Doram Skill Modifications

From DARO

Intro

A lot of Skills has been revisited just for you !

There you can see all In-Game informations you need about these modifications.


  Take note that Skills here are organized in a random order. That's why prerequisites aren't taken into account.
Spore.png

Skills

Basics Summoner's Skills

Su basic skill.png Basic Skill

  Ability to use basic interface skills.
  Including: Trade between Characters, Emotional expression, Sit, Chat room open, Party join and create, Kafra Warehouse use.

Al heal.png Heal

 Heal Info.gif
 Restores a target's HP, or damage Undead target. The amount of HP restored is based on the caster's base level, Int and the skill's level. 
 ______________________________________
 Max Level: 5          Skill Form: Recovery 
 Target: 1 Player      Range: 9 Cells     Delay: 1 sec
 Element: Holy 
 ______________________________________
 Heal used against undead element targets counts as Offensive Healing - Heal does holy damage half as the normal healing (modified by undead element level) instead of restoring HP.
 ______________________________________
 Requirement: Faith 10, Demon Bane 5 

Mg firebolt.png Fire Bolt

 Fire Bolt Info.gif
 Attacks a target with arrows made of fire. Each arrow has power equal to caster's MATK. 
 ______________________________________
 Max Level: 5          Skill Form: Magical attack 
 Target: 1 Enemy     Cast: 0.7 sec per Lv
 Range: 9 Cells       Delay: 0.8 sec +0.2 sec per Lv
 Element: Fire 
 ______________________________________
 [Lv 1]: 1 hit (100% MATK damage) 
 [Lv 2]: 2 hits (200% MATK damage) 
 [Lv 3]: 3 hits (300% MATK damage) 
 [Lv 4]: 4 hits (400% MATK damage) 
 [Lv 5]: 5 hits (500% MATK damage) 

Mg coldbolt.png Cold Bolt

 Cold Bolt Info.gif
 Attacks a target with arrows made of ice. Each arrow has power equal to caster's MATK. 
 ______________________________________
 Max Level: 5          Skill Form: Magical attack 
 Target: 1 Enemy     Cast: 0.7 sec per Lv
 Range: 9 Cells       Delay: 0.8 sec+0.2 sec per Lv
 Element: Water 
 ______________________________________
 [Lv 1]: 1 hit (100% MATK damage) 
 [Lv 2]: 2 hits (200% MATK damage) 
 [Lv 3]: 3 hits (300% MATK damage) 
 [Lv 4]: 4 hits (400% MATK damage) 
 [Lv 5]: 5 hits (500% MATK damage) 

Mg lightningbolt.png Lightning Bolt

 Lightening Bolt Info.gif
 Attacks a target with lightning. 
 ______________________________________
 Max Level: 5          Skill Form: Magical attack 
 Target: 1 Enemy     Cast: 1s +0.5s per Lv
 Range: 9 Cells       Delay: 0.8s +0.2s per Lv
 Element: Wind 
 ______________________________________
 [Lv 1]: 1 hit (100% MATK damage) 
 [Lv 2]: 2 hits (200% MATK damage) 
 [Lv 3]: 3 hits (300% MATK damage) 
 [Lv 4]: 4 hits (400% MATK damage) 
 [Lv 5]: 5 hits (500% MATK damage) 

Wz earthspike.png Earth Bolt

 Attacks a target with Earth. 
 ______________________________________
 Max Level: 5          Skill Form: Magical attack 
 Target: 1 Enemy     Cast: 1s +0.5s per Lv
 Range: 9 Cells       Delay: 0.8s +0.2s per Lv
 Element: Earth 
 ______________________________________
 [Lv 1]: 1 hit (100% MATK damage) 
 [Lv 2]: 2 hits (200% MATK damage) 
 [Lv 3]: 3 hits (300% MATK damage) 
 [Lv 4]: 4 hits (400% MATK damage) 
 [Lv 5]: 5 hits (500% MATK damage) 

Summon Mastery [5]

Su mastery.png Passive
Increase all summons fixes values which depends on the summoner baselevel.

  • Minimum ATK +BaseLevel * SkillLv * 0,5
  • Maximum ATK +BaseLevel * SkillLv * 1
  • Minimum MATK +BaseLevel * SkillLv * 0,5
  • Maximum MATK +BaseLevel * SkillLv * 1
  • Maximum HP +BaseLevel * SkillLv * 5

Summon Link [5]

Su link.png Passive
While a (non ultimate) summon is here the summoner inflict more damage by skills of the same element
Damage are increased by 5/10/15/20/25%
Will increase healing if the summon is carbunckle
Will increase neutral attacks if the summon is odin (even if its not really usefull, who knows ? with the right specialization...)
Also casting time of the summoner's skill of the same element is reduced by that same amount

Summon Command [4]

Su action.png At level 1 unlock "Attack" command : Use this skill and click on a target to change actual summon's target for that one, also turning the summon into "aggresive" mode (will attack with easy avoidnable but way stronger skills, do not protect the master)
At level 2 unlock "Defend" command : Use this skill and click on himself to turn the summon into "defensive" mode (will counter attack with harder skills, do not protect the master)
At level 3 unlock "Protect" command : Use this skill and click on self to turn the summon into "protective" mode (will protect the master by attacking anyone attacking him)
At level 4 unlock "Go" command : Click on the summon skill again to move it on the selected spot, the summon will reset aggro/target when done

Aggressive mode : Summon will use strong attacks with casting time on enemies, may use AOE skills
Defensive mode : Summon will use strong melee skills with no casting time in order to defend himself, only responds to aggression, may use AOE skills
Protective mode : Summon will only responds to targets which attacks its master, use quick and/or defensive skills (like status ones, etc)

Empowering [5]

Su empowering.png Active
Casting Time : 5 seconds (reduced by summoner's DEX)
After Skill Delay : 0
Duration : 10 seconds
SP cost : 20/30/40/50/60 SP
Increase ATK/MATK/DEF/MDEF of the target summon by 4/8/12/16/20% for 10 seconds
Also increase walking speed by that much

Shiva

Summoner (Shiva).png

Summon Shiva [5]

Su shiva.png Active
Casting Time : 15 seconds (reduced by summoner's DEX) (<- just like meteor storm etc, the summoner NEED some DEX and cast time stuff)
After Skill Delay : 3 seconds (on the summoner)
Duration : 60 seconds
SP cost : 60/90/120/150/180 SP
Summon Shiva
Summon Power is base on user's INT : 30/40/50/60/70% (<- i will explain this later on)
Shiva's attributes distributions are : INT>DEX>AGI>LUK>STR>VIT
DEF is low, MDEF is high, Attack Range 2, Attack Speed Average, Walking Speed Average, Hit Recovery Average
Shiva is a medium/water 3 demon monster (<- we need to have the same race for all summon in order to grants some way to deal with them for other players)
Shiva base attacks are cold bolt, water attack and freeze attack, depending on mode used

Icy Touch [5]

Su shiva1.png Active
Casting Time : 2 seconds (on the summon)
After Skill Delay : 2 seconds (on the summoner)
Duration : 60 seconds
SP cost : 40/60/80/100/120 SP
Grants 20/40/60/80/100% chance to freeze enemies for 2 seconds who physically attack the summoner
May not be resisted by any means
This effect wears off if the summon is killed or unsummoned

Frozen Slash [5]

30px Active
Casting Time : 1 second (on the summon)
After Skill Delay : 1 second (on the summoner)
Cooldown : 5 seconds
Duration : n/a
SP cost : 20/30/40/50/60 SP
The summon do a water physical attacks to its current target, hitting in a 5x5 area in a range of 2 cells
This skill inflict 200/300/400/500/600% damage and have 60/70/80/90/100% chance to inflict Crack status for 8/9/10/11/12 seconds
Crack : Targets have reduced DEF/MDEF, this status can be resisted by DEF

Diamond Dust [5]

Su shiva3.png Active
Casting Time : n/a
After Skill Delay : 2 second (on the summoner)
Cooldown : 7 seconds
Duration : 7/9/11/13/15 seconds
SP cost : 30/45/60/75/90 SP
The summon do an AOE self based water magical attacks, hitting in a 7x7 area
This skill inflict 300/450/600/850/1000% damage and have 60/70/80/90/100% chance to inflict Freeze status for 7/9/11/13/15 seconds
Also allies within an area of 15x15 recieves Recovery status for 7/9/11/13/15 seconds
Brave : Resistance to status (duration), increase maximum HP and HP recovery

Transcendental [5]

Su shiva4.png Active
Casting Time : 5 seconds (on the summon) (<- Yes, this is long, summoner must use it when the summon is a good situation, also VIT may reduce chance to be canceled !)
After Skill Delay : 4 second (on the summoner)
Cooldown : 30 seconds
Duration : n/a
SP cost : 50/75/100/125/150 SP
The summon do an AOE water magical attacks targeting its current target, hitting in a 13x13 area
This skill inflicts a total of 5 REAL hits dealing 100/150/200/250/300% damage and have 60/70/80/90/100% chance to inflict Chill status for 7/9/11/13/15 seconds
Chill : All speed and defense factor slightly reduced, resisted by MDEF

Ifrit

Summoner (Ifrit).png

Summon Ifrit [5]

Su ifrit.png Active
Casting Time : 15 seconds (reduced by summoner's DEX) (<- just like meteor storm etc, the summoner NEED some DEX and cast time stuff)
After Skill Delay : 3 seconds (on the summoner)
Duration : 60 seconds
SP cost : 60/90/120/150/180 SP
Summon Ifrit
Summon Power is base on user's INT : 30/40/50/60/70% (<- i will explain this later on)
Ifrit's attributes distributions are : STR/DEX/VIT/AGI/LUK/INT
DEF is average, MDEF is average, Attack Range 2, Attack Speed Average, Walking Speed Average, Hit Recovery Average
Shiva is a medium/fire 3 demon monster (<- we need to have the same race for all summon in order to grants some way to deal with them for other players)
Shiva base attacks are fire bolt, fire attack and burning ? attack, depending on mode used

Divine Reflection [5]

Su ifrit1.png Active
Casting Time : 2 seconds (on the summon)
After Skill Delay : 2 seconds (on the summoner)
Duration : 60 seconds
SP cost : 40/60/80/100/120 SP
Reflect 10/20/30/40/50% of any damage recieved by the summoner
This effect wears off if the summon is killed or unsummoned

Fire Rain [5]

Su ifrit2.png Active
Casting Time : 1 second (on the summon)
After Skill Delay : 1 second (on the summoner)
Cooldown : 5 seconds
Duration : n/a
SP cost : 20/30/40/50/60 SP
The summon do a fire physical attacks to its current target, hitting in a 5x5 area in a range of 2 cells
This skill inflict 200/300/400/500/600% damage and have 60/70/80/90/100% chance to inflict Weak status for 8/9/10/11/12 seconds
Weak : Targets do less critical and may received more of them, this status can be resisted by DEF

Divine Comedie [5]

Su ifrit3.png Active
Casting Time : n/a
After Skill Delay : 2 second (on the summoner)
Cooldown : 7 seconds
Duration : 7/9/11/13/15 seconds
SP cost : 30/45/60/75/90 SP
The summon do an AOE self based fire magical attacks, hitting in a 7x7 area
This skill inflict 300/450/600/850/1000% damage and have 60/70/80/90/100% chance to inflict Burning status for 7/9/11/13/15 seconds
Also allies within an area of 15x15 recieves Brave status for 7/9/11/13/15 seconds
Brave : Resistance to status (rate), increase maximum SP and SP recovery

Hell Fire [5]

Su ifrit4.png Active
Casting Time : 5 seconds (on the summon) (<- Yes, this is long, summoner must use it when the summon is a good situation, also VIT may reduce chance to be canceled !)
After Skill Delay : 4 second (on the summoner)
Cooldown : 30 seconds
Duration : n/a
SP cost : 50/75/100/125/150 SP
The summon do an AOE fire magical attacks targeting its current target, hitting in a 13x13 area
This skill inflicts a total of 5 REAL hits dealing 100/150/200/250/300% damage and have 60/70/80/90/100% chance to inflict Fever status for 7/9/11/13/15 seconds
Fever : Receives 25% more damage, resisted by MDEF

Golgotha

Summoner (Golgotha).png

Summon Golgotha [5]

Su golgotha.png Active
Casting Time : 15 seconds (reduced by summoner's DEX) (<- just like meteor storm etc, the summoner NEED some DEX and cast time stuff)
After Skill Delay : 3 seconds (on the summoner)
Duration : 60 seconds
SP cost : 60/90/120/150/180 SP
Summon Golgotha
Summon Power is base on user's INT : 30/40/50/60/70% (<- i will explain this later on)
Golgotha's attributes distributions are : AGI/DEX/INT/LUK/VIT/STR
DEF is very low, MDEF is average, Attack Range 2, Attack Speed High, Walking Speed High, Hit Recovery Slow
Shiva is a medium/wind 3 demon monster (<- we need to have the same race for all summon in order to grants some way to deal with them for other players)
Shiva base attacks are lightning bolt, wind attack and blind attack, depending on mode used

Quick Wind [5]

Su golgotha1.png Active
Casting Time : 2 seconds (on the summon)
After Skill Delay : 2 seconds (on the summoner)
Duration : 60 seconds
SP cost : 40/60/80/100/120 SP
Grants 8/16/24/32/40% chance to avoid any attacks targeting the summoner
Also the summoner may walk 4/8/12/16/20% faster
This effect wears off if the summon is killed or unsummoned

Slow Thunder [5]

Su golgotha2.png Active
Casting Time : 1 second (on the summon)
After Skill Delay : 1 second (on the summoner)
Cooldown : 5 seconds
Duration : n/a
SP cost : 20/30/40/50/60 SP
The summon do a wind physical attacks to its current target, hitting in a 5x5 area in a range of 2 cells
This skill inflict 200/300/400/500/600% damage and have 60/70/80/90/100% chance to inflict Brake status for 8/9/10/11/12 seconds
Brake : Target's have reduced Attack speed, casting time and after skill delay, this status can be resisted by DEF

Mega Flare [5]

Su golgotha3.png Active
Casting Time : n/a
After Skill Delay : 2 second (on the summoner)
Cooldown : 7 seconds
Duration : 7/9/11/13/15 seconds
SP cost : 30/45/60/75/90 SP
The summon do an AOE self based wind magical attacks, hitting in a 7x7 area
This skill inflict 300/450/600/850/1000% damage and have 60/70/80/90/100% chance to inflict Stop status for 1/1.5/2/2.5/3 seconds
Also push tragets back by 2/3/4/5/6 cells
Also allies within an area of 15x15 recieves Swift status for 7/9/11/13/15 seconds
Swift : Grants chance to avoid attacks

Electroflux [5]

Su golgotha4.png Active
Casting Time : 5 seconds (on the summon) (<- Yes, this is long, summoner must use it when the summon is a good situation, also VIT may reduce chance to be canceled !)
After Skill Delay : 4 second (on the summoner)
Cooldown : 30 seconds
Duration : n/a
SP cost : 50/75/100/125/150 SP
The summon do an AOE wind magical attacks targeting its current target, hitting in a 13x13 area
This skill inflicts a total of 5 REAL hits dealing 100/150/200/250/300% damage and have 60/70/80/90/100% chance to inflict Cripple status for 7/9/11/13/15 seconds
Cripple : Maximum HP and SP reduced by a maximum of 30% (15% on MVP), also reduce incoming heals (HP or SP), resisted by MDEF

Fenrir

Summoner (Fenrir).png

Summon Fenrir [5]

Su fenrir.png Active
Casting Time : 15 seconds (reduced by summoner's DEX) (<- just like meteor storm etc, the summoner NEED some DEX and cast time stuff)
After Skill Delay : 3 seconds (on the summoner)
Duration : 60 seconds
SP cost : 60/90/120/150/180 SP

Summon Fenrir
Summon Power is base on user's INT : 30/40/50/60/70% (<- i will explain this later on)
Fenrir's attributes distributions are : VIT/AGI/STR/LUK/INT/DEX
DEF is very high, MDEF is average, Attack Range 2, Attack Speed Slow, Walking Speed Slow, Hit Recovery Very High
Fenrir is a medium/earth 3 demon monster (<- we need to have the same race for all summon in order to grants some way to deal with them for other players)
Fenrir base attacks are earth bolt, earth attack and stun attack, depending on mode used

Earth Devotion [5]

Su fenrir1.png Active
Casting Time : 2 seconds (on the summon)
After Skill Delay : 2 seconds (on the summoner)
Duration : 60 seconds
SP cost : 40/60/80/100/120 SP
Redirect to Fenrir 15/30/45/60/75% of damage done to the summoner (this is NOT devotion, their is no maximum distance, etc)
This effect wears off if the summon is killed or unsummoned

Sick Dirt [5]

Su fenrir2.png Active
Casting Time : 1 second (on the summon)
After Skill Delay : 1 second (on the summoner)
Cooldown : 5 seconds
Duration : n/a
SP cost : 20/30/40/50/60 SP
The summon do a earth physical attacks to its current target, hitting in a 5x5 area in a range of 2 cells
This skill inflict 200/300/400/500/600% damage and have 60/70/80/90/100% chance to inflict Sick status for 8/9/10/11/12 seconds
Sick : Targets have doubled after hit delay, chance to be stunned when hitted and loose more HP when hitted, this status can be resisted by DEF

Falling Rock [5]

Su fenrir3.png Active
Casting Time : n/a
After Skill Delay : 2 second (on the summoner)
Cooldown : 7 seconds
Duration : 7/9/11/13/15 seconds
SP cost : 30/45/60/75/90 SP
The summon do an AOE self based earth magical attacks, hitting in a 7x7 area
This skill inflict 300/450/600/850/1000% damage and have 60/70/80/90/100% chance to inflict Stun status for 2/3/4/5/6 seconds
Also allies within an area of 15x15 recieves Swift status for 7/9/11/13/15 seconds
Swift : Grants chance to avoid attacks

Megaquake [5]

Su fenrir4.png Active
Casting Time : 5 seconds (on the summon) (<- Yes, this is long, summoner must use it when the summon is a good situation, also VIT may reduce chance to be canceled !)
After Skill Delay : 4 second (on the summoner)
Cooldown : 30 seconds
Duration : n/a
SP cost : 50/75/100/125/150 SP
The summon do an AOE earth magical attacks targeting its current target, hitting in a 13x13 area
This skill inflicts a total of 5 REAL hits dealing 100/150/200/250/300% damage and have 60/70/80/90/100% chance to inflict Feeble status for 7/9/11/13/15 seconds
Feeble : Damage dealt reduced by 25%, resisted by MDEF

Carbunkle

Summoner (Carbuncle).png

Summon Carbunkle [5]

Su carbuncle.png Active
Casting Time : 15 seconds (reduced by summoner's DEX) (<- just like meteor storm etc, the summoner NEED some DEX and cast time stuff)
After Skill Delay : 3 seconds (on the summoner)
Duration : 60 seconds
SP cost : 60/90/120/150/180 SP
Summon Carbunkle
Summon Power is base on user's INT : 30/40/50/60/70% (<- i will explain this later on)
Carbunkle's attributes distributions are : LUK/INT/AGI/VIT/DEX/STR
DEF is very low, MDEF is very high, Attack Range 2, Attack Speed Slow, Walking Speed Slow, Hit Recovery Slow
Carbunkle is a medium/holy 3 demon monster (<- we need to have the same race for all summon in order to grants some way to deal with them for other players)
Carbunkle base attacks are holy light, holy attack and silence attack, depending on mode used

Moon Glow [5]

Su carbuncle1.png Active
Casting Time : 2 seconds (on the summon)
After Skill Delay : 2 seconds (on the summoner)
Duration : 60 seconds
SP cost : 40/60/80/100/120 SP
The summoner is made invisible when attacked for 1/2/3/4/5 seconds, this effect DO NOT stops if the summoner attacks
This effect wears off if the summon is killed or unsummoned

Holy Crack [5]

Su carbuncle2.png Active
Casting Time : 1 second (on the summon)
After Skill Delay : 1 second (on the summoner)
Cooldown : 5 seconds
Duration : n/a
SP cost : 20/30/40/50/60 SP
The summon do a holy physical attacks to its current target, hitting in a 5x5 area in a range of 2 cells
This skill inflict 200/300/400/500/600% damage and have 60/70/80/90/100% chance to inflict Oath status for 8/9/10/11/12 seconds
Oath : Targets have more chance to contract a status, this status can be resisted by MDEF

Flashing Light [5]

Su carbuncle3.png Active
Casting Time : n/a
After Skill Delay : 2 second (on the summoner)
Cooldown : 7 seconds
Duration : 7/9/11/13/15 seconds
SP cost : 30/45/60/75/90 SP
The summon do an AOE self based holy magical attacks, hitting in a 7x7 area
This skill inflict 300/450/600/850/1000% damage and have 60/70/80/90/100% chance to inflict blind status for 4/6/8/10/12 seconds
Also allies within an area of 15x15 recieves a Hope status for 7/9/11/13/15 seconds
Hope : When HP are lower than 50% damage are reduce (proportionately) up to 50%, can protect from a fatal hit (once, 30+LUK/5%)

Ruby Light [5]

Su carbuncle4.png Active
Casting Time : 5 seconds (on the summon) (<- Yes, this is long, summoner must use it when the summon is a good situation, also VIT may reduce chance to be canceled !)
After Skill Delay : 4 second (on the summoner)
Cooldown : 30 seconds
Duration : n/a
SP cost : 50/75/100/125/150 SP
The summon do an AOE holy magical attacks targeting its current target, hitting in a 13x13 area
This skill inflicts a total of 5 REAL hits dealing 100/150/200/250/300% damage and have 60/70/80/90/100% chance to inflict Slow status for 7/9/11/13/15 seconds
Slow : All speed factor highly reduced, resisted by MDEF

Odin

Summoner (Odin .png

Summon Odin [5]

Su odin.png Active
Casting Time : 15 seconds (reduced by summoner's DEX) (<- just like meteor storm etc, the summoner NEED some DEX and cast time stuff)
After Skill Delay : 3 seconds (on the summoner)
Duration : 60 seconds
SP cost : 60/90/120/150/180 SP
Summon Odin
Summon Power is base on user's INT : 30/40/50/60/70% (<- i will explain this later on)
Odin's attributes distributions are : STR/DEX/VIT/LUK/INT/AGI
DEF is high, MDEF is low, Attack Range 2, Attack Speed Low, Walking Speed High, Hit Recovery High
Odin is a medium/dark 3 demon monster (<- we need to have the same race for all summon in order to grants some way to deal with them for other players)
Odin base attacks are dark strike, dark attack and curse attack, depending on mode used

Gloomy Knight [5]

Su odin1.png Active
Casting Time : 2 seconds (on the summon)
After Skill Delay : 2 seconds (on the summoner)
Duration : 60 seconds
SP cost : 40/60/80/100/120 SP
Odin will counter-attack anytime the summoner is being physically attacked or using a bolt. This effect wears off if the summon is killed or unsummoned.
Odin using Spear Boomerang level 1/2/3/4/5 (no range limit).

Deep Wound [5]

Su odin2.png Active
Casting Time : 1 second (on the summon)
After Skill Delay : 1 second (on the summoner)
Cooldown : 5 seconds
Duration : n/a
SP cost : 20/30/40/50/60 SP
The summon do a holy physical attacks to its current target, hitting in a 5x5 area in a range of 2 cells
This skill inflict 200/300/400/500/600% damage and have 60/70/80/90/100% chance to inflict Deep Wound status for 8/9/10/11/12 seconds
Also inflict Stop for 1/1.25/1.5/1.75/2 seconds
Deep Wound : Targets have reduced heal, this status can be resisted by MDEF

Dark Curse [5]

Su odin3.png Active
Casting Time : n/a
After Skill Delay : 2 second (on the summoner)
Cooldown : 7 seconds
Duration : 7/9/11/13/15 seconds
SP cost : 30/45/60/75/90 SP
The summon do an AOE self based dark magical attacks, hitting in a 7x7 area
This skill inflict 300/450/600/850/1000% damage and have 60/70/80/90/100% chance to inflict curse status for 4/6/8/10/12 seconds
Also allies within an area of 15x15 recieves a CRIT buff status for 7/9/11/13/15 seconds
This CRIT buff increase critical rate by 15

Zantetsuken [5]

Su odin4.png Active
Casting Time : 5 seconds (on the summon) (<- Yes, this is long, summoner must use it when the summon is a good situation, also VIT may reduce chance to be canceled !)
After Skill Delay : 4 second (on the summoner)
Cooldown : 30 seconds
Duration : n/a
SP cost : 50/75/100/125/150 SP
The summon do an AOE holy --PHYSICAL-- attacks targeting its current target, hitting in a 11x11 area
This skill inflicts a total of 5 REAL hits dealing 80/120/160/200/220% damage and have 60/70/80/90/100% chance to inflict Bleeding status for 7/9/11/13/15 seconds and Haemophilia for the same time
Also have 2/3/4/5% chance to coma targets
Also always do additional damage on targets with lower HP than 6/9/12/15/18% (dealing to them additional 9999 damage) (<- See the bonus which do the same kind of effects)
Haemophilia : Increase incoming DOTs by 1/4, DOT have 1/4 more chance to be contracted, any hit will leads to a very short bleeds (100% bleeding for 3s)

Ultimates

Pheonix [5]

Summoner (Phoenix).png

Su phoenix.png Active
Casting Time : 25 seconds (reduced by summoner's DEX) (<- higher than meteor storm etc, the summoner NEED some DEX and cast time stuff)
After Skill Delay : 5 seconds (on the summoner)
Duration : 7 seconds
Cooldown : 60 seconds (shared with other ultimates summons)
SP cost : 100/150/200/250/300 SP
Summon Phoenix
Summon Power is base on user's INT : 60/75/90/105/120% (<- i will explain this later on)
Each action take place after a casting time which can be interrupted !
In the case of an interruption Phoenix will attack with IA before the next casting/effects.
Phase 1 (1s) - First Phoenix will revive all allies within a 11x11 area
Phase 2 (3 x 1s) - Then Phoenix will heal every one once per seconds (wide healing ?), healing 3 time all allies within 11x11 area
Phase 3 (1s) - Then Phoenix will grants to all allies Restore status (which restore HP every seconds) within 11x11 area
Phase 4 (1s) - Finally Phoenix will grants to all allies Fortify status (which increase maximum HP) within 11x11 area

Bahamut [5]

Summoner (Bahamut).png

Su bahamut.png Active
Casting Time : 25 seconds (reduced by summoner's DEX) (<- higher than meteor storm etc, the summoner NEED some DEX and cast time stuff)
After Skill Delay : 5 seconds (on the summoner)
Duration : 7 seconds
Cooldown : 60 seconds (shared with other ultimates summons)
SP cost : 100/150/200/250/300 SP
Summon Bahamut
Summon Power is base on user's INT : 60/75/90/105/120% (<- i will explain this later on)
Each action take place after a casting time which can be interrupted !
In the case of an interruption Bahamut will attack with IA before the next casting/effects.
Every seconds, after the casting time, Bahamut throw a powerfull magical attacks at a random spot around him (7x7), hitting in a 7x7 area for 400/600/800/1000/1200% neutral magical damage

Anima [5]

Summoner (Anima).png

Su anima.png Active
Casting Time : 25 seconds (reduced by summoner's DEX) (<- higher than meteor storm etc, the summoner NEED some DEX and cast time stuff)
After Skill Delay : 5 seconds (on the summoner)
Duration : 7 seconds
Cooldown : 60 seconds (shared with other ultimates summons)
SP cost : 100/150/200/250/300 SP
Summon Anima
Summon Power is base on user's INT : 60/75/90/105/120% (<- i will explain this later on)
Each action take place after a casting time which can be interrupted !
In the case of an interruption Anima will attack with IA before the next casting/effects.
Every seconds, after the casting time, Anima throw a random wide status skill at level 5 (Poison, Silence, Curse, Blind, Bleeding, Stun)
Those skill inflict status at 100% within 11x11 area

Knight of The Round Table [5]

Summoner (Knight of Round)-page1.png

Su knight of round.png Active
Casting Time : 25 seconds (reduced by summoner's DEX) (<- higher than meteor storm etc, the summoner NEED some DEX and cast time stuff)
After Skill Delay : 5 seconds (on the summoner)
Duration : 7 seconds
Cooldown : 60 seconds (shared with other ultimates summons)
SP cost : 100/150/200/250/300 SP
Summon Knight of The Round Table
Summon Power is base on user's INT : 30/60/90/120/150% (<- i will explain this later on)
When the cast is over a "warp" is placed on the ground. This warp can't be targetted.
Every half a seconds, after a casting time of 0.5s which can be interrupted, a knight from the round table is called and attacks at a random fashion (Of course if their is only one target then they all go on that one)
Those knights are from bio labs characters, they last for 7 seconds each


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