|
Post by "K" on Feb 19, 2014 6:11:54 GMT
To be confirmed
Stone Skin
Mana Burn
|
|
|
Post by crazybrker on Feb 25, 2014 19:52:34 GMT
I will edit these as I get them...
*** Means not available yet
All Quest Skill Info here (Class change skills are listed at the bottom):
Stone skin is at lvl 160, talk to King Elban in (you guessed it) Elban city. Stone Skin in VIT or DEF based. With VIT @ 100 I can take 1-2 hits from a boss before Stone Skin is gone. After re-stat I had 200 VIT and can take 5-6 hits from same boss before running out. Most later bosses frequently can remove it or debuff you completely. At 200 VIT your 45 second duration runs out before the skin does when fighting normal mobs. Hope that helps! Requires: 1 x Tarante Claw (everyone knows these spiders) 30 x Broken Clubs (Cyclops in Vine Maze) 30 x Kill Cyclops (2 fer deal, see above) 30 x Kill Schemts (Inneban Ruins, on the way to Gusanoth) 15 x Silk Thread (Album north of Tarante map)
Manaburn skill at lvl 160, from Pub in Port Sparagas Double KO(stun) to you and the enemy, damage is low and based on max MP. Has a very long cooldown. Requires: 50 x Kill Lower Ninja (Isurugi Temple on the way to Gankaku) 50 x Kill Amikiri (House of Ganei) 50 x Kill Bear Samurai (on the way to Isu) 50 x Kill Sloan (elephants on the way to Garel and Blitz)
Magic Barrier 3 skill at lvl 180, from Pub in Port Sparagas +3000 HP and increased DEF based on INT Requires many rare mobs with uncommon drops: 1 x Liath Fail (Bossheit) 20 x Turquoise (Polpo in Haufen Harbor) 40 x Bent Screw (Krieger or Kanone in Baustelle sector, east of Elban) 40 x Big Pincer (Amikiri flying bird thing before Ganei. Spawns at 88,25)
Origin 1-4 skill at lvl 180, from Pub in Port Sparagas Party buff to change your elemental to Earth, Wind, Water and Fire. Use it be the same element as the enemy to increase your DEF to that element or use the opposite element to increase your damage against the enemy (may cause you more damage as well) Requires: 30 x Sorrowful Eye (Delun in Ifumoruto Village, 1 map east of Erirudan desert) 50 x Red Metal Fin (Iron Theus near Azimov) 1 x Kill Simcracker (Gorgumu Mountain) 1 x Kill Garel (Coriolto)
Illness Hit at lvl 200, from Pub in Port Sparagas Transfers poison, paralysis or darkness negative status that you have, to the enemy, while also causing a good deal of damage as well. You are also then immune to that negative status for 30 seconds. Attack is based on MATK. Has a very long cooldown. (skill lv1) Transfers poison, paralysis or darkness negative status that you have, to the enemy, while also causing a good deal of damage as well. You are also then immune to that negative status for 30 seconds. (skill lv2) adds burn & freeze negative status. Requires: 1 x Sianas (all mobs and items are on the way to Sianas) 50 x Gryps (Imperial City Lograth near Meza) 25 x Pagron (Imperial City Lograth near Meza) 50 x Black Metal Piece (From Pagron ^)
Stone Skin 2, from Pub in Port Sparagas 20 x Kill Earth Elemental (All in the Divine Tower) 20 x Kill Wind Elemental 20 x Kill Water Elemental 20 x Kill Fire Elemental 1 x Kill Freedos (Floor 6 in Divine Tower)
Enchant Weapon 2 buy in Elderan Desert
Magic Blade: Jiro(map outside of Drafbourg on the way to Ents) x 80, Aphmar(near Jiro, the other way besides the way to Ents) x 40, Neknotts(you know where these are) x 20, Captain Beelzedam(Frontline Base boss) x 1 All of these, including the boss, are easy to solo as a 220+ Enchanter
Qadal: 20 Dragon Meat(2 legged brown dragons by Guevol, can't remember name), 40 Sharp Blue Scales(Welth, Dragon Emporor's palace uncommon drop), Masked Soldiers(by Beelzetor) x 60, Balor x 60
*** Kadaruerekushio (lv20 x Kill Earth Elementall 240) I make a strong attack was amplified magic. Special magic that can strengthen itself at the same time as the magic attack powerful. However, when too much ... ※ MP consumption change in the maximum MP? ※ ※ by the increase or decrease of the skill delay HP becomes 0 magic runaway value reaches 100%, the duration of the special condition is changed ※ non-attribute. The increase each time the magic runaway value goes up, power and MATK dependent? Special state, ATK +? MATK +? DEF +? MDEF +? If magic runaway value of 90-99%, attack interval is reduced only during the special state in skill upon activation ---My translation: Increase ATK,MATK,DEF,MDEF and possibly reduced attack interval. Not sure on the rest. ---Per TASM: It's like a magical berserk. Special Status works in combination with Weapon Skills, unlocking elemental autoskill (neutral/light) which we don't normally have. Only for the duration of the skill, however.
All Skills and more info from JP Wiki:
Absorb (passive) For any damage received, a small amount is converted to MP. (Useful for MP delete bosses) SLv1 Enchanter apprentice SLv2 Enchanter full job ***SLv3 Book III of magical power conversion (Lv200) use ***SLv4 Book IV of magical power conversion (Lv260) use
Enchantment (passive) Way to be added to the weapon, the magic attack power of his own. I added to the attack force part of the INT of his own. SLv1 Enchanter apprentice SLv2 Enchanter full job ***SLv3 Book III of Imbued (Lv260) when equipped with a magic weapon use ※, MATK increase as throwing and cane
Autoskill Way to manipulate the triggering probability of skill. I raise the skill auto trigger percentage of the target. (+5% Of 5-minute auto skill trigger percentage time effect) learning SLv1 MP88 with surgery nurse apprentice when changing jobs (+10% Of a 6-minute auto skill trigger percentage time effect) learning SLV2 MP152 Enchanter when changing jobs
Magic barrier I reduce the damage with a barrier of magic. I increase the defense of the target. Increase value changes the INT of the target. (10 minutes time MaxHP +1000 effect) learning SLv1 MP480 with surgery nurse apprentice when changing jobs (10 minutes time MaxHP +2000 effect) learning SLv2 MP720 Enchanter full job SLv3 MP960 quest skill acquisition trial [!] (Lv180) (10 minutes time MaxHP +3000 effect) clear ***SLv4 MP1200 (Lv280) Book IV of the magic barrier (10 minutes time MaxHP +4000 effect) use ※ DEF amount of increase = INT × 0.5 + skill Lv × Lv × 0.1 MDEF increase amount = INT × 0.1 + skill Lv × Lv × 0.2
Enchant Skill to put the magic weapon. Probability of triggering an attack magic every time it performs a normal attack is to occur subject. (5 minutes time effect) learning SLv1 MP320 Enchanter when changing jobs ※ (paralysis with probability) (50% ignore magic defense) Fire, water attributes (physical attributes), wind element, (stunning complex type of magic and physical attributes, with a low probability) earth element Slv2 MP480 (LV200) Book II of magic warrior (6 minutes time effect) use SLv3 MP640 quest skill acquisition trial [!] (Lv260) (7 minutes time effect) clear ※ special state to non-attribute is activate this additional non-attribute magic runaway in light and attribute
Stone Skin To reduce the damage to cure the skin. Disable up to a certain amount of damage. I halved the damage at the end of curing, passed through only once. SLv1 MP100 + maximum MP ÷ 20 [Skin of Stone] Quest (Lv160) Clear (30 seconds + maximum MP ÷ 200 time effect) SLv2 MP130 + maximum MP ÷ 20 quest skill acquisition trial [!] (Lv220) Clear (30 seconds + maximum MP ÷ 200 time effect) SLv3 MP160 + maximum MP ÷ 20 Quest [?] (Lv300) Clear (30 seconds + maximum MP ÷ 200 time effect) ※ When I applied to others, duration 30 seconds
Manaban I do complex magical attacks to the physical object. Hit rate is increased as the distance is short, it is stun absolutely If I win ... SLv1 MP1000 quest skill acquisition trial [!] (Lv160) Depends ※ Striking to the MP amount, clear ※ power will be stunned himself and current MATK
Origin Way to increase the target attribute attack, the defense. Attributes that increase at a level to be used is changing. Lv1 (fire), Lv2 (water), Lv3 (wind), Lv4 (ground) SLv1 ~ 4 MP160 Quest [skill acquisition trial!] (Lv180) (2 minutes time effect) clear Lv1 (fire) Fire Physical Attack Damage Fire defense increase, Fire magic attack power increase Lv2 (water) water element physical attack damage, water attribute defense increase, water element magic attack power increase Lv3 (wind) wind attribute physical attack damage, wind attribute defense increase, wind element magic attack power increase Lv4 (earth) ground attribute physical attack damage area attribute defense increase, earth element magic attack power increase
Irunesuhitto Deathblow to move against the abnormal state of their own. Can be moved to the target, the state abnormalities, such as paralysis or poison, itself to recover the abnormal state. SLv1 MP64 quest skill acquisition trial [!] (LV200) (poison, paralysis, darkness) clear SLv2 MP96 Book II of disease-back (Lv240) (fire, freezing) use ※ At the same time transfer the abnormal state in the subject, to give a great damage. (Power depends on the refine and MATK) ※ When you move the abnormal state to a subject, to disable 30 seconds with resistance to the abnormal state
Magic blade Way to strengthen the weapons blade of magic. I will increase the attack speed and range of the entire party. Range will not be longer than a certain distance. ***SLv1 MP500 quest skill acquisition trial [!] (Lv220) (30 minutes time effect range +3? ASPD +20%) clear ***Slv2 MP500 (Lv300) Book II of Maha strengthening (30 minutes time effect range +? ASPD +?%) use ※ I want to ignite the target state with probability
Kadaruerekushio I make a strong attack was amplified magic. Special magic that can strengthen itself at the same time as the magic attack powerful. However, when too much ... ***SLv1 MP? quest skill acquisition trial [!] (Lv240) clear (special state? seconds) ***SLv2 MP? maximum of [with surgery] Quest (Lv320) clear (special state? seconds) ※ MP consumption change in the maximum MP? ※ ※ by the increase or decrease of the skill delay HP becomes 0 magic runaway value reaches 100%, the duration of the special condition is changed ※ non-attribute. The increase each time the magic runaway value goes up, power and MATK dependent? Special state, ATK +? MATK +? DEF +? MDEF +? If magic runaway value of 90-99%, attack interval is reduced only during the special state in skill upon activation
Extend I awaken the awesome power of yourself. A short period of time, usually attack is also enhanced trigger percentage of weapon skill is maximized. SLv1 MP? quest skill acquisition trial [!] (Lv260) (increased by ~ 2 minutes ※ magic runaway value of 10 seconds power-up) clear ※ fatigue during 30 seconds fatigue state, auto skills not triggered, after the end of the drain not
Master job (passive) Proof which was full with the surgery nurse. Job bonus is improved. ***SLv1 Enchanter [ultimate] Quest (Lv280) clear
|
|
|
Post by crazybrker on Mar 15, 2014 21:06:40 GMT
Updated
|
|
|
Post by crazybrker on May 7, 2014 12:42:46 GMT
Up up up updated!!!
|
|
|
Post by Deleted on May 13, 2014 2:37:45 GMT
update
Illness Hit at lvl 200, from Pub in Port Sparagas (skill lv1) Transfers poison, paralysis or darkness negative status that you have, to the enemy, while also causing a good deal of damage as well. You are also then immune to that negative status for 30 seconds. (skill lv2) adds burn & freeze negative status. Attack is based on MATK and weapon refining value. Has the same cooldown time as draw. Requires: (from JP wiki) Kill: Sianas × 1, Gryps × 50, × 25 Pagrom Collection: black metal piece x 50
|
|
|
Post by Xerzes on Jun 13, 2014 11:03:05 GMT
To get stone skin u need these requirements: -Collect 1 tarante claw -Collect 30 broken club -Slay 30 cyclops -Slay 30 schemts -Collect 15 silk thread I did it yesterday so its reliable information
|
|
|
Post by itoffee on Jun 13, 2014 14:06:02 GMT
Crazzybrkr i have to ask, 5-6 hits tank from stoneskin enough for you to get ur buffs back up?
|
|
|
Post by Xerzes on Jun 14, 2014 9:10:38 GMT
Yep stone skin its ver y fast to back up like a 1sec and i hace 30 de :-)
|
|
|
Post by itoffee on Jun 14, 2014 10:03:19 GMT
I mean that 6 hits enuf to rebuff ur magic barrier and draw?
|
|
|
Post by crazybrker on Jun 15, 2014 7:49:55 GMT
Yes, definitely. Even with bosses that take it out in 1-2 hits, it is enough time. In a tough battle your grind may go like this:
SS > Drain > SS > Magic Barrier > SS > MP Recover > SS > Enchant > SS > Autoskills > SS > Drain > SS > SS > SS > Drain > SS > SS > SS > Drain .....
Sometimes when the boss is in rage mode, all you can do is cast SS the last part of his life and hope he goes down before you run out of MP or maybe sneak in a MP recover. Drain is SOOOO slow in that moment. I often skip the drain at the end to focus more on the SS.
SS = Stone Skin
|
|
|
Post by crazybrker on Jun 15, 2014 8:15:23 GMT
Thank you all, updated
|
|
|
Post by itoffee on Jun 19, 2014 4:15:12 GMT
Update on new skills that they came out yesterday plox?xp
|
|
|
Post by crazybrker on Jun 19, 2014 10:27:00 GMT
Updated, removed *** from illness hit
|
|
Aerokun
Member
Finally got mezza xtal. slight symptoms of happiness were found.
|
Post by Aerokun on Jun 19, 2014 16:45:06 GMT
Does any 200+ enchanter see an increase in enchant's damage?
|
|
tasm
Member
Dead bones for sale... ~
|
Post by tasm on Jun 19, 2014 18:14:48 GMT
friend said it's a tiny bit more. I personally saw no difference. :x
|
|