Class Skill Info


Swordsman Level 1-25

Head Crush
Required For: Magnum Break
Obtain 1 Aura
Attack enemy and inflict damage by 13%(19%), leaving a deep scar that will inflict additional damage of 7% every 2 sec. for 20 sec.
[Level 1] 13% Physical Damage & 7% Damage over 2s
[Level 2] 14% Physical Damage & 8% Damage over 2s
[Level 3] 16% Physical Damage & 8% Damage over 2s
[Level 4] 18% Physical Damage & 9% Damage over 2s
[Level 5] 19% Physical Damage & 7% Damage over 2s

Bash

Required For: Battle Orders
Obtain 1 Aura
Strike the enemy strong and inflict damage by 17%(25%)
[Level 1] 17% Physical Damage
[Level 2] 19% Physical Damage
[Level 3] 21% Physical Damage
[Level 4] 23% Physical Damage
[Level 5] 25% Physical Damage

Provoke

Required For: Mass Provoke
Taunt the enemy to make them attack you.
[Level 1] 20s Cooldown
[Level 2] 17s Cooldown
[Level 3] 14s Cooldown
[Level 4] 11s Cooldown
[Level 5] 8s Cooldown

Battle Orders

Required For: Aura Strike
Increases STR of all Party and Attack Squad Members by 2%(10%) for 30 min.
[Level 1] STR +2%
[Level 2] STR +4%
[Level 3] STR +6%
[Level 4] STR +8%
[Level 5] STR +10%

Magnum Break

Required For: Battle Manual
Creates a Shock Wave to inflict Attack Power damage by 20%(27%) to maximum 3 surrounding enemies and obtain additional Threat Value of 50% of the Damage.
[Level 1] 20% Physical Damage
[Level 2] 23% Physical Damage
[Level 3] 27% Physical Damage

Mass Provoke

Required For: Aura Armor
Taunt all enemies within 10m radius to make them attack you within 6 sec.
[Level 1] 180s Cooldown
[Level 2] 120s Cooldown
[Level 3] 60s Cooldown

Aura Strike

Required For: Aura Blade
Attack enemy with a sword charged with Aura. Inflict Attack Power damage of 16%(24%) and inflict additional Attack Power Damage of 7% per overlapping Aura. This skill consumes maximum 3 Auras and resets the Head Crush Duration on the target.
This skill consumes up to 3 Aura charges.
[Level 1] 16% Physical  Damage
[Level 2] 18% Physical Damage
[Level 3] 20% Physical Damage
[Level 4] 22% Physical Damage
[Level 5] 24% Physical Damage

Battle Manual

Required For: None
If a skill attack deals critical damage, extra 0.2%(0.4%) damage per intelligence will be added to total damage.
[Level 1] Critical Strike chance +0.2%
[Level 2] Critical Strike chance +0.4%

Aura Blade

Required For: Anger Control(Warrior)
Focus all Aura on the sword and increase Attack Power by 2%(10%). This Skill cannot be used with Aura Armor at the same time.
[Level 1] Physical Damage +2%
[Level 2] Physical Damage +4%
[Level 3] Physical Damage +6%
[Level 4] Physical Damage +8%
[Level 5] Physical Damage +10%

Aura Armor

Required For: None
Focus all Aura on the armor to decrease damage by 1%(5%) and increase Max HP by 4%(20%), Threat value by 60%(300%). This skill cannot be used with Aura Blade at the same time.
[Level 1] Damage Reduction +1% Max HP +4% & Threat +60%
[Level 2] Damage Reduction +2% Max HP +8% & Threat +120%
[Level 3] Damage Reduction +3% Max HP +12% & Threat +180%
[Level 4] Damage Reduction +4% Max HP +16% & Threat +240%
[Level 5] Damage Reduction +5% Max HP +20% & Threat +300%




Knight Level 25+


Concentration

Required For: None
1 Aura Required
Aura consumption enhances the concentration. While effect lasts it increases Physical Damage done, but also increase damage recieved by 10%. 1 Aura increases the duration by 15s.
[Level 1] Physical Damage + 4%
[Level 2] Physical Damage + 8%
[Level 3] Physical Damage + 12%
[Level 4] Physical Damage + 16%
[Level 5] Physical Damage + 20%

Aura Mastery

Required For: Concentration, Aura Heal, Shield Charge
Chance not to consume any Aura when using a Skill.
The Skill produces the same effect as 3 Aura are used.
[Level 1] 5% Chance
[Level 2] 10% Chance
[Level 3]  15% Chance

Aura Heal

Required For: None
By injecting 1 Aura into the target you will be Healed for an amount based on Physical Damage you deal.
[Level 1] Healed for 2% of Physical Damage you deal
[Level 2] Healed for 4% of Physical Damage you deal
[Level 3] Healed for 6% of Physical Damage you deal

Shield Charge

Required For: Shield Boomerang, Aura Shield, Grand Cross
Charges with your Shield at a enemy and Stuns him for 3s.
[Level 1] 60s Cooldown
[Level 2] 50s Cooldown
[Level 3] 40s Cooldown
[Level 4] 30s Cooldown
[Level 5] 20s Cooldown


Shield Boomerang

Required For: Shield Boomerang Mastery
Throws your Shield at a Maximum of 3 enemies and deals Physical Damage, enemy Movement Speed Reduced by 40% for 6s.
[Level 1] 18% Physical Damage
[Level 2] 21% Physical Damage
[Level 3] 23% Physical Damage
[Level 4] 25% Physical Damage
[Level 5] 27% Physical Damage

Aura Shield

Required For: Shield Fortress
Focusing Aura in your Shield to Decrease Incoming Damage for 10s.
[Level 1] Damage Reduction +4%
[Level 2] Damage Reduction +8%
[Level 3] Damage Reduction +12%
[Level 4] Damage Reduction +16%
[Level 5] Damage Reduction +20%

Shield Boomerang Mastery

Required For: Shield Cannon
Shield Boomerang has a chance to reset its cooldown everytime Aura is gained, next use after reset will gain 1 additional aura.
[Level 1] 4% Reset Chance
[Level 2] 8% Reset Chance
[Level 3] 12% Reset Chance
[Level 4] 16% Reset Chance
[Level 5] 20% Reset Chance

Grand Cross

Required For: Shield Bash
Creates an Aura Explosion on the ground which hits up to 10 enemies with Physical Damage. It is recommended to use this when you are facing 3 or more enemies.
[Level 1] 16% Physical Damage
[Level 2] 19% Physical Damage
[Level 3] 22% Physical Damage

Shield Cannon

Required For: None
3 Aura Required
Your Aura charged Shield hits the enemy with Physical Damage
[Level 1] 66% Physical Damage
[Level 2] 71% Physical Damage
[Level 3] 77% Physical Damage
[Level 4] 82% Physical Damage
[Level 5] 88% Physical Damage

Shield Bash

Required For: None
2 Aura Acquired
Hit the target with your Shield and deal Physical Damage and knock it down 3s.
[Level 1] 15% Physical Damage
[Level 2] 17% Physical Damage
[Level 3] 19% PHysical Damage
[Level 4] 20% Physical Damage
[Level 5] 22% Physical Damage

Shield Fortress

Required For: None
Shield Fortress lasts 10s. While the effect is active you can not move or perform any actions, but all Incoming Damage are Decreased.

[Level 1] Damage Reduction +10%
[Level 2] Damage Reduction +20%
[Level 3] Damage Reduction +30%
[Level 4] Damage Reduction +40%
[Level 5] Damage Reduction +50%


Warrior Level 25+


Berserk
Required For: Pommel Attack
Increases Attack Power by 4% after Rage for 30 sec. but Dodge Rate decreases by 10%.
[Level 1] Physical Damage +4%
[Level 2] Physical Damage +8%
[Level 3] Physical Damage +12%
[Level 4] Physical Damage +16%
[Level 5] Physical Damage +20%

Rage Control
Required For: Berserk, Tension Relax, Bowling Bash
Acquire Rage Controlling and no longer obtain Aura but instead obtain Rage of 5 to 17(20). This effect can accrue up to max. 50 and 10 Rage is equivalent to 1 Aura effect.
[Level 1] Gain 5-17 Anger & Max Anger set to 50
[Level 2] Gain 5-20 Anger & Max Anger set to 100

Tension Relax

Required For: Parrying
10 Rage Required
Surpress Rage and loosen tension to recover HP by max. 20% for 20 sec. This skill consumes all Rage effect to increase recovery depending on the consumed Rage acrrued.
[Level 1] 20% HP recovery over 20s
[Level 2] 20% HP recovery over 20s
[Level 3] 20% HP recovery over 20s

Bowling Bash

Required For: Battle Leaf
Obtain 2 Aura
Leap to attack the enemy and inflict Attack Power damage by 15%(22%).
[Level 1] 15% Physical Damage
[Level 2] 17% Physical Damage
[Level 3] 19% Physical Damage
[Level 4] 20% Physical Damage
[Level 5] 22% Physical Damage

Pommel Attack

Required For: Rage Strike
Attack the enemy with a knife to knock down for 3 sec.
[Level 1] 90s Cooldown
[Level 2] 80s Cooldown
[Level 3] 70s Cooldown
[Level 4] 60s Cooldown
[Level 5] 50s Cooldown

Parrying

Required For: Endure
Increase Parry rate by 8%(40%) for 10 sec.
[Level 1] Damage Reduction +8%
[Level 2] Damage Reduction +16%
[Level 3] Damage Reduction +24%
[Level 4] Damage Reduction +32%
[Level 5] Damage Reduction +40%

Battle Leap

Required For: Brandish Storm
Leap to the destination point and inflict Attack Power damage of 13%(27%) on all targets there and then knock down for 3 sec.
[Level 1] 13% Physical Damage & 70s Cooldown
[Level 2] 16% Physical Damage & 60s Cooldown
[Level 3] 20% Physical Damage & 50s Cooldown
[Level 4] 23% Physical Damage & 40s Cooldown
[Level 5] 27% Physical Damage & 30s Cooldown

Endure

Required For: Defender
Damage taket reduce by 8%(40%) for 10 sec.
[Level 1] Damage Reduction +8%
[Level 2] Damage Reduction +16%
[Level 3] Damage Reduction +24%
[Level 4] Damage Reduction +32%
[Level 5] Damage Reduction +40%

Rage Strike

Required For: None
50 Rage required
Attack enemy with Blow of rage to inflict attack damage of 71%(90%).
[Level 1] 71% Physical Damage
[Level 2] 76% Physical Damage
[Level 3] 80% Physical Damage
[Level 4] 85% Physical Damage
[Level 5] 90% Physical Damage

Brandish Storm

Required For: None
Rotate and swing a sword as a storm hits to inflict attack damage by 23%(32%) to max. 10 surrounding enemies. This skill is effective when used on more than 3 enemies and the effect drops depending on the number of targets when used on more than 6 enemies.
[Level 1] 23% Physical Damage
[Level 2] 27% Physical Damage
[Level 3] 32% Physical Damage

Defender

Required For: None
In order to protect comrades as a guardian of the battlefield, Defense, Dodge and Parry increase by 6%(30%) each but Attack Power decreases by 10%.
[Level 1] Defense Increased by 6%, Evasion Increased by 6%, Block Increased by 6%
[Level 2] Defense Increased by 12%, Evasion Increased by 12%, Block Increased by 12%
[Level 3] Defense Increased by 18%, Evasion Increased by 18%, Block Increased by 18%
[Level 4] Defense Increased by 24%, Evasion Increased by 24%, Block Increased by 24%
[Level 5] Defense Increased by 30%, Evasion Increased by 30%, Block Increased by 30%




Magician Level 1-25


Cold Bolt

Required For: Frost Diver
Hits an enemy with a bolt of Ice and puts him in a Freezing stage which Decrease Movement Speed by 40% for 6s.
[Level 1] 26% Ice Damage
[Level 2] 29% Ice Damage
[Level 3] 32% Ice Damage
[Level 4] 35% Ice Damage
[Level 5] 37% Ice Damage

Fire Bolt

Required For: Fire Ball
Fires a Firebolt at the target and damages it.
[Level 1] 33% Fire Damage
[Level 2] 37% Fire Damage
[Level 3] 41% Fire Damage
[Level 4] 45% Fire Damage
[Level 5] 49% Fire Damage

Lightning Bolt

Required For: Thunder Storm
Hits an enemy with a bolt of Lightning and deals Lightning Damage, deals Double Damage if enemy is in Freezing State
[Level 1] 15% Lightning Damage
[Level 2] 17% Lightning Damage
[Level 3] 18% Lightning Damage
[Level 4] 20% Lightning Damage
[Level 5] 22% Lightning Damage

Fire Ball

Required For: Fire Bolt Mastery
Launches a huge Fireball which hits target with Fire damage, puts him in Fire state, and deals over 5s additional 30% Fire damage.
[Level 1] 41% Fire Damage
[Level 2] 49% Fire Damage
[Level 3] 56% Fire Damage

Frost Diver

Required For: Water Arms
Puts the target in a Freezing state. The target is unable to move. Every Lightning attack deals double damage while in this state.
[Level 1] Freezing State duration 2s
[Level 2] Freezing State duration 4s
[Level 3] Freezing State duration 6s

Thunder Storm

Required For: Wind Arms
Drops Lightning in the Target Area which hits up to 3 Enemys and deal an amount of your MATK as Lightning Damage.
[Level 1] 14% MATK as Lightning Damage
[Level 2] 17% MATK as Lightning Damage
[Level 3] 19% MATK as Lightning Damage

Fire Bolt Mastery

Required For: Fire Arms
When using Fire Bolt you have a chance that the next Fireball is an Instant Cast.
[Level 1] 5% Chance
[Level 2] 10% Chance
[Level 3] 15% Chance

Water Arms

Required For: Frost Nova(Wizard), Summon Aqua(Sorcerer)Decreases all incoming damage and recovers HP and SP every 10s. Only one Arms Skill can be active at a time.
[Level 1] Damage Reduced by 2% - HP/SP Reco + 1%
[Level 2] Damage Reduced by 4% - HP/SP Reco + 2%
[Level 3] Damage Reduced by 6% - HP/SP Reco + 3%
[Level 4] Damage Reduced by 8% - HP/SP Reco + 4%
[Level 5] Damage Reduced by 10% - HP/SP Reco + 5%

Fire Arms

Increases your MATK, when using Fire Bolt you have a burn chance the enemy with Fire Damage over the next 5s. Only one Arms Skill can be Active at a time.Required For: Blast Arms(Wizard).
[Level 1] MATK +2% & 6% burn chance with 8% Fire Damage
[Level 2] MATK +4% & 12% burn chance with 16% Fire Damage
[Level 3] MATK +6% & 18% burn chance with 24% Fire Damage
[Level 4] MATK +8% & 24% burn chance with 32% Fire Damage
[Level 5] MATK +10% & 30% burn chance with 40% Fire Damage


Wind Arms
Required For: Teleport(Wizard), Jupitel Thunder(Sorceress)Your Casting Rate is Increased, and you get a chance to hit with Double Damage the next two Lightning Spells after you have used Cold Bolt. Only one Arms Skill can be Active at a time.
[Level 1] Casting Rate +4% & Double Damage chance + 6%
[Level 2] Casting Rate +8% & Double Damage chance + 12%
[Level 3] Casting Rate +12% & Double Damage chance + 18%
[Level 4] Casting Rate +16% & Double Damage chance + 24%
[Level 5] Casting Rate +20% & Double Damage chance + 30%




Wizard Level 25+


Frost Nova
Required For: Ice Wall
All surrounding enemies are hit with an amount of your MATK as Cold Damage and puts them in Freezing State for 6s and are unable to move. Every Lightning Attack deals Double Damage while they are in this state.

[Level 1] 9% Cold Damage - 70s Cooldown
[Level 2] 10% Cold Damage - 60s Cooldown
[Level 3] 11% Cold Damage - 50s Cooldown
[Level 4] 12% Cold Damage - 40s Cooldown
[Level 5] 13% Cold Damage - 30s Cooldown

Blast Arms

Required For: Fire Flower
The Currently used Arms Skill explodes and create this effect.
[Level 1]

 - Water Arms: Recovers 10% HP & SP over 10s
 - Fire Arms: Increases your MATK for 20s by 4%
 - Wind Arms: Increases your Casting Rate for 20s by 3%
[Level 2]
 - Water Arms: Recovers 20% HP & SP over 10s
 - Fire Arms: Increases your MATK for 20s by 8%
 - Wind Arms: Increases your Casting Rate for 20s by 6%
[Level 3]
 - Water Arms: Recovers 30% HP & SP over 10s
 - Fire Arms: Increases your MATK for 20s by 12%
 - Wind Arms: Increases your Casting Rate for 20s by 9%
[Level 4]
 - Water Arms: Recovers 40% HP & SP over 10s
 - Fire Arms: Increases your MATK for 20s by 16%
 - Wind Arms: Increases your Casting Rate for 20s by 12%
[Level 5]
 - Water Arms: Recovers 50% HP & SP over 10s
 - Fire Arms: Increases your MATK for 20s by 20%
 - Wind Arms: Increases your Casting Rate for 20s by 15%

Teleport

Required For: Levitation
Teleports you 20m forward in your facing direction.

[Level 1] 60s Cooldown
[Level 2] 40s Cooldown
[Level 3] 20s Cooldown


Ice Wall

Required For: None
Surrounds you with an Ice Barrier which Defends you from All Damage for 10s, but you are unable to Move or use other Skills while the Effect is Active
[Level 1] 380s Cooldown
[Level 2] 330s Cooldown
[Level 3] 280s Cooldown
[Level 4] 230s Cooldown
[Level 5] 180s Cooldown


Fire Flower

Required For: Dragonology
Burns your enemy for 30s with an amount of Fire Damage every 2s.

[Level 1] 10% Fire Damage
[Level 2] 11% Fire Damage
[Level 3] 13% Fire Damage
[Level 4] 14% Fire Damage
[Level 5] 15% Fire Damage

Levitatio
n
Required For: None
When useing Teleport your Walking Speed increases for 4s

[Level 1] Walking Speed +10%
[Level 2] Walking Speed +20%
[Level 3] Walking Speed +30%

Dragonology
Required For: Pyromaniac
Increases for 30min the Intelligence of all Party and Raid members.

[Level 1] INT +2%
[Level 2] INT +4%
[Level 3] INT +6%
[Level 4] INT +8%
[Level 5] INT +10%

Pyromaniac

Required For: Inferno
Fire Bolt and Fire Ball Increases the Madness by 5-15, each Madness stack Increases the Spell Casting Rate. THe Maximum amount of Madness is 100 stacks and lasts 30s if idle. More than 100 stacks do not increase the duration.

[Level 1] Casting Rate +0.02% by stack
[Level 2] Casting Rate +0.04% by stack
[Level 3] Casting Rate +0.06% by stack
[Level 4] Casting Rate +0.08% by stack
[Level 5] Casting Rate +0.1% by stack

Inferno

Required For: None
Summons a cone of Fire in front of you with a range of 7m and hits up to 10 enemies with an amount of your MATK as Fire Damage. Targeted monsters are also affected by Fire Flower effect.

[Level 1] 18% Fire Damage
[Level 2] 21% Fire Damage
[Level 3] 23% Fire Damage
[Level 4] 25% Fire Damage
[Level 5] 27% Fire Damage


Fire Explosion

Required For: None
100 Madness Required. Hits the enemy with 5 strokes of an amount of your MATK as Fire Damage. This spell consumes all Madness Stacks

[Level 1] 75% Fire Damage
[Level 2] 84% Fire Damage
[Level 3] 92% Fire Damage
[Level 4] 101% Fire Damage
[Level 5] 110% Fire Damage

Meteor Storm
Required For: None
Summons a Meteor from the sky and hits up to 10 enemies in the Target Area with an amount of your MATK as Fire Damage. This Spell does not produce any Madness stacks. It is recommended to use this when you are facing 3 or more enemies.
[Level 1] 31% Fire Damage
[Level 2] 36% Fire Damage
[Level 3] 42% Fire Damage



Sorcerer Level 25+


Summon Aqua
Required For: Healing Wave
Summons a Water Spirit for 30s which cannot be hit by enemies, he deals 26% Damage to all enemies in a small radius every 2s.
[Level 1] Aqua Spirit deals 26% Damage
[Level 2] Aqua Spirit deals 29% Damage
[Level 3] Aqua Spirit deals 32% Damage
[Level 4] Aqua Spirit deals 35% Damage
[Level 5] Aqua Spirit deals 38% Damage

Earth Arms
Required For: Soul Binding
Increases your Healing Effects, and if your Heal Crits, the target recovers an amount of your MATK as HP over 6s. Only one Arms Skill can be Active at a time.
[Level 1] Increases Heal by 2% & 20% MATK HP Recovery
[Level 2] Increases Heal by 4% & 23% MATK HP Recovery
[Level 3] Increases Heal by 6% & 25% MATK HP Recovery
[Level 4] Increases Heal by 8% & 28% MATK HP Recovery
[Level 5] Increases Heal by 10% & 30% MATK HP Recovery

Jupitel Thunder
Required For: Jupitel Thunder Mastery
Launches a Lightning Sphere at the enemy and deals amount of your MATK as Lightning Damage. Deals Double Damage if enemy is in Freezing State.
[Level 1] 47% Lightning Damage
[Level 2] 56% Lightning Damage
[Level 3] 64% Lightning Damage

Healing Wave
Required For: Soul Cleaning
Heals target depending on your MATK. This Spell rRestores HP, and has a small Cast Time and SP Consumption
[Level 1] Heals target for 23% of your MATK
[Level 2] Heals target for 26% of your MATK
[Level 3] Heals target for 29% of your MATK
[Level 4] Heals target for 31% of your MATK
[Level 5] Heals target for 34% of your MATK

Soul Binding
Required For: Rejuvenation
Revives a fainted Party or Raidmember.
[Level 1] Cooldown 300s
[Level 2] Cooldown 240s
[Level 3] Cooldown 180s

Jupitel Thunder Mastery

Required For: Foresight
Cold Bolt has the chance to make the next Jupiter Thunder an Instant Cast.
[Level 1] 5% Chance
[Level 2] 10% Chance
[Level 3] 15% Chance

Soul Cleaning

Required For: Meditation
Removes Debuffs from Party and Raid members in the Target Area.
[Level 1] Removes 1 Debuff
[Level 2] Removes 2 Debuffs
[Level 3] Removes 3 Debuffs
[Level 4] Removes 4 Debuffs
[Level 5] Removes 5 Debuffs

Rejuvenation

Required For: Earth Shield
Immediately Heals your targets HP for an amount of your MATK
.
[Level 1] Heals 37% of MATK
[Level 2] Heals 41% of MATK
[Level 3] Heals 45% of MATK
[Level 4] Heals 50% of MATK
[Level 5] Heals 54% of MATK

Foresight

Required For: Lord of Vermilion
Your next 3 Spells are Instant Casts
.
[Level 1] Cooldown 240s
[Level 2] Cooldown 210s
[Level 3] Cooldown 180s
[Level 4] Cooldown 150s
[Level 5] Cooldown 120s

Meditation

Required For: Deluge
Your surplus Accuracy (over 100%) will be added to your Critical Hit Chance (can not exceed 100%)
[Level 1] Surplus Accuracy Critical Bonus 100%
[Level 2] Surplus Accuracy Critical Bonus 200%
[Level 3] Surplus Accuracy Critical Bonus 300%
[Level 4] Surplus Accuracy Critical Bonus 400%
[Level 5] Surplus Accuracy Critical Bonus 500%

Earth Shield

Required For: Land of Recovery
Increases the Defense of All Party and Raid members for 30 min.
[Level 1] Defense +4%
[Level 2] Defense +8%
[Level 3] Defense +12%
[Level 4] Defense +16%
[Level 5] Defense +20%

Lord of Vermilion

Required For: Varetyr Spear
Summons clouds which drop Lightning at your enemies in the target Area, they deal an amount of your MATK as Lightning Damage. Deals Double Damage if enemy is in Freezing State. It is recommended to use this when you are facing 3 or more enemies.
[Level 1] 24% Lightning Damage
[Level 2] 28% Lightning Damage
[Level 3] 32% Lightning Damage

Deluge

Required For: None
Summons a Water Elemental for 10s, it Increases in a range of 10m the Max HP of All Party or Raid members and Recovers every 2s an amount of your MATK as HP
[Level 1] Max HP +4% & Heals 52% of MATK
[Level 2] Max HP +8% & Heals 59% of MATK
[Level 3] Max HP +12% & Heals 65% of MATK
[Level 4] Max HP +16% & Heals 71% of MATK
[Level 5] Max HP +20% & Heals 77% of MATK

Land of Recovery
Required For: None
Restores over 10s every 2s HP of all Party or Raid members in a 10m radius around the target by an amount of your MATK.
[Level 1] Recovers 15% of MATK
[Level 2] Recovers 16% of MATK
[Level 3] Recovers 18% of MATK
[Level 4] Recovers 20% of MATK
[Level 5] Recovers 22% of MATK

Varetyr Spear

Required For: None
Deals amount of your MATK as Lightning Damage to the enemy and stuns them for 3s. Deals Double Damage if enemy is in Freezing State.
[Level 1] 54% Lightning Damage
[Level 2] 61% Lightning Damage
[Level 3] 67% Lightning Damage
[Level 4] 74% Lightning Damage
[Level 5] 80% Lightning Damage






Archer Level 1-25


Arrow Impact
Required For: Acrobatic
Causes at the enemy Physical Damage and slows his Movement Speed by 40% for 5s.
Cold Bolt has the chance to make the next Jupiter Thunder an Instant Cast.

[Level 1] 26% Physical Damage & 20s Cooldown
[Level 2] 28% Physical Damage & 16s Cooldown
[Level 3] 30% Physical Damage & 12s Cooldown
[Level 4] 32% Physical Damage & 8s Cooldown
[Level 5] 35% Physical Damage & 4s Cooldown

Charge Arrow

Required For: Charge Arrow Mastery
Causes Physical Damage.

[Level 1] 33% Physical Damage
[Level 2] 39% Physical Damage
[Level 3] 45% Physical Damage


Ankle Snare

Required For: Claymore Trap
Places a Trap which holds the enemy in place for 10s, avtivates after 30s.

[Level 1] 60s Cooldown
[Level 2] 45s Cooldown
[Level 3] 30s Cooldown


Charge Arrow Mastery

Required For: Double Strafing
Decreases the Cast Time of Charge Arrow.

[Level 1] 0.2s Cast Reduction
[Level 2] 0.4s Cast Reduction
[Level 3] 0.6s Cast Reduction


Acrobatic

Required For: Multishot
You jump back to Increase the gap between you and the enemy.

[Level 1] 40s cooldown
[Level 2] 30s cooldown
[Level 3] 20s cooldown


Double Strafing

Required For: Owl's Eye
30 Focus Required
Fires an Arrow which hits the enemy with Physical Damage.

[Level 1] 34% Physical Damage
[Level 2] 36% Physical Damage
[Level 3] 38% Physical Damage
[Level 4] 40% Physical Damage
[Level 5] 43% Physical Damage


Claymore Trap

Required For: Freezing Trap
Places an explosive trap which damages every enemy around it and sets them on fire. Burning enemies take for the duration of 10s every 2s. Activates after 30s.

[Level 1] 8% Explosive Damage & 8% Burning Damage
[Level 2] 9% Explosive Damage & 9% Burning Damage
[Level 3] 10% Explosive Damage & 10% Burning Damage
[Level 4] 11% Explosive Damage & 11% Burning Damage
[Level 5] 12% Explosive Damage & 12% Burning Damage

Owl's Eye

Required For: Improve Concentration
Fired 2 Charge Arrows in a Row Increases your Attack Damage for 10sec.
[Level 1] Physical Damage +3%
[Level 2] Physical Damage +6%
[Level 3] Physical Damage +9%

Multi Shot
Required For: Falcon Eyes(Ranger)
Shots a cone of Arrows in front of you, within a range of 7m you hit up to 3 enemies and cause Physical Damage.
[Level 1] 15% Physical Damage
[Level 2] 17% Physical Damage
[Level 3] 20% Physical Damage


Improve Concentration

Required For: Main Ranger(Ranger)
Increases the Decterity of All Party or Raid members for 30 min.
[Level 1] Dexterity +2%
[Level 2] Dexterity +4%
[Level 3] Dexterity +6%
[Level 4] Dexterity +8%
[Level 5] Dexterity +10%


Freezing Trap
Required For: Camouflage(Ranger)
Places a trap which slows the enemy Movement Speed for 10s by 40%
[Level 1] 70s Cooldown
[Level 2] 60s Cooldown
[Level 3] 50s Cooldown
[Level 4] 40s Cooldown
[Level 5] 30s Cooldown






Ranger Level 25+


Falcon Eyes
Required For: Arrow Shower
Resets all cooldowns.
[Level 1] 240s Cooldown
[Level 2] 210s Cooldown
[Level 3] 180s Cooldown
[Level 4] 150s Cooldown
[Level 5] 120s Cooldown

Main Ranger
Required For: Focused Arrow Strike
Each Skills which Generate Focus have a chance that the next 2 Double Strafe wont consume any Focus.
[Level 1] 3% Chance
[Level 2] 6% Chance
[Level 3] 9% Chance
[Level 4] 12% Chance
[Level 5] 15% Chance

Camouflage
Required For: Camouflage Mastery
Not usable in Combat. Hides you in your surroundings and the chance of being detected by Monsters is reduced by half. Decreases your Movement Speed. First attack out of Camouflage deals Double Damage.
[Level 1] Movement Speed -40%
[Level 2] Movement Speed -20%
[Level 3] No Drawbacks

Focus Arrow Strike
Required For: Poison Arrow
10 Focus Acquired
Hits the enemy with Physical Damage and weakens him. Weakened enemies take for 10s more Damage
[Level 1] 18% Physical Damage & 0.5% DOT
[Level 2] 22% Physical Damage & 1% DOT
[Level 3] 25% Physical Damage & 1.5% DOT
[Level 4] Heals target for 31% of your MATK
[Level 5] Heals target for 34% of your MATK

Arrow Shower
Required For: Wind Walk
Generates a Rain of Arrows which hit up to 10 enemies in the target Area. It is recommended to use this when you are facing 3 or more enemies

[Level 1] 35% Physical Damage
[Level 2] 41% Physical Damage
[Level 3] 47% Physical Damage


Poison Arrow

Required For: Fear Breeze
10 Focus Acquired
Shots Poisoned Arrows which hits the enemy with Physical Damage. Poisoned enemies take Damage over 30s every 2.

[Level 1] 17% Physical Damage & 14% DOT
[Level 2] 19% Physical Damage & 16% DOT
[Level 3]  21% Physical Damage & 18% DOT
[Level 4] 23% Physical Damage & 19% DOT
[Level 5]  25% Physical Damage & 21% DOT

Camouflage Mastery

Required For: Falcon Assault
Increases your Movement Speed in Camouflage.

[Level 1] Movement Speed +10%
[Level 2] Movement Speed +20%
[Level 3] Movement Speed +30%


Fear Breeze

Required For: Arrow Vulcan
Every use of Double Strafe Increases your Attack Speed. Breeze can be stacked to a Maximum of 5 aned lasts 30s. The effect will not be renewed if the Maximum of stacks is reached.

[Level 1] Attack Speed +0.4%
[Level 2] Attack Speed +0.8%
[Level 3] Attack Speed +1.2%
[Level 4] Attack Speed +1.6%
[Level 5] Attack Speed +2%


Wind Walk

Required For: None
Increases for 30s your Movement and Attack Speed.

[Level 1] Movement Speed + 10% & Attack Speed +24%
[Level 2] Movement Speed + 20% & Attack Speed +48%
[Level 3] Movement Speed + 30% & Attack Speed +72%
[Level 4] Movement Speed + 40% & Attack Speed +96%
[Level 5] Movement Speed + 50% & Attack Speed +120%


Arrow Vulcan

Required For: None
5 Breeze Stacks Required
Fires arrows at your enemy which deals Damage and cause the effect of Poison Arrow

[Level 1] 64% Physical Damage
[Level 2] 71% Physical Damage
[Level 3] 78% Physical Damage
[Level 4] 86% Physical Damage
[Level 5] 93% Physical Damage


Falcon Assault

Required For: None
Summons a falcon which attacks your target for the duration of 30s. The falcon hits your target every 2s with Physical damage of Blitz Beat.

[Level 1] 20% Physical Damage
[Level 2] 23% Physical Damage
[Level 3] 25% Physical Damage
[Level 4] 28% Physical Damage
[Level 5] 30% Physical Damage




Beastmaster Level 25+


Cruel Bite
Required For: IM TIRED, TAKING A BREAK!!!
Summons a Water Spirit for 30s which cannot be hit by enemies, he deals 26% Damage to all enemies in a small radius every 2s.
[Level 1] Aqua Spirit deals 26% Damage
[Level 2] Aqua Spirit deals 29% Damage
[Level 3] Aqua Spirit deals 32% Damage
[Level 4] Aqua Spirit deals 35% Damage
[Level 5] Aqua Spirit deals 38% Damage

Earth Arms
Required For: Soul Binding
Increases your Healing Effects, and if your Heal Crits, the target recovers an amount of your MATK as HP over 6s. Only one Arms Skill can be Active at a time.
[Level 1] Increases Heal by 2% & 20% MATK HP Recovery
[Level 2] Increases Heal by 4% & 23% MATK HP Recovery
[Level 3] Increases Heal by 6% & 25% MATK HP Recovery
[Level 4] Increases Heal by 8% & 28% MATK HP Recovery
[Level 5] Increases Heal by 10% & 30% MATK HP Recovery

Jupitel Thunder
Required For: Jupitel Thunder Mastery
Launches a Lightning Sphere at the enemy and deals amount of your MATK as Lightning Damage. Deals Double Damage if enemy is in Freezing State.
[Level 1] 47% Lightning Damage
[Level 2] 56% Lightning Damage
[Level 3] 64% Lightning Damage

Healing Wave
Required For: Soul Cleaning
Heals target depending on your MATK. This Spell rRestores HP, and has a small Cast Time and SP Consumption
[Level 1] Heals target for 23% of your MATK
[Level 2] Heals target for 26% of your MATK
[Level 3] Heals target for 29% of your MATK
[Level 4] Heals target for 31% of your MATK
[Level 5] Heals target for 34% of your MATK

Soul Binding
Required For: Rejuvenation
Revives a fainted Party or Raidmember.

[Level 1] Cooldown 300s
[Level 2] Cooldown 240s
[Level 3] Cooldown 180s


Jupitel Thunder Mastery

Required For: Foresight
Cold Bolt has the chance to make the next Jupiter Thunder an Instant Cast.

[Level 1] 5% Chance
[Level 2] 10% Chance
[Level 3] 15% Chance

Soul Cleaning

Required For: Meditation
Removes Debuffs from Party and Raid members in the Target Area.

[Level 1] Removes 1 Debuff
[Level 2] Removes 2 Debuffs
[Level 3] Removes 3 Debuffs
[Level 4] Removes 4 Debuffs
[Level 5] Removes 5 Debuffs


Rejuvenation

Required For: Earth Shield
Immediately Heals your targets HP for an amount of your MATK.

[Level 1] Heals 37% of MATK
[Level 2] Heals 41% of MATK
[Level 3] Heals 45% of MATK
[Level 4] Heals 50% of MATK
[Level 5] Heals 54% of MATK


Foresight

Required For: Lord of Vermilion
Your next 3 Spells are Instant Casts.

[Level 1] Cooldown 240s
[Level 2] Cooldown 210s
[Level 3] Cooldown 180s
[Level 4] Cooldown 150s
[Level 5] Cooldown 120s


Meditation

Required For: Deluge
Your surplus Accuracy (over 100%) will be added to your Critical Hit Chance (can not exceed 100%)

[Level 1] Surplus Accuracy Critical Bonus 100%
[Level 2] Surplus Accuracy Critical Bonus 200%
[Level 3] Surplus Accuracy Critical Bonus 300%
[Level 4] Surplus Accuracy Critical Bonus 400%
[Level 5] Surplus Accuracy Critical Bonus 500%


Earth Shield

Required For: Land of Recovery
Increases the Defense of All Party and Raid members for 30 min.

[Level 1] Defense +4%
[Level 2] Defense +8%
[Level 3] Defense +12%
[Level 4] Defense +16%
[Level 5] Defense +20%


Lord of Vermilion

Required For: Varetyr Spear
Summons clouds which drop Lightning at your enemies in the target Area, they deal an amount of your MATK as Lightning Damage. Deals Double Damage if enemy is in Freezing State. It is recommended to use this when you are facing 3 or more enemies.

[Level 1] 24% Lightning Damage
[Level 2] 28% Lightning Damage
[Level 3] 32% Lightning Damage








Thief Level 1-25




Earth Arms
Required For: Soul Binding
Increases your Healing Effects, and if your Heal Crits, the target recovers an amount of your MATK as HP over 6s. Only one Arms Skill can be Active at a time.
[Level 1] Increases Heal by 2% & 20% MATK HP Recovery
[Level 2] Increases Heal by 4% & 23% MATK HP Recovery
[Level 3] Increases Heal by 6% & 25% MATK HP Recovery
[Level 4] Increases Heal by 8% & 28% MATK HP Recovery
[Level 5] Increases Heal by 10% & 30% MATK HP Recovery

Jupitel Thunder
Required For: Jupitel Thunder Mastery
Launches a Lightning Sphere at the enemy and deals amount of your MATK as Lightning Damage. Deals Double Damage if enemy is in Freezing State.
[Level 1] 47% Lightning Damage
[Level 2] 56% Lightning Damage
[Level 3] 64% Lightning Damage

Healing Wave
Required For: Soul Cleaning
Heals target depending on your MATK. This Spell rRestores HP, and has a small Cast Time and SP Consumption
[Level 1] Heals target for 23% of your MATK
[Level 2] Heals target for 26% of your MATK
[Level 3] Heals target for 29% of your MATK
[Level 4] Heals target for 31% of your MATK
[Level 5] Heals target for 34% of your MATK

Soul Binding
Required For: Rejuvenation
Revives a fainted Party or Raidmember.
[Level 1] Cooldown 300s
[Level 2] Cooldown 240s
[Level 3] Cooldown 180s

Jupitel Thunder Mastery
Required For: Foresight
Cold Bolt has the chance to make the next Jupiter Thunder an Instant Cast.
[Level 1] 5% Chance
[Level 2] 10% Chance
[Level 3] 15% Chance

Soul Cleaning
Required For: Meditation
Removes Debuffs from Party and Raid members in the Target Area.
[Level 1] Removes 1 Debuff
[Level 2] Removes 2 Debuffs
[Level 3] Removes 3 Debuffs
[Level 4] Removes 4 Debuffs
[Level 5] Removes 5 Debuffs

Rejuvenation
Required For: Earth Shield
Immediately Heals your targets HP for an amount of your MATK
.
[Level 1] Heals 37% of MATK
[Level 2] Heals 41% of MATK
[Level 3] Heals 45% of MATK
[Level 4] Heals 50% of MATK
[Level 5] Heals 54% of MATK

Foresight
Required For: Lord of Vermilion
Your next 3 Spells are Instant Casts
.
[Level 1] Cooldown 240s
[Level 2] Cooldown 210s
[Level 3] Cooldown 180s
[Level 4] Cooldown 150s
[Level 5] Cooldown 120s

Meditation
Required For: Deluge
Your surplus Accuracy (over 100%) will be added to your Critical Hit Chance (can not exceed 100%)
[Level 1] Surplus Accuracy Critical Bonus 100%
[Level 2] Surplus Accuracy Critical Bonus 200%
[Level 3] Surplus Accuracy Critical Bonus 300%
[Level 4] Surplus Accuracy Critical Bonus 400%
[Level 5] Surplus Accuracy Critical Bonus 500%

Earth Shield
Required For: Land of Recovery
Increases the Defense of All Party and Raid members for 30 min.
[Level 1] Defense +4%
[Level 2] Defense +8%
[Level 3] Defense +12%
[Level 4] Defense +16%
[Level 5] Defense +20%

Lord of Vermilion
Required For: Varetyr Spear
Summons clouds which drop Lightning at your enemies in the target Area, they deal an amount of your MATK as Lightning Damage. Deals Double Damage if enemy is in Freezing State. It is recommended to use this when you are facing 3 or more enemies.
[Level 1] 24% Lightning Damage
[Level 2] 28% Lightning Damage
[Level 3] 32% Lightning Damage










Rogue Level 25+


Summon Aqua
Required For: Healing Wave
Summons a Water Spirit for 30s which cannot be hit by enemies, he deals 26% Damage to all enemies in a small radius every 2s.
[Level 1] Aqua Spirit deals 26% Damage
[Level 2] Aqua Spirit deals 29% Damage
[Level 3] Aqua Spirit deals 32% Damage
[Level 4] Aqua Spirit deals 35% Damage
[Level 5] Aqua Spirit deals 38% Damage

Earth Arms
Required For: Soul Binding
Increases your Healing Effects, and if your Heal Crits, the target recovers an amount of your MATK as HP over 6s. Only one Arms Skill can be Active at a time.
[Level 1] Increases Heal by 2% & 20% MATK HP Recovery
[Level 2] Increases Heal by 4% & 23% MATK HP Recovery
[Level 3] Increases Heal by 6% & 25% MATK HP Recovery
[Level 4] Increases Heal by 8% & 28% MATK HP Recovery
[Level 5] Increases Heal by 10% & 30% MATK HP Recovery

Jupitel Thunder
Required For: Jupitel Thunder Mastery
Launches a Lightning Sphere at the enemy and deals amount of your MATK as Lightning Damage. Deals Double Damage if enemy is in Freezing State.
[Level 1] 47% Lightning Damage
[Level 2] 56% Lightning Damage
[Level 3] 64% Lightning Damage

Healing Wave
Required For: Soul Cleaning
Heals target depending on your MATK. This Spell rRestores HP, and has a small Cast Time and SP Consumption
[Level 1] Heals target for 23% of your MATK
[Level 2] Heals target for 26% of your MATK
[Level 3] Heals target for 29% of your MATK
[Level 4] Heals target for 31% of your MATK
[Level 5] Heals target for 34% of your MATK

Soul Binding
Required For: Rejuvenation
Revives a fainted Party or Raidmember.
[Level 1] Cooldown 300s
[Level 2] Cooldown 240s
[Level 3] Cooldown 180s

Jupitel Thunder Mastery

Required For: Foresight
Cold Bolt has the chance to make the next Jupiter Thunder an Instant Cast.
[Level 1] 5% Chance
[Level 2] 10% Chance
[Level 3] 15% Chance

Soul Cleaning

Required For: Meditation
Removes Debuffs from Party and Raid members in the Target Area.
[Level 1] Removes 1 Debuff
[Level 2] Removes 2 Debuffs
[Level 3] Removes 3 Debuffs
[Level 4] Removes 4 Debuffs
[Level 5] Removes 5 Debuffs

Rejuvenation

Required For: Earth Shield
Immediately Heals your targets HP for an amount of your MATK
.
[Level 1] Heals 37% of MATK
[Level 2] Heals 41% of MATK
[Level 3] Heals 45% of MATK
[Level 4] Heals 50% of MATK
[Level 5] Heals 54% of MATK

Foresight

Required For: Lord of Vermilion
Your next 3 Spells are Instant Casts
.
[Level 1] Cooldown 240s
[Level 2] Cooldown 210s
[Level 3] Cooldown 180s
[Level 4] Cooldown 150s
[Level 5] Cooldown 120s

Meditation

Required For: Deluge
Your surplus Accuracy (over 100%) will be added to your Critical Hit Chance (can not exceed 100%)
[Level 1] Surplus Accuracy Critical Bonus 100%
[Level 2] Surplus Accuracy Critical Bonus 200%
[Level 3] Surplus Accuracy Critical Bonus 300%
[Level 4] Surplus Accuracy Critical Bonus 400%
[Level 5] Surplus Accuracy Critical Bonus 500%

Earth Shield

Required For: Land of Recovery
Increases the Defense of All Party and Raid members for 30 min.
[Level 1] Defense +4%
[Level 2] Defense +8%
[Level 3] Defense +12%
[Level 4] Defense +16%
[Level 5] Defense +20%

Lord of Vermilion

Required For: Varetyr Spear
Summons clouds which drop Lightning at your enemies in the target Area, they deal an amount of your MATK as Lightning Damage. Deals Double Damage if enemy is in Freezing State. It is recommended to use this when you are facing 3 or more enemies.
[Level 1] 24% Lightning Damage
[Level 2] 28% Lightning Damage
[Level 3] 32% Lightning Damage








Assassin Level 25+



Summon Aqua
Required For: Healing Wave
Summons a Water Spirit for 30s which cannot be hit by enemies, he deals 26% Damage to all enemies in a small radius every 2s.
[Level 1] Aqua Spirit deals 26% Damage
[Level 2] Aqua Spirit deals 29% Damage
[Level 3] Aqua Spirit deals 32% Damage
[Level 4] Aqua Spirit deals 35% Damage
[Level 5] Aqua Spirit deals 38% Damage

Earth Arms
Required For: Soul Binding
Increases your Healing Effects, and if your Heal Crits, the target recovers an amount of your MATK as HP over 6s. Only one Arms Skill can be Active at a time.
[Level 1] Increases Heal by 2% & 20% MATK HP Recovery
[Level 2] Increases Heal by 4% & 23% MATK HP Recovery
[Level 3] Increases Heal by 6% & 25% MATK HP Recovery
[Level 4] Increases Heal by 8% & 28% MATK HP Recovery
[Level 5] Increases Heal by 10% & 30% MATK HP Recovery

Jupitel Thunder
Required For: Jupitel Thunder Mastery
Launches a Lightning Sphere at the enemy and deals amount of your MATK as Lightning Damage. Deals Double Damage if enemy is in Freezing State.
[Level 1] 47% Lightning Damage
[Level 2] 56% Lightning Damage
[Level 3] 64% Lightning Damage

Healing Wave
Required For: Soul Cleaning
Heals target depending on your MATK. This Spell rRestores HP, and has a small Cast Time and SP Consumption
[Level 1] Heals target for 23% of your MATK
[Level 2] Heals target for 26% of your MATK
[Level 3] Heals target for 29% of your MATK
[Level 4] Heals target for 31% of your MATK
[Level 5] Heals target for 34% of your MATK

Soul Binding
Required For: Rejuvenation
Revives a fainted Party or Raidmember.
[Level 1] Cooldown 300s
[Level 2] Cooldown 240s
[Level 3] Cooldown 180s

Jupitel Thunder Mastery

Required For: Foresight
Cold Bolt has the chance to make the next Jupiter Thunder an Instant Cast.
[Level 1] 5% Chance
[Level 2] 10% Chance
[Level 3] 15% Chance

Soul Cleaning

Required For: Meditation
Removes Debuffs from Party and Raid members in the Target Area.
[Level 1] Removes 1 Debuff
[Level 2] Removes 2 Debuffs
[Level 3] Removes 3 Debuffs
[Level 4] Removes 4 Debuffs
[Level 5] Removes 5 Debuffs

Rejuvenation

Required For: Earth Shield
Immediately Heals your targets HP for an amount of your MATK
.
[Level 1] Heals 37% of MATK
[Level 2] Heals 41% of MATK
[Level 3] Heals 45% of MATK
[Level 4] Heals 50% of MATK
[Level 5] Heals 54% of MATK

Foresight

Required For: Lord of Vermilion
Your next 3 Spells are Instant Casts
.
[Level 1] Cooldown 240s
[Level 2] Cooldown 210s
[Level 3] Cooldown 180s
[Level 4] Cooldown 150s
[Level 5] Cooldown 120s

Meditation

Required For: Deluge
Your surplus Accuracy (over 100%) will be added to your Critical Hit Chance (can not exceed 100%)
[Level 1] Surplus Accuracy Critical Bonus 100%
[Level 2] Surplus Accuracy Critical Bonus 200%
[Level 3] Surplus Accuracy Critical Bonus 300%
[Level 4] Surplus Accuracy Critical Bonus 400%
[Level 5] Surplus Accuracy Critical Bonus 500%

Earth Shield

Required For: Land of Recovery
Increases the Defense of All Party and Raid members for 30 min.
[Level 1] Defense +4%
[Level 2] Defense +8%
[Level 3] Defense +12%
[Level 4] Defense +16%
[Level 5] Defense +20%

Lord of Vermilion

Required For: Varetyr Spear
Summons clouds which drop Lightning at your enemies in the target Area, they deal an amount of your MATK as Lightning Damage. Deals Double Damage if enemy is in Freezing State. It is recommended to use this when you are facing 3 or more enemies.
[Level 1] 24% Lightning Damage
[Level 2] 28% Lightning Damage
[Level 3] 32% Lightning Damage









Acolyte Level 25+


Summon Aqua
Required For: Healing Wave
Summons a Water Spirit for 30s which cannot be hit by enemies, he deals 26% Damage to all enemies in a small radius every 2s.
[Level 1] Aqua Spirit deals 26% Damage
[Level 2] Aqua Spirit deals 29% Damage
[Level 3] Aqua Spirit deals 32% Damage
[Level 4] Aqua Spirit deals 35% Damage
[Level 5] Aqua Spirit deals 38% Damage

Earth Arms
Required For: Soul Binding
Increases your Healing Effects, and if your Heal Crits, the target recovers an amount of your MATK as HP over 6s. Only one Arms Skill can be Active at a time.
[Level 1] Increases Heal by 2% & 20% MATK HP Recovery
[Level 2] Increases Heal by 4% & 23% MATK HP Recovery
[Level 3] Increases Heal by 6% & 25% MATK HP Recovery
[Level 4] Increases Heal by 8% & 28% MATK HP Recovery
[Level 5] Increases Heal by 10% & 30% MATK HP Recovery

Jupitel Thunder
Required For: Jupitel Thunder Mastery
Launches a Lightning Sphere at the enemy and deals amount of your MATK as Lightning Damage. Deals Double Damage if enemy is in Freezing State.
[Level 1] 47% Lightning Damage
[Level 2] 56% Lightning Damage
[Level 3] 64% Lightning Damage

Healing Wave
Required For: Soul Cleaning
Heals target depending on your MATK. This Spell rRestores HP, and has a small Cast Time and SP Consumption
[Level 1] Heals target for 23% of your MATK
[Level 2] Heals target for 26% of your MATK
[Level 3] Heals target for 29% of your MATK
[Level 4] Heals target for 31% of your MATK
[Level 5] Heals target for 34% of your MATK

Soul Binding
Required For: Rejuvenation
Revives a fainted Party or Raidmember.
[Level 1] Cooldown 300s
[Level 2] Cooldown 240s
[Level 3] Cooldown 180s

Jupitel Thunder Mastery

Required For: Foresight
Cold Bolt has the chance to make the next Jupiter Thunder an Instant Cast.
[Level 1] 5% Chance
[Level 2] 10% Chance
[Level 3] 15% Chance

Soul Cleaning

Required For: Meditation
Removes Debuffs from Party and Raid members in the Target Area.
[Level 1] Removes 1 Debuff
[Level 2] Removes 2 Debuffs
[Level 3] Removes 3 Debuffs
[Level 4] Removes 4 Debuffs
[Level 5] Removes 5 Debuffs

Rejuvenation

Required For: Earth Shield
Immediately Heals your targets HP for an amount of your MATK
.
[Level 1] Heals 37% of MATK
[Level 2] Heals 41% of MATK
[Level 3] Heals 45% of MATK
[Level 4] Heals 50% of MATK
[Level 5] Heals 54% of MATK

Foresight

Required For: Lord of Vermilion
Your next 3 Spells are Instant Casts
.
[Level 1] Cooldown 240s
[Level 2] Cooldown 210s
[Level 3] Cooldown 180s
[Level 4] Cooldown 150s
[Level 5] Cooldown 120s

Meditation

Required For: Deluge
Your surplus Accuracy (over 100%) will be added to your Critical Hit Chance (can not exceed 100%)
[Level 1] Surplus Accuracy Critical Bonus 100%
[Level 2] Surplus Accuracy Critical Bonus 200%
[Level 3] Surplus Accuracy Critical Bonus 300%
[Level 4] Surplus Accuracy Critical Bonus 400%
[Level 5] Surplus Accuracy Critical Bonus 500%

Earth Shield

Required For: Land of Recovery
Increases the Defense of All Party and Raid members for 30 min.
[Level 1] Defense +4%
[Level 2] Defense +8%
[Level 3] Defense +12%
[Level 4] Defense +16%
[Level 5] Defense +20%

Lord of Vermilion

Required For: Varetyr Spear
Summons clouds which drop Lightning at your enemies in the target Area, they deal an amount of your MATK as Lightning Damage. Deals Double Damage if enemy is in Freezing State. It is recommended to use this when you are facing 3 or more enemies.
[Level 1] 24% Lightning Damage
[Level 2] 28% Lightning Damage
[Level 3] 32% Lightning Damage






Priest Level 25+


Summon Aqua
Required For: Healing Wave
Summons a Water Spirit for 30s which cannot be hit by enemies, he deals 26% Damage to all enemies in a small radius every 2s.
[Level 1] Aqua Spirit deals 26% Damage
[Level 2] Aqua Spirit deals 29% Damage
[Level 3] Aqua Spirit deals 32% Damage
[Level 4] Aqua Spirit deals 35% Damage
[Level 5] Aqua Spirit deals 38% Damage

Earth Arms
Required For: Soul Binding
Increases your Healing Effects, and if your Heal Crits, the target recovers an amount of your MATK as HP over 6s. Only one Arms Skill can be Active at a time.
[Level 1] Increases Heal by 2% & 20% MATK HP Recovery
[Level 2] Increases Heal by 4% & 23% MATK HP Recovery
[Level 3] Increases Heal by 6% & 25% MATK HP Recovery
[Level 4] Increases Heal by 8% & 28% MATK HP Recovery
[Level 5] Increases Heal by 10% & 30% MATK HP Recovery

Jupitel Thunder
Required For: Jupitel Thunder Mastery
Launches a Lightning Sphere at the enemy and deals amount of your MATK as Lightning Damage. Deals Double Damage if enemy is in Freezing State.
[Level 1] 47% Lightning Damage
[Level 2] 56% Lightning Damage
[Level 3] 64% Lightning Damage

Healing Wave
Required For: Soul Cleaning
Heals target depending on your MATK. This Spell rRestores HP, and has a small Cast Time and SP Consumption
[Level 1] Heals target for 23% of your MATK
[Level 2] Heals target for 26% of your MATK
[Level 3] Heals target for 29% of your MATK
[Level 4] Heals target for 31% of your MATK
[Level 5] Heals target for 34% of your MATK

Soul Binding
Required For: Rejuvenation
Revives a fainted Party or Raidmember.
[Level 1] Cooldown 300s
[Level 2] Cooldown 240s
[Level 3] Cooldown 180s

Jupitel Thunder Mastery

Required For: Foresight
Cold Bolt has the chance to make the next Jupiter Thunder an Instant Cast.
[Level 1] 5% Chance
[Level 2] 10% Chance
[Level 3] 15% Chance

Soul Cleaning

Required For: Meditation
Removes Debuffs from Party and Raid members in the Target Area.
[Level 1] Removes 1 Debuff
[Level 2] Removes 2 Debuffs
[Level 3] Removes 3 Debuffs
[Level 4] Removes 4 Debuffs
[Level 5] Removes 5 Debuffs

Rejuvenation

Required For: Earth Shield
Immediately Heals your targets HP for an amount of your MATK
.
[Level 1] Heals 37% of MATK
[Level 2] Heals 41% of MATK
[Level 3] Heals 45% of MATK
[Level 4] Heals 50% of MATK
[Level 5] Heals 54% of MATK

Foresight

Required For: Lord of Vermilion
Your next 3 Spells are Instant Casts
.
[Level 1] Cooldown 240s
[Level 2] Cooldown 210s
[Level 3] Cooldown 180s
[Level 4] Cooldown 150s
[Level 5] Cooldown 120s

Meditation

Required For: Deluge
Your surplus Accuracy (over 100%) will be added to your Critical Hit Chance (can not exceed 100%)
[Level 1] Surplus Accuracy Critical Bonus 100%
[Level 2] Surplus Accuracy Critical Bonus 200%
[Level 3] Surplus Accuracy Critical Bonus 300%
[Level 4] Surplus Accuracy Critical Bonus 400%
[Level 5] Surplus Accuracy Critical Bonus 500%

Earth Shield

Required For: Land of Recovery
Increases the Defense of All Party and Raid members for 30 min.
[Level 1] Defense +4%
[Level 2] Defense +8%
[Level 3] Defense +12%
[Level 4] Defense +16%
[Level 5] Defense +20%

Lord of Vermilion

Required For: Varetyr Spear
Summons clouds which drop Lightning at your enemies in the target Area, they deal an amount of your MATK as Lightning Damage. Deals Double Damage if enemy is in Freezing State. It is recommended to use this when you are facing 3 or more enemies.
[Level 1] 24% Lightning Damage
[Level 2] 28% Lightning Damage
[Level 3] 32% Lightning Damage






Monk Level 25+


Summon Aqua
Required For: Healing Wave
Summons a Water Spirit for 30s which cannot be hit by enemies, he deals 26% Damage to all enemies in a small radius every 2s.
[Level 1] Aqua Spirit deals 26% Damage
[Level 2] Aqua Spirit deals 29% Damage
[Level 3] Aqua Spirit deals 32% Damage
[Level 4] Aqua Spirit deals 35% Damage
[Level 5] Aqua Spirit deals 38% Damage

Earth Arms
Required For: Soul Binding
Increases your Healing Effects, and if your Heal Crits, the target recovers an amount of your MATK as HP over 6s. Only one Arms Skill can be Active at a time.
[Level 1] Increases Heal by 2% & 20% MATK HP Recovery
[Level 2] Increases Heal by 4% & 23% MATK HP Recovery
[Level 3] Increases Heal by 6% & 25% MATK HP Recovery
[Level 4] Increases Heal by 8% & 28% MATK HP Recovery
[Level 5] Increases Heal by 10% & 30% MATK HP Recovery

Jupitel Thunder
Required For: Jupitel Thunder Mastery
Launches a Lightning Sphere at the enemy and deals amount of your MATK as Lightning Damage. Deals Double Damage if enemy is in Freezing State.
[Level 1] 47% Lightning Damage
[Level 2] 56% Lightning Damage
[Level 3] 64% Lightning Damage

Healing Wave
Required For: Soul Cleaning
Heals target depending on your MATK. This Spell rRestores HP, and has a small Cast Time and SP Consumption
[Level 1] Heals target for 23% of your MATK
[Level 2] Heals target for 26% of your MATK
[Level 3] Heals target for 29% of your MATK
[Level 4] Heals target for 31% of your MATK
[Level 5] Heals target for 34% of your MATK

Soul Binding
Required For: Rejuvenation
Revives a fainted Party or Raidmember.
[Level 1] Cooldown 300s
[Level 2] Cooldown 240s
[Level 3] Cooldown 180s

Jupitel Thunder Mastery

Required For: Foresight
Cold Bolt has the chance to make the next Jupiter Thunder an Instant Cast.
[Level 1] 5% Chance
[Level 2] 10% Chance
[Level 3] 15% Chance

Soul Cleaning

Required For: Meditation
Removes Debuffs from Party and Raid members in the Target Area.
[Level 1] Removes 1 Debuff
[Level 2] Removes 2 Debuffs
[Level 3] Removes 3 Debuffs
[Level 4] Removes 4 Debuffs
[Level 5] Removes 5 Debuffs

Rejuvenation

Required For: Earth Shield
Immediately Heals your targets HP for an amount of your MATK
.
[Level 1] Heals 37% of MATK
[Level 2] Heals 41% of MATK
[Level 3] Heals 45% of MATK
[Level 4] Heals 50% of MATK
[Level 5] Heals 54% of MATK

Foresight

Required For: Lord of Vermilion
Your next 3 Spells are Instant Casts
.
[Level 1] Cooldown 240s
[Level 2] Cooldown 210s
[Level 3] Cooldown 180s
[Level 4] Cooldown 150s
[Level 5] Cooldown 120s

Meditation

Required For: Deluge
Your surplus Accuracy (over 100%) will be added to your Critical Hit Chance (can not exceed 100%)
[Level 1] Surplus Accuracy Critical Bonus 100%
[Level 2] Surplus Accuracy Critical Bonus 200%
[Level 3] Surplus Accuracy Critical Bonus 300%
[Level 4] Surplus Accuracy Critical Bonus 400%
[Level 5] Surplus Accuracy Critical Bonus 500%

Earth Shield

Required For: Land of Recovery
Increases the Defense of All Party and Raid members for 30 min.
[Level 1] Defense +4%
[Level 2] Defense +8%
[Level 3] Defense +12%
[Level 4] Defense +16%
[Level 5] Defense +20%

Lord of Vermilion

Required For: Varetyr Spear
Summons clouds which drop Lightning at your enemies in the target Area, they deal an amount of your MATK as Lightning Damage. Deals Double Damage if enemy is in Freezing State. It is recommended to use this when you are facing 3 or more enemies.
[Level 1] 24% Lightning Damage
[Level 2] 28% Lightning Damage
[Level 3] 32% Lightning Damage

No comments:

Post a Comment