Sunday, June 13, 2010

Ranger




The archers 1st specialist, obtained from lvl 36+ specialist quest. The ranger's skills are mostly water based. They are effective at disabling enemies from a great distance. Most skills put negative buffs on enemies, such as freezing or exposing weakness. Positive buffs include increased movement speed, lowered cooldown time for skills, and accuracy.

ArcheryJob level: 0Element: water
Description: Basic skill for rangers
Skill Effects: Ranged attack +80, water element +120
CP: 0Cast Time: 0.0 seconds
Distance: 8 cellsCooldown: 0.8 seconds
Target: SelectedMp Cost: 0


Hawk EyeJob level: 2Element: none
Description: Higher accuracy for some time
Skill Effects: 100% chance to cast Hawk Eye(Hit rate increase to 90%, Ranged attack increases beyond 3 cells for 300 seconds)
CP: 0
Cast Time: 1.0 seconds
Distance: 4 cells
Cooldown: 30 seconds
Target: SelectedMp Cost: 150


Head Shot
Job level: 4Element: water
Description: Gives enemies fatal damage with a focused shot
Skill Effects: Ranged attack +250, water element +180, 50% chance for critical attack, 40% chance of casting blackout: (disables movement and attack for 5 seconds)
CP: 0
Cast Time: 1.0 seconds
Distance: 8 cellsCooldown: 7 seconds
Target: SelectedMp Cost: 45


Wind WalkerJob level: 6Element: none
Description: Speed yourself or others up for a certain time
Skill Effects: 100% chance to cast Wind Walker: (Movemet speed +2 for 420 seconds)
CP: 0Cast Time: 1.0 seconds
Distance: 4 cellsCooldown: 60 seconds
Target: SelectedMp Cost: 250


Flash Bang
Job level: 8Element: water
Description: Makes enemies blind
Skill Effects: Ranged attack +250, water element +180, 80% chance to cast flash bang: (Disables attack for 3 seconds, 75% chance to cast exposing weak point)
CP: 0
Cast Time: 0.5 seconds
Distance: 8 cellsCooldown: 40 seconds
Target: All in 2 cellsMp Cost: 145


Triple ArrowJob level: 10Element: water
Description: Shoots a quick series of arrows to attack several enemies at once
Skill Effects: Ranged attack +500, water element +350
CP: 0
Cast Time: 0.2 seconds
Distance: 8 cellsCooldown: 30 seconds
Target: Special Area
Mp Cost: 80


Range BoostJob level: 12Element: water
Description: Make a strong attack to enemies from a distance
Skill Effects: Ranged attack +800, water element +500, 30% chance to cast pinned down: (Movement speed -1, casting delay 20% for 20 seconds)
CP: 0Cast Time: 1.2 seconds
Distance: 12 cells
Cooldown: 35 seconds
Target: SelectedMp Cost: 120


Screw BoltJob level: 14Element: water
Description: Damages any enemy that comes in contact with the projectile
Skill Effects: Ranged attack +200, water element +1300, 30% chance to cast freeze: (Disables movement and attack for 8 seconds)
CP: 0
Cast Time: 0.4 seconds
Distance: 8 cells
Cooldown: 20 seconds
Target: Special area
Mp Cost: 100


Covering Fire
Job level: 16Element: water
Description: Fires arrows around you at random
Skill Effects: Ranged attack +800, water element +400, no distance penalty for ranged attacks, 30% chance to cast pinned down: (Movement speed -1, casting delay 20% for 20 seconds)
CP: 0
Cast Time: 0.4 seconds
Distance: selfCooldown: 60 seconds
Target: All in 4 cells
Mp Cost: 135


Rapid
Job level: 18Element: none
Description: Reduces the cooldown time of a skill for a certain period of time
Skill Effects: 100% chance to cast Rapidity: (Decrease cooldown time for skills 20% for 600 seconds)
CP: 0
Cast Time: 1.0 seconds
Distance: selfCooldown: 120 seconds
Target: selfMp Cost: 300


Thunder Storm
Job level: 20Element: water
Description: A storm of arrows rain down on a certain area
Skill Effects: Ranged attack +1200, water element +800, 30% chance to cast freeze: (Disables movement and attack for 8 seconds)
CP: 0
Cast Time: 0.8 seconds
Distance: 10 cells
Cooldown: 120 seconds
Target: all in 3 cells
Mp Cost: 200

Archer



The archer's skills emphasize far range combat. Their skills are effective at taking out single targets from a distance. They have some aoe skills as well. However the swordsman or the sorcerer will be more effective at taking out mobs. Besides their skills, they run faster than the other two classes which is a must when being far range. Archers use the hit and run method quite often in battle.


ArcheryJob level: 0
Element: none
Description: Basicskill for archers
Skill Effects: Ranged attack +20
CP: 0Cast Time: 0.0 seconds
Distance: 8 cells
Cooldown: 0.8 seconds
Target: SelectedMp Cost: 0


Dagger StabJob level: 0
Element: none
Description: Basic skill for dagger users
Skill Effects: Melee attack power +15
CP: 0Cast Time: 0.4 seconds
Distance: 1 cellCooldown: 0.8 seconds
Target: SelectedMp Cost: 0


Elaborate ShotJob level: 1
Element: none
Description: Causes additional ranged damage with high critical rate
Skill Effects: Ranged attack +180
CP: 5Cast Time: 0.0 seconds
Distance: 8 cellsCooldown: 5 seconds
Target: SelectedMp Cost: 12


Intoxicate Dagger
Job level: 1
Element: none
Description: Put venom on a dagger. Requires intoxicate herb
Skill Effects:
CP: 8Cast Time: 0.0 seconds
Distance: Self
Cooldown: 30 seconds
Target: SelectedMp Cost: 80


Turning Count
Job level: 1
Element: none
Description: Uses auxiliary dagger to stop enemy movement
Skill Effects: Melee attack +120, 90% chance to cast move disabled: (unable to move for 8 seconds)
CP: 10
Cast Time: 0.0 seconds
Distance: SelfCooldown: 15 seconds
Target: All in 1 cellMp Cost: 20


Short Stabbing
Job level: 3
Element: none
Description: Adds additional attack power to auxiliary dagger
Skill Effects: Melee attack power +100, increase probability for fatal attack +70%
CP: 4Cast Time: 0.0 seconds
Distance: 1 cellCooldown: 10 seoncds
Target: SelectedMp Cost: 20


Fast ShootingJob level: 4
Element: fire
Description: Shoots 3 arrows continuously
Skill Effects: Ranged attack +300, fire element +100
CP: 5
Cast Time: 0.0 seconds
Distance: 8 cells
Cooldown: 25 seconds
Target: SelectedMp Cost: 30


Target LegsJob level: 5
Element: none
Description: Attacks enemy's legs to slow them down
Skill Effects:
CP: 10
Cast Time: 0.6 seconds
Distance: 7 cellsCooldown: 13 seconds
Target: SelectedMp Cost: 25


Detoxify Technique
Job level: 5
Element: none
Description: Remove venom from target. Requires detoxify herb
Skill Effects:
CP: 5
Cast Time: 0.1 seconds
Distance: selfCooldown: 5 seconds
Target: Selected
Mp Cost: 70


Intoxicate Arrowhead
Job level: 5
Element: none
Description: Place venom on an arrow for a certain time
Skill Effects:
CP: 8Cast Time: 0.1 seconds
Distance: self
Cooldown: 40 seconds
Target: SelectedMp Cost: 100


Intense Shot
Job level: 6
Element: fire
Description: Deals higher damage in long range attacks
Skill Effects: Ranged attack +100, fire element +70
CP: 6Cast Time: 0.2 seconds
Distance: 10 cells
Cooldown: 15 seconds
Target: Selected
Mp Cost: 15


Ritual of Hawk
Job level: 6Element: none
Description: Increases hit-rate and attack power
Skill Effects: 100% chance to cast Ritual of Hawk: (Increase all attack power +45, Increase target level for all attacks +15 for 180 seconds)
CP: 10
Cast Time: 0.1 seconds
Distance: self
Cooldown: 35 seconds
Target: Self and Pets
Mp Cost: 150


Piercing Shot
Job level: 7
Element: light
Description: Pierces enemies, and give a critical attack in a line
Skill Effects: Ranged attack +100, increase probability for fatal attack 80%, light element +40,
CP: 12
Cast Time: 0.2 seconds
Distance: 8 cells
Cooldown: 15 seconds
Target: Special Area
Mp Cost: 25


Jump Shot
Job level: 7
Element: none
Description: Attacks in the air to cause damage to the enemy in front without penalty
Skill Effects: Ranged attack +150, while attack from range, there is no melee penalty
CP: 6
Cast Time: 0.0 seconds
Distance: 5 cells
Cooldown: 15 seconds
Target: All in 1 cell
Mp Cost: 20


Overhead Shooting
Job level: 8
Element: water
Description: Send a shower of arrows around the target
Skill Effects: Ranged attack +130
CP: 15
Cast Time: 0.0 seconds
Distance: 7 cellsCooldown: 18 seconds
Target: All in 2 cells
Mp Cost: 55


Death Charging
Job level: 11
Element: none
Description: Increases the power of the next attack
Skill Effects: Ranged attack +250
CP: 12Cast Time: 1.0 seconds
Distance: self
Cooldown: 30 seconds
Target: Selected
Mp Cost: 100


Haste
Job level: 12
Element: none
Description: Speed up for a short time
Skill Effects: 100% chance to cast haste: (Movement speed is increase by 2, shows bodies in several images)
CP: 15
Cast Time: 0.1 seconds
Distance: Self
Cooldown: 360 seconds
Target: Selected
Mp Cost: 200

Stat Point Charts



Green- The step the stat is on
Blue- Amount of points required to increase the stat(Exhausted points)
Yellow- The stat that can be increased
Red- Bonus abilities shown

I know I have this posted on the specialist card guide post, but I figured I'd make it easier to access. That post is going to be split up into smaller parts for more convenience. I'm going to take most of the charts off that guide soon. These are the tables and stats for adding card points to your specialist card. It shows the bonuses and the changes when adding points to your card.

Attack

Step
Exhausted Point
Value rises
1-10 1 5
11-19 2 6
20 3 6
21-30 3 8
31-39 3 7
40 4 7
41-50 4 9
51-59 4 10
60 5 10
61-70 5 11
71-79 5 13
80 6 13
81-90 6 14
91-94 8 15
95 8 16
96-97 8 17
98 7 20
99 9 20
100 10 20
Total 410 1000

Bonus

Step Bonus ability
1 Hit attack +5
10 Accuracy +10
20 Critical probability +2
30 +5 Hit attack +10
40 Critical Damage +10
50 HP / MP +200
60 Hit +15
70 +5 Hit attack +15
80 Critical probability +3
90 Critical Damage +20
100 Hit +20
Critical probability +3
Critical Damage +20
HP / MP +200
Offenseless +5
Total Hit +70
Critical probability +8
Critical Damage +50
HP / MP +400
+20 Attack power

Defense

Step Exhausted Point
Value rises
1-10 1 1
11-20 2 2
21-29 2 3
30 3 3
31-40 3 4
41-50 4 5
51-60 4 6
61-70 5 8
71-75 5 7
76-80 6 7
81-84 6 9
85-90 8 9
91-94 8 10
95-99 7 10
100 10 10
Total 410 550

Bonus

Step Bonus ability
10 Avoid +5
20 Critical damage reduction +2
30 HP +100
40 Critical damage reduction +2
50 Avoid +5
60 HP +200
70 Reduce critical damage +3
75 fire / water / light / dark resistance +2
80 Avoid +10
Reduce critical damage +3
90 fire / water / light / dark resistance +3
95 HP +300
100 Avoid +20
fire / water / light / dark resistance +5
Total Avoid +40
Reduce critical damage +10
HP+600 HP +600
fire / water / light / dark resistance +10

Element

Step Exhausted Point Value rises
1-20 1 1
21-30 2 1
31-40 3 1
41-50 4 1
51-70 5 2
71-80 6 2
81-100 8 2
Total 410 150

Bonus

Step Bonus ability
1 Attributes +2
10 MP +100
20 Reduce magic damage +5
30 Attributes +2
fire / water / light / dark resistance +2
40 MP+100 MP +100
50 Reduce magic damage +5
60 Attributes +2
fire / water / light / dark resistance +3
70 MP +100
80 Reduce magic damage +5
90 Attributes +2
fire /water / light / darkness resistance +4
100 Reduce magic damage +5
fire / water / light / darkness resistance +6
MP +200
Attributes +2
Total +20 Magic damage reduction
fire /water / light / dark resistance +15
MP +500
Attributes + 10

Hp/Mp

Step Exhausted Point Value rises
1-10 1 1%
11-30 2 1%
31-50 3 1%
51-60 4 2%
61-70 5 2%
71-80 6 2%
81-90 8 2%
91-100 7 2%
Total 410 150

Bonus

Step Bonus ability
5 Offenseless +5
10 Offenseless +5
15 Offenseless +5
20 Offenseless +5
short range / long range / magic defense power +10
Of 25 Offenseless +5
30 Offenseless +5
35 Offenseless +5
40 Offenseless +5
short range / long range / magic defense power +15
45 +10 Attack power
50 +10 Attack power
fire / water / light / dark resistance +2
55 +10 Attack power
60 +10 Attack power
65 +10 Attack power
70 +10 Attack power
short range / long range / magic defense power +20
75 +15 Attack power
80 +15 Attack power
85 +15 Attack power
Reduced probability critical +1
86 Reduced probability critical +1
87 Reduced probability critical +1
88 Reduced probability critical +1
90 +15 Attack power
short range / long range / magic defense power +25
91 Avoid +2
92 Avoid +2
93 Avoid +2
94 Avoid +2
95 +20 Attack power
Avoid +2
96 Avoid +2
97 Avoid +2
98 Avoid +2
99 Avoid +2
100 +20 Attack power
short range / long range / magic defense power +30
fire / water / light / dark resistance +3
Avoid +2
Reduced probability of critical hit +1
Total +200 Attack power
short range / long range / magic defense power +100
fire / / light / dark resistance +5
Avoid +20
Reduced probability critical +5