around the target, and begins to slowly steal it's HP and give it to the user for 4 posts. Cannot be used again for 5 posts.
Poison Claw » The Puppet rushes forth, digging poisonous claws into it's target that badly poison them. Cool down 3 posts.
Puppet Strike » The Puppet shoots forward, pounding against the target and pushing them a far distance backwards. Cool down 2 posts.
Primary Stat: Secondary Stat: Weapon Type:
Trickster -(INT)» Tricksters are all about deceiving their opponents. Using their illusions to make opponents believe that they are in a different direction, the Trickster can easily sneak past most opponents or allow their allies to stab a target in the back with ease. While they can deceive most targets, a Trickster's spells will only have minor effects on larger monsters.
Invisibility » The user is able to make his or herself turn invisible for 4 posts. The caster's weapons are not affected by this spell if they are currently equipped. Cool down is 5 posts.
Charm » The user can lead a target believe that he/her and his/her allies are friendly and cease any aggressive actions for 5 posts or until the caster/their allies attack. Cool down 4 posts.
Illusion » The caster can choose to either create an image that is silent and has no physical characteristics or to create a sound appear from a short distance away. **Requires a spoken spell that can be whispered. "See [illusion]" or "Hear [sound]" Cool down 3 posts.
Blink » The caster is able to instantly teleport a short distance away.
Dissuade » The caster can make one or more (equal to one half of their class level) more likely to believe a lie that is told to them by either the caster. No effect if one of the caster's allies tell the target the truth. Cool down 3 posts.
Dazzle » With the use of a reflective or other bright object, the caster can daze a target for 5 posts, causing them to be unable to take any actions, other than small, blinded steps, for a very short time. Cool down 4 posts.
Cloud of Mist » The caster creates a thick mist that covers the ground in an area around the caster, concealing both enemies and allies alike. The size of the area is decided by the caster (larger=more MP). This spell also affects allies of the caster, but allowing them to see cursors of nearby allies through the mist. Lasts for 5 posts and cannot be used again for 5 posts.
Primary Stat: INT Secondary Stat: EVA Weapon Type:
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Posted: Wed Mar 18, 2015 6:46 am
Like Support?
Blacksmith-(P.ATK)» A blacksmith is a maker of weapons.
Iron/Steel Tempering » Allows character to refine 1 Iron Ore into 1 Iron using 1 Mini-Furnace. Skill value is (40+5*SkillLV)%. JobLV, DEX and LUK (in this order) further increase this chance. Forging formula: Success chance in %: Skill Value + JobLV * 0.2 + DEX * 0.1 + LUK * 0.1 Allows character to refine 5 Iron and 1 Coal into 1 Steel using a Mini-furnace. Skill value is (30+5*SkillLV)%. JobLV, DEX and LUK (in this order) further increase this chance. Forging formula: Success chance in %: Skill Value + JobLV * 0.2 + DEX * 0.1 + LUK * 0.1
Enchanted Stone Craft » Allows character to refine 10 Green Live/Wind of Verdure/Red Blood/Crystal Blue/Star Dust into 1 Great Nature/Rough Wind/Flame Heart/Mystic Frozen/Star Crumb using a Mini-furnace. The skill value is (10+5*SkillLV)%. JobLV, DEX and LUK (in this order) further increase this chance Forging formula: Success chance in %: Skill Value + JobLV * 0.2 + DEX * 0.1 + LUK * 0.1
Research Oridecon » Enchanted Stone Craft strictly applies only to the creation of Level 3 Weapons. Increasing this skill`s level raises the success rate of forging Level 3 Weapons by (1%+SkillLV).
Smith Sword/Dagger » Allows character to forge one-handed Swords using a hammer. You can only forge Swords of a level equal to or less than the level in this skill. Skill value is (5*SkillLV)%. Anvil, JobLV, DEX and LUK (in this order) further increase this chance. Allows character to forge Daggers using a hammer. You can only forge Daggers of a level equal to or less than the level in this skill. Skill value is (5*SkillLV)%. Anvil, JobLV, DEX and LUK (in this order) further increase this chance.
Smith Two-Handed Sword » Allows character to forge two-handed Swords using a hammer. You can only forge Swords of a level equal to or less than the level in this skill. Skill value is (5*SkillLV)%. Anvil, JobLV, DEX and LUK (in this order) further increase this chance.
Smith Axe » Allows character to forge Axes using a hammer. You can only forge Axes of a level equal to or less than the level in this skill. Skill value is (5*SkillLV)%. Anvil, JobLV, DEX and LUK (in this order) further increase this chance.
Smith Mace » Allows character to forge Maces using a hammer. You can only forge Maces of a level equal to or less than the level in this skill. Skill value is (5*SkillLV)%. Anvil, JobLV, DEX and LUK (in this order) further increase this chance.
Smith Brass Knuckle » Allows character to forge Claws using a hammer. You can only forge Claws of a level equal to or less than the level in this skill. Skill value is (5*SkillLV)%. Anvil, JobLV, DEX and LUK (in this order) further increase this chance.
Smith Spear » Allows character to forge Spears using a hammer. You can only forge Spears of a level equal to or less than the level in this skill. Skill Value is (5*SkillLV)%. Anvil, JobLV, DEX and LUK (in this order) further increase this chance.
Hilt Binding » Gives a +1 bonus to STR and +4 ATK. Increases Adrenaline Rush, Over Thrust and Weapon Perfection duration by 10%. DOES NO LONGER prevent you from dropping the equipped weapon upon death. The chance of items dropping on death is only implemented in Nightmare mode PvP currently.
Finding Ore » Adds a pretty low chance of monsters dropping any Ore or Refining Item.
Weaponry Research » Increases character's HIT by +2 per SkillLV, ATK by +2 per SkillLV and weapon forging success rate by +1% per SkillLV. The damage applies even on a missed attack and is affected by elemental properties and card modifiers. Contrary to some rumor, this skill DOES NOT improve upgrading chances at an Upgrade NPC.
Repair Weapon » Enables character to repair broken weapons or armors. No anvils or hammers are required. Expendable extra requirements: LV 1 weapon: Iron Ore LV 2 weapon: Iron LV 3 weapon: Steel LV 4 weapon: Rough Oridecon Armors: Steel
Skin Tempering » Increases character's resistance to Fire element by (4*SkillLV)% and reduces non-elemental damage by (1*SkillLV)%.
Hammer Fall » Attempts to stun targets in 5x5 area surrounding the targeted cell. Stun duration is 5 seconds (reduced by VIT). Base success chance is (20+10*SkillLV)%. Can only be used with maces and axes. Does not work against Boss monsters.
Adrenaline Rush » Decreases character's attack delay with maces and axes by 30%. Decreases nearby characters in party's attack delay with mace and axes by 20%. This skill cannot stack, but overwrites the effect and duration from other Smiths if it is worse. Changing from a mace/axe to any other weapon (including bare fists) cancels the effect.
Weapon Perfection » Changes all weapon size modifiers for the character and all Party members in range to 100% for the skill's duration.
Over Thrust » Increases ATK by (5*SkillLV)% for all nearby characters in the party. There is a 0.1% chance of breaking the equipped weapon with each swing.
Maximize Power » The character does maximum damage on all attacks THAT HIT, as if having unlimited DEX.
Full Adrenaline Rush » Decreases character's attack delay with all weapons, including ranged by 30%. Decreases nearby party menbers attack delay with all weapons except ranged by 20%. These two effects are supposed to stack with each other when used by more than one Smith in a party. Changing from a mace/axe to any other weapon (including bare fists) cancels the effect. Does not stack with other skills that directly increase ASPD.
Greed » When you use this skill, all items within 2 cells of the Blacksmith will straight go to his inventory. Do note this skill does not bypass the order of who gets an item first, so you cannot use this skill to snatch an item when another player has the first priority over the item dropped.
Primary Stat Secondary Stat: Weapon Type:
Armorer-(P.DEF)» An armorer is a maker of Armor.
Basic Synthesis » Increases progress. Efficiency: 100% Success Rate: 90%
Basic Touch » Increases quality. Efficiency: 100% Success Rate: 70%
Master's Mend » Restores item durability by 30.
Steady Hand » Improves action success rate by 20% for the next five steps.
Inner Quiet » Grants a bonus to control with every increase in quality.
Observe » Do nothing for one step.
Rapid Sythesis » Increases progress. Efficiency: 250% Success Rate: 50%
Standard Touch » Increases quality. Efficiency: 125% Success Rate: 80%
Great Stride » Doubles efficiency of next Touch action. Effect active for three steps.
Brand of Ice » Increases progress. Progress doubles when recipe affinity is ice. Efficiency: 100% (200%) Success Rate: 90%
Primary Stat Secondary Stat: Weapon Type:
Chef-(M.ATK)» A chef is the god of the kitchen their food can help a party survive. There buffs are by far the strongest.
Bronze Spatula » The lowest buff. Can increase attack points by +5% for 10 minutes.
Silver Spatula » The slightly stronger buff. Can increase attack points by +10% for 15 minutes.
Golden Spatula » The strongest buff of the thee. Can increase attack points by +15% for 20 minutes.
Specials » Increases health by 10% of the total amount of HP.
Gourmet » Increases health by 20% of the total amount of HP.
Aerate » Increase the strength of an attack by 20% of it's total strength for 20 minutes.
Macerate » Absorb the HP from another player for 30 seconds. Increases Health depending on how much HP is absorbed from the other player. If it's a player is a higher level, the amount of HP absorbed is greater than one that is of a lower level.
Primary Stat Secondary Stat: Weapon Type:
Tailor-(M.DEF)» A maker of robes, cloths, and all types of clothing.
Stitches » Repairs armor by 20% after a battle.
Sow Up » Increases the defense of defense-based armor up to 15% for 20 minutes.
Cape of Iron » Increases the defense power of the caster and allies by 10% for 24 minutes.
Cape of Steal » Increases the defense power of the caster and allies by 20% for 30 minutes.
More to come
Primary Stat Secondary Stat: Weapon Type:
Beast Tamer-(CON)» A beast Tamer can Tame and Train beast for use in battle.
Call » Calls a beast over after a certain distance is reached.
Howl » An attack that causes the defense of the opponents to decrease by 10% for only 5 minutes.
More coming soon
Primary Stat Secondary Stat: Weapon Type:
Bard-(INT)» A Bard can play his music to buff or debuff.
Popular Musicians » Increases P-Atk and M-Atk 30%, when equipped with a Guitar.
Songs of Illusion » Increases the Eva and Def of each party member within 30 feet for 15 seconds.
Echo Sound » Deals damage to an enemy and has a 20% chance to knock the enemy down. Lasts 4 seconds.
Burning Metal » Inflicts Fire damage per second to a 20 foot range for 6 seconds, it stacks up 5 times.
Spirited Melody » Increases the CRIT Rate and M-CRIT Rate of each party member within 30 feet for 12 seconds.
Gifted Musician » Recovers 10% HP for caster and each party member within 30 feet.
Brisk Rhythm » Boosts a target's Move SPD +10% for 15 minutes.
Electrifying Pitch » Deals lightning damage to targets within a 20 foot wide range.
Primary Stat Secondary Stat: Weapon Type:
Herbalist-(SPD)» An herbalist is a grower of plants and an expert in poisons.
Watering Can » Increases speed by 15% for 20 minutes by pouring water on a player.
Sheers » Cuts the speed of a player by 20% for 10 minutes.
More Coming up
Primary Stat Secondary Stat: Weapon Type:
Dancer-(EVA) » A dancer can move around the battle field causing buffs and increasing morale of the group.
Musical Encouragement » Has a 50% chance to recover 10% hp and gives caster and all allies within 40 feet, elemental immunity.
Dance of War » Increases Attack, Speed and Evasion by 15% for both caster and all allies within 30 feet.
Gymnast » Increases Move speed by 5%.
Seduce » Charms a single enemy. Decreases all Physical Damage taken by charmed creature by 50% for 10 seconds.
Dance of Cranes » Deals damage too all enemies within 20 feet per second for 6 seconds, stacking up to 5 times. If the target has "Lunar Shadow" status enemies will be Knocked Down for 3 seconds and "Lunar Shadow" is cured.
Firebird Dance » The ground becomes engulfed in flames, causing damage to all targets within 20 feet, for 10 seconds. If the target has "Lunar Shadow" status enemies will be burned, and "Lunar Shadow" is cured.
Lunar Shadow Dance » Damages all enemies in a 20 foot path. "Lunar Shadow Dance" has a 50% chance to inflict "Lunar Shadow" status which decrease targets Def and Atk by 10% does not stack with Seduce. If "Lunar Shadow" status is cured, it only has a 10% chance to be inflicted again to the same enemy.
Primary Stat Secondary Stat: Weapon Type:
Alchemist-(ACC)» An alchemist is the most important class in the world of Aincard, this is the only class able to make potent potions.
Sulfur [will fill out later]
More coming soon
Primary Stat Secondary Stat: Weapon Type:
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Posted: Wed Mar 18, 2015 7:04 am
Like Speed?
Lacer-(M.ATK) » A lacer can make/put different types of poisons on their weapons.
Vision toxin: A poisonous fluid that clouds the target's vision, making it difficult for them to see. Numbing toxin: A poison that makes the infected limb go numb, making it virtually ineffective. Black sludge: A thick poison that fills the target's bloodstream, causing their movements to slow (-SPD). Neurotoxin: A poison that targets the bodies defenses (-P.DEF). Magic toxin: A poison that lowers the target's magical defenses (-M.DEF) Stasis poison: A poison that paralyzes the target. Only a small amount is needed, but this poison is difficult to create. Black poison: A poison that directly damages the target's health points.
Primary Stat M.ATK Secondary Stat: SPD Weapon Type: Bladed weapons
Breaker-(M.DEF) » A breaker can pierce nearly any magical defense with surprising finesse.
Coming soon
Primary Stat Secondary Stat: Weapon Type:
Brigand-(P.ATK) » A brigand is a ruffian ready that uses dirty tricks and their brawn to beat there pray down.
Grapple: The user takes hold of their target and pulls them in close, making it so both are only able to fight without the use of weapons. Sweep the leg: The user kicks at their target's feet, knocking them to the ground for a short time. Guard break: The user grabs their targets shield and rips it away. This requires that the user makes a dice roll (roll 1D20) above 12 is success, when used against a player then both players roll 1D20, the higher wins and ties go to defender. Bludgen: The user begins to bash at a target who is fallen to the ground. The user strikes at their fallen target 3 times with an extra 1/2 of their P.ATK added damage. Sleeve blade: The user strikes a grappled opponent with a small blade that was hidden in their sleeve.
Primary Stat Secondary Stat: Weapon Type:
Myrmidon-(P.DEF) » A myrmidon is a specialist in shields, using there abilities to throw weapons and have them return to there hand is fascinating.
Ricochet: The user throws a round shield at a nearby target. After striking the target, the shield will return to the person that threw it. Glancing blows: Using their specialized training, the user can cause a slash or stab to glance off their shield. (increased complete-block chances) Shield slam: The user bashes their target with a shield, dealing damage to them. If the target succeeds in a block, no damage is done but the target becomes staggered and cannot strike or block for two seconds.
Primary Stat P.DEF Secondary Stat: SPD Weapon Type:
Dualist-(P.ATK) » A dualist is a fighter that won't back down from a one on one fight, there skill to take down single targets is impeccable.
Lightning dash: The user darts forward, dealing a large amount of damage to their target. This ability requires a moment to charge, so it is better used to initiate a fight. Focus defenses: The user focuses on one opponent, increasing their M.DEF and P.DEF against that one target, but slightly lowering them against others. Targeted attacks: The user selects one target to attack. Gaining an increase in P.ATK, they can only attack that one target for the duration of this ability. Defense stance: The user will take 70% reduced damage instead of the normal 50% when making a block check. Triple strike: The user will quickly slash at their target three times, the first deals fire damage, the second deals ice and the third deal lightning damage. This requires a brief cooldown. Quicken: The user increases their speed for a brief time. Undying Blood: The user regains incredible amounts of health over the next few seconds. Only usable when there is one nearby enemy, amount of regen increases based on how few allies are around.
Primary Stat P.ATK Secondary Stat: CON Weapon Type:
Thief-(SPD) » Using there slight of hand they can steal a sword out of a warriors hand without them knowing the better.
Coming soon
Primary Stat Secondary Stat: Weapon Type:
Ninja-(EVA) » Nobody is better at hiding then the ninja, his power to move through the shadows undetected makes him a dangerous adversary.
Coming soon
Primary Stat Secondary Stat: Weapon Type:
Assassin-(ACC) » Using their years of training they can kill a man before they know they are dead with precise shots they deaden body parts.
Coming soon
Primary Stat Secondary Stat: Weapon Type:
Sealer-(INT) » A sealer has the ability to temporarily disable an opponents abilities.
Black seal: The user creates a magic circle that nullifies the use of any black, or non-elemental combat magic. White seal: The user creates a magic circle that nullifies the use of white, or healing/support magic. Elemental seal: The user creates a magic circle that nullifies the use of elemental magic. MP drain: By touching a target, the user can drain a small amount of MP from their target and gain 1/2 Silence: The user creates a zone of silence, making spoken spells impossible to use. Monster seal: The sealer can contain a target monster's essence into an empty metal object. The larger the monster the more metal required. Counter mark: By placing an ambiguous mark on a standard weapon, the sealer can counter a spell that is cast near them and place it as a temporary enchantment.
Primary Stat INT Secondary Stat: SPD Weapon Type:
Hidden Blade-(STR) » Makes use of two wrist blades(hidden), twin daggers(hidden), shurikens(hidden), kunai's(hidden), throwing needles(hidden), and a sword(hidden) good for solo and groups meant for one vs one can take on mobs weakness another hidden blade basically this class is spd, eva, acc
Coming soon
Primary Stat Secondary Stat: Weapon Type:
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