MSEA v.144 – You & I! (2014-11-11)

You & I Content Patch Update Notes
The You & I update focuses on bringing the original fun back into Maplestory – to make hunting more enjoyable, entertaining and exciting for Maplers. The current gameplay system has been revamped to reduce boredom and make it even more fun for Maplers to enjoy leveling up together. Instead of the boring and monotonous killing sprees, Maplers can now enjoy a more dynamic system while training in normal hunting maps.

Contents

1. Combat System Update
2. Scrolling System Update
3. Community Revamp
4. Equipment Update
5. Content Revamp
6. New Character Class : Eunwol
7. Content Readjustments
8. Silent Crusade (Cross Hunter) Revamp
9. Blocking of Class Creations

1. Combat System Update

Elite Monster System

In the past, players kill the same monsters over and over again in the maps that they are in. In this new patch, Elite Monsters will appear randomly after normal monsters in the map are killed over a certain period of time. This eliminates boredom in the game. Elite Monsters are larger and stronger, and gives better drops than normal monsters. It is similar to the effect of a character consuming a transformation potion that makes you larger as the same formula is used to make the monster appear as much as 3 times larger than their normal size.

Elite Boss System

To improve further on the dynamic hunting system, the Elite Boss has also been introduced in this patch. While they are much rarer to find as compared to the Elite Monster, extreme caution is advised to Maplers who run into them. The Elite Boss makes its appearance known by a special warning trigger. The map that you are currently in will transform into a special map with only the Elite Boss and 2 Elite Monsters alongside it. Be wary, as the Elite Boss has the ability to curse and debuff Maplers within the vicinity, making the already challenging fight to be even tougher.

Upon defeating the Elite Boss, the map will once again transform into the Bonus Stage, where everyone in the map can join in to receive a variety of rewards – from small EXP boosts, to obtaining equipment that has a higher chance to be of Epic tier or higher.

2. Scrolling System Update

Spell Traces

In this update, scrolls will cease to drop from monsters as a new scrolling system will be in effect as of this patch. A new item called the Spell Trace will now drop from monsters globally. All players level 20 and above can use the Spell Trace to enhance their equipments. No more hassle of finding the specific spots to hunt for the scrolls that you want!

• Requirement: Lv. 20 or above
• You can now use new Spell Traces to enhance equipment. Monsters will drop the scroll when hunting.
• The equipment’s type, level, and enhancement success rate will determine how many Spell Traces are needed.
• When using Spell Traces, the chances of the item being destroyed on failure is 0% – there is no chance of the item being destroyed
• Failing to enhance with Spell Traces will not destroy the equipment, but it will take away an upgrade count.
• Old scrolls will not be dropped by monsters after this revamp

3. Community Revamp

Account Buddy System

• The Account Buddy system registers your friends on the account level.
• Once a friend is registered this way, even if they switch to another character, you can still communicate and interact with them.
• Your friend will be showed as online once his/her character is logged in your world.
• You can select to add your friend either as an account buddy or a regular buddy when adding them to your Buddy List.

4. Equipment Update

• Several pieces of equipment with 100LV or below now have set bonuses.The set effects are based on 20 level intervals.
• Dropped items now have a special effect to show the rank of the potential
• You can now see the rank of an item’s potential without having to identify it!

5. Content Revamp

Rune System

• The Rune system has been added!
• After certain periods of time, Runes will spawn in maps.
• Four types of Runes available.
• Input command will be displayed on screen – players have 10 seconds to press the keys in the sequence shown.
• Runes have a variety of effects, but one common one they have is that they will give you 2X EXP for 2 minutes.

Damage Effects Display

• The display of damage effects has been changed.
• In the options you can now choose between the existing and new damage effects.
• It basically makes damage ‘fade out’ by moving up and becoming smaller a.k.a. Volcano Effect.
• It also applies to damage taken.

Combo Kill and Multi Kill System

When you kill 3 or more monsters in one skill, it counts as a Multi Kill, and when you kill many monsters in a row, it counts as Combo Kills. Based on your Kill streaks, you’ll receive bonus experience from monsters.

New Tutorial Guide

• The Maple Tutorial has been added! It is available for users level 10 to 140, and will recommend quests, maps, and content based on your level.
• Quests recommended by the tutorial can be automatically started remotely, and you can also teleport to any recommended maps or content instantly.

Return to Character Screen Selection

• You will now be able to return to your character selection screen without having to go through the hassle of logging in all the way from the start, just to log on to another character within the same account.
• Please be informed that you will not be able to perform the character selection while in Cross World contents such as the Cross World Party Quests and Hekaton

Inner Ability Updates

Honor Level has been deleted and Honor EXP has been reset, including any Honor EXP that was previously accumulated.

Harvesting Updates

The entry limits to the harvesting areas have been removed and no Entry Pass is required. All required elements can be obtained from the harvesting area.

6. New Character Class : Eunwol

Eunwol is another addition to the collective of Heroes who plays a critical role in sealing the Black Mage in the past. A pirate class by nature, he is the first of his class type to have access to the ability to teleport around. Meanwhile, he is also the first character in MapleSEA to be able to perform the skill cancellation ability.

• Weapon Category: Knuckle
• Secondary Type: Fox Beads
• Playstyle: Melee, Variable Range

7. Content Readjustments

Content/Areas Temporarily Blocked

• Azwan (including Hilla)
• Spiegelmann’s Gallery
• Ariant Colosseum
• Monster Carnival
• Mini Dungeons
• Korean Folk Town
• Omega Sector
• Mushroom Kingdom Themed Dungeon
• Kerning Square Mall
• Florina Beach Themed Dungeon
• Part of Ellinia Forest
• Chryse Theme Dungeon
• Tera Forest Themed Dungeon

Content Level Adjustments

• Professions Town, Ardentmill: Minimum Level 35
• Cross World Party Quest: Minimum Level 70
• Nett’s Pyramid: Minimum Level 80
• The Evolving System: Minimum Level 105
• Silent Crusade: Minimum Level 105
• Mu Lung Dojo: Minimum Level 120
• Root Abyss: Minimum Level 125
• Monster Park: Minimum Level 100+
• Normal/Chaos Zakum: Minimum Level 90
• Lord Balrog: Level 65-100

Zakum’s Prequest

• All Zakum modes are now accessibly via Party
• The requirement to complete the Zakum prequest has been removed
• Instead players can obtain the “Eye of Fire” from NPC Adobis before making their way into the Altar
• You now have a limit of 2 clearances daily, regardless of which Zakum mode you participated in
• Zakum clearance count will now reset at midnight everyday

8. Silent Crusade (Cross Hunter) Revamp

The Silent Crusade Reorganization

• Level ranges of quests have been adjusted accordingly
• A number of the Master Monsters have been given an updated look!
• The Silent Crusade Weapon Scroll reward has been replaced with Spell Trace

Note:
• There is a text error with the Lvl 115 Master Monster in Chapter 2 – The Master Monster should be named as Manon instead of Papulatus

9. Blocking of Class Creation

Please be informed that the following classes will be blocked/available at the following dates:
12th November 2014: Availability: ALL except Eunwol, Zero, Xenon
3rd December 2014: Availability: ALL except Zero & Xenon (Class Opening for Eunwol)
17th December 2014: Available: ALL

Skill.wz

Included a few notable misc skills and Eunwol Skills. The new Sengoku Class skills are also added, but at an extremely messy state. So I will skip that too. This section only includes newly added skills. Certain classes skills were changed too, but not much.

Misc

Ring of Restraint
Description: Increases your Weapon ATT and Magic ATT temporarily. However, your movement will be restricted while the skill lasts.

Variables: cooltime=180, indieMadR=x*25, indiePadR=x*25, mpCon=1400-x*200, time=7+2*x, x=1,

Level 4: MP Cost: 600, Duration: 15 sec, Weapon ATT: +100%, Magic ATT: +100%. Movement restricted when the skill’s in effect. Cooldown: 180 sec

Ultimatum Ring
Description: The player’s ATT stat will be fixed at 2,000,000 temporarily.

Variables: cooltime=180, mpCon=1400-x*200, time=7+2*x, x=2000000,

Level 4: MP Cost: 600, Duration: 15 sec. The player’s ATT stat is fixed at 2000000. Cooldown: 180 sec

Limit Ring
Description: Fixes the max MP at 500 and increases the Boss ATT temporarily.\n#c[Cannot be used by the classes that do not use MP.]#

Variables: cooltime=180, indieBDR=2+x*2, mpCon=1400-x*200, time=7+2*x, x=500,

Level 4: MP Cost: 600, Duration: 15 sec, Fixed Max MP: 500, Boss Attack: +10%. Cooldown: 180 sec

Health Cut Ring
Description: Decreases the max HP and increases the Boss ATT temporarily.

Variables: cooltime=180, indieBDR=2+x*2, mpCon=1400-x*200, time=7+2*x, x=70,

Level 4: MP Cost: 600, Duration: 15 sec, Max HP: -70%, Boss ATT: +10%. Cooldown: 180 sec

Mana Cut Ring
Description: Decreases the max MP and ignores a certain percentage of the Defense Rate temporarily.\n#c[Cannot be used by the classes that do not use MP.]#

Variables: cooltime=180, indieIgnoreMobpdpR=2+x*2, mpCon=1400-x*200, time=7+2*x, x=70,

Level 4: MP Cost: 600, Duration: 15 sec, Max MP: -70%, Ignore DEF: 10%. Cooldown: 180 sec

Durability Ring
Description: The player’s max HP will be doubled temporarily.

Variables: cooltime=180, indieMhpR=100, mpCon=1400-x*200, time=6+x*6,

Level 4: MP Cost: 600, Duration: 30 sec, Max HP: +100%. Cooldown: 180 sec

Max Critical Ring
Description: Temporarily increases the max Critical Damage.

Variables: cooltime=180, mpCon=1400-x*200, time=7+2*x, x=x*25,

Level 4: MP Cost: 600, Duration: 15 sec, Max Critical Damage: +100%. Cooldown: 180 sec

Critical Defense Ring
Description: Temporarily nullifies the enemy’s Defense Rate as much as a certain percentage of your Critical Chance.

Variables: cooltime=180, mpCon=1400-x*200, time=7+2*x, x=x*25,

Level 4: MP Cost: 600, Duration: 15 sec. Ignored enemy DEF increases as much as 100% of your Critical Chance. Cooldown: 180 sec

Critical Shift Ring
Description: Temporarily replaces the Critical Chance with some values of the main stats in which AP was directly invested.

Variables: cooltime=180, mpCon=1400-x*200, time=7+2*x, x=8+u(x/2), y=8+u(x/2),

Level 4: MP Cost: 600, Duration: 15 sec, replaces Critical Chance with 10% value of the main stats. Cooldown: 180 sec. (The Critical Chance might go lower when using the skill.)

Stance Shift Ring
Description: Temporarily replaces Power Stance with some values of the main stats in which AP was directly invested.

Variables: cooltime=180, mpCon=1400-x*200, time=7+2*x, x=8+u(x/2), y=8+u(x/2),

Level 4: MP Cost: 600, Duration: 15 sec, replaces Power Stance with 10% value of the main stats. Cooldown: 180 sec. (Power Stance might decrease when using the skill.)

Totalling Ring
Description: Temporarily increases your main stats as much as the sum of all the stats.

Variables: cooltime=180, mpCon=1400-x*200, time=7+2*x, x=u(x/2),

Level 4: MP Cost: 600, Duration: 15 sec, increases the main stats as much as 2% of the sum of all the stats. Cooldown: 180 sec

Level Jump S Ring
Description: Increases STR as much as the character’s current level temporarily.

Variables: cooltime=180, mpCon=1400-x*200, time=7+2*x, x=20+x*70,

Level 4: MP Cost: 600, Duration: 15 sec, increases STR as much as 300% of the current character level. Cooldown: 180 sec.

Level Jump D Ring
Description: Increases DEX as much as the character’s current level temporarily.

Variables: cooltime=180, mpCon=1400-x*200, time=7+2*x, x=20+x*70,

Level 4: MP Cost: 600, Duration: 15 sec, increases DEX as much as 300% of the current character level. Cooldown: 180 sec.

Level Jump I Ring
Description: Increases INT as much as the character’s current level temporarily.

Variables: cooltime=180, mpCon=1400-x*200, time=7+2*x, x=20+x*70,

Level 4: MP Cost: 600, Duration: 15 sec, increases INT as much as 300% of the current character level. Cooldown: 180 sec.

Level Jump L Ring
Description: Increases LUK as much as the character’s current level temporarily.

Variables: cooltime=180, mpCon=1400-x*200, time=7+2*x, x=20+x*70,

Level 4: MP Cost: 600, Duration: 15 sec, increases LUK as much as 300% of the current character level. Cooldown: 180 sec.

Weapon Jump S Ring
Description: Temporarily increases STR as much as a portion of the main weapon’s default ATT.

Variables: cooltime=180, mpCon=1400-x*200, time=7+2*x, x=x*100,

Level 4: MP Cost: 600, Duration: 15 sec, increases STR by 400% of the equipped main weapon’s default ATT. (Out of the main weapon’s Weapon ATT and Magic ATT, the higher value will be applied.) Cooldown: 180 sec.

Weapon Jump D Ring
Description: Temporarily increases DEX as much as a portion of the main weapon’s default ATT.

Variables: cooltime=180, mpCon=1400-x*200, time=7+2*x, x=x*100,

Level 4: MP Cost: 600, Duration: 15 sec, increases DEX by 400% of the equipped main weapon’s default ATT. (Out of the main weapon’s Weapon ATT and Magic ATT, the higher value will be applied.) Cooldown: 180 sec.

Weapon Jump I Ring
Description: Temporarily increases INT as much as a portion of the main weapon’s default ATT.

Variables: cooltime=180, mpCon=1400-x*200, time=7+2*x, x=x*100,

Level 4: MP Cost: 600, Duration: 15 sec, increases INT by 400% of the equipped main weapon’s default ATT. (Out of the main weapon’s Weapon ATT and Magic ATT, the higher value will be applied.) Cooldown: 180 sec.

Weapon Jump L Ring
Description: Temporarily increases LUK as much as a portion of the main weapon’s default ATT.

Variables: cooltime=180, mpCon=1400-x*200, time=7+2*x, x=x*100,

Level 4: MP Cost: 600, Duration: 15 sec, increases LUK by 400% of the equipped main weapon’s default ATT. (Out of the main weapon’s Weapon ATT and Magic ATT, the higher value will be applied.) Cooldown: 180 sec.

Swift Ring
Description: Temporarily increases attack speed.

Variables: cooltime=180, indieBooster=-2, mpCon=1400-x*200, time=7+2*x,

Level 4: MP Cost: 600, Duration: 15 sec, increases Attack Speed by -2 stage. Cooldown: 180 sec

Overdrive Ring
Description: Allows you to attack enemies while ignoring their attack buffs like Damage Reflection temporarily when using skills. Also increases your damage.

Variables: cooltime=180, mpCon=1400-x*200, time=7+2*x,

Level 4: MP Cost: 600, Duration: 15 sec, ignores the enemies’ ignore attack and reflect attack buffs. Able to attack the enemies with 100% damage. Cooldown: 180 sec

Berserker Ring
Description: Ignores a percentage of enemy Defense Rate but also decreases your Weapon Defense and Magic Defense temporarily during attacks.

Variables: cooltime=180, indieIgnoreMobpdpR=10+x*10, indieMddR=-50, indiePddR=-50, mpCon=1400-x*200, time=7+2*x,

Level 4: MP Cost: 600, Duration: 15 sec, Ignore Enemy DEF: 50%, Weapon Defense: –50%, Magic Defense: –50%. Cooldown: 180 sec

Reflective Ring
Description: Amplifies the incoming damage by a certain amount and reflects it for a limited period of time.

Variables: cooltime=180, mpCon=1400-x*200, time=7+2*x, x=300+x*300,

Level 4: MP Cost: 600, Duration: 15 sec, Amplifies the incoming damage by 1500% and reflects. Cooldown: 180 sec

Cleansing Ring
Description: Cancels all Abnormal Statuses at a set chance.

Variables: cooltime=180, mpCon=1400-x*200, prop=80+x*5, time=7+2*x,

Level 4: MP Cost: 600, Cancels all the Abnormal Statuses at the 100% rate. Can be used even when Abnormal Status isn’t in effect but its benefits won’t be applied. Cooldown: 180 sec

Risk Taker Ring
Description: Temporarily increases Weapon ATT and Magic ATT by a certain amount when. The buff will be canceled when you receive damage.

Variables: cooltime=180, indieMadR=10+x*10, indiePadR=10+x*10, mpCon=1400-x*200, time=6+x*6,

Level 4: MP Cost: 600, Duration: 30 sec, Weapon ATT: +50%, Magic ATT: +50%. Cancels buffs when received damage. Cooldown: 180 sec

Black Knight
Description: The Soul Weapon’s power summons the Black Knight to fight with you.

Variables: cooltime=300, damage=500, mobCount=5, soulmpCon=250, time=60,

Level 1: Soul Cost: 250, Black Knight Summon Duration: 60 sec, Attack Power: 500%\nCooldown: 300 sec

Pitch Black Knight
Description: The Soul Weapon’s power summons a stronger Black Knight to fight with you.

Variables: cooltime=300, damage=750, mobCount=5, soulmpCon=250, time=60,

Level 1: Soul Cost: 250, Black Knight Summon Duration: 60 sec, Attack Power: 750%\nCooldown: 300 sec

Mad Mage
Description: The Soul Weapon’s power summons the Mad Mage to fight with you.

Variables: cooltime=300, damage=500, mobCount=5, soulmpCon=250, time=60,

Level 1: Soul Cost: 250, Mad Mage Summon Duration: 60 sec, Attack Power: 500%\nCooldown: 300 sec

Completely Mad Mage
Description: The Soul Weapon’s power summons a stronger Mad Mage to fight with you.

Variables: cooltime=300, damage=750, mobCount=5, soulmpCon=250, time=60,

Level 1: Soul Cost: 250, Mad Mage Summon Duration: 60 sec, Attack Power: 750%\nCooldown: 300 sec

Rampant Cyborg
Description: The Soul Weapon’s power summons the Rampant Cyborg to fight with you.

Variables: cooltime=300, damage=500, mobCount=5, soulmpCon=250, time=60,

Level 1: Soul Cost: 250, Rampant Cyborg Summon Duration: 60 sec, Attack Power: 500%\nCooldown: 300 ec

Fully Rampant Cyborg
Description: The Soul Weapon’s power summons a stronger Rampant Cyborg to fight with you.

Variables: cooltime=300, damage=750, mobCount=5, soulmpCon=250, time=60,

Level 1: Soul Cost: 250, Rampant Cyborg Summon Duration: 60 sec, Attack Power: 750%\nCooldown: 300 ec

Vicious Hunter
Description: The Soul Weapon’s power summons the Vicious Hunter to fight with you.

Variables: cooltime=300, damage=500, mobCount=5, soulmpCon=250, time=60,

Level 1: Soul Cost: 250, Vicious Hunter Summon Duration: 60 sec, Attack Power: 500%\nCooldown: 300 sec

Utterly Vicious Hunter
Description: The Soul Weapon’s power summons a stronger Vicious Hunter to fight with you.

Variables: cooltime=300, damage=750, mobCount=5, soulmpCon=250, time=60,

Level 1: Soul Cost: 250, Vicious Hunter Summon Duration: 60 sec, Attack Power: 750%\nCooldown: 300 sec

Bad Brawler
Description: The Soul Weapon’s power summons the Bad Brawler to fight with you.

Variables: cooltime=300, damage=500, mobCount=5, soulmpCon=250, time=60,

Level 1: Soul Cost: 250, Bad Brawler Summon Duration: 60 sec, Attack Power: 500%\nCooldown: 300 sec

Real Bad Brawler
Description: The Soul Weapon’s power summons a stronger Bad Brawler to fight with you.

Variables: cooltime=300, damage=750, mobCount=5, soulmpCon=250, time=60,

Level 1: Soul Cost: 250, Bad Brawler Summon Duration: 60 sec, Attack Power: 750%\nCooldown: 300 sec
Eunwol (1st job)

Swift Strike (2nd hit)
Description: You throw a powerful punch against multiple enemies in front.
Master Level:

Variables: attackCount=2, damage=70+2*x, mobCount=4, mpCon=5+d(x/6),

Level 25: MP Cost: 9, Damage: 120%, Number of Attacks: 2, Max Enemies Hit: 4

Flash Fist (2nd hit)
Description: Imbued with the power of the spirits, you strike multiple enemies in front.
Master Level:

Variables: attackCount=2, damage=80+3*x, mobCount=4, mpCon=7+d(x/6),

Level 25: MP Cost: 11, Damage: 155%, Number of Attacks: 2, Max Enemies Hit: 4

Cosmic Balance
Description: The blessings of the heavens and earth envelope you, permanently increasing your Weapon and Magic Defense, and Max HP and MP.
Master Level:

Variables: mddX=25*x, mhpR=x, mmpR=x, pddX=25*x,

Level 20: Permanently increases Weapon Defense 500, Magic Defense 500, Max HP 20%, Max MP 20%

Swift Strike
Description: You throw a powerful punch against multiple enemies in front. Can be used twice in a row.
Master Level:

Variables: attackCount=2, damage=60+x, mobCount=4, mpCon=5+d(x/6), x=4, y=70+2*x, z=2,

Level 25: MP Cost: 9 \n[1st hit] Damage: 85%, Number of Attacks: 2, Max Enemies Hit: 4 \n[2nd hit] Max Enemies Hit: 4, Damage: 120%, Number of Attacks: 2

Flash Fist
Description: Imbued with the power of the spirits, you strike multiple enemies in front. Can be used twice in a row.
Master Level:

Variables: attackCount=2, damage=70+2*x, mobCount=4, mpCon=7+d(x/6), x=4, y=80+3*x, z=2,

Level 25: MP Cost: 11 \n[1st hit] Damage: 120%, Number of Attacks: 2, Max Enemies Hit: 4 \n[2nd hit] Max Enemies Hit: 4, Damage: 155%, Number of Attacks: 2

Vulpine Leap
Description: Allows you to double jump.
Master Level:

Variables: mpCon=20-d(x/2), x=400+10*x, y=300+10*x,

Level 20: MP Cost: 10, jumps ahead a certain distance
Eunwol (2nd job)

Ground Pound (2nd hit)
Description: A nature spirit appears and punches the ground, attacking multiple enemies in front. The shockwaves it produces also slows enemies.
Master Level:

Variables: attackCount=2, damage=220+7*x, mobCount=6, mpCon=13+d(x/4), x=15, y=20+x,

Level 20: Enemy’s Speed: -40%

Summon Chance: #prop%, Number of Foxes: #bulletCount\nFox Damage: #damage%, Max Enemies Hit: #mobCount, Number of Attacks: #attackCount\n#cRepeats #y times per attack#
Description: Ground Pound Shockwave
Master Level:

Variables: mobCount=15, prop=100, time=1, x=-20-x, y=20+x,

Level 20: Fox spirits may be summoned with each of your attacks. The foxes chase down and attack enemies.

Fox Spirits
Description: Fox spirits may be summoned with each of your attacks. The foxes chase down and attack enemies.
Master Level:

Variables: attackCount=1, bulletCount=1, damage=60+4*x, mobCount=1, prop=5+d(x/2), x=1, y=1+d(x/10),

Level 10: Summon Chance: 10%, Number of Foxes: 1\nFox Damage: 100%, Max Enemies Hit: 1, Number of Attacks: 1\nRepeats 2 times per attack

Fox Spirits
Description: Summoned fox spirits chase down and attack enemies.
Master Level:

Variables: attackCount=1, bulletCount=1, damage=60+4*x, mobCount=1, prop=100, x=1, y=4, z=1+d(x/10),

Level 10: Max Enemies Hit: 1, Damage: 100%, Number of Attacks: 1 \nRepeats 4 times per attack

Knuckle Mastery
Description: Increases knuckle mastery and knuckle accuracy.
Master Level:

Variables: mastery=10+4*x, x=12*x,

Level 10: Knuckle Mastery: 50%, Accuracy: +120

Spirit Bond II
Description: Your bond with the spirits grows deeper, boosting your Accuracy, Avoidability, and Attack Speed permanently.\n[Required Skill]: #cSpirit Bond I Lv. 1#
Master Level:

Variables: accX=30*x, actionSpeed=-1, evaX=30*x,

Level 10: Accuracy: +300, Avoidability: +300, and increases Attack Speed by 1 stage permanently

Strength Training
Description: Permanently increases your STR through hard work and training.
Master Level:

Variables: strX=6*x,

Level 10: STR: +60 permanently

Ground Pound
Description: A nature spirit appears and punches the ground, attacking multiple enemies in front. The shockwaves it produces also slows enemies. Can be used twice in a row.
Master Level:

Variables: attackCount=2, damage=220+7*x, mobCount=6, mpCon=13+d(x/4), s=20+x, v=15, x=6, y=220+7*x, z=2,

Level 20: MP Cost: 18 \n[1st hit] Damage: 360%, Number of Attacks: 2, Max Enemies Hit: 6 \n[2nd hit] Max Enemies Hit: 6, Damage: 360%, Number of Attacks: 2\n[Shockwave]: Max Enemies Hit: 15, Speed: ?40%

Blade Imp (Downforce)
Description: A blade spirit appears and pulls multiple enemies down in a fierce attack.
Master Level:

Variables: attackCount=4, cooltime=11-x, damage=60+4*x, mobCount=8, mpCon=20+2*x,

Level 10: MP Cost: 40, Max Enemies Hit: 8, Damage: 100%, Number of Attacks: 4\ncCooldown: 1 sec

Blade Imp (Dragforce)
Description: A blade spirit appears and pulls multiple enemies toward you in a fierce attack.
Master Level:

Variables: attackCount=4, cooltime=11-x, damage=70+4*x, mobCount=8, mpCon=20+2*x,

Level 10: MP Cost: 40, Max Enemies Hit: 8, Damage: 110%, Number of Attacks: 4\ncCooldown: 1 sec

Back Step
Description: Slides backward quickly and increases Avoidability permanently. \n#cAble to move when using the skill.#
Master Level:

Variables: er=x, mpCon=25-x, range=1050,

Level 15: MP Cost: 10. Moves a certain distance backward. \n[Passive Effect]: Avoidability: +15% permanently
Eunwol (3rd job)

Shockwave Punch (2nd hit)
Description: Summons a nature spirit to attack multiple enemies in front of you.
Master Level:

Variables: attackCount=2, damage=160+5*x, mobCount=6, mpCon=20+d(x/2),

Level 20: MP Cost: 30, Damage: 260%, Number of Attacks: 2, Max Enemies Hit: 6

Shockwave Punch (3rd hit)
Description: Summons a nature spirit to attack multiple enemies in front of you. The shockwave it produces damages multiple enemies.
Master Level:

Variables: attackCount=3, damage=200+5*x, mobCount=6, mpCon=20+d(x/2),

Level 20: MP Cost: 30, Damage: 300%, Number of Attacks: 3, Max Enemies Hit: 6

Shockwave Punch (shockwave)
Description: Occurs after the 3rd strike of Shockwave Punch hits an enemy. Affects multiple enemies.
Master Level:

Variables: attackCount=1, damage=220+5*x, mobCount=8,

Level 20: Damage: 320%, Max Enemies Hit: 8, Max Hits: 1

Spirit Bond III
Description: Your bond with the spirits increases, boosting your Attack Power and Damage permanently.\n[Required Skill]: #cSpirit Bond II Lv. 10#
Master Level:

Variables: damR=x, padX=x,

Level 20: Damage: +20%, Attack Power: +20 permanently

Harmonious Defense
Description: The spirits flow harmoniously within you, permanently increasing your Defense, Magic Defense, Abnormal Status Resistance, and Elemental Resistances. [Required Skill]: #cCosmic Balance Lv. 20 or higher#
Master Level:

Variables: asrR=4*x, mddX=150*x, pddX=150*x, terR=4*x,

Level 10: Weapon Defense: +1500, Magic Defense: +1500, Abnormal Status Resistance: +40%, All Elemental Resistances: +40%

Weaken
Description: An enervating spirit may be summoned upon each of your attacks. The spirit possesses and weakens enemies.
Master Level:

Variables: prop=5+d(x/4), time=5+d(x/2), x=x, y=20+2*x, z=20+x,

Level 20: Summon Chance (per attack): 10%\nFor 15 sec while weakened, Enemy Damage Taken: +20%, Enemy Accuracy: -60%, Enemy Avoidability: -40%

Shockwave Punch
Description: Summons a nature spirit to attack multiple enemies in front of you. Can be used 3 times in a row. The shockwave it produces on the third hit deals additional damage to multiple enemies.
Master Level:

Variables: attackCount=2, damage=150+5*x, mobCount=6, mpCon=20+d(x/2), q=220+5*x, s=3, s2=8, u=1, v=6, w=200+5*x, x=6, y=160+5*x, z=2,

Level 20: MP Cost: 30 \n[1st hit]: Max Enemies Hit: 6, Damage: 250%, Number of Attacks: 2\n[2nd hit]: Max Enemies Hit: 6, Damage: 260%, Number of Attacks: 2\n[3rd hit]: Max Enemies Hit: 6, Damage: 300%, Number of Attacks: 3\n[Shockwave]: Max Enemies Hit: 32, Damage: 320%, Number of Attacks: 1

Blade Imp (Spinforce)
Description: A blade spirit appears and performs a turn attack, pulling multiple enemies toward you.
Master Level:

Variables: attackCount=4, cooltime=11-x, damage=110+5*x, mobCount=6, mpCon=30+3*x,

Level 10: MP Cost: 60, Max Enemies Hit: 6, Damage: 160%, Number of Attacks: 4\ncCooldown: 1 sec

Spirit Frenzy
Description: Summons many spirits around you to attack enemies.
Master Level:

Variables: attackCount=1, cooltime=30-x, damage=120+4*x, mobCount=10, mpCon=5+d(x/8), x=1500,

Level 20: MP Cost: 7, Damage: 200%, Max Enemies Hit: 10 \ncCooldown: 10 sec

Spirit Trap
Description: Summons binding spirits to immobilize enemies caught in their trap.
Master Level:

Variables: cooltime=300-8*x, mpCon=35+2*x, time=10+x,

Level 15: MP Cost: 65, Trap Duration: 25 sec\nTemporarily immobilizes enemies\ncCooldown: 180 sec

Summon Other Spirit
Description: When you die, a guardian spirit revives you, knocking back enemies and making you temporarily invincible.
Master Level:

Variables: cooltime=420-12*x, s=420-12*x, v=5+x, x=250+20*x, y=1+d(x/5), z=4,

Level 10: Revives you upon death, Max Enemies Hit: 15, Damage: 450%, Number of Attacks: 4, Invincibility: 3 sec\ncCooldown: 300 sec

Spirit Redemption
Description: When you die, a guardian spirit revives you, knocking back enemies and making you temporarily invincible.
Master Level:

Variables: attackCount=4, damage=250+20*x, mobCount=5+x, x=420-12*x, y=1+d(x/5),

Level 10: Revives you upon death, Invincibility Duration: 3 sec, Max Enemies Hit: 15, Damage: 450%, Number of Attacks: 4 \nCooldown: 300 sec
Eunwol (4th job)

Bomb Punch (2nd hit)
Description: Summons a nature spirit to attack multiple enemies in front of you.
Master Level:

Variables: attackCount=3, damage=150+4*x, mobCount=8, mpCon=30+d(x/2),

Level 30: MP Cost: 45, Damage: 270%, Number of Attacks: 3, Max Enemies Hit: 8

Bomb Punch (3rd hit)
Description: Summons a nature spirit to attack multiple enemies in front of you.
Master Level:

Variables: attackCount=3, damage=160+4*x, mobCount=8, mpCon=30+d(x/2),

Level 30: MP Cost: 45, Damage: 280%, Number of Attacks: 3, Max Enemies Hit: 8

Bomb Punch (4th hit)
Description: Summons a nature spirit to attack multiple enemies in front of you.
Master Level:

Variables: attackCount=3, damage=180+4*x, mobCount=8, mpCon=30+d(x/2), prop=40+2*x, time=u(x/15),

Level 30: MP Cost: 45, Damage: 300%, Number of Attacks: 3, Max Enemies Hit: 8\nStun Chance: 100%, Stun Duration: 2 sec

Fire Fox Spirits
Description: Fox spirits imbued with fire may be summoned upon each of your attacks. \n[Required Skill]: #cFox Spirit Lv. 10#
Master Level: 10

Variables: attackCount=1, bulletCount=1, damage=100+5*x, mobCount=1, prop=10+d(x/2), x=2, y=2+d(x/20),

Level 20: Summon Chance: 20%, Number of Fire Fox Spirits: 1\nFire Fox Spirit Damage: 200%, Max Enemies Hit: 1, Number of Attacks: 1\nRepeats 3 times per attack

Spirit Bond IV
Description: Your bond with the spirits increase, allowing you to ignore Enemy Defense and deal increased Boss ATT permanently. [Required Skill]: #cSpirit Bond III Lv. 20#
Master Level: 10

Variables: bdR=x, ignoreMobpdpR=x,

Level 30: Enemy DEF Ignored: 30%, Boss ATT: +30% permanently

Expert Knuckle Mastery
Description: Uses the power of spirits to maximize your knuckle mastery and increase your minimum and maximum critical damage.\n[Required Skill]: #cKnuckle Mastery Lv. 10#
Master Level: 10

Variables: criticaldamageMax=2*u(x/3), criticaldamageMin=2*u(x/3), mastery=50+2*d(x/3),

Level 30: Knuckle Mastery: +70%, Min Critical Damage: +20%, Max Critical Damage: +20%

Fire Fox Spirits
Description: Summons Fox Spirits imbued with fire. The foxes chase down and attack enemies.
Master Level:

Variables: attackCount=1, bulletCount=1, damage=100+5*x, mobCount=1, prop=100, x=1, y=5, z=2+d(x/20),

Level 20: Max Enemies Hit: 1, Damage: 200%, Number of Attacks: 1 \nRepeats 5 times per attack

Hyper Strength
Description: Permanently increases STR.
Master Level:

Variables: strX=50,

Level 1: STR +50

Hyper Dexterity
Description: Permanently increases DEX.
Master Level:

Variables: dexX=50,

Level 1: DEX +50

Hyper Intelligence
Description: Permanently increases INT.
Master Level:

Variables: intX=50,

Level 1: INT +50

Hyper Luck
Description: Permanently increases LUK.
Master Level:

Variables: lukX=50,

Level 1: LUK +50

Hyper Critical
Description: Permanently increases Critical Rate.
Master Level:

Variables: cr=10,

Level 1: Critical Rate: +10%

Hyper Accuracy
Description: Permanently increases Accuracy.
Master Level:

Variables: ar=20,

Level 1: Accuracy +20%

Hyper Health
Description: Permanently increases Max HP.
Master Level:

Variables: mhpR=15,

Level 1: Max HP: +15%

Hyper Mana
Description: Permanently increases Max MP.
Master Level:

Variables: mmpR=15,

Level 1: Max MP +15%

Hyper Fury
Description: Permanently increases Max DF.
Master Level:

Variables: MDF=50,

Level 1: Max DF +50

Hyper Defense
Description: Permanently increases Weapon DEF.
Master Level:

Variables: pddX=500,

Level 1: Weapon DEF +500

Hyper Magic Defense
Description: Permanently increases Magic DEF.
Master Level:

Variables: mddX=500,

Level 1: Magic DEF +500

Hyper Speed
Description: Permanently increases Movement Speed.
Master Level:

Variables: psdSpeed=10,

Level 1: Movement Speed +10

Hyper Jump
Description: Permanently increases Jump.
Master Level:

Variables: psdJump=10,

Level 1: Jump +10

Spirit Claw – Reinforce
Description: Increases Spirit Claw’s Attack Power.
Master Level:

Variables: damR=20,

Level 1: Spirit Claw Attack Power: +20%

Spirit Claw – Boss Rush
Description: Increases Spirit Claw’s Boss ATT damage.
Master Level:

Variables: bdR=20,

Level 1: Spirit Claw Boss ATT: +20%

Spirit Claw – Extra Strike
Description: Increases Spirit Claw’s attack count.
Master Level:

Variables: attackCount=1,

Level 1: Spirit Claw Number of Attacks: +1

Bomb Punch – Reinforce
Description: Increases Bomb Punch’s Attack Power.
Master Level:

Variables: damR=20,

Level 1: Bomb Punch Attack Power: +20%

Bomb Punch – Spread
Description: Increases Bomb Punch’s target count.
Master Level:

Variables: targetPlus=2,

Level 1: Bomb Punch Max Enemies Hit: +2

Bomb Punch – Critical Chance
Description: Increases Bomb Punch’s Critical Rate.
Master Level:

Variables: cr=20,

Level 1: Bomb Punch Critical Rate: +20%

Fire Fox Spirits – Reinforce
Description: Increases Fire Fox Spirits’s Attack Power.
Master Level:

Variables: damR=20,

Level 1: Fire Fox Spirits Attack Power: +20%

Fire Fox Spirits-Repeated Attack Bonus
Description: Increases Fire Fox Spirits’s attack repeat count.
Master Level:

Variables: z=1,

Level 1: Fire Fox Spirits Repeated Attack Count: +1

Fire Fox Spirits-Summon Chance
Description: Increases the chance of summoning Fire Fox Spirits.
Master Level:

Variables: prop=10,

Level 1: Fire Fox Spirits Summon Chance: +10%

Critical Insight
Description: When an enemy’s HP dips below a certain amount, your critical chance on that enemy increases.
Master Level: 10

Variables: x=10+2*x, y=30+3*x,

Level 20: When an enemy goes below 50% HP, your Critical Rate increases by 90%

Bomb Punch
Description: Summons a nature spirit to attack multiple enemies in front. Can be used 4 times in a row.
Master Level: 10

Variables: attackCount=3, damage=140+4*x, mobCount=8, mpCon=30+d(x/2), prop=40+2*x, q=180+4*x, s=3, s2=8, time=u(x/15), u=3, v=8, w=160+4*x, x=8, y=150+4*x, z=3,

Level 30: MP Cost: 45 \n[1st hit]: Max Enemies Hit: 8, Damage: 260%, Number of Attacks: 3\n[2nd hit]: Max Enemies Hit: 8, Damage: 270%, Number of Attacks: 3\n[3rd hit]: Max Enemies Hit: 8, Damage: 280%, Number of Attacks: 3\n[4th Hit]: Max Enemies Hit: 32, Damage: 300%, Number of Attacks: 3, Stun Chance: 100%, Stun Duration: 2 sec

Spirit Claw
Description: Summons a wind spirit to claw at multiple enemies.
Master Level: 10

Variables: attackCount=8, damage=230+5*x, mobCount=3, mpCon=50+x,

Level 30: MP Cost: 80, Damage: 380%, Number of Attacks: 8, Max Enemies Hit: 3

Death Mark
Description: Summons a grim spirit to attack enemies in front of you. Attacks become critical hits, and you will take no damage from Damage Reflection effects. Enemies hit will be marked, taking continuous damage.\nAbsorbs a portion of the marked damage as HP.
Master Level: 10

Variables: attackCount=3, cooltime=180-6*x, cr=100, damage=400+15*x, dot=150+5*x, dotInterval=1, dotTime=5+d(x/2), mobCount=10, mpCon=60+2*x, x=1+d(x/5),

Level 20: MP Cost: 100, Max Enemies Hit: 10, Damage: 700%, Number of Critical Hits: 3\nc[Mark]: Duration: 250Time sec, Damage Interval: 250Interval sec, Damage per Interval: 250%, HP Absorb Amount: 5% of damage dealt \ncCooldown: 60 sec

Soul Splitter
Description: Summons a fire spirit to attack multiple enemies in front.\nSplits enemies’ souls from their bodies.
Master Level: 10

Variables: attackCount=1, cooltime=300-9*x, damage=1200+40*x, mobCount=6, mpCon=60+2*x, time=10+x, x=50, y=40+3*x, z=50,

Level 20: MP Cost: 100, Max Enemies Hit: 6, Damage: 2000%, Number of Attacks: 1\nSplits enemies’ souls from their bodies.\nDamage: +50% for stationary monsters whose souls aren’t split from their bodies.\nc[Split Soul]: Shares HP with its body. Damage Intake: -50%, Duration: 30 sec at the spot where it’s attacked.\nEXP obtained: +100% when defeating a split soul or the soul’s body.\ncCooldown: 120 sec

Spirit Incarnation
Description: Transforms into a spirit incarnation temporarily. Becomes invincible when transformed. Attacks all the surrounding enemies ruthlessly.
Master Level:

Variables: attackCount=1, cooltime=120, damage=700, mobCount=15, mpCon=50, subTime=360, time=8,

Level 1: MP Cost: 50, Max Enemies Hit: 15, Damage: 700%, Number of Attacks: 1\nMax Duration: 8 sec\ncCooldown: 120 sec

Maple Warrior
Description: Increases the stats of all party members.
Master Level: 10

Variables: mpCon=10+10*d(x/5), time=30*x, x=u(x/2),

Level 30: MP Cost: 70, All Stats: +15%, Duration: 900 sec

Spirit Bond Max
Description: Your bond with the spirits has been maxed, boosting your Damage, Attack Power, Ignore DEF, Boss ATT, and Attack Speed temporarily!
Master Level:

Variables: cooltime=120, indieBDR=20, indieBooster=-1, indieDamR=20, indieIgnoreMobpdpR=20, indiePad=20, mpCon=300, time=30,

Level 1: MP Cost: 300, Duration: 30 sec, Damage: +20%, Attack Power: +20, Boss ATT: +20%, Increases Attack Speed by 1 stage, Enemy DEF Ignored: 20%\ncCooldown: 120 sec

Heroic Memories
Description: Recalls the oath of the Maple Heroes to increase damage and max damage cap.
Master Level:

Variables: cooltime=120, indieDamR=10, indieMaxDamageOver=5000000, mpCon=100, time=60,

Level 1: MP Cost: 100, Duration: 60 sec, Damage: +10%, Max Damage: 5000000.\nCan only be used by Hero classes.\ncCooldown: 120 sec

Spirit Ward
Description: Summons guardian spirits to remove magic effects and protect you from attacks.
Master Level: 10

Variables: cooltime=180-12*x, mpCon=35+2*x, time=10+2*x, x=1+d(x/5),

Level 10: MP Cost: 55, Duration: 30 sec, Spirits Summoned: 3, Removes debuffs or nullifies incoming damage.\nConsumes one Guardian Spirit when attacked or received a debuff.\ncCooldown: 60 sec

Hero’s Will
Description: By focusing your mind, you can ignore some abnormal status effects. However, this will not work on all abnormal status effects.
Master Level: 5

Variables: cooltime=660-60*x, mpCon=30, time=1,

Level 5: MP Cost: 30, Cooldown: 360 sec

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One thought on “MSEA v.144 – You & I! (2014-11-11)

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