Difference between revisions of "Enchanter"

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== Kugans ==
 
== Kugans ==
  
=== Enchanting Specialization ===  
+
=== [[File:4550.png]] Enchanting Specialization ===  
 
'''ID''' : 4550<br>
 
'''ID''' : 4550<br>
 
'''Type''' : Passive<br>
 
'''Type''' : Passive<br>
 
'''Max Level''' : 5<br>
 
'''Max Level''' : 5<br>
 
'''Cost to learn''' : 1<br>
 
'''Cost to learn''' : 1<br>
'''Description''' : Each level grants +1 to one attribute.<br>
+
'''Description''' : Each level grants +1 to one attribute and +1% HP/SP.<br>
  
 
{| class="wikitable"
 
{| class="wikitable"
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| 2 || DEX
 
| 2 || DEX
 
|-
 
|-
| 3 || CON
+
| 3 || VIT
 
|-
 
|-
 
| 4 || DEX
 
| 4 || DEX
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|}
 
|}
  
=== Enchanting Fire ===
+
=== [[File:4551.png]] Enchanting Fire ===
 
'''ID''' : 4551<br>
 
'''ID''' : 4551<br>
 
'''Type''' : Passive<br>
 
'''Type''' : Passive<br>
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|}
 
|}
  
'''Already Learned''' : When the weapon is enchanted with Flame Launcher all magical hits adds some fire battle damage and can cause the status fever (10 seconds).<br>
+
'''Already in Skill Tree''' : When the weapon is enchanted with Flame Launcher all magical hits adds 40% per SkillLvl fire battle damage and can cause the status fever (10 seconds).<br>
Those Damages are based on MATK, are reduced by target's MDEF, are increased by half on monsters and bears the fire element.<br>
+
Those Damage are based on MATK, are reduced by target's MDEF, are increased by half on monsters and bears the fire element.<br>
  
 
{| class="wikitable"
 
{| class="wikitable"
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* Fever (SC_FEVER) : All damage received augmented by 25%, cured by Cure, considered has common status, resistance attribut is MDEF
 
* Fever (SC_FEVER) : All damage received augmented by 25%, cured by Cure, considered has common status, resistance attribut is MDEF
  
=== Enchanting Water ===
+
=== [[File:4552.png]] Enchanting Water ===
 
'''ID''' : 4552<br>
 
'''ID''' : 4552<br>
 
'''Type''' : Passive<br>
 
'''Type''' : Passive<br>
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|}
 
|}
  
'''Already Learned''' : When the weapon is enchanted with Frost Weapon all magical hits adds some water battle damage and can cause the status chill (10 seconds).<br>
+
'''Already in Skill Tree''' : When the weapon is enchanted with Frost Weapon all magical hits adds 40% per SkillLvl water battle damage and can cause the status chill (10 seconds).<br>
Those Damages are based on MATK, are reduced by target's MDEF, are increased by half on monsters and bears the water element.<br>
+
Those Damage are based on MATK, are reduced by target's MDEF, are increased by half on monsters and bears the water element.<br>
  
 
{| class="wikitable"
 
{| class="wikitable"
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* Chill (SC_CHILL) : SPD, ASPD, FLEE, HIT reduced by 10%, CAST and ASD augmented by 25%, DEF and MDEF reduce by 15%, cured by Cure, considered has common status, resistance attribut is MDEF
 
* Chill (SC_CHILL) : SPD, ASPD, FLEE, HIT reduced by 10%, CAST and ASD augmented by 25%, DEF and MDEF reduce by 15%, cured by Cure, considered has common status, resistance attribut is MDEF
  
=== Enchanting Wind ===
+
=== [[File:4553.png]] Enchanting Wind ===
 
'''ID''' : 4553<br>
 
'''ID''' : 4553<br>
 
'''Type''' : Passive<br>
 
'''Type''' : Passive<br>
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|}
 
|}
  
'''Already Learned''' : When the weapon is enchanted with Lightning Loader all magical hits adds some wind battle damage and can cause the status break (10 seconds).<br>
+
'''Already in Skill Tree''' : When the weapon is enchanted with Lightning Loader all magical hits adds 40% per SkillLvl wind battle damage and can cause the status Cripple (10 seconds).<br>
Those Damages are based on MATK, are reduced by target's MDEF, are increased by half on monsters and bears the wind element.<br>
+
Those Damage are based on MATK, are reduced by target's MDEF, are increased by half on monsters and bears the wind element.<br>
  
 
{| class="wikitable"
 
{| class="wikitable"
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* Cripple (SC_CRIPPLE) : Maximum HP and SP reduced by a maximum of 30% (15% on MVP), also reduce incoming heals (HP or SP), cured by Cure, considered has common status, resistance attribut is MDEF
 
* Cripple (SC_CRIPPLE) : Maximum HP and SP reduced by a maximum of 30% (15% on MVP), also reduce incoming heals (HP or SP), cured by Cure, considered has common status, resistance attribut is MDEF
  
=== Enchanting Earth ===
+
=== [[File:4554.png]] Enchanting Earth ===
 
'''ID''' : 4554<br>
 
'''ID''' : 4554<br>
 
'''Type''' : Passive<br>
 
'''Type''' : Passive<br>
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|}
 
|}
  
'''Already Learned''' : When the weapon is enchanted with Seismic Weapon all magical hits adds some earth battle damage and can cause the status Cripple (10 seconds).<br>
+
'''Already in Skill Tree''' : When the weapon is enchanted with Seismic Weapon all magical hits adds 40% per SkillLvl earth battle damage and can cause the status Feeble (10 seconds).<br>
Those Damages are based on MATK, are reduced by target's MDEF, are increased by half on monsters and bears the earth element.<br>
+
Those Damage are based on MATK, are reduced by target's MDEF, are increased by half on monsters and bears the earth element.<br>
  
 
{| class="wikitable"
 
{| class="wikitable"
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* Feeble (SC_FEEBLE) : All damage inflicted reduce by 25%, cured by Cure, considered has common status, resistance attribut is MDEF
 
* Feeble (SC_FEEBLE) : All damage inflicted reduce by 25%, cured by Cure, considered has common status, resistance attribut is MDEF
  
=== Enchanting Conversion ===
+
=== [[File:4555.png]] Enchanting Conversion ===
 
'''ID''' : 4555<br>
 
'''ID''' : 4555<br>
 
'''Type''' : Passive<br>
 
'''Type''' : Passive<br>
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|}
 
|}
  
'''Already Learned''' : When used this skill grants to user a defensive coat which reduce elemental damage for a period of time (30 seconds).<br>
+
'''Already in Skill Tree''' : When used this skill grants to user a defensive coat which reduce elemental damage for a period of time (30 seconds).<br>
 
The element used is the same as the weapon enchanting skill (Flame launcher, etc).<br>
 
The element used is the same as the weapon enchanting skill (Flame launcher, etc).<br>
 
Fire grants strong resistance to fire, medium to earth, low to wind and none to water.<br>
 
Fire grants strong resistance to fire, medium to earth, low to wind and none to water.<br>
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|}
 
|}
  
Implementation note:
+
=== [[File:4556.png]] Enchanting Zone ===
* bSkillScript
 
* SC_ARMOR_ELEMENT water, fire, earth, wind = debuff (negative value needed)
 
 
 
=== Enchanting Zone ===
 
 
'''ID''' : 4556<br>
 
'''ID''' : 4556<br>
 
'''Type''' : Passive<br>
 
'''Type''' : Passive<br>
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|}
 
|}
  
'''Already Learned''' : Increase the level of Volcano, Deluge and Violent Gale by 1 per Enchanting Zone level.<br>
+
'''Already in Skill Tree''' : Increase the level of Volcano, Deluge and Violent Gale by 1 per Enchanting Zone level.<br>
  
=== Enchanting Resplenish ===
+
=== [[File:4557.png]] Enchanting Resplenish ===
 
'''ID''' : 4557<br>
 
'''ID''' : 4557<br>
 
'''Type''' : Passive<br>
 
'''Type''' : Passive<br>
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|}
 
|}
  
=== Enchanting Elemental ===
+
=== [[File:4558.png]] Enchanting Elemental ===
 
'''ID''' : 4558<br>
 
'''ID''' : 4558<br>
 
'''Type''' : Active<br>
 
'''Type''' : Active<br>
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* Rejuvenation (SC_REJUVENATION) : SP recovery (based on source attributes) every seconds
 
* Rejuvenation (SC_REJUVENATION) : SP recovery (based on source attributes) every seconds
  
=== Enchanting Charge ===
+
=== [[File:4559.png]] Enchanting Charge ===
 
'''ID''' : 4559<br>
 
'''ID''' : 4559<br>
 
'''Type''' : Active<br>
 
'''Type''' : Active<br>
 
'''Max Level''' : 5<br>
 
'''Max Level''' : 5<br>
'''Cost to learn''' : 1<br>
+
'''Cost to learn''' : 2<br>
 
'''LP cost''' : 15<br>
 
'''LP cost''' : 15<br>
 
'''Casting Time''' : 3 seconds (interruptible)<br>
 
'''Casting Time''' : 3 seconds (interruptible)<br>
'''Cooldown''' : 10 seconds<br>
+
'''Cooldown''' : 5 seconds<br>
 
'''Duration''' : 60 seconds<br>
 
'''Duration''' : 60 seconds<br>
 
'''Description''' : The user and his nearby allies receive an effect which charges their weapons with battle damage that are inflicted on subsequent hits, regardless of type.<br>
 
'''Description''' : The user and his nearby allies receive an effect which charges their weapons with battle damage that are inflicted on subsequent hits, regardless of type.<br>
Those Damages are based on the user's MATK (not allies), are reduced by target's MDEF, are increased by half on monsters and bears the neutral element.<br>
+
Those Damage are based on the user's MATK (not allies), are reduced by target's MDEF, are increased by half on monsters and bears the neutral element.<br>
  
 
{| class="wikitable"
 
{| class="wikitable"
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! Level !! Area !! Charges !! Battle Damage
 
! Level !! Area !! Charges !! Battle Damage
 
|-
 
|-
| 1 || 3x3 || 4 || 60%
+
| 1 || 3x3 || 4 || 120%
 
|-
 
|-
| 2 || 5x5 || 6 || 70%
+
| 2 || 5x5 || 6 || 140%
 
|-
 
|-
| 3 || 7x7 || 8 || 80%
+
| 3 || 7x7 || 8 || 160%
 
|-
 
|-
| 4 || 9x9 || 10 || 90%
+
| 4 || 9x9 || 10 || 180%
 
|-
 
|-
| 5 || 11x11 || 12 || 100%
+
| 5 || 11x11 || 12 || 200%
 
|}
 
|}

Latest revision as of 13:47, 6 November 2022

Description

Original Job :
Version : 1.0

Kugans

4550.png Enchanting Specialization

ID : 4550
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 DEX
3 VIT
4 DEX
5 INT

4551.png Enchanting Fire

ID : 4551
Type : Passive
Max Level : 5
Cost to learn : 1
Description : Enable the use of a minored version of Flame Launcher & Fire Elemental Change.
Also grants Create Elemental Converter.

Level Skill
1 Flame Launcher / Elemental Converter Fire Level 1
2 Flame Launcher / Elemental Converter Fire Level 2
3 Flame Launcher / Elemental Converter Fire Level 3
4 Flame Launcher / Elemental Converter Fire Level 4
5 Flame Launcher / Elemental Converter Fire Level 5

Already in Skill Tree : When the weapon is enchanted with Flame Launcher all magical hits adds 40% per SkillLvl fire battle damage and can cause the status fever (10 seconds).
Those Damage are based on MATK, are reduced by target's MDEF, are increased by half on monsters and bears the fire element.

Level Battle Damage Status Rate
1 20% 2%
2 40% 4%
3 60% 6%
4 80% 8%
5 100% 10%
  • Fever (SC_FEVER) : All damage received augmented by 25%, cured by Cure, considered has common status, resistance attribut is MDEF

4552.png Enchanting Water

ID : 4552
Type : Passive
Max Level : 5
Cost to learn : 1
Description : Enable the use of a minored version of Frost Weapon & Water Elemental Change.
Also grants Create Elemental Converter.

Level Skill
1 Frost Weapon / Elemental Converter Water Level 1
2 Frost Weapon / Elemental Converter Water Level 2
3 Frost Weapon / Elemental Converter Water Level 3
4 Frost Weapon / Elemental Converter Water Level 4
5 Frost Weapon / Elemental Converter Water Level 5

Already in Skill Tree : When the weapon is enchanted with Frost Weapon all magical hits adds 40% per SkillLvl water battle damage and can cause the status chill (10 seconds).
Those Damage are based on MATK, are reduced by target's MDEF, are increased by half on monsters and bears the water element.

Level Battle Damage Status Rate
1 20% 2%
2 40% 4%
3 60% 6%
4 80% 8%
5 100% 10%
  • Chill (SC_CHILL) : SPD, ASPD, FLEE, HIT reduced by 10%, CAST and ASD augmented by 25%, DEF and MDEF reduce by 15%, cured by Cure, considered has common status, resistance attribut is MDEF

4553.png Enchanting Wind

ID : 4553
Type : Passive
Max Level : 5
Cost to learn : 1
Description : Enable the use of a minored version of Lightning Loader & Wind Elemental Change.
Also grants Create Elemental Converter.

Level Skill
1 Lightning Loader / Elemental Converter Wind Level 1
2 Lightning Loader / Elemental Converter Wind Level 2
3 Lightning Loader / Elemental Converter Wind Level 3
4 Lightning Loader / Elemental Converter Wind Level 4
5 Lightning Loader / Elemental Converter Wind Level 5

Already in Skill Tree : When the weapon is enchanted with Lightning Loader all magical hits adds 40% per SkillLvl wind battle damage and can cause the status Cripple (10 seconds).
Those Damage are based on MATK, are reduced by target's MDEF, are increased by half on monsters and bears the wind element.

Level Battle Damage Status Rate
1 20% 2%
2 40% 4%
3 60% 6%
4 80% 8%
5 100% 10%
  • Cripple (SC_CRIPPLE) : Maximum HP and SP reduced by a maximum of 30% (15% on MVP), also reduce incoming heals (HP or SP), cured by Cure, considered has common status, resistance attribut is MDEF

4554.png Enchanting Earth

ID : 4554
Type : Passive
Max Level : 5
Cost to learn : 1
Description : Enable the use of a minored version of Seismic Weapon & Earth Elemental Change.
Also grants Create Elemental Converter.

Level Skill
1 Seismic Weapon / Elemental Converter Earth Level 1
2 Seismic Weapon / Elemental Converter Earth Level 2
3 Seismic Weapon / Elemental Converter Earth Level 3
4 Seismic Weapon / Elemental Converter Earth Level 4
5 Seismic Weapon / Elemental Converter Earth Level 5

Already in Skill Tree : When the weapon is enchanted with Seismic Weapon all magical hits adds 40% per SkillLvl earth battle damage and can cause the status Feeble (10 seconds).
Those Damage are based on MATK, are reduced by target's MDEF, are increased by half on monsters and bears the earth element.

Level Battle Damage Status Rate
1 20% 2%
2 40% 4%
3 60% 6%
4 80% 8%
5 100% 10%
  • Feeble (SC_FEEBLE) : All damage inflicted reduce by 25%, cured by Cure, considered has common status, resistance attribut is MDEF

4555.png Enchanting Conversion

ID : 4555
Type : Passive
Max Level : 5
Cost to learn : 1
Description : Enable the use of a minored version of Health Conversion.

Level Skill Cooldown
1 Health Conversion Level 1 30 seconds
2 Health Conversion Level 1 25 seconds
3 Health Conversion Level 1 20 seconds
4 Health Conversion Level 1 15 seconds
5 Health Conversion Level 1 10 seconds
Minor Advanced Skill Modifiers
Cooldown Casting Time SP cost Duration
depends on level 2s - -

Already in Skill Tree : When used this skill grants to user a defensive coat which reduce elemental damage for a period of time (30 seconds).
The element used is the same as the weapon enchanting skill (Flame launcher, etc).
Fire grants strong resistance to fire, medium to earth, low to wind and none to water.
Water grants strong resistance to water, medium to fire, low to earth and none to wind.
Earth grants strong resistance to earth, medium to wind, low to water and none to fire.
Wind grants strong resistance to wind, medium to earth, low to fire and none to earth.

Level Strong Medium Low
1 6% 4% 2%
2 12% 8% 4%
3 18% 12% 6%
4 24% 16% 8%
5 30% 20% 10%

4556.png Enchanting Zone

ID : 4556
Type : Passive
Max Level : 5
Cost to learn : 1
Description : Enable the use of a minored version of Volcano, Deluge and Violent Gale.

Level Skill
1 Volcano, Deluge and Violent Gale Level 1
2 Volcano, Deluge and Violent Gale Level 2
3 Volcano, Deluge and Violent Gale Level 3
4 Volcano, Deluge and Violent Gale Level 4
5 Volcano, Deluge and Violent Gale Level 5

Already in Skill Tree : Increase the level of Volcano, Deluge and Violent Gale by 1 per Enchanting Zone level.

4557.png Enchanting Resplenish

ID : 4557
Type : Passive
Max Level : 5
Cost to learn : 1
Description : Recovers some SP every 5 seconds and on every kill performed.

Level SP on time SP on kill
1 0,5% 5
2 1% 10
3 1,5% 15
4 2% 20
5 2,5% 25

4558.png Enchanting Elemental

ID : 4558
Type : Active
Max Level : 5
Cost to learn : 1
LP cost : 15
Casting Time : 2 seconds (interruptible)
Cooldown : 30 seconds
Duration : depends on level
Description : The user and his nearby allies receive an effect that depends on the weapon enchantment element active on the user's weapon.
Fire : Brave, Water : Recovery, Earth : Fortitude, Wind : Swift, None : Rejuvenation.

Level Area Duration
1 3x3 20 seconds
2 5x5 30 seconds
3 7x7 40 seconds
4 9x9 50 seconds
5 11x11 60 seconds
  • Brave (SC_BRAVE) : Resistance to status increase by half, SP recovery (0,5 %) every seconds, maximum SP increased by 25%
  • Recovery (SC_RECOVERY) : Duration of status reduce by half, HP recovery (0,5 %) every seconds, maximum HP increased by 25%
  • Swift (SC_SWIFT) : Gives 30% to only get a scratch (1 damage) from an attack (no matter the type)
  • Fortitude (SC_FORTITUDE) : Gives 50% chance to resist knockback or cancel, halved knockback distance, increase by 33% heal/potion recieved and hit recovery speed
  • Rejuvenation (SC_REJUVENATION) : SP recovery (based on source attributes) every seconds

4559.png Enchanting Charge

ID : 4559
Type : Active
Max Level : 5
Cost to learn : 2
LP cost : 15
Casting Time : 3 seconds (interruptible)
Cooldown : 5 seconds
Duration : 60 seconds
Description : The user and his nearby allies receive an effect which charges their weapons with battle damage that are inflicted on subsequent hits, regardless of type.
Those Damage are based on the user's MATK (not allies), are reduced by target's MDEF, are increased by half on monsters and bears the neutral element.

Level Area Charges Battle Damage
1 3x3 4 120%
2 5x5 6 140%
3 7x7 8 160%
4 9x9 10 180%
5 11x11 12 200%