Gender | Male |
Age | 19 |
Race | Human |
Home Continent | Bermesiah |
Hometown | Kanavan |
Affiliations |
Kanavan Royal Guard, Grand Chase
|
Basic Job
Spell Knight:
Combo:
Skill tree:
SP: 0
Requires: N/A
Input: Z Z Z Z Z
Info: A combo attack that utilizes three sword swipes along with two powerful bursts of energy.
Extra Info: Remember that this attack does not knockdown, meaning it can be done infinitely unless the enemy is defeated or it retaliates.
SP: 2
Requires: Combo Attack Lv 1
Input: Z Z Z Z
Info: A combo attack that combines 2 magic and 2 sword slashes. The last hit will knock the enemy into the air.
Note: Be careful when using this. The 1st-2nd hit has a long delay in between, making the user vulnerable to an attack by the enemy.
SP: 0
Requires: N/A
Input: During Combo, ↑Z Z
Info: A basic skill that throws the enemy into the air by using two upper slashes.
SP: 1
Requires: Throw Lv 1
Input: During Combo, ↑Z Z Z
Info: In addition to the basic command, three orbs are shot directly in the air.
SP: 0
Requires: N/A
Input: → → Z
Info: A basic dash attack used by the Spell Knights, lifting the opponent into the air.
SP: 2
Requires: Dash Attack Lv 1
Input: → → Z
Info: An advanced dash attack that uses a high and low sweep.
SP: 1
Requires: N/A
Input: Z ↑ Z
Info: An added combo to the dash attack, using a low and uppercut sweep, lifting the target into the air.
SP: 0
Requires: N/A
Input: During Combo, ← ← → or → → ← Z
Info: A reverse dash that lets out a magic bolt. Its often thought its user is trying to flee.
SP: 0
Requires: N/A
Input: During Combo, ← ← → or → → ← Z Z
Info: An upgrade to the bolt where a short magical burst is performed, throwing the target off guard.
SP: 0
Requires: N/A
Input: While Jumping, ↑ or ↓ Z
Info: A defensive skill that is used to (slightly) push off nearby enemies and block off ranged-like attacks. It has a cooldown of 4 seconds.
Note: When the Skill Tree was released, the original order went from Dark → Flame → Lightning. The order was eventually revamped alongside with adding a Blood Enchant. The current order goes Flame → Lightning → Dark → Blood.
All enchants last for 10 seconds with a cooldown of 7. However, Lightning and Dark only last one hit.
Only the Blade from basic attacks, jump attacks, and dash attacks will cause the enchant's effect. Not skills or anything else.
Remember that elementals do not have an attribute, meaning they do not overpower other effects in any way.
SP: 2
Requires: N/A
Input: X X
Info: An enchant that adds Fire on the sword. If the enemy is struck, it leaves off AoE flame on the ground, dealing rapid damage. The flames stay for 6 seconds.
Extra Info: This enchant does not go away on the first hit.
SP: 2
Requires: Flame
Input: X X
Info: An enchant that adds Lightning to the sword. This adds an second hit to the first attack, dealing a base damage of Lightning. In other words, it has two hits, the second being stronger.
SP: 2
Requires: Lightning
Input: X X
Info: An enchant that provides Dark energy on the sword. Any opponent hit will receive Lightning's effect (two hits) and a Curse effect alongside with 100% Null MP Regen. The effect of the Dark Enchant lasts for 6 seconds.
Note: Originally this ability could reverse MP Regens if they casted an MP Buff movement (ie Archer's Elven Resistance, Arme's Meditation, Muse's Rhapsody, etc), but it was taken out due to balancing purposes.
SP: 2
Requires: Dark
Input: X X
Info: An enchant that provides "Vampire Teeth" on the blade. Any opponent hit will have their health sapped and fed to its user.
SP: 0
Requires: N/A
Input: Press Z to charge one MP slot and release.
Info: A buff that increases the user along with his nearby allies with an attack boost of 1.25x. It lasts 25 seconds.
SP: 1
Requires: N/A
Input: Press Z to charge one MP slot and release.
Info: A powerful buff that can stack Holy Bless three times.
1 Charge = 1.25x
2 Charges = 1.5x
3 Charges = 1.75x
Note: Because this ability needs to be stacked, multiple Holy Bless casts are needed to perform the stacking. In order to keep the charges, Holy Bless must be repeated.
SP: 2
Requires: N/A
Input: Press Z to charge one MP slot and release.
Info: In addition to level 2, level 3 provides a shield that covers from one hit. The shield lasts only for 8 seconds.
Note: The Shield does not affect grabs, and vise versa. This means that grabs will ignore the shield (dealing damage), but will not cancel it.
SP: 1
Requires: Skill Key in Cash Shop for 3000 Cash
Input: Press Z to charge one MP slot and release.
Info: An uppercut that uses powerful gusts of wind to lift up the opponent.
SP: 1
Requires: Skill Key in Cash Shop for 3000 Cash
Input: Press Z to charge one MP slot and release.
Info: A buff that improves 1.25x attack power to nearby allies while providing a stun for nearby enemies. It also adds an invisible-like effect (allies only!) as well. Lasts for 7 seconds.
Note: It says "Myst" but it is likely a mistranslation. Also, this move is often compared with the Dark Assassin's Invisbility, due to similar effects.
SP: 1
Requires: Dark Mist
Input: Press Z to charge one MP slot and release.
Info: A bind effect that not only stuns longer, but deals a DoT effect.
Note: Because this is a Bind effect, the enemy has to be on the ground or it will not work. Also, you cannot touch the enemy (attack, grab, etc) once they have been binded. In addition, the bind may wear off on its own. Lastly, it is translated to a regular bind in Dungeons, meaning it does not deal damage and lasts for a short time. This is often an inaccurate and unhelpful skill due to its negative effects. This might be considered an "inferior" form of the Magician's Stone Curse.
SP: 0
Requires: NA
Input: Press Z to charge two MP slots and release.
Info: A magical ability that summons a firey meteorite on the ground. When the meteorite impacts, it leaves of a scorching AoE flame.
SP: 1
Requires: N/A
Input: Press Z to charge two MP slots and release.
Info: Unlike level 1, level 2's meteor is twice as large.
SP: 2
Requires: Blast Bomb Lv 2
Input: Press Z to charge two MP slots and release.
Info: Level 3 drops three level 1 Meteors, where the direction can be aimed via left or right.
Extra Info: The AoE fielded area cannot be seen by anyone else, leaving off as a surprise attack.
SP: 1
Requires: Skill Key in Cash Shop for 3000 Cash
Input: Press Z to charge two MP slots and release.
Info: A circle that projects a fielded area of damage. Not only it does small DoT, it inhales HP and MP, and the HP is fed to its user. It can be aimed using the left or right keys similar to Blast Bomb Lv 3. This attack is meant to be a mobbing skill.
Extra Info: The AoE fielded area cannot be seen by anyone else.
Note: Although it does feed off HP, it only gives the user about 5-10 points of health per enemy (provided they were struck by the full effect); an extremely small recovery. This ability is often compared to the Dragon Knight's Spell the Rune, as they both provide a similar DoT circle.
SP: 1
Requires: Skill Key in Cash Shop for 3000 Cash
Input: Press Z to charge two MP slots and release.
Info: Creates a short-fielded barrier that halves all damage so long as the party is inside the shield. The shield stays for 10 seconds.
SP: 1
Requires: Tempest Barrier
Input: Press Z to charge two MP slots and release.
Info: A shield that uses a gust of wind to deflect enemies off the barrier while deflecting Arrows and Firebolts. It stays for 10 seconds.
Note: This DOES NOT deflect Kunais and DOES NOT possess the Reflect ability that ignores all other ranged/magical attacks. Because of this, the shield will alert everyone to use different attacks to bypass the area.
SP: 0
Requires: N/A
Input: Press Z to charge all 3 MP slots and release.
Info: A special ability that throws off a sphere of ice, which paralyzes the target for a few seconds.
Extra Info: Remember that it does not "freeze" the target, it only paralyzes them for a few seconds.
SP: 1
Requires: N/A
Input: Press Z to charge all 3 MP slots and release.
Info: Not one, but two frosty bolts are shot, basically dealing double damage.
SP: 2
Requires: Lunatic Force Lv 2
Input: Press Z to charge all 3 MP slots and release.
Info: Only one bolt is shot. However, the up or down keys can aim the ice force. In addition, it travels faster than the previous bolts. It gives off a different aura as well.
SP: 1
Requires: Skill Key in Cash Shop for 3000 Cash
Input: Press Z to charge all 3 MP slots and release.
Info: A magical skill that shoots out three missiles in a tri-shot formation. They can inflict powerful damage on an enemy.
Extra Info: This ability actually does lesser damage to smaller beings, and especially in PvP. This move was meant to damage larger foes.
Note: This is often compared to the Magician's Fear, as they both posses a Tri-Shot. However, Fear is "aimable" and Bram Gash is not.
SP: 1
Requires: Skill Key in Cash Shop for 3000 Cash
Input: Press Z to charge all 3 MP slots and release.
Info: Slams down with a powerful flame, then throws it down to the ground.
Trivia: The voicing of Flame Throw is actually Korean, despite that the Term of Use claims our server is not allowed to have enlisted foreign languages.
SP: 1
Requires: Flame Throw
Input: Press Z to charge all 3 MP slots and release.
Info: A special skill that throws down a mighty sword which then explodes into smaller swords. Although it is weaker than Flame Throw, it does pose more range.
SP: 0
Requires: N/A
Input: Press Z to charge one MP slot and release.
Info: A powerful jabbing attack that is combined with a powerful rune circle.
SP: 1
Requires: N/A
Input: Press Z to charge one MP slot and release.
Info: A modified Rune Spiral that contains extended range with an actual cross seen.
SP: 2
Requires: Rune Spiral Lv 2
Input: Press Z to charge one MP slot and release.
Info: A deadly jabbing attack that is shot in a line. Its horizontal range has increased, but it has minor vertical range. It strongly resembles the Aegis Knight's Blame Buster.
SP: 1
Requires: Skill Key in Cash Shop for 3000 Cash
Input: Press Z to charge one MP slot and release.
Info: A skill that surrounds the front with three magical orbs followed by two quick slashes.
Note: Although it says "Homing", it does not shoot a beam that "homes in". "Quick Buster" may be a more suitable name.
SP: 1
Requires: Skill Key in Cash Shop for 3000 Cash
Input: Press Z to charge one MP slot and release.
Info: A double slash attack that uses two powerful sweeps. The second hit deals additional magical slashes.
Extra Info: Because this attack does not knockdown in Dungeons, it can be a useful offensive movement.
SP: 2
Requires: Blazing Slash Lv 1
Input: Press Z to charge one MP slot and release.
Info: A skill that creates three magical explosions by striking the ground, then slashing through quickly which lifts the target upward. The damage inflicted is more sufficient.
SP: 0
Requires: N/A
Input: Press Z to charge two MP slots and release.
Info: A powerful combo that utilizes multiple sweeps along with an uppercut, and then slams the sword down creating a burst of energy.
SP: 1
Requires: N/A
Input: Press Z to charge two MP slots and release.
Info: An 2 hit uppercut combo that leaves the enemy in the air, and then slams down with a burst of energy.
SP: 2
Requires: Giga Crush Lv 2
Input: Press Z to charge two MP slots and release.
Info: A 2 hit uppercut combo followed by a slam that bounces multiple times.
SP: 1
Requires: Skill Key in Cash Shop for 3000 Cash
Input: Press Z to charge two MP slots and release.
Info: A skill that shoots two powerful sweeps followed by a burst of dark energy.
Note: Although it says "Freeze", it does not carry any Ice traits. "Dark Burst" may be a more suitable name. This ability is often compared to the Warlord's Fire Blaster. The final burst is also used in the Gunslinger's Chaos Beam, except it has a rainbow color and the range is much longer.
SP: 1
Requires: Skill Key in Cash Shop for 3000 Cash
Input: Press Z to charge two MP slots and release.
Info: A quick slashing circle is thrown that inflicts high damage. It opens up with no delay.
Note: This ability is an "inferior" form of the Magician's Energy Ball, as it excels in range and damage followed by an uncounterable trait. The only thing that Energy Ball doesn't have is increased speed.
SP: 2
Requires: Spinning Circle Lv 1
Input: Press Z to charge two MP slots and release.
Info: Not one, but three powerful circles are thrown. The first two are shot with no delay, and the third is spun with a half second delay.
SP: 0
Requires: N/A
Input: Press Z to charge all 3 MP slots and release.
Info: A skill that symbolizes the Kanavan Kingdom. The Spell Knight leaps up and then thrusts his sword into the ground, creating a powerful rune circle that shoots up multiple swords. However, since it has so much delay, the enemy can prepare a counterattack, nullifying the skill's entire effect.
SP: 1
Requires: N/A
Input: Press Z to charge all 3 MP slots and release.
Info: A powerful skill that calls forth multiple piercing swords in a large fielded area.
SP: 2
Requires: Pentacle Strike Lv 1
Input: Press Z to charge all 3 MP slots and release.
Info: Unlike level 1, a wave is thrown before the dive. There are no damage increases.
SP: 1
Requires: Skill Key from Cash Shop for 3000 Cash
Input: Press Z to charge all 3 MP slots and release.
Info: An attack that casts rises using quick slashes of energy, and then comes down with a powerful burst.
Note: This ability is actually useless in Dungeons, as the rising attack nullifies the falling burst. Even so, the rising does pretty small damage.
SP: 1
Requires: Skill Key from Cash Shop for 3000 Cash
Input: Press Z to charge all 3 MP slots and release.
Info: An attack that throws off two (screen ranged) circles followed by a (short ranged) burst of dark energy.
SP: 1
Requires: Shadow Slicer
Input: Press Z to charge all 3 MP slots and release.
Info: A powerful attack that uses multi-slash attacks of dark energy, the constructs an explosion that lifts targets into the air.
Note: "Astral Vine" may not make any sense as all definitions of "Astral" and "Vine" do not match this type of movement. "Shadow Cutter" may make more defining.
SP: 1
Requires: N/A
Input: Passive Effect upon being struck by Arrows/Kunai
Info: A passive effect that when being struck by numerous Arrows/Kunai, a 10% HP Regen is added for 7 seconds.
Note: This skill does not activate instantly. A two second skill delay is added before the Berserk comes in effect.
SP: 2
Requires: Eyes of the Spell Knight Lv 1
Input: Passive Effect upon being struck by Arrows/Kunai
Info: Increases HP Regen to 20%.
SP: 3
Requires: Eyes of the Spell Knight Lv 2
Input: Passive Effect upon being struck by Arrows/Kunai
Info: Increases HP Regen to 30%
1st Job
Combo:
Basic Attacks
Skills
The Spell Knight's special attacks are divided into Spell Sword and White Magic, like the Magician's. However, Ronan's white magic is offensive, but is for more strategic use than straight-up brawling.Spell Sword
Level/Type | Name | Effect |
---|---|---|
LVL 1 Basic | Rune Spiral | Stabs a glowing rune in front of him with his sword (2x Hit) |
LVL 2 Basic | Giga Crash | Numerous Combinations with a launcher at the end (5x Hit + Knockup + Knockdown + 1x AoE Hit)
(Note: Final AoE hit bursts up from the ground where target was standing)
|
LVL 3 Basic | Kanavan Strike | The signature attack of the Kanavan Kingdom. Ronan leaps up and
points his blade towards the ground. He then drops down which summons a
magic circle, launching the opponent up high who are then suddenly
pierced by several blue swords that had risen from the ground. (10x Hit)
(Note: Because of the mass delay caused by the skill, it may give someone enough time to load a Counterattack)
|
White Magic
Level/Type | Name | Effect |
---|---|---|
LVL 1 Basic | Holy Blessing | Buffs self and nearby allies with Attack bonus that multiples by 1.25x |
LVL 2 Basic | Blast Bomb | Falling Meteor damages + Damaging AoE (1x Hit + 20x Hit)
(Note: Meteor falls about 10 ft in front of casting location)
|
LVL 3 Basic | Lunatic Force | An attack that shoots a frosty orb that has the ability to
create a freezing area when impacted. Although it moves extremely slow,
it has quite the results. (Ranged Hit + Quick AoE hit + Freeze target
for 2 seconds + 1x Hit)
(Note: Frozen target can still be attacked and knocked around) (Note: The "freeze" isn't a "Frozen" effect when a player is hit; they are stunned and cannot move at all, even if struck) |
Skill tree:
Basic
Combo Attack
Combo Attack Lv 1
Required Level: Lv 0SP: 0
Requires: N/A
Input: Z Z Z Z Z
Info: A combo attack that utilizes three sword swipes along with two powerful bursts of energy.
Extra Info: Remember that this attack does not knockdown, meaning it can be done infinitely unless the enemy is defeated or it retaliates.
Combo Attack Lv 2
Required Level: Lv 31SP: 2
Requires: Combo Attack Lv 1
Input: Z Z Z Z
Info: A combo attack that combines 2 magic and 2 sword slashes. The last hit will knock the enemy into the air.
Note: Be careful when using this. The 1st-2nd hit has a long delay in between, making the user vulnerable to an attack by the enemy.
Utilizing Combo
Throw Lv 1
Required Level: Lv 0SP: 0
Requires: N/A
Input: During Combo, ↑Z Z
Info: A basic skill that throws the enemy into the air by using two upper slashes.
Throw Lv 2
Required Level: Lv 18SP: 1
Requires: Throw Lv 1
Input: During Combo, ↑Z Z Z
Info: In addition to the basic command, three orbs are shot directly in the air.
Dash Attack
Dash Attack Lv 1
Required Level: Lv 0SP: 0
Requires: N/A
Input: → → Z
Info: A basic dash attack used by the Spell Knights, lifting the opponent into the air.
Dash Attack Lv 2
Required Level: Lv 22SP: 2
Requires: Dash Attack Lv 1
Input: → → Z
Info: An advanced dash attack that uses a high and low sweep.
Utilizing Dash Combo
Dash Attack Combo
Required Level: Lv 9SP: 1
Requires: N/A
Input: Z ↑ Z
Info: An added combo to the dash attack, using a low and uppercut sweep, lifting the target into the air.
Special Attack
Ragna Bolt Lv 1
Required Level: Lv 0SP: 0
Requires: N/A
Input: During Combo, ← ← → or → → ← Z
Info: A reverse dash that lets out a magic bolt. Its often thought its user is trying to flee.
Ragna Bolt Lv 2
Required Level: Lv 0SP: 0
Requires: N/A
Input: During Combo, ← ← → or → → ← Z Z
Info: An upgrade to the bolt where a short magical burst is performed, throwing the target off guard.
Defense Magic
Rune Shield
Required Level: Lv 0SP: 0
Requires: N/A
Input: While Jumping, ↑ or ↓ Z
Info: A defensive skill that is used to (slightly) push off nearby enemies and block off ranged-like attacks. It has a cooldown of 4 seconds.
Enchants
Note: When the Skill Tree was released, the original order went from Dark → Flame → Lightning. The order was eventually revamped alongside with adding a Blood Enchant. The current order goes Flame → Lightning → Dark → Blood.
All enchants last for 10 seconds with a cooldown of 7. However, Lightning and Dark only last one hit.
Only the Blade from basic attacks, jump attacks, and dash attacks will cause the enchant's effect. Not skills or anything else.
Remember that elementals do not have an attribute, meaning they do not overpower other effects in any way.
Flame
Required Level: Lv 11SP: 2
Requires: N/A
Input: X X
Info: An enchant that adds Fire on the sword. If the enemy is struck, it leaves off AoE flame on the ground, dealing rapid damage. The flames stay for 6 seconds.
Extra Info: This enchant does not go away on the first hit.
Lightning
Required Level: Lv 24SP: 2
Requires: Flame
Input: X X
Info: An enchant that adds Lightning to the sword. This adds an second hit to the first attack, dealing a base damage of Lightning. In other words, it has two hits, the second being stronger.
Curse (Dark)
Required Level: Lv 30SP: 2
Requires: Lightning
Input: X X
Info: An enchant that provides Dark energy on the sword. Any opponent hit will receive Lightning's effect (two hits) and a Curse effect alongside with 100% Null MP Regen. The effect of the Dark Enchant lasts for 6 seconds.
Note: Originally this ability could reverse MP Regens if they casted an MP Buff movement (ie Archer's Elven Resistance, Arme's Meditation, Muse's Rhapsody, etc), but it was taken out due to balancing purposes.
Vampiric (Blood)
Required Level: Lv 57SP: 2
Requires: Dark
Input: X X
Info: An enchant that provides "Vampire Teeth" on the blade. Any opponent hit will have their health sapped and fed to its user.
Skills
White Magic
1st BarEdit
Holy Bless Lv 1
Required Level: 0SP: 0
Requires: N/A
Input: Press Z to charge one MP slot and release.
Info: A buff that increases the user along with his nearby allies with an attack boost of 1.25x. It lasts 25 seconds.
Holy Bless Lv 2
Required Level: 12SP: 1
Requires: N/A
Input: Press Z to charge one MP slot and release.
Info: A powerful buff that can stack Holy Bless three times.
1 Charge = 1.25x
2 Charges = 1.5x
3 Charges = 1.75x
Note: Because this ability needs to be stacked, multiple Holy Bless casts are needed to perform the stacking. In order to keep the charges, Holy Bless must be repeated.
Holy Bless Lv 3
Required Level: 32SP: 2
Requires: N/A
Input: Press Z to charge one MP slot and release.
Info: In addition to level 2, level 3 provides a shield that covers from one hit. The shield lasts only for 8 seconds.
Note: The Shield does not affect grabs, and vise versa. This means that grabs will ignore the shield (dealing damage), but will not cancel it.
Wind Fis
Required Level: 43SP: 1
Requires: Skill Key in Cash Shop for 3000 Cash
Input: Press Z to charge one MP slot and release.
Info: An uppercut that uses powerful gusts of wind to lift up the opponent.
Dark Mist
Required Level: 13SP: 1
Requires: Skill Key in Cash Shop for 3000 Cash
Input: Press Z to charge one MP slot and release.
Info: A buff that improves 1.25x attack power to nearby allies while providing a stun for nearby enemies. It also adds an invisible-like effect (allies only!) as well. Lasts for 7 seconds.
Note: It says "Myst" but it is likely a mistranslation. Also, this move is often compared with the Dark Assassin's Invisbility, due to similar effects.
Paralytic Curse
Required Level: 26SP: 1
Requires: Dark Mist
Input: Press Z to charge one MP slot and release.
Info: A bind effect that not only stuns longer, but deals a DoT effect.
Note: Because this is a Bind effect, the enemy has to be on the ground or it will not work. Also, you cannot touch the enemy (attack, grab, etc) once they have been binded. In addition, the bind may wear off on its own. Lastly, it is translated to a regular bind in Dungeons, meaning it does not deal damage and lasts for a short time. This is often an inaccurate and unhelpful skill due to its negative effects. This might be considered an "inferior" form of the Magician's Stone Curse.
2nd Bar
Blast Bomb Lv 1
Required Level: 0SP: 0
Requires: NA
Input: Press Z to charge two MP slots and release.
Info: A magical ability that summons a firey meteorite on the ground. When the meteorite impacts, it leaves of a scorching AoE flame.
Blast Bomb Lv 2
Required Level: 14SP: 1
Requires: N/A
Input: Press Z to charge two MP slots and release.
Info: Unlike level 1, level 2's meteor is twice as large.
Blast Bomb Lv 3
Required Level: 34SP: 2
Requires: Blast Bomb Lv 2
Input: Press Z to charge two MP slots and release.
Info: Level 3 drops three level 1 Meteors, where the direction can be aimed via left or right.
Extra Info: The AoE fielded area cannot be seen by anyone else, leaving off as a surprise attack.
Energy Circle
Required Level: 28SP: 1
Requires: Skill Key in Cash Shop for 3000 Cash
Input: Press Z to charge two MP slots and release.
Info: A circle that projects a fielded area of damage. Not only it does small DoT, it inhales HP and MP, and the HP is fed to its user. It can be aimed using the left or right keys similar to Blast Bomb Lv 3. This attack is meant to be a mobbing skill.
Extra Info: The AoE fielded area cannot be seen by anyone else.
Note: Although it does feed off HP, it only gives the user about 5-10 points of health per enemy (provided they were struck by the full effect); an extremely small recovery. This ability is often compared to the Dragon Knight's Spell the Rune, as they both provide a similar DoT circle.
Tempest Barrier
Required Level: 15SP: 1
Requires: Skill Key in Cash Shop for 3000 Cash
Input: Press Z to charge two MP slots and release.
Info: Creates a short-fielded barrier that halves all damage so long as the party is inside the shield. The shield stays for 10 seconds.
Wind Shield
Required Level: 28SP: 1
Requires: Tempest Barrier
Input: Press Z to charge two MP slots and release.
Info: A shield that uses a gust of wind to deflect enemies off the barrier while deflecting Arrows and Firebolts. It stays for 10 seconds.
Note: This DOES NOT deflect Kunais and DOES NOT possess the Reflect ability that ignores all other ranged/magical attacks. Because of this, the shield will alert everyone to use different attacks to bypass the area.
3rd Bar
Lunatic Force Lv 1
Required Level: 0SP: 0
Requires: N/A
Input: Press Z to charge all 3 MP slots and release.
Info: A special ability that throws off a sphere of ice, which paralyzes the target for a few seconds.
Extra Info: Remember that it does not "freeze" the target, it only paralyzes them for a few seconds.
Lunatic Force Lv 2
Required Level: 16SP: 1
Requires: N/A
Input: Press Z to charge all 3 MP slots and release.
Info: Not one, but two frosty bolts are shot, basically dealing double damage.
Lunatic Force Lv 3
Required Level: 36SP: 2
Requires: Lunatic Force Lv 2
Input: Press Z to charge all 3 MP slots and release.
Info: Only one bolt is shot. However, the up or down keys can aim the ice force. In addition, it travels faster than the previous bolts. It gives off a different aura as well.
Bram Gash
Required Level: 17SP: 1
Requires: Skill Key in Cash Shop for 3000 Cash
Input: Press Z to charge all 3 MP slots and release.
Info: A magical skill that shoots out three missiles in a tri-shot formation. They can inflict powerful damage on an enemy.
Extra Info: This ability actually does lesser damage to smaller beings, and especially in PvP. This move was meant to damage larger foes.
Note: This is often compared to the Magician's Fear, as they both posses a Tri-Shot. However, Fear is "aimable" and Bram Gash is not.
Flame Throw
Required Level: 30SP: 1
Requires: Skill Key in Cash Shop for 3000 Cash
Input: Press Z to charge all 3 MP slots and release.
Info: Slams down with a powerful flame, then throws it down to the ground.
Trivia: The voicing of Flame Throw is actually Korean, despite that the Term of Use claims our server is not allowed to have enlisted foreign languages.
Illumination Sword
Required Level: 50SP: 1
Requires: Flame Throw
Input: Press Z to charge all 3 MP slots and release.
Info: A special skill that throws down a mighty sword which then explodes into smaller swords. Although it is weaker than Flame Throw, it does pose more range.
Spell Sword
1st Bar
Rune Spiral Lv 1
Required Level: 0SP: 0
Requires: N/A
Input: Press Z to charge one MP slot and release.
Info: A powerful jabbing attack that is combined with a powerful rune circle.
Rune Spiral Lv 2
Required Level: 19SP: 1
Requires: N/A
Input: Press Z to charge one MP slot and release.
Info: A modified Rune Spiral that contains extended range with an actual cross seen.
Rune Spiral Lv 3
Required Level: 33SP: 2
Requires: Rune Spiral Lv 2
Input: Press Z to charge one MP slot and release.
Info: A deadly jabbing attack that is shot in a line. Its horizontal range has increased, but it has minor vertical range. It strongly resembles the Aegis Knight's Blame Buster.
Homing Buster (Quick Buster)
Required Level: 25SP: 1
Requires: Skill Key in Cash Shop for 3000 Cash
Input: Press Z to charge one MP slot and release.
Info: A skill that surrounds the front with three magical orbs followed by two quick slashes.
Note: Although it says "Homing", it does not shoot a beam that "homes in". "Quick Buster" may be a more suitable name.
Blazing Slash Lv 1
Required Level: 6SP: 1
Requires: Skill Key in Cash Shop for 3000 Cash
Input: Press Z to charge one MP slot and release.
Info: A double slash attack that uses two powerful sweeps. The second hit deals additional magical slashes.
Extra Info: Because this attack does not knockdown in Dungeons, it can be a useful offensive movement.
Blazing Slash Lv 2
Required Level: 41SP: 2
Requires: Blazing Slash Lv 1
Input: Press Z to charge one MP slot and release.
Info: A skill that creates three magical explosions by striking the ground, then slashing through quickly which lifts the target upward. The damage inflicted is more sufficient.
2nd Bar
Giga Crush Lv 1
Required Level: 0SP: 0
Requires: N/A
Input: Press Z to charge two MP slots and release.
Info: A powerful combo that utilizes multiple sweeps along with an uppercut, and then slams the sword down creating a burst of energy.
Giga Crush Lv 2
Required Level: 21SP: 1
Requires: N/A
Input: Press Z to charge two MP slots and release.
Info: An 2 hit uppercut combo that leaves the enemy in the air, and then slams down with a burst of energy.
Giga Crush Lv 3
Required Level: 35SP: 2
Requires: Giga Crush Lv 2
Input: Press Z to charge two MP slots and release.
Info: A 2 hit uppercut combo followed by a slam that bounces multiple times.
Ray Freeze (Dark Burst)
Required Level: 27SP: 1
Requires: Skill Key in Cash Shop for 3000 Cash
Input: Press Z to charge two MP slots and release.
Info: A skill that shoots two powerful sweeps followed by a burst of dark energy.
Note: Although it says "Freeze", it does not carry any Ice traits. "Dark Burst" may be a more suitable name. This ability is often compared to the Warlord's Fire Blaster. The final burst is also used in the Gunslinger's Chaos Beam, except it has a rainbow color and the range is much longer.
Spinning Circle Lv 1
Required Level: 8SP: 1
Requires: Skill Key in Cash Shop for 3000 Cash
Input: Press Z to charge two MP slots and release.
Info: A quick slashing circle is thrown that inflicts high damage. It opens up with no delay.
Note: This ability is an "inferior" form of the Magician's Energy Ball, as it excels in range and damage followed by an uncounterable trait. The only thing that Energy Ball doesn't have is increased speed.
Spinning Circle Lv 2
Required Level: 45SP: 2
Requires: Spinning Circle Lv 1
Input: Press Z to charge two MP slots and release.
Info: Not one, but three powerful circles are thrown. The first two are shot with no delay, and the third is spun with a half second delay.
3rd Bar
Required Level: 0
SP: 0
Requires: N/A
Input: Press Z to charge all 3 MP slots and release.
Info: A skill that symbolizes the Kanavan Kingdom. The Spell Knight leaps up and then thrusts his sword into the ground, creating a powerful rune circle that shoots up multiple swords. However, since it has so much delay, the enemy can prepare a counterattack, nullifying the skill's entire effect.
Pentacle Strike Lv 1
Required Level: 23SP: 1
Requires: N/A
Input: Press Z to charge all 3 MP slots and release.
Info: A powerful skill that calls forth multiple piercing swords in a large fielded area.
Pentacle Strike Lv 2
Required Level: 38SP: 2
Requires: Pentacle Strike Lv 1
Input: Press Z to charge all 3 MP slots and release.
Info: Unlike level 1, a wave is thrown before the dive. There are no damage increases.
Hovering Crusher
Required Level: 29SP: 1
Requires: Skill Key from Cash Shop for 3000 Cash
Input: Press Z to charge all 3 MP slots and release.
Info: An attack that casts rises using quick slashes of energy, and then comes down with a powerful burst.
Note: This ability is actually useless in Dungeons, as the rising attack nullifies the falling burst. Even so, the rising does pretty small damage.
Shadow Slicer
Required Level: 10SP: 1
Requires: Skill Key from Cash Shop for 3000 Cash
Input: Press Z to charge all 3 MP slots and release.
Info: An attack that throws off two (screen ranged) circles followed by a (short ranged) burst of dark energy.
Astral Vine (Shadow Cutter)
Required Level: 49SP: 1
Requires: Shadow Slicer
Input: Press Z to charge all 3 MP slots and release.
Info: A powerful attack that uses multi-slash attacks of dark energy, the constructs an explosion that lifts targets into the air.
Note: "Astral Vine" may not make any sense as all definitions of "Astral" and "Vine" do not match this type of movement. "Shadow Cutter" may make more defining.
Special Skill
Eyes of the Spell Knight Lv 1 (Spell Knight's "Berserk")
Required Level: 5SP: 1
Requires: N/A
Input: Passive Effect upon being struck by Arrows/Kunai
Info: A passive effect that when being struck by numerous Arrows/Kunai, a 10% HP Regen is added for 7 seconds.
Note: This skill does not activate instantly. A two second skill delay is added before the Berserk comes in effect.
Eyes of the Spell Knight Lv 2
Required Level: 20SP: 2
Requires: Eyes of the Spell Knight Lv 1
Input: Passive Effect upon being struck by Arrows/Kunai
Info: Increases HP Regen to 20%.
Eyes of the Spell Knight Lv 3
Required Level: 40SP: 3
Requires: Eyes of the Spell Knight Lv 2
Input: Passive Effect upon being struck by Arrows/Kunai
Info: Increases HP Regen to 30%
1st Job
Dragon Knight:
Combo:
Basic Movements
Skills
Spell Sword
Level/Type | Name | Effect |
---|---|---|
LVL 1 Basic | Infinite Sword | Utilizes 2 lower sweeps followed up by 3 powerful jabs. A very common ability used by Dragon Knights. (2x Hit + Knockup + 3x Hit + Knockback) |
LVL 2 Basic | Sword Tempest | The Dragon knight does 3 aerial spins, then strikes down while finishing up with a powerful strike. (4x Hit + Knockup) |
LVL 3 Basic | Road-Star Chaser | Ronan flips his Glaive and thrusts it into the ground, dealing melee damage and causing 3 magic pillars to juggle the opponent away from the Dragon Knight. (4x Hit + Knockback) |
White Magic
Level/Type | Name | Effect |
---|---|---|
LVL 1 Basic | Holy Inferno | A buff that increases the HP Regen of all nearby party members by 7 seconds. However, since statistics do not support the buff, it is less effective at higher levels. |
LVL 2 Basic | Spell the Rune | Creates a shadowy, swirling vortex that does a small DoT effect to those inside it. (17x Hit) |
LVL 3 Basic | Arc Breath | Summons a large dragon to breathe a wave of fire on enemies before quickly disappearing. (30x Hit) |
2nd Job
Aegis Knight:
Combo:
Basic Movements
Keystrokes | Effect |
---|---|
1x Hit | |
6x Hit | |
++ | 2x Hit + 1x Hit (Critical Attack) + Knockup |
++ | 6x Hit + Knockdown + 1x Hit (Double Attack) + Knockup |
(When Attacked) | Block (Nullifies Enemy Combo) |
Dash + Run | |
+ | Dash + 3x Hit + Knockdown |
++ | Dash + Turn + Guard (Blocks Attacks)(Note: Guard has a special ability to block attacks, while stunning nearby enemies. In heavy addition, any unblockable ranged attack (ie- Flame Arrow) will just ignore the Aegis, leaving him unharmed (up to the duration of Guard).) |
+ | Jump + 1x Hit |
+ (Rune Flare) | Psychic Force (Frontal) (2x Hit) |
+ (Rune Flare) | Psychic Force (Up) (2x Hit + Lifting) |
+ (Rune Flare) | Psychic Force (Down) (2x Hit + Lifting) |
+ | Grab + Throw target |
Skills
Spell Sword
Level/Type | Name | Effect |
---|---|---|
LVL 1 Basic | Divine Slash | Uses 3 quick slashes followed by a powerful downward strike. A powerful combo that can easily be chained. (5x Hit)
(Note: If people counter the last it, they will be standing rather than on the ground)
|
LVL 2 Basic | Furious Rush | Utilizes a powerful rush while creating a magic burst that sends the opponent skyward, followed several aerial hits. (Rush + 1x Hit + Knockup + 2x Hit) |
LVL 3 Basic | Blame Buster | Similar to the Spell Knight's Rune Spiral, a rune appears in front of Ronan, which he stabs for a powerful magic hit. This attack has much more power and roughly 2 times the range of Rune Spiral. (1x Hit)(Note: Although it appears to be 3x longer, the tip and a little behind it are actually visual effects rather than a damaging one.) |
White Magic
Level/Type | Name | Effect |
---|---|---|
LVL 1 Basic | Rune Flare | A powerful ability that creates a orb around the Aegis which
can be used later. Up to 3 flares can be constructed. Rune Flare is used
in two different ways: First, there is the Psychic Force that shoots out a burst of magic. Secondly, it has the power to enhance skill damages by 8%, 13.5%, and 23.5%. Although an often ignored ability, it is one of the most helpful attacks performed. |
LVL 2 Basic | Magic Defense | The Aegis Knight's signature ability: It creates a shield around a nearby party which lasts 1-2 hits. Unlike the Alchemist's, it affects the user himself. |
LVL 3 Basic | Tempest Slayer
(Dark Slayer)
| Summons a Tempest Guardian that charges forward with its staff. It then creates a powerful AoE aura around itself before vanishing. (9x Hit) |
3rd Job
Abyss Knight:
Combo:
Basic Movements
Keystrokes | Effect |
---|---|
1x Hit | |
7x Hit | |
++ | 2x Hit + 4x Hit (Critical Attack) + Knockdown |
++ | 7x Hit + Knockdown + 4x Hit (Double Attack) + Knockdown |
++ | 4x Hit + Knockup + 3x Hit (Air Combo) + Knockdown |
++ | 5x Hit (Magic Combo) + 1x Hit + Knockup |
Dash + Run | |
+ | Dash + 3x Hit + Knockdown |
+ | Dash + 4x Hit + Knockup + 3x Hit (Air Magic Combo) + Knockdown |
++ | Dash + Turn + 1x Hit (Raising Thrust (Vertical)) + Guard (Blocks Arrows + Firebolts)(Note: The Guard only protects the torso area) |
++ | Dash + Turn + 1x Hit (Raising Thrust (Vertical)) + Guard + 1x Hit (Raising Thrust (Horizontal)) + Knockdown |
+ | Jump + 1x Hit |
++ | Jump + 3x Hit (Jump Magic Attack) + Knockdown |
+ | Force Gather (Runic Orb using two attacks)(Note: Force Gather is NOT Rune Flare) |
+++ | Force Gather + 2x Hit (Mono Bolt) |
+++ | Force Gather + 3x Hit (Dust Chip)(Note: Dust Chip is similar to the Alchemist's bomb, except 3 are summoned, they take 1 second to go off when stepped on, and detonates after 4 seconds) |
Skills
Spell Sword
Level/Type | Name | Effect |
---|---|---|
LVL 1 Basic | Shadow Stinger | An attack utilizes long thrust followed by several short jabs.
Basically the "skill" version of the standard combo. (7x Hit +
Knockdown)
(Note: In Dungeons,
there seems to be an error with this skill; the first hit usually makes
the multi-hit jab ineffective, therefore, making it useless)
|
LVL 2 Basic | Rock Blaster | A powerful skill that utilizes multiple beams that rain down upon a foe. (8x Hit) |
LVL 3 Basic | Tornado Stinger | The Abyss Knight summons ethereal rune blades from the writhing
chaos to surround him and deal extreme amounts of damage to any fool
who would stand in his way. (4x Hit + Knockup + 12x Hit)
(Note: In PvP,
this ability can "home in" on enemies (by calculating the projectory of
the enemy's stance) while it cannot in dungeons. While doing so, it
ineffective on Monsters but not on players)
|
White Magic
Level/Type | Name | Effect |
---|---|---|
LVL 1 Basic | Soul Wave | Creates several small shockwaves pushing the foe away while
collecting it pulling back to the Abyss Knight (3x Hit + Push Back + 3x
Hit + Knockup)
(Note: There is a strange error that the second wave does the unintended; pushing the opponent away. This often occurs on an enemy in motion)
|
LVL 2 Basic | Abyss Storm | Creates an AoE aura that turns into a deadly tornado. (6x Hit + Knockup) |
LVL 3 Basic | Heaven's Guardian | Summons a Valkyrie that will shoot pierced arrows in
conjunction with the Abyss' Magic, while combining their efforts in one
massive blow. (10x Hit + Knockup)
(Note: Strangely, if the user is intercepted during the skill (via-
Delay Grab), all arrows fired will be shot without any delay)
|
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