Evoker

From DARO

Description

Original Job: Mage
Version: 1.0
The evoker is a specialist in utility spells.
Thus he excels in the use of magic walls and state alterations.

Kugans

4030.png Charm Specialization

ID: 4030
Type: Passive
Max Level: 5
Cost to learn: 1
Description: Each level grants +1 to one attribute and +1% HP/SP.

Level Attribute
1 INT
2 LUK
3 LUK
4 LUK
5 INT

4031.png Charm Stone

ID: 4031
Type: Passive
Max Level: 5
Cost to learn: 1
Description: Enable the use of a minored version of Stone Curse.

Level Skill
1 Stone Curse Level 2
2 Stone Curse Level 4
3 Stone Curse Level 6
4 Stone Curse Level 8
5 Stone Curse Level 10

Already in Skill Tree : Chances of inflicting status (5 seconds) and SP cost are increased.

Level Bonus SP cost
1 Chance to inflict status +3% +2
2 Chance to inflict status +6% +4
3 Chance to inflict status +9% +6
4 Chance to inflict status +12% +8
5 Chance to inflict status +15% +10


4032.png Charm Diver

ID: 4032
Type: Passive
Max Level: 5
Cost to learn: 1
Description: Enable the use of a minored version of Frost Diver.

Level Skill
1 Frost Diver Level 2
2 Frost Diver Level 4
3 Frost Diver Level 6
4 Frost Diver Level 8
5 Frost Diver Level 10

Already in Skill Tree : Chances of inflicting status (5 seconds) and SP cost are increased.

Level Bonus SP cost
1 Chance to inflict status +3% +2
2 Chance to inflict status +6% +4
3 Chance to inflict status +9% +6
4 Chance to inflict status +12% +8
5 Chance to inflict status +15% +10


4033.png Charm Fire

ID: 4033
Type: Passive
Max Level: 5
Cost to learn: 1
Description: Enable the use of a minored version of Fire Wall.

Level Skill
1 Fire Wall Level 2
2 Fire Wall Level 4
3 Fire Wall Level 6
4 Fire Wall Level 8
5 Fire Wall Level 10

Already in Skill Tree : The wall of fire is wider, can take more hits and cost more SP.

Level Wall length Number of Hits SP cost
1 3 cells + 1 +2
2 3 cells + 2 +2
3 5 cells + 2 +2
4 5 cells + 3 +2
5 7 cells + 3 +2


4034.png Charm Strike

ID: 4034
Type: Passive
Max Level: 5
Cost to learn: 1
Description: Enable the use of a minored version of Soul Strike.

Level Skill
1 Soul Strike Level 2
2 Soul Strike Level 4
3 Soul Strike Level 6
4 Soul Strike Level 8
5 Soul Strike Level 10

Already in Skill Tree : Soul Strike can deal some battle damage to cursed targets.
Damage are based on maximum MATK, are increased on monsters, can be critical and can be reduced by target's MDEF but are have no elemental property.

Level Damage rate
1 200%
2 250%
3 300%
4 350%
5 400%


4035.png Charm Safety

ID: 4035
Type: Passive
Max Level: 5
Cost to learn: 1
Description: Enable the use of a minored version of Safety Wall.

Level Skill
1 Safety Wall Level 1
2 Safety Wall Level 2
3 Safety Wall Level 3
4 Safety Wall Level 4
5 Safety Wall Level 5

Already in Skill Tree : When the character is attacked under the effects of a safety wall attackers may experience a random common status

Level Chance
1 4% chance
2 8% chance
3 12% chance
4 16% chance
5 20% chance
  • Status duration depends on the status itself, just like cards effects
  • Status are not random from one hit to another, the status is determined random at irregular period, so over a short period of time it can be the same


4036.png Charm Napalm

ID: 4036
Type: Passive
Max Level: 5
Cost to learn: 1
Description: Enable the use of a minored version of Napalm Beat.

Level Skill
1 Napalm Beat Level 2
2 Napalm Beat Level 4
3 Napalm Beat Level 6
4 Napalm Beat Level 8
5 Napalm Beat Level 10

Already in Skill Tree : Napalm Beat reduces the target's LUK and buff user's LUK for 7 seconds.

Level Debuff Buff
1 LUK -3% and -3 LUK +2
2 LUK -6% and -6 LUK +4
3 LUK -9% and -9 LUK +6
4 LUK -12% and -12 LUK +8
5 LUK -15% and -15 LUK +10

4037.png Charm Trick

ID: 4037
Type: Passive
Max Level: 5
Cost to learn: 1
Description: Increases the chance and duration of status inflicted on opponents .

Level Status Rate Status Duration
1 Rate +3% Duration +5%
2 Rate +6% Duration +10%
3 Rate +9% Duration +15%
4 Rate +12% Duration +20%
5 Rate +15% Duration +25%
  • On a status which should last 10 seconds if a target has 50% natural resistance to that status and this skill is at level 5 then the status will last 6,5s instead of 5s like it would be without the skill
  • On a status which should last 10 seconds if a target has 0% natural resistance to that status and this skill is at level 5 then the status will last 12.5s instead of 10s like it would be without the skill
  • On a status which have 50% chance to occure if a target has 50% natural resistance to that status and this skill is at level 5 then the status will have ~28% to occure instead of 25% like it would be without the skill
  • On a status which have 50% chance to occure if a target has 0% natural resistance to that status and this skill is at level 5 then the status will have ~57.5% to occure instead of 50% like it would be without the skill
  • The calculations in the examples above do not take into account the resistances linked to the cards etc ... only the natural defense linked to the attributes (VIT, INT, etc)
  • TLNR: This skill is more effective on target's WITHOUT defense against a status


4038.png Charm Recovery

ID: 4038
Type: Passive
Max Level: 5
Cost to learn: 1
Description: When an opponent affected by a common state attacks the player, the latter recovers some HP or SP. Same thing if the player attacks an opponent affected by a common state.
Those effects have a cooldown of 1 second.

Level HP recovery SP recovery
1 40% MATK 3 + 5% of INT
2 55% MATK 4 + 8% of INT
3 70% MATK 5 + 11% of INT
4 85% MATK 6 + 14% of INT
5 100% MATK 7 + 17% of INT
  • Every effects (HP recovery when hit, HP recovery on hit, SP recovery when hit, SP recovery on hit) have different cooldown


4039.png Charm Mirror

ID: 4039
Type: Active
Max Level: 5
Cost to learn: 2
LP cost: 15
Casting Time: 1 seconds (interruptible)
Cooldown: 5 seconds
Duration: 7 seconds
Description: For a very short of time all statuses received can be contracted by those who sent them.

Level Status reflection rate
1 60%
2 80%
3 100%
4 120%
5 140%
  • The "Status reflection rate" reflects the proportion of the initial status chances that are returned
  • If the player with this skill at level 3 is hit by a bash which have 25% to stun, then the bash user also have 25% to be stunned
  • From level 4 the odds of contracting the status by the one who sent it are therefore higher than those that the player had of contracting it himself
  • Status reflection do not prevent the character to be affected by the status