MSEA V.167 – BEYOND (2017-05-17)

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

Skill.wz

  1. Hero
  2. Page
  3. White Knight
  4. Paladin
  5. Berserker
  6. Dark Knight
  7. F\P Arch Mage
  8. I\L Wizard
  9. I\L Arch Mage
  10. Bishop
  11. Bow Master
  12. Night Lord
  13. Soul Master (IV)
  14. Flame Wizard (IV)
  15. Striker (IV)
  16. Aran (IV)
  17. Phantom (III)
  18. Phantom (IV)
  19. Battle Mage (I)
  20. Battle Mage (II)
  21. Battle Mage (III)
  22. Battle Mage (IV)
  23. Wild Hunter (I)
  24. Wild Hunter (II)
  25. Wild Hunter (III)
  26. Wild Hunter (IV)
  27. Mechanic (I)
  28. Mechanic (IV)
  29. Angelic Buster (IV)
  30. Union System
  31. Kinesis (I)
  32. Kinesis (II)
  33. Kinesis (III)
  34. V Matrix (Common/Enhance Core)
  35. V Matrix (Warrior Skill)
  36. V Matrix (Mage Skill)
  37. V Matrix (Bowman Skill)
  38. V Matrix (Thief Skill)
  39. V Matrix (Pirate Skill)

Skill.wz

Hero

raging blow
Description: Attack enemies in front of you consecutively. #cThe last two is always critical#.
Tags: combatOrders – 1, info\type – 1, info\areaAttack – 1, weapon – 30, weapon2 – 31, weapon3 – 40, weapon4 – 41, invisible – 1
Delay: 780ms

Template Consume MP #mpCon, on max #mobCount enemies, with #damage% damage, attack #attackCount times, and the #clast two attacks are ciritial#
Level 1 Consume MP 22, on max 8 enemies, with 169% damage, attack 5 times, and the #clast two attacks are ciritial#
Level 30 Consume MP 40, on max 8 enemies, with 285% damage, attack 5 times, and the #clast two attacks are ciritial#

Changed: attackCount – 9 → 5
Changed: damage – 107+2*x → 165+4*x {167 → 285}
Raging Blow
Description: Attacks a group of enemies in front multiple times. The #clast hit always achieves Critical damage#. Enrage enhances this skill’s damage on a single enemy.\n#cLv. 30 Effect: Can learn the Hyper skill, Valhalla and the 5th Advancement Skill, Sword of Burning Soul.#
Tags: masterLevel – 10, combatOrders – 1, info\type – 1, info\areaAttack – 1, weapon – 30, weapon2 – 31, weapon3 – 40, weapon4 – 41
Delay: 840ms

Template Consumes #mpCon MP to attack up to #mobCount enemies at #damage% Damage #attackCount times. The #clast hit always achieves Critical damage#.
Attacks at #x% Damage #y times in the #cEnraged# mode. The #clast two hits always achieve Critical damage#.
Level 1 Consumes 22 MP to attack up to 8 enemies at 152% Damage 5 times. The #clast hit always achieves Critical damage#.
Attacks at 169% Damage 5 times in the #cEnraged# mode. The #clast two hits always achieve Critical damage#.
Level 30 Consumes 40 MP to attack up to 8 enemies at 268% Damage 5 times. The #clast hit always achieves Critical damage#.
Attacks at 285% Damage 5 times in the #cEnraged# mode. The #clast two hits always achieve Critical damage#.

Old Template: Consumes #mpCon MP to attack up to #mobCount enemies at #damage% Damage #attackCount times. The #clast hit always achieves Critical damage#.\nAttacks at #x% Damage #y times in the #cEnraged# mode. The #clast two hits always achieve Critical damage#.
Changed: x – 107+2*x → 165+4*x {167 → 285}
Changed: y – 9 → 5

Page

Elemental Charge
Description: when #cCharge skills in different elements are used#, may reinforce oneself with recharging the power of elimental. In addition, max defense is increased.
Tags: info\type – 51, info\suddenDeath – 1, info\condition – attack, info\pvp – 0, fixLevel – 1, notRemoved – 1

Template Adds 1 Element Charge when using #cCharge skills of different elements# within #time sec, Max Element Charge: #z, Damage/Healing (not by potions): +#x%, Attack: +#y, Status Resistance: +#u, Damage Reduction (including HP based Attacks): #w%
Level 1 Adds 1 Element Charge when using #cCharge skills of different elements# within 30 sec, Max Element Charge: 5, Damage/Healing (not by potions): +2%, Attack: +8, Status Resistance: +2, Damage Reduction (including HP based Attacks): 2%

Old Template: Adds 1 Elemental Charge when 2 #cCharge skills of different elemental properties# are cast in succession. Charges up to #z Elemental Charges. Damage/healing amount (not by potions) +#x%, ATT +#y, Abnormal Status Resistance +#u, Damage from enemy attacks including those that drain HP based on Max HP -#w%, and #cMax DEF +20,000#.
Changed: time – 8 → 30

White Knight

Combat Orders
Description: Permanently increases damage of Blizzard Charge and Flame Charge. Temporarily increases the skill level of all party members, including yourself. Only the #c4th Advanced class skills# for each character can be increased past their mastery levels, and the rest skills are increased to their mastery levels.\nThe Beginner skills, Combat Orders, Hyper Skill, and 5th Advancement skills cannot be increased. Required Skill: #cHP Recovery level 5 or above#
Tags: info\type – 10, info\massSpell – 1, psd – 1, weapon – 30, weapon2 – 32, weapon3 – 40, weapon4 – 42
Delay: 990ms

Template MP Cost: #mpCon, Skill Levels Increment: +#x, Buff Duration: #time sec
[Passive Effect: Blizzard/Flame Charge Damage: +#damPlus%p]
Level 1 MP Cost: 24, Skill Levels Increment: +1, Buff Duration: 86 sec
[Passive Effect: Blizzard/Flame Charge Damage: +34%p]
Level 20 MP Cost: 36, Skill Levels Increment: +2, Buff Duration: 200 sec
[Passive Effect: Blizzard/Flame Charge Damage: +110%p]

Old Template: MP Cost: #mpCon. All skill levels +#x for #time seconds.\n[Passive Effects: Blizzard/Flame Charge damage +#damR%]
Added: damPlus – 30+4*x {110}
Removed: damR

Paladin

Advanced Charge
Description: Increases each attribute charge skill’s max target number and attack number, blast’s attack number.
Tags: skillType – 1, combatOrders – 1, psd – 1, info\type – 50, info\affectedSkill – 1211002, masterLevel – 10

Template Damage per charge #x%, ATT +#y, Charge skills’ max targets +#targetPlus, Blast and Charge skills’ attack count +#attackCount per charge
Level 1 Damage per charge 5%, ATT +12, Charge skills’ max targets +1, Blast and Charge skills’ attack count +1 per charge
Level 10 Damage per charge 5%, ATT +12, Charge skills’ max targets +2, Blast and Charge skills’ attack count +2 per charge

Changed: time – x → 30 {10 → 30}
Paladin Expert
Description: Learns everything a Paladin needs to know, increasing weapon mastery, Defense, and Critical Damage. Damage, Ignore DEF, and Mastery increases depending on the type of weapon you are equipped with.\nRequired Skill: #cLv. 10 Weapon Mastery or higher#
Tags: skillType – 1, masterLevel – 10, combatOrders – 1, psd – 1, info\type – 50

Template Increase Mastery level by #mastery%, Defence #pddX, Critical Hit Rate #cr%, Critical Damage #criticaldamage%, Chance to bypass monster defence #ignoreMobpdpR%, final damage #pdR% increase
When #c One-handed Sword# is equipped, Critical Damage 5%, Mastery Level 3% increase
When #cTwo-handed Sword# is equipped, Critical Damage 5%, Mastery Level 3% increase
When #c One-handed Blunt Weapon# is equipped, Critical Damage 3%, Chance to bypass monster defence 10%, Mastery Level 3% increase
When #cTwo-handed Blunt Weapon# is equipped, Critical Damage 5%, Chance to bypass monster defence 10%, Mastery Level 3% increase
Level 1 Increase Mastery level by 56%, Defence 110, Critical Hit Rate 11%, Critical Damage 3%, Chance to bypass monster defence 16%, final damage 11% increase
When #c One-handed Sword# is equipped, Critical Damage 5%, Mastery Level 3% increase
When #cTwo-handed Sword# is equipped, Critical Damage 5%, Mastery Level 3% increase
When #c One-handed Blunt Weapon# is equipped, Critical Damage 3%, Chance to bypass monster defence 10%, Mastery Level 3% increase
When #cTwo-handed Blunt Weapon# is equipped, Critical Damage 5%, Chance to bypass monster defence 10%, Mastery Level 3% increase
Level 30 Increase Mastery level by 70%, Defence 400, Critical Hit Rate 40%, Critical Damage 8%, Chance to bypass monster defence 30%, final damage 40% increase
When #c One-handed Sword# is equipped, Critical Damage 5%, Mastery Level 3% increase
When #cTwo-handed Sword# is equipped, Critical Damage 5%, Mastery Level 3% increase
When #c One-handed Blunt Weapon# is equipped, Critical Damage 3%, Chance to bypass monster defence 10%, Mastery Level 3% increase
When #cTwo-handed Blunt Weapon# is equipped, Critical Damage 5%, Chance to bypass monster defence 10%, Mastery Level 3% increase

Old Template: Mastery +#mastery%, DEF +#pddX, and Critical Damage +#criticaldamage%\n#cOne-handed Swords#: Critical Damage +5% and Mastery +3%\n#cTwo-handed Swords#: Critical Damage +5%\n#cOne-handed Blunts#: Max. Critical Damage +3%, Ignore DEF +10%, and Mastery +3%\n#cTwo-handed Blunts#: Critical Damage +3% and Ignore DEF +10%
Added: cr – 10+x {40}
Added: ignoreMobpdpR – 15+u(x/2) {30}
Added: pdR – 10+x {40}
Threaten-Bonus Chance
Description: Increases Success rate of threats.
Type: Hyper Skill
Tags: info\type – 50, hyper – 1, reqLev – 162

Template Success rate increases by #prop%.
Level 1 Success rate increases by 25%.

Changed: prop – 20 → 25
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: 174%
Level 30 MP Cost: 24. Attack Count: 8 dealing Damage: 290%

Old Template: Consumes #mpCon MP to attack at #damage% Damage #attackCount times.\nWhen all the Elemental Charges are charged, you can consume all of them to increase Critical Rate +#cr%, Ignore DEF +#ignoreMobpdpR%, and final damage +#damR% for #time seconds.\nElemental Charges are not consumed while the Blast buff is in effect.
Removed: cr
Removed: damR
Removed: ignoreMobpdpR
Changed: time – 120 → 0
Elemental Force
Description: Significantly increases your damage for a set duration and permanently increases the damage of Charge skills except Divine Charge.
Tags: info\type – 10, info\pvp – 0, masterLevel – 10, psd – 1, weapon – 30, weapon2 – 32, weapon3 – 40, weapon4 – 42, combatOrders – 1, pairskill – 1
Delay: 1080ms

Template MP Cost: #mpCon, increases #indieDamR% damage for #time seconds
[Passive Effects: Flame Charge, Blizzard Charge, Lightning Charge skills increase damage by #damPlus%p]
Level 1 MP Cost: 20, increases 1% damage for 113 seconds
[Passive Effects: Flame Charge, Blizzard Charge, Lightning Charge skills increase damage by 88%p]
Level 30 MP Cost: 30, increases 30% damage for 200 seconds
[Passive Effects: Flame Charge, Blizzard Charge, Lightning Charge skills increase damage by 204%p]

Old Template: MP Cost: #mpCon. Damage +#indieDamR% for #time sec.\nPassive Effects: Flame/Blizzard/Lightning Charge damage +#x%
Added: damPlus – 84+4*x {204}
Changed: x – 120+3*x → 0 {210 → 0}

Berserker

Lord of Darkness
Description: Increases Critical Rate and Critical Damage. Attacks create a chance of restoring HP.
Tags: psd – 1, info\type – 51, info\hpDrain – 1, info\condition – attack

Template Critical Hit Rate #cr%, Critical Damage #criticaldamage% increase
#prop% chance to recover maximum HP #x% of Max HP when attacking
Level 1 Critical Hit Rate 12%, Critical Damage 3% increase
10% chance to recover maximum HP 2% of Max HP when attacking
Level 10 Critical Hit Rate 30%, Critical Damage 8% increase
100% chance to recover maximum HP 2% of Max HP when attacking

Old Template: Critical Rate +#cr%, Critical Damage +#criticaldamage%.\nAttacks create a #prop% chance of restoring #x% Max HP and inflicts damage at #y% while fighting Boss monsters.
Changed: y – 3 → 2
Beholder shock
Description: Beholder uses his scream to strike surrounding enemies, causing them to faint and deals damage. \nBeholder can only use this in Dorminant form and it is not affected by enemies that are in a reflective state.
Tags: info2\type – 1, info2\areaAttack – 1, info2\mes – stun, info2\ignoreCounter – 1, info\type – 1, info\areaAttack – 1, info\mes – stun, weapon – 43, weapon2 – 44
Delay: 720ms

Template Beholder moves in front of the Dark Knight, attacking #attackCount times to maximum #mobCount enemies with Damage: #damage%, with #prop% probability of enemies fainting for #time seconds. Cooldown: #cooltime sec
Level 1 Beholder moves in front of the Dark Knight, attacking 2 times to maximum 10 enemies with Damage: 412%, with 9% probability of enemies fainting for 5 seconds. Cooldown: 12 sec
Level 20 Beholder moves in front of the Dark Knight, attacking 2 times to maximum 10 enemies with Damage: 640%, with 90% probability of enemies fainting for 5 seconds. Cooldown: 12 sec

Old Template: Attacks up to #mobCount enemies at #damage% Damage with a #prop% chance of Stunning them for #time seconds. Cooldown: #cooltime sec.
Changed: attackCount – 1 → 2
Changed: cooltime – 25-3*d(x/4) → 12 {10 → 12}
Cross Over Chains
Description: Temporarily increases your #cdamage depending on your current HP# and decreases #cdamage from enemy attacks by an absolute value# that equals a certain percentage of your missing HP.
Tags: info\type – 11, info\magicSteal – 1, weapon – 43, weapon2 – 44, psd – 1
Delay: 1080ms

Template MP Cost: #mpCon, for #time seconds final damage will increase by #x%, final damage amount will reduce proportionately to current HP
With #y% decrease in HP, #c the absolute sum of received damage will be decreased#. However, maximum decrease is #z
[Passive Effect: #c final damage #pdR% increase#]
Level 1 MP Cost: 10, for 86 seconds final damage will increase by 10%, final damage amount will reduce proportionately to current HP
With 2% decrease in HP, #c the absolute sum of received damage will be decreased#. However, maximum decrease is 4000
[Passive Effect: #c final damage 12% increase#]
Level 20 MP Cost: 20, for 200 seconds final damage will increase by 20%, final damage amount will reduce proportionately to current HP
With 8% decrease in HP, #c the absolute sum of received damage will be decreased#. However, maximum decrease is 4000
[Passive Effect: #c final damage 50% increase#]

Old Template: Consumes #mpCon MP to #cincrease final damage by #x% of current HP# and #cdecrease damage from enemy attacks by an absolute value# that equals #y% of your missing HP for #time seconds. Max Reduction: #z.
Added: pdR – 2*x+10 {50}
Changed: x – 4*x → 10+d(x/2) {80 → 20}

Dark Knight

Revenge of the Beholder
Description: When attacked, Beholder has a fixed probability of dealing a counterattack to the attacker and to recover Dark Knight’s HP. \n
Additionally, Beholder Shock’s damage is increased permanently.

Tags: combatOrders – 1, info\type – 54, info\minionAttack – normal, info\condition – damaged, info\hpDrain – 1, masterLevel – 10, info2\ignoreCounter – 1, psd – 1

Template #prop% probability of counterattack when attacked, Damage: #damage%, #x% of maximum HP recovered. Counterattack Cooldown: #cooltime sec
Increases Beholder Shock’s damage by #damPlus%p
Level 1 100% probability of counterattack when attacked, Damage: 562%, 5% of maximum HP recovered. Counterattack Cooldown: 19 sec
Increases Beholder Shock’s damage by 155%p
Level 30 100% probability of counterattack when attacked, Damage: 910%, 5% of maximum HP recovered. Counterattack Cooldown: 5 sec
Increases Beholder Shock’s damage by 300%p

Old Template: Damage from enemy attacks creates a #prop% chance of counterattacks at #damage% damage, recovering #x% Max HP. Counterattack Cooldown: #cooltime sec
Added: damPlus – 150+5*x {300}

F\P Arch Mage

Megido Flame
Description: Shoots a blue flame that burns away souls, wiping out enemies.
Type: Hyper Skill
Tags: info\type – 1, info\areaAttack – 1, hyper – 2, reqLev – 170, info2\ignoreCounter – 1, info2\ignoreImmune – 1, elemAttr – f
Delay: 900ms

Template Consume #mpCon MP to attack #mobCount enemies in front for #damage% damage #attackCount times. Afterward adds #dot% DoT every #dotInterval sec. for #dotTime sec. Also damages enemies in the Ignore Attacks and Damage Reflection states.
Cooldown: #cooltime sec.
Level 1 Consume 500 MP to attack 1 enemies in front for 700% damage 9 times. Afterward adds 700% DoT every 1 sec. for 30 sec. Also damages enemies in the Ignore Attacks and Damage Reflection states.
Cooldown: 50 sec.

Old Template: Consume #mpCon MP to attack #mobCount enemies in front for #damage% damage #attackCount times. Afterward adds #dot% DoT every #dotInterval sec. for #dotTime sec. Also damages enemies in the Ignore Attacks and Damage Reflection states. \nCooldown: #cooltime sec.
Added: elemAttr – f
Fire Aura
Description: Activates an aura that burns surrounding enemies.
Type: Hyper Skill
Tags: info\type – 15, info\massSpell – 1, hyper – 2, reqLev – 150, notRemoved – 1, info2\ignoreCounter – 1, info2\ignoreImmune – 1, elemAttr – f

Template Consumes MP #mpCon per sec. Attacks nearby enemies with #damage% damage every #xsec. Ignores attacks and enemies in the Damage Reflection state.
Level 1 Consumes MP 100 per sec. Attacks nearby enemies with 250% damage every 1sec. Ignores attacks and enemies in the Damage Reflection state.

Added: elemAttr – f
Megido Flame
Description: Shoots a blue flame that burns away souls, wiping out enemies.
Type: Hyper Skill
Tags: info\type – 51, invisible – 1, hyper – 2, reqLev – 170, info2\ignoreCounter – 1, info2\ignoreImmune – 1, elemAttr – f

Template Consumes #mpCon MP to attack #mobCount enemies in front of you #attackCount times, inflicting #damage% damage.
Level 1 Consumes 500 MP to attack 1 enemies in front of you 9 times, inflicting 700% damage.

Removed: cooltime
Added: elemAttr – f

I\L Wizard

Freezing Effect
Description: When attacking frozen enemies, #c Critical damage increases# per frozen enemy stack. If lightning based attack is used, #c damage increases# per frozen enemy stack and frozen stacks are reduced.
Tags: info\type – 50, fixLevel – 1

Template When attacking frozen enemies, #c Critical damage increases by #x%# per frozen stack, if lightning based attack is used, #damage increases by #y%# per frozen stack and after increment frozen stacks are reduced.
Level 1 When attacking frozen enemies, #c Critical damage increases by 2%# per frozen stack, if lightning based attack is used, #damage increases by 9%# per frozen stack and after increment frozen stacks are reduced.

Old Template: Attacking a frozen enemy will increase #ccritical damage by #x%# per each stack of freeze, if attacking with lightning, increases #cdamage by #y%# additionally per freeze stack
Changed: y – 6 → 9

I\L Arch Mage

Frost Effect
Description: Freezing effect’s power increased
Tags: info\type – 50, masterLevel – 1, fixLevel – 1

Template When attacking enemies with ice element skills, adds a Freezing Debuff stack, Crit Damage: +#x% per stack. When attacking with lightning element skills, reduces a Freezing Debuff stack, #cDamage: +#y%# per stack
Level 1 When attacking enemies with ice element skills, adds a Freezing Debuff stack, Crit Damage: +3% per stack. When attacking with lightning element skills, reduces a Freezing Debuff stack, #cDamage: +12%# per stack

Old Template: Critical damage +#x% per Freezing effect stack, but does not increase Lightning damage.
Changed: y – 6 → 12
Elquines
Description: Summons the gifted ice-based Elquines for a certain period of time. Elquines will attack multiple enemies at one time and once the Elquines Skill is learnt, it permanently increases mastery levels. When Elquines attacks an enemy in a reflective state it does not receive any damage and enemies will be caught in a frozen state. \nRequired Skill: #c Special Master Level 10 and above#
Tags: masterLevel – 10, combatOrders – 1, psd – 1, info\type – 33, info\minionAttack – freeze, info\magicDamage – 1, info\showFromTheOrigin – 1, weapon – 37, weapon2 – 38, elemAttr – i, info2\ignoreCounter – 1, info2\mes – cold, showSummonedBuffIcon – 2
Delay: 600ms

Template Consume MP #mpCon, for #time sec, summon Elquines. #damage% damage on max 3 enemies simultaneously
[passive effect : mastery #mastery% increased permanently]
Level 1 Consume MP 33, for 115 sec, summon Elquines. 206% damage on max 3 enemies simultaneously
[passive effect : mastery 56% increased permanently]
Level 30 Consume MP 120, for 260 sec, summon Elquines. 380% damage on max 3 enemies simultaneously
[passive effect : mastery 70% increased permanently]

Old Template: Consume MP #mpCon, for #time sec, summon Elquines. #damage% damage on max 3 enemies simultaneously\n[passive effect : mastery #mastery% increased permanently]
Added: s – -15
Added: subTime – 8
Added: v – -75
Ice Aura
Description: Creates an aura that surrounds allied forces with protective coldness.
Type: Hyper Skill
Tags: info\type – 15, info\massSpell – 1, hyper – 2, reqLev – 150, notRemoved – 1, info2\ignoreCounter – 1, info2\mes – cold

Template MP Cost: #mpCon per second, Increases surrounding allies’ stance by #x%, Damage absorption #y%, Resistance to Status Ailments #z, All attributes’ resistance #w%.
Creates maximum #mobCount enemies into frozen stacks every time period.
Level 1 MP Cost: 60 per second, Increases surrounding allies’ stance by 20%, Damage absorption 20%, Resistance to Status Ailments 20, All attributes’ resistance 20%.
Creates maximum 15 enemies into frozen stacks every time period.

Old Template: Consumes #mpCon MP, gives #x% Stance Rate to nearby allied forces, absorbs #y% of damage, and increases Abnormal Status Resistance by #v and Elemental Resistance by #w%.
Added: mobCount – 15
Added: s – -15
Added: subTime – 1200
Added: time – 8
Changed: v – 20 → -75
Added: z – 20

Bishop

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 #c When deactivated# damage increases by #z%
#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.
However, Teleport and Buff skills can only be used with Angel Ray.
Cooldown: #cooltime sec
Level 1 #c When deactivated# damage increases by 40%
#c When activated#, MP Cost: 100. Increases Magic 50, final damage 25%, Chance to bypass monster defence 20%, Angel Ray hit frequency 5 and attack speed by 1 level. Reduces Resistance 10%, reduces standard rate of recovery by 40%, and reduces number of monsters that can be attacked by 1. Angel Ray can be used with Teleport.
However, Teleport and Buff skills can only be used with Angel Ray.
Cooldown: 1 sec

Old Template: Damage +#z% #cwhile inactive#\nConsumes #mpCon MP #cwhen activated#. MATT +#indieMad, Final damage +#indiePMdR%, Ignore #indieIgnoreMobpdpR% monster DEF, Angel Ray attack count: #y, Attack Speed +1 Lv., Monster elemental resistances -#w%, Base recovery: -#hp%, Enemies hit: -#mobCount You can teleport while Angel Ray is in effect.\n#cBut only teleport, buff, and Angel Ray skills can be used.
Added: cooltime – 1

Bow Master

Armor Piercing
Description: Attacks penetrate their targets’ defense, inflicting enhanced damage in proportion to #ctheir Defense Rate#.
Tags: info\type – 2, info\areaAttack – 1, info\mes – reduceTargetPDP&&reduceTargetMDP, masterLevel – 10, combatOrders – 1

Template When attacking, final damage increases with #x% of enemies’ defence, corresponding damage has #z% increase in chance of bypassing defence.
cooldown time #y seconds, Reduces by #w seconds with every attack, Minimum cooldown time 1 second.
Level 1 When attacking, final damage increases with 5% of enemies’ defence, corresponding damage has 12% increase in chance of bypassing defence.
cooldown time 9 seconds, Reduces by 1 seconds with every attack, Minimum cooldown time 1 second.
Level 20 When attacking, final damage increases with 100% of enemies’ defence, corresponding damage has 50% increase in chance of bypassing defence.
cooldown time 9 seconds, Reduces by 1 seconds with every attack, Minimum cooldown time 1 second.

Old Template: Attacks inflict final damage +#x% of their targets’ DEF. The inflicted damage ignores additional #z% enemy DEF. Cooldown: #y sec
Added: w – 1
Changed: y – 1 → 9
Uncountable Arrow
Description: Shoot endless number of arrows forward to no specific target
Tags: info\type – 1, info\areaAttack – 1, masterLevel – 10, combatOrders – 1, weapon – 45
Delay: 840ms

Template Consume MP #mpCon, on max #mobCount enemies, with #damage% damage, attack #attackCount times
Level 1 Consume MP 25, on max 8 enemies, with 263% damage, attack 5 times
Level 30 Consume MP 32, on max 8 enemies, with 350% damage, attack 5 times

Changed: damage – 200+5*x → 260+3*x {350 → 350}
Hurricane
Description: Quickly shoots a volley of arrows. Hold down the skill key to fire arrows continuously. Can be used while you are moving.
Tags: weapon – 45, info\type – 2, info\rapidAttack – 1, info\knockbackLimit – 80, masterLevel – 10, combatOrders – 1

Template MP Cost: #mpCon. #damage% damage per arrow. #x% Movement Speed during skill use.
Level 1 MP Cost: 5. 263% damage per arrow. 100% Movement Speed during skill use.
Level 30 MP Cost: 9. 350% damage per arrow. 100% Movement Speed during skill use.

Changed: damage – 240+3*x → 260+3*x {330 → 350}

Night Lord

Showdown Challenge- Enhance
Description: Increase EXP earned and item drop rate from the enemies provoked with Showdown Challenge
Type: Hyper Skill
Tags: info\type – 50, hyper – 1, reqLev – 183

Template EXP earned and item drop chance #x% increased
Level 1 EXP earned and item drop chance 5% increased

Changed: x – 10 → 5
Showdown Challenge
Description: Attack up to 6 enemies and provoke them to make #unbumpable#. Provoked enemies will have small EXP earned and increased item drop chance, and the effect halves for boss.\nnecessary skill : #cfake lv 10 or higher#
Tags: masterLevel – 10, combatOrders – 1, info\type – 32, info\mes – incTargetPDP&&incTargetMDP&&incTargetEXP&&incTargetReward, info\pvp – 0, weapon – 47
Delay: 990ms

Template MP Cost: #mpCon. Throwing Star Cost: #bulletConsume. Attacks up to #mobCount enemies at #damage% Damage #attackCount times and taunts them. Taunted enemies #ccannot be collided with#. EXP reward/item drop rate +#x% for #time sec. The effects are halved for Boss monsters.
Level 1 MP Cost: 20. Throwing Star Cost: 3. Attacks up to 6 enemies at 447% Damage 2 times and taunts them. Taunted enemies #ccannot be collided with#. EXP reward/item drop rate +1% for 70 sec. The effects are halved for Boss monsters.
Level 20 MP Cost: 40. Throwing Star Cost: 3. Attacks up to 6 enemies at 618% Damage 2 times and taunts them. Taunted enemies #ccannot be collided with#. EXP reward/item drop rate +5% for 120 sec. The effects are halved for Boss monsters.

Changed: x – u(x/2) → u(x/4) {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 3750% 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 – 1250 → 3750
Changed: y – 15 → 5
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 3750%
Cooltime : 30 seconds

Old Template: Consumes MP by #mpCon, attacks #mobCount enemies #attackCount times with damage of #damage%\nCooltime : #cooltime seconds
Changed: attackCount – 15 → 5
Changed: damage – 1250 → 3750

Flame Wizard (IV)

Fires of Creation
Description: Summons a flame incarnate from the Elemental Plane. The incarnate blesses you, temporarily #cmaking all your attacks ignore a certain amount of enemy Defense# and #cIgnition decrease enemies’ elemental resistances#, but at higher MP costs. \nA different amount of enemies’ elemental resistances is decreased for you and for your party members.#
Tags: info\type – 33, info\showFromTheOrigin – 1, weapon – 37, weapon2 – 38, combatOrders – 1, invisible – 1, elemAttr – f, notIncBuffDuration – 1

Template MP Cost: #mpCon. For #time sec, MP cost +#v%, ignores #y% more enemy DEF, and Ignition decreases enemies’ elemental resistances -#z%. Only #w% of the reduction applies for party members.
Cooldown: #cooltime sec
Level 1 MP Cost: 100. For 300 sec, MP cost +120%, ignores 1% more enemy DEF, and Ignition decreases enemies’ elemental resistances -10%. Only 100% of the reduction applies for party members.
Cooldown: 5 sec
Level 30 MP Cost: 115. For 300 sec, MP cost +120%, ignores 30% more enemy DEF, and Ignition decreases enemies’ elemental resistances -10%. Only 100% of the reduction applies for party members.
Cooldown: 5 sec

Old Template: MP Cost: #mpCon. For #time sec, MP cost +#v%, ignores #y% more enemy DEF, and Ignition decreases enemies’ elemental resistances -#z%. Only #w% of the reduction applies for party members.\nCooldown: #cooltime sec
Added: notIncBuffDuration – 1
Fires of Creation
Description: Summons a flame incarnate from the Elemental Plane. The incarnate blesses you, temporarily #cmaking all your attacks ignore a certain amount of enemy Defense# and #cIgnition decrease enemies’ elemental resistances#, but at higher MP costs. \nA different amount of enemies’ elemental resistances is decreased for you and for your party members.#
Tags: info\type – 33, info\showFromTheOrigin – 1, elemAttr – f, combatOrders – 1, weapon – 37, weapon2 – 38, invisible – 1, notIncBuffDuration – 1

Template MP Cost: #mpCon. For #time sec, MP cost +#v%, Ignition decreases enemies’ elemental resistances -#z%, and ignores #y% more enemy DEF.
Cooldown: #cooltime sec
Level 1 MP Cost: 100. For 300 sec, MP cost +120%, Ignition decreases enemies’ elemental resistances -10%, and ignores 1% more enemy DEF.
Cooldown: 5 sec
Level 30 MP Cost: 115. For 300 sec, MP cost +120%, Ignition decreases enemies’ elemental resistances -10%, and ignores 30% more enemy DEF.
Cooldown: 5 sec

Old Template: MP Cost: #mpCon. For #time sec, MP cost +#v%, Ignition decreases enemies’ elemental resistances -#z%, and ignores #y% more enemy DEF.\nCooldown: #cooltime sec
Added: notIncBuffDuration – 1
Incarnation of Flame
Description: Summons the Flame Incarnate. The Incarnates blessing temporarily makes #cyour attacks partially ignore enemy defenses and #[Ignite] reduce their elemental resistance#c, at the expense of increased MP cost.#\nThe reduction in elemental resistance does not stack with a party member Soul Master’s or Battle Mage’s , but it is applied together for the Flame Wizard only.
Tags: combatOrders – 1, info\type – 33, weapon – 37, weapon2 – 38, elemAttr – f, masterLevel – 30, notIncBuffDuration – 1
Delay: 420ms

Template MP Cost: #mpCon. For #time sec, MP cost +#v%, Ignores DEF +#y%, [Ignite] reduces elemental resistance by #z%
Cooldown: #cooltime sec
Level 1 MP Cost: 100. For 300 sec, MP cost +120%, Ignores DEF +1%, [Ignite] reduces elemental resistance by 10%
Cooldown: 5 sec
Level 30 MP Cost: 115. For 300 sec, MP cost +120%, Ignores DEF +30%, [Ignite] reduces elemental resistance by 10%
Cooldown: 5 sec

Old Template: MP Cost: #mpCon. For #time sec, MP cost +#v%, Ignores DEF +#y%, [Ignite] reduces elemental resistance by #z%\nCooldown: #cooltime sec
Added: notIncBuffDuration – 1

Striker (IV)

Extreme Blitz
Description: A huge lightning that separated the heavens and the earth In the beginning provides the fundamental forces.
Type: Hyper Skill
Tags: info\type – 50, psd – 1, hyper – 2, reqLev – 150, notRemoved – 1
Delay: 930ms

Template MP Cost: #mpCon, Cooldown time and buff requirements for whirlwind are removed for #time seconds
Cooldown time #cooldown seconds
Passive Effects: Chance to bypass monster defence changes to #x% per every accumulated buff, damage increased by #damR%
Level 1 MP Cost: 200, Cooldown time and buff requirements for whirlwind are removed for 90 seconds
Cooldown time #cooldown seconds
Passive Effects: Chance to bypass monster defence changes to 9% per every accumulated buff, damage increased by 25%

Old Template: MP Cost: #mpCon. Negates Whirlwind’s cooldown and Lightning Buff requirement, ignores #x% monster DEF per Lightning buff,\nand damage +#indieDamR% for #time sec.
Added: cooltime – 180
Added: damR – 25
Removed: indieDamR
Changed: time – 180 → 90

Aran (IV)

Maha’s Domain
Description: Summons a sleeping giant pole arm from Rien. The pole arm attacks all enemies as it lands, and then detonates\r\nspawning enemies and heals Aran’s Abnormal Status effects, HP, and MP until it disappears.
Type: Hyper Skill
Tags: info\massSpell – 1, info\type – 36, info\zoneType – invincible, info2\ignoreCounter – 1, hyper – 2, reqLev – 170, weapon – 44, invisible – 1

Template Consumes #mpCon MP to attack up to #mobCount enemies at #damage% Damage #attackCount times. Then attacks enemies within its range at #x% Damage #y times, and cancels Abnormal Status effects cast on party members and restores #w% HP/MP every second. Duration: #time% sec.
Cooldown: #cooltime sec
Level 1 Consumes #mpCon MP to attack up to 15 enemies at 500% Damage 3 times. Then attacks enemies within its range at 500% Damage 3 times, and cancels Abnormal Status effects cast on party members and restores 20% HP/MP every second. Duration: 10% sec.
Cooldown: #cooltime sec

Old Template: Consumes #mpCon MP to attack up to #mobCount enemies at #damage% Damage #attackCount times. Then attacks enemies within its range at #x% Damage #y times, and cancels Abnormal Status effects cast on party members and restores #w% HP/MP every second. Duration: #time% sec.\nCooldown: #cooltime sec
Added: z – 2880

Phantom (III)

Piercing Vision
Description: Raises Critical Hit Rate and final damage permanently.
Tags: info\type – 50, psd – 1

Template Increases Critical Hit Rate by #cr% and final damage #pdR% permanently
Level 1 Increases Critical Hit Rate by 16% and final damage 6% permanently
Level 20 Increases Critical Hit Rate by 35% and final damage 25% permanently

Old Template: Permanently increases Critical Rate by #cr%.
Added: pdR – x+5 {25}
Claire de Lune
Description: The powers of moonlight gives you clarity, increasing Attack.
Tags: info\type – 10, weapon – 36, subWeapon – 35
Delay: 1500ms

Template MP Cost: #mpCon. ATT +#indiePad for #time sec.
Level 1 MP Cost: 42. ATT +4 for 50 sec.
Level 20 MP Cost: 80. ATT +40 for 240 sec.

Removed: indieAcc

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 5%
Level 30 Increases Cane Mastery by 70%, Attack by 40, Critical Damage by 8% and final damage by 20%

Old Template: Cane Mastery +#mastery%, ATT +#padX, and Critical Damage +#criticaldamage%
Added: pdR – 5+d(x/2) {20}

Battle Mage (I)

Summon: Death
Description: Use a black magic book and make a contract with a grim reaper. The grim reaper follows you around, and when you collect a certain number of souls, it reveals itself and attacks a wide area. The grim reaper ignores Damage Reflection and achieves Attack in proportion to your Level.\nCan be toggled #cOn/Off.
Tags: info\type – 50, info2\ignoreCounter – 1, weapon – 38, fixLevel – 1, notRemoved – 1, elemAttr – d

Template After exterminating #x of enemies, the next attack will hit #attackCount times dealing #w + #z% per your level damage to maximum #mobCount enemies. For Boss monsters, attacking #y times will be treated as exterminating 1 monster. After activation, this skill cannot be activated again for #time seconds.
Level 1 After exterminating 10 of enemies, the next attack will hit 7 times dealing 185 + 1% per your level damage to maximum 7 enemies. For Boss monsters, attacking 2 times will be treated as exterminating 1 monster. After activation, this skill cannot be activated again for 9 seconds.
Level 250 After exterminating 10 of enemies, the next attack will hit 7 times dealing 185 + 1% per your level damage to maximum 7 enemies. For Boss monsters, attacking 2 times will be treated as exterminating 1 monster. After activation, this skill cannot be activated again for 9 seconds.

Old Template: Soul Count Requirement: #x, Damage: #w + (#z% x Character Level), Max Enemies Hit: #mobCount, Number of Hits: #attackCount. 1 Monster Kill Count = #y attacks on a Boss Monster. Damage bonus applied up to level 180. Cooldown: #time seconds
Changed: maxLevel – 180 → 250

Battle Mage (II)

Death Contract
Description: Reinforces your contract with the grim reaper.
Tags: info\type – 50, info2\ignoreCounter – 1, weapon – 38, fixLevel – 1, notRemoved – 1, elemAttr – d

Template After exterminating #x of enemies, the next attack will hit #attackCount times dealing #w + #z% per your level damage to maximum #mobCount enemies, increasing with every attack. After activation, this skill cannot be activated again for #time seconds.
Level 1 After exterminating 8 of enemies, the next attack will hit 8 times dealing 190 + 1% per your level damage to maximum 8 enemies, increasing with every attack. After activation, this skill cannot be activated again for 8 seconds.
Level 250 After exterminating 8 of enemies, the next attack will hit 8 times dealing 190 + 1% per your level damage to maximum 8 enemies, increasing with every attack. After activation, this skill cannot be activated again for 8 seconds.

Old Template: Soul Count Requirement: #x, Damage: #w + (#z% x Character Level), Max Enemies Hit: #mobCount, Number of Hits: #attackCount. Damage bonus applied up to level 180. Cooldown: #time seconds
Changed: maxLevel – 180 → 250

Battle Mage (III)

Death Contract II
Description: Further reinforces your contract with the grim reaper.
Tags: info\type – 50, info2\ignoreCounter – 1, weapon – 38, fixLevel – 1, notRemoved – 1, elemAttr – d

Template After exterminating #x of enemies, the next attack will hit #attackCount times dealing #w + #z% per your level damage to maximum #mobCount enemies, increasing with every attack. After activation, this skill cannot be activated again for #time seconds.
Level 1 After exterminating 6 of enemies, the next attack will hit 10 times dealing 195 + 1% per your level damage to maximum 8 enemies, increasing with every attack. After activation, this skill cannot be activated again for 6 seconds.
Level 250 After exterminating 6 of enemies, the next attack will hit 10 times dealing 195 + 1% per your level damage to maximum 8 enemies, increasing with every attack. After activation, this skill cannot be activated again for 6 seconds.

Old Template: Soul Count Requirement: #x, Damage: #w + (#z% x Character Level), Max Enemies Hit: #mobCount, Number of Hits: #attackCount. Damage bonus applied up to level 180. Cooldown: #time seconds
Changed: maxLevel – 180 → 250

Battle Mage (IV)

Death Contract III
Description: Further reinforces your contract with the grim reaper.
Tags: info\type – 50, info2\ignoreCounter – 1, weapon – 38, fixLevel – 1, notRemoved – 1, elemAttr – d

Template After exterminating #x of enemies, the next attack will hit #attackCount times dealing #w + #z% per your level damage to maximum #mobCount enemies, increasing with every attack. After activation, this skill cannot be activated again for #time seconds.
Level 1 After exterminating 6 of enemies, the next attack will hit 12 times dealing 200 + 1% per your level damage to maximum 10 enemies, increasing with every attack. After activation, this skill cannot be activated again for 5 seconds.
Level 250 After exterminating 6 of enemies, the next attack will hit 12 times dealing 200 + 1% per your level damage to maximum 10 enemies, increasing with every attack. After activation, this skill cannot be activated again for 5 seconds.

Old Template: Soul Count Requirement: #x, Damage: #w + (#z% x Character Level), Max Enemies Hit: #mobCount, Number of Hits: #attackCount. Damage bonus applied up to level 180. Cooldown: #time seconds
Changed: maxLevel – 180 → 250

Wild Hunter (I)

Summon Jaguar
Description: #c[Jaguar Skill]# Jaguar Attack
Tags: info\type – 1, info\areaAttack – 1, invisible – 1
Changed: maxLevel – 180 → 250
Another Bite
Description: #c[Jaguar Skill]# Jaguar Debuff
Tags: info\type – 1, invisible – 1
Changed: maxLevel – 180 → 250
Claw Cut
Description: #c[Jaguar Skill]# The jaguar repeatedly claws at multiple front enemies.
Tags: info\type – 1, info\areaAttack – 1, invisible – 1
Changed: maxLevel – 180 → 250

Wild Hunter (II)

Crossroad
Description: #c[Jaguar Skill]# The jaguar charges forward and pushes multiple enemies backward with damage.
Tags: info\type – 1, info\areaAttack – 1, invisible – 1
Changed: maxLevel – 180 → 250

Wild Hunter (III)

Sonic Roar
Description: #c[Jaguar Skill]# The jaguar lets out a shrill cry and sends forth a powerful shock wave that attacks multiple enemies.
Tags: info\type – 1, info\areaAttack – 1, invisible – 1
Changed: maxLevel – 180 → 250

Wild Hunter (IV)

Jaguar Soul
Description: #c[Jaguar Skill]# The jaguar’s soul-rending roar Stuns enemies.
Tags: info\type – 1, info\areaAttack – 1, invisible – 1
Changed: maxLevel – 180 → 250
Rampage As One
Description: #c[Jaguar Skill]# The jaguar’s fury sweeps its surroundings. Can only be used when the Jaguar is summoned and does not affect enemies in the Damage Reflection state. While you are Mount a Jaguar, this skill changes to Flash Rain with which it shares cooldown.
Tags: info\type – 1, info\areaAttack – 1, invisible – 1

Template MP Cost: #mpCon. Attacks #mobCount enemies #attackCount times at #y% Damage +(#damage% x your Character Level) with a #prop% chance of stacking the Bleeding debuff #x times.
Cooldown: #cooltime seconds
Level 1 MP Cost: #mpCon. Attacks #mobCount enemies #attackCount times at #y% Damage +(501% x your Character Level) with a #prop% chance of stacking the Bleeding debuff #x times.
Cooldown: #cooltime seconds
Level 250 MP Cost: #mpCon. Attacks #mobCount enemies #attackCount times at #y% Damage +(750% x your Character Level) with a #prop% chance of stacking the Bleeding debuff #x times.
Cooldown: #cooltime seconds

Old Template: MP Cost: #mpCon. Attacks #mobCount enemies #attackCount times at #y% Damage +(#damage% x your Character Level) with a #prop% chance of stacking the Bleeding debuff #x times.\nCooldown: #cooltime seconds
Changed: maxLevel – 180 → 250

Mechanic (I)

Gatling Gun
Description: Fires a Gatling gun at multiple front enemies. Required Skill: #cMech Armor: Humanoid#\n#cLv. 1 effect: Can learn Advanced Gatling Gun.#
Tags: info\type – 2, info\piercing – 1, weapon – 49
Delay: 810ms

Template MP Cost: #mpCon MP, Damage: #damage%, Max Enemies Hit: #mobCount, Number of Attacks: #bulletCount
Level 1 MP Cost: 24 MP, Damage: 76%, Max Enemies Hit: 4, Number of Attacks: 4
Level 15 MP Cost: 10 MP, Damage: 90%, Max Enemies Hit: 4, Number of Attacks: 4

Changed: mobCount – 1+d(x/4) → 4 {4 → 4}

Mechanic (IV)

Robot Mastery
Description: Increases ATT based on number of summoned robots, increases ATT, self-destruct damage and duration of summoned robots. and must all be summoned to be counted as 1 robot and Toy Robots are not counted. Also damage is increased.
Tags: combatOrders – 1, masterLevel – 10, info\type – 50, psd – 1

Template Damage +#w% per summoned robot. The damage bonuses stack.
Robot final/self-destruct damage +#x%. Summon duration +#y%.
Robo Launcher: RM7 damage +#damR%
Level 1 Damage +1% per summoned robot. The damage bonuses stack.
Robot final/self-destruct damage +12%. Summon duration +11%.
Robo Launcher: RM7 damage +3%
Level 30 Damage +6% per summoned robot. The damage bonuses stack.
Robot final/self-destruct damage +70%. Summon duration +40%.
Robo Launcher: RM7 damage +90%

Old Template: Damage +#w% per summoned robot. The damage bonuses stack.\nRobot final/self-destruct damage +#x%. Summon duration +#y%.\nRobo Launcher: RM7 damage +#damR%
Changed: y – 10+2*x → 10+x {70 → 40}
Rock ‘n Shock-Persist
Description: Increases duration of Rock ‘n Shock.
Type: Hyper Skill
Tags: info\type – 50, hyper – 1, reqLev – 162

Template Increases DOT (damage over time) by #y seconds.
Level 1 Increases DOT (damage over time) by 10 seconds.

Changed: y – 20 → 10
Rock ‘n Shock-Cooldown Reduction
Description: Decreases Rock ‘n Shock cooldown.
Type: Hyper Skill
Tags: info\type – 50, psd – 1, hyper – 1, reqLev – 183

Template Cooldown -#coolTimeR%
Level 1 Cooldown -25%

Changed: coolTimeR – 50 → 25
Bots ‘n Tots
Description: Places a robot factory that summons toy robots. Summoned robots detect nearby enemies and self-destruct on them. The factory itself also self-destructs after a certain period of time. The factory does not take damage even when attacking enemies with attack reflection.
Tags: combatOrders – 1, masterLevel – 10, info\type – 33, info\minionAbility – summon, info\selfDestructMinion – 1, info2\ignoreCounter – 1, showSummonedBuffIcon – 2
Delay: 630ms

Template MP Cost: #mpCon, Robot Factory Duration: #time sec, Max Toy Robots Summoned: #y toy robots, Toy Robot Damage: #u%, Summon Interval: every #x sec, Self-Destruct Damage: #selfDestruction%
#cCooldown: #cooltime seconds.#
Level 1 MP Cost: 75, Robot Factory Duration: 30 sec, Max Toy Robots Summoned: 3 toy robots, Toy Robot Damage: 355%, Summon Interval: every 3 sec, Self-Destruct Damage: 710%
#cCooldown: 60 seconds.#
Level 30 MP Cost: 100, Robot Factory Duration: 30 sec, Max Toy Robots Summoned: 3 toy robots, Toy Robot Damage: 500%, Summon Interval: every 3 sec, Self-Destruct Damage: 1000%
#cCooldown: 60 seconds.#

Old Template: MP Cost: #mpCon, Robot Factory Duration: #time sec, Max Toy Robots Summoned: #y toy robots, Toy Robot Damage: #u%, Summon Interval: every #x sec, Self-Destruct Damage: #selfDestruction%\n#cCooldown: #cooltime seconds.#
Changed: cooltime – 70-x → 60 {40 → 60}
Changed: time – 20+2*d(x/3) → 30 {40 → 30}

Angelic Buster (IV)

Final Contract
Description: Allows you to control the power of Eskalade’s contract to its fullest.
Type: Hyper Skill
Tags: info\type – 50, weapon – 22, subWeapon – 35, hyper – 2, reqLev – 200, notRemoved – 1

Template For #time seconds, Attack #indiePad, Critical Hit Rate #x%. Increase Stance probability by #indieStance%, Resistance to Status Ailments by #asrR%, All attributes resistance by #terR%.
Cooldown: #cooltime sec
Level 1 For 30 seconds, Attack 50, Critical Hit Rate 30%. Increase Stance probability by 100%, Resistance to Status Ailments by 100%, All attributes resistance by 100%.
Cooldown: 120 sec

Old Template: For #time sec, increase critial rate #x%. Stance rate #indieStance%, status abnormality resist #asrR%, all attritubes resist #terR%\nreuse cool time #cooltime
Added: indiePad – 50

Union System

Explorer Warrior Hero
Tags: psd – 1

Level 1 STR +10
Level 2 STR +20
Level 3 STR +40
Level 4 STR +80
Level 5 STR +100

Old Template: Damage from enemy attacks -#ignoreMobDamR%
Removed: ignoreMobDamR
Removed: maxLevel
Added: Level 1 – strFX = 10
Added: Level 2 – strFX = 20
Added: Level 3 – strFX = 40
Added: Level 4 – strFX = 80
Added: Level 5 – strFX = 100
Explorer Warrior Paladin
Tags: psd – 1

Level 1 Increase STR by 10
Level 2 Increase STR by 20
Level 3 Increase STR by 40
Level 4 Increase STR by 80
Level 5 STR +100

Removed: Level 1 – lv2pdX
Added: Level 1 – strFX = 10
Removed: Level 2 – lv2pdX
Added: Level 2 – strFX = 20
Removed: Level 3 – lv2pdX
Added: Level 3 – strFX = 40
Removed: Level 4 – lv2pdX
Added: Level 4 – strFX = 80
Added: Level 5 – strFX = 100
Explorer Warrior Dark Knight
Tags: psd – 1

Template Max HP increased by #mhpR%
Level 1 Max HP increased by 2%
Level 5 Max HP increased by 6%

Changed: maxLevel – 4 → 5
Explorer Magician Arch Mage (Fire, Poison)
Tags: psd – 1

Template Max MP increased by #mmpR%
Level 1 Max MP increased by 2%
Level 5 Max MP increased by 6%

Changed: maxLevel – 4 → 5
Explorer Magician Arch Mage (Ice, Lightning)
Tags: psd – 1

Level 1 Increase INT by 10
Level 2 Increase INT by 20
Level 3 Increase INT by 40
Level 4 Increase INT by 80
Level 5 INT +100

Added: Level 1 – intFX = 10
Removed: Level 1 – lv2mdX
Added: Level 2 – intFX = 20
Removed: Level 2 – lv2mdX
Added: Level 3 – intFX = 40
Removed: Level 3 – lv2mdX
Added: Level 4 – intFX = 80
Removed: Level 4 – lv2mdX
Added: Level 5 – intFX = 100
Explorer Magician Bishop
Tags: psd – 1

Level 1 INT +10
Level 2 INT +20
Level 3 INT +40
Level 4 INT +80
Level 5 INT +100

Old Template: MP Potion item effect +#mpConEff%
Removed: maxLevel
Removed: mpConEff
Added: Level 1 – intFX = 10
Added: Level 2 – intFX = 20
Added: Level 3 – intFX = 40
Added: Level 4 – intFX = 80
Added: Level 5 – intFX = 100
Explorer Bowman Bowmaster
Tags: psd – 1

Level 1 DEX +10
Level 2 DEX +20
Level 3 DEX +40
Level 4 DEX +80
Level 5 DEX +100

Added: Level 5 – dexFX = 100
Explorer Bowman Crossbow Man
Tags: psd – 1

Template Critical Rate increased by #cr%
Level 1 Critical Rate increased by 1%
Level 5 Critical Rate increased by 5%

Changed: maxLevel – 4 → 5
Explorer Thief Night Lord
Tags: psd – 1

Template Increase Critical Hit Rate by #cr%
Level 1 Increase Critical Hit Rate by 1%
Level 5 Increase Critical Hit Rate by 5%

Old Template: Jump +#psdJump
Added: cr – x {5}
Changed: maxLevel – 4 → 5
Removed: psdJump
Explorer Thief Shadower
Tags: psd – 1

Level 1 LUK +10
Level 2 LUK +20
Level 3 LUK +40
Level 4 LUK +80
Level 5 LUK +100

Old Template: Movement Speed +#psdSpeed
Removed: maxLevel
Removed: psdSpeed
Added: Level 1 – lukFX = 10
Added: Level 2 – lukFX = 20
Added: Level 3 – lukFX = 40
Added: Level 4 – lukFX = 80
Added: Level 5 – lukFX = 100
Explorer Thief Dual Blade
Tags: psd – 1

Level 1 LUK +10
Level 2 LUK +20
Level 3 LUK +40
Level 4 LUK +80
Level 5 LUK +100

Added: Level 5 – lukFX = 100
Explorer Pirate Viper
Tags: psd – 1

Level 1 STR +10
Level 2 STR +20
Level 3 STR +40
Level 4 STR +80
Level 5 STR +100

Old Template: #lv2damX additional damage per character level
Removed: lv2damX
Removed: maxLevel
Added: Level 1 – strFX = 10
Added: Level 2 – strFX = 20
Added: Level 3 – strFX = 40
Added: Level 4 – strFX = 80
Added: Level 5 – strFX = 100
Explorer Pirate Captain
Tags: psd – 1

Template Increase of Summoning Duration by #summonTimeR%
Level 1 Increase of Summoning Duration by 4%
Level 5 Increase of Summoning Duration by 12%

Old Template: Summon creature’s duration +#summonTimeR% (Not for skill tutorial)
Changed: maxLevel – 4 → 5
Explorer Pirate Cannoneer
Tags: psd – 1

Level 1 STR +10
Level 2 STR +20
Level 3 STR +40
Level 4 STR +80
Level 5 STR +100

Old Template: EXP loss at death #expLossReduceR%
Removed: expLossReduceR
Removed: maxLevel
Added: Level 1 – strFX = 10
Added: Level 2 – strFX = 20
Added: Level 3 – strFX = 40
Added: Level 4 – strFX = 80
Added: Level 5 – strFX = 100
Fist of ZEN
Tags: psd – 1

Level 1 Critical Damage increased by #criticaldamage%

Removed: criticaldamage
Removed: maxLevel
Added: Level 1 – criticaldamage = 1
Added: Level 2 – criticaldamage = 2
Added: Level 3 – criticaldamage = 3
Added: Level 4 – criticaldamage = 5
Added: Level 5 – criticaldamage = 6
Cygnus Soul Master
Tags: psd – 1

Level 1 Max HP + 250
Level 2 Max HP + 500
Level 3 Max HP + 1000
Level 4 Max HP + 2000
Level 5 Max HP + 2500

Old Template: DEF increased by #pddR%.
Removed: maxLevel
Removed: pddR
Added: Level 1 – hpFX = 250
Added: Level 2 – hpFX = 500
Added: Level 3 – hpFX = 1000
Added: Level 4 – hpFX = 2000
Added: Level 5 – hpFX = 2500
Cygnus Magician Flame Wizard
Tags: psd – 1

Level 1 Increase INT by 10
Level 2 Increase INT by 20
Level 3 Increase INT by 40
Level 4 Increase INT by 80
Level 5 INT +100

Added: Level 1 – intFX = 10
Removed: Level 1 – lv2mdX
Added: Level 2 – intFX = 20
Removed: Level 2 – lv2mdX
Added: Level 3 – intFX = 40
Removed: Level 3 – lv2mdX
Added: Level 4 – intFX = 80
Removed: Level 4 – lv2mdX
Added: Level 5 – intFX = 100
Cygnus Bowman Wind Archer
Tags: psd – 1

Level 1 DEX +10
Level 2 DEX +20
Level 3 DEX +40
Level 4 DEX +80
Level 5 DEX +100

Added: Level 5 – dexFX = 100
Cygnus Thief Night Walker
Tags: psd – 1

Level 1 LUK +10
Level 2 LUK +20
Level 3 LUK +40
Level 4 LUK +80
Level 5 LUK +100

Added: Level 5 – lukFX = 100
Cygnus Pirate Striker
Tags: psd – 1

Level 1 STR +10
Level 2 STR +20
Level 3 STR +40
Level 4 STR +80
Level 5 STR +100

Old Template: #lv2damX additional damage per character level
Removed: lv2damX
Removed: maxLevel
Added: Level 1 – strFX = 10
Added: Level 2 – strFX = 20
Added: Level 3 – strFX = 40
Added: Level 4 – strFX = 80
Added: Level 5 – strFX = 100
Hero Warrior Aran
Tags: psd – 1

Template When attacking enemies, there is a 70% chance of recovering #onHitHpRecoveryR% pure HP
Level 1 When attacking enemies, there is a 70% chance of recovering 2% pure HP
Level 5 When attacking enemies, there is a 70% chance of recovering 10% pure HP

Old Template: Attacks have a 70% chance of restoring #onHitHpRecoveryR% Pure HP. Activates once every 10 sec. Next activation chance is reduced after an activation, but effect is doubled.
Changed: maxLevel – 4 → 5
Hero Magician Evan
Tags: psd – 1

Template When attacking enemies, there is a 70% chance of recovering #onHitMpRecoveryR% pure MP
Level 1 When attacking enemies, there is a 70% chance of recovering 2% pure MP
Level 5 When attacking enemies, there is a 70% chance of recovering 10% pure MP

Old Template: Attacks have a 70% chance of restoring #onHitMpRecoveryR% Pure MP. Activates once every 10 sec. Next activation chance is reduced after an activation, but effect is doubled.
Changed: maxLevel – 4 → 5
Hero Bowman Mercedes
Tags: psd – 1

Template Reduce cooldown time by #coolTimeR%
Level 1 Reduce cooldown time by 2%
Level 5 Reduce cooldown time by 6%

Old Template: Reduces skill cooldown by #coolTimeR%(It is applied before Item Potential skills, and cooldown is not reduced below 1 sec)
Changed: maxLevel – 4 → 5
Hero Thief Phantom
Tags: psd – 1

Template Mesos obtained +#mesoR%
Level 1 Mesos obtained +1%
Level 5 Mesos obtained +5%

Changed: maxLevel – 4 → 5
Pirate Hero Eunwol
Tags: psd – 1

Level 1 Critical Damage +#criticaldamage%

Added: Level 5 – criticaldamage = 6
Hero Magician Luminous
Tags: psd – 1

Level 1 INT increased by 10
Level 2 INT increased by 20
Level 3 INT increased by 40
Level 4 INT increased by 80
Level 5 INT +100

Added: Level 5 – intFX = 100
Resistance Warrior Demon Slayer
Tags: psd – 1

Template Increase of normal resistance by #asrR
Level 1 Increase of normal resistance by 1
Level 5 Increase of normal resistance by 5

Old Template: Abnormal Status Resistance +#asrR
Changed: maxLevel – 4 → 5
Resistance Warrior Demon Avenger
Tags: psd – 1

Level 1 Damage on Boss monsters +#bdR%

Added: Level 5 – bdR = 6
Resistance Magician Battle Mage
Tags: psd – 1

Level 1 INT +10
Level 2 INT +20
Level 3 INT +40
Level 4 INT +80
Level 5 INT +100

Old Template: Damage from enemy attacks -#ignoreMobDamR%
Removed: ignoreMobDamR
Removed: maxLevel
Added: Level 1 – intFX = 10
Added: Level 2 – intFX = 20
Added: Level 3 – intFX = 40
Added: Level 4 – intFX = 80
Added: Level 5 – intFX = 100
Resistance Bowman Wild Hunter
Tags: psd – 1

Level 1 20% chance of increasing damage by 4% on attack.
Level 2 20% chance of increasing damage by 8% on attack.
Level 3 20% chance of increasing damage by 12% on attack.
Level 4 20% chance of increasing damage by 16% on attack.
Level 5 20% chance of increasing damage by 20% on attack.

Added: Level 5 – x = 20
Added: Level 5 – y = 20
Resistance Pirate Mechanic
Tags: psd – 1

Template Increase the time period of buff by #bufftimeR%
Level 1 Increase the time period of buff by 5%
Level 5 Increase the time period of buff by 25%

Old Template: Buff duration +#bufftimeR%
Changed: maxLevel – 4 → 5
Resistance Hybrid Xenon
Tags: psd – 1

Level 1 Increases STR, DEX, and LUK by 5.
Level 2 Increases STR, DEX, and LUK by 10.
Level 3 Increases STR, DEX, and LUK by 20.
Level 4 Increases STR, DEX, and LUK by 40.
Level 5 STR, DEX, LUK +50

Added: Level 5 – dexFX = 50
Added: Level 5 – lukFX = 50
Added: Level 5 – strFX = 50
Resistance Warrior Blaster
Tags: psd – 1

Level 1 1% increase in chance to bypass defence
Level 2 2% increase in chance to bypass defence
Level 3 3% increase in chance to bypass defence
Level 4 5% increase in chance to bypass defence
Level 5 Ignore DEF +6%

Added: Level 5 – ignoreMobpdpR = 6
Continuous Thunder
Tags: psd – 1

Level 1 Critical Damage increased by #criticaldamage%

Removed: criticaldamage
Removed: maxLevel
Added: Level 1 – criticaldamage = 1
Added: Level 2 – criticaldamage = 2
Added: Level 3 – criticaldamage = 3
Added: Level 4 – criticaldamage = 5
Added: Level 5 – criticaldamage = 6
Thunderous Spirit
Tags: psd – 1

Level 1 Damage Increased by #bdR% when attacking boss monster

Removed: bdR
Removed: maxLevel
Added: Level 1 – bdR = 1
Added: Level 2 – bdR = 2
Added: Level 3 – bdR = 3
Added: Level 4 – bdR = 5
Added: Level 5 – bdR = 6
Mihile, Knight of Light
Tags: psd – 1

Level 1 Max HP + 250
Level 2 Max HP + 500
Level 3 Max HP + 1000
Level 4 Max HP + 2000
Level 5 Max HP + 2500

Old Template: DEF increased by #pddR%.
Removed: maxLevel
Removed: pddR
Added: Level 1 – hpFX = 250
Added: Level 2 – hpFX = 500
Added: Level 3 – hpFX = 1000
Added: Level 4 – hpFX = 2000
Added: Level 5 – hpFX = 2500
Nova Warrior Kaiser
Tags: psd – 1

Level 1 STR increased by 10
Level 2 STR increased by 20
Level 3 STR increased by 40
Level 4 STR increased by 80
Level 5 STR +100

Added: Level 5 – strFX = 100
Nova Pirate Angelic Buster
Tags: psd – 1

Level 1 DEX increased by 10
Level 2 DEX increased by 20
Level 3 DEX increased by 40
Level 4 DEX increased by 80
Level 5 DEX +100

Added: Level 5 – dexFX = 100
Child of God, Zero
Tags: psd – 1

Template EXP earning rate #expR% increased
Level 1 EXP earning rate 4% increased
Level 5 EXP earning rate 12% increased

Changed: maxLevel – 4 → 5
A born genius, Hero Kinesis
Tags: psd – 1

Level 1 INT +10
Level 2 INT +20
Level 3 INT +40
Level 4 INT +80
Level 5 INT +100

Added: Level 5 – intFX = 100
Union STR (NEW!)
Tags: psd – 1

Template STR +#strX
Level 1 STR +5
Level 15 STR +75

Added: maxLevel – 15
Added: strX – 5*x {75}
Union DEX (NEW!)
Tags: psd – 1

Template DEX +#dexX
Level 1 DEX +5
Level 15 DEX +75

Added: dexX – 5*x {75}
Added: maxLevel – 15
Union INT (NEW!)
Tags: psd – 1

Template INT +#intX
Level 1 INT +5
Level 15 INT +75

Added: intX – 5*x {75}
Added: maxLevel – 15
Union LUK (NEW!)
Tags: psd – 1

Template LUK +#lukX
Level 1 LUK +5
Level 15 LUK +75

Added: lukX – 5*x {75}
Added: maxLevel – 15
Union ATT (NEW!)
Tags: psd – 1

Template ATT +#padX
Level 1 ATT +1
Level 15 ATT +15

Added: maxLevel – 15
Added: padX – x {15}
Union MATT (NEW!)
Tags: psd – 1

Template MATT +#madX
Level 1 MATT +1
Level 15 MATT +15

Added: madX – x {15}
Added: maxLevel – 15
Union Max HP (NEW!)
Tags: psd – 1

Template Max HP +#mhpX
Level 1 Max HP +250
Level 15 Max HP +3750

Added: maxLevel – 15
Added: mhpX – 250*x {3750}
Union Max MP (NEW!)
Tags: psd – 1

Template Max MP +#mmpX
Level 1 Max MP +250
Level 15 Max MP +3750

Added: maxLevel – 15
Added: mmpX – 250*x {3750}
Union Critical Damage (NEW!)
Tags: psd – 1

Template Critical Damage +#cdPerM%
Level 1 Critical Damage +0.5%
Level 40 Critical Damage +20%

Added: cdPerM – 50*x {20}
Added: maxLevel – 40
Union Status Resistance (NEW!)
Tags: psd – 1

Template Status Resistance +#asrR
Level 1 Status Resistance +1
Level 40 Status Resistance +40

Added: asrR – x {40}
Added: maxLevel – 40
Union Earned EXP (NEW!)
Tags: psd – 1

Template Earned EXP +#expRPerM%
Level 1 Earned EXP +0.25%
Level 40 Earned EXP +10%

Added: expRPerM – 25*x {10}
Added: maxLevel – 40
Union Critical Rate (NEW!)
Tags: psd – 1

Template Critical Rate +#cr%
Level 1 Critical Rate +1%
Level 40 Critical Rate +40%

Added: cr – x {40}
Added: maxLevel – 40
Union Damage to Boss monsters (NEW!)
Tags: psd – 1

Template Damage on Boss monsters +#bdR%
Level 1 Damage on Boss monsters +1%
Level 40 Damage on Boss monsters +40%

Added: bdR – x {40}
Added: maxLevel – 40
Union Stance (NEW!)
Tags: psd – 1

Template Stance +#stanceProp%
Level 1 Stance +1%
Level 40 Stance +40%

Added: maxLevel – 40
Added: stanceProp – x {40}
Union Buff Duration (NEW!)
Tags: psd – 1

Template Buff Duration +#bufftimeR%
Level 1 Buff Duration +1%
Level 40 Buff Duration +40%

Added: bufftimeR – x {40}
Added: maxLevel – 40
Union Ignore DEF (NEW!)
Tags: psd – 1

Template Ignore DEF +#ignoreMobpdpR%
Level 1 Ignore DEF +1%
Level 40 Ignore DEF +40%

Added: ignoreMobpdpR – x {40}
Added: maxLevel – 40
Maple M Character (NEW!)
Tags: psd – 1

Template ATT/MATT +#padX
Level 1 ATT/MATT +5
Level 5 ATT/MATT +25

Added: madX – 5*x {25}
Added: maxLevel – 5
Added: padX – 5*x {25}

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]
Changed: time – 6 → 20

Kinesis (II)

Psychic Force II
Description: Thrusts out multiple enemies in front or drags them down with the down (↓) key. Imbues enemies with negative PK powers and deals damage over time to enemies. Some monsters have a resistance to the attack and cannot be knocked back or pulled.\n#cLv. 10 effect: Can learn Psychic Blast III#
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]
Changed: time – 6 → 20

Kinesis (III)

Psychic Force III
Description: Final Psychic Force Thrusts out multiple enemies in front or drags them down with the down (↓) key. Imbues enemies with negative PK powers and deals damage over time to enemies. Some monsters have a resistance to the attack and cannot be knocked back or pulled.
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]
Changed: time – 6 → 20

V Matrix (Common/Enhance Core)

Decent Advanced Bless
Description: Greatly increases your ATT, Magic, DEF, and Max HP/MP. Reduces the amount of MP used when using skills. Can be stacked with other buff skills, except Bless and Advanced Bless.
Tags: info\pvp – 0, isUsableKaiserDragon – 1, notIncBuffDuration – 1, notCooltimeReset – 1, vSkill – 1, canRidingUse – 1
Delay: 600ms

Template #hpRCon% of Maximum HP consumed, Increases attack by #x, Magic by #y, Defence by #z, Maximum HP by #indieMhp, Maximum MP by #indieMmp for #time seconds
Cooldown: #cooltime sec
Level 1 5% of Maximum HP consumed, Increases attack by 20, Magic by 20, Defence by 425, Maximum HP by 475, Maximum MP by 475 for 183 seconds
Cooldown: 180 sec
Level 25 5% of Maximum HP consumed, Increases attack by 20, Magic by 20, Defence by 425, Maximum HP by 475, Maximum MP by 475 for 255 seconds
Cooldown: 180 sec

Old Template: HP Cost: #hpRCon%. ATT +#x, MATT +#y, DEF +#z, Max HP +#indieMhp, Max MP +#indieMmp, MP Cost -#mpConReduce% for #time sec\nCooldown: #cooltime sec
Removed: mpConReduce
Blitz Shield (NEW!)
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 #hpCon HP to create a shield that blocks #x% of Max HP for #time sec.
When 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.
#y sec needs to pass before the shield can be manually detonated after the shield is created.
Cooldown: #cooltime sec
Level 1 Consumes 2475 HP to create a shield that blocks 10% of Max HP for 5 sec.
When the shield duration ends, or when the skill is used again, the shield explodes to deal 520% damage to a maximum of 12 enemies 5 times.
2 sec needs to pass before the shield can be manually detonated after the shield is created.
Cooldown: 15 sec
Level 25 Consumes 1875 HP to create a shield that blocks 15% of Max HP for 5 sec.
When the shield duration ends, or when the skill is used again, the shield explodes to deal 1000% damage to a maximum of 12 enemies 5 times.
2 sec needs to pass before the shield can be manually detonated after the shield is created.
Cooldown: 15 sec

Added: action – 5thBlitzShield
Added: attackCount – 5
Added: cooltime – 15
Added: damage – 500+20*x {1000}
Added: hpCon – 2500-25*x {1875}
Added: maxLevel – 25
Added: mobCount – 12
Added: time – 5
Added: x – 10+d(x/5) {15}
Added: y – 2
Added: notCooltimeReset – 1
Added: notIncBuffDuration – 1
Avian Awakening (NEW!)
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 6 times
Cooldown: 120 sec
Level 25 Consumes 800 MP. Become enhanced for 40 sec dealing 825% damage to a maximum of 10 enemies 6 times
Cooldown: 108 sec

Added: action – 5thEvolve
Added: attackCount – 6
Added: cooltime – 120-d(x/2) {108}
Added: damage – 450+15*x {825}
Added: maxLevel – 25
Added: mobCount – 10
Added: mpCon – 800
Added: time – 40
Added: x – 3
Added: notCooltimeReset – 1
Added: notIncBuffDuration – 1
Call Mastema (NEW!)
Description: Summons a loyal Mastema for help. Mastema is not affected by enemies in the Damage Reflection status.
Tags: info\type – 50, info2\ignoreCounter – 1, notIncBuffDuration – 1, notCooltimeReset – 1, vSkill – 1, showSummonedBuffIcon – 2, weapon – 23, weapon2 – 31, weapon3 – 32
Delay: 690ms

Template Consumes #hpRCon% of Max HP, and summons Mastema for #time sec.
Cooldown: #cooltime sec
Summoned Mastema casts the following skills based on its decision.
#cMastema Claw#: Attacks up to #mobCount enemies at #damage% damage #attackCount times. Cooldown: #x sec
#cLovely Territory#: Casts a buff that lasts for #q sec, dealing damage based on Max HP and reducing damage received by #s%, #w times. Buff disappears after the duration ends or if the reduction count is used up. Cooldown: #y sec
Level 1 Consumes 20% of Max HP, and summons Mastema for 31 sec.
Cooldown: 150 sec
Summoned Mastema casts the following skills based on its decision.
#cMastema Claw#: Attacks up to 8 enemies at 520% damage 8 times. Cooldown: 4 sec
#cLovely Territory#: Casts a buff that lasts for 6 sec, dealing damage based on Max HP and reducing damage received by 10%, 2 times. Buff disappears after the duration ends or if the reduction count is used up. Cooldown: 10 sec
Level 25 Consumes 20% of Max HP, and summons Mastema for 55 sec.
Cooldown: 150 sec
Summoned Mastema casts the following skills based on its decision.
#cMastema Claw#: Attacks up to 8 enemies at 1000% damage 8 times. Cooldown: 4 sec
#cLovely Territory#: Casts a buff that lasts for 6 sec, dealing damage based on Max HP and reducing damage received by 22%, 2 times. Buff disappears after the duration ends or if the reduction count is used up. Cooldown: 10 sec

Added: action – 5thCallMastema
Added: attackCount – 8
Added: cooltime – 150
Added: damage – 500+20*x {1000}
Added: hpRCon – 20
Added: maxLevel – 25
Added: mobCount – 8
Added: q – 6
Added: s – 10+d(x/2) {22}
Added: time – 30+x {55}
Added: w – 2
Added: x – 4
Added: y – 10
Added: notCooltimeReset – 1
Added: notIncBuffDuration – 1
Pantheon (NEW!)
Description: Borrows power from the Nova God to punish the enemy while being blessed. Receiving Heaven’s Door with Pantheon buff removes Pantheon because it does not stack with Heaven’s Door.
Tags: info\type – 1, info\areaAttack – 1, notIncBuffDuration – 1, notCooltimeReset – 1, vSkill – 1, weapon – 40, weapon2 – 22, isUsableKaiserDragon – 1
Delay: 510ms

Template Consumes #hpRCon% HP. Attacks up to #mobCount enemies at #damage% damage #attackCount times.
After attacking, ignores HP falling to 0 for #x sec
Cooldown: #cooltime sec
Level 1 Consumes 20% HP. Attacks up to 15 enemies at 2080% damage 10 times.
After attacking, ignores HP falling to 0 for 612 sec
Cooldown: 1200 sec
Level 25 Consumes 20% HP. Attacks up to 15 enemies at 4000% damage 10 times.
After attacking, ignores HP falling to 0 for 900 sec
Cooldown: 1200 sec

Added: action – 5thPantheon
Added: attackCount – 10
Added: cooltime – 1200
Added: damage – 2000+80*x {4000}
Added: hpRCon – 20
Added: maxLevel – 25
Added: mobCount – 15
Added: x – 600+12*x {900}
Added: notCooltimeReset – 1
Added: notIncBuffDuration – 1
Pantheon (NEW!)
Description: Borrows power from the Nova God to punish the enemy while being blessed. Buff effect does not stack with Heaven’s Door and Heaven’s Door effects are prioritized.
Tags: info\type – 51, invisible – 1, notIncBuffDuration – 1, notCooltimeReset – 1
Added: maxLevel – 25
Added: time – 600+12*x {900}
Added: invisible – 1
Added: notCooltimeReset – 1
Added: notIncBuffDuration – 1
Call Mastema (NEW!)
Description: Summons a Mastema for help.
Tags: info\type – 51, invisible – 1, notIncBuffDuration – 1, notCooltimeReset – 1
Added: maxLevel – 25
Added: time – 6
Added: x – 2
Added: y – 10+d(x/2) {22}
Added: invisible – 1
Added: notCooltimeReset – 1
Added: notIncBuffDuration – 1
Pirate’s Flag (NEW!)
Description: Plants a brave pirate flag to increase party members’ morale and instill fear in your enemies. Not affected by the Knockback effect from enemy attacks while planting the flag.
Tags: info\type – 33, notIncBuffDuration – 1, notCooltimeReset – 1, vSkill – 1
Delay: 990ms

Template Consumes #mpCon MP, summons a pirate flag for #time sec.
Increases all stats of party members with AP invested around the pirate flag by #indieStatRBasic%, and decreases monster defense rate by #z%.
Cooldown: #cooltime sec
Level 1 Consumes 500 MP, summons a pirate flag for 30 sec.
Increases all stats of party members with AP invested around the pirate flag by 10%, and decreases monster defense rate by 10%.
Cooldown: 59 sec
Level 25 Consumes 500 MP, summons a pirate flag for 30 sec.
Increases all stats of party members with AP invested around the pirate flag by 22%, and decreases monster defense rate by 22%.
Cooldown: 35 sec

Added: action – 5thPirateFlag
Added: cooltime – 60-x {35}
Added: indieStatRBasic – 10+d(x/2) {22}
Added: maxLevel – 25
Added: mpCon – 500
Added: time – 30
Added: w – -10-d(x/2) {-22}
Added: z – 10+d(x/2) {22}
Added: notCooltimeReset – 1
Added: notIncBuffDuration – 1
Cygnus Phalanx (NEW!)
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: 20 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: 20 sec

Added: action – 5thCygnusPhalanx
Added: attackCount – 40+x {65}
Added: attackDelay – 240
Added: cooltime – 20
Added: damage – 450+18*x {900}
Added: maxLevel – 25
Added: mobCount – 1
Added: mpCon – 500
Added: time – 15000
Added: x – 4800
Added: notCooltimeReset – 1
Added: notIncBuffDuration – 1
Resistance Line Infantry (NEW!)
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, canRidingUse – 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 260% per second, 9 times.
Cooldown: 25 sec
Level 25 Consumes 650 MP and attacks maximum of 12 enemies for 10 sec, dealing 500% per second, 9 times.
Cooldown: 25 sec

Added: action – 5thResistanceLineCompany
Added: attackCount – 9
Added: cooltime – 25
Added: damage – 250+10*x {500}
Added: maxLevel – 25
Added: mobCount – 12
Added: mpCon – 650
Added: time – 10
Added: notCooltimeReset – 1
Added: notIncBuffDuration – 1
Decent Holy Symbol (NEW!)
Description: Temporarily increases EXP and item drops when hunting monsters. Cannot be stacked with Holy Symbol.
Tags: info\type – 10, info\pvp – 0, notIncBuffDuration – 1, notCooltimeReset – 1, vSkill – 1, canRidingUse – 1, isUsableKaiserDragon – 1
Delay: 990ms

Template Consumes #hpCon HP, increases EXP gain by #x% and drop rate by #v% for #time sec.
Cooldown: #cooltime sec
Level 1 Consumes 2530 HP, increases EXP gain by 20% and drop rate by 14% for 183 sec.
Cooldown: 180 sec
Level 25 Consumes 3250 HP, increases EXP gain by 32% and drop rate by 22% for 255 sec.
Cooldown: 180 sec

Added: action – alert6
Added: cooltime – 180
Added: hpCon – 2500+30*x {3250}
Added: maxLevel – 25
Added: time – 180+3*x {255}
Added: v – 14+d(x/3) {22}
Added: x – 20+d(x/2) {32}
Added: notCooltimeReset – 1
Added: notIncBuffDuration – 1
Precarious Memories (NEW!)
Description: Search through memories to use magic that was used before. It’s too unstable to merely rely on memories.
Tags: info\type – 12, notIncBuffDuration – 1, notCooltimeReset – 1, vSkill – 1, psd – 1, weapon – 37, weapon2 – 38
Delay: 870ms

Template Consumes #mpCon MP, randomly uses a 1st – 4th Advancement and Hyper Active Skill.
Ignores the selected skill’s MP cost and cooldown, but skills that has not be learned cannot be used.
Cooldown: #cooltime sec
[Passive Effect: INT +#intX]
Level 1 Consumes 246 MP, randomly uses a 1st – 4th Advancement and Hyper Active Skill.
Ignores the selected skill’s MP cost and cooldown, but skills that has not be learned cannot be used.
Cooldown: 15 sec
[Passive Effect: INT +1]
Level 25 Consumes 150 MP, randomly uses a 1st – 4th Advancement and Hyper Active Skill.
Ignores the selected skill’s MP cost and cooldown, but skills that has not be learned cannot be used.
Cooldown: 10 sec
[Passive Effect: INT +25]

Added: action – 5thUnstableMemorize
Added: cooltime – 15-d(x/5) {10}
Added: intX – x {25}
Added: maxLevel – 25
Added: mpCon – 250-4*x {150}
Added: notCooltimeReset – 1
Added: notIncBuffDuration – 1
Ultimate Dark Sight (NEW!)
Description: Refines your Stealth to the extreme, allowing you to attack and use skills in Dark Sight without ending Dark Sight. Also increases damage during Dark Sight.
Tags: info\type – 14, notIncBuffDuration – 1, notCooltimeReset – 1, vSkill – 1
Delay: 750ms

Template Consumes #mpCon MP, attacking or using skills while in Dark Sight does not end stealth for #time sec.
Increases final Dark Sight damage by #y%, damage increase is combined with Advanced Dark Sight’s effect.
Cooldown: #cooltime sec
Level 1 Consumes 850 MP, attacking or using skills while in Dark Sight does not end stealth for 30 sec.
Increases final Dark Sight damage by 10%, damage increase is combined with Advanced Dark Sight’s effect.
Cooldown: 219 sec
Level 25 Consumes 850 MP, attacking or using skills while in Dark Sight does not end stealth for 30 sec.
Increases final Dark Sight damage by 15%, damage increase is combined with Advanced Dark Sight’s effect.
Cooldown: 195 sec

Added: action – 5thUltimateDarksight
Added: cooltime – 220-x {195}
Added: maxLevel – 25
Added: mpCon – 850
Added: speed – 0
Added: time – 30
Added: x – 1
Added: y – 10+d(x/5) {15}
Added: notCooltimeReset – 1
Added: notIncBuffDuration – 1
Freud’s Oathguard (NEW!)
Description: Gain the power Freud the Hero left behind for his friends.
Tags: info\type – 10, notIncBuffDuration – 1, notCooltimeReset – 1, vSkill – 1, canRidingUse – 1

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.
#c1 Stack#: Excluding the skills that are not affected by Cooldown Reset effects, other skill Cooldowns quickly decrease by #w%.
#c2 Stacks#: Stance Rate + #z%.
#c3 Stacks#: All Stats +#q.
#4 Stacks#: ATT / MATT +#u.
#5 Stacks#: Damage to Boss monsters +#v%.
#6 Stacks#: Invincible during its duration.
Cooldown: #cooltime sec, If the stacks are not refreshed, or if you reach max stacks, apply #y sec cooldown.
Level 1 Consumes 250 MP. Lasts for 30 sec after use, and can be stacked up to 6 times. Each buff stack refreshes and generate a new effect.
#c1 Stack#: Excluding the skills that are not affected by Cooldown Reset effects, other skill Cooldowns quickly decrease by 30%.
#c2 Stacks#: Stance Rate + 51%.
#c3 Stacks#: All Stats +26.
#4 Stacks#: ATT / MATT +10.
#5 Stacks#: Damage to Boss monsters +10%.
#6 Stacks#: Invincible during its duration.
Cooldown: 25 sec, If the stacks are not refreshed, or if you reach max stacks, apply 240 sec cooldown.
Level 25 Consumes 250 MP. Lasts for 30 sec after use, and can be stacked up to 6 times. Each buff stack refreshes and generate a new effect.
#c1 Stack#: Excluding the skills that are not affected by Cooldown Reset effects, other skill Cooldowns quickly decrease by 30%.
#c2 Stacks#: Stance Rate + 75%.
#c3 Stacks#: All Stats +50.
#4 Stacks#: ATT / MATT +22.
#5 Stacks#: Damage to Boss monsters +22%.
#6 Stacks#: Invincible during its duration.
Cooldown: 25 sec, If the stacks are not refreshed, or if you reach max stacks, apply 240 sec cooldown.

Added: cooltime – 25
Added: maxLevel – 25
Added: mpCon – 250
Added: q – 25+x {50}
Added: s – 30
Added: u – 10+d(x/2) {22}
Added: v – 10+d(x/2) {22}
Added: w – 30
Added: x – 6
Added: y – 240
Added: z – 50+x {75}
Added: notCooltimeReset – 1
Added: notIncBuffDuration – 1
Freud’s Protection (NEW!)
Description: Gain the power Freud the Hero left behind for his friends.
Tags: info\type – 10, invisible – 1, notIncBuffDuration – 1, notCooltimeReset – 1, vSkill – 1, canRidingUse – 1
Delay: 790ms
Added: action – 5thFreudBlessing1
Added: indieCooltimeReduce – 300
Added: maxLevel – 25
Added: time – 30
Added: invisible – 1
Added: notCooltimeReset – 1
Added: notIncBuffDuration – 1
Freud’s Protection (NEW!)
Description: Gain the power Freud the Hero left behind for his friends.
Tags: info\type – 10, invisible – 1, notIncBuffDuration – 1, notCooltimeReset – 1, vSkill – 1, canRidingUse – 1
Delay: 790ms
Added: action – 5thFreudBlessing2
Added: indieCooltimeReduce – 300
Added: indieStance – 50+x {75}
Added: maxLevel – 25
Added: time – 30
Added: invisible – 1
Added: notCooltimeReset – 1
Added: notIncBuffDuration – 1
Freud’s Protection (NEW!)
Description: Gain the power Freud the Hero left behind for his friends.
Tags: info\type – 10, invisible – 1, notIncBuffDuration – 1, notCooltimeReset – 1, vSkill – 1, canRidingUse – 1
Delay: 790ms
Added: action – 5thFreudBlessing3
Added: indieAllStat – 25+x {50}
Added: indieCooltimeReduce – 300
Added: indieStance – 50+x {75}
Added: maxLevel – 25
Added: time – 30
Added: invisible – 1
Added: notCooltimeReset – 1
Added: notIncBuffDuration – 1
Freud’s Protection (NEW!)
Description: Gain the power Freud the Hero left behind for his friends.
Tags: info\type – 10, invisible – 1, notIncBuffDuration – 1, notCooltimeReset – 1, vSkill – 1, canRidingUse – 1
Delay: 790ms
Added: action – 5thFreudBlessing4
Added: indieAllStat – 25+x {50}
Added: indieCooltimeReduce – 300
Added: indieMad – 10+d(x/2) {22}
Added: indiePad – 10+d(x/2) {22}
Added: indieStance – 50+x {75}
Added: maxLevel – 25
Added: time – 30
Added: invisible – 1
Added: notCooltimeReset – 1
Added: notIncBuffDuration – 1
Freud’s Protection (NEW!)
Description: Gain the power Freud the Hero left behind for his friends.
Tags: info\type – 10, invisible – 1, notIncBuffDuration – 1, notCooltimeReset – 1, vSkill – 1, canRidingUse – 1
Delay: 790ms
Added: action – 5thFreudBlessing5
Added: indieAllStat – 25+x {50}
Added: indieBDR – 10+d(x/2) {22}
Added: indieCooltimeReduce – 300
Added: indieMad – 10+d(x/2) {22}
Added: indiePad – 10+d(x/2) {22}
Added: indieStance – 50+x {75}
Added: maxLevel – 25
Added: time – 30
Added: invisible – 1
Added: notCooltimeReset – 1
Added: notIncBuffDuration – 1
Freud’s Protection (NEW!)
Description: Gain the power Freud the Hero left behind for his friends.
Tags: info\type – 10, invisible – 1, notIncBuffDuration – 1, notCooltimeReset – 1, vSkill – 1, canRidingUse – 1
Delay: 790ms
Added: action – 5thFreudBlessing6
Added: indieAllStat – 25+x {50}
Added: indieBDR – 10+d(x/2) {22}
Added: indieCooltimeReduce – 300
Added: indieMad – 10+d(x/2) {22}
Added: indiePad – 10+d(x/2) {22}
Added: indieStance – 50+x {75}
Added: maxLevel – 25
Added: time – 30
Added: invisible – 1
Added: notCooltimeReset – 1
Added: notIncBuffDuration – 1
Sengoku Ally (NEW!)
Description: Gathers the Sengoku Forces. Randomly summons two Sengoku Force warriors. This skill is not affected by enemies in Damage Reflection mode. Creates a different bonus effect depending on which character is summoned.
Tags: info\type – 33, info\areaAttack – 1, info\zoneType – invincible, info2\ignoreCounter – 1, weapon – 54, weapon2 – 55, notIncBuffDuration – 1, notCooltimeReset – 1, vSkill – 1, notRemoved – 1
Delay: 600ms

Template MP Cost: #mpCon. (Characters that have no MP cost HP instead.) Summons 2 Sengoku Force warriors. Warrior Duration: #time sec. Cooldown: #cooltime sec.
Uesugi Kenshin: Attacks up to 8 enemies #w times at #x% Damage. Ignore Enemy DEF +#indieIgnoreMobpdpR%.
Tsuchimikado Haruaki: Attacks up to 8 enemies #v times at #y% Damage. Incoming damage -#indieDamReduceR%.
Ayame: Attacks up to 8 enemies #q times at #z% Damage. Critical damage +#indieCD%.
Takeda Shingen: Attacks up to 8 enemies #s times at #u% Damage. ATT +#indiePad and MATT +#indieMad.
Level 1 MP Cost: 1000. (Characters that have no MP cost HP instead.) Summons 2 Sengoku Force warriors. Warrior Duration: 30 sec. Cooldown: 120 sec.
Uesugi Kenshin: Attacks up to 8 enemies 4 times at 260% Damage. Ignore Enemy DEF +10%.
Tsuchimikado Haruaki: Attacks up to 8 enemies 5 times at 165% Damage. Incoming damage -5%.
Ayame: Attacks up to 8 enemies 2 times at 450% Damage. Critical damage +5%.
Takeda Shingen: Attacks up to 8 enemies 3 times at 220% Damage. ATT +6 and MATT +6.
Level 25 MP Cost: 1000. (Characters that have no MP cost HP instead.) Summons 2 Sengoku Force warriors. Warrior Duration: 42 sec. Cooldown: 120 sec.
Uesugi Kenshin: Attacks up to 8 enemies 4 times at 500% Damage. Ignore Enemy DEF +20%.
Tsuchimikado Haruaki: Attacks up to 8 enemies 5 times at 405% Damage. Incoming damage -15%.
Ayame: Attacks up to 8 enemies 2 times at 1170% Damage. Critical damage +15%.
Takeda Shingen: Attacks up to 8 enemies 3 times at 820% Damage. ATT +30 and MATT +30.

Added: action – 5thSengokuAssemble
Added: cooltime – 120
Added: indieCD – 5+d(2*x/5) {15}
Added: indieDamReduceR – 5+d(2*x/5) {15}
Added: indieIgnoreMobpdpR – 10+d(2*x/5) {20}
Added: indieMad – 5+x {30}
Added: indiePad – 5+x {30}
Added: maxLevel – 25
Added: mpCon – 1000
Added: q – 2
Added: s – 3
Added: time – 30+d(x/2) {42}
Added: u – 195+25*x {820}
Added: v – 5
Added: w – 4
Added: x – 250+10*x {500}
Added: y – 155+10*x {405}
Added: z – 420+30*x {1170}
Added: notCooltimeReset – 1
Added: notIncBuffDuration – 1
Added: notRemoved – 1
Sengoku Ally (Uesugi Kenshin) (NEW!)
Description: Gathers the SengokuForces. Randomly summons two Sengoku Force warriors. This skill is not affected by enemies in Damage Reflection mode. Creates a different bonus effect depending on which character is summoned.
Tags: info\type – 33, info\areaAttack – 1, info\zoneType – invincible, info2\ignoreCounter – 1, invisible – 1, weapon – 54, weapon2 – 55, notIncBuffDuration – 1
Added: attackCount – 4
Added: cooltime – 120
Added: damage – 250+10*x {500}
Added: indieIgnoreMobpdpR – 10+d(2*x/5) {20}
Added: maxLevel – 25
Added: mobCount – 8
Added: time – 30+d(x/2) {42}
Added: invisible – 1
Added: notIncBuffDuration – 1
Sengoku Ally (Tsuchimikado Haruaki) (NEW!)
Description: Gathers the Sengoku Forces. Randomly summons two Sengoku Force warriors. This skill is not affected by enemies in Damage Reflection mode. Creates a different bonus effect depending on which character is summoned.
Tags: info\type – 33, info\areaAttack – 1, info\zoneType – invincible, info2\ignoreCounter – 1, invisible – 1, weapon – 54, weapon2 – 55, notIncBuffDuration – 1
Added: attackCount – 5
Added: cooltime – 120
Added: damage – 155+10*x {405}
Added: indieDamReduceR – 5+d(2*x/5) {15}
Added: maxLevel – 25
Added: mobCount – 8
Added: time – 30+d(x/2) {42}
Added: invisible – 1
Added: notIncBuffDuration – 1
Sengoku Ally (Ayame) (NEW!)
Description: Gathers the Sengoku Forces. Randomly summons two Sengoku Force warriors. This skill is not affected by enemies in Damage Reflection mode. Creates a different bonus effect depending on which character is summoned.
Tags: info\type – 33, info\areaAttack – 1, info\zoneType – invincible, info2\ignoreCounter – 1, invisible – 1, weapon – 54, weapon2 – 55, notIncBuffDuration – 1
Added: attackCount – 2
Added: cooltime – 120
Added: damage – 420+30*x {1170}
Added: indieCD – 5+d(2*x/5) {15}
Added: maxLevel – 25
Added: mobCount – 8
Added: time – 30+d(x/2) {42}
Added: invisible – 1
Added: notIncBuffDuration – 1
Sengoku Force (Takeda Shingen) (NEW!)
Description: Gathers the Sengoku Forces. Randomly summons two Sengoku Force warriors. This skill is not affected by enemies in Damage Reflection mode. Creates a different bonus effect depending on which character is summoned.
Tags: info\type – 33, info\areaAttack – 1, info\zoneType – invincible, info2\ignoreCounter – 1, invisible – 1, weapon – 54, weapon2 – 55, notIncBuffDuration – 1
Added: attackCount – 3
Added: cooltime – 120
Added: damage – 195+25*x {820}
Added: indieMad – 5+x {30}
Added: indiePad – 5+x {30}
Added: maxLevel – 25
Added: mobCount – 8
Added: time – 30+d(x/2) {42}
Added: invisible – 1
Added: notIncBuffDuration – 1
Smite Enhancement
Description: Reinforces Smite. \n\n#c Level 20: Critical Hit Rate 5% \nLevel 40: Chance to bypass monster defence increases 20%#
Tags: info\type – 50, psd – 1, reqLev – 200, vSkill – 2

Template Final Damage of Smite +#damR_5th%
Level 1 Final Damage of Smite +2%
Level 50 Final Damage of Smite +100%

Added: cr – log20(x)*5 {5}
Removed: targetPlus_5th
Soul Cleaver Enhancement
Description: Reinforces Cross the Sticks. \n\n#c Level 20: Critical Hit Rate 5% \nLevel 40: Chance to bypass monster defence increases 20%#
Tags: info\type – 50, psd – 1, reqLev – 200, vSkill – 2

Template Final Damage of Soul Cleaver +#damR_5th%
Level 1 Final Damage of Soul Cleaver +2%
Level 50 Final Damage of Soul Cleaver +100%

Added: cr – log20(x)*5 {5}
Removed: targetPlus_5th
Boost End: Hunter’s Targeting Enhancement
Description: Reinforces Boost End-Hunter’s Targeting. \n\n#c Level 20: Critical Hit Rate 5% \nLevel 40: Chance to bypass monster defence increases 20%#
Tags: info\type – 50, psd – 1, reqLev – 200, vSkill – 2

Template Final Damage of Boost End: Hunter’s Targeting +#damR_5th%
Level 1 Final Damage of Boost End: Hunter’s Targeting +2%
Level 50 Final Damage of Boost End: Hunter’s Targeting +100%

Added: cr – log20(x)*5 {5}
Removed: targetPlus_5th
Armageddon Enhancement
Description: Reinforces Armageddon. \n\n#c Level 20: Critical Hit Rate 5% \nLevel 40: Chance to bypass monster defence increases 20%#
Tags: info\type – 50, psd – 1, reqLev – 200, vSkill – 2

Template Final Damage of Armageddon +#damR_5th%
Level 1 Final Damage of Armageddon +2%
Level 50 Final Damage of Armageddon +100%

Added: cr – log20(x)*5 {5}
Removed: targetPlus_5th
Double Shot Enhancement
Description: Reinforces Double Shot. \n\n#c Level 20: Critical Hit Rate 5% \nLevel 40: Chance to bypass monster defence increases 20%#
Tags: info\type – 50, psd – 1, reqLev – 200, vSkill – 2

Template Final Damage of Double Shot +#damR_5th%
Level 1 Final Damage of Double Shot +7%
Level 50 Final Damage of Double Shot +350%

Added: cr – log20(x)*5 {5}
Removed: targetPlus_5th
Magnum Pulse Enhancement
Description: Reinforces Lift Magnum. \n\n#c Level 20: Critical Hit Rate 5% \nLevel 40: Chance to bypass monster defence increases 20%#
Tags: info\type – 50, psd – 1, reqLev – 200, vSkill – 2

Template Final Damage of Magnum Pulse +#damR_5th%
Level 1 Final Damage of Magnum Pulse +2%
Level 50 Final Damage of Magnum Pulse +100%

Added: cr – log20(x)*5 {5}
Removed: targetPlus_5th
Charging Arm: Devastator Enhancement
Description: Reinforces Hyper Magnum Punch. \n\n#c Level 20: Critical Hit Rate 5% \nLevel 40: Chance to bypass monster defence increases 20%#
Tags: info\type – 50, psd – 1, reqLev – 200, vSkill – 2

Template Final Damage of Charging Arm: Devastator +#damR_5th%
Level 1 Final Damage of Charging Arm: Devastator +2%
Level 50 Final Damage of Charging Arm: Devastator +100%

Added: cr – log20(x)*5 {5}
Removed: targetPlus_5th
Psychic Force Enhancement
Description: Reinforces Psychic Force 1~3. \n\n#c Level 20: Maximum number of objects that can be attacked increases by 1 \nLevel 40: When attacking normal monsters, damage increases by 10%#
Tags: info\type – 50, psd – 1, reqLev – 200, vSkill – 2

Template Final Damage of Psychic Force 1~3 +#damR_5th%
Level 1 Final Damage of Psychic Force 1~3 +3%
Level 50 Final Damage of Psychic Force 1~3 +150%

Removed: ignoreMobpdpR
Added: nbdR – log40(x)*10 {10}

V Matrix (Warrior Skill)

Dark Spear
Description: Throws Dark Spears at enemies. Use with the UP & Down keys to throw a spear in that direction. This skill Does not affect enemies in the Damage Reflection status.
Tags: info\type – 2, info\areaAttack – 1, info2\ignoreCounter – 1, weapon – 43, weapon2 – 44, notIncBuffDuration – 1, notCooltimeReset – 1, vSkill – 1, psd – 1
Delay: 990ms

Template Consumes #mpCon MP to creates a Dark Spear that attacks up to #mobCount enemies at #damage% Damage #attackCount times on a regular cycle.
Critical Rate +#cr%, Ignore Monster DEF: +#ignoreMobpdpR%
Cooldown: #cooltime sec
Level 1 Consumes 350 MP to creates a Dark Spear that attacks up to 12 enemies at 249% Damage 7 times on a regular cycle.
Critical Rate +100%, Ignore Monster DEF: +50%
Cooldown: 10 sec
Level 25 Consumes 350 MP to creates a Dark Spear that attacks up to 12 enemies at 465% Damage 7 times on a regular cycle.
Critical Rate +100%, Ignore Monster DEF: +50%
Cooldown: 10 sec

Old Template: Consumes #mpCon MP to creates a Dark Spear that attacks up to #mobCount enemies at #damage% Damage #attackCount times on a regular cycle.\nCritical Rate +#cr%, Ignore Monster DEF: +#ignoreMobpdpR%\nCooldown: #cooltime sec
Changed: cooltime – 12 → 10
Changed: damage – 280+10*x → 240+9*x {530 → 465}
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 #hpRCon% of maximum HP consumed, consumes #y HP every second, recovery items and recovery skills are limited to #w% of Maximum HP
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%.
If current HP falls below #q2% of maximum HP, will stop consuming HP and will not sprinkle Demon Blood.
Deactivated Skill
Cooldown time #z seconds
Level 1 20% of maximum HP consumed, consumes 6000 HP every second, recovery items and recovery skills are limited to 1% of Maximum HP
Increase final damage by 1% per 4% of maximum HP consumed,
At a set interval period, sprinkle Demon Blood on the floor for 5 seconds, attacking 2 times with Damage: 308%.
If current HP falls below 1% of maximum HP, will stop consuming HP and will not sprinkle Demon Blood.
Deactivated Skill
Cooldown time 149 seconds
Level 25 20% of maximum HP consumed, consumes 6000 HP every second, recovery items and recovery skills are limited to 1% of Maximum HP
Increase final damage by 1% per 3% of maximum HP consumed,
At a set interval period, sprinkle Demon Blood on the floor for 5 seconds, attacking 2 times with Damage: 500%.
If current HP falls below 1% of maximum HP, will stop consuming HP and will not sprinkle Demon Blood.
Deactivated Skill
Cooldown time 125 seconds

Old Template: Consumes #hpRCon% HP and #y HP per sec, Max HP amount restored from recovery items and healing up to #w%\nIncreases Final Damage proportional to #u% HP by #x%, Sprinkle the Demons’ Blood on the floor at regular intervals to attack up to #mobCount enemies at #damage% damage #attackCount times for #s sec.\nDo not consume HP and sprinkle the Demons’ Blood on the floor if the current HP is below #q2% of Max. HP.\nCancelled upon skill reuse\nCooldown #z sec
Changed: w – 1+d(x/15) → 1 {2 → 1}
Changed: y – 4000 → 6000
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 200%, 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 240%, 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: Fury Cost: #forceCon, Attacks up to #mobCount enemies at #damage% damage #attackCount times. Targets are bound for #w sec.\nDamage from attacks when the skill is activated increases Bind Duration up to 100%.\nExcluding the skills that are not affected by Cooldown Reset effects, other skills’ Cooldown quickly decreases by #q% for #time seconds. Attack Speed increases two levels, Final Damage increases by #indiePMdR%. Also, the skill slows nearby enemies.\nIf there are enemies alive when the skill ends, receives #q2% of Zero’s damage 15 times while the skill lasts.\nCooldown: #cooltime sec
Changed: indiePMdR – 15+d(x/5) → 30+d(x/5) {20 → 35}
Deadly Combo Fault (NEW!)
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: 5. 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: 5. 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

Added: action – 5thDeathFault
Added: attackCount – 7
Added: cooltime – 20
Added: damage – 800+32*x {1600}
Added: maxLevel – 25
Added: mobCount – 15
Added: mpCon – 500
Added: time – 5
Added: x – 2
Added: y – 5
Added: notCooltimeReset – 1
Added: notIncBuffDuration – 1
Vulcan Punch (NEW!)
Description: Rapidly releases countless punches in front. While in use, this skill activates Guard, protecting you against the Knockback effect from enemy attacks and increases the skill’s final damage based on the number of times hit.
Tags: info\type – 1, info\areaAttack – 1, info\rapidAttack – 1, info\knockbackLimit – 80, notIncBuffDuration – 1, notCooltimeReset – 1, vSkill – 1, weapon – 58, subWeapon – 35
Delay: 480ms

Template Consumes #mpCon MP to attack up to #mobCount enemies at #w% Damage #z times. Continuously attacks #attackCount times over #time sec for #damage% damage if the skill key is held down.
While in use, gains Guard based on Charge Mastery value and maintains Combo Focusing to maximum level if the attack hits.
Increases skill final damage +#x% every time you are hit while it charges. Final damage from getting hit can be charged up to #y%.
Cooldown: #cooltime sec
Level 1 Consumes 60 MP to attack up to 10 enemies at 1040% Damage 6 times. Continuously attacks 5 times over 8 sec for 468% damage if the skill key is held down.
While in use, gains Guard based on Charge Mastery value and maintains Combo Focusing to maximum level if the attack hits.
Increases skill final damage +10% every time you are hit while it charges. Final damage from getting hit can be charged up to 100%.
Cooldown: 60 sec
Level 25 Consumes 60 MP to attack up to 10 enemies at 2000% Damage 6 times. Continuously attacks 5 times over 8 sec for 900% damage if the skill key is held down.
While in use, gains Guard based on Charge Mastery value and maintains Combo Focusing to maximum level if the attack hits.
Increases skill final damage +10% every time you are hit while it charges. Final damage from getting hit can be charged up to 100%.
Cooldown: 60 sec

Added: action – 5thVulcanPunch
Added: attackCount – 5
Added: cooltime – 60
Added: damage – 450+18*x {900}
Added: maxLevel – 25
Added: mobCount – 10
Added: mpCon – 60
Added: subTime – 120
Added: time – 8
Added: w – 1000+40*x {2000}
Added: x – 10
Added: y – 100
Added: z – 6
Added: notCooltimeReset – 1
Added: notIncBuffDuration – 1
Hyoru Getsuken (NEW!)
Description: Shadows cast by a dawn moon attack enemies. This skill, upon hitting enemies, casts a buff that stacks up to 5 times. #cCan be used during Sanrenzan, Iaigiri, and Shinsoku.
Tags: info\type – 33, info\minionAttack – normal, weapon – 54, notIncBuffDuration – 1, vSkill – 1

Template Consumes 200 Blade Force. Final damage +#w% for #time sec per stack.
1st Attack: Attacks up to 15 enemies 8 times at #x% Damage.
2nd Attack: Attacks up to 15 enemies 8 times at #y% Damage.
3rd Attack: Attacks up to 15 enemies 8 times at #z% Damage.
4th Attack: Attacks up to 15 enemies 8 times at #q% Damage.
5th Attack: Attacks up to 15 enemies 8 times at #q2% Damage.
Level 1 Consumes 200 Blade Force. Final damage +5% for 15 sec per stack.
1st Attack: Attacks up to 15 enemies 8 times at 670% Damage.
2nd Attack: Attacks up to 15 enemies 8 times at 770% Damage.
3rd Attack: Attacks up to 15 enemies 8 times at 890% Damage.
4th Attack: Attacks up to 15 enemies 8 times at 970% Damage.
5th Attack: Attacks up to 15 enemies 8 times at 1120% Damage.
Level 25 Consumes 200 Blade Force. Final damage +20% for 30 sec per stack.
1st Attack: Attacks up to 15 enemies 8 times at 1150% Damage.
2nd Attack: Attacks up to 15 enemies 8 times at 1250% Damage.
3rd Attack: Attacks up to 15 enemies 8 times at 1370% Damage.
4th Attack: Attacks up to 15 enemies 8 times at 1450% Damage.
5th Attack: Attacks up to 15 enemies 8 times at 1600% Damage.

Added: attackCount – 8
Added: damage – 20*x {500}
Added: maxLevel – 25
Added: q – 950+20*x {1450}
Added: q2 – 1100+20*x {1600}
Added: time – 15+d(3*x/5) {30}
Added: w – 5+d(3*x/5) {20}
Added: x – 650+20*x {1150}
Added: y – 750+20*x {1250}
Added: z – 870+20*x {1370}
Added: notIncBuffDuration – 1
Maha’s Brandish (NEW!)
Description: Draws a cruel circle with the power of Maha. Can only use outside of Maha Installation.\n[Command: #c[down][down] + Attack key#]\nCommand Activation Effect: Prevents all Knockback effects from enemy attacks and can damage enemies in Ignore Attack or Damage Reflection states.\n#cCommand Lock: Right-click#
Tags: info\type – 1, info\areaAttack – 1, weapon – 44, notIncBuffDuration – 1, notCooltimeReset – 1, vSkill – 1
Delay: 960ms

Template Consumes #mpCon MP, and attacks up to #mobCount enemies at #damage% Damage #attackCount times.
Cooldown: #cooltime sec.
Level 1 Consumes 1000 MP, and attacks up to 15 enemies at 936% Damage 10 times.
Cooldown: 20 sec.
Level 25 Consumes 1000 MP, and attacks up to 15 enemies at 1800% Damage 10 times.
Cooldown: 20 sec.

Added: action – 5thBrandishMaha
Added: attackCount – 10
Added: cooltime – 20
Added: damage – 900+36*x {1800}
Added: maxLevel – 25
Added: mobCount – 15
Added: mpCon – 1000
Added: notCooltimeReset – 1
Added: notIncBuffDuration – 1
Claimh Solais (NEW!)
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 Consumes #mpCon MP, attacks maximum of #mobCount enemies #attackCount times.
#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.
[1 Stack]: #x% damage, [2 Stacks]: #y% damage, [3 Stacks]: #z% damage
[4 Stacks]: #w% damage, [5 Stacks]: #v% damage.
All 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.
Cooldown: #cooltime sec
Level 1 Consumes 800 MP, attacks maximum of 12 enemies 7 times.
#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.
[1 Stack]: 364% damage, [2 Stacks]: 436% damage, [3 Stacks]: 530% damage
[4 Stacks]: 624% damage, [5 Stacks]: 728% damage.
All attacks have 100% chance of delivering a Dark attack. Dark effect lasts for 10 sec and reduces the target’s Accuracy by 30%, the duration is reduced by half for bosses.
Cooldown: 12 sec
Level 25 Consumes 800 MP, attacks maximum of 12 enemies 7 times.
#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.
[1 Stack]: 700% damage, [2 Stacks]: 820% damage, [3 Stacks]: 1010% damage
[4 Stacks]: 1200% damage, [5 Stacks]: 1400% damage.
All attacks have 100% chance of delivering a Dark attack. Dark effect lasts for 10 sec and reduces the target’s Accuracy by 30%, the duration is reduced by half for bosses.
Cooldown: 12 sec

Added: action – 5thLightSword
Added: attackCount – 7
Added: cooltime – 12
Added: maxLevel – 25
Added: mobCount – 12
Added: mpCon – 800
Added: time – 10
Added: v – 700+28*x {1400}
Added: w – 600+24*x {1200}
Added: x – 350+14*x {700}
Added: y – 420+16*x {820}
Added: z – 510+20*x {1010}
Added: notCooltimeReset – 1
Added: notIncBuffDuration – 1
Blood Feast (NEW!)
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 4% 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 4% 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

Added: cooltime – 10
Added: cr – 100
Added: hpRCon – 1
Added: ignoreMobpdpR – 100
Added: maxLevel – 25
Added: q – 8
Added: q2 – 7
Added: s – 9
Added: s2 – 800+32*x {1600}
Added: u – 5
Added: u2 – 12
Added: v – 650+26*x {1300}
Added: v2 – 12
Added: w – 500+20*x {1000}
Added: w2 – 20
Added: x – 4
Added: y – 3
Added: z – 4
Added: notCooltimeReset – 1
Added: notIncBuffDuration – 1
Added: notRemoved – 1
Joint Attack (NEW!)
Description: Alpha and Beta chains an attack together. Holding down the key maintains the attack and once the chain attack ends, or if the key is released, immediately delivers a coordinated attack.
Tags: notIncBuffDuration – 1, notCooltimeReset – 1, vSkill – 1, notRemoved – 1, weapon – 56, weapon2 – 57, psd – 1, info2\ignoreCounter – 1
Delay: 5000ms

Template Consumes #forceCon Time Force to chain attack up to #mobCount enemies, invincible while in use.
#c[Beta Combo]# Hit 1: Attacks with #q% damage #q2 times, Hit 2: Attacks with #v% damage #v2 times, Hit 3: Attacks with #w% damage #w2 times.
#c[Alpha Combo]# Hit 1: Attacks with #x% damage #y times, Hit 2: Attacks with #z% damage #dotInterval times, Hit 3: Attacks with #u% damage #u2 times.
#[Coordination Attack]#: Attacks with #s% damage #s2 times, additionally ignores #ignoreMobpdpR% of monster defense.
#cCooldown: #cooltime sec#
Level 1 Consumes 80 Time Force to chain attack up to 12 enemies, invincible while in use.
#c[Beta Combo]# Hit 1: Attacks with 1820% damage 4 times, Hit 2: Attacks with 868% damage 12 times, Hit 3: Attacks with 3380% damage 4 times.
#c[Alpha Combo]# Hit 1: Attacks with 910% damage 8 times, Hit 2: Attacks with 868% damage 12 times, Hit 3: Attacks with 1690% damage 8 times.
#[Coordination Attack]#: Attacks with 3120% damage 12 times, additionally ignores 100% of monster defense.
#cCooldown: 120 sec#
Level 25 Consumes 80 Time Force to chain attack up to 12 enemies, invincible while in use.
#c[Beta Combo]# Hit 1: Attacks with 3500% damage 4 times, Hit 2: Attacks with 1660% damage 12 times, Hit 3: Attacks with 6500% damage 4 times.
#c[Alpha Combo]# Hit 1: Attacks with 1750% damage 8 times, Hit 2: Attacks with 1660% damage 12 times, Hit 3: Attacks with 3250% damage 8 times.
#[Coordination Attack]#: Attacks with 6000% damage 12 times, additionally ignores 100% of monster defense.
#cCooldown: 120 sec#

Added: action – 5thJointAttack
Added: cooltime – 120
Added: dotInterval – 12
Added: forceCon – 80
Added: ignoreMobpdpR – 100
Added: maxLevel – 25
Added: mobCount – 12
Added: q – 1750+70*x {3500}
Added: q2 – 4
Added: s – 3000+120*x {6000}
Added: s2 – 12
Added: u – 1625+65*x {3250}
Added: u2 – 8
Added: v – 835+33*x {1660}
Added: v2 – 12
Added: w – 3250+130*x {6500}
Added: w2 – 4
Added: x – 875+35*x {1750}
Added: y – 8
Added: z – 835+33*x {1660}
Added: notCooltimeReset – 1
Added: notIncBuffDuration – 1
Added: notRemoved – 1
Blessed Hammer (NEW!)
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 674% 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 1250% damage 3 times.
Cooldown: 60 sec

Added: attackCount – 2
Added: attackDelay – 1800
Added: cooltime – 60
Added: damage – 200+8*x {400}
Added: maxLevel – 25
Added: mobCount – 4
Added: mpCon – 1000
Added: q – 650+24*x {1250}
Added: s – 8
Added: subTime – 300
Added: v – 30
Added: w – 75
Added: x – 5
Added: y – 5
Added: z – 3
Added: notCooltimeReset – 1
Added: notIncBuffDuration – 1
Blessed Hammer (NEW!)
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
Added: action – 5thBlessedHammer
Added: attackCount – 3
Added: attackDelay – 1800
Added: cooltime – 60
Added: damage – 650+24*x {1250}
Added: maxLevel – 25
Added: mobCount – 8
Added: mpCon – 1000
Added: subTime – 350
Added: time – 30
Added: w – 175
Added: x – 5
Added: y – 10
Added: z – 5
Added: invisible – 1
Added: notCooltimeReset – 1
Added: notIncBuffDuration – 1
Beholder’s Impact (NEW!)
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 450 MP, the Beholder moves in front of the Dark Knight for 3 sec to attack up to 10 enemies for 306% damage 2 times.
Cooldown: 20 sec
Level 25 Consumes 450 MP, the Beholder moves in front of the Dark Knight for 3 sec to attack up to 10 enemies for 450% damage 2 times.
Cooldown: 20 sec

Added: action – walk1
Added: attackCount – 2
Added: cooltime – 20
Added: damage – 300+6*x {450}
Added: maxLevel – 25
Added: mobCount – 10
Added: mpCon – 450
Added: x – 3
Added: notCooltimeReset – 1
Added: notIncBuffDuration – 1
Elysion (NEW!)
Description: Sends the enemy to a place that separates the living from the dead. Attacking with the schism can damage enemies in the Ignore or Damage Reflection states.
Tags: info\type – 33, weapon – 40, weapon2 – 30, notIncBuffDuration – 1, notCooltimeReset – 1, vSkill – 1
Delay: 750ms

Template Consumes #mpCon MP, Soul Cleaver cooldown is not applied for #time sec, and can be used without being fully charged, but reduces final damage by 40%. Resets Soul Cleaver cooldown when the skill is used.
Attacking with Soul Cleaver slashes through the space, leaving a schism for #y sec. Continuously attacking the schism area with Soul Cleaver gradually increases the schism, exploding at the end to attack maximum of #mobCount enemies for #damage% damage #attackCount times. No more than 2 schisms can be created at once, and can be recreated #z sec after an explosion.
Cooldown: #cooltime sec
Level 1 Consumes 1000 MP, Soul Cleaver cooldown is not applied for 30 sec, and can be used without being fully charged, but reduces final damage by 40%. Resets Soul Cleaver cooldown when the skill is used.
Attacking with Soul Cleaver slashes through the space, leaving a schism for 10 sec. Continuously attacking the schism area with Soul Cleaver gradually increases the schism, exploding at the end to attack maximum of 15 enemies for 2704% damage 6 times. No more than 2 schisms can be created at once, and can be recreated 5 sec after an explosion.
Cooldown: 240 sec
Level 25 Consumes 1000 MP, Soul Cleaver cooldown is not applied for 30 sec, and can be used without being fully charged, but reduces final damage by 40%. Resets Soul Cleaver cooldown when the skill is used.
Attacking with Soul Cleaver slashes through the space, leaving a schism for 10 sec. Continuously attacking the schism area with Soul Cleaver gradually increases the schism, exploding at the end to attack maximum of 15 enemies for 5200% damage 6 times. No more than 2 schisms can be created at once, and can be recreated 5 sec after an explosion.
Cooldown: 240 sec

Added: action – 5thElysion
Added: attackCount – 6
Added: cooltime – 240
Added: damage – 2600+104*x {5200}
Added: maxLevel – 25
Added: mobCount – 15
Added: mpCon – 1000
Added: time – 30
Added: y – 10
Added: z – 5
Added: notCooltimeReset – 1
Added: notIncBuffDuration – 1
Jormungand (NEW!)
Description: Summons a Dark Dragon of the netherworld using Force as tribute. Dark Dragon’s attacks are not affected by enemies in the Damage Reflection state.
Tags: info\type – 33, info2\ignoreCounter – 1, notIncBuffDuration – 1, notCooltimeReset – 1, vSkill – 1, weapon – 31, weapon2 – 32, psd – 1
Delay: 810ms

Template Consumes #forceCon Force, and #hpRCon% of Max HP.
For #time sec, attacks up to #mobCount enemies for #damage% #attackCount times over a set period of time.
When it disappears, attacks up to #z enemies for #selfDestruction% damage an additional #w times.
All attacks have Critical Rate +#cr%, and additionally ignore #ignoreMobpdpR% of monster defense.
Cooldown: #cooltime sec
Level 1 Consumes 80 Force, and 15% of Max HP.
For 10 sec, attacks up to 12 enemies for 884% 9 times over a set period of time.
When it disappears, attacks up to 12 enemies for 936% damage an additional 12 times.
All attacks have Critical Rate +100%, and additionally ignore 50% of monster defense.
Cooldown: 120 sec
Level 25 Consumes 80 Force, and 15% of Max HP.
For 15 sec, attacks up to 12 enemies for 1700% 9 times over a set period of time.
When it disappears, attacks up to 12 enemies for 1800% damage an additional 12 times.
All attacks have Critical Rate +100%, and additionally ignore 50% of monster defense.
Cooldown: 108 sec

Added: action – 5thJormungand
Added: activeDelay – 1980
Added: attackCount – 9
Added: attackDelay – 1080
Added: cooltime – 120-d(x/2) {108}
Added: cr – 100
Added: damage – 850+34*x {1700}
Added: forceCon – 80
Added: hpRCon – 15
Added: ignoreMobpdpR – 50
Added: maxLevel – 25
Added: mobCount – 12
Added: selfDestruction – 900+36*x {1800}
Added: time – 10+d(x/5) {15}
Added: w – 12
Added: x – 1080
Added: z – 12
Added: notCooltimeReset – 1
Added: notIncBuffDuration – 1
Tempest Blade: Devastate (NEW!)
Description: Tempest Blades attack the enemy and stick them to the ground to create powerful flames that burn nearby enemies. Can only be used when Tempest Blades are summoned. This skill is not affected by enemies in the Damage Reflection state.
Tags: info\type – 10, notIncBuffDuration – 1, notCooltimeReset – 1, vSkill – 1, info2\ignoreCounter – 1, weapon – 40, subWeapon – 35
Delay: 180ms

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.
The flame attacks up to #y enemies for #w% damage #z times.
Cooldown: #cooltime sec
Final Form: Increases Tempest Blades and Flame attack count by 1
Level 1 Consumes 1000 MP, each weapon flies towards the enemy to deal 520% damage 4 times, and then sticks to the ground to create a flame after a delay.
The flame attacks up to 12 enemies for 728% damage 6 times.
Cooldown: 30 sec
Final Form: Increases Tempest Blades and Flame attack count by 1
Level 25 Consumes 1000 MP, each weapon flies towards the enemy to deal 1000% damage 4 times, and then sticks to the ground to create a flame after a delay.
The flame attacks up to 12 enemies for 1400% damage 6 times.
Cooldown: 30 sec
Final Form: Increases Tempest Blades and Flame attack count by 1

Added: action – DKflyingSword
Added: attackCount – 4
Added: cooltime – 30
Added: damage – 500+20*x {1000}
Added: maxLevel – 25
Added: mpCon – 1000
Added: u – 2
Added: w – 700+28*x {1400}
Added: x – 2160
Added: y – 12
Added: z – 6
Added: notCooltimeReset – 1
Added: notIncBuffDuration – 1

V Matrix (Mage Skill)

Imperial Breath (NEW!)
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 624% damage 7 times, lasts for 4 sec
Level 25 Attacks up to 12 enemies for 1200% damage 7 times, lasts for 4 sec

Added: attackCount – 7
Added: attackDelay – 820
Added: damage – 600+24*x {1200}
Added: maxLevel – 25
Added: mobCount – 12
Added: subTime – 240
Added: time – 4
Added: notCooltimeReset – 1
Added: notIncBuffDuration – 1
Break – Come Back! (NEW!)
Description: #c[Fusion Skill]# Mir immediately stops attacking and returns to Evan’s side. Creates a Null Domain that deals damage to nearby enemies with the power of the crest.\nBreak – Come Back! improves in proportion to Dragon Break’s level.\n\c This skill is activated when Evan casts #c[Come Back]# while Mir is using #cDragon Break or Imperial Breath#.
Tags: info\type – 4, info\areaAttack – 1, info2\ignoreCounter – 1, notIncBuffDuration – 1, notCooltimeReset – 1, disable – 1

Template Creates a Null Domain that attacks up to #mobCount enemies for #damage% damage #attackCount times, lasts for #time sec
Level 1 Creates a Null Domain that attacks up to 12 enemies for 156% damage 3 times, lasts for 5 sec
Level 25 Creates a Null Domain that attacks up to 12 enemies for 300% damage 3 times, lasts for 5 sec

Added: attackCount – 3
Added: attackDelay – 320
Added: cooltime – 2
Added: damage – 150+6*x {300}
Added: maxLevel – 25
Added: mobCount – 12
Added: subTime – 500
Added: time – 5
Added: notCooltimeReset – 1
Added: notIncBuffDuration – 1
DoT Punisher
Description: Summons a ball of flame from another dimension, which chases enemies. The number of the summoned Fire Balls increases in proportion to the DoT stack. This skill does not affect enemies in the Damage Reflection status.
Tags: info\type – 51, info2\ignoreCounter – 1, info2\mes – cold, weapon – 37, weapon2 – 38, notIncBuffDuration – 1, notCooltimeReset – 1, vSkill – 1
Delay: 900ms

Template MP Cost: #mpCon, creates #x fireballs that finds enemies for #time seconds and attacks #attackCount times, dealing Damage: #damage%.
Enemies inside set range, summons additional 1 fireball per #y continuous damage stack.
If multiple fireballs hit 1 monster, damage decreases by #w% from 2nd fireball onwards.
Enemies attacked by fireballs will be damaged #dot% per #dotInterval seconds for #dotTime seconds.
Cooldown time: #cooltime seconds
Level 1 MP Cost: 500, creates 15 fireballs that finds enemies for 20 seconds and attacks 5 times, dealing Damage: 415%.
Enemies inside set range, summons additional 1 fireball per 1 continuous damage stack.
If multiple fireballs hit 1 monster, damage decreases by 25% from 2nd fireball onwards.
Enemies attacked by fireballs will be damaged 203% per 1 seconds for 8 seconds.
Cooldown time: 30 seconds
Level 25 MP Cost: 500, creates 15 fireballs that finds enemies for 20 seconds and attacks 5 times, dealing Damage: 775%.
Enemies inside set range, summons additional 1 fireball per 1 continuous damage stack.
If multiple fireballs hit 1 monster, damage decreases by 25% from 2nd fireball onwards.
Enemies attacked by fireballs will be damaged 275% per 1 seconds for 8 seconds.
Cooldown time: 30 seconds

Old Template: Consumes #mpCon MP to create #x Fire Balls that attacks enemies at #damage% damage #attackCount times for #time sec.\nDoT on enemies within a certain range stacks. Summons extra 1 fireball every #y stack\nDecreases #w% damage of Fire Balls if they focus their attack on a monster.\nThe enemy takes #dot% DoT every #dotInterval sec for #dotTime sec.\nCooldown: #cooltime sec
Changed: w – 50 → 25
Ice Age
Description: Covers the world with ice like the Ice Age. This skill Does not affect enemies in the Damage Reflection status.
Tags: info\type – 1, info\magicDamage – 1, info\areaAttack – 1, weapon – 37, weapon2 – 38, elemAttr – i, notIncBuffDuration – 1, notCooltimeReset – 1, vSkill – 1, info2\mes – cold, info2\ignoreCounter – 1
Delay: 870ms

Template Consumes #mpCon MP to attack up to #mobCount enemies at #damage% Damage #attackCount times and freeze the area.
The area stays frozen for #y sec and enemies on the frozen ground take #q% damage at regular intervals. Freeze effects can stack.
Cooldown: #cooltime sec
Level 1 Consumes 1000 MP to attack up to 15 enemies at 520% Damage 10 times and freeze the area.
The area stays frozen for 30 sec and enemies on the frozen ground take 260% damage at regular intervals. Freeze effects can stack.
Cooldown: 60 sec
Level 25 Consumes 1000 MP to attack up to 15 enemies at 1000% Damage 10 times and freeze the area.
The area stays frozen for 30 sec and enemies on the frozen ground take 500% damage at regular intervals. Freeze effects can stack.
Cooldown: 60 sec

Old Template: Consumes #mpCon MP to attack up to #mobCount enemies at #damage% Damage #attackCount times and freeze the area.\nThe area stays frozen for #y sec and enemies on the frozen ground take #q% damage at regular intervals. Freeze effects can stack.\nCooldown: #cooltime sec
Changed: cooltime – 75 → 60
Changed: y – 25 → 30
Blazing Orbital Flame
Description: Throws a gigantic flame that travels forward for a set distance and then returns to the caster. This skill Does not affect enemies in the Damage Reflection status.
Tags: elemAttr – f, info\type – 1, info\magicDamage – 1, info\areaAttack – 1, weapon – 37, weapon2 – 38, notIncBuffDuration – 1, notCooltimeReset – 1, vSkill – 1, psd – 1, info2\ignoreCounter – 1
Delay: 210ms

Template MP Cost: #mpCon, For a period of time, Attack Count: #attackCount with Damage: #damage% to maximum #mobCount enemies, increasing chance to bypass monster defence by #ignoreMobpdpR%
Cooldown: #cooltime sec
Level 1 MP Cost: 350, For a period of time, Attack Count: 6 with Damage: 499% to maximum 12 enemies, increasing chance to bypass monster defence by 50%
Cooldown: 8 sec
Level 25 MP Cost: 350, For a period of time, Attack Count: 6 with Damage: 955% to maximum 12 enemies, increasing chance to bypass monster defence by 50%
Cooldown: 8 sec

Old Template: Consumes #mpCon MP and attacks up to #mobCount enemies at #damage% Damage #attackCount times at regular intervals. Ignores +#ignoreMobpdpR% Enemy DEF.\nCooldown: #cooltime sec
Changed: cooltime – 5 → 8
Changed: damage – 600+20*x → 480+19*x {1100 → 955}
Poison Nova (NEW!)
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 1000 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 312% damage to a maximum of 12 enemies 6 times. Explosion damage can be stacked with multiple poison clouds.
Cooldown: 30 sec
Level 25 Consumes 1000 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 600% damage to a maximum of 12 enemies 6 times. Explosion damage can be stacked with multiple poison clouds.
Cooldown: 30 sec

Added: action – 5thPoisonNova
Added: attackCount – 6
Added: cooltime – 30
Added: damage – 500+20*x {1000}
Added: dot – 300+12*x {600}
Added: dotInterval – 1
Added: dotTime – 10
Added: maxLevel – 25
Added: mpCon – 1000
Added: w – 2
Added: x – 12
Added: y – 6
Added: z – 300+12*x {600}
Added: elemAttr – s
Added: notCooltimeReset – 1
Added: notIncBuffDuration – 1
Thunder Break (NEW!)
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, Calls #w lightning to attacks up to #q enemies for #v% damage #s times.
The lightning slowly moves forward while attacking, but if it cannot move forward, attacks the previous location.
Cooldown: #cooltime sec
Level 1 Consumes 1000 MP, Calls 8 lightning to attacks up to 12 enemies for 780% damage 8 times.
The lightning slowly moves forward while attacking, but if it cannot move forward, attacks the previous location.
Cooldown: 30 sec
Level 25 Consumes 1000 MP, Calls 8 lightning to attacks up to 12 enemies for 1500% damage 8 times.
The lightning slowly moves forward while attacking, but if it cannot move forward, attacks the previous location.
Cooldown: 30 sec

Added: action – 5thThunderBreak
Added: cooltime – 30
Added: maxLevel – 25
Added: mpCon – 1000
Added: q – 12
Added: s – 8
Added: v – 750+30*x {1500}
Added: w – 8
Added: x – 200
Added: y – 350
Added: z – 300
Added: elemAttr – l
Added: notCooltimeReset – 1
Added: notIncBuffDuration – 1
Angel of Libra (NEW!)
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 Summons an Angel of Libra for #time sec. The angel shows a different appearance based on the Bishop’s Angelic Vengeance usages.
#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.
#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%.
Cooldown: #cooltime sec
Level 1 Consumes 1000 MP Summons an Angel of Libra for 30 sec. The angel shows a different appearance based on the Bishop’s Angelic Vengeance usages.
#cInactive#: Becomes a benevolent angel, healing 10% of party’s Max HP every 5 sec, and gives a buff that increases damage by 5% for 4 sec.
#cActive#: Becomes a vengeful angel, attacking up to 12 enemies for 780% damage 8 times. Attacked enemies are marked with Angelic Mark for 60 sec, and if attacked with Holy attack, the mark disappears and increases final damage by 50%.
Cooldown: 120 sec
Level 25 Consumes 1000 MP Summons an Angel of Libra for 42 sec. The angel shows a different appearance based on the Bishop’s Angelic Vengeance usages.
#cInactive#: Becomes a benevolent angel, healing 15% of party’s Max HP every 5 sec, and gives a buff that increases damage by 5% for 4 sec.
#cActive#: Becomes a vengeful angel, attacking up to 12 enemies for 1500% damage 8 times. Attacked enemies are marked with Angelic Mark for 60 sec, and if attacked with Holy attack, the mark disappears and increases final damage by 50%.
Cooldown: 120 sec

Added: action – 5thAngelOfLibra
Added: attackCount – 2500
Added: cooltime – 120
Added: maxLevel – 25
Added: mobCount – 50
Added: mpCon – 1000
Added: q – 60
Added: q2 – 50
Added: s – 12
Added: subTime – 4
Added: time – 30+d(x/2) {42}
Added: v – 8
Added: w – 5
Added: x – 5
Added: y – 10+d(x/5) {15}
Added: z – 750+30*x {1500}
Added: notCooltimeReset – 1
Added: notIncBuffDuration – 1
Angel of Libra (NEW!)
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
Added: action – 5thAngelOfLibra
Added: attackCount – 8
Added: cooltime – 120
Added: damage – 750+30*x {1500}
Added: maxLevel – 25
Added: mobCount – 12
Added: mpCon – 1000
Added: subTime – 60
Added: time – 30+d(x/2) {42}
Added: x – 3
Added: y – 50
Added: elemAttr – h
Added: invisible – 1
Punishing Resonator (NEW!)
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 8 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 8 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

Added: action – 5thPunishingResonater
Added: attackCount – 4
Added: attackDelay – 990
Added: cooltime – 30
Added: damage – 350+14*x {700}
Added: maxLevel – 25
Added: mobCount – 10
Added: mpCon – 1000
Added: subTime – 210
Added: time – 8
Added: v – 6
Added: w – 250+10*x {500}
Added: y – 340+13*x {665}
Added: z – 5
Added: notCooltimeReset – 1
Added: notIncBuffDuration – 1
Added: notRemoved – 1
Incarnate’s Anger (NEW!)
Description: Gathers fire to unleash the Flame Incarnate. Can only be used when Secret Orb Flame is summoned, and a different attack is activated based on the type of incarnate summoned. Consumes all flames when used, and the attack is enhanced based on the number of flames consumed.
Tags: notIncBuffDuration – 1, notCooltimeReset – 1, vSkill – 1, weapon – 37, weapon2 – 38
Delay: 840ms

Template #cPassive Effects#: If the enemy is affected by ignition when the skill is used, gain a flame, up to #y at once.
#cActive Effects#: Consumes #mpCon MP, requires to cancel #x flames.
[Fire Lion]: Attacks up to #v enemies for #z% damage #w times, increases final damage by #v2% for each flame consumed.
[Flame Fox]: Creates #q Fox Fire to randomly attack #q2 enemies in range. Each Fire Fox deals #s% damage, and can be recreated up to #u2 times. Recreates the fire #s2 times for each #u flames exceeded with use.
Cooldown: #cooltime sec
Level 1 #cPassive Effects#: If the enemy is affected by ignition when the skill is used, gain a flame, up to 6 at once.
#cActive Effects#: Consumes 800 MP, requires to cancel 2 flames.
[Fire Lion]: Attacks up to 15 enemies for 1040% damage 12 times, increases final damage by 35% for each flame consumed.
[Flame Fox]: Creates 8 Fox Fire to randomly attack 8 enemies in range. Each Fire Fox deals 260% damage, and can be recreated up to 7 times. Recreates the fire 2 times for each 1 flames exceeded with use.
Cooldown: 20 sec
Level 25 #cPassive Effects#: If the enemy is affected by ignition when the skill is used, gain a flame, up to 6 at once.
#cActive Effects#: Consumes 800 MP, requires to cancel 2 flames.
[Fire Lion]: Attacks up to 15 enemies for 2000% damage 12 times, increases final damage by 35% for each flame consumed.
[Flame Fox]: Creates 8 Fox Fire to randomly attack 8 enemies in range. Each Fire Fox deals 500% damage, and can be recreated up to 7 times. Recreates the fire 2 times for each 1 flames exceeded with use.
Cooldown: 20 sec

Added: action – 5thFlameDischarge
Added: cooltime – 20
Added: maxLevel – 25
Added: mpCon – 800
Added: q – 8
Added: q2 – 8
Added: s – 250+10*x {500}
Added: s2 – 2
Added: u – 1
Added: u2 – 7
Added: v – 15
Added: v2 – 35
Added: w – 12
Added: x – 2
Added: y – 6
Added: z – 1000+40*x {2000}
Added: notCooltimeReset – 1
Added: notIncBuffDuration – 1
Dragon Break (NEW!)
Description: #c[Mir Skill]# Mir tramples enemies in front with various techniques that utilize the strength of the dragon. Dragon Break does not affect enemies with the Damage Reflection effect.\n#cMir’s skills and the Fusion skills are not affected by the Attack Speed Bonus effect.
Tags: info\type – 1, info\magicDamage – 1, info\areaAttack – 1, info2\ignoreCounter – 1, notIncBuffDuration – 1, notCooltimeReset – 1, vSkill – 1, weapon – 37, weapon2 – 38

Template Consumes #mpCon MP to attack up to #mobCount enemies at #damage% Damage #attackCount times. Lasts for 2.5 sec.
Cooldown: #cooltime sec
Level 1 Consumes 1000 MP to attack up to 12 enemies at 468% Damage 7 times. Lasts for 2.5 sec.
Cooldown: 30 sec
Level 25 Consumes 1000 MP to attack up to 12 enemies at 900% Damage 7 times. Lasts for 2.5 sec.
Cooldown: 30 sec

Added: attackCount – 7
Added: cooltime – 30
Added: damage – 450+18*x {900}
Added: maxLevel – 25
Added: mobCount – 12
Added: mpCon – 1000
Added: notCooltimeReset – 1
Added: notIncBuffDuration – 1
Black Magic Altar (NEW!)
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 20 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 12.5 sec and up to 4 altars can be charged at once.
Cooldown: 1500 sec.
Level 25 Consumes 500 MP, places a black magic altar that lasts for 20 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 12.5 sec and up to 4 altars can be charged at once.
Cooldown: 1500 sec.

Added: action – 5thBlackMagicAltar
Added: attackCount – 4
Added: cooltimeMS – 1500
Added: damage – 800+32*x {1600}
Added: maxLevel – 25
Added: mobCount – 10
Added: mpCon – 500
Added: subTime – 800
Added: time – 20
Added: u – 15
Added: v – 12.5
Added: w – 100
Added: x – 12500
Added: y – 4
Added: z – 600
Added: notCooltimeReset – 1
Added: notIncBuffDuration – 1
Ultimate-Moving Matter (NEW!)
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

Added: action – 5thMovingMatter
Added: attackCount – 5
Added: attackDelay – 480
Added: cooltime – 90
Added: damage – 500+20*x {1000}
Added: maxLevel – 25
Added: mobCount – 10
Added: ppCon – 10
Added: s – 12
Added: subTime – 120
Added: time – 30
Added: u – 700+28*x {1400}
Added: v – 12
Added: w – 75
Added: x – 3
Added: y – 15
Added: z – 2
Added: notCooltimeReset – 1
Added: notIncBuffDuration – 1
Angel of Libra (NEW!)
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
Added: action – 5thAngelOfLibra
Added: maxLevel – 25
Added: time – 4
Added: w – 5
Added: x – 2500
Added: y – 10+d(x/5) {15}
Added: z – 50
Added: invisible – 1
Added: notCooltimeReset – 1
Added: notIncBuffDuration – 1
Conjure Spirit Stone (NEW!)
Description: Summons a spirit stone that strengthens both you and your party. This spirit stone absorbs Kanna’s Spiritual Power and grows stronger in stages. The spirit stone effects do not stack.
Tags: info\type – 33, weapon – 55, info2\ignoreCounter – 1, notIncBuffDuration – 1, notCooltimeReset – 1, vSkill – 1, notRemoved – 1
Delay: 480ms

Template Mana Cost: #epCon. Spirit Stone Duration: #time sec.
Basic Effects: Attacks up to #mobCount enemies within its range #attackCount times at #damage% Damage every #attackDelay seconds. Periodically restores Max HP/MP +#y%, final damage +#x%, and Status Resistance +#w.
Strengthens the spirit stone for every #z Spiritual Power you consume, improving its basic effects by up to 3 times.
Highest Stage Spirit Stone Effects: ASPD +2 stage for party members in its range. Caster’s Spiritual Power Cost: 0.
Cooldown: #cooltime sec.
Level 1 Mana Cost: 40. Spirit Stone Duration: 50 sec.
Basic Effects: Attacks up to 15 enemies within its range 3 times at 360% Damage every 3 seconds. Periodically restores Max HP/MP +1%, final damage +5%, and Status Resistance +20.
Strengthens the spirit stone for every 500 Spiritual Power you consume, improving its basic effects by up to 3 times.
Highest Stage Spirit Stone Effects: ASPD +2 stage for party members in its range. Caster’s Spiritual Power Cost: 0.
Cooldown: 220 sec.
Level 25 Mana Cost: 40. Spirit Stone Duration: 70 sec.
Basic Effects: Attacks up to 15 enemies within its range 3 times at 600% Damage every 3 seconds. Periodically restores Max HP/MP +3%, final damage +10%, and Status Resistance +25.
Strengthens the spirit stone for every 500 Spiritual Power you consume, improving its basic effects by up to 3 times.
Highest Stage Spirit Stone Effects: ASPD +2 stage for party members in its range. Caster’s Spiritual Power Cost: 0.
Cooldown: 200 sec.

Added: action – 5thSummonSoulStone
Added: attackCount – 3
Added: attackDelay – 3
Added: cooltime – 220-d(4*x/5) {200}
Added: damage – 350+10*x {600}
Added: epCon – 40
Added: maxLevel – 25
Added: mobCount – 15
Added: q – -2
Added: time – 50+d(4*x/5) {70}
Added: w – 20+d(x/5) {25}
Added: x – 5+d(x/5) {10}
Added: y – 1+d(x/10) {3}
Added: z – 500
Added: notCooltimeReset – 1
Added: notIncBuffDuration – 1
Added: notRemoved – 1

V Matrix (Bowman Skill)

Feral Fury (NEW!)
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
Delay: 2160ms

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.
Use the skill again when attacking to immediately use the finishing blow.
If you’re not mounted on the Jaguar, using the skill mounts you on the Jaguar then applies invincibility.
Cooldown: #cooltime sec.
Level 1 Consumes 1000 MP, become invincible for 10 sec to attack up to 15 enemies for 1040% damage 6 times over 3 attacks, and then attacks with 12 finishing blow, dealing 1560% damage. Additional Critical Change 100%, additionally ignores 100% of monster defense.
Use the skill again when attacking to immediately use the finishing blow.
If you’re not mounted on the Jaguar, using the skill mounts you on the Jaguar then applies invincibility.
Cooldown: 150 sec.
Level 25 Consumes 1000 MP, become invincible for 12 sec to attack up to 15 enemies for 2000% damage 6 times over 3 attacks, and then attacks with 12 finishing blow, dealing 3000% damage. Additional Critical Change 100%, additionally ignores 100% of monster defense.
Use the skill again when attacking to immediately use the finishing blow.
If you’re not mounted on the Jaguar, using the skill mounts you on the Jaguar then applies invincibility.
Cooldown: 150 sec.

Added: action – 5thJaguarMaximum
Added: attackCount – 6
Added: cooltime – 150
Added: cr – 100
Added: damage – 1000+40*x {2000}
Added: ignoreMobpdpR – 100
Added: maxLevel – 25
Added: mobCount – 15
Added: mpCon – 1000
Added: u – 1500+60*x {3000}
Added: v – 12
Added: w – 1500
Added: x – 10+d(x/10) {12}
Added: y – 1200
Added: z – 1800
Added: notCooltimeReset – 1
Added: notIncBuffDuration – 1
Split Arrow (NEW!)
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: 112 sec

Added: action – 5thSplitArrow
Added: attackCount – 5
Added: cooltime – 120-d(x/3) {112}
Added: damage – 600+24*x {1200}
Added: maxLevel – 25
Added: mobCount – 10
Added: mpCon – 800
Added: time – 60
Added: notCooltimeReset – 1
Added: notIncBuffDuration – 1
Added: notRemoved – 1
Sylvidia (NEW!)
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 ↑ 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, isUsableSylphdia – 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: 180 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: 180 sec

Added: cooltime – 180
Added: indieDamReduceR – 25
Added: indiePadR – 5+d(x/2) {17}
Added: indieStance – 100
Added: maxLevel – 25
Added: mpCon – 1000
Added: time – 30+d(x/2) {42}
Added: v – 12
Added: w – 650+26*x {1300}
Added: z – 9
Added: notCooltimeReset – 1
Added: notIncBuffDuration – 1
Illusionary Shot (NEW!)
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 312% damage 3 times for 3 sec by firing arrows.
Cooldown: 20 sec
[Passive Effects: Attacking 12 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 312% 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 600% damage 3 times for 3 sec by firing arrows.
Cooldown: 20 sec
[Passive Effects: Attacking 12 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 600% damage 3 times.]
Active and Passive Effects cannot activate together.

Added: action – 5thAfterimageShot
Added: attackCount – 3
Added: cooltime – 20
Added: damage – 300+12*x {600}
Added: maxLevel – 25
Added: mpCon – 800
Added: q – 1
Added: subTime – 180
Added: time – 3
Added: u – 12
Added: w – 300+12*x {600}
Added: y – 360
Added: z – 3
Added: notCooltimeReset – 1
Added: notIncBuffDuration – 1
Frenzied Winds (NEW!)
Description: Wakes the sleeping wind spirits to cause a tantrum.
Tags: info\type – 51, info2\ignoreCounter – 1, info2\mes – cold, notIncBuffDuration – 1, notCooltimeReset – 1, vSkill – 1, weapon – 45
Delay: 600ms

Template Consumes #mpCon MP, searches out enemies for #time sec to create #x spirits that deals #damage% damage #attackCount times.
If multiple spirits attacks a single monster, final damage is reduced by #w% starting from the second spirit.
Cooldown: #cooltime sec
Level 1 Consumes 500 MP, searches out enemies for 8 sec to create 10 spirits that deals 520% damage 3 times.
If multiple spirits attacks a single monster, final damage is reduced by 25% starting from the second spirit.
Cooldown: 10 sec
Level 25 Consumes 500 MP, searches out enemies for 8 sec to create 10 spirits that deals 1000% damage 3 times.
If multiple spirits attacks a single monster, final damage is reduced by 25% starting from the second spirit.
Cooldown: 10 sec

Added: action – 5thIdleWhim
Added: attackCount – 3
Added: cooltime – 10
Added: damage – 500+20*x {1000}
Added: dot – 1
Added: dotInterval – 10
Added: dotTime – 9
Added: maxLevel – 25
Added: mpCon – 500
Added: time – 8
Added: w – 25
Added: x – 10
Added: notCooltimeReset – 1
Added: notIncBuffDuration – 1

V Matrix (Thief Skill)

Spread Throw
Description: Throws daggers in all directions for a set period. Doesn’t affect Shadow Partner.
Tags: notRemoved – 1, weapon – 47, notIncBuffDuration – 1, notCooltimeReset – 1, vSkill – 1
Delay: 540ms

Template MP Cost: #mpCon, for #time seconds, when using Slow skills, throws towards multiple directions at one time.
Lucky Seven: increases by 4 directions.
Triple Throw: increases by 4 directions. Reduces final damage of added directions by 20%
Quadruple Throw: increases by 3 directsion. Reduces final damage of added directions by 40%.
Cooldown: #cooltime sec
Level 1 MP Cost: 1000, for 31 seconds, when using Slow skills, throws towards multiple directions at one time.
Lucky Seven: increases by 4 directions.
Triple Throw: increases by 4 directions. Reduces final damage of added directions by 20%
Quadruple Throw: increases by 3 directsion. Reduces final damage of added directions by 40%.
Cooldown: 239 sec
Level 25 MP Cost: 1000, for 55 seconds, when using Slow skills, throws towards multiple directions at one time.
Lucky Seven: increases by 4 directions.
Triple Throw: increases by 4 directions. Reduces final damage of added directions by 20%
Quadruple Throw: increases by 3 directsion. Reduces final damage of added directions by 40%.
Cooldown: 215 sec

Old Template: Consumes #mpCon MP and casts Throw skills all at once in several directions for #time sec.\n Final Damage in extra directions -20%\nLucky Seven, Triple Throw: Adds 4 direction\nQuad Star: 3 direction\nCooldown: #cooltime sec.
Changed: cooltime – 180 → 240-x {180 → 215}
Shadow Spear
Description: A shadow on the ground turns into a spear and attacks enemies. This skill Does not affect enemies in the Damage Reflection status.
Tags: info\type – 4, info\areaAttack – 1, elemAttr – d, info2\ignoreCounter – 1, notRemoved – 1, notIncBuffDuration – 1, notCooltimeReset – 1, vSkill – 1
Delay: 600ms

Template Consumes #mpCon MP. Dark attacks except Dark Omen and Shadow Spear create Shadow Pieces on the ground with a #prop% chance for #time sec.
The Shadow Pieces turn into Shadow Spears and attack up to #mobCount enemies at #damage% damage #attackCount times.
If there are a certain number of Shadow Pieces when Shadow Spears are cast, they turn into Giant Shadow Spears and attack up to #z enemies at #q% damage #y times. Giant Shadow Spear Cooldown: #w sec.
Cooldown: #cooltime sec.
Level 1 Consumes 1000 MP. Dark attacks except Dark Omen and Shadow Spear create Shadow Pieces on the ground with a 100% chance for 51 sec.
The Shadow Pieces turn into Shadow Spears and attack up to 8 enemies at 104% damage 4 times.
If there are a certain number of Shadow Pieces when Shadow Spears are cast, they turn into Giant Shadow Spears and attack up to 12 enemies at 416% damage 6 times. Giant Shadow Spear Cooldown: 3 sec.
Cooldown: 180 sec.
Level 25 Consumes 1000 MP. Dark attacks except Dark Omen and Shadow Spear create Shadow Pieces on the ground with a 100% chance for 75 sec.
The Shadow Pieces turn into Shadow Spears and attack up to 8 enemies at 200% damage 4 times.
If there are a certain number of Shadow Pieces when Shadow Spears are cast, they turn into Giant Shadow Spears and attack up to 12 enemies at 800% damage 6 times. Giant Shadow Spear Cooldown: 3 sec.
Cooldown: 168 sec.

Old Template: Consumes #mpCon MP. Dark attacks except Dark Omen and Shadow Spear create Shadow Pieces on the ground with a #prop% chance for #time sec.\nThe Shadow Pieces turn into Shadow Spears and attack up to #mobCount enemies at #damage% damage #attackCount times.\nIf there are a certain number of Shadow Pieces when Shadow Spears are cast, they turn into Giant Shadow Spears and attack up to #z enemies at #q% damage #y times. Giant Shadow Spear Cooldown: # sec.\nCooldown: #cooltime sec.
Changed: cooltime – 180 → 180-d(x/2) {180 → 168}
Changed: damage – 150+6*x → 100+4*x {300 → 200}
Changed: prop – 40 → 100
Changed: q – 600+20*x → 400+16*x {1100 → 800}
Fuma Shuriken (NEW!)
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 20% 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 20% chance of activating Mark of Assassin.
Cooldown: 25 sec

Added: action – 5thThrowingKnife
Added: attackCount – 5
Added: attackDelay – 100
Added: cooltime – 25
Added: damage – 250+10*x {500}
Added: maxLevel – 25
Added: mobCount – 6
Added: mpCon – 800
Added: subTime – 180
Added: w – 20
Added: z – 2
Added: notCooltimeReset – 1
Added: notIncBuffDuration – 1
Karmic Fury (NEW!)
Description: Summons the God of Karma to attack nearby enemies.
Tags: weapon – 33, subWeapon – 34, masterLevel – 10, info\type – 1, info\areaAttack – 1, vSkill – 1, notIncBuffDuration – 1, notCooltimeReset – 1
Delay: 990ms

Template Consumes #mpCon MP, attacks up to #mobCount enemies for #damage% damage #attackCount times.
Cooldown: #cooltime sec
Level 1 Consumes 500 MP, attacks up to 12 enemies for 624% damage 7 times.
Cooldown: 10 sec
Level 25 Consumes 500 MP, attacks up to 12 enemies for 1200% damage 7 times.
Cooldown: 10 sec

Added: action – 5thKarmaFury
Added: attackCount – 7
Added: cooltime – 10
Added: damage – 600+24*x {1200}
Added: maxLevel – 25
Added: mobCount – 12
Added: mpCon – 500
Added: masterLevel – 10
Added: notCooltimeReset – 1
Added: notIncBuffDuration – 1
Black Jack (NEW!)
Description: Throws a card sealed with ominous powers.
Tags: info\type – 51, info2\ignoreCounter – 1, weapon – 36, subWeapon – 35, combatOrders – 1, vSkill – 1, notIncBuffDuration – 1, notCooltimeReset – 1
Delay: 760ms

Template Consumes #mpCon MP, Deals #damage% damage and bounces #z times before being released to attack up to #q enemies for #w% damage #v additional times. If there are no targets to bounce towards, it is released immediately.
Cooldown: #cooltime sec
Level 1 Consumes 800 MP, Deals 416% damage and bounces 20 times before being released to attack up to 12 enemies for 1040% damage 6 additional times. If there are no targets to bounce towards, it is released immediately.
Cooldown: 15 sec
Level 25 Consumes 800 MP, Deals 800% damage and bounces 20 times before being released to attack up to 12 enemies for 2000% damage 6 additional times. If there are no targets to bounce towards, it is released immediately.
Cooldown: 15 sec

Added: action – 5thBlackJack
Added: attackCount – 1
Added: bulletCount – 1
Added: cooltime – 15
Added: damage – 400+16*x {800}
Added: maxLevel – 25
Added: mobCount – 1
Added: mpCon – 800
Added: q – 12
Added: v – 6
Added: w – 1000+40*x {2000}
Added: x – 32
Added: z – 20
Added: notCooltimeReset – 1
Added: notIncBuffDuration – 1
Eviscerate (NEW!)
Description: Draws in the enemy to attack and steps behind the enemy to deliver a powerful counter. Attacking with the schism can damage enemies in the Ignore or Damage Reflection states.
Tags: info\type – 33, notIncBuffDuration – 1, notCooltimeReset – 1, vSkill – 1, weapon – 33, psd – 1
Delay: 570ms

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.
#cIf you do not get attacked#, summons hidden allies to attack up to #v enemies for #y% damage #q times.
Cooldown: #cooltime sec
Level 1 Consumes 650 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 1976% damage 7 times. Additional Critical Rate100 ignores100% of monster defense.
#cIf you do not get attacked#, summons hidden allies to attack up to 10 enemies for 572% damage 5 times.
Cooldown: 10 sec
Level 25 Consumes 650 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 3800% damage 7 times. Additional Critical Rate100 ignores100% of monster defense.
#cIf you do not get attacked#, summons hidden allies to attack up to 10 enemies for 1100% damage 5 times.
Cooldown: 10 sec

Added: action – 5thEviscerate
Added: cooltime – 10
Added: cr – 100
Added: ignoreMobpdpR – 100
Added: maxLevel – 25
Added: mpCon – 650
Added: q – 5
Added: range – 1300
Added: s – 1
Added: v – 10
Added: w – 1900+76*x {3800}
Added: x – 570
Added: y – 550+22*x {1100}
Added: z – 7
Added: notCooltimeReset – 1
Added: notIncBuffDuration – 1
Steadfast Shadow (NEW!)
Description: Summons a stationary shadow that mimics your actions. The shadow always faces the enemy with the highest Max HP in range. It can only mimic shuriken throwing skills, and does not have a separate HP, but disappears once the duration ends.\nUse the skill again to switch places with the shadow #c1 time#. But, it can only be done if the Night Walker is on top of a platform.\nShadows’ attacks do not affect enemies in the Damage Reflection state, and may activate Mark of Darkness and Shadow Bat.
Tags: info\type – 33, info\minionAttack – normal, info\showFromTheOrigin – 1, elemAttr – d, notIncBuffDuration – 1, notCooltimeReset – 1, vSkill – 1, showSummonedBuffIcon – 2, weapon – 47
Delay: 570ms

Template Consumes #mpCon MP, summons a shadow that deals #x% of final damage as additional hit on a skill that throws a stationary shuriken for #time sec.
Cooldown: #cooltime sec
Level 1 Consumes 800 MP, summons a shadow that deals 21% of final damage as additional hit on a skill that throws a stationary shuriken for 30 sec.
Cooldown: 60 sec
Level 25 Consumes 800 MP, summons a shadow that deals 45% of final damage as additional hit on a skill that throws a stationary shuriken for 30 sec.
Cooldown: 60 sec

Added: action – 5thShadowServantExtend
Added: cooltime – 60
Added: maxLevel – 25
Added: mpCon – 800
Added: time – 30
Added: x – 20+x {45}
Added: y – 0
Added: elemAttr – d
Added: notCooltimeReset – 1
Added: notIncBuffDuration – 1
Surplus Overload (NEW!)
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 1000 MP, and 1%+ 248 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 1000 MP, and 1%+ 200 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.

Added: action – 5thOverloadMode
Added: attackCount – 6
Added: cooltime – 200-x {175}
Added: damage – 900+36*x {1800}
Added: maxLevel – 25
Added: mobCount – 12
Added: mpCon – 1000
Added: q – 1
Added: w – 20
Added: x – u(x/25) {1}
Added: y – 250-2*x {200}
Added: z – 2
Added: notCooltimeReset – 1
Added: notIncBuffDuration – 1

V Matrix (Pirate Skill)

Transformation
Description: Transforms yourself into a superman and makes a powerful attack. when you are transformed, you can enter the same direction key twice to teleport and use an energy orb that attacks nearby enemies using the skill again. Energy Orb does not affect enemies in the Damage Reflection state, but grants Invincibility while in use.
Tags: info\type – 12, notRemoved – 1, weapon – 48, weapon2 – 39, notIncBuffDuration – 1, notCooltimeReset – 1, vSkill – 1, psd – 1
Delay: 450ms

Template Consumes #mpCon MP, Fully charged. Final Damage +#indiePMdR% for #time sec.
Energy Orb can be used periodically up to #w times. Energy Orb attacks up to #mobCount enemies at #damage% damage #attackCount times, Critical Rate +#cr%, Ignores +#ignoreMobpdpR% Monster DEF
Cooldown: #cooltime sec
Level 1 Consumes 1000 MP, Fully charged. Final Damage +20% for 51 sec.
Energy Orb can be used periodically up to 2 times. Energy Orb attacks up to 10 enemies at 415% damage 3 times, Critical Rate +50%, Ignores +50% Monster DEF
Cooldown: 180 sec
Level 25 Consumes 1000 MP, Fully charged. Final Damage +25% for 75 sec.
Energy Orb can be used periodically up to 3 times. Energy Orb attacks up to 10 enemies at 775% damage 3 times, Critical Rate +50%, Ignores +50% Monster DEF
Cooldown: 180 sec

Old Template: Consumes #mpCon MP, Fully charged. Final Damage +#indiePMdR% for #time sec.\nEnergy Orb can be used periodically up to #w times. Energy Orb attacks up to #mobCount enemies at #damage% damage #attackCount times, Critical Rate +#cr%, Ignores +#ignoreMobpdpR% Monster DEF\nCooldown: #cooltime sec
Changed: indiePMdR – 10+d(x/5) → 20+d(x/5) {15 → 25}
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 360% damage 8 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 600% damage 8 times.
Lightning cooldown time 3 seconds.
Cooldown time: 108 seconds

Old Template: Consumes #mpCon MP to cast Lightning that attacks at #damage% damage #attackCount times for #time sec and transfer it to up to #mobCount enemies.\nDamage gradually decreases whenever it is transferred. Up to #x Lightning bolts can be cast at the same time.\nIf Lightning is cast, it is strong enough to attack at #s% damage #q times.\nLightning’s Cooldown: #y sec\nCooldown: #cooltime sec
Added: indieDamR – 5+d(x/2) {17}
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
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 20 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 20 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 – 15 → 20
Changed: x – 15000 → 20000
Spirit Concentration
Description: Accepts all spirits into your body and becomes one. Auto-cast attacks do not affect enemies in the Damage Reflection state.
Tags: info\type – 12, notRemoved – 1, weapon – 48, weapon2 – 39, notIncBuffDuration – 1, notCooltimeReset – 1, vSkill – 1
Delay: 900ms

Template MP Cost: #mpCon, Initializes Cooldown time, for #time seconds, when attacking, spirits covering the body might attack automatically once, skill continues for #w seconds when key is held down. Final damage increases by #indiePMdR%.
Cooldown time of spirit attack #x seconds.
Cooldown time: #cooltime seconds
Level 1 MP Cost: 1000, Initializes Cooldown time, for 31 seconds, when attacking, spirits covering the body might attack automatically once, skill continues for 3 seconds when key is held down. Final damage increases by 5%.
Cooldown time of spirit attack 2 seconds.
Cooldown time: 120 seconds
Level 25 MP Cost: 1000, Initializes Cooldown time, for 55 seconds, when attacking, spirits covering the body might attack automatically once, skill continues for 3 seconds when key is held down. Final damage increases by 17%.
Cooldown time of spirit attack 2 seconds.
Cooldown time: 120 seconds

Old Template: Consumes #mpCon MP. Resets Cooldown. The spirits in your body auto-cast attack skills 1 time for #time sec. Key-down skill lasts #w sec\nSpirit attack’s Cooldown: #x sec\nCooldown: #cooltime sec
Changed: cooltime – 120-d(x/2) → 120 {108 → 120}
Added: indiePMdR – 5+d(x/2) {17}
Changed: time – 30+d(x/2) → 30+x {42 → 55}
Serpent Screw (NEW!)
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 Consumes #mpCon MP, and #x Energy per attack. Uses #y Energy when the energy is full.
Attacks up to #mobCount enemies for #damage% damage #attackCount times every set period of time.
Cooldown: #cooltime sec
Level 1 Consumes 300 MP, and 150 Energy per attack. Uses 30 Energy when the energy is full.
Attacks up to 10 enemies for 416% damage 3 times every set period of time.
Cooldown: 3 sec
Level 25 Consumes 300 MP, and 150 Energy per attack. Uses 30 Energy when the energy is full.
Attacks up to 10 enemies for 800% damage 3 times every set period of time.
Cooldown: 3 sec

Added: action – 5thSerpentScrew
Added: attackCount – 3
Added: cooltime – 3
Added: damage – 400+16*x {800}
Added: maxLevel – 25
Added: mobCount – 10
Added: mpCon – 300
Added: subTime – 240
Added: x – 150
Added: y – 30
Added: notCooltimeReset – 1
Added: notIncBuffDuration – 1
Shark Missile (NEW!)
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 572% 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 1100% damage 7 times and creates a charging Shark Power.
Cooldown: 8 sec.

Added: action – 5thSharkWave
Added: attackCount – 7
Added: attackDelay – 100
Added: cooltime – 8
Added: damage – 550+22*x {1100}
Added: maxLevel – 25
Added: mobCount – 15
Added: mpCon – 500
Added: x – 2
Added: notCooltimeReset – 1
Added: notIncBuffDuration – 1
Micro Missiles (NEW!)
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 20 micro missiles.
Micro missiles deals 208% damage 5 times.
Cooldown: 15 sec.
Level 25 Consumes 1000 MP, Brings out a container that attacks up to 15 enemies with 25 micro missiles.
Micro missiles deals 400% damage 5 times.
Cooldown: 15 sec.

Added: action – 5thMicroMissle
Added: attackCount – 5
Added: attackDelay – 1440
Added: bulletCount – 20+d(x/5) {25}
Added: cooltime – 15
Added: damage – 200+8*x {400}
Added: maxLevel – 25
Added: mobCount – 15
Added: mpCon – 1000
Added: subTime – 30
Added: notCooltimeReset – 1
Added: notIncBuffDuration – 1
Spotlight (NEW!)
Description: Places a spotlight that only follows superstars. Only superstars are allowed in the spotlight. All other enemies are damaged by the light while the superstar’s abilities are enhanced. This skill is not affected by enemies in the Damage Reflection state.
Tags: info\type – 33, info2\ignoreCounter – 1, weapon – 22, subWeapon – 35, notIncBuffDuration – 1, notCooltimeReset – 1, vSkill – 1, notRemoved – 1, bgm – Bgm30.img/5thSpotLightFlyAway
Delay: 990ms

Template Places 3 lights aimed at Angelic Buster for #time sec, each light attacks up to #mobCount enemies for #damage% damage #attackCount times at regular intervals.
If Angelic Buster is inside the area, Status Resistance #w, Critical Rate #v%, Stance #q%, Final damage increased by #s%
Buffs are applied separately for each light, and can be stacked up to 3 times.
Cooldown: #cooltime sec
Level 1 Places 3 lights aimed at Angelic Buster for 30 sec, each light attacks up to 15 enemies for 416% damage 3 times at regular intervals.
If Angelic Buster is inside the area, Status Resistance 20, Critical Rate 10%, Stance 20%, Final damage increased by 5%
Buffs are applied separately for each light, and can be stacked up to 3 times.
Cooldown: 198 sec
Level 25 Places 3 lights aimed at Angelic Buster for 30 sec, each light attacks up to 15 enemies for 800% damage 3 times at regular intervals.
If Angelic Buster is inside the area, Status Resistance 25, Critical Rate 15%, Stance 20%, Final damage increased by 7%
Buffs are applied separately for each light, and can be stacked up to 3 times.
Cooldown: 150 sec

Added: action – 5thSpotlight
Added: attackCount – 3
Added: cooltime – 200-2*x {150}
Added: damage – 400+16*x {800}
Added: maxLevel – 25
Added: mobCount – 15
Added: q – 20
Added: s – 5+d(x/10) {7}
Added: s2 – 2
Added: subTime – 600
Added: time – 30
Added: u2 – 1000
Added: v – 10+d(x/5) {15}
Added: v2 – 270
Added: w – 20+d(x/5) {25}
Added: w2 – 1000
Added: x – 30
Added: y – 80
Added: z – 990
Added: notCooltimeReset – 1
Added: notIncBuffDuration – 1
Added: notRemoved – 1
Dead Eye (NEW!)
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 15 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 832% damage 4 times, additional Critical Rate 100%
More damage can be dealt with precise aiming, up to three times.
Cooldown: 15 sec
Level 25 #cPassive Effects#: If Dead Eye is not on cooldown, starts to aim at up to 15 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 1600% damage 4 times, additional Critical Rate 100%
More damage can be dealt with precise aiming, up to three times.
Cooldown: 15 sec

Added: action – 5thDeadEye
Added: attackCount – 4
Added: attackDelay – 90
Added: cooltime – 15
Added: cr – 100
Added: damage – 800+32*x {1600}
Added: maxLevel – 25
Added: mobCount – 15
Added: mpCon – 850
Added: subTime – 1540
Added: time – 3480
Added: x – 1600+64*x {3200}
Added: notCooltimeReset – 1
Added: notIncBuffDuration – 1
Spirit Summoning Circle (NEW!)
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 468% 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 900% 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

Added: action – 5thGhostDisposition
Added: cooltime – 120-x {95}
Added: maxLevel – 25
Added: mpCon – 1000
Added: q – 8
Added: q2 – 10
Added: s – 3
Added: s2 – 8
Added: subTime – 1000
Added: time – 40
Added: v – 450+18*x {900}
Added: v2 – 1
Added: w – 8
Added: x – 2
Added: y – 10
Added: notCooltimeReset – 1
Added: notIncBuffDuration – 1
ICBM (NEW!)
Description: Fires ballistic missile in an arc to attack enemies in a large area. While pressing the skill key ↑, ↓ keys are used to adjust the angle, and then fired when the skill key is released. Missiles do not attack enemies directly and must hit the platforms on impact to explode and deal damage. You cannot be affected by the Knockback effect from any enemy attacks while being aimed.
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 1872% 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 260% 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 3600% 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 500% damage.
Cooldown: 30 sec

Added: action – 5thIcbmPre
Added: cooltime – 30
Added: dotTime – 5
Added: maxLevel – 25
Added: mpCon – 1000
Added: q – 1800+72*x {3600}
Added: q2 – 5
Added: s – 0
Added: time – 5000
Added: u – 15
Added: u2 – 15
Added: v – 100
Added: v2 – 10
Added: w – 200
Added: w2 – 60
Added: x – 40
Added: y – 0
Added: z – 250+10*x {500}
Added: notCooltimeReset – 1
Added: notIncBuffDuration – 1
Spotlight (NEW!)
Description: Places a spotlight that only follows superstars. Only superstars are allowed in the spotlight. All other enemies are damaged by the light while the superstar’s abilities are enhanced.
Tags: info\type – 33, notIncBuffDuration – 1, notCooltimeReset – 1, invisible – 1
Added: indieAsrR – 20+d(x/5) {25}
Added: indieCr – 10+d(x/5) {15}
Added: indiePMdR – 5+d(x/10) {7}
Added: indieStance – 20
Added: maxLevel – 25
Added: time – 30
Added: x – 3
Added: invisible – 1
Added: notCooltimeReset – 1
Added: notIncBuffDuration – 1
Flame Tiger Miasma (NEW!)
Description: Controls miasma sustained by the power of the Flame Tiger. Pressing the skill button after casting the skill changes its mode. This skill is not affected by enemies in Damage Reflection mode.
Tags: info\type – 50, info2\ignoreCounter – 1, weapon – 49, notRemoved – 1, notIncBuffDuration – 1, notCooltimeReset – 1, vSkill – 1, showSummonedBuffIcon – 2
Delay: 420ms

Template Consumes #mpCon and summons a miasma that can be scattered or concentrated for #time seconds. There is a 3-second cooldown for switching between the miasma modes. This skill attacks the enemy with the highest HP within its range first.
Scatter: Moves to 4 targets in its range and periodically attacks up to 8 enemies below them at #x% Damage 4 times.
Concentrate: Move to 1 target in its range and periodically attacks up to #mobCount enemies below it at #damage% Damage #attackCount times.
Cooldown: #cooltime sec.
Level 1 Consumes 1000 and summons a miasma that can be scattered or concentrated for 42 seconds. There is a 3-second cooldown for switching between the miasma modes. This skill attacks the enemy with the highest HP within its range first.
Scatter: Moves to 4 targets in its range and periodically attacks up to 8 enemies below them at 210% Damage 4 times.
Concentrate: Move to 1 target in its range and periodically attacks up to 10 enemies below it at 355% Damage 5 times.
Cooldown: 180 sec.
Level 25 Consumes 1000 and summons a miasma that can be scattered or concentrated for 90 seconds. There is a 3-second cooldown for switching between the miasma modes. This skill attacks the enemy with the highest HP within its range first.
Scatter: Moves to 4 targets in its range and periodically attacks up to 8 enemies below them at 450% Damage 4 times.
Concentrate: Move to 1 target in its range and periodically attacks up to 10 enemies below it at 715% Damage 5 times.
Cooldown: 180 sec.

Added: action – 5thGravitator
Added: attackCount – 5
Added: cooltime – 180
Added: damage – 340+15*x {715}
Added: maxLevel – 25
Added: mobCount – 10
Added: mpCon – 1000
Added: time – 40+2*x {90}
Added: x – 200+10*x {450}
Added: notCooltimeReset – 1
Added: notIncBuffDuration – 1
Added: notRemoved – 1

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