MSEA v.170 – Zest and Zeal (2017-09-18)

List of MSEA Skill Changes | Source: conserver.wordpress.com

Skill.wz

  1. Hero
  2. Paladin
  3. Berserker
  4. Dark Knight
  5. F\P Arch Mage
  6. I\L Arch Mage
  7. Bishop
  8. Marksman
  9. Assassin
  10. Night Lord
  11. Chief Bandit
  12. Shadower
  13. Blade Acolyte
  14. Blade Lord
  15. Blade Master
  16. Brawler
  17. Buccaneer
  18. Corsair
  19. Cannon Shooter (IV)
  20. Soul Master (III)
  21. Soul Master (IV)
  22. Flame Wizard (IV)
  23. Wind Breaker (IV)
  24. Night Walker (I)
  25. Night Walker (II)
  26. Night Walker (III)
  27. Night Walker (IV)
  28. Striker (IV)
  29. Aran (III)
  30. Aran (IV)
  31. Evan (IV)
  32. Mercedes (III)
  33. Mercedes (IV)
  34. Phantom (III)
  35. Phantom (IV)
  36. Eunwol (IV)
  37. Luminous (IV)
  38. Demon Slayer (IV)
  39. Battle Mage (III)
  40. Battle Mage (IV)
  41. Wild Hunter (IV)
  42. Xenon (IV)
  43. Blaster (IV)
  44. Hayato (Beginner)
  45. Hayato (I)
  46. Hayato (II)
  47. Hayato (IV)
  48. Kanna (I)
  49. Kanna (II)
  50. Kanna (III)
  51. Kanna (IV)
  52. Mikhail (I)
  53. Mikhail (III)
  54. Kaiser (Beginner)
  55. Angelic Buster (Beginner)
  56. Angelic Buster (IV)
  57. Transcendent
  58. Zero
  59. Pink Bean
  60. Kinesis (Beginner)
  61. Kinesis (I)
  62. Kinesis (II)
  63. Kinesis (III)
  64. Kinesis (IV)
  65. V Matrix (Common/Enhance Core)
  66. V Matrix (Warrior Skill)
  67. V Matrix (Mage Skill)
  68. V Matrix (Bowman Skill)
  69. V Matrix (Thief Skill)
  70. V Matrix (Pirate Skill)

Skill.wz

Hero

Insizing
Description: Wound enemies for DoT for a certain period of time. While the enemy is suffering DoT, #cdamage from critical is increased#. Permanently increases damage of Shout.\nRequired Skill: #cAdvanced Combo Lv. 20 or higher#
Tags: masterLevel – 10, combatOrders – 1, info\type – 1, info\areaAttack – 1, weapon – 30, weapon2 – 31, weapon3 – 40, weapon4 – 41, psd – 1
Delay: 1110ms

Template MP #mpCon, Combo Count(s) Consumed: #y, Attacks #attackCount times dealing Damage: #damage% to #mobCount targets, Additional #prop% chance to deal #dot% damage every #dotInterval sec, for #dotTime sec, #cTargets receive #x% more Critical Damage#. Party members’ attacks increased by #u%
Increases Shout’s damage by #damPlus%p
Level 1 MP 30, Combo Count(s) Consumed: 2, Attacks 3 times dealing Damage: 373% to 6 targets, Additional 42% chance to deal 78% damage every 2 sec, for 15 sec, #cTargets receive 6% more Critical Damage#. Party members’ attacks increased by 1%
Increases Shout’s damage by 102%p
Level 30 MP 36, Combo Count(s) Consumed: 2, Attacks 3 times dealing Damage: 576% to 6 targets, Additional 100% chance to deal 165% damage every 2 sec, for 30 sec, #cTargets receive 20% more Critical Damage#. Party members’ attacks increased by 10%
Increases Shout’s damage by 160%p

Old Template: MP #mpCon, Combo Count(s) Consumed: #y, Attacks #attackCount times dealing Damage: #damage% to #mobCount targets, Additional #prop% chance to deal #dot% damage every #dotInterval sec, for #dotTime sec, #cTargets receive #x% more Critical Damage#. Party members’ attacks increased by #u% \nIncreases Shout’s damage by #damPlus%p
Changed: y – 4 → 2

Paladin

Blast
Description: Attacks only 1 enemy strongly. Uses the attritributes of most recently used charge skill.
Tags: masterLevel – 10, combatOrders – 1, info\type – 1, info\suddenDeath – 1, weapon – 30, weapon2 – 32, weapon3 – 40, weapon4 – 42, notRemoved – 1, pairskill – 1
Delay: 840ms

Template MP Cost: #mpCon. Attack Count: #attackCount dealing Damage: #damage%
Level 1 MP Cost: 15. Attack Count: 8 dealing Damage: 194%
Level 30 MP Cost: 24. Attack Count: 8 dealing Damage: 310%

Changed: damage – 170+4*x → 190+4*x {290 → 310}

Berserker

Beholder Dominant (NEW!)
Description: Summons the Beholder in free attack status.\nBeholder’s attacks do not affect enemies with the Damage Reflection effect.
Tags: info\type – 33, info\condition – attack, info\summonMinion – 1, weapon – 43, weapon2 – 44, info2\ignoreCounter – 1

Template Beholder flies around freely to deliver #damage% attack.
Level 1 Beholder flies around freely to deliver 156% attack.
Level 10 Beholder flies around freely to deliver 210% attack.

Added: attackCount – 1
Added: damage – 150+6*x {210}
Added: maxLevel – 10
Added: mobCount – 15
Added: range – 400

Dark Knight

Gungnir’s Descent
Description: Drops a giant legendary spear onto enemies, inflicting damage. #cThe damage amount increases in proportion to your Max HP#.
Tags: masterLevel – 10, combatOrders – 1, info\type – 2, weapon – 43, weapon2 – 44, psd – 1
Delay: 780ms

Template MP Cost: #mpCon. Attacks at #damage% Damage #attackCount times.
Damage amount increases by #x% Max HP. Ignores #ignoreMobpdpR% DEF.
Cooldown: #cooltime sec. Cooldown is negated during the Reincarnation mode and the Sacrifice buff effects.
Level 1 MP Cost: 34. Attacks at 196% Damage 12 times.
Damage amount increases by 52% Max HP. Ignores 1% DEF.
Cooldown: 22 sec. Cooldown is negated during the Reincarnation mode and the Sacrifice buff effects.
Level 30 MP Cost: 49. Attacks at 225% Damage 12 times.
Damage amount increases by 110% Max HP. Ignores 30% DEF.
Cooldown: 8 sec. Cooldown is negated during the Reincarnation mode and the Sacrifice buff effects.

Old Template: MP Cost: #mpCon. Attacks at #damage% Damage #attackCount times.\nDamage amount increases by #x% Max HP. Ignores #ignoreMobpdpR% DEF.\nCooldown: #cooltime sec. Cooldown is negated during the Reincarnation mode and the Sacrifice buff effects.
Changed: damage – 180+x → 195+x {210 → 225}
Sacrifice
Description: Absorbs Beholder to recover HP, temporarily ignore enemy Defense, inflict greater damage on Boss monsters, and negate Gungnir Descent’s cooldown. Also #cpermanently increases Ignore DEF#.
Tags: info\type – 10, info\magicSteal – 1, masterLevel – 10, combatOrders – 1, weapon – 43, weapon2 – 44, psd – 1, notRemoved – 1
Delay: 1080ms

Template MP Cost: #mpCon. Immediately restores #y% Max HP. Ignores #x% enemy DEF, increases Damage +#indieBDR% on Boss monsters, and negates Gungnir’s Descent’s cooldown for #time seconds.
Cooldown: #cooltime sec. Cooldown is reduced by #t sec. whenever Beholder succeeds at an attack.
[Passive Effects: #cIgnores #ignoreMobpdpR% monster DEF#.
Level 1 MP Cost: 56. Immediately restores 13% Max HP. Ignores 1% enemy DEF, increases Damage +1% on Boss monsters, and negates Gungnir’s Descent’s cooldown for 15 seconds.
Cooldown: 70 sec. Cooldown is reduced by 0.35 sec. whenever Beholder succeeds at an attack.
[Passive Effects: #cIgnores 1% monster DEF#.
Level 30 MP Cost: 85. Immediately restores 100% Max HP. Ignores 10% enemy DEF, increases Damage +10% on Boss monsters, and negates Gungnir’s Descent’s cooldown for 30 seconds.
Cooldown: 70 sec. Cooldown is reduced by 0.35 sec. whenever Beholder succeeds at an attack.
[Passive Effects: #cIgnores 30% monster DEF#.

Old Template: MP Cost: #mpCon. Immediately restores #y% Max HP. Ignores #x% enemy DEF, increases Damage +#indieBDR% on Boss monsters, and negates Gungnir’s Descent’s cooldown for #time seconds.\nCooldown: #cooltime sec. Cooldown is reduced by #t sec. whenever Beholder succeeds at an attack.\n[Passive Effects: #cIgnores #ignoreMobpdpR% monster DEF#.
Changed: t – 0.5 → 0.35

F\P Arch Mage

Infinity
Description: Temporarily negates skill MP costs and Knockback effects from enemy attacks. Also continuously restores your HP and MP, and increases all Magic Attack damage.
Tags: masterLevel – 10, combatOrders – 1, info\type – 10, notRemoved – 1, weapon – 37, weapon2 – 38
Delay: 600ms

Template Consumes #mpCon MP to restore HP and MP +#y% and increases all Magic attacks’ Final Damage +#damage.
Infinity’s effects stack, increasing up to #v%. Stance Rate +#prop% for #time sec. Cooldown: 3 min.
Level 1 Consumes 45 MP to restore HP and MP +1% and increases all Magic attacks’ Final Damage +1.
Infinity’s effects stack, increasing up to 200%. Stance Rate +41% for 11 sec. Cooldown: 3 min.
Level 30 Consumes 80 MP to restore HP and MP +10% and increases all Magic attacks’ Final Damage +8.
Infinity’s effects stack, increasing up to 200%. Stance Rate +70% for 40 sec. Cooldown: 3 min.

Old Template: Consumes #mpCon MP to restore HP and MP +#y% every 4 seconds and\nfinal damage +#damage% for all attack spells every 4 seconds.\nInfinity’s effects stack. Stance Rate +#prop% for +#time sec Cooldown: 3 min
Added: v – 200

I\L Arch Mage

Infinity
Description: Temporarily negates skill MP costs and Knockback effects from enemy attacks. Also continuously restores your HP and MP, and increases all Magic Attack damage.
Tags: masterLevel – 10, combatOrders – 1, info\type – 10, notRemoved – 1, weapon – 37, weapon2 – 38
Delay: 600ms

Template Consumes #mpCon MP to restore HP and MP +#y% and increases all Magic attacks’ Final Damage +#damage.
Infinity’s effects stack, increasing up to #v%. Stance Rate +#prop% for #time sec. Cooldown: 3 min.
Level 1 Consumes 45 MP to restore HP and MP +1% and increases all Magic attacks’ Final Damage +1.
Infinity’s effects stack, increasing up to 200%. Stance Rate +21% for 11 sec. Cooldown: 3 min.
Level 30 Consumes 80 MP to restore HP and MP +10% and increases all Magic attacks’ Final Damage +10.
Infinity’s effects stack, increasing up to 200%. Stance Rate +50% for 40 sec. Cooldown: 3 min.

Old Template: Consumes #mpCon MP to restore HP and MP +#y% every 4 seconds and\nfinal damage +#damage% for all attack spells every 4 seconds.\nInfinity’s effects stack. Stance Rate +#prop% for +#time sec Cooldown: 3 min
Added: v – 200
Chain Lightning
Description: Attacks target with high-voltage lightning attack, stunning the enemy. Additional critical rate is applied, and Chain Lightning can chain attack targets near the target.
Tags: elemAttr – l, masterLevel – 10, psd – 1, combatOrders – 1, info\type – 2, info\magicDamage – 1, info\chainAttack – 1, info\chainattackPenalty – 1, info\mes – stun, info2\mes – stun, weapon – 37, weapon2 – 38
Delay: 780ms

Template MP Cost: #mpCon, Damage: #damage%, Number of Attacks: #attackCount, Max Monsters Hit: #mobCount, Stun Chance: #prop%, Stun Duration: #time sec, Additional Critical Rate: #cr%
Level 1 MP Cost: 24, Damage: 143%, Number of Attacks: 8, Max Monsters Hit: 6, Stun Chance: 32%, Stun Duration: 2 sec, Additional Critical Rate: 11%
Level 30 MP Cost: 44, Damage: 230%, Number of Attacks: 8, Max Monsters Hit: 6, Stun Chance: 90%, Stun Duration: 4 sec, Additional Critical Rate: 25%

Changed: y – 200 → 250
Lightning Sphere
Description: A giant electric orb appears in front, attacking monsters multiple times. This skill does not affect enemies in the Damage Reflection status.
Type: Hyper Skill
Tags: info\type – 1, info\areaAttack – 1, hyper – 2, reqLev – 170, info2\ignoreCounter – 1, elemAttr – l
Delay: 960ms

Template Key-down skill. Consumes #mpCon MP to attack #mobCount enemies at #damage% Damage every 0.25 sec #attackCount times. Lasts for up to 8 sec. Up to #x% finishing damage depending on the duration.
Cooldown: #cooltime sec
Level 1 Key-down skill. Consumes 30 MP to attack 15 enemies at 200% Damage every 0.25 sec 7 times. Lasts for up to 8 sec. Up to 1500% finishing damage depending on the duration.
Cooldown: 60 sec

Old Template: Key-down skill. Consumes #mpCon MP to attack #mobCount enemies at #damage% Damage every 0.25 sec #attackCount times. Lasts for up to 8 sec. Up to #x% finishing damage depending on the duration. \nCooldown: #cooltime sec
Changed: damage – 250 → 200

Bishop

Infinity
Description: Temporarily negates skill MP costs and Knockback effects from enemy attacks. Also continuously restores your HP and MP, and increases all Magic Attack damage.
Tags: masterLevel – 10, combatOrders – 1, info\type – 10, notRemoved – 1, weapon – 37, weapon2 – 38
Delay: 600ms

Template Consumes #mpCon MP to restore HP and MP +#y% and increases all Magic attacks’ Final Damage +#damage.
Infinity’s effects stack, increasing up to #v%. Stance Rate +#prop% for #time sec. Cooldown: 3 min.
Level 1 Consumes 45 MP to restore HP and MP +1% and increases all Magic attacks’ Final Damage +1.
Infinity’s effects stack, increasing up to 200%. Stance Rate +21% for 11 sec. Cooldown: 3 min.
Level 30 Consumes 80 MP to restore HP and MP +10% and increases all Magic attacks’ Final Damage +10.
Infinity’s effects stack, increasing up to 200%. Stance Rate +50% for 40 sec. Cooldown: 3 min.

Old Template: Consumes #mpCon MP to restore HP and MP +#y% every 4 seconds and\nfinal damage +#damage% for all attack spells every 4 seconds.\nInfinity’s effects stack. Stance Rate +#prop% for +#time sec Cooldown: 3 min
Added: v – 200
Angelic Vengeance
Description: Summons an angel’s pure rage as source of angelic power to strike enemies.
Type: Hyper Skill
Tags: info\type – 50, hyper – 2, reqLev – 150, notRemoved – 1
Delay: 480ms

Template Damage +#z% #cwhile inactive#
Consumes #mpCon MP #cwhen activated#. MATT +#indieMad, Final Damage +#indiePMdR%, Ignore Monster DEF: #indieIgnoreMobpdpR%, Angel Ray attack count: #y, Attack Speed +1 level, Monster elemental resistances -#w%, basic recovery -#hp%, and max target -#mobCount. Teleport can be used during Angel Ray.
#cOnly Teleport, buff skills, and Angel Ray can be used for its duration.
Cooldown: #cooltime sec.
Level 1 Damage +40% #cwhile inactive#
Consumes 100 MP #cwhen activated#. MATT +50, Final Damage +30%, Ignore Monster DEF: 20%, Angel Ray attack count: 5, Attack Speed +1 level, Monster elemental resistances -10%, basic recovery -40%, and max target -1. Teleport can be used during Angel Ray.
#cOnly Teleport, buff skills, and Angel Ray can be used for its duration.
Cooldown: 1 sec.

Old Template: #c When deactivated# damage increases by #z% \n
#c When activated#, MP Cost: #mpCon. Increases Magic #indieMad, final damage #indiePMdR%, Chance to bypass monster defence #indieIgnoreMobpdpR%, Angel Ray hit frequency #y and attack speed by 1 level. Reduces Resistance #w%, reduces standard rate of recovery by #hp%, and reduces number of monsters that can be attacked by #mobCount. Angel Ray can be used with Teleport. \n
However, Teleport and Buff skills can only be used with Angel Ray. \nCooldown: #cooltime sec
Changed: indiePMdR – 25 → 30

Marksman

Snipe
Description: Attacks monsters precisely on their vital points
Tags: weapon – 46, masterLevel – 10, combatOrders – 1, psd – 1, info\type – 2, info\suddenDeath – 1
Delay: 870ms

Template Consumes #mpConMP, attacks for #damage% damage #attackCount times. Ignores #ignoreMobpdpR% monster DEF. Critical Rate +#cr%.
Cooldown: #cooltime sec
Level 1 Consumes 340MP, attacks for 861% damage 2 times. Ignores 2% monster DEF. Critical Rate +100%.
Cooldown: 20 sec
Level 30 Consumes 50MP, attacks for 1470% damage 2 times. Ignores 20% monster DEF. Critical Rate +100%.
Cooldown: 5 sec

Old Template: Consumes #mpConMP, attacks for #damage% damage #attackCount times. Ignores #ignoreMobpdpR% monster DEF. Critical Rate +#cr%.\nCooldown: #cooltime sec
Added: bulletSpeed – 150
Piercing
Description: Shoot piercing arrow of which damage is amplified each time enemy is penetrated.
Tags: weapon – 46, masterLevel – 10, combatOrders – 1, info\type – 2, info\piercing – 1, info\piercingBouns – 1
Delay: 840ms

Template MP Cost: #mpCon. Penetrates up to #mobCount enemies at #damage% Damage. Attack Count: #attackCount. Each penetration increases final damage +15%. Increased damage is multiplied.
Level 1 MP Cost: 24. Penetrates up to 6 enemies at 255% Damage. Attack Count: 4. Each penetration increases final damage +15%. Increased damage is multiplied.
Level 30 MP Cost: 42. Penetrates up to 6 enemies at 400% Damage. Attack Count: 4. Each penetration increases final damage +15%. Increased damage is multiplied.

Old Template: MP Cost: #mpCon. Penetrates up to #mobCount enemies at #damage% Damage. Attack Count: #attackCount. Each penetration increases final damage +20%. Increased damage is multiplied.
Added: bulletSpeed – 150
Changed: damage – 200+5*x → 250+5*x {350 → 400}

Assassin

Critical Throw
Description: Increases Critical Rate and Critical Damage.\nRequired skill: #cClaw Mastery level 3 or higher#
Tags: info\type – 50, psd – 1

Template Critical Rate increased by #prop%, Critical Damage increased by #criticaldamage%
Level 1 Critical Rate increased by 5%, Critical Damage increased by 1%
Level 30 Critical Rate increased by 50%, Critical Damage increased by 5%

Changed: criticaldamage – 3+d(x/6) → u(x/6) {8 → 5}

Night Lord

Claw Expert
Description: Increases Mastery, Attack, and Critical Damage for Claw.\nRequired Skill: #cClaw Mastery level 10 or above#
Tags: skillType – 1, masterLevel – 10, combatOrders – 1, psd – 1, info\type – 50

Template Claw Mastery +#mastery%, ATT +#x, and Critical Damage +#criticaldamage%
Level 1 Claw Mastery +56%, ATT +1, and Critical Damage +5%
Level 30 Claw Mastery +70%, ATT +30, and Critical Damage +15%

Changed: criticaldamage – 3+u(x/6) → 5+d(x/3) {8 → 15}
Mark of Night Lord
Description: Further reinforces assassin’s marks, increasing marking chance, damage, and the number of releasing shurikens. These shurikens do not affect enemies with the Damage Reflection effect.
Tags: info\type – 1, info\areaAttack – 1, info2\mes – dot, info2\ignoreCounter – 1, masterLevel – 10, combatOrders – 1

Template During the attack, at the probability rate of #prop%, assassin’s mark being left. When attacking the same enemy again, #damage% + #bulletCount number of #x% damage for each character’s level thrown.
Level 1 During the attack, at the probability rate of 42%, assassin’s mark being left. When attacking the same enemy again, 33% + 3 number of 1% damage for each character’s level thrown.
Level 10 During the attack, at the probability rate of 60%, assassin’s mark being left. When attacking the same enemy again, 60% + 3 number of 1% damage for each character’s level thrown.

Changed: bulletCount – 3+d(x/10) → 3 {4 → 3}
Changed: mobCount – 3+d(x/10) → 3 {4 → 3}
Bleeding Toxin
Description: Coats Throwing Stars with deadly poison that causes Bleeding. Throwing Stars temporarily achieve enhanced Attack and cause continuous damage on their targets.
Type: Hyper Skill
Tags: info\type – 50, hyper – 2, reqLev – 150, notRemoved – 1
Delay: 780ms

Template MP Cost: #mpCon. ATT +#indiePad for #time seconds and
Attacks create a #prop% chance of causing Bleeding that inflicts #dot% DoT damage for #dotTime seconds.
Cooldown: #cooltime sec
Level 1 MP Cost: 200. ATT +60 for 90 seconds and
Attacks create a 100% chance of causing Bleeding that inflicts 1000% DoT damage for 3 seconds.
Cooldown: 200 sec

Old Template: MP Cost: #mpCon. ATT +#indiePad for #time seconds and\nAttacks create a #prop% chance of causing Bleeding that inflicts #dot% DoT damage for #dotTime seconds.\nCooldown: #cooltime sec
Changed: cooltime – 90 → 200
Changed: dotTime – 8 → 3
Changed: indiePad – 30 → 60

Chief Bandit

Midnight Carnival
Description: Overwhelms enemies with supersonic slashes.
Tags: weapon – 33, info\type – 1
Delay: 1020ms

Template MP Cost: #mpCon, Number of Attacks: #attackCount, Damage: #damage%
Level 1 MP Cost: 16, Number of Attacks: 7, Damage: 84%
Level 20 MP Cost: 26, Number of Attacks: 7, Damage: 160%

Changed: attackCount – 8 → 7
Changed: damage – 78+3*x → 80+4*x {138 → 160}

Shadower

Dagger Expert
Description: Increases Mastery, Attack, and Critical Damage for Daggers.\nRequired Skill: #cDagger Mastery level 10 or above#
Tags: skillType – 1, masterLevel – 10, combatOrders – 1, psd – 1, info\type – 50

Template Dagger Mastery +#mastery%, ATT +#x, and Critical Damage +#criticaldamage%
Level 1 Dagger Mastery +56%, ATT +11, and Critical Damage +5%
Level 30 Dagger Mastery +70%, ATT +40, and Critical Damage +15%

Changed: criticaldamage – 3+d(x/6) → 5+d(x/3) {8 → 15}
Prima Critical
Description: Enhances Critical Growing. Permanently increases Critical Damage.
Tags: info\type – 2, info\areaAttack – 1, info\mes – reduceTargetPDP&&reduceTargetMDP, masterLevel – 10, psd – 1, notRemoved – 1
Delay: 960ms

Template Critical Rate +#x%, Critical Damage +#w% and Max Critical Damage +#q% periodically and while attacking.
[Passive Effects: LUK +#lukX% and Critical Damage +#criticaldamage%]
Level 1 Critical Rate +4%, Critical Damage +2% and Max Critical Damage +10% periodically and while attacking.
[Passive Effects: LUK +1% and Critical Damage +11%]
Level 10 Critical Rate +6%, Critical Damage +2% and Max Critical Damage +10% periodically and while attacking.
[Passive Effects: LUK +10% and Critical Damage +20%]

Old Template: Critical Rate +#x%, Critical Damage +#w% and Max Critical Damage +#q% periodically and while attacking.\n[Passive Effects: LUK +#lukX% and Critical Damage +#criticaldamage%]
Changed: criticaldamage – 3+d(x/2) → 10+x {8 → 20}
Shadower Instinct
Description: By keep awakening shadower’s instinct through continuous assaissinations, increase attack power and learn how to penetrate enemies’ defense. As passive, can collect killing point when attacking the enemies, and attack can be reinforced by consuming collected points.
Tags: masterLevel – 10, info\type – 10, info\magicSteal – 1, psd – 1, combatOrders – 1, weapon – 33
Delay: 900ms

Template MP Cost: #mpCon. ATT +#x for #time sec. Consumes Killing Points and further increases ATT +#kp per point.
[Passive Effects : Ignores #ignoreMobpdpR% monster DEF. Attacks accumulate Killing Points.]
Level 1 MP Cost: 10. ATT +2 for 86 sec. Consumes Killing Points and further increases ATT +10 per point.
[Passive Effects : Ignores 1% monster DEF. Attacks accumulate Killing Points.]
Level 20 MP Cost: 22. ATT +40 for 200 sec. Consumes Killing Points and further increases ATT +10 per point.
[Passive Effects : Ignores 20% monster DEF. Attacks accumulate Killing Points.]

Old Template: MP Cost: #mpCon. ATT +#x for #time sec. Consumes Killing Points and further increases ATT +#kp per point.\nPassive Effects: Ignores #ignoreMobpdpR% monster DEF. Attacks accumulate Killing Points.
Changed: x – x → 2*x {20 → 40}

Blade Acolyte

Fatal Blow
Description: Deals very quick consecutive attacks to a monster.
Tags: weapon – 33, subWeapon – 34, info\type – 1, info\areaAttack – 1
Delay: 1582ms

Template MP Cost: #mpCon, Number of Attacks: #attackCount, Damage: #damage%
Level 1 MP Cost: 21, Number of Attacks: 7, Damage: 90%
Level 10 MP Cost: 30, Number of Attacks: 7, Damage: 108%

Changed: attackCount – 8 → 7
Changed: damage – 74+2*x → 88+2*x {94 → 108}

Blade Lord

Chains of Hell
Description: Pulls an enemy and attacks it multiple times with a chance of casting Stun. Makes you Invincible for 3 seconds during and after the attacks, and can be used in conjunction with other skills. Chain Hell inflicts Critical damage with every attack, but cannot pull Fixed monsters if they are out of its range.
Tags: skillType – 4, weapon – 33, subWeapon – 34, psd – 1, info\type – 1, info\areaAttack – 1, info\pullTarget – 1, info\invincible – 1, info2\mes – stun, info2\ignoreCounter – 1
Delay: 1740ms

Template MP Cost: #mpCon MP, Damage: #damage%, Number of Attacks: #attackCount, Stun Chance: #prop%, Stun Duration: #time seconds, Critical Rate: +#cr%.
Cooldown: #cooltime seconds
Level 1 MP Cost: 50 MP, Damage: 112%, Number of Attacks: 7, Stun Chance: 1%, Stun Duration: 1 seconds, Critical Rate: +100%.
Cooldown: 64 seconds
Level 20 MP Cost: 75 MP, Damage: 150%, Number of Attacks: 7, Stun Chance: 10%, Stun Duration: 4 seconds, Critical Rate: +100%.
Cooldown: 45 seconds

Old Template: MP Cost: #mpCon MP, Damage: #damage%, Number of Attacks: #attackCount, Stun Chance: #prop%, Stun Duration: #time seconds, Critical Rate: +#cr%.\nCooldown: #cooltime seconds
Changed: attackCount – 10 → 7
Changed: damage – 65+2*x → 110+2*x {105 → 150}

Blade Master

Sharpness
Description: Increases your Critical Rate and Critical Damage.
Tags: combatOrders – 1, masterLevel – 10, info\type – 50, psd – 1

Template Critical Rate +#cr%, Critical Damage +#criticaldamage %
Level 1 Critical Rate +7%, Critical Damage +4 %
Level 10 Critical Rate +25%, Critical Damage +13 %

Old Template: Critical Rate increased by #prop%, Critical Damage increased by #criticaldamage%
Added: cr – 5+2*x {25}
Changed: prop – 5+2*x → 0 {25 → 0}
Dual Wield Expert
Description: Increases Mastery, Attack, and Final Damage for Daggers and Blades.\n#cLevel 11 or above: Mastery Book required#\nRequired Skill: #cKatara Mastery level 10 or above#
Tags: skillType – 1, masterLevel – 10, combatOrders – 1, psd – 1, info\type – 50

Template Dagger/Blade Mastery +#mastery%, ATT +#x, and Final Damage +#pdR%
Level 1 Dagger/Blade Mastery +56%, ATT +1, and Final Damage +5%
Level 30 Dagger/Blade Mastery +70%, ATT +30, and Final Damage +20%

Changed: pdR – u(x/2) → 5+d(x/2) {15 → 20}
Blade Fury
Description: The secret technique of Secret Flower Garden’s tornado. Spin fast with the two blades in your hands to slay nearby enemies. A portion of a monster’s defense will be ignored.#cLevel 11: Mastery Book required#
Tags: weapon – 33, subWeapon – 34, masterLevel – 10, combatOrders – 1, info\type – 1, info\areaAttack – 1, psd – 1
Delay: 720ms

Template MP Cost: #mpCon, Damage: #damage%, Max Enemies Hit: #mobCount, Number of Attacks: #attackCount, Enemy DEF Ignored: #ignoreMobpdpR%
Level 1 MP Cost: 40, Damage: 192%, Max Enemies Hit: 5, Number of Attacks: 4, Enemy DEF Ignored: 6%
Level 30 MP Cost: 65, Damage: 250%, Max Enemies Hit: 8, Number of Attacks: 4, Enemy DEF Ignored: 20%

Changed: damage – 140+2*x → 190+2*x {200 → 250}
Phantom Blow
Description: The secret technique of raging Secret Garden. Deals a flurry of piercing attacks against one enemy. A portion of an enemy’s defense will be ignored.\n#cMastery Book required to unlock Lv.11#
Tags: weapon – 33, subWeapon – 34, info\type – 1, info\areaAttack – 1, masterLevel – 10, combatOrders – 1, psd – 1
Delay: 720ms

Template MP Cost: #mpCon, Number of Attacks: #attackCount, Damage: #damage%, Enemy DEF Ignored: #ignoreMobpdpR%
Level 1 MP Cost: 30, Number of Attacks: 6, Damage: 188%, Enemy DEF Ignored: 1%
Level 30 MP Cost: 42, Number of Attacks: 6, Damage: 275%, Enemy DEF Ignored: 30%

Changed: damage – 150+3*x → 185+3*x {240 → 275}

Brawler

Corkscrew Blow
Description: Attack several enemies with a fist instilled with energy. Can be changed to Octopunch.
Tags: info\type – 1, info\areaAttack – 1, info\pushTarget – 1, info\casterMove – 1, weapon – 48, weapon2 – 39
Delay: 720ms

Template Consumes #mpCon MP to attack up to #mobCount enemies at #damage% Damage #attackCount times.
Level 1 Consumes 10 MP to attack up to 6 enemies at 82% Damage 3 times.
Level 20 Consumes 20 MP to attack up to 6 enemies at 120% Damage 3 times.

Old Template: MP Cost: #mpCon, Damage: #damage%, Max Monsters Hit: #mobCount
Added: attackCount – 3
Changed: damage – 280+4*x → 80+2*x {360 → 120}

Buccaneer

Dragon Strike
Description: Summons the spirit of a dragon sleeping in Mother Nature’s embrace to inflict great damage on multiple enemies and temporarily make them susceptible to more damage. Must be fully charged for use.
Tags: masterLevel – 10, combatOrders – 1, info\type – 1, info\areaAttack – 1, info\showFromTheOrigin – 1, weapon – 48, weapon2 – 39
Delay: 900ms

Template Consumes #forceCon Energy to attack up to #mobCount enemies at #damage% Damage #attackCount times. The enemies receive #x% more final damage for #time seconds.
Cooldown: #cooltime sec. Must be fully charged for use.
Level 1 Consumes 180 Energy to attack up to 10 enemies at 184% Damage 12 times. The enemies receive 5% more final damage for 15 seconds.
Cooldown: 10 sec. Must be fully charged for use.
Level 30 Consumes 180 Energy to attack up to 10 enemies at 300% Damage 12 times. The enemies receive 20% more final damage for 15 seconds.
Cooldown: 10 sec. Must be fully charged for use.

Old Template: Consumes #forceCon Energy to attack up to #mobCount enemies at #damage% Damage #attackCount times. The enemies receive #x% more final damage for #time seconds.\nCooldown: #cooltime sec. Must be fully charged for use.
Changed: time – 10 → 15

Corsair

Parrotargetting
Description: Flies a parrot to leave a mark for concentrated fire. Henceforth, all attacks are concentrated on the enemy the parrot follows. In addition, damage is increased when attacking the monster in homing, and critical damage are permanently increased.
Tags: masterLevel – 10, combatOrders – 1, info\type – 2, weapon – 49, psd – 1
Delay: 870ms

Template MP Cost: #mpCon. #damage% Damage. Final damage +#x% on enemies in the Homing Beacon status.
[Passive Effects: Critical Damage +#criticaldamage%]
Level 1 MP Cost: 25. 466% Damage. Final damage +7% on enemies in the Homing Beacon status.
[Passive Effects: Critical Damage +11%]
Level 10 MP Cost: 37. 610% Damage. Final damage +25% on enemies in the Homing Beacon status.
[Passive Effects: Critical Damage +20%]

Old Template: MP Cost: #mpCon. #damage% Damage. Final damage +#x% on enemies in the Homing Beacon status.\n[Passive Effects: Critical Damage +#criticaldamage%]
Changed: criticaldamage – x → x+10 {10 → 20}
Changed: x – 2*x → 2*x+5 {20 → 25}

Cannon Shooter (IV)

Mega Monkey Magic
Description: Upgrades Monkey Magic and uses the magic of the monkey to increase the HP, MP, all stats, movement speed, and jump of all nearby party members for a fixed period of time. Can be stacked with all other buffs.\nRequired Skill: #cMonkey Magic level 20 or above#
Tags: info\type – 10, info\massSpell – 1, info\magicSteal – 1, masterLevel – 10, monkeyAction – piratebless, combatOrders – 1
Delay: 1080ms

Template MP cost: #mpCon. For #time sec, increases HP by #indieMhp, MP by #indieMmp, All Stats by #indieAllStat, Movement Speed by #indieSpeed, and Jump by #indieJump.
Level 1 MP cost: 60. For 180 sec, increases HP by 420, MP by 420, All Stats by 31, Movement Speed by 11, and Jump by 6.
Level 30 MP cost: 80. For 180 sec, increases HP by 1000, MP by 1000, All Stats by 60, Movement Speed by 15, and Jump by 10.

Changed: time – 300 → 180
Cannon Barrage
Description: Fires multiple cannonballs at once, focusing on one enemy ahead of you. Bonus Critical Rate and Ignore DEF applied.
Tags: info\type – 2, weapon – 53, masterLevel – 10, combatOrders – 1, psd – 1
Delay: 900ms

Template Consumes #mpCon MP to attack #bulletCount times at #damage% Damage. Critical Rate +#cr% and Ignore DEF +#ignoreMobpdpR%.
Level 1 Consumes 45 MP to attack 4 times at 605% Damage. Critical Rate +1% and Ignore DEF +5%.
Level 30 Consumes 63 MP to attack 4 times at 750% Damage. Critical Rate +15% and Ignore DEF +20%.

Changed: damage – 500+5*x → 600+5*x {650 → 750}

Soul Master (III)

True Sight
Description: Face the counter party with eyes that sees through everything.
Tags: info\type – 34, info\massSpell – 1, info\debuff – 1, info\mes – buffLimit, weapon – 40, weapon2 – 30
Delay: 990ms

Template MP Cost: #mpCon. #prop% chance of decreasing DEF #v% for #time sec for enemies in its range, final damage enemy receive increases by #s%
Level 1 MP Cost: 32. 10% chance of decreasing DEF 1% for 3 sec for enemies in its range, final damage enemy receive increases by 1%
Level 10 MP Cost: 50. 100% chance of decreasing DEF 10% for 30 sec for enemies in its range, final damage enemy receive increases by 5%

Changed: s – x → u(x/2) {10 → 5}

Soul Master (IV)

Soul Cleaving
Description: Gather the power of souls you have to give a blow that splits the living and the dead.
Type: Hyper Skill
Tags: info\type – 1, info\areaAttack – 1, weapon – 40, weapon2 – 30, hyper – 2, reqLev – 170
Delay: 990ms

Template Consumes #mpCon MP to attack #mobCount enemies at #damage% Damage #attackCount times, Attacks at #x% Damage #y times when max-charged and may damage enemies in the Ignore Attack or Damage Reflection states. Enables you to move and jump while charged. Its charging is canceled when other skills except Elemental Shift are cast.
Cooldown: #cooltime sec.
Level 1 Consumes 300 MP to attack 15 enemies at 600% Damage 5 times, Attacks at 2900% Damage 5 times when max-charged and may damage enemies in the Ignore Attack or Damage Reflection states. Enables you to move and jump while charged. Its charging is canceled when other skills except Elemental Shift are cast.
Cooldown: 30 sec.

Old Template: Consumes #mpCon MP to attack #mobCount enemies at #damage% Damage #attackCount times, Attacks at #x% Damage #y times when max-charged and may damage enemies in the Ignore Attack or Damage Reflection states. Enables you to move and jump while charged. Its charging is canceled when other skills except Elemental Shift are cast.\nCooldown: #cooltime sec.
Changed: x – 3750 → 2900
Cross The Sticks
Description: Gather the power of souls you have to give a blow that splits the living and the dead.
Type: Hyper Skill
Tags: info\type – 1, info\areaAttack – 1, weapon – 40, weapon2 – 30, hyper – 2, reqLev – 170, invisible – 1, info2\ignoreImmune – 1, info2\ignoreCounter – 1
Delay: 990ms

Template Consumes MP by #mpCon, attacks #mobCount enemies #attackCount times with damage of #damage%
Cooltime : #cooltime seconds
Level 1 Consumes MP by 300, attacks 15 enemies 5 times with damage of 2900%
Cooltime : 30 seconds

Old Template: Consumes MP by #mpCon, attacks #mobCount enemies #attackCount times with damage of #damage%\nCooltime : #cooltime seconds
Changed: damage – 3750 → 2900

Flame Wizard (IV)

Advanced Magic Mastery
Description: Attains mastery of true magic to release the potential hidden inside. \nRequired skill : #cMagic Mastery Lv. 10#
Tags: info\type – 50, psd – 1, combatOrders – 1, masterLevel – 15

Template MATT +#x, Final Damage +#mdR%, and Magic Mastery +#mastery
Level 1 MATT +3, Final Damage +8%, and Magic Mastery +56
Level 15 MATT +10, Final Damage +50%, and Magic Mastery +70

Old Template: MATT +#x, Final Damage +#mdR%, Magic Mastery +#mastery, and Critical Damage +#criticaldamage%
Removed: criticaldamage
Burning Conduit
Description: A flaming pentacle is drawn on the ground, which #cincreases damage and attack speed of the party members, including casters, that are standing on the pentacle.#
Tags: info\massSpell – 1, info\type – 36, info\zoneType – invincible, masterLevel – 30, combatOrders – 1
Delay: 1080ms

Template MP Cost: #mpCon. The pentacle remains for #time sec, increasing damage +#indieDamR% and Attack Speed +#indieBooster levels for those in its range.
Cooldown: #cooltime sec
Level 1 MP Cost: 100. The pentacle remains for 30 sec, increasing damage +31% and Attack Speed +-1 levels for those in its range.
Cooldown: 45 sec
Level 30 MP Cost: 115. The pentacle remains for 30 sec, increasing damage +60% and Attack Speed +-1 levels for those in its range.
Cooldown: 45 sec

Old Template: MP Cost: #mpCon. The pentacle remains for #time sec, increasing damage +#indieDamR% and Attack Speed +#indieBooster levels for those in its range.\nCooldown: #cooltime sec
Changed: cooltime – 90 → 45
Changed: indieDamR – x+20 → 30+x {50 → 60}
Changed: time – 60 → 30

Wind Breaker (IV)

Wind Chime
Description: Learns how to be united with wind via Wind Blessing
Tags: info\type – 10, weapon – 45, combatOrders – 1, masterLevel – 30, psd – 1

Template MP Cost: #mpCon. Evade +#prop% for #time sec.
Passive Effects: ATT +#padR%, Dexterity +#dexR%, and Max HP +#mhpR%
Level 1 MP Cost: 44. Evade +1% for 55 sec.
Passive Effects: ATT +1%, Dexterity +5%, and Max HP +5%
Level 30 MP Cost: 80. Evade +30% for 200 sec.
Passive Effects: ATT +10%, Dexterity +15%, and Max HP +20%

Old Template: MP Cost: #mpCon. ATT +#indiePadR%, DEX +#x%, additional Evade +#prop%, Max HP +#indieMhpR% for #time sec.
Added: dexR – 5+d(x/3) {15}
Removed: indieMhpR
Removed: indiePadR
Added: mhpR – 5+d(x/2) {20}
Added: padR – u(x/3) {10}
Changed: x – 2+d(x/3) → 0 {12 → 0}
Changed: y – x → 0 {30 → 0}

Night Walker (I)

Shadow Jump
Description: Use this skill during a jump to jump twice in the same direction. This skill can be also used with the Jump key.\n#cThis skill can be also used while throwing stars.#
Tags: info\type – 40, info\casterMove – 1, info\avaliableInJumpingState – 1, fixLevel – 1, notRemoved – 1

Template Consumes #mpCon MP and jumps over a certain distance.
Passive Effects: Final Damage +#z% for skills that use throwing stars thrown in midair.
Level 1 Consumes 5 MP and jumps over a certain distance.
Passive Effects: Final Damage +10% for skills that use throwing stars thrown in midair.

Old Template: Cost: #mpCon MP, Jump forward a fixed distance
Added: z – 10
Shadow Bat
Description: Summons a servant made of shadow, Shadow Bat. Shadow Bat has a chance to attack your target when you attack with throwing stars. Enemies with the Mark of Darkness have double the chance to be attacked by a Shadow Bat, and the number of attacking bats increases as the number of stacked Marks increases.\nThis skill does not affect enemies with the Damage Reflection effect.\nCan be toggled #cOn/Off#.\nRequired Skill: #cElement: Lv. 1 Darkness or higher#\n#cLv. 20 effect: Can learn Bat Affinity.#
Tags: info\type – 50, weapon – 47, info2\ignoreCounter – 1, notRemoved – 1, elemAttr – d, psd – 1

Template Summons 1 Shadow Bat for #w seconds every time Throwing Star skills hit #z times. Summons up to #y. The bats create a #prop% chance of flying over to Throwing Star skills’ targets and inflicting #damage% damage. They also ricochet off #mobCount enemies, inflicting the same amount of damage on each one of them, before they vanish. They restore #x% Max HP with their first hit. Damage +#nbdR% on Normal monsters.
Level 1 Summons 1 Shadow Bat for 60 seconds every time Throwing Star skills hit 3 times. Summons up to 2. The bats create a 35% chance of flying over to Throwing Star skills’ targets and inflicting 112% damage. They also ricochet off 3 enemies, inflicting the same amount of damage on each one of them, before they vanish. They restore 1% Max HP with their first hit. Damage +10% on Normal monsters.
Level 20 Summons 1 Shadow Bat for 60 seconds every time Throwing Star skills hit 3 times. Summons up to 2. The bats create a 35% chance of flying over to Throwing Star skills’ targets and inflicting 150% damage. They also ricochet off 3 enemies, inflicting the same amount of damage on each one of them, before they vanish. They restore 1% Max HP with their first hit. Damage +10% on Normal monsters.

Old Template: Every time you hit an enemy with a throwing star skill #z times, one Shadow Bat will be summoned and remain for #w seconds. Up to #y bats can be summoned. Throwing star skills create a #prop% chance of making the bats fly to their targets and attack at #damage% Damage. The bats additionally bounce to #mobCount, inflicting the same amount of damage, before they disappear. Max HP +#x% with a first successful hit.
Added: nbdR – 10

Night Walker (II)

Throwing Mastery
Description: Increases your damage, Mastery for Claws, and the maximum number of throwing stars you can carry.\n#cLv. 10 effect or higher required to learn 4th Job Skill, Throwing Expert.#
Tags: skillType – 1, info\type – 50, psd – 1

Template Damage +#damR%. Claw Mastery +#mastery% and Throwing star count +#y.
Level 1 Damage +3%. Claw Mastery +14% and Throwing star count +20.
Level 10 Damage +30%. Claw Mastery +50% and Throwing star count +200.

Changed: damR – 2*x → 3*x {20 → 30}
Critical Throw
Description: Increases Critical Rate and Critical Damage.\nRequired skill: ##Throwing Mastery Lv. 3 or higher#
Tags: info\type – 50, psd – 1

Template Critical Rate increased by #prop%, Critical Damage increased by #criticaldamage%
Level 1 Critical Rate increased by 5%, Critical Damage increased by 1%
Level 20 Critical Rate increased by 35%, Critical Damage increased by 10%

Changed: criticaldamage – 3+d(x/4) → u(x/2) {8 → 10}

Night Walker (III)

Servant of Shadows
Description: Summons a shadow that mimics your actions with a short delay. Shadows can only mimic throwing star and movement skills. Shadows do not have HP and disappear when their summoning durations expire. Shadows do not affect enemies in the Damage Reflection status, and may activate Mark of Darkness and Shadow Bat.\n#cLv. 20 Effect: Can learn the Hyper skill, Shadow Illusion.#
Tags: info\type – 33, info\minionAttack – normal, info\showFromTheOrigin – 1, elemAttr – d
Delay: 990ms

Template MP Cost: #mpCon, summons shadows to attack with added total #x% damage to dagger throwing skills for #time seconds
Level 1 MP Cost: 46, summons shadows to attack with added total 27% damage to dagger throwing skills for 47 seconds
Level 20 MP Cost: 65, summons shadows to attack with added total 65% damage to dagger throwing skills for 180 seconds

Changed: x – 20+2*x → 25+2*x {60 → 65}

Night Walker (IV)

Throwing Expert
Description: Increases Mastery, Attack, and Critical Damage for Claw.\nRequired Skill: #cThrowing Mastery level 10 or above#
Tags: skillType – 1, psd – 1, info\type – 50, combatOrders – 1, masterLevel – 30

Template Claw Mastery +#mastery%, ATT +#x, and Critical Damage +#criticaldamage%
Level 1 Claw Mastery +56%, ATT +1, and Critical Damage +1%
Level 30 Claw Mastery +70%, ATT +30, and Critical Damage +10%

Changed: criticaldamage – 3+u(x/6) → u(x/3) {8 → 10}
Quintuple Toss – Boss Rush
Description: Increases Quintuple Star damage on Boss monsters.
Type: Hyper Skill
Tags: info\type – 50, psd – 1, hyper – 1, reqLev – 162

Template Damage on Boss monsters +#bdR%
Level 1 Damage on Boss monsters +20%

Changed: bdR – 10 → 20
Guise of Shadows
Description: Summons three shadows that mimic your actions with a short delay. Shadows can only mimic throwing star and movement skills. Shadows do not have HP and disappear when their summoning durations expire. Shadows’ attacks do not affect enemies in the Damage Reflection state, and may activate Mark of Darkness and Shadow Bat.\nRequired Skill: #Dark Servant level 20 or above#
Type: Hyper Skill
Tags: info\type – 33, info\minionAttack – normal, info\showFromTheOrigin – 1, hyper – 2, reqLev – 150, notRemoved – 1, elemAttr – d
Delay: 990ms

Template MP Cost: #mpCon. Summons 3 shadows for #time seconds. The shadows inflict #x%/#z%/#w% of final damage.
#cCooldown: #cooltimesec#
Level 1 MP Cost: 200. Summons 3 shadows for 30 seconds. The shadows inflict 65%/45%/25% of final damage.
#cCooldown: 180sec#

Old Template: MP Cost: #mpCon. Summons 3 shadows for #time seconds. The shadows inflict #x%/#z%/#w% of final damage.\n#cCooldown: #cooltimesec#
Changed: w – 20 → 25
Changed: x – 60 → 65
Changed: z – 40 → 45

Striker (IV)

Expert Knuckle Mastery
Description: Increases Mastery, Attack, and Critical Damage for Knuckles.\nRequired Skill: #cKnuckle Mastery level 10 or above#
Tags: info\type – 10, skillType – 1, psd – 1, masterLevel – 30, combatOrders – 1

Template Knuckle Mastery +#mastery%, Weapon ATT +#x, and Critical Damage +#criticaldamage%
Level 1 Knuckle Mastery +56%, Weapon ATT +1, and Critical Damage +1%
Level 30 Knuckle Mastery +70%, Weapon ATT +30, and Critical Damage +5%

Changed: criticaldamage – 3+d(x/6) → 1+d(x/7) {8 → 5}
Blitz IV
Description: Mastered the power of lightning to acquire its essence contained within.
Tags: info\type – 50, psd – 1, masterLevel – 30

Template Lightning buff casting chance +#prop% and max stack count +#v. Critical Rate +#cr%, Critical Damage +#criticaldamage %
Level 1 Lightning buff casting chance +1% and max stack count +1. Critical Rate +1%, Critical Damage +10 %
Level 30 Lightning buff casting chance +30% and max stack count +1. Critical Rate +30%, Critical Damage +25 %

Changed: criticaldamage – u(x/2) → d(x/2)+10 {15 → 25}

Aran (III)

Adrenaline Boost
Description: Significantly increases Aran’s adrenaline level to help her push past her physical limits; a surge of adrenaline temporarily optimizes Aran’s combat capability. Adrenaline Boost is not affected by the Buff Duration Bonus effect.\n#cLv. 20 Effect: Can learn the 4th Job skill, Finisher.#\nAdditionally creates a Passive effect that increases Aran’s attack skill damage.\nRequired Skill: #cAdvanced Combo Ability level 10 or above#\n#cLv. 20 Effect: Can learn the Hyper skill, Adrenaline Generator.#
Tags: skillType – 3, notRemoved – 1, notIncBuffDuration – 1

Template Achieve 1,000 combos to enter the Adrenaline Boost mode. (Aran’s attack skill damage +#w%p, max attack count +#x, and max attackable monster count +#y for #time sec
Permanently increases Aran’s attack skill damage +#z%p.
Level 1 Achieve 1,000 combos to enter the Adrenaline Boost mode. (Aran’s attack skill damage +55%p, max attack count +1, and max attackable monster count +1 for 15 sec
Permanently increases Aran’s attack skill damage +5%p.
Level 20 Achieve 1,000 combos to enter the Adrenaline Boost mode. (Aran’s attack skill damage +150%p, max attack count +2, and max attackable monster count +5 for 15 sec
Permanently increases Aran’s attack skill damage +100%p.

Old Template: Achieve 1,000 combos to enter the Adrenaline Boost mode. (Aran’s attack skill damage +#w%p, max attack count +#x, and max attackable monster count +#y for #time sec\nPermanently increases Aran’s attack skill damage +#z%p.
Added: notIncBuffDuration – 1

Aran (IV)

Adrenaline Boost – Persist
Description: Increases the Adrenaline Boost duration.
Type: Hyper Skill
Tags: info\type – 50, hyper – 1, reqLev – 189, notIncBuffDuration – 1

Template Duration +#time sec
Level 1 Duration +5 sec

Added: notIncBuffDuration – 1
Adrenaline Generator
Description: Instantly enters the Adrenaline Boost mode by maximizing physical capabilities. Adrenaline Boost cannot be used for a certain period of time after it ends due to it causing too much burden on your body. Adrenaline Boost is not affected by the Buff Duration Bonus effect.\nRequired Skill: #cAdrenaline Boost level 20 or above#
Type: Hyper Skill
Tags: info\type – 10, hyper – 2, reqLev – 150, weapon – 44, notRemoved – 1, notIncBuffDuration – 1

Template MP Cost: #mpCon, Cooldown: #cooltime sec, Unavailable within #x sec after it ends.
Level 1 MP Cost: 500, Cooldown: 240 sec, Unavailable within 15 sec after it ends.

Added: notIncBuffDuration – 1

Evan (IV)

Breath of Earth
Description: #c[Fusion Skill]# Mir, while using #cDragon Breath#, responds to Evan’s magic and stands on the ground, belching plumes of fire that follow their targets. Breath of Earth improves in proportion to Dragon Breath’s skill and does not affect enemies with the Damage Reflection effect. This skill is activated when Evan casts #cCircle of Earth# while Mir is using #cDragon Breath#.
Tags: info\type – 1, info\magicDamage – 1, info2\ignoreCounter – 1, psd – 1, combatOrders – 1, weapon – 37, weapon2 – 38, elemAttr – f, disable – 1

Template Consumes #mpCon MP to attack up to #mobCount enemies at #damage% Damage #attackCount times. All damage except #z% is divided among targets. Lasts for 3.5 sec.
Level 1 Consumes 70.3333333333333 MP to attack up to 4 enemies at 251% Damage 5 times. All damage except 35% is divided among targets. Lasts for 3.5 sec.
Level 30 Consumes 80 MP to attack up to 4 enemies at 280% Damage 5 times. All damage except 35% is divided among targets. Lasts for 3.5 sec.

Old Template: Consumes #mpCon MP to attack up to #mobCount enemies at #damage% Damage #attackCount times. Damage is divided among targets. Lasts for 3.5 sec.
Added: z – 35
Dragon Breath – Wind Bonus Chance
Description: Increases the HP amount required to activate the special effects of Breath of Wind as well as the skill’s damage bonus.
Type: Hyper Skill
Tags: info\type – 50, hyper – 1, reqLev – 195, psd – 1

Template Min. HP range +#x%. Damage bonus +#z%p.
Level 1 Min. HP range +5%. Damage bonus +85%p.

Changed: z – 40 → 85
Dragon Breath
Description: #c[Mir Skill]# Mir breathes fire, burning all enemies in front. Dragon Breath does not affect enemies with the Damage Reflection effect.\nAdditional damage that Dragon Breath adds as a Passive effect overwrites additional damage added by Dragon Dive.\n#cMir’s skills and the Fusion skills are not affected by the Attack Speed Bonus effect.\nRequired Skill: Dragon Dive level 20 or above#
Tags: info\type – 1, info\magicDamage – 1, info\areaAttack – 1, info2\ignoreCounter – 1, combatOrders – 1, masterLevel – 10, weapon – 37, weapon2 – 38, elemAttr – f

Template Consumes #mpCon MP to attack up to #mobCount enemies at #damage% Damage #attackCount times. Lasts for 3 sec.
Cooldown: #cooltime sec
\c #cCircle of Wind damage +#s%p
\c#cDragon Swift damage +#s2%p.
\c#cSwift of Wind damage +#u%p.
\c#cSwift of Thunder damage +#u2%p
\c#cCircle of Thunder damage +#w%p
\c#cDragon Dive damage +#w2%p
\c#cDive of Thunder damage +#q%p
\c#cDive of Earth damage +#q2%p
Level 1 Consumes 70 MP to attack up to 8 enemies at 211% Damage 5 times. Lasts for 3 sec.
Cooldown: 10 sec
\c #cCircle of Wind damage +602%p
\c#cDragon Swift damage +262%p.
\c#cSwift of Wind damage +131%p.
\c#cSwift of Thunder damage +271%p
\c#cCircle of Thunder damage +171%p
\c#cDragon Dive damage +166%p
\c#cDive of Thunder damage +181%p
\c#cDive of Earth damage +362%p
Level 30 Consumes 80 MP to attack up to 8 enemies at 240% Damage 5 times. Lasts for 3 sec.
Cooldown: 10 sec
\c #cCircle of Wind damage +660%p
\c#cDragon Swift damage +320%p.
\c#cSwift of Wind damage +160%p.
\c#cSwift of Thunder damage +300%p
\c#cCircle of Thunder damage +200%p
\c#cDragon Dive damage +195%p
\c#cDive of Thunder damage +210%p
\c#cDive of Earth damage +420%p

Old Template: Consumes #mpCon MP to attack up to #mobCount enemies at #damage% Damage #attackCount times. Lasts for 3 sec.\nCooldown: #cooltime sec\n\c #cCircle of Wind damage +#s%p\n\c#cDragon Swift damage +#s2%p.\n\c#cSwift of Wind damage +#u%p.\n\c#cSwift of Thunder damage +#u2%p\n\c#cCircle of Thunder damage +#w%p\n\c#cDragon Dive damage +#w2%p\n\c#cDive of Thunder damage +#q%p\n\c#cDive of Earth damage +#q2%p
Changed: u – 100+x → 130+x {130 → 160}

Mercedes (III)

Leaf Tornado
Description: Jumps and spins while shooting arrows in all four directions. This skill can only be used only while you are in midair and requires Jump 120 or higher. Can be chained with Gust Dive, Rolling Moonsault, Spikes Royale, and Wrath of Enreal.\n#cIncrease this skill to level 10 to learn the 4th skill, Spikes Royale#
Tags: info\type – 1, info\areaAttack – 1, info\requireHighestJump – 1, info\avaliableInJumpingState – 1, weapon – 52, subWeapon – 35
Delay: 750ms

Template MP Cost: #mpCon, Damage: #damage%, Number of Attacks: #attackCount, Max Enemies Hit: #mobCount
Level 1 MP Cost: 33, Damage: 184%, Number of Attacks: 4, Max Enemies Hit: 8
Level 20 MP Cost: 45, Damage: 260%, Number of Attacks: 4, Max Enemies Hit: 8

Changed: damage – 155+4*x → 180+4*x {235 → 260}
Ignis Roar
Description: Permanently increases your Evasion. When used, this skill uses the power of a Fire Spirit to temporarily increase your Attack and the final damage of combo skills.\n#cLv. 5 Effect: Can learn the 4th Job skill, Ancient Warding.#
Tags: info\type – 10, info\magicSteal – 1, weapon – 52, subWeapon – 35, canJobRidingUse – 1, psd – 1
Delay: 990ms

Template Consumes #mpCon MP to increase ATT +#indiePad for #time seconds.
Final Damage +#x% for skill combos
Final Damage bonuses for skill combos stack up to #y times and last for #subTime seconds.
Passive Effects: #prop% chance of additionally increasing Evade and Final Damage +#pdR%.
Level 1 Consumes 40 MP to increase ATT +2 for 67 seconds.
Final Damage +2% for skill combos
Final Damage bonuses for skill combos stack up to 10 times and last for 10 seconds.
Passive Effects: 5% chance of additionally increasing Evade and Final Damage +1%.
Level 20 Consumes 60 MP to increase ATT +40 for 200 seconds.
Final Damage +2% for skill combos
Final Damage bonuses for skill combos stack up to 10 times and last for 10 seconds.
Passive Effects: 20% chance of additionally increasing Evade and Final Damage +10%.

Old Template: Consumes #mpCon MP, Attack +#indiePad for #timesec\nWhen using combo skills, final damage +#x%\nFinal damage increase from combo skills can stack up to #ytimes, lasts for #subTimesec, stackable final damage is summed up\n[Passive Effect: #prop% chance of additional evasion]
Added: pdR – u(x/2) {10}

Mercedes (IV)

Dual Bowguns Expert
Description: Increases Mastery, Attack, and Critical Damage for Dual Bowguns.\nRequired Skill: #cDual Bowgun Mastery level 10 or above#
Tags: skillType – 1, masterLevel – 10, combatOrders – 1, psd – 1, info\type – 50

Template Dual Bowgun Mastery +#mastery%, ATT +#x, and Critical Damage +#criticaldamage%
Level 1 Dual Bowgun Mastery +56%, ATT +1, and Critical Damage +1%
Level 30 Dual Bowgun Mastery +70%, ATT +30, and Critical Damage +10%

Changed: criticaldamage – 3+d(x/6) → u(x/3) {8 → 10}

Phantom (III)

Moon Light (NEW!)
Description: The powers of moonlight give you clarity, increasing Attack.
Tags: info\type – 50, psd – 1

Template ATT +#padX
Level 1 ATT +4
Level 20 ATT +40

Added: maxLevel – 20
Added: padX – 4*u(x/2) {40}

Phantom (IV)

Cane Expert
Description: Increases Cane Mastery, Attack, Critical Damage and final damage. \n#c Required Skill: Cane Mastery Level 10 and above#
Tags: skillType – 1, info\type – 50, combatOrders – 1, psd – 1, masterLevel – 10

Template Increases Cane Mastery by #mastery%, Attack by #padX, Critical Damage by #criticaldamage% and final damage by #pdR%
Level 1 Increases Cane Mastery by 56%, Attack by 11, Critical Damage by 3% and final damage by 10%
Level 30 Increases Cane Mastery by 70%, Attack by 40, Critical Damage by 8% and final damage by 25%

Changed: pdR – 5+d(x/2) → 10+d(x/2) {20 → 25}
Mille Aiguilles
Description: Keep stings in rapid succession. You can move and continue to attack.
Tags: info\type – 1, info\areaAttack – 1, info\rapidAttack – 1, info\knockbackLimit – 80, masterLevel – 10, combatOrders – 1, weapon – 36, subWeapon – 35
Delay: 360ms

Template MP Cost: #mpCon, Damage: #damage%, Max Enemies Hit: #mobCount, Number of Hits: #attackCount
While pressing the skill key, use the #cdirectional keys# to #cmove#
Level 1 MP Cost: 13, Damage: 71%, Max Enemies Hit: 6, Number of Hits: 3
While pressing the skill key, use the #cdirectional keys# to #cmove#
Level 30 MP Cost: 15, Damage: 100%, Max Enemies Hit: 6, Number of Hits: 3
While pressing the skill key, use the #cdirectional keys# to #cmove#

Old Template: MP Cost: #mpCon, Damage: #damage%, Max Enemies Hit: #mobCount, Number of Hits: #attackCount\nWhile pressing the skill key, use the #cdirectional keys# to #cmove#
Changed: damage – 50+x → 70+x {80 → 100}

Eunwol (IV)

Expert Knuckle Mastery
Description: Uses the power of spirits to maximize your Knuckle Mastery and increase your Critical and Final Damages.\nRequired Skill: #cLv. 10 Knuckle Mastery#
Tags: skillType – 1, info\type – 50, psd – 1, combatOrders – 1, masterLevel – 10

Template Knuckle Mastery +#mastery%, Critical Damage +#criticaldamage%, and Final Damage +#pdR%
Level 1 Knuckle Mastery +50%, Critical Damage +2%, and Final Damage +1%
Level 30 Knuckle Mastery +70%, Critical Damage +20%, and Final Damage +10%

Old Template: Knuckle Mastery +#mastery%, Critical Damage +#criticaldamage%
Added: pdR – u(x/3) {10}

Luminous (IV)

Ender
Description: [Equilibrium]\nStabs an enemy with Light and Dark Swords to deal massive damage.
Tags: masterLevel – 10, combatOrders – 1, psd – 1, info\type – 2, info\suddenDeath – 1, weapon – 21, subWeapon – 35
Delay: 810ms

Template Consumes #mpCon MP and attacks up to #mobCount enemies #attackCount times at #damage% Damage while ignoring DEF by #ignoreMobpdpR%. All attacks inflict Critical damage.
[Cooldown: #cooltime sec]
Level 1 Consumes 34 MP and attacks up to 2 enemies 7 times at 298% Damage while ignoring DEF by 11%. All attacks inflict Critical damage.
[Cooldown: 41 sec]
Level 30 Consumes 49 MP and attacks up to 2 enemies 7 times at 385% Damage while ignoring DEF by 40%. All attacks inflict Critical damage.
[Cooldown: 12 sec]

Old Template: Consumes #mpCon MP and attacks up to #mobCount enemies #attackCount times at #damage% Damage while ignoring DEF by #ignoreMobpdpR%. All attacks inflict Critical damage.\n[Cooldown: #cooltime sec]
Changed: attackCount – 8 → 7
Changed: damage – 273+2*x → 295+3*x {333 → 385}

Demon Slayer (IV)

Demon Cry
Description: Instantly unleashes its latent power to threaten surrounding enemies and inflict great damage. Decreases Defense, Attack, and Accuracy of the enemies and increases their EXP reward/item drop rates. This skill’s #ccooldown decreases while Boundless Rage is in effect.#
Tags: weapon – 31, weapon2 – 32, info\type – 1, info\mes – reduceTargetDam&&reduceTargetPDP&&reduceTargetMDP&&reduceTargetACC , info\areaAttack – 1, combatOrders – 1, masterLevel – 10
Delay: 2160ms

Template HP Cost: #hpCon. Fury Cost: #forceCon. Attacks up to #mobCount enemies at #damage% Damage #attackCount times and threatens them. Enemy ATT/DEF -#x%, Accuracy -#z%, and EXP rewards/item drop rate +#w% for #subTime sec
Cooldown: #cooltime sec. (#s sec. during Boundless Rage)
Level 1 HP Cost: 400. Fury Cost: 30. Attacks up to 15 enemies at 370% Damage 7 times and threatens them. Enemy ATT/DEF -5%, Accuracy -5%, and EXP rewards/item drop rate +5% for 20 sec
Cooldown: 14 sec. (7 sec. during Boundless Rage)
Level 30 HP Cost: 400. Fury Cost: 30. Attacks up to 15 enemies at 515% Damage 7 times and threatens them. Enemy ATT/DEF -15%, Accuracy -20%, and EXP rewards/item drop rate +20% for 20 sec
Cooldown: 14 sec. (7 sec. during Boundless Rage)

Old Template: HP Cost: #hpCon. Fury Cost: #forceCon. Attacks up to #mobCount enemies at #damage% Damage #attackCount times and threatens them. Enemy ATT/DEF -#x%, Accuracy -#z%, and EXP reward/item drop rate +#w% for #subTime sec\nCooldown: #cooltime sec. #s sec while Boundless Rage is in effect.
Changed: attackCount – 8 → 7
Changed: damage – 300+5*x → 365+5*x {450 → 515}

Battle Mage (III)

Battle Mastery
Description: Learns a more advanced fighting skill to permanently increase Damage and Critical Damage.
Tags: psd – 1, info\type – 1, weapon – 38

Template Damage +#damR. Critical Damage +#criticaldamage%.
Level 1 Damage +1. Critical Damage +1%.
Level 20 Damage +20. Critical Damage +20%.

Changed: criticaldamage – u(x/2) → x {10 → 20}

Battle Mage (IV)

Staff Expert
Description: Increases Staff Mastery, Magic Attack, and Critical Damage.\nRequired skill: #cStaff Mastery level 10 or above#
Tags: skillType – 1, masterLevel – 10, combatOrders – 1, psd – 1, info\type – 50, info\areaAttack – 1, info\specialAttackFinish – 1

Template Staff Mastery +#mastery%, MATT +#x, Critical Damage +#criticaldamage%
Level 1 Staff Mastery +56%, MATT +1, Critical Damage +6%
Level 30 Staff Mastery +70%, MATT +30, Critical Damage +20%

Changed: criticaldamage – u(x/2) → 5+u(x/2) {15 → 20}
Spell Boost
Description: A special tool intensifies your magical abilities.
Tags: skillType – 1, masterLevel – 10, combatOrders – 1, psd – 1, info\type – 50, info\areaAttack – 1, info\specialAttackFinish – 1

Template MATT +#madR%, Damage +#damR%, and Ignore Monster DEF +#ignoreMobpdpR%
Level 1 MATT +10%, Damage +1%, and Ignore Monster DEF +1%
Level 30 MATT +25%, Damage +10%, and Ignore Monster DEF +30%

Changed: madR – 5+u(x/2) → 10+d(x/2) {20 → 25}

Wild Hunter (IV)

Extend Magazine
Description: Equips crossbow with the Resistance’s special magazine, so as to shoot more powerful arrows.
Tags: info\type – 10, weapon – 46, masterLevel – 10, combatOrders – 1, psd – 1

Template Final Damage +#pdR% and all stats +#strX
Level 1 Final Damage +5% and all stats +2
Level 30 Final Damage +15% and all stats +60

Old Template: Damage +#damR% and all abilities +#strX
Removed: damR
Changed: dexX – 10+x → 2*x {40 → 60}
Changed: intX – 10+x → 2*x {40 → 60}
Changed: lukX – 10+x → 2*x {40 → 60}
Added: pdR – 5+d(x/3) {15}
Changed: strX – 10+x → 2*x {40 → 60}
Wild Arrow Blast – Boss Rush
Description: Increases Wild Arrow Blast damage on Boss monsters.
Type: Hyper Skill
Tags: info\type – 50, psd – 1, hyper – 1, reqLev – 195

Template Damage on Boss monsters +#bdR%
Level 1 Damage on Boss monsters +20%

Changed: bdR – 10 → 20
Drill Container Unit
Description: Installs a unit that is created with the Resistance’s technology to shoot giant drill bits. Drill Container does not affect enemies in the Damage Reflection state.
Tags: info\type – 1, info\areaAttack – 1, weapon – 46, masterLevel – 10, combatOrders – 1, info2\ignoreCounter – 1, psd – 1
Delay: 660ms

Template Consumes #mpCon MP to inflict #damage% damage on #mobCount enemies #attackCount times for #time seconds.
Cooldown: #cooltime sec.
Wild Vulcan’s damage on Normal monsters +#nbdR% in Jaguar-riding mode
Level 1 Consumes 20 MP to inflict 314% damage on 10 enemies 1 times for 8 seconds.
Cooldown: 30 sec.
Wild Vulcan’s damage on Normal monsters +10% in Jaguar-riding mode
Level 30 Consumes 50 MP to inflict 430% damage on 10 enemies 1 times for 8 seconds.
Cooldown: 30 sec.
Wild Vulcan’s damage on Normal monsters +10% in Jaguar-riding mode

Old Template: Consumes #mpCon MP and attacks #mobCount enemies at #damage% Damage #attackCount times for #time seconds.\nCooldown: #cooltime sec
Added: nbdR – 10
Wild Arrow Blast
Description: Quickly shoots a volley of arrows. Hold down the skill key to fire arrows continuously. Can be used while you are moving. While riding a Jaguar, you can use Jaguar Artillery to attack multiple enemies, but at decreased attack and range.\nRequired Skill: #cLvl 10 Enduring Fire#
Tags: info\type – 2, info\movingAttack – 1, info\rapidAttack – 1, info\knockbackLimit – 60, weapon – 46, masterLevel – 10, combatOrders – 1, psd – 1

Template MP Cost: #mpCon. #damage% Damage per shot. Enables you to move at #speed speed while being cast. Boss Damage +#bdR%.
Level 1 MP Cost: 11. 282% Damage per shot. Enables you to move at 140 speed while being cast. Boss Damage +10%.
Level 30 MP Cost: 13. 340% Damage per shot. Enables you to move at 140 speed while being cast. Boss Damage +10%.

Changed: damage – 230+3*x → 280+2*x {320 → 340}
Wild Arrow Blast
Description: The character and the Jaguar Artillery shoot volleys of arrows and bullets. Hold down the skill key to fire arrows and bullets continuously. Can be used while you are moving. This skill can attack only one enemy when a Jaguar is summoned, although its Damage and range increase against Boss monsters.\nRequired Skill: #cWild Shot level 10
Tags: info\type – 2, info\movingAttack – 1, info\rapidAttack – 1, info\knockbackLimit – 60, weapon – 46, masterLevel – 10, combatOrders – 1, invisible – 1

Template MP Cost: #mpCon MP, Damage per Arrow: #damage%, Max Enemies Hit: #mobCount, Number of Attack: #attackCount
Level 1 MP Cost: 11 MP, Damage per Arrow: 141%, Max Enemies Hit: 8, Number of Attack: 2
Level 30 MP Cost: 13 MP, Damage per Arrow: 170%, Max Enemies Hit: 8, Number of Attack: 2

Changed: damage – 100+2*x → 140+x {160 → 170}

Xenon (IV)

OOPArts Code
Description: Temporarily pushes past its limits to achieve greater Damage and Boss Attack.
Tags: info\type – 10, info\magicSteal – 1, masterLevel – 10, combatOrders – 1, weapon – 24
Delay: 990ms

Template #cSupply#
Consumes #powerCon Energy to increase Final Damage +#indiePMdR% and Boss Damage +#indieBDR% for #time seconds.
Level 1 #cSupply#
Consumes 20 Energy to increase Final Damage +10% and Boss Damage +1% for 15 seconds.
Level 30 #cSupply#
Consumes 20 Energy to increase Final Damage +25% and Boss Damage +30% for 30 seconds.

Old Template: #cSupply#\nEnergy Cost: #powerCon. Damage +#indieDamR% and Boss ATT +#indieBDR% for #time sec.
Removed: indieDamR
Added: indiePMdR – 10+d(x/2) {25}

Blaster (IV)

Magnum Flash
Description: Enables you to quickly approach and hit nearby enemies during Charging Arm: Weaving. Can be used only during Charging Arm: Weaving with the Charging Arm: Weaving button. Cannot be activated if there is no enemy in its range. Can be chained with Magnum Drive and permanently increases the skill damage.\nRequired Skill: #cCharging Arm: Weaving level 15 or above#
Tags: info\type – 12, info\morph – 1, info\areaAttack – 1, info\pvp – 0, combatOrders – 1, masterLevel – 10, psd – 1, weapon – 58
Delay: 630ms

Template Consumes #mpCon MP to attack up to #mobCount enemies at #damage% Damage #attackCount times.
Magnum Drive damage +#damPlus%p
Level 1 Consumes 16 MP to attack up to 6 enemies at 405% Damage 3 times.
Magnum Drive damage +122%p
Level 20 Consumes 25 MP to attack up to 6 enemies at 500% Damage 3 times.
Magnum Drive damage +160%p

Old Template: Consumes #mpCon MP to attack up to #mobCount enemies at #damage% Damage #attackCount times.\nMagnum Drive damage +#damPlus%p
Changed: damPlus – 190+2*x → 120+2*x {230 → 160}
Shockwave Drive
Description: Delivers a corkscrew blow that generates a shock wave. This skill leaves a spiraling shock wave for a short period, inflicting additional damage. Can be chained with Duck and Sway. Also permanently increases Double Drive damage.
Tags: info\type – 1, info\areaAttack – 1, info\trembling – 1, combatOrders – 1, masterLevel – 10, psd – 1, weapon – 58, subWeapon – 35
Delay: 840ms

Template Consumes #mpCon MP to attack up to #mobCount enemies at #damage% Damage #attackCount times. Generates a shock wave that attacks up to #z enemies at #s% Damage #u times.
Double Drive damage +#damPlus%p
Level 1 Consumes 41 MP to attack up to 6 enemies at 178% Damage 6 times. Generates a shock wave that attacks up to 6 enemies at 82% Damage 4 times.
Double Drive damage +82%p
Level 30 Consumes 70 MP to attack up to 6 enemies at 265% Damage 6 times. Generates a shock wave that attacks up to 6 enemies at 140% Damage 4 times.
Double Drive damage +140%p

Old Template: Consumes #mpCon MP to attack up to #mobCount enemies at #damage% Damage #attackCount times. Generates a shock wave that attacks up to #z enemies at #s% Damage #u times.\nDouble Drive damage +#damPlus%p
Changed: damPlus – 120+2*x → 80+2*x {180 → 140}

Hayato (Beginner)

Keen Edge
Description: Hayato’s blade can cut through anything!
Tags: psd – 1, invisible – 1

Template All Stats: #strX, Attack Power Increase: #padX, Magic Attack Power Increase: #madX
Level 1 All Stats: 15, Attack Power Increase: 10, Magic Attack Power Increase: 10
Level 2 All Stats: 25, Attack Power Increase: 15, Magic Attack Power Increase: 15

Changed: dexX – 10 → 5+10*x {10 → 25}
Changed: intX – 10 → 5+10*x {10 → 25}
Changed: lukX – 10 → 5+10*x {10 → 25}
Changed: madX – 5 → 5+5*x {5 → 15}
Changed: maxLevel – 1 → 2
Changed: padX – 5 → 5+5*x {5 → 15}
Changed: strX – 10 → 5+10*x {10 → 25}
Sword Discipline
Description: The warrior is always combat ready to spring to a sword drawing stance for quick attacks. Works best on a single target. #cReturns you to your normal, versatile stance when not active.#
Tags: weapon – 54, info2\mes – stun, info\type – 1
Delay: 960ms

Template Max Sword Energy Cost: #z
Level 1 Max Sword Energy Cost: 100

Added: z – 100

Level 1 Visitor Range Attack

Hayato (I)

Battoujutsu Combo
Description: Unleashes back-to-back Battoujutsu attacks as quick as the wind. Uses all 8 stages of attack during the time limit. \n1st Attack: Surging Blade\n2nd Attack: Shouryuusen\n3rd Attack: Rising Slash\n4th Attack: Falcon Dive\n5th Attack: Dankuusen\n6th Attack: Sweeping Sword\n7th Attack: TornadoSlash\nFinal Attack: Crosscut Deathmark\n#cOnly learned skills will activate.# \nDamage increases when using skills related to Battoujutsu.
Tags: info\type – 10
Delay: 960ms

Template MP Cost: #mpCon, Time Limit: #time sec, Attack Power increases by #damR% when using skills related to Battoujutsu, Attack Power Increase Stack Cooldown: #y sec
Level 1 MP Cost: 20, Time Limit: 15 sec, Attack Power increases by 2% when using skills related to Battoujutsu, Attack Power Increase Stack Cooldown: 5 sec

Old Template: MP Cost: #mpCon, Time Limit: #time sec. Attack Power based on stage of attack: +#damR%
Changed: damR – 1 → 2
Changed: time – 20 → 15
Added: y – 5

Hayato (II)

Unfaltering Blade
Description: Your blade has been tempered and maintained with the utmost care.
Tags: psd – 1

Template Critical Damage +#criticaldamage%
Level 1 Critical Damage +7%
Level 10 Critical Damage +25%

Removed: accX

Hayato (IV)

Bushido’s Will (NEW!)
Description: Permanently increases Abnormal Status Resistance and Elemental Resistances.
Tags: info\type – 50, psd – 1, masterLevel – 20

Template Permanently increases Abnormal Status Resistance: +#asrR%, All Elemental Resistance: +#terR%
Level 1 Permanently increases Abnormal Status Resistance: +12%, All Elemental Resistance: +12%
Level 20 Permanently increases Abnormal Status Resistance: +50%, All Elemental Resistance: +50%

Added: asrR – 10+2*x {50}
Added: maxLevel – 20
Added: terR – 10+2*x {50}
Added: masterLevel – 20
Jinsoku
Description: Hayato’s secret technique. After successfully avoiding an attack, grants a chance to reduce incoming damage for a time.
Tags: combatOrders – 1, masterLevel – 10

Template Trigger Chance: #t% after avoiding an attack, Damage Reduction: #y%, Duration: #time sec. Permanently increases Avoidability by #prop%
Level 1 Trigger Chance: 16% after avoiding an attack, Damage Reduction: 9%, Duration: 8 sec. Permanently increases Avoidability by 20%
Level 30 Trigger Chance: 45% after avoiding an attack, Damage Reduction: 72%, Duration: 8 sec. Permanently increases Avoidability by 35%

Changed: prop – 20+x → 20+d(x/2) {50 → 35}
Bloodletter
Description: Increases the bleeding caused by Merciless Blade.\nRequired Skill: #cMerciless Blade Lv. 10 or higher#
Tags: combatOrders – 1, masterLevel – 10, info\type – 1

Template Status Chance: #prop%, #dot% damage every #dotInterval sec, Duration: #dotTime sec
Level 1 Status Chance: 23%, 199% damage every 1 sec, Duration: 6 sec
Level 10 Status Chance: 50%, 280% damage every 1 sec, Duration: 6 sec

Changed: dot – 190+2*x → 190+9*x {210 → 280}
Changed: dotTime – 5 → 6
Changed: prop – 20+x → 20+3*x {30 → 50}
Hitokiri Strike – Persist (NEW!)
Description: Increases the buff duration of Hitokiri Strike.
Type: Hyper Skill
Tags: info\type – 50, hyper – 1, reqLev – 195

Template Increases Duration: #time sec
Level 1 Increases Duration: 20 sec

Old Template: Monsters Hit: +#targetPlus
Added: maxLevel – 1
Added: time – 20
Hitokiri Strike – Cooldown Cutter
Description: Hitokiri Strike’s cooldown is reduced.
Type: Hyper Skill
Tags: info\type – 50, hyper – 1, reqLev – 177, psd – 1

Template Cooldown -#coolTimeR%
Level 1 Cooldown -30%

Old Template: Cooldown -95%
Changed: coolTimeR – 100 → 30
Rai Sanrenzan
Description: Wields your katana to perform a series of 3 strikes on up to 7 enemies. Can also be activated by pressing the #cAttack# button repeatedly. Only available while in #cBattoudo# stance.
Tags: weapon – 54, combatOrders – 1, info\type – 1, masterLevel – 20
Delay: 300ms

Template MP Cost: #mpCon
1st Hit – Damage: #damage%, MP Cost: #mpCon
1st Hit – Damage: #damage%, Max Enemies Hit: #mobCount, Number of Attacks: 3
2nd Hit – Damage: #x%, Max Enemies Hit: 8, Number of Attacks: 4
3rd Hit – Damage: #y%, Max Enemies Hit: 8, Number of Attacks: 4, Extra Damage Chance: #prop%, Extra Damage: #z%
Level 1 MP Cost: 21
1st Hit – Damage: 223%, MP Cost: 21
1st Hit – Damage: 223%, Max Enemies Hit: 8, Number of Attacks: 3
2nd Hit – Damage: 243%, Max Enemies Hit: 8, Number of Attacks: 4
3rd Hit – Damage: 244%, Max Enemies Hit: 8, Number of Attacks: 4, Extra Damage Chance: 1%, Extra Damage: 307%
Level 20 MP Cost: 27
1st Hit – Damage: 280%, MP Cost: 27
1st Hit – Damage: 280%, Max Enemies Hit: 8, Number of Attacks: 3
2nd Hit – Damage: 300%, Max Enemies Hit: 8, Number of Attacks: 4
3rd Hit – Damage: 320%, Max Enemies Hit: 8, Number of Attacks: 4, Extra Damage Chance: 20%, Extra Damage: 440%

Old Template: MP Cost: #mpCon\n1st Hit – Damage: #damage%, Max Enemies Hit: #mobCount, Number of Attacks: 3\n2nd Hit – Damage: #x%, Max Enemies Hit: 7, Number of Attacks: 4\n3rd Hit – Damage: #y%, Max Enemies Hit: 7, Number of Attacks: 4, Extra Damage Chance: #prop%, Extra Damage: #z%
Changed: mobCount – 7 → 8
Hitokiri Strike
Description: The ultimate in destructive blows. Hayato’s Critical Rate increases for a short period after use.
Tags: combatOrders – 1, masterLevel – 10, psd – 1, weapon – 54, info\type – 1
Delay: 1800ms

Template MP Cost: #mpCon, Max Enemies Hit: #mobCount, Damage: #damage%, Number of Attacks: #attackCount, Guaranteed Critical Attack, Critical Rate Increase: #prop% for #time sec, Invincibility: #z sec
Cooldown: #cooltime sec
Level 1 MP Cost: 82, Max Enemies Hit: 15, Damage: 355%, Number of Attacks: 8, Guaranteed Critical Attack, Critical Rate Increase: 3% for 10 sec, Invincibility: 3 sec
Cooldown: 148 sec
Level 30 MP Cost: 142, Max Enemies Hit: 15, Damage: 500%, Number of Attacks: 8, Guaranteed Critical Attack, Critical Rate Increase: 45% for 40 sec, Invincibility: 3 sec
Cooldown: 90 sec

Old Template: MP Cost: #mpCon, Max Enemies Hit: #mobCount, Damage: #damage%, Number of Attacks: #attackCount, Guaranteed Critical Attack, Critical Rate Increase: #prop% for #time sec, \nCooldown #cooltime Sec
Changed: damage – 335+4*x → 350+5*x {455 → 500}
Added: z – 3
Eye for an Eye
Description: One of the Battoujutsu masters. Counters an enemy attack when you avoid. Unaffected by attack reflection.
Tags: weapon – 54, combatOrders – 1, masterLevel – 10, info2\ignoreCounter – 1
Delay: 420ms

Template After successfully avoiding, you can counterattack with #damage% damage against up to #mobCount enemies.
Level 1 After successfully avoiding, you can counterattack with 215% damage against up to 6 enemies.
Level 10 After successfully avoiding, you can counterattack with 350% damage against up to 6 enemies.

Old Template: Chance: #prop, Damage: #damage%, Max Enemies Hit: #mobCount
Changed: damage – 145+5*x → 200+15*x {195 → 350}
Changed: mobCount – 3 → 6
Removed: prop
Falcon’s Honor
Description: Call upon the powers of Hayato’s ancestors to unleash a furious barrage of attacks.
Type: Hyper Skill
Tags: info\type – 1, info\areaAttack – 1, hyper – 2, reqLev – 170, weapon – 54
Delay: 1800ms

Template MP Cost: #mpCon, Sword Energy: +#x, Damage: #damage%, Number of Attacks: #attackCount, Max Enemies Hit: #mobCount
Cooldown: #cooltime sec
Level 1 MP Cost: 200, Sword Energy: +100, Damage: 500%, Number of Attacks: 8, Max Enemies Hit: 14
Cooldown: 8 sec

Old Template: MP Cost: #mpCon, Damage: #damage%, Number of Attacks: #attackCount, Max Enemies Hit: #mobCount \nCooldown: #cooltime sec
Added: x – 100
Princess’s Vow
Description: Recalls the oath spoken to Princess Sakuno to increase damage and max damage cap.
Type: Hyper Skill
Tags: info\type – 50, hyper – 2, reqLev – 200, notRemoved – 1

Template MP Cost: #mpCon, Duration: #time sec, Damage: +#indieDamR%
Cooldown: #cooltime sec. Only applies to Sengoku Era classes within the party
Level 1 MP Cost: 80, Duration: 60 sec, Damage: +10%
Cooldown: 120 sec. Only applies to Sengoku Era classes within the party

Old Template: MP Cost: #mpCon, Duration: #time sec, Damage: +#indieDamR%, Max Damage: +#indieMaxDamageOver\nCooldown: #cooltime sec. Only applies to Sengoku Era classes within the party
Removed: indieMaxDamageOver

Kanna (I)

Haku’s Heart
Description: Haku boosts Kanna’s Speed, Defense, and INT.
Tags: psd – 1

Template Speed +#psdSpeed, Defense +#pddX#, and INT +#intX#
Level 1 Speed +5, Defense +100#, and INT +10#

Old Template: Movement Speed: +#psdSpeed
Added: intX – 10
Added: pddX – 100

Kanna (II)

Burning Shikigami Haunting
Description: Channels Kagutsuchi, the god of fire, to add fire to Shikigami Haunting. \nRequired Skill: #cShikigami Haunting Lv. 20 or higher#
Tags: elemAttr – f, psd – 1, info\type – 1
Delay: 1350ms

Template Chance to set on fire on first hit: #prop%, Duration: #dotTime sec, Fire Damage: #dot% per sec.
Additional Effect: Shikigami Haunting Damage Permanently: +#damR%
Level 1 Chance to set on fire on first hit: 21%, Duration: 3 sec, Fire Damage: 67% per sec.
Additional Effect: Shikigami Haunting Damage Permanently: +30%
Level 20 Chance to set on fire on first hit: 40%, Duration: 6 sec, Fire Damage: 105% per sec.
Additional Effect: Shikigami Haunting Damage Permanently: +30%

Old Template: Chance to set on fire on first hit: #prop%, Duration: #dotTime sec, Fire Damage: #dot% per sec. \nAdditional Effect: Shikigami Haunting Damage Permanently: +#damR%
Changed: damR – 25 → 30
Haku Reborn (NEW!)
Description: #cIncreases your Final Damage in proportion to the number of nearby party members empowered by Haku’s buffs.#\n#c Increases current Final Damage by %d%%#
Tags: invisible – 1
Added: maxLevel – 1
Added: invisible – 1
Shikigami Charm
Description: Zips past enemies, leaving a paper charm behind. The charm draws enemies near, slowing them down. The charm explodes after 5 seconds or after using Shikigami Haunting. Also permanently decreases incoming damage.
Tags: weapon – 55, info\type – 1, psd – 1
Delay: 630ms

Template Consumes #epCon Spiritual Power to attack up to #mobCount enemies at #damage% Damage #attackCount times. Summons a paper charm for #time seconds, decreasing enemy Speed by #x, and then detonates it at #selfDestruction% Damage.
Cooldown: #cooltime sec.
Passive Effects: Incoming damage -#damAbsorbShieldR%
Level 1 Consumes 25 Spiritual Power to attack up to 8 enemies at 113% Damage 3 times. Summons a paper charm for 5 seconds, decreasing enemy Speed by -50, and then detonates it at 170% Damage.
Cooldown: 12 sec.
Passive Effects: Incoming damage -1%
Level 15 Consumes 25 Spiritual Power to attack up to 8 enemies at 155% Damage 3 times. Summons a paper charm for 5 seconds, decreasing enemy Speed by -50, and then detonates it at 450% Damage.
Cooldown: 7 sec.
Passive Effects: Incoming damage -15%

Old Template: Mana Cost: #epCon, Damage: #damage%, Max Enemies Hit: #mobCount, Number of Attacks: #attackCount. Summon Duration: #time seconds, Enemy Speed: #x, Enemy Accuracy: -#y, Explosion Damage: #selfDestruction% \nCooldown #cooltime Sec
Added: damAbsorbShieldR – x {15}
Removed: y
Haku Reborn
Description: Haku briefly takes human form and fights by Kanna’s side. #cIncreases your Final Damage by the number of party members affected by Haku’s buff effects#. Also permanently increases your MATT.
Tags: info\type – 33, psd – 1

Template Spiritual Power Cost: #epCon. Haku takes human form for #time seconds.
Breath of the Unseen: Haku creates a #prop% chance of negating Knockback and ignoring #indieIgnoreMobpdpR% enemy Defense.
Haku’s Gift: Haku restores up to #u% Max HP.
Will O’ Wisp: Haku summons #y foxfires for #w seconds. Creates a #z% chance of nullifying magic. Reflects #x% of incoming damage at the cost of 1 Fire.
Haku’s Blessing: Haku casts a spell for #v seconds, increasing Defense by #indiePdd and MATT by #indieMad% MATT of its equipped fan.
Increases #q% of Final Damage by the number of party members affected by Haku’s #cbuff effects.
Passive Effects: MATT +#madX
Level 1 Spiritual Power Cost: 50. Haku takes human form for 120 seconds.
Breath of the Unseen: Haku creates a 22% chance of negating Knockback and ignoring 2% enemy Defense.
Haku’s Gift: Haku restores up to 23% Max HP.
Will O’ Wisp: Haku summons 1 foxfires for 22 seconds. Creates a 2% chance of nullifying magic. Reflects 260% of incoming damage at the cost of 1 Fire.
Haku’s Blessing: Haku casts a spell for 40 seconds, increasing Defense by 110 and MATT by 2% MATT of its equipped fan.
Increases 3% of Final Damage by the number of party members affected by Haku’s #cbuff effects.
Passive Effects: MATT +1
Level 10 Spiritual Power Cost: 50. Haku takes human form for 300 seconds.
Breath of the Unseen: Haku creates a 40% chance of negating Knockback and ignoring 20% enemy Defense.
Haku’s Gift: Haku restores up to 50% Max HP.
Will O’ Wisp: Haku summons 3 foxfires for 40 seconds. Creates a 20% chance of nullifying magic. Reflects 800% of incoming damage at the cost of 1 Fire.
Haku’s Blessing: Haku casts a spell for 40 seconds, increasing Defense by 200 and MATT by 20% MATT of its equipped fan.
Increases 3% of Final Damage by the number of party members affected by Haku’s #cbuff effects.
Passive Effects: MATT +10

Old Template: Mana Cost: #epCon, Transformation Duration: #time sec. \nBreath of the Unseen: Haku grants a #prop% chance to resist knock-back and ignore #a% enemy defense.\nHaku’s Gift: Haku heals you up to #u% of your HP.\nWill O’ Wisp: Haku summons multiple foxfiers for 60 sec. Has a #z% chance to nullify magic. Reflects #x% of damage. Each attack defended against uses up 1 fire.\nHaku’s Blessing: Haku casts a spell for #vsec to increase Magic Defense by #indieMdd, and Magic Attack by #indieMad% of the equipped fan’s Attack Power.
Removed: a
Added: indieIgnoreMobpdpR – 2*x {20}
Removed: indieMdd
Changed: indiePdd – 20*x → 100+10*x {200 → 200}
Added: madX – x {10}
Added: q – 3
Fan Booster
Description: Uses MP to temporarily increase the attack speed of your fan by 2 levels.
Tags: skillType – 2, info\type – 10
Delay: 900ms

Template Mana Cost: #epCon, Attack Speed Increased: #time sec
Level 1 Mana Cost: 10, Attack Speed Increased: 60 sec
Level 10 Mana Cost: 10, Attack Speed Increased: 240 sec

Changed: time – 20*x → 40+20*x {200 → 240}
Haku’s Blessing
Description: Haku invokes the ancient blessing of the foxes, increasing Magic Attack(+%d) and Defense.
Tags: invisible – 1, info\type – 10
Delay: 1530ms

Template DEF +#indiePdd and MATT +#indieMad% MATT of Haku’s equipped fan for #time sec.
Level 1 DEF +110 and MATT +#indieMad% MATT of Haku’s equipped fan for 40 sec.
Level 10 DEF +200 and MATT +#indieMad% MATT of Haku’s equipped fan for 40 sec.

Old Template: Duration: #time sec, Magic Defense: #indieMdd, Weapon Defense: #indiePdd, Magic Attack: #x% min of Fan Attack Power
Removed: indieMdd
Changed: indiePdd – 20*x → 100+10*x {200 → 200}
Breath of the Unseen
Description: Haku creates a chance to negate monster’s knockback and ignore enemies defense.
Tags: invisible – 1, info\type – 11
Delay: 810ms

Template Duration: #time, Enemy DEF Ignored: #x%, Knock-Back Resist Chance: #prop%
Level 1 Duration: 60, Enemy DEF Ignored: #x%, Knock-Back Resist Chance: 22%
Level 10 Duration: 60, Enemy DEF Ignored: #x%, Knock-Back Resist Chance: 40%

Added: indieIgnoreMobpdpR – 2*x {20}
Removed: x

Kanna (III)

Lifeblood Ritual
Description: Enemies killed by the secret arts of yin and yang restore your HP. Also permanently increases Status Resistance.
Tags: psd – 1

Template HP +#x% with each kill
Passive Effects: Status Resistance +#asrR
Level 1 HP +1% with each kill
Passive Effects: Status Resistance +6
Level 5 HP +5% with each kill
Passive Effects: Status Resistance +30

Old Template: When attacked enemy is defeated, #x% of Max HP recovered.\n When a boss monster is attacked, 1% of MaxHP is recovered, only up to#hp%. \nCooldown: 4 sec
Added: asrR – 6*x {30}
Unholy Radiance
Description: Permanently increases MATT, Critical Rate, and Critical Damage.
Tags: psd – 1

Template MATT +#madX, Critical Rate +#cr%, and Critical Damage +#criticaldamage
Level 1 MATT +3, Critical Rate +7%, and Critical Damage +6
Level 10 MATT +30, Critical Rate +25%, and Critical Damage +15

Old Template: Magic Attack: +#madX, Critical Rate: +#cr%
Added: criticaldamage – 5+x {15}
Advanced Haku Reborn
Description: Haku’s human form is further improved\nRequired Skill: #cHaku Reborn Lv. 10#
Tags: combatOrders – 1, invisible – 1
Removed: indieMdd
Frozen Shikigami Haunting
Description: Channels the powers of Take-Minakata, the God of Water, to enhance the Shikigami Haunting skill with the energy of water. Adds the ice effect on the 2nd hit.\nRequired Skill: #cLv. 20 Shikigami Haunting#
Tags: elemAttr – i, psd – 1, info\type – 1, info2\mes – slow
Delay: 1350ms

Template Chance to slow on 2nd hit: #prop%, Slow Duration: 4 sec
Passive Effect: Permanently increases Shikigami Haunting damage by #damR% (Total Damage Increase: #z%).
Level 1 Chance to slow on 2nd hit: 100%, Slow Duration: 4 sec
Passive Effect: Permanently increases Shikigami Haunting damage by 105% (Total Damage Increase: 135%).
Level 20 Chance to slow on 2nd hit: 100%, Slow Duration: 4 sec
Passive Effect: Permanently increases Shikigami Haunting damage by 105% (Total Damage Increase: 135%).

Old Template: Chance to slow on 2nd hit: #prop%, Slow Duration: 4 sec\nPassive Effect: Permanently increases Shikigami Haunting damage by #damR% (Total Damage Increase: #z%).
Changed: damR – 100 → 105
Changed: z – 125 → 135
Soul Shear
Description: Shear a piece of your target’s soul off with each attack. Use this skill again to detonate any fallen soul fragments, inflicting damage on enemies and recovering Spiritual Power. Can attack Normal monsters up to 10 times and Boss monsters up to 15 times. Also permanently increases Final Damage.
Tags: info\dropItemID – 4033270, weapon – 55, psd – 1
Delay: 960ms

Template Spiritual Cost: #epCon. Each soul fragment inflicts #damage% explosion damage on up to #mobCount enemies and restores 1 Spiritual Power. Up to #attackCount fragments can be detonated.
Passive Effects: #prop% chance of dropping soul fragments, increasing Final Damage +#mdR%
Level 1 Spiritual Cost: 30. Each soul fragment inflicts 101% explosion damage on up to 15 enemies and restores 1 Spiritual Power. Up to 8 fragments can be detonated.
Passive Effects: 12% chance of dropping soul fragments, increasing Final Damage +2%
Level 15 Spiritual Cost: 30. Each soul fragment inflicts 185% explosion damage on up to 15 enemies and restores 1 Spiritual Power. Up to 15 fragments can be detonated.
Passive Effects: 40% chance of dropping soul fragments, increasing Final Damage +30%

Old Template: Active Effect: Mana Cost: #epCon, Explosive Damage: #damage% per soul fragment, Max Enemies Hit: #mobCount, able to explode #attackCount fragments\nPassive Effect: #prop% chance to drop soul fragments
Added: mdR – 2*x {30}

Kanna (IV)

Tessenjutsu
Description: Increases the Mastery and Magic Attack of fans.
Tags: skillType – 1, masterLevel – 10, combatOrders – 1, psd – 1

Template Fan Mastery: #mastery%, Damage: #damR%
Level 1 Fan Mastery: 56%, Damage: 1%
Level 30 Fan Mastery: 70%, Damage: 30%

Changed: mastery – 50+u(x/2) → 55+u(x/2) {65 → 70}
Haku Perfected
Description: Haku briefly takes human form and fights by Kanna’s side. #cIncreases your Final Damage by the number of party members affected by Haku’s buff effects#.\nRequired Skill: #cHaku Reborn Lv. 10#
Tags: masterLevel – 15, combatOrders – 1

Template Spiritual Power Cost: #epCon. Haku takes human form for #time seconds.
Breath of the Unseen: Haku creates a #prop% chance of negating Knockback and ignoring #indieIgnoreMobpdpR% enemy Defense.
Haku’s Gift: Haku restores up to #u% Max HP.
Will O’ Wisp: Haku summons #y foxfires for #w seconds. Creates a #z% chance of nullifying magic. Reflects #x% of incoming damage and consumes 1 Fire for every 2 enemy attacks that hit.
Haku’s Blessing: Haku casts a spell for #v seconds, increasing Defense +#indiePdd and MATT by #indieMad% MATT of its equipped fan.
Increases #q% of Final Damage by the number of party members affected by Haku’s #cbuff effects.
Level 1 Spiritual Power Cost: 50. Haku takes human form for 320 seconds.
Breath of the Unseen: Haku creates a 38% chance of negating Knockback and ignoring 26% enemy Defense.
Haku’s Gift: Haku restores up to 58% Max HP.
Will O’ Wisp: Haku summons 1 foxfires for 46 seconds. Creates a 22% chance of nullifying magic. Reflects 900% of incoming damage and consumes 1 Fire for every 2 enemy attacks that hit.
Haku’s Blessing: Haku casts a spell for 40 seconds, increasing Defense +218 and MATT by 22% MATT of its equipped fan.
Increases 5% of Final Damage by the number of party members affected by Haku’s #cbuff effects.
Level 15 Spiritual Power Cost: 50. Haku takes human form for 600 seconds.
Breath of the Unseen: Haku creates a 80% chance of negating Knockback and ignoring 40% enemy Defense.
Haku’s Gift: Haku restores up to 100% Max HP.
Will O’ Wisp: Haku summons 3 foxfires for 60 seconds. Creates a 50% chance of nullifying magic. Reflects 1600% of incoming damage and consumes 1 Fire for every 2 enemy attacks that hit.
Haku’s Blessing: Haku casts a spell for 40 seconds, increasing Defense +400 and MATT by 50% MATT of its equipped fan.
Increases 5% of Final Damage by the number of party members affected by Haku’s #cbuff effects.

Old Template: Breath of the Unseen: Haku grants a #prop% chance to resist knock-back and ignores #a% enemy defense. \nHaku’s Gift: Haku heals you up to #u%. \nWill O’ Wisp: Haku summons #y foxfires for #w sec.Has a #z% chance to nullify magic. Reflects #x% of damage. Every 2 attacks defended against uses up 1 fire. \nHaku’s Blessing: Haku casts a spell to increase Magic Defense by #indieMdd and Weapon Defense by #indiePdd of the equipped fan’s Attack Power for #v sec.
Removed: a
Added: indieIgnoreMobpdpR – 25+x {40}
Removed: indieMdd
Added: q – 5
Haku Reborn
Description: Haku’s human form provides boosts for Kanna.
Tags: combatOrders – 1, invisible – 1

Template Spiritual Power Cost: #epCon. Haku takes human form for #time seconds.
Breath of the Unseen: Haku creates a #prop% chance of negating Knockback and ignoring #indieIgnoreMobpdpR% enemy Defense.
Haku’s Gift: Haku restores up to #u% Max HP.
Will O’ Wisp: Haku summons #y foxfires for #w seconds. Creates a #z% chance of nullifying magic. Reflects #x% of incoming damage at the cost of 1 Fire.
Haku’s Blessing: Haku casts a spell for #v seconds, increasing Defense by #indiePdd and MATT by #indieMad% MATT of its equipped fan.
Increases #q% of Final Damage by the number of party members affected by Haku’s #cbuff effects.
[Passive Effects: MATT +10]
Level 1 Spiritual Power Cost: 50. Haku takes human form for 320 seconds.
Breath of the Unseen: Haku creates a 38% chance of negating Knockback and ignoring 26% enemy Defense.
Haku’s Gift: Haku restores up to 58% Max HP.
Will O’ Wisp: Haku summons 1 foxfires for 46 seconds. Creates a 22% chance of nullifying magic. Reflects 900% of incoming damage at the cost of 1 Fire.
Haku’s Blessing: Haku casts a spell for 40 seconds, increasing Defense by 218 and MATT by 22% MATT of its equipped fan.
Increases 5% of Final Damage by the number of party members affected by Haku’s #cbuff effects.
[Passive Effects: MATT +10]
Level 15 Spiritual Power Cost: 50. Haku takes human form for 600 seconds.
Breath of the Unseen: Haku creates a 80% chance of negating Knockback and ignoring 40% enemy Defense.
Haku’s Gift: Haku restores up to 100% Max HP.
Will O’ Wisp: Haku summons 3 foxfires for 60 seconds. Creates a 50% chance of nullifying magic. Reflects 1600% of incoming damage at the cost of 1 Fire.
Haku’s Blessing: Haku casts a spell for 40 seconds, increasing Defense by 400 and MATT by 50% MATT of its equipped fan.
Increases 5% of Final Damage by the number of party members affected by Haku’s #cbuff effects.
[Passive Effects: MATT +10]

Old Template: Mana Cost: #epCon, Duration: #time sec\nBreath of the Unseen: Haku grants a #prop% chance to resist knockback and ignores #a% of Enemy Defense.\nHaku’s Gift: Haku will heal you up to #u%\nWill O’ Wisp: Haku summons #y foxfires for #w sec. Has a #z% chance to nullify magic. Reflects #x% of damage. Every 2 attacks nullified against uses up 1 foxfire.\nHaku’s Blessing: Haku casts a spell for #vsec to increase Magic Defense by #indieMdd, and Weapon Defense by #indiePdd of the equipped fan’s Attack Power.
Removed: a
Added: indieIgnoreMobpdpR – 25+x {40}
Removed: indieMdd
Added: q – 5
Shocking Shikigami Haunting
Description: Channels the power of Take-mikazuchi, god of lightning, into Shikigami Haunting, adding Knockback and extra damage to its third hit. Also enhances Shikigami Haunting and increases its attack range.\nRequired Skill: #cLv. 20 Frozen Shikigami Haunting#
Tags: psd – 1, masterLevel – 20, combatOrders – 1, info\type – 1
Delay: 1350ms

Template On 3rd hit of Shikigami Haunting – Damage while knocking back: +#x%
Passive Effect: Per Shikigami Haunting Damage: +#damR% (Total Damage increase: #z%)
Level 1 On 3rd hit of Shikigami Haunting – Damage while knocking back: +70%
Passive Effect: Per Shikigami Haunting Damage: +120% (Total Damage increase: 255%)
Level 20 On 3rd hit of Shikigami Haunting – Damage while knocking back: +165%
Passive Effect: Per Shikigami Haunting Damage: +120% (Total Damage increase: 255%)

Old Template: On 3rd hit of Shikigami Haunting – Damage while knocking back: +#x% \nPassive Effect: Per Shikigami Haunting Damage: +#damR% (Total Damage increase: #z%)
Changed: damR – 115 → 120
Added: targetPlus – 5
Changed: z – 240 → 255
Haku Reborn (NEW!)
Description: #cIncreases your Final Damage in proportion to the number of nearby party members empowered by Haku’s buffs.#\n#c Increases current Final Damage by %d%%#
Tags: invisible – 1
Added: maxLevel – 1
Added: invisible – 1
Vanquisher’s Charm
Description: Blasts the enemy with evil-destroying charms. Hold down the skill key for a rapid-fire attack.
Tags: weapon – 55, combatOrders – 1, masterLevel – 10, info\type – 1
Delay: 720ms

Template Mana Cost: #epCon, Damage: #damage% per shot, Number of Attacks: #attackCount
Level 1 Mana Cost: 12, Damage: 155% per shot, Number of Attacks: 3
Level 30 Mana Cost: 12, Damage: 242% per shot, Number of Attacks: 3

Changed: damage – 145+3*x → 152+3*x {235 → 242}
Sengoku Warrior
Description: Increases the stats of all party members. Costs 10 Mana and drains 70 HP when used.
Tags: combatOrders – 1, masterLevel – 30, info\type – 15
Delay: 1500ms

Template Mana Cost: #epCon, All Stats: +#x%, Duration: #time sec
Level 1 Mana Cost: 10, All Stats: +1%, Duration: 30 sec
Level 30 Mana Cost: 10, All Stats: +15%, Duration: 900 sec

Added: action – alert3
Breath of the Unseen
Description: Haku creates a chance to negate monster’s knockback and ignore enemies defense.
Tags: invisible – 1, combatOrders – 1, info\type – 10
Delay: 810ms

Template Duration: #time, Enemy DEF Ignored: #x%, Knock-Back Resist Chance: #prop%
Level 1 Duration: 60, Enemy DEF Ignored: #x%, Knock-Back Resist Chance: 38%
Level 15 Duration: 60, Enemy DEF Ignored: #x%, Knock-Back Resist Chance: 80%

Added: indieIgnoreMobpdpR – 25+x {40}
Removed: x
Nine-Tailed Fury
Description: Haku unleashes a barrage of attacks that hits all nearby enemies.
Tags: weapon – 55, masterLevel – 10
Delay: 3390ms

Template Mana Cost: #epCon, Damage: #damage%, Max Enemies Hit: #mobCount, Number of Attacks: #attackCount, +#indieDamR% Continuous damage for #time sec
Cooldown: #cooltime sec.
Level 1 Mana Cost: 60, Damage: 585%, Max Enemies Hit: 6, Number of Attacks: 6, +20% Continuous damage for 120 sec
Cooldown: 385 sec.
Level 10 Mana Cost: 60, Damage: 900%, Max Enemies Hit: 15, Number of Attacks: 6, +20% Continuous damage for 120 sec
Cooldown: 325 sec.

Old Template: Mana Cost: #epCon, Damage: #damage%, Max Enemies Hit: #mobCount, Number of Attacks: #attackCount, +#indieDamR% Continuous damage for #time sec\nCooldown: #cooltime sec.
Changed: cooltime – 600-20*u(x/2) → 405-20*u(x/3) {500 → 325}
Demon’s Fury
Description: Possesses the demonic spirit of Earth to unleash its fury onto enemies.
Tags: weapon – 55, info\type – 1, masterLevel – 20
Delay: 700ms

Template Mana Cost: #epCon, Damage: #damage%, Max Enemies Hit: #mobCount, Number of Attacks: #attackCount
Level 1 Mana Cost: 30, Damage: 105%, Max Enemies Hit: 8, Number of Attacks: 8
Level 20 Mana Cost: 30, Damage: 200%, Max Enemies Hit: 8, Number of Attacks: 8

Changed: damage – 90+5*x → 100+5*x {190 → 200}
Princess’s Vow
Description: Renews your vow to Princess Sakuno, granting you courage and increasing your damage.
Type: Hyper Skill
Tags: info\type – 10, hyper – 2, reqLev – 200, weapon – 55, notRemoved – 1
Delay: 1500ms

Template Consumes #epCon Spiritual Power to increase damage +#indieDamR% for #time seconds.
Cooldown: #cooltime sec. Only Sengoku characters in your party are affected.
Level 1 Consumes 50 Spiritual Power to increase damage +10% for 60 seconds.
Cooldown: 120 sec. Only Sengoku characters in your party are affected.

Old Template: Mana Cost: #epCon, Duration: #time sec, Damage: +#indieDamR%, Max Damage: +#indieMaxDamageOver\nCooldown: #cooltime sec. Only applies to Sengoku Era classes within the party
Removed: indieMaxDamageOver

Mikhail (I)

Royal Guard
Description: Uses Soul Shield to perfectly shield against enemy attacks and counterattack the enemies.\n#cShields you even while you are casting skills.#
Tags: info\type – 33, fixLevel – 1, notRemoved – 1, notIncBuffDuration – 1
Delay: 840ms

Template MP Cost: #mpCon. #cTemporarily# enables you to respond to enemy attacks by ignoring the damage and counterattacking the enemies for #dot seconds. Counter ignores attacks and enemies in the Damage Reflection state. Your Attack increases for #x seconds afterwards.
Deflecting enemy attacks #cduring the Attack buff# gradually increases your counterattack damage, attack range, and Attack bonus, but it also #cgradually shortens the shield duration.
1st Time: Attacks up to #hcSummonHp enemies at #hcCooltime% +(#z% x your Character Level) Damage #hcReflect times, and then increases ATT +#dotTime.
2nd Time: Attacks up to #u enemies at #w% +(#t% x your Character Level) Damage #u2 times, and then increases ATT +#dotInterval.
3rd Time: Attacks up to #v enemies at #s% +(#s2% x your Character Level) Damage #v2 times, and then increases ATT +#range.
Cooldown: #cooltime sec.
Level 1 MP Cost: 20. #cTemporarily# enables you to respond to enemy attacks by ignoring the damage and counterattacking the enemies for 4 seconds. Counter ignores attacks and enemies in the Damage Reflection state. Your Attack increases for 12 seconds afterwards.
Deflecting enemy attacks #cduring the Attack buff# gradually increases your counterattack damage, attack range, and Attack bonus, but it also #cgradually shortens the shield duration.
1st Time: Attacks up to 6 enemies at 150% +(3% x your Character Level) Damage 2 times, and then increases ATT +10.
2nd Time: Attacks up to 7 enemies at 200% +(3% x your Character Level) Damage 3 times, and then increases ATT +15.
3rd Time: Attacks up to 8 enemies at 250% +(3% x your Character Level) Damage 4 times, and then increases ATT +25.
Cooldown: 6 sec.

Old Template: MP Cost: #mpCon. #cTemporarily# enables you to respond to enemy attacks by ignoring the damage and counterattacking the enemies for #dot seconds. Counter ignores attacks and enemies in the Damage Reflection state. Your Attack increases for #x seconds afterwards.\nDeflecting enemy attacks during the #cAttack buff# gradually increases your counterattack damage, attack range, and Attack bonus, but it also #cgradually shortens the shield duration.#\nThe Attack bonus stacks each time you deflect an attack.\n[1st Time]: Attacks up to #hcSummonHp enemies at #hcCooltime% +(#z% x your Character Level) Damage #hcReflect times, and then increases ATT +#dotTime.\n[2nd Time]: Attacks up to #u enemies at #w% +(#t% x your Character Level) Damage #u2 times, and then increases ATT +#dotInterval.\n[3nd Time]: Attacks up to #v enemies at #s% +(#s2% x your Character Level) Damage #v2 times, and then increases ATT +#range.\nCooldown: #cooltime sec
Changed: range – 20 → 25
Royal Guard
Description: Uses Soul Shield to perfectly shield against enemy attacks and counterattack the enemies.
Tags: info\type – 33, invisible – 1, notIncBuffDuration – 1, info2\ignoreCounter – 1
Delay: 600ms
Changed: w – 20 → 25

Mikhail (III)

Advanced Royal Guard
Description: Enhances Royal Guard, making it deliver more powerful counterattacks after successfully deflecting multiple enemy attacks in a row.
Tags: info\type – 33, fixLevel – 1, notIncBuffDuration – 1

Template 4th Time: Attacks up to #w enemies at #x% +(#dot% x your Character Level) Damage #z times, and then increases ATT +#w2.
5th Time: Attacks up to #v enemies at #s% +(#s2% x your Character Level) Damage #v2 times, and then increases ATT +#u.
Level 1 4th Time: Attacks up to 10 enemies at 250% +(3% x your Character Level) Damage 5 times, and then increases ATT +40.
5th Time: Attacks up to 15 enemies at 250% +(3% x your Character Level) Damage 7 times, and then increases ATT +70.

Old Template: 4th Time: Attacks up to #w enemies at #x% +(#dot% x your Character Level) Damage #z times, and then increases ATT +#w2.\n5th Time: Attacks up to #v enemies at #s% +(#s2% x your Character Level) Damage #v2 times, and then increases ATT +#u.
Changed: u – 35 → 70
Changed: w2 – 25 → 40
Royal Guard
Description: Enhances Royal Guard, making it deliver more powerful counterattacks after successfully deflecting multiple enemy attacks in a row.
Tags: info\type – 33, invisible – 1, notIncBuffDuration – 1, info2\ignoreCounter – 1
Delay: 600ms
Changed: w – 25 → 40
Royal Guard
Description: Enhances Royal Guard, making it deliver more powerful counterattacks after successfully deflecting multiple enemy attacks in a row.
Tags: info\type – 33, invisible – 1, notIncBuffDuration – 1, info2\ignoreCounter – 1
Delay: 600ms
Changed: w – 35 → 70

Kaiser (Beginner)

Iron Will
Description: The iron-willed Kaiser possesses extra HP.
Tags: psd – 1, info\type – 50, invisible – 1

Template Max HP: +#mhpR%
Level 1 Max HP: +10%
Level 2 Max HP: +15%

Added: invisible – 1

Angelic Buster (Beginner)

Terms and Conditions
Description: Use your mastery of contract law to make Eskalade boost Attack Power for a short time.
Tags: info\pvp – 0, notRemoved – 1, invisible – 1
Delay: 900ms

Template +#indieDamR% skill damage for #time sec when active
Cooldown: #cooltime sec. Skill effects reduced to half when used with link skill.
Level 1 +60% skill damage for 10 sec when active
Cooldown: 90 sec. Skill effects reduced to half when used with link skill.
Level 2 +90% skill damage for 10 sec when active
Cooldown: 90 sec. Skill effects reduced to half when used with link skill.

Old Template: +#indieDamR% skill damage for #time sec when active\nCooldown: #cooltime sec. Skill effects reduced to half when used with link skill.
Added: invisible – 1

Angelic Buster (IV)

Soul Shooter Expert
Description: Increases Soul Shoot Mastery and Weapon Attack.\nRequired Skill: #cSoul Shooter Mastery Lv. 10#
Tags: psd – 1, skillType – 1, masterLevel – 10, combatOrders – 1, info\type – 50, weapon – 22, subWeapon – 35

Template Mastery +#mastery%, ATT +#padX, Critical Rate +#cr%, Critical Damage +#criticaldamage%
Level 1 Mastery +56%, ATT +1, Critical Rate +1%, Critical Damage +1%
Level 30 Mastery +70%, ATT +30, Critical Rate +30%, Critical Damage +15%

Changed: criticaldamage – 3+d(x/6) → u(x/2) {8 → 15}

Transcendent

Rhinne’s Blessing
Description: Receive the Goddess Rinne’s blessings, reducing the damage taken from enemies while ignoring a portion of their defense. \n#cStrengthen this skill by collecting Goddess Teardrops.#
Tags: info\type – 50, info\pvp – 0, psd – 1, categoryIndex – 1, tabIndex – 0, disable – 1, invisible – 1

Template Incoming damage reduced: #damAbsorbShieldR%, defense ignored: #ignoreMobpdpR%
Level 1 Incoming damage reduced: 3%, defense ignored: 2%
Level 5 Incoming damage reduced: 15%, defense ignored: 10%

Added: invisible – 1

Zero

Divine Leer
Description: Increases Alpha’s Critical Damage. Attacks create a chance of Bleeding their targets and recovering your HP. The Bleeding effect is not affected by enemies in the Damage Reflection status.
Tags: psd – 1, info\type – 50, tabIndex – 1, categoryIndex – 0, listIndex – 17, info2\ignoreCounter – 1

Template Permanently increases Alpha’s Critical Damage by #criticaldamage%.
When attacking, #prop% chance to inflict #dot% DoT for #dotTime sec every #dotInterval sec, and recovers #x% of max HP.
Level 1 Permanently increases Alpha’s Critical Damage by 12%.
When attacking, 6% chance to inflict 105% DoT for 5 sec every 1 sec, and recovers 5% of max HP.
Level 20 Permanently increases Alpha’s Critical Damage by 50%.
When attacking, 15% chance to inflict 200% DoT for 10 sec every 1 sec, and recovers 5% of max HP.

Old Template: Permanently increases Alpha’s Critical Damage by #criticaldamage%.\nWhen attacking, #prop% chance to inflict #dot% DoT for #dotTime sec every #dotInterval sec, and recovers #x% of max HP.
Changed: criticaldamage – 2*x → 2*x+10 {40 → 50}

Pink Bean

Pink Pogo Jump
Description: Pink Bean leaps onto its pogo stick and performs a high flying leap.
Tags: info\type – 1, info\areaAttack – 1, reqLev – 30, fixLevel – 1, psd – 1, info2\ignoreCounter – 1
Delay: 60ms

Template MP Cost: #mpCon. Can be charged for up to #time seconds. The longer it’s charged, the farther you can jump. Charge for #dotTime seconds for the maximum jumping distance.
Use direction keys to adjust distance during a jump. #mobCount enemies in your path will receive damage (#damage% +#w% per Level) as you jump again. Can jump up to #z times. Damage on Boss monsters +#bdR%.
If used in midair, this skill immediately sends you back down to the ground and cannot be charged.
Cooldown: #cooltime sec
Level 1 MP Cost: 25. Can be charged for up to 3 seconds. The longer it’s charged, the farther you can jump. Charge for 2 seconds for the maximum jumping distance.
Use direction keys to adjust distance during a jump. 15 enemies in your path will receive damage (1500% +40% per Level) as you jump again. Can jump up to 8 times. Damage on Boss monsters +50%.
If used in midair, this skill immediately sends you back down to the ground and cannot be charged.
Cooldown: 3 sec

Old Template: MP Cost: #mpCon. Can be charged for up to #time seconds. The longer it’s charged, the farther you can jump. Charge for #dotTime seconds for the maximum jumping distance.\nUse direction keys to adjust distance during a jump. #mobCount enemies in your path will receive damage (#damage% +#w% per Level) as you jump again. Can jump up to #z times. Damage on Boss monsters +#bdR%.\nIf used in midair, this skill immediately sends you back down to the ground and cannot be charged.\nCooldown: #cooltime sec
Changed: damage – 500 → 1500
Added: s – 1000
Added: u – 300
Changed: w – 5 → 40
Changed: x – 6 → 5
Changed: y – 9 → 6
Muster!
Description: Interested in Teleport, Pink Bean opens random Portals blindly that move you to unknown destinations. Someone familiar falls from open portals…?\nIt’s surprising that many kids are still mimicking me! I know I’m hot stuff…\nMuster! ignores Damage Reflection.
Tags: info\type – 33, info\areaAttack – 1, info\zoneType – invincible, reqLev – 165, fixLevel – 1, info2\ignoreCounter – 1, showSummonedBuffIcon – 2
Delay: 930ms

Template Consumes #mpCon MP to open a portal within range and forcibly summons someone similar(?) to Pink Bean.
The summoned gets angry and creates #x ~ #y zones, attacking #mobCount enemies at #w% + #q% damage per level #attackCount times for #time sec.
Cooldown: #cooltime sec
Level 1 Consumes 250 MP to open a portal within range and forcibly summons someone similar(?) to Pink Bean.
The summoned gets angry and creates 7 ~ 10 zones, attacking 15 enemies at 250% + 3% damage per level 1 times for 10 sec.
Cooldown: 40 sec

Old Template: Consumes #mpCon MP to open a portal within range and forcibly summons someone similar(?) to Pink Bean.\nThe summoned gets angry and creates #x ~ #y zones, attacking #mobCount enemies at #w% + #q% damage per level #attackCount times for #time sec.\nCooldown: #cooltime sec
Changed: attackCount – 3 → 1
Changed: cooltime – 30 → 40
Changed: mpCon – 200 → 250
Changed: subTime – 100 → 240
Changed: x – 8 → 7
Added: action – PBTuTu
Pink Bean’s Tutu (NEW!)
Description: Pink Bean is interested in ballet. Pink Bean wears a tutu and does a turn.\nWhat a turn! If a ballerina uses it for her turn, she can bore through solid rock. Uh, this is not ballet is it?\nIt makes you invincible for its duration and increases damage, attack range and movement speed if used for more than a set period of time.\nPinkish Shadow doesn’t follow Pink Bean’s tutu.
Tags: info\type – 1, info\areaAttack – 1, info\rapidAttack – 1, info\knockbackLimit – 80, reqLev – 175, fixLevel – 1
Delay: 0ms

Template Key-down skill. Key down up to #time seconds. Increases damage, attack range and movement speed if used for more than a set period of time.
Consumes #mpCon MP to attack, up to #mobCount enemies at #x% +#y% damage per level #attackCount times, and doubles final damage if used for more than a set period of time.
Cooldown: #cooltime sec
Level 1 Key-down skill. Key down up to 10 seconds. Increases damage, attack range and movement speed if used for more than a set period of time.
Consumes 20 MP to attack, up to 15 enemies at 300% +3% damage per level 3 times, and doubles final damage if used for more than a set period of time.
Cooldown: 60 sec

Added: attackCount – 3
Added: cooltime – 60
Added: maxLevel – 1
Added: mobCount – 15
Added: mpCon – 20
Added: s – 6000
Added: s2 – 300
Added: subTime – 150
Added: time – 10
Added: u – 200
Added: w – 1080
Added: w2 – 200
Added: x – 300
Added: y – 3

Kinesis (Beginner)

Judgement
Description: Gives your enemy the highest critical damage with intrinsic insight.
Tags: info\type – 10, info\pvp – 0, psd – 1, invisible – 1

Template Critical Damage +#criticaldamage%
Level 1 Critical Damage +2%
Level 2 Critical Damage +4%

Added: invisible – 1

Kinesis (I)

Psychic Force
Description: Thrusts out multiple enemies in front. Imbues enemies with negative PK powers and deals damage over time to enemies. Some enemies have a resistance to the attack and cannot be knocked back.#c\nLv. 10 effect: Can learn Psychic Blast II#
Tags: info\type – 1, info\areaAttack – 1, info\pushTarget – 1, weapon – 26, subWeapon – 35, psd – 1
Delay: 360ms

Template Enemies Knocked Back: #mobCount, DoT for #dotTime sec: #dot%, Final DoT amplified for every sec: #dotTickDamR% up to #maxDotTickDamR. Additional Final Damage from Kinesis’ attack:
#v%
#cCooldown: #cooltime sec.
#c[Passive Effect: MATT: +#madX]
\c#c[Psychic Points charged during skill use: +#ppRecovery]
Level 1 Enemies Knocked Back: 4, DoT for 20 sec: 20%, Final DoT amplified for every sec: 10% up to 200. Additional Final Damage from Kinesis’ attack:
10%
#cCooldown: 1 sec.
#c[Passive Effect: MATT: +1]
\c#c[Psychic Points charged during skill use: +1]
Level 10 Enemies Knocked Back: 4, DoT for 20 sec: 20%, Final DoT amplified for every sec: 10% up to 200. Additional Final Damage from Kinesis’ attack:
10%
#cCooldown: 1 sec.
#c[Passive Effect: MATT: +10]
\c#c[Psychic Points charged during skill use: +1]

Old Template: Enemies Knocked Back: #mobCount, DoT for #dotTime sec: #dot%, Final DoT amplified for every sec: #dotTickDamR% up to #maxDotTickDamR. Additional Final Damage from Kinesis’ attack: \n#v%\n#cCooldown: #cooltime sec.\n#c[Passive Effect: MATT: +#madX]\n\c#c[Psychic Points charged during skill use: +#ppRecovery]
Added: mpCon – 1
Crash
Description: Strikes an enemy twice with the power of psychokinesis.
Tags: info\type – 1, info\areaAttack – 1, info2\type – 1, info2\areaAttack – 1, info2\mes – lifting, weapon – 26, subWeapon – 35
Delay: 750ms

Template Up to #mobCount enemies attacked #attackCount times at #damage% damage#
\c#c[Psychic Point Charged: #ppRecovery]
Level 1 Up to 4 enemies attacked 2 times at 102% damage#
\c#c[Psychic Point Charged: 1]
Level 20 Up to 4 enemies attacked 2 times at 140% damage#
\c#c[Psychic Point Charged: 1]

Old Template: Up to #mobCount enemies attacked #attackCount times at #damage% damage#\n\c#c[Psychic Point Charged: #ppRecovery]
Added: mpCon – 1
Ultimate-Material
Description: Lifts up huge structure and throws it straight down at enemies in front.#c\nLv. 10 effect: Can learn ‘Ultimate-Deep Impact#
Tags: info\type – 1, info\areaAttack – 1, weapon – 26, subWeapon – 35
Delay: 810ms

Template #cPsychic Point Cost: #ppCon.#
Damage: #damage%
Number of Attacks: #attackCount
Max Enemies Hit: #mobCount
Level 1 #cPsychic Point Cost: 7.#
Damage: 75%
Number of Attacks: 10
Max Enemies Hit: 12
Level 10 #cPsychic Point Cost: 7.#
Damage: 120%
Number of Attacks: 10
Max Enemies Hit: 12

Old Template: #cPsychic Point Cost: #ppCon.#\nDamage: #damage%\nNumber of Attacks: #attackCount\nMax Enemies Hit: #mobCount
Added: mpCon – 1

Kinesis (II)

Psychic Force II
Description: Pushes off multiple enemies in front, or pulls them down toward you if used with the Down (↓) key. Plants warped telekinetic energy, inflicting continuous damage. Certain monsters resist this skill’s pull.\nRequired Skill: #cLv. 10 Psychic Force#\n#cLv. 10 effect: Can learn Psychic Blast III (3rd).#
Tags: info\type – 1, info\areaAttack – 1, info\pushTarget – 1, weapon – 26, subWeapon – 35, psd – 1
Delay: 360ms

Template Enemies Knocked Back: #mobCount, DoT for #dotTime sec: #dot%, Final DoT amplified for every sec: #dotTickDamR% up to #maxDotTickDamR. Additional Final Damage from Kinesis’ attack:
#v%
#cCooldown: #cooltime sec.
#c[Passive Effect: MATT: +#madX]
\c#c[Psychic Points charged during skill use: +#ppRecovery]
Level 1 Enemies Knocked Back: 6, DoT for 20 sec: 40%, Final DoT amplified for every sec: 25% up to 400. Additional Final Damage from Kinesis’ attack:
15%
#cCooldown: 1 sec.
#c[Passive Effect: MATT: +1]
\c#c[Psychic Points charged during skill use: +1]
Level 10 Enemies Knocked Back: 6, DoT for 20 sec: 40%, Final DoT amplified for every sec: 25% up to 400. Additional Final Damage from Kinesis’ attack:
15%
#cCooldown: 1 sec.
#c[Passive Effect: MATT: +10]
\c#c[Psychic Points charged during skill use: +1]

Old Template: Enemies Knocked Back: #mobCount, DoT for #dotTime sec: #dot%, Final DoT amplified for every sec: #dotTickDamR% up to #maxDotTickDamR. Additional Final Damage from Kinesis’ attack: \n#v%\n#cCooldown: #cooltime sec.\n#c[Passive Effect: MATT: +#madX]\n\c#c[Psychic Points charged during skill use: +#ppRecovery]
Added: mpCon – 1
Pure Energy (NEW!)
Description: Transfers pure PK energy to enemies who block Kinesis.
Tags: info\type – 50, psd – 1

Template Damage increased by #damR%
Level 1 Damage increased by 6%
Level 15 Damage increased by 20%

Added: damR – 5+1*x {20}
Added: maxLevel – 15
Mad Crash
Description: Lifts up enemies around you with PK powers and smashes them into the ground. Some monsters have a resistance to the attack and cannot be lifted up.
Tags: info\type – 4, info\areaAttack – 1, info\magicDamage – 1, info2\type – 1, info2\areaAttack – 1, info2\mes – lifting, weapon – 26, subWeapon – 35
Delay: 860ms

Template Max Enemies Hit: #mobCount, Damage: #damage%, Max Hits: #attackCount#
\c#c[Psychic Point Charged: #ppRecovery]
Level 1 Max Enemies Hit: 8, Damage: 242%, Max Hits: 2#
\c#c[Psychic Point Charged: 1]
Level 20 Max Enemies Hit: 8, Damage: 280%, Max Hits: 2#
\c#c[Psychic Point Charged: 1]

Old Template: Max Enemies Hit: #mobCount, Damage: #damage%, Max Hits: #attackCount#\n\c#c[Psychic Point Charged: #ppRecovery]
Added: mpCon – 1
Ultimate-Deep Impact
Description: Telekinetically picks up and throws a giant rock, crushing everything in its path. Enemies that are hit by the rock lose all their buff effects, and become immune to Kinesis’s debuff ability for 120 seconds. Ultimate-Deep Impact is not affected by the Damage Reflection effect.\nRequired Skill: #cLv. 10 Ultimate-Material#\n#cLv. 10 Effect: Can learn Ultimate-Train (3rd).#
Tags: info\type – 1, info2\ignoreCounter – 1, weapon – 26, subWeapon – 35
Delay: 960ms

Template #cPsychic Point Cost: #ppCon#
Max Enemies Hit: #mobCount
Damage: #damage%
Number of Attacks: #attackCount
Targets hit have all buffs removed
\c#c[Ultimate – Impact]’s Damage: +#s2%
Level 1 #cPsychic Point Cost: 5#
Max Enemies Hit: 4
Damage: 152%
Number of Attacks: 7
Targets hit have all buffs removed
\c#c[Ultimate – Impact]’s Damage: +85%
Level 10 #cPsychic Point Cost: 5#
Max Enemies Hit: 4
Damage: 170%
Number of Attacks: 7
Targets hit have all buffs removed
\c#c[Ultimate – Impact]’s Damage: +130%

Old Template: #cPsychic Point Cost: #ppCon#\nMax Enemies Hit: #mobCount\nDamage: #damage%\nNumber of Attacks: #attackCount\nTargets hit have all buffs removed\n\c#c[Ultimate – Impact]’s Damage: +#s2%
Added: mpCon – 1
Psychic Drain
Description: Creates Kinesis’ PK power zone and quickly restores Psychic Points. Psychic Drain attacks are not affected by enemies in the Damage Reflection state.
Tags: info\type – 1, info\areaAttack – 1, weapon – 26, subWeapon – 35, info2\ignoreCounter – 1
Delay: 690ms

Template Continuous attack to maximum #mobCount number of monsters dealing Damage: #damage%, lasting for #time seconds, recovers #c 1 psychic point# every time it is invoked
Cooldown: #cooltime sec
Level 1 Continuous attack to maximum 5 number of monsters dealing Damage: 126%, lasting for 10 seconds, recovers #c 1 psychic point# every time it is invoked
Cooldown: 5 sec
Level 9 Continuous attack to maximum 5 number of monsters dealing Damage: 150%, lasting for 10 seconds, recovers #c 1 psychic point# every time it is invoked
Cooldown: 5 sec

Old Template: Continuous attack to maximum #mobCount number of monsters dealing Damage: #damage%, lasting for #time seconds, recovers #c 1 psychic point# every time it is invoked \nCooldown: #cooltime sec
Added: mpCon – 1

Kinesis (III)

Psychic Force III
Description: The ultimate form of Psychic Force. Pushes off multiple enemies in front, or pulls them down toward you if used with the Down (↓) key. Plants warped telekinetic energy, inflicting continuous damage. Certain monsters resist this skill’s pull.\nRequired Skill: #cLv. 2 Psychic Force II#
Tags: info\type – 1, info\areaAttack – 1, info\pushTarget – 1, info\casterMove – 1, info\avaliableInJumpingState – 1, weapon – 26, psd – 1, subWeapon – 35
Delay: 360ms

Template Enemies Knocked Back: #mobCount, DoT for #dotTime sec: #dot%, Final DoT amplified for every sec: #dotTickDamR% up to #maxDotTickDamR. Additional Final Damage from Kinesis’ attack:
#v%
#cCooldown: #cooltime sec.
#c[Passive Effect: MATT: +#madX]
\c#c[Psychic Points charged during skill use: +#ppRecovery]
Level 1 Enemies Knocked Back: 8, DoT for 20 sec: 75%, Final DoT amplified for every sec: 50% up to 700. Additional Final Damage from Kinesis’ attack:
20%
#cCooldown: 1 sec.
#c[Passive Effect: MATT: +1]
\c#c[Psychic Points charged during skill use: +1]
Level 10 Enemies Knocked Back: 8, DoT for 20 sec: 75%, Final DoT amplified for every sec: 50% up to 700. Additional Final Damage from Kinesis’ attack:
20%
#cCooldown: 1 sec.
#c[Passive Effect: MATT: +10]
\c#c[Psychic Points charged during skill use: +1]

Old Template: Enemies Knocked Back: #mobCount, DoT for #dotTime sec: #dot%, Final DoT amplified for every sec: #dotTickDamR% up to #maxDotTickDamR. Additional Final Damage from Kinesis’ attack: \n#v%\n#cCooldown: #cooltime sec.\n#c[Passive Effect: MATT: +#madX]\n\c#c[Psychic Points charged during skill use: +#ppRecovery]
Added: mpCon – 1
Increase Mental Power (NEW!)
Description: Concentrate, focus and prepare yourself for battle.
Tags: info\type – 50, psd – 1

Template Magic Attack +#madR%
Level 1 Magic Attack +1%
Level 10 Magic Attack +10%

Added: madR – 1*x {10}
Added: maxLevel – 10
Psychic Grab
Description: Lifts up monsters and objects in front by PK powers. Boss or the enemies that are 11 levels higher than you cannot be lifted up. With the additional controls while maintaining the Grab, the following skills become available.\n\c#cLv. 20 effect: Can learn Psychic Grab II. #\n\c\n\c#c[Psychic Smash]:# Strikes the enemies around you in the front with the monster you are holding at the time of [Psychic Grab] skill reuse.
Tags: info\type – 4, info\areaAttack – 1, info\magicDamage – 1, weapon – 26, subWeapon – 35
Delay: 240ms

Template #mobCount enemies lifted up and controlled with the powers of psychokinesis.
#c[Psychic Smash]#: Enemies Hit Including Grabbed Enemy: #y, Damage: #x%, Number of Attacks: #z. Psychic Point Charged: 1.
Level 1 3 enemies lifted up and controlled with the powers of psychokinesis.
#c[Psychic Smash]#: Enemies Hit Including Grabbed Enemy: 8, Damage: 283%, Number of Attacks: 3. Psychic Point Charged: 1.
Level 20 3 enemies lifted up and controlled with the powers of psychokinesis.
#c[Psychic Smash]#: Enemies Hit Including Grabbed Enemy: 8, Damage: 340%, Number of Attacks: 3. Psychic Point Charged: 1.

Old Template: #mobCount enemies lifted up and controlled with the powers of psychokinesis.\n#c[Psychic Smash]#: Enemies Hit Including Grabbed Enemy: #y, Damage: #x%, Number of Attacks: #z. Psychic Point Charged: 1.
Added: mpCon – 1
Ultimate-Train
Description: Lifts up an empty train and keeps smashing it towards your front at an extremely high speed. Ultimate-Train is not affected by the Damage Reflection effect.\nRequired Skill: #cLv. 10 Ultimate-Deep Impact#\n#cLv. 10 Effect: Can learn Ultimate-B.P.M (4th).#
Tags: info\type – 50, weapon – 26, subWeapon – 35, info2\ignoreCounter – 1
Delay: 810ms

Template #cPsychic Points Consumption: #ppCon.# Enemies Hit: #mobCount Damage: #damage% Max Hits: #attackCount Duration of Damage Over Time: 12sec, Ultimate-Train damage is reduced by #x% as attack is maintained.
\c#c[Ultimate-Material] Damage +#s2%
\c#c[Ultimate-Deep Impact] +#u2%
Level 1 #cPsychic Points Consumption: 25.# Enemies Hit: 5 Damage: 93% Max Hits: 6 Duration of Damage Over Time: 12sec, Ultimate-Train damage is reduced by 5% as attack is maintained.
\c#c[Ultimate-Material] Damage +86%
\c#c[Ultimate-Deep Impact] +73%
Level 10 #cPsychic Points Consumption: 25.# Enemies Hit: 5 Damage: 120% Max Hits: 6 Duration of Damage Over Time: 12sec, Ultimate-Train damage is reduced by 5% as attack is maintained.
\c#c[Ultimate-Material] Damage +140%
\c#c[Ultimate-Deep Impact] +100%

Old Template: #cPsychic Points Consumption: #ppCon.# Enemies Hit: #mobCount Damage: #damage% Max Hits: #attackCount Duration of Damage Over Time: 12sec, Ultimate-Train damage is reduced by #x% as attack is maintained.\n\c#c[Ultimate-Material] Damage +#s2%\n\c#c[Ultimate-Deep Impact] +#u2%
Added: mpCon – 1

Kinesis (IV)

Psychic Grab II
Description: Lifts up monsters and objects in front by the stronger PK power. Boss or the enemies that are 11 levels higher than you cannot be lifted up. With additional controls while maintaining the Grab attack, the following skills become available.\nRequired Skill: #cLv.20 Psychic Grab##c\n\c\n\c[Psychic Smash]:#Strikes the enemies around you in the front with the monster you are holding at the time of [Psychic Grab] skill reuse.\n\c\n\c#c[Ultimate-Psychic Shot]:# Shoots out the monster lifted from ↑+[Psychic Grab].
Tags: info\type – 4, info\areaAttack – 1, info\magicDamage – 1, weapon – 26, subWeapon – 35, masterLevel – 10, combatOrders – 1
Delay: 240ms

Template #mobCount enemies lifted up and controlled with the powers of psychokinesis.
#c[Psychic Smash]#: Enemies Hit Including Grabbed Enemy: #y, Damage: #x%, Number of Attacks: #z. Psychic Point Charged: 1.
Level 1 5 enemies lifted up and controlled with the powers of psychokinesis.
#c[Psychic Smash]#: Enemies Hit Including Grabbed Enemy: 8, Damage: 354%, Number of Attacks: 5. Psychic Point Charged: 1.
Level 30 5 enemies lifted up and controlled with the powers of psychokinesis.
#c[Psychic Smash]#: Enemies Hit Including Grabbed Enemy: 8, Damage: 470%, Number of Attacks: 5. Psychic Point Charged: 1.

Old Template: #mobCount enemies lifted up and controlled with the powers of psychokinesis.\n#c[Psychic Smash]#: Enemies Hit Including Grabbed Enemy: #y, Damage: #x%, Number of Attacks: #z. Psychic Point Charged: 1.
Added: mpCon – 1
Ultimate-Psychic Shot
Description: Uses monsters and objects under the influence of PK power as a bullet and shoots them forward. Enemies hit by bullets briefly have their DEF reduced. Levels up with ‘Psychic Grab II’.
Tags: info\type – 10, weapon – 26, subWeapon – 35, masterLevel – 0, combatOrders – 1
Delay: 870ms

Template #cPsychic Points Consumption: #ppCon#. Attacks enemies diagonally in front at #damage% damage #attackCount times, Reduces DEF of attacked enemies by #x% for #time sec
Level 1 #cPsychic Points Consumption: 5#. Attacks enemies diagonally in front at 213% damage 3 times, Reduces DEF of attacked enemies by 15% for 10 sec
Level 30 #cPsychic Points Consumption: 5#. Attacks enemies diagonally in front at 300% damage 3 times, Reduces DEF of attacked enemies by 15% for 10 sec

Added: mpCon – 1
ESP Battle Order (NEW!)
Description: Kinesis demonstrates his talent as a strategist and launches the most effective attack.
Tags: info\type – 50, masterLevel – 10, combatOrders – 1, psd – 1

Template MATT +#madX and Damage +#damR%
Level 1 MATT +12 and Damage +1%
Level 20 MATT +50 and Damage +20%

Added: damR – 1*x {20}
Added: madX – 10+2*x {50}
Added: maxLevel – 20
Added: masterLevel – 10
Awakening
Description: Awakens the full extent of your psychic abilities to unleash even greater damage.
Tags: info\type – 50, psd – 1, combatOrders – 1, masterLevel – 10

Template Final damage +#x%, Ultimate Skills Critical Rate +#cr%
Level 1 Final damage +1%, Ultimate Skills Critical Rate +1%
Level 20 Final damage +20%, Ultimate Skills Critical Rate +20%

Changed: Delay – 1500 → 0
Mind Break
Description: Creates a mental wave that instantly destroys the minds of your enemies. Resonance from the wave increases your own damage for a short time.
Tags: info\type – 4, info\areaAttack – 1, info\magicDamage – 1, weapon – 26, subWeapon – 35, masterLevel – 10, combatOrders – 1
Delay: 960ms

Template Enemies Hit: #mobCount, Damage: #damage%, Number of Hits: #attackCount
Final damage is increased by #indiePMdR% per enemies hit for more than #timesec, up to #w%. Boss monsters are counted as #x.
#c[When using skills, recovers #ppRecovery Psychic Points]#
#cCooldown: #cooltime sec#
Level 1 Enemies Hit: 15, Damage: 797%, Number of Hits: 4
Final damage is increased by 1% per enemies hit for more than 30sec, up to 20%. Boss monsters are counted as 5.
#c[When using skills, recovers 1 Psychic Points]#
#cCooldown: 30 sec#
Level 30 Enemies Hit: 15, Damage: 1000%, Number of Hits: 4
Final damage is increased by 1% per enemies hit for more than 30sec, up to 20%. Boss monsters are counted as 5.
#c[When using skills, recovers 1 Psychic Points]#
#cCooldown: 30 sec#

Old Template: Enemies Hit: #mobCount, Damage: #damage%, Number of Hits: #attackCount\nFinal damage is increased by #indiePMdR% per enemies hit for more than #timesec, up to #w%. Boss monsters are counted as #x.\n#c[When using skills, recovers #ppRecovery Psychic Points]#\n#cCooldown: #cooltime sec#
Added: mpCon – 1
Ultimate-B.P.M
Description: Dense PK powers gush forth at a faster speed. The Ultimate – B.P.M does not affect enemies in the Damage Reflection status.\nRequired Skill: #cUltimate-Train Level 10#
Tags: info\type – 4, info\areaAttack – 1, info\magicDamage – 1, masterLevel – 10, weapon – 26, subWeapon – 35, combatOrders – 1, info2\ignoreCounter – 1
Delay: 120ms

Template Enemies Hit: #mobCount
Damage: #damage%
Number of Attacks: #attackCount
Psychic Point Cost: #w on First Useand on subsequent attacks. #cOn/Off skill##
Cooldown: #cooltime sec#
\c#c[Ultimate – Material] Damage: +#s2%
\c#c[Ultimate – Deep Impact] Damage: +#u2%
\c#c[Ultimate – Train] Damage: +#w2%
Level 1 Enemies Hit: 3
Damage: 112%
Number of Attacks: 7
Psychic Point Cost: 1 on First Useand on subsequent attacks. #cOn/Off skill##
Cooldown: 3 sec#
\c#c[Ultimate – Material] Damage: +253%
\c#c[Ultimate – Deep Impact] Damage: +137%
\c#c[Ultimate – Train] Damage: +43%
Level 20 Enemies Hit: 3
Damage: 150%
Number of Attacks: 7
Psychic Point Cost: 1 on First Useand on subsequent attacks. #cOn/Off skill##
Cooldown: 3 sec#
\c#c[Ultimate – Material] Damage: +310%
\c#c[Ultimate – Deep Impact] Damage: +270%
\c#c[Ultimate – Train] Damage: +100%

Old Template: Enemies Hit: #mobCount\nDamage: #damage%\nNumber of Attacks: #attackCount\nPsychic Point Cost: #w on First Useand on subsequent attacks. #cOn/Off skill##\nCooldown: #cooltime sec#\n\c#c[Ultimate – Material] Damage: +#s2%\n\c#c[Ultimate – Deep Impact] Damage: +#u2%\n\c#c[Ultimate – Train] Damage: +#w2%
Added: mpCon – 1
Added: req – Ultimate-Train
Mental Tempest
Description: Lets loose with raging psychic energies to devastate your enemies.
Type: Hyper Skill
Tags: info\type – 4, info\areaAttack – 1, info\magicDamage – 1, weapon – 26, subWeapon – 35, hyper – 2, reqLev – 150, notRemoved – 1, psd – 1, info2\ignoreCounter – 1
Delay: 6450ms

Template After dealing maximum #bulletCount times of Damage: #damage% to maximum #mobCount number of enemies, delivers final blow of #x% damage, Critical will be activated for final blow and chance to bypass monster defence increases by #ignoreMobpdpR%
Invincible while activated, Psychic points increase to maximum amount after activation.
#c Cooldown Time: #cooltime seconds#
Level 1 After dealing maximum 16 times of Damage: 400% to maximum 15 number of enemies, delivers final blow of 1500% damage, Critical will be activated for final blow and chance to bypass monster defence increases by 50%
Invincible while activated, Psychic points increase to maximum amount after activation.
#c Cooldown Time: 120 seconds#

Old Template: After dealing maximum #bulletCount times of Damage: #damage% to maximum #mobCount number of enemies, delivers final blow of #x% damage, Critical will be activated for final blow and chance to bypass monster defence increases by #ignoreMobpdpR%\nInvincible while activated, Psychic points increase to maximum amount after activation. \n#c Cooldown Time: #cooltime seconds#
Added: mpCon – 1
Mental Shock
Description: Invades the minds of your enemies and hits them with their deepest fears, Binding them for a set duration.\nThis skill’s targets resist the Bind effect for 90 seconds and cannot be Bound by Mental Shock and other skills.
Type: Hyper Skill
Tags: info\type – 10, weapon – 26, subWeapon – 35, hyper – 2, reqLev – 170, notRemoved – 1
Delay: 840ms

Template Max Enemies Hit: #mobCount, Damage: #damage%, Max Hits: #attackCount. Bind Duration: #time sec.
Damage from Shadow Stitch increases Bind Duration up to 100%.
#cCooldown: #cooltime sec#
Level 1 Max Enemies Hit: 15, Damage: 2100%, Max Hits: 1. Bind Duration: 10 sec.
Damage from Shadow Stitch increases Bind Duration up to 100%.
#cCooldown: 210 sec#

Old Template: Max Enemies Hit: #mobCount, Damage: #damage%, Max Hits: #attackCount. Bind Duration: #time sec.\nDamage from Shadow Stitch increases Bind Duration up to 100%.\n#cCooldown: #cooltime sec#
Added: mpCon – 1

V Matrix (Common/Enhance Core)

Blitz Shield
Description: Creates a shield by materializing its own life force. A materialized life force can be detonated to attack nearby enemies.
Tags: info\type – 11, info\condition – damaged, notIncBuffDuration – 1, notCooltimeReset – 1, vSkill – 1, weapon – 30, weapon2 – 31, weapon3 – 40, weapon4 – 41, weapon5 – 30, weapon6 – 32, weapon7 – 40, weapon8 – 42, weapon9 – 43, weapon10 – 44
Delay: 600ms

Template Consumes #hpRCon% HP to create a barrier that protects #x% Max HP for #time seconds.
At the end of its duration or if this skill is used again, the barrier explodes, inflicting #damage% damage on up to #mobCount enemies #attackCount times.
Can only be detonated manually in #y seconds after its creation.
Cooldown: #cooltime sec.
Level 1 Consumes 5% HP to create a barrier that protects 15% Max HP for 5 seconds.
At the end of its duration or if this skill is used again, the barrier explodes, inflicting 520% damage on up to 12 enemies 5 times.
Can only be detonated manually in 2 seconds after its creation.
Cooldown: 15 sec.
Level 25 Consumes 5% HP to create a barrier that protects 20% Max HP for 5 seconds.
At the end of its duration or if this skill is used again, the barrier explodes, inflicting 1000% damage on up to 12 enemies 5 times.
Can only be detonated manually in 2 seconds after its creation.
Cooldown: 15 sec.

Old Template: Consumes #hpCon HP to create a shield that blocks #x% of Max HP for #time sec.\nWhen the shield duration ends, or when the skill is used again, the shield explodes to deal #damage% damage to a maximum of #mobCount enemies #attackCount times.\n#y sec needs to pass before the shield can be manually detonated after the shield is created.\nCooldown: #cooltime sec
Removed: hpCon
Added: hpRCon – 5
Changed: x – 10+d(x/5) → 15+d(x/5) {15 → 20}
Avian Awakening
Description: Temporarily enhances Phoenix and Freezer with a Mysterious Power. Can only be used when Phoenix or Freezer is summoned.
Tags: info\type – 33, info2\ignoreCounter – 1, notIncBuffDuration – 1, notCooltimeReset – 1, vSkill – 1, showSummonedBuffIcon – 2, weapon – 46, weapon2 – 45
Delay: 600ms

Template Consumes #mpCon MP. Become enhanced for #time sec dealing #damage% damage to a maximum of #mobCount enemies #attackCount times
Cooldown: #cooltime sec
Level 1 Consumes 800 MP. Become enhanced for 40 sec dealing 465% damage to a maximum of 10 enemies 7 times
Cooldown: 120 sec
Level 25 Consumes 800 MP. Become enhanced for 40 sec dealing 825% damage to a maximum of 10 enemies 7 times
Cooldown: 108 sec

Old Template: Consumes #mpCon MP. Become enhanced for #time sec dealing #damage% damage to a maximum of #mobCount enemies #attackCount times\nCooldown: #cooltime sec
Changed: attackCount – 6 → 7
Cygnus Phalanx
Description: Summons a brave Cygnus Phalanx that charges forward while pushing enemies away. Phalanx slows down after running into an enemy and the skill key can be pushed again to change directions. Phalanx is not affected by enemies in the Damage Reflection status.
Tags: info\type – 2, info\areaAttack – 1, notIncBuffDuration – 1, notCooltimeReset – 1, vSkill – 1, info2\ignoreCounter – 1, showSummonedBuffIcon – 2, weapon – 48, weapon2 – 39, weapon3 – 47, weapon4 – 45, weapon5 – 37, weapon6 – 38, weapon7 – 40, weapon8 – 30
Delay: 780ms

Template Consumes #mpCon MP, dealing #damage% damage to attack #attackCount times.
#cThe skill is cancelled after using all attacks, moving a certain distance, or after a certain period of time. Push the skill key again to change directions.#
Cooldown: #cooltime sec
Level 1 Consumes 500 MP, dealing 468% damage to attack 41 times.
#cThe skill is cancelled after using all attacks, moving a certain distance, or after a certain period of time. Push the skill key again to change directions.#
Cooldown: 30 sec
Level 25 Consumes 500 MP, dealing 900% damage to attack 65 times.
#cThe skill is cancelled after using all attacks, moving a certain distance, or after a certain period of time. Push the skill key again to change directions.#
Cooldown: 30 sec

Old Template: Consumes #mpCon MP, dealing #damage% damage to attack #attackCount times.\n#cThe skill is cancelled after using all attacks, moving a certain distance, or after a certain period of time. Push the skill key again to change directions.#\nCooldown: #cooltime sec
Changed: cooltime – 20 → 30
Changed: time – 15000 → 22500
Resistance Line Infantry
Description: Summons a Resistance infantry unit that makes ranged attacks with guns. The infantry unit is not affected by enemies in the Damage Reflection status.
Tags: info\type – 33, info\minionAttack – normal, info2\ignoreCounter – 1, showSummonedBuffIcon – 2, notIncBuffDuration – 1, notCooltimeReset – 1, vSkill – 1, weapon – 46, weapon2 – 58, weapon3 – 24, weapon4 – 49, weapon5 – 38, canJobRidingUse – 1
Delay: 360ms

Template Consumes #mpCon MP and attacks maximum of #mobCount enemies for #time sec, dealing #damage% per second, #attackCount times.
Cooldown: #cooltime sec
Level 1 Consumes 650 MP and attacks maximum of 12 enemies for 10 sec, dealing 223% per second, 9 times.
Cooldown: 25 sec
Level 25 Consumes 650 MP and attacks maximum of 12 enemies for 10 sec, dealing 415% per second, 9 times.
Cooldown: 25 sec

Old Template: Consumes #mpCon MP and attacks maximum of #mobCount enemies for #time sec, dealing #damage% per second, #attackCount times.\nCooldown: #cooltime sec
Changed: damage – 250+10*x → 215+8*x {500 → 415}
Freud’s Oathguard
Description: Gain the power Freud the Hero left behind for his friends.
Tags: info\type – 10, notIncBuffDuration – 1, notCooltimeReset – 1, vSkill – 1, canJobRidingUse – 1

Template Consumes #mpCon MP to cast a buff that lasts for #s seconds and stacks up to #x times, adding new effects for each stack.
#c1 Stack#: Decreases cooldown by #w% for all skills except those not affected by the Cooldown Reduction effects.
#c2 Stacks#: Stance Rate + #z%.
#c3 Stacks#: All stats +#q.
#4 Stacks#: ATT/MATT +#u
#5 Stacks#: Boss Damage +#v%
#6 Stacks#: Invincible during its duration.
Cooldown: #cooltime sec. (#y sec. if its stacks are not refreshed, it expires because of death, etc., or it reaches the max stacks)
Level 1 Consumes 250 MP to cast a buff that lasts for 30 seconds and stacks up to 6 times, adding new effects for each stack.
#c1 Stack#: Decreases cooldown by 10% for all skills except those not affected by the Cooldown Reduction effects.
#c2 Stacks#: Stance Rate + 51%.
#c3 Stacks#: All stats +26.
#4 Stacks#: ATT/MATT +10
#5 Stacks#: Boss Damage +10%
#6 Stacks#: Invincible during its duration.
Cooldown: 25 sec. (240 sec. if its stacks are not refreshed, it expires because of death, etc., or it reaches the max stacks)
Level 25 Consumes 250 MP to cast a buff that lasts for 30 seconds and stacks up to 6 times, adding new effects for each stack.
#c1 Stack#: Decreases cooldown by 10% for all skills except those not affected by the Cooldown Reduction effects.
#c2 Stacks#: Stance Rate + 75%.
#c3 Stacks#: All stats +50.
#4 Stacks#: ATT/MATT +22
#5 Stacks#: Boss Damage +22%
#6 Stacks#: Invincible during its duration.
Cooldown: 25 sec. (240 sec. if its stacks are not refreshed, it expires because of death, etc., or it reaches the max stacks)

Old Template: Consumes #mpCon MP. Lasts for #s sec after use, and can be stacked up to #x times. Each buff stack refreshes and generate a new effect.\n#c1 Stack#: Excluding the skills that are not affected by Cooldown Reset effects, other skill Cooldowns quickly decrease by #w%.\n#c2 Stacks#: Stance Rate + #z%.\n#c3 Stacks#: All Stats +#q.\n#4 Stacks#: ATT / MATT +#u.\n#5 Stacks#: Damage to Boss monsters +#v%.\n#6 Stacks#: Invincible during its duration.\nCooldown: #cooltime sec, If the stacks are not refreshed, or if you reach max stacks, apply #y sec cooldown.
Changed: w – 30 → 10
Freud’s Protection
Description: Gain the power Freud the Hero left behind for his friends.
Tags: info\type – 10, invisible – 1, notIncBuffDuration – 1, notCooltimeReset – 1, vSkill – 1, canJobRidingUse – 1
Delay: 790ms
Changed: indieCooltimeReduce – 300 → 10
Freud’s Protection
Description: Gain the power Freud the Hero left behind for his friends.
Tags: info\type – 10, invisible – 1, notIncBuffDuration – 1, notCooltimeReset – 1, vSkill – 1, canJobRidingUse – 1
Delay: 790ms
Changed: indieCooltimeReduce – 300 → 10
Freud’s Protection
Description: Gain the power Freud the Hero left behind for his friends.
Tags: info\type – 10, invisible – 1, notIncBuffDuration – 1, notCooltimeReset – 1, vSkill – 1, canJobRidingUse – 1
Delay: 790ms
Changed: indieCooltimeReduce – 300 → 10
Freud’s Protection
Description: Gain the power Freud the Hero left behind for his friends.
Tags: info\type – 10, invisible – 1, notIncBuffDuration – 1, notCooltimeReset – 1, vSkill – 1, canJobRidingUse – 1
Delay: 790ms
Changed: indieCooltimeReduce – 300 → 10
Freud’s Protection
Description: Gain the power Freud the Hero left behind for his friends.
Tags: info\type – 10, invisible – 1, notIncBuffDuration – 1, notCooltimeReset – 1, vSkill – 1, canJobRidingUse – 1
Delay: 790ms
Changed: indieCooltimeReduce – 300 → 10
Freud’s Protection
Description: Gain the power Freud the Hero left behind for his friends.
Tags: info\type – 10, invisible – 1, notIncBuffDuration – 1, notCooltimeReset – 1, vSkill – 1, canJobRidingUse – 1
Delay: 790ms
Changed: indieCooltimeReduce – 300 → 10

V Matrix (Warrior Skill)

Sword of Burning Soul
Description: Creates a sword of burning soul Does not affect enemies in the Damage Reflection status.\nRequired Skill: #cRaging Blow level 30 or higher#
Tags: info\type – 33, info2\ignoreCounter – 1, notRemoved – 1, weapon – 30, weapon2 – 31, weapon3 – 40, weapon4 – 41, notIncBuffDuration – 1, notCooltimeReset – 1, vSkill – 1, psd – 1
Delay: 810ms

Template MP Cost: #mpCon, Creates a sword of souls for #time seconds. When using the skill again, the sword can be fixed but will return to you when you move far away from it. When the sword is activated, it strengthens Raising Blow.
When using offensive skills, hits #mobCount enemies at #attackCount times every #w seconds, increasing critical hit rate by #cr%
Normal State: Damage: #damage%, in #c Enraged State# #z% damage
Fixed State: #s2% damage, in #c Enraged State# #w2% damage
Cooldown time: #x seconds
Level 1 MP Cost: 350, Creates a sword of souls for 60 seconds. When using the skill again, the sword can be fixed but will return to you when you move far away from it. When the sword is activated, it strengthens Raising Blow.
When using offensive skills, hits 8 enemies at 6 times every 1 seconds, increasing critical hit rate by 50%
Normal State: Damage: 332%, in #c Enraged State# 364% damage
Fixed State: 301% damage, in #c Enraged State# 327% damage
Cooldown time: 120 seconds
Level 25 MP Cost: 350, Creates a sword of souls for 72 seconds. When using the skill again, the sword can be fixed but will return to you when you move far away from it. When the sword is activated, it strengthens Raising Blow.
When using offensive skills, hits 8 enemies at 6 times every 1 seconds, increasing critical hit rate by 50%
Normal State: Damage: 620%, in #c Enraged State# 700% damage
Fixed State: 565% damage, in #c Enraged State# 615% damage
Cooldown time: 120 seconds

Old Template: MP Cost: #mpCon, Creates a sword of souls for #time seconds. When using the skill again, the sword can be fixed but will return to you when you move far away from it. When the sword is activated, it strengthens Raising Blow. \n
When using offensive skills, hits #mobCount enemies at #attackCount times every #w seconds, increasing critical hit rate by #cr% \n
Normal State: Damage: #damage%, in #c Enraged State# #z% damage \n
Fixed State: #s2% damage, in #c Enraged State# #w2% damage \n
Cooldown time: #x seconds
Changed: time – 40+x → 60+d(x/2) {65 → 72}
Sword of Burning Soul
Description: Creates a sword of burning soul Does not affect enemies in the Damage Reflection status.\nRequired Skill: #cRaging Blow level 30 or higher#
Tags: info\type – 33, info2\ignoreCounter – 1, weapon – 30, weapon2 – 31, weapon3 – 40, weapon4 – 41, invisible – 1

Template Consumes #mpCon MP to create a sword of burning soul around you for #time sec. The sword can be fixed in the ground when you use the skill again, and returned to you if you move far away from it. The sword enhances Raising Blow to attack up to #u enemies at #q% damage #s times.
Number of Attacks: #attackCount per #w sec, Max Enemies Hit: #mobCount, Critical Rate +#cr%
#Normal Sword Damage#: #s2%, #cEnraged# Sword Damage: #w2%
#Fixed Sword Damage#: #damage%, #cEnraged# Sword Damage: #z%
Cooldown: #x sec
Level 1 Consumes 350 MP to create a sword of burning soul around you for 60 sec. The sword can be fixed in the ground when you use the skill again, and returned to you if you move far away from it. The sword enhances Raising Blow to attack up to 8 enemies at 167% damage 9 times.
Number of Attacks: 6 per 1 sec, Max Enemies Hit: 8, Critical Rate +50%
#Normal Sword Damage#: 332%, #cEnraged# Sword Damage: 364%
#Fixed Sword Damage#: 301%, #cEnraged# Sword Damage: 327%
Cooldown: 120 sec
Level 25 Consumes 350 MP to create a sword of burning soul around you for 72 sec. The sword can be fixed in the ground when you use the skill again, and returned to you if you move far away from it. The sword enhances Raising Blow to attack up to 8 enemies at 167% damage 9 times.
Number of Attacks: 6 per 1 sec, Max Enemies Hit: 8, Critical Rate +50%
#Normal Sword Damage#: 620%, #cEnraged# Sword Damage: 700%
#Fixed Sword Damage#: 565%, #cEnraged# Sword Damage: 615%
Cooldown: 120 sec

Old Template: Consumes #mpCon MP to create a sword of burning soul around you for #time sec. The sword can be fixed in the ground when you use the skill again, and returned to you if you move far away from it. The sword enhances Raising Blow to attack up to #u enemies at #q% damage #s times.\nNumber of Attacks: #attackCount per #w sec, Max Enemies Hit: #mobCount, Critical Rate +#cr%\n#Normal Sword Damage#: #s2%, #cEnraged# Sword Damage: #w2%\n#Fixed Sword Damage#: #damage%, #cEnraged# Sword Damage: #z%\nCooldown: #x sec
Changed: time – 40+x → 60+d(x/2) {65 → 72}
Demon Awakening
Description: Awakens true demonic power. This skill cannot be cast while you are hanging/climbing. The Cerburus does not affect enemies in the Damage Reflection status.
Tags: info\type – 33, info2\ignoreCounter – 1, weapon – 31, weapon2 – 32, notRemoved – 1, psd – 1, notIncBuffDuration – 1, notCooltimeReset – 1, vSkill – 1, showSummonedBuffIcon – 2
Delay: 1110ms

Template Fury Cost: #forceCon. Harnesses its power as a true Demon to increase Critical Rate+#indieCr% for #time sec.
Attack skills automatically summon Cerburus every #x seconds, enhance Barbed Lash, and enable Chaos Lock #cfor their duration#.
Enhanced Barbed Lash: Attacks up to #z enemies #y times, ignores #ignoreMobpdpR% more monster DEF, and increases Boss Damage +#bdR%.
Enhanced Barbed Lash Damage: 1st and 2nd hits: #w%, 3rd hit: #q%, 4th hit: #q2%
Cooldown: #cooltime sec.
Level 1 Fury Cost: 100. Harnesses its power as a true Demon to increase Critical Rate+50% for 36 sec.
Attack skills automatically summon Cerburus every 8 seconds, enhance Barbed Lash, and enable Chaos Lock #cfor their duration#.
Enhanced Barbed Lash: Attacks up to 6 enemies 3 times, ignores 50% more monster DEF, and increases Boss Damage +50%.
Enhanced Barbed Lash Damage: 1st and 2nd hits: 600%, 3rd hit: 700%, 4th hit: 800%
Cooldown: 120 sec.
Level 25 Fury Cost: 100. Harnesses its power as a true Demon to increase Critical Rate+62% for 60 sec.
Attack skills automatically summon Cerburus every 8 seconds, enhance Barbed Lash, and enable Chaos Lock #cfor their duration#.
Enhanced Barbed Lash: Attacks up to 6 enemies 3 times, ignores 50% more monster DEF, and increases Boss Damage +50%.
Enhanced Barbed Lash Damage: 1st and 2nd hits: 600%, 3rd hit: 700%, 4th hit: 800%
Cooldown: 120 sec.

Old Template: Fury Cost: #forceCon. Harnesses its power as a true Demon to increase Final Damage +#indiePMdR% and Critical Rate +#indieCr% for #time sec.\nAutomatically summons Cerburus with attack skills every #x sec and enhances Barbed Lash. Chaos Lock is available #cduring skill use#.\nBarbed Lash: Attacks up to #z enemies #y times, ignores #ignoreMobpdpR% Monster DEF, and increases #bdR% damage on Boss.\nBarbed Lash Damage: 1 and 2 hits: #w%, 3 hits: #q%, 4 hits: #q2%\nCooldown: #cooltime sec
Removed: indiePMdR
Changed: time – 30+x → 35+x {55 → 60}
Demon Frenzy
Description: Burn and earn power for vengeance The blood of the Demons ignores attacks and can damage enemies in the Damage Reflection state.
Tags: info\type – 15, notRemoved – 1, weapon – 23, notIncBuffDuration – 1, notCooltimeReset – 1, vSkill – 1
Delay: 720ms

Template Consumes #hpRCon% HP, and then #y HP every second. Healing items and skills can only restore up to #w% Max HP. Decreases incoming damage -#s% for all attacks, including those that attack based on Max HP.
Final Damage +#x% for every #u% consumed HP (% based on Max HP). Periodically spatters Demon blood on the ground, inflicting #damage% on up to #mobCount #attackCount times for #s2 seconds.
If your current HP is #q2% or lower, no HP is consumed or no Demon blood is spattered.
Using this skill again cancels its effects.
Cooldown: #z sec.
Level 1 Consumes 20% HP, and then 6000 HP every second. Healing items and skills can only restore up to 1% Max HP. Decreases incoming damage -30% for all attacks, including those that attack based on Max HP.
Final Damage +1% for every 4% consumed HP (% based on Max HP). Periodically spatters Demon blood on the ground, inflicting 308% on up to 10 2 times for 5 seconds.
If your current HP is 1% or lower, no HP is consumed or no Demon blood is spattered.
Using this skill again cancels its effects.
Cooldown: 149 sec.
Level 25 Consumes 20% HP, and then 6000 HP every second. Healing items and skills can only restore up to 1% Max HP. Decreases incoming damage -30% for all attacks, including those that attack based on Max HP.
Final Damage +1% for every 3% consumed HP (% based on Max HP). Periodically spatters Demon blood on the ground, inflicting 500% on up to 10 2 times for 5 seconds.
If your current HP is 1% or lower, no HP is consumed or no Demon blood is spattered.
Using this skill again cancels its effects.
Cooldown: 125 sec.

Old Template: #hpRCon% of maximum HP consumed, consumes #y HP every second, recovery items and recovery skills are limited to #w% of Maximum HP \n
Increase final damage by #x% per #u% of maximum HP consumed,
At a set interval period, sprinkle Demon Blood on the floor for #s seconds, attacking #attackCount times with Damage: #damage%. \n
If current HP falls below #q2% of maximum HP, will stop consuming HP and will not sprinkle Demon Blood. \n
Deactivated Skill \nCooldown time #z seconds
Changed: s – 5 → 30
Added: s2 – 5
Limit Break
Description: Freezes time and exceeds the limit. Binding them for a set duration. This skill’s targets resist the Bind effect for 90 seconds and cannot be Bound by Mental Shock and other skills. After the skill ends, causes resistance to Final Damage, enemies in the Ignore Attacks and Damage Reflection states are damaged, but this damage cannot kill the enemies.
Tags: info\type – 1, info\areaAttack – 1, info2\ignoreCounter – 1, weapon9 – 56, weapon10 – 57, notIncBuffDuration – 1, notCooltimeReset – 1, vSkill – 1, notRemoved – 1
Delay: 600ms

Template Time Force #forceCon consumed, Attack Count: #attackCount to deal Damage: #damage% to maximum #mobCount enemies, enemies will be rendered immobile for #w seconds.
When activated, immobility period increase by maximum 100%, following damage dealt when attacking.
Following this, for #time seconds, excluding skills which are not affected by cooldown time, cooldown time will be reduced more quickly by #q%, attack speed will be increased by 2 levels, final damage increases by #indiePMdR%, and surrounding enemies will be slowed.
If attacked enemies are still alive after the skill ends, remaining #q2% damage will be spread out into 15 times
Cooldown: #cooltime sec
Level 1 Time Force 50 consumed, Attack Count: 5 to deal Damage: 415% to maximum 15 enemies, enemies will be rendered immobile for 10 seconds.
When activated, immobility period increase by maximum 100%, following damage dealt when attacking.
Following this, for 30 seconds, excluding skills which are not affected by cooldown time, cooldown time will be reduced more quickly by 202%, attack speed will be increased by 2 levels, final damage increases by 30%, and surrounding enemies will be slowed.
If attacked enemies are still alive after the skill ends, remaining 20% damage will be spread out into 15 times
Cooldown: 240 sec
Level 25 Time Force 50 consumed, Attack Count: 5 to deal Damage: 775% to maximum 15 enemies, enemies will be rendered immobile for 10 seconds.
When activated, immobility period increase by maximum 100%, following damage dealt when attacking.
Following this, for 42 seconds, excluding skills which are not affected by cooldown time, cooldown time will be reduced more quickly by 250%, attack speed will be increased by 2 levels, final damage increases by 35%, and surrounding enemies will be slowed.
If attacked enemies are still alive after the skill ends, remaining 20% damage will be spread out into 15 times
Cooldown: 240 sec

Old Template: Time Force #forceCon consumed, Attack Count: #attackCount to deal Damage: #damage% to maximum #mobCount enemies, enemies will be rendered immobile for #w seconds. \n
When activated, immobility period increase by maximum 100%, following damage dealt when attacking.\n
Following this, for #time seconds, excluding skills which are not affected by cooldown time, cooldown time will be reduced more quickly by #q%, attack speed will be increased by 2 levels, final damage increases by #indiePMdR%, and surrounding enemies will be slowed. \n
If attacked enemies are still alive after the skill ends, remaining #q2% damage will be spread out into 15 times \n
Cooldown: #cooltime sec
Changed: indieCooltimeReduce – 2000+20*x → 200+2*x {2500 → 250}
Changed: q – 200+d(x/10)*20 → 200+2*x {240 → 250}
Maha Installation
Description: Exercises Pole Arm Maha’s real power.
Tags: notRemoved – 1, weapon – 44, notIncBuffDuration – 1, notCooltimeReset – 1, vSkill – 1
Delay: 1710ms

Template MP Cost: #mpCon. Requires Maha’s Domain. Instantly increases to #z combos. Installs Maha for #time seconds, increasing ATT +#indiePadR% and casting a blizzard with attack skills that attacks up to #mobCount enemies at #damage% every #x seconds #attackCount times.
Cooldown: #cooltime sec.
Level 1 MP Cost: 1000. Requires Maha’s Domain. Instantly increases to 100 combos. Installs Maha for 31 seconds, increasing ATT +5% and casting a blizzard with attack skills that attacks up to 10 enemies at 310% every 3 seconds 5 times.
Cooldown: 150 sec.
Level 25 MP Cost: 1000. Requires Maha’s Domain. Instantly increases to 100 combos. Installs Maha for 55 seconds, increasing ATT +10% and casting a blizzard with attack skills that attacks up to 10 enemies at 550% every 3 seconds 5 times.
Cooldown: 150 sec.

Old Template: MP Cost: #mpCon, only possible when Maha’s Domain is summoned. Summon Maha for #time seconds to increase attack by #indiePadR%, and when attacking with skill, create a blizzard that attacks #attackCount times with Damage: #damage% dealt to #mobCount enemies, every #x seconds. \n
Cooldown: #cooltime sec
Added: z – 100
Deadly Combo Fault
Description: Slashes through a space with a sword containing the concentrated power of a Combo Counter.
Tags: info\type – 12, info\areaAttack – 1, info\pvp – 0, notIncBuffDuration – 1, notCooltimeReset – 1, vSkill – 1, weapon – 30, weapon2 – 31, weapon3 – 40, weapon4 – 41
Delay: 1680ms

Template MP Cost: #mpCon, Combo Counter Cost: #y. Targets a maximum of #mobCount enemies with #damage% damage for #attackCount attacks. Invincible while casting.
If the attack hits, increases the final damage with the same value of the increased final damage from using Combo Counters with Combo Death Fault over #time sec.
Cooldown: #cooltime sec
Level 1 MP Cost: 500, Combo Counter Cost: 6. Targets a maximum of 15 enemies with 832% damage for 7 attacks. Invincible while casting.
If the attack hits, increases the final damage with the same value of the increased final damage from using Combo Counters with Combo Death Fault over 5 sec.
Cooldown: 20 sec
Level 25 MP Cost: 500, Combo Counter Cost: 6. Targets a maximum of 15 enemies with 1600% damage for 7 attacks. Invincible while casting.
If the attack hits, increases the final damage with the same value of the increased final damage from using Combo Counters with Combo Death Fault over 5 sec.
Cooldown: 20 sec

Old Template: MP Cost: #mpCon, Combo Counter Cost: #y. Targets a maximum of #mobCount enemies with #damage% damage for #attackCount attacks. Invincible while casting.\nIf the attack hits, increases the final damage with the same value of the increased final damage from using Combo Counters with Combo Death Fault over #time sec.\nCooldown: #cooltime sec
Changed: y – 5 → 6
Claimh Solais
Description: Focuses the power of the Soul Shield into the sword to create the legendary sword of light with which to attack.
Tags: info\type – 1, info\areaAttack – 1, notCooltimeReset – 1, vSkill – 1, notIncBuffDuration – 1, weapon – 30
Delay: 900ms

Template MP Cost: #mpCon. Attacks up to #mobCount enemies #attackCount times.
This skill’s damage increases depending on the number of #cRoyal Guard’s ATT buff stacks#.
Increases Royal Guard’s ATT buff duration by #q seconds after its duration (but not past the maximum limit).
0 – 1 Stack: #x% damage. 2 Stacks: #y% damage. 3 Stacks: #z% damage
4 Stacks: #w% damage. 5 Stacks: #v% damage.
All attacks have a 100% chance of Blinding their targets for #time seconds, decreasing their Accuracy -30%. Blinding duration is halved against Boss monsters.
Cooldown: #cooltime sec.
Level 1 MP Cost: 800. Attacks up to 12 enemies 7 times.
This skill’s damage increases depending on the number of #cRoyal Guard’s ATT buff stacks#.
Increases Royal Guard’s ATT buff duration by 6 seconds after its duration (but not past the maximum limit).
0 – 1 Stack: 364% damage. 2 Stacks: 436% damage. 3 Stacks: 530% damage
4 Stacks: 624% damage. 5 Stacks: 728% damage.
All attacks have a 100% chance of Blinding their targets for 10 seconds, decreasing their Accuracy -30%. Blinding duration is halved against Boss monsters.
Cooldown: 12 sec.
Level 25 MP Cost: 800. Attacks up to 12 enemies 7 times.
This skill’s damage increases depending on the number of #cRoyal Guard’s ATT buff stacks#.
Increases Royal Guard’s ATT buff duration by 6 seconds after its duration (but not past the maximum limit).
0 – 1 Stack: 700% damage. 2 Stacks: 820% damage. 3 Stacks: 1010% damage
4 Stacks: 1200% damage. 5 Stacks: 1400% damage.
All attacks have a 100% chance of Blinding their targets for 10 seconds, decreasing their Accuracy -30%. Blinding duration is halved against Boss monsters.
Cooldown: 12 sec.

Old Template: Consumes #mpCon MP, attacks maximum of #mobCount enemies #attackCount times.\n#cCan only be used with Royal Guard’s ATT+ buff# and damage increases based on the buff stack. Refreshes Royal Guard’s ATT+ buff after use.\n[1 Stack]: #x% damage, [2 Stacks]: #y% damage, [3 Stacks]: #z% damage\n[4 Stacks]: #w% damage, [5 Stacks]: #v% damage.\nAll attacks have 100% chance of delivering a Dark attack. Dark effect lasts for #time sec and reduces the target’s Accuracy by 30%, the duration is reduced by half for bosses.\nCooldown: #cooltime sec
Added: q – 6
Blood Feast
Description: Concentrates the blood of demons until it explodes and damages nearby enemies. #cCan be used while using Exceed skills# and can be charged by holding the key, enhancing its attack based on the charging time. Defeating an enemy or attacking a Boss Monster recovers HP and this healing effect ignores Demon Frenzy’s healing reduction effect.
Tags: info\type – 10, weapon – 23, notIncBuffDuration – 1, notCooltimeReset – 1, vSkill – 1, notRemoved – 1, psd – 1

Template Consumes #hpRCon% of Max HP to attack up to #q enemies. Consumes #x% of current HP while charging.
#cStage 1#: No charge, deals #w% damage #q2 times, recovers #u% of Max HP.
#cStage 2#: #y charge, deals #v% damage #s times, recovers #v2% of Max HP.
#cStage 3#: #z additional charge from Stage 2, deals #s2% damage #u2 times, recovers #w2% of Max HP, +#cr% Critical Rate, additionally ignores #ignoreMobpdpR% of monster defense.
Cooldown: #cooltime sec
Level 1 Consumes 1% of Max HP to attack up to 8 enemies. Consumes 3% of current HP while charging.
#cStage 1#: No charge, deals 520% damage 7 times, recovers 5% of Max HP.
#cStage 2#: 3 charge, deals 676% damage 9 times, recovers 12% of Max HP.
#cStage 3#: 4 additional charge from Stage 2, deals 832% damage 12 times, recovers 20% of Max HP, +100% Critical Rate, additionally ignores 100% of monster defense.
Cooldown: 10 sec
Level 25 Consumes 1% of Max HP to attack up to 8 enemies. Consumes 3% of current HP while charging.
#cStage 1#: No charge, deals 1000% damage 7 times, recovers 5% of Max HP.
#cStage 2#: 3 charge, deals 1300% damage 9 times, recovers 12% of Max HP.
#cStage 3#: 4 additional charge from Stage 2, deals 1600% damage 12 times, recovers 20% of Max HP, +100% Critical Rate, additionally ignores 100% of monster defense.
Cooldown: 10 sec

Old Template: Consumes #hpRCon% of Max HP to attack up to #q enemies. Consumes #x% of current HP while charging.\n#cStage 1#: No charge, deals #w% damage #q2 times, recovers #u% of Max HP.\n#cStage 2#: #y charge, deals #v% damage #s times, recovers #v2% of Max HP.\n#cStage 3#: #z additional charge from Stage 2, deals #s2% damage #u2 times, recovers #w2% of Max HP, +#cr% Critical Rate, additionally ignores #ignoreMobpdpR% of monster defense.\nCooldown: #cooltime sec
Changed: x – 4 → 3
Blessed Hammer
Description: Summons a blessed hammer to attack nearby enemies. Hammer is not affected by enemies in the Damage Reflection status.
Tags: info\type – 11, info\areaAttack – 1, info2\ignoreCounter – 1, notIncBuffDuration – 1, notCooltimeReset – 1, vSkill – 1, weapon – 30, weapon2 – 32, weapon3 – 40, weapon4 – 42

Template #Passive Effects#: Automatically creates one rotating hammer around the Paladin whenever Elemental Charge is charged. Up to #x can be created and shares the same duration as Elemental Charge.
Hammer attacks up to #mobCount surrounding enemies with #damage% damage #attackCount times, ASPD increases with the number of hammers.
#Active Effects#: Consumes #mpCon MP, enhances hammers for #v to attack #s enemies at a larger range for #q% damage #z times.
Cooldown: #cooltime sec
Level 1 #Passive Effects#: Automatically creates one rotating hammer around the Paladin whenever Elemental Charge is charged. Up to 5 can be created and shares the same duration as Elemental Charge.
Hammer attacks up to 4 surrounding enemies with 208% damage 2 times, ASPD increases with the number of hammers.
#Active Effects#: Consumes 1000 MP, enhances hammers for 30 to attack 8 enemies at a larger range for 546% damage 3 times.
Cooldown: 60 sec
Level 25 #Passive Effects#: Automatically creates one rotating hammer around the Paladin whenever Elemental Charge is charged. Up to 5 can be created and shares the same duration as Elemental Charge.
Hammer attacks up to 4 surrounding enemies with 400% damage 2 times, ASPD increases with the number of hammers.
#Active Effects#: Consumes 1000 MP, enhances hammers for 30 to attack 8 enemies at a larger range for 1050% damage 3 times.
Cooldown: 60 sec

Old Template: #Passive Effects#: Automatically creates one rotating hammer around the Paladin whenever Elemental Charge is charged. Up to #x can be created and shares the same duration as Elemental Charge.\nHammer attacks up to #mobCount surrounding enemies with #damage% damage #attackCount times, ASPD increases with the number of hammers.\n#Active Effects#: Consumes #mpCon MP, enhances hammers for #v to attack #s enemies at a larger range for #q% damage #z times.\nCooldown: #cooltime sec
Changed: q – 650+24*x → 525+21*x {1250 → 1050}
Blessed Hammer
Description: Summons a blessed hammer to attack nearby enemies.
Tags: info\type – 11, info\areaAttack – 1, info2\ignoreCounter – 1, notIncBuffDuration – 1, notCooltimeReset – 1, invisible – 1
Delay: 360ms
Changed: damage – 650+24*x → 525+21*x {1250 → 1050}
Changed: subTime – 350 → 300
Beholder’s Impact
Description: Beholder reveals itself and deals damage to nearby enemies. Can only be used during Beholder Dominant and is not affected by enemies in the Damage Reflection state. Behold Dominant is effected by damage enhancing skills.
Tags: info2\type – 1, info2\areaAttack – 1, info2\ignoreCounter – 1, info\type – 1, info\areaAttack – 1, weapon – 43, weapon2 – 44, notIncBuffDuration – 1, notCooltimeReset – 1, vSkill – 1
Delay: 720ms

Template Consumes #mpCon MP, the Beholder moves in front of the Dark Knight for #x sec to attack up to #mobCount enemies for #damage% damage #attackCount times.
Cooldown: #cooltime sec
Level 1 Consumes 1000 MP, the Beholder moves in front of the Dark Knight for 3 sec to attack up to 10 enemies for 303% damage 2 times.
Cooldown: 20 sec
Level 25 Consumes 1000 MP, the Beholder moves in front of the Dark Knight for 3 sec to attack up to 10 enemies for 375% damage 2 times.
Cooldown: 20 sec

Old Template: Consumes #mpCon MP, the Beholder moves in front of the Dark Knight for #x sec to attack up to #mobCount enemies for #damage% damage #attackCount times.\nCooldown: #cooltime sec
Changed: damage – 300+6*x → 300+3*x {450 → 375}
Changed: mpCon – 450 → 1000
Tempest Blade: Devastate
Description: Tempest Blades attack enemies, penetrate the ground, and set it ablaze, Burning surrounding enemies. After all the Tempest Blades penetrate the ground, you can use this skill again to force-ignite them. Requires Tempest Blades. Not affected by the Damage Reflection effect.
Tags: info\type – 10, notIncBuffDuration – 1, notCooltimeReset – 1, vSkill – 1, info2\ignoreCounter – 1, weapon – 40, subWeapon – 35
Delay: 180ms

Template MP Cost: #mpCon. Each weapon flies over to an enemy, attacking it at #damage% #attackCount times, penetrates the ground, and sets it ablaze in #u seconds.
The ground fire attacks up to #y enemies at #w% Damage #z times, and its Final Damage increases up to 2 times, depending on the blades’ duration in the ground.
Cooldown: #cooltime sec.
Final Form: Increases Tempest Blades and Flame attack count by 1.
Level 1 MP Cost: 1000. Each weapon flies over to an enemy, attacking it at 520% 4 times, penetrates the ground, and sets it ablaze in 2 seconds.
The ground fire attacks up to 12 enemies at 364% Damage 6 times, and its Final Damage increases up to 2 times, depending on the blades’ duration in the ground.
Cooldown: 30 sec.
Final Form: Increases Tempest Blades and Flame attack count by 1.
Level 25 MP Cost: 1000. Each weapon flies over to an enemy, attacking it at 1000% 4 times, penetrates the ground, and sets it ablaze in 2 seconds.
The ground fire attacks up to 12 enemies at 700% Damage 6 times, and its Final Damage increases up to 2 times, depending on the blades’ duration in the ground.
Cooldown: 30 sec.
Final Form: Increases Tempest Blades and Flame attack count by 1.

Old Template: Consumes #mpCon MP, each weapon flies towards the enemy to deal #damage% damage #attackCount times, and then sticks to the ground to create a flame after a delay.\nThe flame attacks up to #y enemies for #w% damage #z times.\nCooldown: #cooltime sec\nFinal Form: Increases Tempest Blades and Flame attack count by 1
Added: s – 50
Changed: w – 700+28*x → 350+14*x {1400 → 700}

V Matrix (Mage Skill)

Imperial Breath
Description: #c[Fusion Skill]# Mir, while using #cDragon Break#, responds to Evan’s magic to grow rapidly and breathe out mixed energy with multiple elements for a certain period of time. Imperial Breath improves in proportion to Dragon Break’s level and does not affect enemies with the Damage Reflection effect.\nThis skill is activated when Evan casts #cElemental Blast# while Mir is using #cDragon Break#.
Tags: info\type – 1, info\magicDamage – 1, info\areaAttack – 1, info2\ignoreCounter – 1, notIncBuffDuration – 1, notCooltimeReset – 1, weapon – 37, weapon2 – 38

Template Attacks up to #mobCount enemies for #damage% damage #attackCount times, lasts for #time sec
Level 1 Attacks up to 12 enemies for 520% damage 7 times, lasts for 4 sec
Level 25 Attacks up to 12 enemies for 1000% damage 7 times, lasts for 4 sec

Changed: damage – 600+24*x → 500+20*x {1200 → 1000}
Prayer
Description: Creates a sacred zone blessed with prayers. Cannot receive the Prayer buff of other Bishops while the skill is used.
Tags: info\type – 15, info\massSpell – 1, weapon – 37, weapon2 – 38, notIncBuffDuration – 1, notCooltimeReset – 1, vSkill – 1, notRemoved – 1
Delay: 360ms

Template Consumes #mpCon MP to increase #q% Final Damage of party members in the area for #time sec, restore #x% of Max. HP/MP Final Damage bonus at a regular intervals and cancel some Status Resistances.
Up to a maximum #w%, Final Damage increases by 1% per #q2 INT.
Increases HP/MP gains by 1% up to #z% per #y INT
Increases attack speed level by 1 up to level 3 per #u INT
Can receive only #s% of Final Damage bonus
Can be toggled On/Off
Cooldown: #cooltime sec
Level 1 Consumes 1000 MP to increase 5% Final Damage of party members in the area for 30 sec, restore 1% of Max. HP/MP Final Damage bonus at a regular intervals and cancel some Status Resistances.
Up to a maximum 51%, Final Damage increases by 1% per 1500 INT.
Increases HP/MP gains by 1% up to 10% per 2000 INT
Increases attack speed level by 1 up to level 3 per 10000 INT
Can receive only 40% of Final Damage bonus
Can be toggled On/Off
Cooldown: 180 sec
Level 25 Consumes 1000 MP to increase 5% Final Damage of party members in the area for 42 sec, restore 1% of Max. HP/MP Final Damage bonus at a regular intervals and cancel some Status Resistances.
Up to a maximum 75%, Final Damage increases by 1% per 1500 INT.
Increases HP/MP gains by 1% up to 10% per 2000 INT
Increases attack speed level by 1 up to level 3 per 10000 INT
Can receive only 40% of Final Damage bonus
Can be toggled On/Off
Cooldown: 180 sec

Old Template: Consumes #mpCon MP to increase #q% Final Damage of party members in the area for #time sec, restore #x% of Max. HP/MP Final Damage bonus at a regular intervals and cancel some Status Resistances.\n Up to a maximum #w%, Final Damage increases by 1% per #q2 INT.\nIncreases HP/MP gains by 1% up to #z% per #y INT\nIncreases attack speed level by 1 up to level 3 per #u INT\nCan receive only #s% of Final Damage bonus\nCan be toggled On/Off\nCooldown: #cooltime sec
Changed: cooltime – 120 → 180
Changed: q – 10 → 5
Changed: time – 30+x → 30+d(x/2) {55 → 42}
Changed: x – 2 → 1
Changed: z – 15 → 10
Union Aura
Description: Unites all Auras using the power of the Grim Reaper.
Tags: weapon – 38, info\type – 15, info\massSpell – 1, notRemoved – 1, notIncBuffDuration – 1, notCooltimeReset – 1, vSkill – 1, psd – 1
Delay: 810ms

Template MP Cost: #mpCon. For #time seconds, apply all effects of Auras.
Blow skills consume #q MP, attacking #attackCount times to deal Damage: #damage% to maximum #mobCount enemies strengthened by Death’s Scythe, increasing extra critical hit rate #cr% and extra chance of bypassing monster defence #ignoreMobpdpR%
Skill lose vitality in cooldown mode.
Cooldown: #cooltime sec
Level 1 MP Cost: 100. For 31 seconds, apply all effects of Auras.
Blow skills consume 75 MP, attacking 12 times to deal Damage: 300% to maximum 10 enemies strengthened by Death’s Scythe, increasing extra critical hit rate 50% and extra chance of bypassing monster defence 50%
Skill lose vitality in cooldown mode.
Cooldown: 150 sec
Level 25 MP Cost: 100. For 55 seconds, apply all effects of Auras.
Blow skills consume 75 MP, attacking 12 times to deal Damage: 300% to maximum 10 enemies strengthened by Death’s Scythe, increasing extra critical hit rate 50% and extra chance of bypassing monster defence 50%
Skill lose vitality in cooldown mode.
Cooldown: 150 sec

Old Template: MP Cost: #mpCon. For #time seconds, apply all effects of Auras. \n
Blow skills consume #q MP, attacking #attackCount times to deal Damage: #damage% to maximum #mobCount enemies strengthened by Death’s Scythe, increasing extra critical hit rate #cr% and extra chance of bypassing monster defence #ignoreMobpdpR% \n
Skill lose vitality in cooldown mode. \n
Cooldown: #cooltime sec
Changed: damage – 250 → 300
Psychic Tornado
Description: Releases the power of psychokinesis to produce a tornado with objects around you and attack enemies. This skill Does not affect enemies in the Damage Reflection status.
Tags: info\type – 15, info\massSpell – 1, notRemoved – 1, weapon – 26, subWeapon – 35, notIncBuffDuration – 1, notCooltimeReset – 1, vSkill – 1, info2\ignoreCounter – 1
Delay: 720ms

Template #c Psychic Points #ppCon consumed.# For #time seconds, Attack Count: #attackCount to deal Damage: #damage% to maximum #mobCount enemies at fixed intervals.
Everytime fixed time passes, as object slowly grows bigger and after skill ends or you reuse the skill, attacks by throwing the objects forward.
Thrown objects will be attacked #w2 times with #u% damage to maximum #q enemies continuously till they explode and hit extra #s2 times with #q2% extra damage to maximum #s enemies. Proportionately to the object size, final damage can be increased by 3 times.
Cooldown: #cooltime sec
Level 1 #c Psychic Points 15 consumed.# For 20 seconds, Attack Count: 4 to deal Damage: 520% to maximum 15 enemies at fixed intervals.
Everytime fixed time passes, as object slowly grows bigger and after skill ends or you reuse the skill, attacks by throwing the objects forward.
Thrown objects will be attacked 2 times with 203% damage to maximum 10 enemies continuously till they explode and hit extra 10 times with 360% extra damage to maximum 10 enemies. Proportionately to the object size, final damage can be increased by 3 times.
Cooldown: 120 sec
Level 25 #c Psychic Points 15 consumed.# For 20 seconds, Attack Count: 4 to deal Damage: 1000% to maximum 15 enemies at fixed intervals.
Everytime fixed time passes, as object slowly grows bigger and after skill ends or you reuse the skill, attacks by throwing the objects forward.
Thrown objects will be attacked 2 times with 275% damage to maximum 10 enemies continuously till they explode and hit extra 10 times with 600% extra damage to maximum 10 enemies. Proportionately to the object size, final damage can be increased by 3 times.
Cooldown: 120 sec

Old Template: #c Psychic Points #ppCon consumed.# For #time seconds, Attack Count: #attackCount to deal Damage: #damage% to maximum #mobCount enemies at fixed intervals. \n
Everytime fixed time passes, as object slowly grows bigger and after skill ends or you reuse the skill, attacks by throwing the objects forward. \n
Thrown objects will be attacked #w2 times with #u% damage to maximum #q enemies continuously till they explode and hit extra #s2 times with #q2% extra damage to maximum #s enemies. Proportionately to the object size, final damage can be increased by 3 times. \n
Cooldown: #cooltime sec
Added: mpCon – 1
Poison Nova
Description: Sends forth a poison cloud to attack nearby enemies. Poison Cloud can be exploded for an additional attack and is not affected by enemies in the Damage Reflection state.
Tags: elemAttr – s, info\type – 4, info\magicDamage – 1, info\areaAttack – 1, info\dot – 1, info\dotType – invenom, notIncBuffDuration – 1, notCooltimeReset – 1, vSkill – 1, weapon – 37, weapon2 – 38, info2\ignoreCounter – 1
Delay: 750ms

Template Consumes #mpCon MP, creates multiple poison clouds. All enemies that comes in contact with a poison cloud is attacked for #damage% damage #attackCount times, and also deals #dot% continuous damage for #dotTime sec over #dotInterval sec intervals.
Enemies can only be damaged by a single poison cloud.
#w sec after creating the poison clouds, Mist Eruption can be used to explode the poison cloud to deal #z% damage to a maximum of #x enemies #y times. Explosion damage can be stacked with multiple poison clouds.
Cooldown: #cooltime sec
Level 1 Consumes 500 MP, creates multiple poison clouds. All enemies that comes in contact with a poison cloud is attacked for 520% damage 6 times, and also deals 312% continuous damage for 10 sec over 1 sec intervals.
Enemies can only be damaged by a single poison cloud.
2 sec after creating the poison clouds, Mist Eruption can be used to explode the poison cloud to deal 468% damage to a maximum of 12 enemies 6 times. Explosion damage can be stacked with multiple poison clouds.
Cooldown: 30 sec
Level 25 Consumes 500 MP, creates multiple poison clouds. All enemies that comes in contact with a poison cloud is attacked for 1000% damage 6 times, and also deals 600% continuous damage for 10 sec over 1 sec intervals.
Enemies can only be damaged by a single poison cloud.
2 sec after creating the poison clouds, Mist Eruption can be used to explode the poison cloud to deal 900% damage to a maximum of 12 enemies 6 times. Explosion damage can be stacked with multiple poison clouds.
Cooldown: 30 sec

Old Template: Consumes #mpCon MP, creates multiple poison clouds. All enemies that comes in contact with a poison cloud is attacked for #damage% damage #attackCount times, and also deals #dot% continuous damage for #dotTime sec over #dotInterval sec intervals.\nEnemies can only be damaged by a single poison cloud.\n#w sec after creating the poison clouds, Mist Eruption can be used to explode the poison cloud to deal #z% damage to a maximum of #x enemies #y times. Explosion damage can be stacked with multiple poison clouds.\nCooldown: #cooltime sec
Changed: mpCon – 1000 → 500
Changed: z – 300+12*x → 450+18*x {600 → 900}
Thunder Break
Description: Attacks enemies in front with a charging wall of lightning. Lightning is not affected by enemies in the Damage Reflection status.
Tags: info\type – 4, info\magicDamage – 1, info\areaAttack – 1, notIncBuffDuration – 1, notCooltimeReset – 1, vSkill – 1, weapon – 37, weapon2 – 38, info2\ignoreCounter – 1, elemAttr – l
Delay: 660ms

Template Consumes #mpCon MP and conjures #w lightning bolts that attack up to #q enemies, dealing #v% damage #s times.
Lightning moves forward each time it’s summoned. If for any reason it cannot move, then it’s dropped on its previous location.
Lightning’s Final Damage -#q2% every time it hits the same enemy
Cooldown: #cooltime sec.
Level 1 Consumes 1000 MP and conjures 8 lightning bolts that attack up to 12 enemies, dealing 780% damage 8 times.
Lightning moves forward each time it’s summoned. If for any reason it cannot move, then it’s dropped on its previous location.
Lightning’s Final Damage -10% every time it hits the same enemy
Cooldown: 30 sec.
Level 25 Consumes 1000 MP and conjures 8 lightning bolts that attack up to 12 enemies, dealing 1500% damage 8 times.
Lightning moves forward each time it’s summoned. If for any reason it cannot move, then it’s dropped on its previous location.
Lightning’s Final Damage -10% every time it hits the same enemy
Cooldown: 30 sec.

Old Template: Consumes #mpCon MP, Calls #w lightning to attacks up to #q enemies for #v% damage #s times.\nThe lightning slowly moves forward while attacking, but if it cannot move forward, attacks the previous location.\nCooldown: #cooltime sec
Added: q2 – 10
Angel of Libra
Description: Summons an Angel of Libra with both benevolence and vengeance. Angel and Bahamut cannot be summoned at the same time. Vengeful Angel does not affect enemies with the Damage Reflection effect, and Angelic Vengeance does not have limits regarding the number of monsters it can attack.
Tags: notIncBuffDuration – 1, notCooltimeReset – 1, vSkill – 1, info\type – 33, weapon – 37, weapon2 – 38, showSummonedBuffIcon – 2
Delay: 540ms

Template Consumes #mpCon MP to summon an Angel of Libra for #time seconds. The angel takes a different form, depending on your Angelic Vengeance mode.
#cInactive#: Takes the form of a benevolent angel, casting a buff that restores #y% of party’s Max HP every #x seconds and increases outgoing damage +1% per #w% and #attackCount Intelligence for #subTime seconds. Damage increases up to #damage%.
#cActive#: Takes the form of a vengeful angel and attacks up to #s enemies at #z% Damage #v times. The enemies are marked for #q seconds. Their mark disappears when they receive Holy damage, increasing their final damage by #q2%.
Cooldown: #cooltime sec.
Level 1 Consumes 1000 MP to summon an Angel of Libra for 30 seconds. The angel takes a different form, depending on your Angelic Vengeance mode.
#cInactive#: Takes the form of a benevolent angel, casting a buff that restores 10% of party’s Max HP every 5 seconds and increases outgoing damage +1% per 5% and 1250 Intelligence for 4 seconds. Damage increases up to 100%.
#cActive#: Takes the form of a vengeful angel and attacks up to 12 enemies at 780% Damage 8 times. The enemies are marked for 60 seconds. Their mark disappears when they receive Holy damage, increasing their final damage by 50%.
Cooldown: 120 sec.
Level 25 Consumes 1000 MP to summon an Angel of Libra for 30 seconds. The angel takes a different form, depending on your Angelic Vengeance mode.
#cInactive#: Takes the form of a benevolent angel, casting a buff that restores 15% of party’s Max HP every 5 seconds and increases outgoing damage +1% per 5% and 1250 Intelligence for 4 seconds. Damage increases up to 100%.
#cActive#: Takes the form of a vengeful angel and attacks up to 12 enemies at 1500% Damage 8 times. The enemies are marked for 60 seconds. Their mark disappears when they receive Holy damage, increasing their final damage by 50%.
Cooldown: 120 sec.

Old Template: Consumes #mpCon MP Summons an Angel of Libra for #time sec. The angel shows a different appearance based on the Bishop’s Angelic Vengeance usages.\n#cInactive#: Becomes a benevolent angel, healing #y% of party’s Max HP every #x sec, and gives a buff that increases damage by #w% for #subTime sec.\n#cActive#: Becomes a vengeful angel, attacking up to #s enemies for #z% damage #v times. Attacked enemies are marked with Angelic Mark for #q sec, and if attacked with Holy attack, the mark disappears and increases final damage by #q2%.\nCooldown: #cooltime sec
Changed: attackCount – 2500 → 1250
Added: damage – 100
Removed: mobCount
Changed: time – 30+d(x/2) → 30 {42 → 30}
Angel of Libra
Description: Summons an Angel of Libra with both benevolence and vengeance. Angel and Bahamut cannot be summoned at the same time. They are not affected by enemies in the Damage Reflection state.
Tags: info\type – 33, info2\ignoreCounter – 1, weapon – 37, weapon2 – 38, invisible – 1, elemAttr – h, showSummonedBuffIcon – 2
Delay: 540ms
Changed: time – 30+d(x/2) → 30 {42 → 30}
Punishing Resonator
Description: Summons a pentacle that resonates both light and darkness. Pentacle changes based on the Light and Dark status, but is not affected by Sunfire, Eclipse or Equilibrium’s additional effects. This skill is not affected by enemies in the Damage Reflection state.
Tags: info\type – 1, info\areaAttack – 1, info2\ignoreCounter – 1, weapon – 21, subWeapon – 35, notIncBuffDuration – 1, notCooltimeReset – 1, vSkill – 1, notRemoved – 1
Delay: 990ms

Template Consumes #mpCon MP, summons a pentacle for #time sec that attacks #mobCount enemies over a set period of time.
#cSunfire#: Attacks for #damage% damage #attackCount times.
#cEclipse#: Attacks for #w% damage #z times.
#cEquilibrium#: Attacks for #y% damage #v times.
Cooldown: #cooltime sec
Level 1 Consumes 1000 MP, summons a pentacle for 6 sec that attacks 10 enemies over a set period of time.
#cSunfire#: Attacks for 364% damage 4 times.
#cEclipse#: Attacks for 260% damage 5 times.
#cEquilibrium#: Attacks for 353% damage 6 times.
Cooldown: 30 sec
Level 25 Consumes 1000 MP, summons a pentacle for 6 sec that attacks 10 enemies over a set period of time.
#cSunfire#: Attacks for 700% damage 4 times.
#cEclipse#: Attacks for 500% damage 5 times.
#cEquilibrium#: Attacks for 665% damage 6 times.
Cooldown: 30 sec

Old Template: Consumes #mpCon MP, summons a pentacle for #time sec that attacks #mobCount enemies over a set period of time.\n#cSunfire#: Attacks for #damage% damage #attackCount times.\n#cEclipse#: Attacks for #w% damage #z times.\n#cEquilibrium#: Attacks for #y% damage #v times.\nCooldown: #cooltime sec
Changed: time – 8 → 6
Black Magic Altar
Description: Places a black magic altar. Place two or more altars to activate its curse. Curse starts from the altar that was placed first and transfers to the next ones in order. The curse attacks all enemies it touches 1 time, but it does not attack the same target until it reaches the next altar. The travel time between altar is fixed regardless of the distance. Additional altars can only be placed within a set range of the most recently placed altar. Enemies attacked by the curse are marked with Darkness Emblem. This skill is not affected by enemies in the Damage Reflection state.
Tags: info\type – 33, info2\ignoreCounter – 1, showSummonedBuffIcon – 2, notIncBuffDuration – 1, notCooltimeReset – 1, vSkill – 1, weapon – 38
Delay: 690ms

Template Consumes #mpCon MP, places a black magic altar that lasts for #time sec. Curse attacks up to #mobCount enemies at #damage% damage #attackCount times.
It takes 0.8 sec for the curse to travel to the next altar, and if more than 2 altars are placed, each additional reduces travel time by #u%.
A black magic altar recharges every #v sec and up to #y altars can be charged at once.
Cooldown: #cooltimeMS sec.
Level 1 Consumes 500 MP, places a black magic altar that lasts for 40 sec. Curse attacks up to 10 enemies at 832% damage 4 times.
It takes 0.8 sec for the curse to travel to the next altar, and if more than 2 altars are placed, each additional reduces travel time by 15%.
A black magic altar recharges every 25 sec and up to 4 altars can be charged at once.
Cooldown: 500 sec.
Level 25 Consumes 500 MP, places a black magic altar that lasts for 40 sec. Curse attacks up to 10 enemies at 1600% damage 4 times.
It takes 0.8 sec for the curse to travel to the next altar, and if more than 2 altars are placed, each additional reduces travel time by 15%.
A black magic altar recharges every 25 sec and up to 4 altars can be charged at once.
Cooldown: 500 sec.

Old Template: Consumes #mpCon MP, places a black magic altar that lasts for #time sec. Curse attacks up to #mobCount enemies at #damage% damage #attackCount times.\nIt takes 0.8 sec for the curse to travel to the next altar, and if more than 2 altars are placed, each additional reduces travel time by #u%.\nA black magic altar recharges every #v sec and up to #y altars can be charged at once.\nCooldown: #cooltimeMS sec.
Changed: cooltimeMS – 1500 → 500
Changed: time – 20 → 40
Changed: v – 12.5 → 25
Changed: x – 12500 → 25000
Ultimate-Moving Matter
Description: Creates matter that can be moved with telekinetic powers. Matter can be moved with Psychic Force and the matter’s attack speed increases based on movement speed. Using the skill again moves the matter towards Kinesis at a decreased speed. This skill is not affected by enemies in the Damage Reflection state.
Tags: info\type – 2, info\areaAttack – 1, info2\ignoreCounter – 1, notIncBuffDuration – 1, notCooltimeReset – 1, vSkill – 1, weapon – 26, subWeapon – 35
Delay: 630ms

Template #cConsumes #ppCon Psychic Points.# Creates matter that attacks up to #mobCount enemies for #damage% damage #attackCount times over a set period of time. ASPD increases based on the matter’s movement speed.
Only #w% of the movement speed is applied when moving towards Kinesis.
When the matter disappears, deals #v additional hits up to #s enemies for #u% damage.
Cooldown: #cooltime sec
Level 1 #cConsumes 10 Psychic Points.# Creates matter that attacks up to 10 enemies for 520% damage 5 times over a set period of time. ASPD increases based on the matter’s movement speed.
Only 75% of the movement speed is applied when moving towards Kinesis.
When the matter disappears, deals 12 additional hits up to 12 enemies for 728% damage.
Cooldown: 90 sec
Level 25 #cConsumes 10 Psychic Points.# Creates matter that attacks up to 10 enemies for 1000% damage 5 times over a set period of time. ASPD increases based on the matter’s movement speed.
Only 75% of the movement speed is applied when moving towards Kinesis.
When the matter disappears, deals 12 additional hits up to 12 enemies for 1400% damage.
Cooldown: 90 sec

Old Template: #cConsumes #ppCon Psychic Points.# Creates matter that attacks up to #mobCount enemies for #damage% damage #attackCount times over a set period of time. ASPD increases based on the matter’s movement speed.\nOnly #w% of the movement speed is applied when moving towards Kinesis.\nWhen the matter disappears, deals #v additional hits up to #s enemies for #u% damage.\nCooldown: #cooltime sec
Added: mpCon – 1
Angel of Libra
Description: Summons an Angel of Libra with both benevolence and vengeance.
Tags: notIncBuffDuration – 1, notCooltimeReset – 1, vSkill – 1, info\type – 33, weapon – 37, weapon2 – 38, invisible – 1
Delay: 540ms
Changed: x – 2500 → 1250
Changed: z – 50 → 100

V Matrix (Bowman Skill)

Guided Arrow
Description: Summons a soul arrow that chases enemies. This skill Does not affect enemies in the Damage Reflection status.
Tags: info\type – 51, info2\ignoreCounter – 1, weapon – 45, weapon2 – 46, weapon3 – 52, notIncBuffDuration – 1, notCooltimeReset – 1, vSkill – 1, notRemoved – 1, showSummonedBuffIcon – 2, canJobRidingUse – 1
Delay: 720ms

Template Consumes #mpCon MP to create a soul arrow around you for #time sec. The arrow attacks 1 enemy at #damage% damage #z times in combat mode.
Cooldown: #cooltime sec
Level 1 Consumes 350 MP to create a soul arrow around you for 20 sec. The arrow attacks 1 enemy at 312% damage 30 times in combat mode.
Cooldown: 20 sec
Level 25 Consumes 350 MP to create a soul arrow around you for 20 sec. The arrow attacks 1 enemy at 600% damage 30 times in combat mode.
Cooldown: 20 sec

Old Template: Consumes #mpCon MP to create a soul arrow around you for #time sec. The arrow attacks 1 enemy at #damage% damage #z times in combat mode.\nCooldown: #cooltime sec
Changed: damage – 250+10*x → 300+12*x {500 → 600}
Guided Arrow
Description: Summons a soul arrow that chases enemies. This skill is not affected by enemies in the Damage Reflection state.
Tags: info\type – 51, info2\ignoreCounter – 1, invisible – 1, weapon – 45, weapon2 – 46, weapon3 – 52, canJobRidingUse – 1

Template Consumes #mpCon MP to create a soul arrow around you for #time sec. The arrow attacks 1 enemy at #damage% damage #z times.
Cooldown: #cooltime sec
Level 1 Consumes #mpCon MP to create a soul arrow around you for 20 sec. The arrow attacks 1 enemy at 312% damage 30 times.
Cooldown: #cooltime sec
Level 25 Consumes #mpCon MP to create a soul arrow around you for 20 sec. The arrow attacks 1 enemy at 600% damage 30 times.
Cooldown: #cooltime sec

Changed: damage – 220+6*x → 300+12*x {370 → 600}
Changed: time – 20+d(x/5) → 20 {25 → 20}
Changed: z – 10 → 30
Jaguar Storm
Description: Summons a pack of Jaguars using the cries of souls.
Tags: info\type – 33, notRemoved – 1, weapon – 46, notIncBuffDuration – 1, notCooltimeReset – 1, vSkill – 1, canJobRidingUse – 1
Delay: 840ms

Template Consumes #mpCon MP to summon #y Jaguars that you captured excluding the one of your current choice within a certain range for #time sec.
#x % of the summoned Jaguar skill’s Final Damage is applied.
Summons remaining Jaguars again to the caster’s location using the skill once #z sec.
Cooldown: #cooltime sec.
Level 1 Consumes 1000 MP to summon 6 Jaguars that you captured excluding the one of your current choice within a certain range for 40 sec.
51 % of the summoned Jaguar skill’s Final Damage is applied.
Summons remaining Jaguars again to the caster’s location using the skill once 10 sec.
Cooldown: 149 sec.
Level 25 Consumes 1000 MP to summon 7 Jaguars that you captured excluding the one of your current choice within a certain range for 40 sec.
75 % of the summoned Jaguar skill’s Final Damage is applied.
Summons remaining Jaguars again to the caster’s location using the skill once 10 sec.
Cooldown: 125 sec.

Old Template: Consumes #mpCon MP to summon #y Jaguars that you captured excluding the one of your current choice within a certain range for #time sec.\n#x % of the summoned Jaguar skill’s Final Damage is applied.\nSummons remaining Jaguars again to the caster’s location using the skill once #z sec.\nCooldown: #cooltime sec.
Changed: time – 30 → 40
Feral Fury
Description: Sets the jaguar free in its wild form to go on a rampage.
Tags: info\type – 10, info2\ignoreCounter – 1, notIncBuffDuration – 1, notCooltimeReset – 1, vSkill – 1, psd – 1, weapon – 46, canJobRidingUse – 1
Delay: 2160ms

Template MP Cost: #mpCon. Makes you Invincible for #x seconds, attacks up to #mobCount enemies at #damage% Damage #attackCount times in 3 separate attacks, and then attacks #v times again at #u% Damage. Increases Critical Rate +#cr% and Ignore Monster DEF +#ignoreMobpdpR%.
Use the skill key midway to skip to the finishing attack. Creates a #prop% chance of max-stacking Another Bite’s debuff effect.
Summons a Jaguar if you are not on it. Invincibility is also applied in Jaguar mode.
Cooldown: #cooltime sec.
Level 1 MP Cost: 1000. Makes you Invincible for 10 seconds, attacks up to 15 enemies at 1040% Damage 6 times in 3 separate attacks, and then attacks 12 times again at 1560% Damage. Increases Critical Rate +100% and Ignore Monster DEF +100%.
Use the skill key midway to skip to the finishing attack. Creates a 100% chance of max-stacking Another Bite’s debuff effect.
Summons a Jaguar if you are not on it. Invincibility is also applied in Jaguar mode.
Cooldown: 150 sec.
Level 25 MP Cost: 1000. Makes you Invincible for 12 seconds, attacks up to 15 enemies at 2000% Damage 6 times in 3 separate attacks, and then attacks 12 times again at 3000% Damage. Increases Critical Rate +100% and Ignore Monster DEF +100%.
Use the skill key midway to skip to the finishing attack. Creates a 100% chance of max-stacking Another Bite’s debuff effect.
Summons a Jaguar if you are not on it. Invincibility is also applied in Jaguar mode.
Cooldown: 150 sec.

Old Template: Consumes #mpCon MP, become invincible for #x sec to attack up to #mobCount enemies for #damage% damage #attackCount times over 3 attacks, and then attacks with #v finishing blow, dealing #u% damage. Additional Critical Change #cr%, additionally ignores #ignoreMobpdpR% of monster defense.\nUse the skill again when attacking to immediately use the finishing blow.\nIf you’re not mounted on the Jaguar, using the skill mounts you on the Jaguar then applies invincibility.\nCooldown: #cooltime sec.
Added: prop – 100
Added: q – 3
Split Arrow
Description: Imbues the arrow with a Mysterious Powers to split into countless arrows on impact.
Tags: info\type – 33, info\minionAttack – normal, info\showFromTheOrigin – 1, weapon – 46, notIncBuffDuration – 1, notCooltimeReset – 1, vSkill – 1, psd – 1, notRemoved – 1, showSummonedBuffIcon – 2
Delay: 810ms

Template Consumes #mpCon MP, attacking with Piercing or Snipe splits the arrows to attack up to #mobCount enemies for #damage% damage #attackCount additional times for #time sec.
Cooldown: #cooltime sec
Level 1 Consumes 800 MP, attacking with Piercing or Snipe splits the arrows to attack up to 10 enemies for 624% damage 5 additional times for 60 sec.
Cooldown: 120 sec
Level 25 Consumes 800 MP, attacking with Piercing or Snipe splits the arrows to attack up to 10 enemies for 1200% damage 5 additional times for 60 sec.
Cooldown: 120 sec

Old Template: Consumes #mpCon MP, attacking with Piercing or Snipe splits the arrows to attack up to #mobCount enemies for #damage% damage #attackCount additional times for #time sec.\nCooldown: #cooltime sec
Changed: cooltime – 120-d(x/3) → 120 {112 → 120}
Sylvidia
Description: Mount the King of Unicorns, Sylvidia into battle. Skill can be used again while mounted for a charge attack, and using the skill again. Holding Up Arrow key while using the skill again makes you fly forward and charge again. Charge attack can be used in air, and the jump key can be used instead of the skill key in the air. While mounted on Sylvidia, Ignis Roar buff is fixed at maximum stack, and only certain skills can be used.
Tags: info\type – 13, notIncBuffDuration – 1, notCooltimeReset – 1, vSkill – 1, weapon – 52, subWeapon – 35, vehicleID – 1932417, canJobRidingUse – 1

Template Consumes #mpCon MP, mounts Sylvidia for #time sec, Stance #indieStance% while mounted, ATT +#indiePadR%, deals damage based on Max HP, and reduces all incoming damage by #indieDamReduceR%.
Charge attack can hit up to #v enemies for #w% damage #z times.
Cooldown: #cooltime sec
Level 1 Consumes 1000 MP, mounts Sylvidia for 30 sec, Stance 100% while mounted, ATT +5%, deals damage based on Max HP, and reduces all incoming damage by 25%.
Charge attack can hit up to 12 enemies for 676% damage 9 times.
Cooldown: 150 sec
Level 25 Consumes 1000 MP, mounts Sylvidia for 42 sec, Stance 100% while mounted, ATT +17%, deals damage based on Max HP, and reduces all incoming damage by 25%.
Charge attack can hit up to 12 enemies for 1300% damage 9 times.
Cooldown: 150 sec

Old Template: Consumes #mpCon MP, mounts Sylvidia for #time sec, Stance #indieStance% while mounted, ATT +#indiePadR%, deals damage based on Max HP, and reduces all incoming damage by #indieDamReduceR%.\nCharge attack can hit up to #v enemies for #w% damage #z times.\nCooldown: #cooltime sec
Changed: cooltime – 180 → 150
Illusionary Shot
Description: Attacks at a blinding speed to create the illusion of shooting a bow. Not affected when attacking enemies in Damage Reflection state, and attacking a certain number of times while in cooldown quickly activates the illusion of an attack.
Tags: info\type – 33, notIncBuffDuration – 1, notCooltimeReset – 1, vSkill – 1, info2\ignoreCounter – 1, weapon – 45
Delay: 720ms

Template Consumes #mpCon MP, If there is an enemy within the illusion’s range, deals #damage% damage #attackCount times for #time sec by firing arrows.
Cooldown: #cooltime sec
[Passive Effects: Attacking #u times while Illusionary Arrow is in cooldown automatically creates illusions for #q sec, and if there is an enemy within range, fires arrows that deals #w% damage #z times.]
Active and Passive Effects cannot activate together.
Level 1 Consumes 800 MP, If there is an enemy within the illusion’s range, deals 416% damage 3 times for 3 sec by firing arrows.
Cooldown: 30 sec
[Passive Effects: Attacking 10 times while Illusionary Arrow is in cooldown automatically creates illusions for 1 sec, and if there is an enemy within range, fires arrows that deals 416% damage 3 times.]
Active and Passive Effects cannot activate together.
Level 25 Consumes 800 MP, If there is an enemy within the illusion’s range, deals 800% damage 3 times for 3 sec by firing arrows.
Cooldown: 30 sec
[Passive Effects: Attacking 10 times while Illusionary Arrow is in cooldown automatically creates illusions for 1 sec, and if there is an enemy within range, fires arrows that deals 800% damage 3 times.]
Active and Passive Effects cannot activate together.

Old Template: Consumes #mpCon MP, If there is an enemy within the illusion’s range, deals #damage% damage #attackCount times for #time sec by firing arrows.\nCooldown: #cooltime sec\n[Passive Effects: Attacking #u times while Illusionary Arrow is in cooldown automatically creates illusions for #q sec, and if there is an enemy within range, fires arrows that deals #w% damage #z times.]\nActive and Passive Effects cannot activate together.
Changed: cooltime – 20 → 30
Changed: damage – 300+12*x → 400+16*x {600 → 800}
Changed: u – 12 → 10
Changed: w – 300+12*x → 400+16*x {600 → 800}

V Matrix (Thief Skill)

Venom Burst
Description: Damage poisoned enemies by detonating the venom inside their body and transfer it to neighboring enemies.
Tags: info\type – 1, info\splash – 1, info\trembling – 1, info2\ignoreCounter – 1, weapon – 47, weapon2 – 33, weapon3 – 36, weapon4 – 24, notIncBuffDuration – 1, notCooltimeReset – 1, vSkill – 1
Delay: 420ms

Template MP Cost: #mpCon, consumes all DOT damage dealt to affected #mobCount enemies, and until DOT damage ends, #w% of all damaged received will be dealt in one blow, and #attackCount times attack dealing Damage: #damage% will be dealt additionally.
After this, maximum #y nearby enemies will be hit with an explosion and enemies thrown by explosion with DOT damage will be spread.
Cooldown: #cooltime sec.
[Passive Effects: Attack with #prop% hit rate, damage is increased by #dot% per #dotInterval seconds for #dotTime seconds.]
Level 1 MP Cost: 300, consumes all DOT damage dealt to affected 12 enemies, and until DOT damage ends, 100% of all damaged received will be dealt in one blow, and 6 times attack dealing Damage: 520% will be dealt additionally.
After this, maximum 10 nearby enemies will be hit with an explosion and enemies thrown by explosion with DOT damage will be spread.
Cooldown: 8 sec.
[Passive Effects: Attack with 50% hit rate, damage is increased by 166% per 1 seconds for 8 seconds.]
Level 25 MP Cost: 300, consumes all DOT damage dealt to affected 12 enemies, and until DOT damage ends, 100% of all damaged received will be dealt in one blow, and 6 times attack dealing Damage: 1000% will be dealt additionally.
After this, maximum 10 nearby enemies will be hit with an explosion and enemies thrown by explosion with DOT damage will be spread.
Cooldown: 8 sec.
[Passive Effects: Attack with 50% hit rate, damage is increased by 310% per 1 seconds for 8 seconds.]

Old Template: MP Cost: #mpCon, consumes all DOT damage dealt to affected #mobCount enemies, and until DOT damage ends, #w% of all damaged received will be dealt in one blow, and #attackCount times attack dealing Damage: #damage% will be dealt additionally. \n
After this, maximum #y nearby enemies will be hit with an explosion and enemies thrown by explosion with DOT damage will be spread. \n
Cooldown: #cooltime sec. \n
[Passive Effects: Attack with #prop% hit rate, damage is increased by #dot% per #dotInterval seconds for #dotTime seconds.]
Changed: attackCount – 5 → 6
Changed: damage – 450+15*x → 500+20*x {825 → 1000}
Changed: w – 25 → 100
Blade Storm
Description: Makes a quick slash at enemies ahead of you with a secret technique of the Secret Flower Garden. Enables you to move as you attack.
Tags: info\type – 1, info\areaAttack – 1, info\rapidAttack – 1, info\knockbackLimit – 80, weapon – 33, subWeapon – 34, notIncBuffDuration – 1, notCooltimeReset – 1, vSkill – 1, psd – 1
Delay: 660ms

Template Consumes #mpCon MP per sec to attack up to #z enemies at #y% Damage #w times. Deals #damage% damage on #mobCount enemies in front with #attackCount attacks in a row up to #time sec. Ignores +#ignoreMobpdpR% Monster DEF.
Cooldown: #cooltime sec.
Level 1 Consumes 20 MP per sec to attack up to 10 enemies at 603% Damage 7 times. Deals 360% damage on 10 enemies in front with 5 attacks in a row up to 10 sec. Ignores +100% Monster DEF.
Cooldown: 90 sec.
Level 25 Consumes 20 MP per sec to attack up to 10 enemies at 1155% Damage 7 times. Deals 600% damage on 10 enemies in front with 5 attacks in a row up to 10 sec. Ignores +100% Monster DEF.
Cooldown: 90 sec.

Old Template: Consumes #mpCon MP per sec to attack up to #z enemies at #y% Damage #w times. Deals #damage% damage on #mobCount enemies in front with #attackCount attacks in a row up to #time sec. Ignores +#ignoreMobpdpR% Monster DEF.\nCooldown: #cooltime sec.
Changed: w – 8 → 7
Changed: y – 500+20*x → 580+23*x {1000 → 1155}
Joker
Description: Sandglass: Excluding the skills that are not affected by Cooldown Reset effects, other skills’ Cooldowns quickly decrease.
Tags: info\type – 10, info\massSpell – 1, info\magicSteal – 1, invisible – 1, notIncBuffDuration – 1, notRemoved – 1

Template #cSandglass#: Excluding the skills that are not affected by Cooldown Reset effects, other skills’ Cooldown quickly decreases by #x%.
Level 1 #cSandglass#: Excluding the skills that are not affected by Cooldown Reset effects, other skills’ Cooldown quickly decreases by 20%.
Level 25 #cSandglass#: Excluding the skills that are not affected by Cooldown Reset effects, other skills’ Cooldown quickly decreases by 28%.

Changed: indieCooltimeReduce – 200+x*4 → 20+d(x/10)*4 {300 → 28}
Joker
Description: Sprinkle a pile of cards and try your luck with the last card. Enables you to move slowly as you attack.
Tags: info\type – 10, info\massSpell – 1, info\magicSteal – 1, invisible – 1, notIncBuffDuration – 1, notRemoved – 1

Template #cJoker#: Receives all buffs at once.
Level 1 #cJoker#: Receives all buffs at once.
Level 25 #cJoker#: Receives all buffs at once.

Changed: indieCooltimeReduce – 20+d(x/2) → 20+d(x/10)*4 {32 → 28}
Fuma Shuriken
Description: Throws a giant shuriken that is said to have been used by an ancient thief clan. Shuriken is not affected by enemies in the Damage Reflection state, but reduces the chance of Mark of Assassin activating.
Tags: info\type – 2, info\areaAttack – 1, info2\ignoreCounter – 1, notIncBuffDuration – 1, notCooltimeReset – 1, vSkill – 1, weapon – 47
Delay: 480ms

Template Consumes #mpCon MP, throws a giant shuriken that attacks up to #mobCount enemies for #damage% damage #attackCount times over a set period of time.
The giant shuriken flies a set distance and stays in spot for #z sec before disappearing.
Fuhma Shuriken only has the base #w% chance of activating Mark of Assassin.
Cooldown: #cooltime sec
Level 1 Consumes 800 MP, throws a giant shuriken that attacks up to 6 enemies for 260% damage 5 times over a set period of time.
The giant shuriken flies a set distance and stays in spot for 2 sec before disappearing.
Fuhma Shuriken only has the base 40% chance of activating Mark of Assassin.
Cooldown: 25 sec
Level 25 Consumes 800 MP, throws a giant shuriken that attacks up to 6 enemies for 500% damage 5 times over a set period of time.
The giant shuriken flies a set distance and stays in spot for 2 sec before disappearing.
Fuhma Shuriken only has the base 40% chance of activating Mark of Assassin.
Cooldown: 25 sec

Old Template: Consumes #mpCon MP, throws a giant shuriken that attacks up to #mobCount enemies for #damage% damage #attackCount times over a set period of time.\nThe giant shuriken flies a set distance and stays in spot for #z sec before disappearing.\nFuhma Shuriken only has the base #w% chance of activating Mark of Assassin.\nCooldown: #cooltime sec
Changed: w – 20 → 40
Eviscerate
Description: Enables you to move behind a wounded assassination target and inflict fatal damage. Attacks chained to Assassinate penetrate enemies in Ignore Attacks or Damage Reflection mode.
Tags: info\type – 33, notIncBuffDuration – 1, notCooltimeReset – 1, vSkill – 1, weapon – 33, psd – 1
Delay: 570ms

Template #cPassive Effects#: Leaves the Wound debuff on the last target of Assassinate that stacks up to 3 times in #time seconds. This debuff can only be cast on 1 enemy at a time. Casting it on a new enemy cancels its effects on the previous target.
#Active Effects#: Consumes #mpCon MP to summon hiding comrades and make them attack up to #v enemies at #y% Damage #q times.
If there is an enemy with the Wound debuff max-stacked on it, this skill can be chained to the last attack of Assassinate, enabling you to move behind the enemy and attack it at #w% Damage #z times. Critical Rate +#cr% and Ignore Monster DEF +#ignoreMobpdpR%. Leaves you Invincible for #s seconds.
Cooldown: #cooltime sec.
Level 1 #cPassive Effects#: Leaves the Wound debuff on the last target of Assassinate that stacks up to 3 times in 10 seconds. This debuff can only be cast on 1 enemy at a time. Casting it on a new enemy cancels its effects on the previous target.
#Active Effects#: Consumes 650 MP to summon hiding comrades and make them attack up to 10 enemies at 572% Damage 5 times.
If there is an enemy with the Wound debuff max-stacked on it, this skill can be chained to the last attack of Assassinate, enabling you to move behind the enemy and attack it at 1976% Damage 7 times. Critical Rate +100% and Ignore Monster DEF +100%. Leaves you Invincible for 1 seconds.
Cooldown: 10 sec.
Level 25 #cPassive Effects#: Leaves the Wound debuff on the last target of Assassinate that stacks up to 3 times in 10 seconds. This debuff can only be cast on 1 enemy at a time. Casting it on a new enemy cancels its effects on the previous target.
#Active Effects#: Consumes 650 MP to summon hiding comrades and make them attack up to 10 enemies at 1100% Damage 5 times.
If there is an enemy with the Wound debuff max-stacked on it, this skill can be chained to the last attack of Assassinate, enabling you to move behind the enemy and attack it at 3800% Damage 7 times. Critical Rate +100% and Ignore Monster DEF +100%. Leaves you Invincible for 1 seconds.
Cooldown: 10 sec.

Old Template: Consumes #mpCon MP, if attacked by enemies #cwithin a set period of time after use# moves you to the target with highest Max HP within range, or to the attacker, to deal #w% damage #z times. Additional Critical Rate#cr ignores#ignoreMobpdpR% of monster defense.\n#cIf you do not get attacked#, summons hidden allies to attack up to #v enemies for #y% damage #q times.\nCooldown: #cooltime sec
Added: s2 – 3
Added: time – 10
Surplus Overload
Description: Overloads the energy core to gather energy exceeding the maximum amount. MP cannot be recovered because the core overloaded, but skills no longer consume energy, and the plasma current from overloading attacks nearby enemies. Plasma Current does not affect enemies with the Damage Reflection effect. Energy exceeding the maximum amount cannot be charged with Amarance Generators.
Tags: info\type – 15, notIncBuffDuration – 1, notCooltimeReset – 1, vSkill – 1, weapon – 24
Delay: 720ms

Template Consumes #mpCon MP, and #q%+ #y of Max MP per sec. #w exceeded energy can be charged and the energy charge time is reduced by half.
Increases final damage by #x% for each exceeded energy.
Use the skill again to deactivate, removing all excess charge energy immediately.
Plasma Currents are randomly created to attack up to #mobCount enemies for #damage% damage #attackCount times.
Cooldown: #cooltime sec.
Level 1 Consumes 250 MP, and 1%+ 199 of Max MP per sec. 20 exceeded energy can be charged and the energy charge time is reduced by half.
Increases final damage by 1% for each exceeded energy.
Use the skill again to deactivate, removing all excess charge energy immediately.
Plasma Currents are randomly created to attack up to 12 enemies for 936% damage 6 times.
Cooldown: 199 sec.
Level 25 Consumes 250 MP, and 1%+ 175 of Max MP per sec. 20 exceeded energy can be charged and the energy charge time is reduced by half.
Increases final damage by 1% for each exceeded energy.
Use the skill again to deactivate, removing all excess charge energy immediately.
Plasma Currents are randomly created to attack up to 12 enemies for 1800% damage 6 times.
Cooldown: 175 sec.

Old Template: Consumes #mpCon MP, and #q%+ #y of Max MP per sec. #w exceeded energy can be charged and the energy charge time is reduced by half.\nIncreases final damage by #x% for each exceeded energy.\nUse the skill again to deactivate, removing all excess charge energy immediately.\nPlasma Currents are randomly created to attack up to #mobCount enemies for #damage% damage #attackCount times.\nCooldown: #cooltime sec.
Changed: mpCon – 1000 → 250
Changed: y – 250-2*x → 200-x {200 → 175}

V Matrix (Pirate Skill)

Lightning in Unity
Description: Unites with Lightning and wipes out enemies. This skill Does not affect enemies in the Damage Reflection status.
Tags: info\type – 10, info\chainAttack – 1, info\chainattackPenalty – 1, notRemoved – 1, weapon – 48, weapon2 – 39, notIncBuffDuration – 1, notCooltimeReset – 1, vSkill – 1, info2\ignoreCounter – 1
Delay: 540ms

Template MP Cost: #mpCon, for #time seconds, #indieDamR% damage increase. A spreading lightning is activated that attacks #attackCount times, dealing Damage: #damage% to maximum #mobCount enemies.
When it has finished spreading, damage gradually decreases, and following the number of nearby enemies, lightning can strike maximum #x number of enemies at the same time.
If only 1 strike of lightning is activated, it becomes a strong lightning that deals #s% damage #q times.
Lightning cooldown time #y seconds.
Cooldown time: #cooltime seconds
Level 1 MP Cost: 1000, for 30 seconds, 5% damage increase. A spreading lightning is activated that attacks 6 times, dealing Damage: 360% to maximum 5 enemies.
When it has finished spreading, damage gradually decreases, and following the number of nearby enemies, lightning can strike maximum 4 number of enemies at the same time.
If only 1 strike of lightning is activated, it becomes a strong lightning that deals 416% damage 7 times.
Lightning cooldown time 3 seconds.
Cooldown time: 120 seconds
Level 25 MP Cost: 1000, for 42 seconds, 17% damage increase. A spreading lightning is activated that attacks 6 times, dealing Damage: 600% to maximum 5 enemies.
When it has finished spreading, damage gradually decreases, and following the number of nearby enemies, lightning can strike maximum 4 number of enemies at the same time.
If only 1 strike of lightning is activated, it becomes a strong lightning that deals 800% damage 7 times.
Lightning cooldown time 3 seconds.
Cooldown time: 108 seconds

Old Template: MP Cost: #mpCon, for #time seconds, #indieDamR% damage increase. A spreading lightning is activated that attacks #attackCount times, dealing Damage: #damage% to maximum #mobCount enemies. \n
When it has finished spreading, damage gradually decreases, and following the number of nearby enemies, lightning can strike maximum #x number of enemies at the same time. \n
If only 1 strike of lightning is activated, it becomes a strong lightning that deals #s% damage #q times. \n
Lightning cooldown time #y seconds. \n
Cooldown time: #cooltime seconds
Changed: q – 8 → 7
Changed: s – 350+10*x → 400+16*x {600 → 800}
Big Fuse Gigantic Cannonball
Description: Fires a gigantic cannonball. This skill Does not affect enemies in the Damage Reflection status.
Tags: info\type – 2, info\areaAttack – 1, info2\ignoreCounter – 1, weapon – 53, notIncBuffDuration – 1, notCooltimeReset – 1, vSkill – 1, monkeyAction – 5thBFCanonBall
Delay: 780ms

Template Consumes #mpCon MP to fire a Giant Cannonball that attacks up to #mobCount enemies at #damage% damage periodically #attackCount times.
Every #q sec 1 cannonball is prepared, up to #y.
Cooldown: #cooltime sec
Level 1 Consumes 500 MP to fire a Giant Cannonball that attacks up to 15 enemies at 465% damage periodically 4 times.
Every 25 sec 1 cannonball is prepared, up to 3.
Cooldown: 3 sec
Level 25 Consumes 500 MP to fire a Giant Cannonball that attacks up to 15 enemies at 825% damage periodically 4 times.
Every 25 sec 1 cannonball is prepared, up to 3.
Cooldown: 3 sec

Old Template: Consumes #mpCon MP to fire a Giant Cannonball that attacks up to #mobCount enemies at #damage% damage periodically #attackCount times.\nEvery #q sec 1 cannonball is prepared, up to #y.\nCooldown: #cooltime sec
Changed: q – 20 → 25
Changed: x – 20000 → 25000
Lightning in Unity
Description: Unites with Lightning and wipes out enemies. This skill Does not affect enemies in the Damage Reflection status.
Tags: info\type – 10, info\chainAttack – 1, info\chainattackPenalty – 1, weapon – 48, weapon2 – 39, info2\ignoreCounter – 1, invisible – 1

Template Consumes #mpCon MP to cast Lightning that attacks at #damage% damage #attackCount times for #time sec and transfers to up to #mobCount enemies.
Damage gradually decreases whenever it is transferred. Up to #x Lightning bolts can be cast at the same time based on the number of enemies nearby.
Lightning’s Cooldown: #y% damage
Cooldown: #cooltime sec
Level 1 Consumes #mpCon MP to cast Lightning that attacks at 416% damage 7 times for #time sec and transfers to up to 5 enemies.
Damage gradually decreases whenever it is transferred. Up to #x Lightning bolts can be cast at the same time based on the number of enemies nearby.
Lightning’s Cooldown: #y% damage
Cooldown: #cooltime sec
Level 25 Consumes #mpCon MP to cast Lightning that attacks at 800% damage 7 times for #time sec and transfers to up to 5 enemies.
Damage gradually decreases whenever it is transferred. Up to #x Lightning bolts can be cast at the same time based on the number of enemies nearby.
Lightning’s Cooldown: #y% damage
Cooldown: #cooltime sec

Old Template: Consumes #mpCon MP to cast Lightning that attacks at #damage% damage #attackCount times for #time sec and transfers to up to #mobCount enemies.\nDamage gradually decreases whenever it is transferred. Up to #x Lightning bolts can be cast at the same time based on the number of enemies nearby.\nLightning’s Cooldown: #y% damage \nCooldown: #cooltime sec
Changed: attackCount – 8 → 7
Changed: damage – 350+10*x → 400+16*x {600 → 800}
Serpent Screw
Description: Surrounds you with the energy of the water dragon sealed in the deep sea to attack nearby enemies. Water Dragon’s attacks are not affected by enemies in the Damage Reflection state.\nCan be toggled #cOn/Off#.
Tags: info\type – 11, info\areaAttack – 1, notIncBuffDuration – 1, notCooltimeReset – 1, vSkill – 1, weapon – 48, weapon2 – 39, info2\ignoreCounter – 1
Delay: 600ms

Template MP Cost: #mpCon. Each attack consumes #x Energy (#y Energy if you have full Energy). Energy costs -#z% for attacking Boss monsters.
Periodically auto-attacks up to #mobCount surrounding enemies at #damage% Damage #attackCount times.
Cooldown: #cooltime sec.
Level 1 MP Cost: 300. Each attack consumes 110 Energy (100 Energy if you have full Energy). Energy costs -60% for attacking Boss monsters.
Periodically auto-attacks up to 10 surrounding enemies at 374% Damage 3 times.
Cooldown: 3 sec.
Level 25 MP Cost: 300. Each attack consumes 110 Energy (100 Energy if you have full Energy). Energy costs -60% for attacking Boss monsters.
Periodically auto-attacks up to 10 surrounding enemies at 710% Damage 3 times.
Cooldown: 3 sec.

Old Template: Consumes #mpCon MP, and #x Energy per attack. Uses #y Energy when the energy is full.\nAttacks up to #mobCount enemies for #damage% damage #attackCount times every set period of time.\nCooldown: #cooltime sec
Changed: damage – 400+16*x → 360+14*x {800 → 710}
Changed: x – 150 → 110
Changed: y – 30 → 100
Added: z – 60
Shark Missile
Description: Blasts the energy of a shark to attack multiple enemies in front. Can be linked with Thunder and all skills that do not target self. This skill is not affected by enemies in the Damage Reflection state.
Tags: info\type – 2, info\areaAttack – 1, info2\ignoreCounter – 1, notIncBuffDuration – 1, notCooltimeReset – 1, vSkill – 1, weapon – 48, weapon2 – 39
Delay: 630ms

Template Consumes #mpCon MP, and #x Lightning buff.
Attacks up to #mobCount enemies for #damage% damage #attackCount times and creates a charging Shark Power.
Cooldown: #cooltime sec.
Level 1 Consumes 500 MP, and 2 Lightning buff.
Attacks up to 15 enemies for 1040% damage 7 times and creates a charging Shark Power.
Cooldown: 8 sec.
Level 25 Consumes 500 MP, and 2 Lightning buff.
Attacks up to 15 enemies for 2000% damage 7 times and creates a charging Shark Power.
Cooldown: 8 sec.

Old Template: Consumes #mpCon MP, and #x Lightning buff.\nAttacks up to #mobCount enemies for #damage% damage #attackCount times and creates a charging Shark Power.\nCooldown: #cooltime sec.
Changed: damage – 550+22*x → 1000+40*x {1100 → 2000}
Micro Missiles
Description: Brings out a container that fires multiple micro missiles.
Tags: info\type – 33, info2\ignoreCounter – 1, notIncBuffDuration – 1, notCooltimeReset – 1, vSkill – 1, weapon – 49
Delay: 540ms

Template Consumes #mpCon MP, Brings out a container that attacks up to #mobCount enemies with #bulletCount micro missiles.
Micro missiles deals #damage% damage #attackCount times.
Cooldown: #cooltime sec.
Level 1 Consumes 1000 MP, Brings out a container that attacks up to 15 enemies with 30 micro missiles.
Micro missiles deals 442% damage 5 times.
Cooldown: 25 sec.
Level 25 Consumes 1000 MP, Brings out a container that attacks up to 15 enemies with 30 micro missiles.
Micro missiles deals 850% damage 5 times.
Cooldown: 25 sec.

Old Template: Consumes #mpCon MP, Brings out a container that attacks up to #mobCount enemies with #bulletCount micro missiles.\nMicro missiles deals #damage% damage #attackCount times.\nCooldown: #cooltime sec.
Changed: bulletCount – 20+d(x/5) → 30 {25 → 30}
Changed: cooltime – 15 → 25
Changed: damage – 200+8*x → 425+17*x {400 → 850}
Dead Eye
Description: Focus aims at the enemy to take quick shots afterwards.
Tags: info\type – 33, info2\ignoreCounter – 1, notIncBuffDuration – 1, notCooltimeReset – 1, vSkill – 1, weapon – 49, psd – 1
Delay: 600ms

Template #cPassive Effects#: If Dead Eye is not on cooldown, starts to aim at up to #mobCount enemies within attack range. If Dead Eye is not used when the aim is completed, the aim is briefly released and the aim starts again.
#Active Effects#: Consumes #mpCon MP, attacks the aimed enemies for #damage% damage #attackCount times, additional Critical Rate #cr%
More damage can be dealt with precise aiming, up to three times.
Cooldown: #cooltime sec
Level 1 #cPassive Effects#: If Dead Eye is not on cooldown, starts to aim at up to 12 enemies within attack range. If Dead Eye is not used when the aim is completed, the aim is briefly released and the aim starts again.
#Active Effects#: Consumes 850 MP, attacks the aimed enemies for 1248% damage 4 times, additional Critical Rate 100%
More damage can be dealt with precise aiming, up to three times.
Cooldown: 25 sec
Level 25 #cPassive Effects#: If Dead Eye is not on cooldown, starts to aim at up to 12 enemies within attack range. If Dead Eye is not used when the aim is completed, the aim is briefly released and the aim starts again.
#Active Effects#: Consumes 850 MP, attacks the aimed enemies for 2400% damage 4 times, additional Critical Rate 100%
More damage can be dealt with precise aiming, up to three times.
Cooldown: 25 sec

Old Template: #cPassive Effects#: If Dead Eye is not on cooldown, starts to aim at up to #mobCount enemies within attack range. If Dead Eye is not used when the aim is completed, the aim is briefly released and the aim starts again.\n#Active Effects#: Consumes #mpCon MP, attacks the aimed enemies for #damage% damage #attackCount times, additional Critical Rate #cr%\nMore damage can be dealt with precise aiming, up to three times.\nCooldown: #cooltime sec
Changed: cooltime – 15 → 25
Changed: damage – 800+32*x → 1200+48*x {1600 → 2400}
Changed: mobCount – 15 → 12
Changed: x – 1600+64*x → 2400+96*x {3200 → 4800}
Spirit Summoning Circle
Description: Creates an area that summons spirits. Spirit’s attacks are not affected by enemies in the Damage Reflection status.
Tags: info\type – 33, info\minionAbility – summon, info2\ignoreCounter – 1, showSummonedBuffIcon – 2, notIncBuffDuration – 1, notCooltimeReset – 1, vSkill – 1, weapon – 48, subWeapon – 35
Delay: 990ms

Template Consumes #mpCon MP, creates a domain that summons #x existing spirits every #time sec for #w sec. Up to #y spirits can be summoned at once.
Spirits seek out enemies in the area to deal #v% damage #s times, and then disappear after sticking to enemies while applying a debuff that lasts #s2 sec.
Critical Rate +#q%, Critical Damage +#v2% when attacking enemies with the debuff.
Debuff can be stacked up to #q2 times.
Cooldown: #cooltime sec
Level 1 Consumes 1000 MP, creates a domain that summons 2 existing spirits every 40 sec for 8 sec. Up to 10 spirits can be summoned at once.
Spirits seek out enemies in the area to deal 624% damage 3 times, and then disappear after sticking to enemies while applying a debuff that lasts 8 sec.
Critical Rate +8%, Critical Damage +1% when attacking enemies with the debuff.
Debuff can be stacked up to 10 times.
Cooldown: 119 sec
Level 25 Consumes 1000 MP, creates a domain that summons 2 existing spirits every 40 sec for 8 sec. Up to 10 spirits can be summoned at once.
Spirits seek out enemies in the area to deal 1200% damage 3 times, and then disappear after sticking to enemies while applying a debuff that lasts 8 sec.
Critical Rate +8%, Critical Damage +1% when attacking enemies with the debuff.
Debuff can be stacked up to 10 times.
Cooldown: 95 sec

Old Template: Consumes #mpCon MP, creates a domain that summons #x existing spirits every #time sec for #w sec. Up to #y spirits can be summoned at once.\nSpirits seek out enemies in the area to deal #v% damage #s times, and then disappear after sticking to enemies while applying a debuff that lasts #s2 sec.\nCritical Rate +#q%, Critical Damage +#v2% when attacking enemies with the debuff.\nDebuff can be stacked up to #q2 times.\nCooldown: #cooltime sec
Changed: v – 450+18*x → 600+24*x {900 → 1200}
ICBM
Description: Fires ballistic missile in an arc to attack enemies in a large area. While pressing the skill key, use the Upper Arrow and Down Arrow keys to adjust your firing angle, then release the skill key to fire. The missiles do not attack enemies directly. Instead, they must hit the platform to explode and inflict damage. Negates the Knockback effect from enemy attacks while its angle is adjusted, and leaves you Invincible after casting.
Tags: info\type – 1, info\areaAttack – 1, info\knockbackLimit – 80, notIncBuffDuration – 1, notCooltimeReset – 1, vSkill – 1, weapon – 53
Delay: 630ms

Template Consumes #mpCon MP, Can be aimed for up to #dotTime sec. Skill is cancelled if the time is exceeded. When detonated, attacks up to #u enemies for #q% damage #q2 times.
After the explosion, creates a contaminated area that lasts #u2 sec at the lowest platform within the attack location that attacks up to #v2 enemies for #z% damage.
Cooldown: #cooltime sec
Level 1 Consumes 1000 MP, Can be aimed for up to 5 sec. Skill is cancelled if the time is exceeded. When detonated, attacks up to 15 enemies for 2184% damage 5 times.
After the explosion, creates a contaminated area that lasts 15 sec at the lowest platform within the attack location that attacks up to 10 enemies for 364% damage.
Cooldown: 30 sec
Level 25 Consumes 1000 MP, Can be aimed for up to 5 sec. Skill is cancelled if the time is exceeded. When detonated, attacks up to 15 enemies for 4200% damage 5 times.
After the explosion, creates a contaminated area that lasts 15 sec at the lowest platform within the attack location that attacks up to 10 enemies for 700% damage.
Cooldown: 30 sec

Old Template: Consumes #mpCon MP, Can be aimed for up to #dotTime sec. Skill is cancelled if the time is exceeded. When detonated, attacks up to #u enemies for #q% damage #q2 times.\nAfter the explosion, creates a contaminated area that lasts #u2 sec at the lowest platform within the attack location that attacks up to #v2 enemies for #z% damage.\nCooldown: #cooltime sec
Changed: q – 1800+72*x → 2100+84*x {3600 → 4200}
Added: time2 – 500
Changed: z – 250+10*x → 350+14*x {500 → 700}

SENGOKU REWORK

  • Kanna and Hayato have received updates to their skills to keep them relevant to the game.
  • Kanna’s Haku was balanced appropriately and Kanna received updates on her attacks to stay relevant to the game as per other Magician classes in MapleSEA.
  • Hayato’s Keen Edge was adjusted to match the rest of the link skills available in MapleSEA.
  • Battoujutsu Combo was reworked slightly to make it smoother and the attack damage buff was increased.
  • Hitokiri Strike’s Cooldown Cutter was reworked to include a longer buff duration for the skill in general.
  • The skill changes for Kanna and Hayato are as follows:

Kanna

1st Job

  • Haku’s Heart: Adds INT.

2nd Job

  • Shikigami Charm: Passively decreasing damage taken by 15%.
  • Haku Reborn: Passively increases Magic Attack. Adds Final Damage% when party members receive Haku’s buff effects.
  • Fan Booster: Buff Duration increased to 240 seconds.

3rd Job

  • Soul Shear: Passively increases Final Damage%.
  • Lifeblood Ritual: Passively adds Status Resistance.
  • Unholy Radiance: Passively increases Critical Damage.

4th Job

  • Tessenjutsu: Increased Mastery gain and passively adds Damage.
  • Haku Perfected: Passively increases Magic Attack. Adds Final Damage% when party members receive Haku’s buff effects.
  • Shocking Shikigami Haunting: Increased max enemies hit, and greatly increased attack range.

Hayato

Beginner Skills

  • Keen Edge (Link Skill): Master Level increased to 2.
  • Shimada Heart: Damage increase is now reflected in stats window.
  • Sword Discipline: Lowered MP cost.

1st Job

  • Battoujutsu Combo: Provides attack damage % increase when using skills related to Battoujutsu.
  • Iagiri: Vertical range slightly increased.

3rd Job

  • Willow Dodge: Damage increase is now reflected in stats window.

4th Job

  • Rai Sanrenzan: Max Enemies Hit adjusted to 8.
  • Bushido’s Will: Changed to a passive skill.
  • Jinsoku: Balanced the avoidability granted.
  • Eye for an Eye: Adjusted to activate when Hayato successfully avoids an enemy.
  • Bloodletter: Damage over time adjusted to match other jobs.
  • Hitokiri Strike: Damage has been increased, and instant kill chance has been removed. The invincibility duration has been decreased.

Hyper Skills

  • Hitokiri Strike – Persistence **NEW**: Increases buff duration of Hitokiri Strike by 20 seconds.
  • Hitokiri Strike – Cooldown Cutter: Reduced Cooldown Time Reduction to 30%.
  • Falcon’s Honor: Modified to gain 100 Sword Energy upon using skill.

EXISTING SKILL ADJUSTMENTS

Skills across the board have also received changes.

All Jobs

  • Auto Restoration I: Skill cooldown increased to every 40 seconds.
  • Auto Restoration II: Skill cooldown increased to every 30 seconds.
  • Endless Attack: Skill cooldown increased to every 75 seconds.

All Archers

  • Guided Arrow: Damage increased from 500% > 600%.

All Thieves

  • Venom Burst: Damage over time increased from 25% > 100%, additional damage increased from 825% > 1000%, number of hits increased from 5 > 6 times.

All Warriors

  • Blitz Shield: HP consumed is changed to 5% of HP, and created shield has 15%~20% of HP.

Explorer Archer

  • Avian Awakening: Number of hits increased from 6 > 7 times.

Hero

  • Insizing: Combo cost has been decreased from 4 > 2.
  • Deadly Combo Fault: An error where a Boss Damage buff was wrongly provided has been removed.
  • Sword of Burning Soul: An error where changing maps would cause the summoned sword soul to disappear has been fixed.

Paladin

  • Blessed Hammer: Damage has been adjusted to be 546%~1050%.
  • Blessing Armor: Number of barriers will now be shown in the buff counter.
  • Blast: Damage has been adjusted to 194%~310%.

Dark Knight

  • Beholder Dominant: Modified to be a passive skill. Upon summoning Beholder, it will be in the Dominant status.
  • Beholder shock: An error where using this skill and Beholder’s Impact at the same time would cause Beholder Impact’s animation to be missing has been fixed.
  • Sacrifice: The cooldown reduction when Beholder attacks has been adjusted to 0.35 seconds per attack.
  • Beholder’s Impact: MP consumption has been increased to 1000 MP. Damage has been adjusted to 303%~375%.
  • Reincarnation: Cooldown of Reincarnation will now be shown in the buff counter.
  • Gungnir’s Descent: Damage is increased to 196%~225%.

Arch Mage (Fire/Poison)

  • Paralyze: Attack range has been increased.
  • Infinity: Now has a limit of 200% Final Damage boost.
  • DoT Punisher: An error where additional fireballs were incorrectly not created has been fixed.
  • Poison Nova: MP consumption has been decreased from 1000 MP > 500 MP. Explosion damage has been increased to 468%~900%.

Arch Mage (Ice/Lightning)

  • Infinity: Now has a limit of 200% Final Damage boost.
  • Lightning Sphere: Damage has been decreased to 200%.
  • Thunder Break: Final Damage will be decreased by 10% if it constantly attacks the same enemy.
  • Chain Lightning: Vertical range has been increased.

Bishop

  • Heal: EXP gain upon healing party members has been removed.
  • Angel’s Ray: EXP gain upon healing party members has been removed.
  • Infinity: Now has a limit of 200% Final Damage boost.
  • Prayer: Cooldown time has been increased from 120 > 180 seconds, duration of the skill has been decreased from 31~55 seconds > 30~42 seconds. HP/MP recovery has been decreased from 2% > 1%, increased HP/MP recovery has been decreased from 15% > 10%, final damage increase has been decreased from 10% > 5%.
  • Angel of Libra: Summon Duration is 30 seconds, damage buff is adjusted to 5% + 1% per 1250 INT, up to a maximum of 100%.
  • Angelic Vengeance: Final damage boost is increased from 25% > 30%.

Bowmaster

  • Illusionary Shot: Damage has been increased from 416% > 800%, and increased procs every 10 attacks instead of 12. Cooldown has been increased to 30 seconds.

Crossbowmaster

  • Piercing: Damage has been increased to 255~400%, and the arrow speed is increased.
  • Snipe: Arrow speed increased.
  • Long Range True Shot: Cast delay decreased.
  • Split Arrow: Cooldown is 120 seconds.

Night Lord

  • Critical Throw: Damage boost has been decreased to 1%~5%.
  • Mark of Night Lord: Number of stars decreased to 3.
  • Bleeding Toxin: Attack boost increased from 30 > 60, DoT duration decreased from 8 > 3 seconds, cooldown increased from 90 > 200 seconds.
  • Claw Expert: Critical Damage boost increased to 5~15%.
  • Fuma Shuriken: Mark of Assassin proc. rate has been increased to 40%.

Shadower

  • Eviscerate: Instantly move to enemies wounded by Assassinate to inflict a deadly attack, and can be linked with Assassinate. Eviscerate will ignore Damage Reflect.
  • Midnight Carnival: Damage has been increased to 84%~160%. Number of hits decreased to 7 hits.
  • Dagger Expert: Critical Damage boost is increased to 11~20%.
  • Shadower Instinct: Base attack boost has been increased to 2-40.

Dual Blade

  • Blade Fury: Damage has been adjusted to 192~250%.
  • Dual Wield Expert: Final Damage boost has been adjusted to 5~20%.
  • Phantom Blow: Damage has been adjusted to 188~275%.
  • Blade Storm: Damage has been adjusted to 603%~1155%, number of hits decreased from 8 > 7.

Viper

  • Dragon Strike: Final Damage boost duration has been increased from 10 > 15 seconds.
  • Serpent Screw: Energy consumption has been decreased from 150 > 110, and energy consumption is reduced by 60% on bosses. When fully charged, consumes 100 energy. Damage has been adjusted to 374%~710%.
  • Corkscrew Blow: Damage has been adjusted to 82%~120%, number of hits increased from 1 > 3 hits.
  • Captain

  • Dead Eye: Damage has been adjusted to 1248%~2400%, and max number of enemies hit has been decreased from 15 > 12, and cooldown of the skill has been increased from 15 > 25 seconds.
  • Parrotargeting: Final Damage boost has been adjusted to 7%~25%, critical damage boost has been adjusted to 11%~20%.

Cannon Shooter

  • Mega Monkey Magic: Skill Duration increased to 180 seconds.
  • Big Fuse Gigantic Cannonball: Preparation time for cannonball has been increased from 20 > 25 seconds.
  • ICBM: Damage has been adjusted to 2184%~4200%, and the ground damage is adjusted to 364%~700%. Character will be invincible while casting ICBM.

All Cygnus Knights

  • Cygnus Phalanx: Summon duration is adjusted to 22.5 seconds, with a cooldown of 30 seconds.

Mihile

  • Soul Blade: Cast delay has been decreased.
  • Royal Guard: Attack boost when succesfully guarding for the 3rd time has been increased to 25.
  • Soul Driver: Cast delay has been decreased.
  • Trinity Attack: Attack range of the skill has been increased.
  • Soul Assault: Attack range of the skill has been increased.
  • Rho Aias: An error where the final damage buff would not be saved by Buff Freezers has been fixed.
  • Claimh Solais: The ability to reset the attack duration buff duration of the Royal Guard has been changed to a function that increases the attack duration buff duration by a certain amount. The skill is usable even without the Royal Guard buff.

Soul Master

  • True Sight: Final Damage Boost on debuffed enemies is adjusted to 5%.
  • Soul Cleaving: Damage is adjusted to 2900%.
  • Elysion: Final Damage reduction has been increased from 40% > 50%.

Flame Wizard

  • Advanced Magic Mastery: Critical Damage Boost has been removed.
  • Incarnate’s Anger: An error where this skill could not be used occassionally in Hungry Muto PQ has been fixed.
  • Burning Conduit: Damage Boost has been increased to 31~60%. Skill duration is now 30 seconds with an adjusted cooldown time of 45 seconds.

Wind Breaker

  • Spiral Vortex: Cast delay has been decreased.
  • Wind Chime: Attack, DEX, and HP boosts have been changed to passive effects.

Night Walker

  • Shadow Bat: Damage dealt to regular monsters have been increased by 10%.
  • Throwing Mastery: Damage boost has been adjusted to 3%~30%.
  • Quintuple Toss – Boss Rush: Boss Damage boost has been adjusted to 20%.
  • Shadow Jump: Attacking skills that throw stars will now have their final damage increased by 10% if used while jumping.
  • Guise of Shadows: The 3 shadows damage has been adjusted to 65% / 45% / 25% respectively.
  • Critical Throw: Critical Damage boost has been increased to 10%.
  • Throwing Expert: Critical Damage boost has been increased to 10%.

Striker

  • Bolt Anchor: Cast delay has been decreased.
  • Expert Knuckle Mastery: Critical Damage boost is adjusted to 1%~5%.
  • Blitz IV: Critical Damage boost has been increased to 25%.
  • Lightning in Unity: Damage has been adjusted to 416%~800%. The number of lightning attacks have been changed to 7 hits.
  • Shark Missile: Damage has been adjusted to 1040%~2000%.

All Maple Heroes

  • Freud’s Oathguard: First stack of the skill will reset skill cooldown faster by 10%.

Aran

  • Maha Installation: Combo count is instantly increased by 100 whenever this skill is used.

Evan

  • Imperial Breath: Damage has been adjusted to 520%~1000%.
  • Dragon Breath: Swift of Wind’s damage boost has been increased to 131%~160%.
  • Breath of Earth: Damage distribution formula has been modified whereby 35% of the attack’s damage is not divided, depending on the number of enemies attacked.
  • Dragon Breath – Wind Bonus Chance: Damage boost has been adjusted to 85%.

Mercedes

  • Leaf Tornado: Damage has been adjusted to 184%~260%.
  • Sylvidia: Rush attack’s cooldown has been decreased to 0.95 second.
  • Ignis Roar: Changed to passively grant 1%~10% Final Damage boost.
  • Dual Bowguns Expert: Critical Damage boost has been adjusted to 1%~10%.

Phantom

  • Claire de Lune: Skill has been changed to passive.
  • Joker: Number of cards thrown has been adjusted to 11.
  • Black Jack: Errors where this skill was affected by Combat Orders, as well as the last attack would cause Dark Sight to be removed have been fixed.
  • Mille Aiguilles: Damage has been adjusted to 71%~100%.
  • Cane Expert: Final Damage boost has been adjusted to 10%-25%.

Luminous

  • Darkness – Light Gauge: Will no longer reset after resurrection of character.
  • Ray of Redemption: EXP gain when healing party members has been removed.
  • Apocalypse: Cast delay has been decreased.
  • Morning Star: Cast delay has been decreased.
  • Punishing Resonator: Skill duration has been decreased to 6 seconds.
  • Ender: Damage is adjusted to 298%~385%, number of hits adjusted to 7.

Eunwol

  • Spirit Trap: An error where a message would not not be displayed when the skill is used on enemies that were resistant to binds has been fixed.
  • Expert Knuckle Mastery: A 1%~10% Final Damage boost effect has been added to the skill.
  • Spirit Summoning Circle: Damage is adjusted to 624%~1200%.

All Resistance

  • Resistance Line Infantry: Damage has been adjusted to 223%~415%.

Demon Slayer

  • Demon Awakening: Final Damage boost has been removed, buff duration has been adjusted to 36~60 seconds.
  • Demon Cry: Damage is adjusted to 370%~515%, number of hits adjusted to 7.
  • Blue Blood: An error where certain images would appear awkwardly during the cast effect has been fixed.

Demon Avenger

  • Demon Frenzy: The skill now reduces damage taken from attacks (including % HP attacks) by 30%.
  • Blood Feast: Adjusted consuming of HP to 3% per seconds instead of 4%.

Blaster

  • Charge Skill Changes: The issue where using Charge skills while using other skills to cancel their actions repeatedly would sometimes cause the client to shutdown has been alleviated.
  • Shockwave Drive: Damage boost has been decreased to 82%~140%.
  • Magnum Flash: Damage boost has been decreased to 122%~160%.

Battle Mage

  • Battle Mastery: Critical Damage boost has been adjustsed to 1~20%.
  • Staff Expert: Critical Damage boost has been adjusted to 6~20%.
  • Union Aura: Extra damage has been adjusted to 300%.
  • Black Magic Altar: Altar duration has been adjusted to 40 seconds, altar preparation can be only done after 25 seconds, cooldown has been adjusted by 0.5 second.
  • Dark Chain: Can now be linked to Blow Skills and Battle Burst.
  • Battle Burst: Can now be linked to Blow Skills.
  • Spell Boost: Magic Attack boost has been adjusted to 10~25%.

Wild Hunter

  • Wild Arrow Blast: Damage has been adjusted to 282%~340%.
  • Wild Arrow Blast – Boss Rush: Damage increment has been adjusted to 20%.
  • Drill Container Unit: While riding a Jaguar, damage to regular monsters will now be increased by 10%.
  • Extend Magazine: All Stats boost has been adjusted to 2~60 All Stats, 20% Damage boost has been replaced with a 5~15% Final Damage boost.
  • Feral Fury: Attack now has a 100% chance of inflicting the maximum number of Another Bite debuffs.
  • Jaguar Storm: Summon duration has been adjusted to 40 seconds.

Xenon

  • Surplus Overload: The skill now consumes 250 MP upon activation, and continuously consumes 199~175 MP per second.
  • OOPArts Code: The 30% Damage boost has been replaced with a 10~25% Final Damage boost.

Mechanic

  • Micro Missiles: Damage has been adjusted to 442%~850%, cooldown adjusted to 25 seconds, adjusted to fire 30 micro missiles.

Kaiser (Nova)

  • Guardian of Nova: An error where the previous Kaisers would disappear has been fixed.
  • Ancestral Prominence: The skill now increases the Morph Gauge by 50 when used.
  • Tempest Blade: Devastate: Fire Damage has been adjusted to 700%.

Angelic Buster (Nova)

  • Soul Seeker: An error where only 1 orb would be created when fighting 1 enemy has been fixed.
  • Soul Shooter Expert: Critical Damage boost has been adjusted to 1%~15%.

Zero (Child of God)

  • Formulae Changes: Lapis/Lazuli’s attack additional options logic has been changed to match other jobs’ weapons. Existing characters’ items will be automatically modified.
  • Air Riot: An error where the shockwave activation delay was changed has been fixed. Critical Damage boost has been adjusted to 12%~50%.

Kinesis (Other World)

  • Pure Energy: Replaces the skill, Pure Power.
  • Increase Mental Power: Replaces the skill, Psychic Reinforcement.
  • ESP Battle Order: Skill has been changed to passive.
  • Psychic Grab: Vertical attack range has been increased.
  • Psychic Grab II: Vertical attack range has been increased.

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