The adventurer's skills of course are very basic. They are the most similar to the swordsman when comparing similarities with the 3 basic classes. If you like adventurer, the swordsman would be recommended when making your class change. Of course, there are those who stay as adventurers forever. I have no idea why. O_O
Swing | Job level: 0 | Element: none | |
Description: Basic attack skill | |||
Skill Effects: | |||
CP: 0 | Cast Time: 0.2 seconds | ||
Distance: 1 cell | Cooldown: 0.6 seconds | ||
Mp Cost: 0 |
Shooting Slingshot | Job level: 0 | Element: none | |
Description: Basic ranged skill | |||
Skill Effects: | |||
CP: 0 | Cast Time: 0.6 seconds | ||
Distance: 7 cells | Cooldown: 0.6 seconds | ||
Mp Cost: 0 |
Strong Hit | Job level: 4 | Element: none | |
Description: Swing weapon stronger to cause greater damage | |||
Skill Effects: | |||
CP: 2 | Cast Time: 0.5 seconds | ||
Distance: 1 cell | Cooldown: 10 seconds | ||
Mp Cost: 4 |
Energy Bolt | Job level: 4 | Element: none | |
Description: Basic magic available to adventurers | |||
Skill Effects: | |||
CP: 2 | Cast Time: 1.0 seconds | ||
Distance: 7 cell | Cooldown: 1.0 seconds | ||
Mp Cost: 8 |
Beat Up | Job level: 12 | Element: none | |
Description: Recklessly beats up an enemy in front | |||
Skill Effects: | |||
CP: 2 | Cast Time: 0.4 seconds | ||
Distance: 1 cell | Cooldown: 15 seconds | ||
Mp Cost: 7 |
Shout of Combat | Job level: 12 | Element: none | |
Description: Increase attack and defensive power | |||
Skill Effects: | |||
CP: 2 | Cast Time: 1.4 seconds | ||
Distance: self | Cooldown: 15 seconds | ||
Mp Cost: 25 |
Shout of Morale | Job level: 12 | Element: none | |
Description: Increases morale level | |||
Skill Effects: | |||
CP: 2 | Cast Time: 1.4 seconds | ||
Distance: self | Cooldown: 0.2 seconds | ||
Mp Cost: 18 |
Charging Attack | Job level: 14 | Element: none | |
Description: Accumulates power for next attack | |||
Skill Effects: | |||
CP: 2 | Cast Time: 1.2 seconds | ||
Distance: self | Cooldown: 20 seconds | ||
Mp Cost: 15 |
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