Chronicle 2: Age of Splendor

New Territories

Region of Innadril

The region of Innadril is where humans have lived from a comparatively long time before. A hunter dynasty ruled after the collapse of the Elmore-Aden Empire and it maintained friendly relations with the powerful clans of the Aden region. When King Raul announced the establishment of the Kingdom of Aden, Lionel Hunter, his long-time friend, swore allegiance to him and received the title of duke, making Innadril became a region in the Kingdom of Aden.

Field of Silence

Even though there are a lot of small lakes that aren't deep and the fields that cover the area have a lot of water, the humidity isn't high. It is cool and pleasant thanks to the wind from the sea and river. The water spirit Gildor, who ruled this place as a spirit since Shilen lived in Innadril, had a quiet and soft character. However, when the master of Innadril changed from Shilen to Eva, Gildor was unable to abandon Shilen, although she accepted Eva as the master of Innadril. She was a superior spirit, but was unable to oppose the decision of the gods. She agonized over this, to the point that she killed all the sounds of the fields and went into seclusion. The sounds of the insects and the songs of the birds in the fields could no longer be heard. It became such a quiet place that even the whispers of the fields could barely be heard.

Field of Whispers

The field that unfolds to the west of Heine village was a place unvisited by many people for a long time. It became a popular place for going on dates. The field of reeds that were taller than people, the cool wind blowing in from the sea and the sounds of birds made for a romantic area. It was the ideal place for young people in love. In the past, a girl with a beautiful voice and a blacksmith boy fell in love. These helpers to a vagabond female shaman and a blacksmith were a well-matched couple, but the sons of royalty of Heine were jealous. The girl ended up losing her footing while running away to the field of reeds and died of her injuries. Eva, who loved music and poetry, took pity on this girl and changed her into a spirit of water. Thus, the legend was passed down that she will appear if one whispers of love in the field of reeds.

Eva's Underwater Garden

Eva, the goddess of water, built a palace in Innadril, which is the largest lake in the territory, and lives there. In order to prevent humans from approaching carelessly, the entranceway to the castle was made into a complicated labyrinth and dangerous monsters were released there. It is a lot of trouble for Eva that the forces of Farfurion sometimes attack as far as the front of the castle.

Alligator Island

It is the abode of groups of dreadful alligators. The alligators that came in through the Avella region long ago are breeding quickly nowadays so that they are threatening the residents. The alligators are regarded as a nuisance at Innadril Castle but as they are aggressive by nature, it is not easy to get rid of them. They don't roam far from Alligator Island but sometimes they also attack people riding in boats.

Heine the Floating City

As A floating city that was originally built in a wild area, the water and buildings match each other to make for a beautiful view. Water is flowing all over the city and it is made up of stone buildings that have an overall bright and refined feeling. Humans and Elves live here in harmony.

Giran Region

Pirate Tunnel

The Pirate Tunnel is an underground dungeon that leads to Devil's Isle, which is the stronghold of the great pirate Zaken. It is a natural tunnel that was further excavated by the people taken as slaves by the underlings of Zaken. When the tunnel was completed, Zaken killed all his underlings and slaves that had participated in the construction. It is an extremely dangerous place because of the various booby traps set up by the underlings of Zaken and the souls of the slaves cruelly killed, which continue to live as undead.

Devil's Isle

Devil's Isle is a stone island on which Pirate Zaken, who was notorious in the past for having chased the legends about the treasures of the titans, ended his difficult adventures. In the process of searching for that treasure, he lost the confidence of his underlings and was finally imprisoned on this island. The underlings thought that Zaken would die alone in that place, but he used the power of the ancient inheritance of the giants and achieved everlasting life. The use of that power was incomplete for a human using it the first time, so Zaken completely lost his identity as a pirate and was changed into a vampire that must drink the blood of humans in order to survive.

Aden Region

Tower of Insolence

Baium, who was the emperor of the Elmore-Aden Empire, was overtaken by the illusion of wanting to achieve power like the gods and resolved to reach the skies where the gods lived. He mobilized the power of the entire empire and started to build the "Infinite Tower". Einhasad was enraged at the arrogance of the humans that were trying to challenge the position of the gods and sent down plagues so that all the engineers and mages that were building the tower died. Also, Einhasad confined Emperor Baium in the top of the tower and cursed him with immortality so that he was made to watch his kingdom collapse while he was confined to the tower for hundreds of years. Finally, Baium went completely crazy and took a disgusting appearance that is really no different than a monster. Later, people would point to this tower and call it "Tower of Insolence," fearful of the anger of the gods. Thus, they avoided building very tall buildings.

Devastated Castle

It is a castle that went to ruin because of the repeated battles with the Kingdom of Elmore. This large castle was built in order to deal with the invasions of Elmore to the north, Avella to the east and other invaders. The large outer castle walls were partially destroyed because of the war with Elmore dozens of years earlier. The inner fortifications were almost completely destroyed and the people living there were massacred. In particular, the invading army of Elmore put poison in the wells so that many residents were poisoned. Later, people said that this castle was a place of bad luck where spirits roamed, so no one went near.

Gustaf Ken Benaheim, Mihail Ken Yotun, Ditrihi Van Kaiser: (Headless Knight) Sir Ken Benaheim, who was the commander of the Elmore army that carried out the gruesome siege for 100 days on the grand fortress. He disobeyed the order of the king to retreat and swore that he would stay to completely conquer the fortress. He resisted for another 30 days but in the end was defeated. As the envoy sent by King Van Holter closed in, he beheaded his two assistants and then committed suicide. Their corpses could not be returned to their country, but were thrown into a grave in an overseas country. They came back to life a few days later as headless knights and lead the other undead of the cemetery. Sir Benaheim occupied the once grand fortress and now reigns as an immortal king. (The battle to occupy this clan hall is carried out against these undead occupiers.)

Narsell Lake

A coliseum has been added to the center of the lake.

Other Changes

  • Blazing Swamp has been enhanced.

  • The monster derby track was added in the southern part of Dion Region.

  • The village map bulletin board was added.

Bulletin boards were added in order to see the village map for the Talking Island and Elven, Dark Elven, Orc and Dwarven Villages. If a player clicks on the bulletin board that is posted at the entrance to the village, the player can see the map of the respective village. This map is different from an ordinary map in that one's current location is not shown but rather the location of the bulletin board that one is looking at is shown as an icon.

  • At night, stars can now be seen in the night sky.

Castle Siege Changes

Changes to Castles

1. Innadril, the sixth castle, has been added. Innadril Castle is a part of the Kingdom of Aden and has an effect on the entire region as well as the Floating City of Heine.

2. The structures of Gludio, Oren, Dion and Giran Castles were changed to behave in the following manner:

  1. Destroyable castle walls were added to these locations.
  2. Functions to operate the trap devices were added to certain locations.
  3. The structure of the seal room in the castle item storage room was changed to be similar to Aden Castle.
  4. Thrones were added.

3. It is now impossible to set up Headquarters at more than a certain distance from other clans during a siege. Clan Headquarters must now be set up a farther distance apart.

 

Manor System

Manor System

A manor is the area in which the lord of each castle has a productive effect on his/her own territory and the sells seeds in his own territory and carry out productive activities with the seeds that are sold in this way.

1. Sale of seeds

Seeds sold in one’s own territory bestow on monsters the ability to produce farm products. The types of farm products that can be produced by a monster vary according to the type of seed. Also, the types of seeds that can be made, as well as the maximum amount sold, are also fixed according to the manor.

The lord of the castle chooses the types and quantities of seeds to be sold by NPCs and chooses how much to sell to consumers. Then, the castle lord is notified by the NPC how many adena he has to invest. At this time, depending on how many are sold, the unit price for each seed is decided and the unit price goes down as the quantity goes up. At the next noon hour, the manor NPC announces the sale of seeds at the consumer price at the same time that the invested amount is taken from the castle warehouse. If there is not enough money, the sale of seeds on that day is cancelled. However, it is not possible to sell during a siege.

Players can purchase seeds from the manor manager of the respective territory. In order to prevent hoarding, one player cannot purchase all the seeds.

The amount earned from selling through the seed-selling NPC is brought each day to the castle warehouse just like the taxes.

2. Sowing and Harvest

Players that have finished purchasing seeds can use the seeds after targeting monsters in the respective territory. In order to use the seeds and complete the sowing successfully, the following conditions must be met.

  • Sowing is not possible for PCs, village NPCs, and guardians. Targets that cannot sow can be identified through a system message.
  • Monsters in which someone has already sown cannot be sown again.
  • Sowing is only possible for monsters within the respective territory. If not of the same territory, then the player will know through a system message that sowing is not possible for that monster.
  • In the event that that there is a difference of up to +/- 5 levels between the level of seeds used and the respective monster, then sowing is 100% possible but after that, for each difference in level of 1, the probability of success is reduced by 5%.
  • In the event that that there is a difference of +/- 5 levels between the level of monster and character, then sowing is 100% possible but after that, for each difference in level of 1, the probability of success is reduced by 5%.
  • If sowing is successful, an item is produced in the body of the monster. Items are not always produced even when sowing was successful.
  • Monsters for which sowing was successful do not drop items other than adena.
  • If a sowed monster dies, farm products can be removed from the body of the monster using a harvester.
  • In order to prevent the sowing by low level players but then the harvesting by high-level players more quickly, the evaluation of levels takes place again at the harvesting stage and when comparing the level of the monster and harvester, if it is within the range of +/- 5 levels, the success rate is 100% and then the probability of success falls by 5% for each greater difference of one level. If harvesting is unsuccessful, the item disappears.
  • Sowing and spoil can be used together. This means that a monster in which farm products have already been sown can also be cast with spoil and it is also possible to sow in a monster that has been cast with spoil.

If a player succeeds at sowing, an item can be acquired using a harvester on the corpse of the monster that was sowed. Harvesters can be purchased from the manor manager.

3. Purchasing

Players that harvest items from a monster in the territory can sell harvested products to the lord of the respective manor. Depending on what the harvested item is, there may be those things which can only be sold in one’s own territory and others that can be sold more widely in other territories too. The manor manager NPC of each village can be used to sell farm products that have been harvested and the lord of the manor can decide in advance on the price and purchase quantity of farm products. When items come in through the manor manager, the costs for those items are automatically removed from the castle warehouse and if there is not enough money in the warehouse, the purchasing of farm products is suspended immediately. To restart purchasing, money must be put in the warehouse again.

When reselling items that were harvested through the manor manager, the amount received will differ depending on what the method the lord chooses for compensation. If the lord of the respective territory has made it so that compensation is received fairly by everyone, the players that participate in the manor in that territory can expect more stable compensation and if the lord chooses to pay compensation in gambling-type ways, then the players that participate in the manor of the respective territory will expect gambling-type returns. The changing of these compensation factors takes place once per day.

Compensation for farm products harvested is applied differently depending on the types of grains. The items purchased go through a process so that they enter the castle warehouse each day. For example, if the manor manager buys ice coda fruit from a player, what is placed into the castle warehouse is actually an ice coda extract that has been processed. 10% of a purchased item that has been processed is paid to the manor manager.

4. Processing

The lord of the manor can process the harvest and produce final products. Final products cannot be sold separately through NPCs and are used directly by the lord of the castle as needed or can be sold through personal shops. The types of items that can be processed include things like consumable items such as potions that can be used in battle, ingredients for siege weapons to be used in sieges, or ingredients that can’t be easily obtained on the market.

Item processing is carried out by the blacksmith NPC in the castle. The quantities and types of harvested items that can be processed in the castle at this time depend on the rating that is based on how much facilities investment has been made in processing systems. If a player chooses to invest in production equipment through the chamberlain’s menu, the NPC that is in charge of production can process products of somewhat higher added value or higher quantity. When producing items through the blacksmith, certain fees must be paid.

In the event of investing in facilities, the results last for two weeks and even continue for the full term if the lord of the castle changes during the two weeks.

Minigames and Conveniences

Monster race

The Monster Derby Track is a place where eight monsters race together at the same time. A player predicts which monster will come in first and purchases a race ticket for the respective monster. They can then earn adena according to the payout rate for the winning monster.

  1. Holding of the race
  2. Monster races are only held in the daytime in the game and are held one time per 20 minutes of real time. If the race finishes at night, then tickets go on sale for the next race about 15 minutes after the sun rises. When races are not being held (at night), tickets cannot be purchased through the race operator NPC. However, it is possible to exchange previous winning game tickets.

  3. How to participate in a race
  4. Monster race tickets can be purchased through the race operator NPC. Purchase of tickets starts 18 minutes before the start of the race and tickets for the respective race can only be purchased up to 3 minutes before the race starts. When purchasing a ticket, you can confirm the names of the monsters for the respective race and the conditions on that day by conversing with the race operator. Three minutes before the race begins, the race operator stops selling tickets and the payout rates for each monster in the respective race are notified.

  5. Types of races
  6. There are two types. One is where the only way to win is to match the correct first-place winning monster and the other way is to choose both the first and second place monsters (without regard to their order).

  7. End of the race
  8. Once the race is over, the race operator calls out the results of the race and a player can exchange the tickets he has for adena by conversing with the operator. By looking at the winner confirmation section, a player can know the types and quantities for each different ticket and can know whether he/she won and the winning amounts. If a player wins, he/she can get the winning amount. Even if a player doesn’t win, the race operator will purchase losing tickets for a very small amount.

Lottery

It is possible to purchase lottery tickets through the lottery seller in each village. It is a lottery where, rather than purchasing tickets having a predetermined number, the purchasing person directly selects five numbers from a total of 20. The lottery is held one time per two days in real time.

  1. Purchase of lottery tickets
  2. It is possible to know the current number of tickets sold through the lottery seller and if the Buy Lottery Ticket button is clicked, a menu appears where the player can select five of the twenty numbers. After clicking the five numbers, the ticket can be purchased. It can be confirmed how big the current accumulated jackpot is for this drawing through the lottery ticket seller. One lottery ticket costs 2,000 adena.

  3. Selection of winning numbers
  4. At noon two days after the lottery sale, the sale of lottery tickets for the respective drawing is stopped and the winning numbers are selected. It takes about five minutes to select the numbers. If a player clicks on the “Confirm Winnings” menu and selects the drawing for the tickets purchased, the winning numbers and winning amount details for first, second and third places can be confirmed. It is also possible to find out if the lottery jackpot is being carried over because nobody won the current drawing. If a player wins the lottery, he/she can receive the winnings by clicking on the “Exchange" button. Lottery tickets that didn’t win can be resold at a low price through the lottery ticket seller.

Dice

Four kinds of dice (heart, clover, diamond and spade) were added, having the numbers 1 through 6. If the dice are double-clicked in the inventory, one of the six numbers is randomly displayed on the ground.

Coliseum

The coliseum has been set as a free battle zone in the same way as the current arena. There are two entrances are on either side of the coliseum. Near the entrance, there is a restart zone so that if a character dies inside the coliseum, it is restarted in this restart zone. The restart zone is set as a peace zone.

Broadcast Towers

Broadcast Towers have been set up in each village, coliseum, and race arena. It is possible to observe siege battles and coliseum and monster races at these towers. In order to observe, a certain fee must be paid and it can be used for one hour each time. In observation mode, the player can only change viewpoints in the direction that they want to see. All actions, including movement, become impossible, although conversation, clan chatting, alliance chatting and whisper are possible.

Basic Systems

Basic Systems

1. A penalty is applied according to the degree of contribution to killing a monster. Previously, the level of the player to apply the last hit was checked and then the item drop penalty applied. Now the penalty is applied by checking the level of the player that caused the greatest amount of damage to the respective NPC.

2. An adjustment was made so that, in the event that the karma increase amount that was increased in proportion to PK count is more than a certain value, no matter how high the PK value is, it is not increased more than the maximum value increased according to a one-time PK. The item drop probability when the karma value is relatively less was reduced to less than before.

3. When using good magic on purple players that are in a party, clan war, or siege, the PvP rule was changed so that the caster also becomes purple.

4. The underwater physical gauge now appears in all rivers and seas in the world and HP starts to be reduced if the gauge runs out and the character dies if HP is completely reduced. In order to restart this gauge, the character must come above ground. When a character moves under the water, it automatically swims. It is also possible to move up and down in the water by clicking the mouse. The character moves above the water when clicking above the water and if clicking on the ground under the water, it is possible to move down. Please note that when dropping an item on the surface of the water, the item is dropped to the bottom of the body of water.

5. When a character falls from a high place, it receives falling damage. The amount of falling damage is proportional to the height. However, a character cannot die because of falling damage alone.

6. A character’s basic ability values can be adjusted through items. Please refer to the explanation about dyes and symbols regarding the way to change these basic ability values. The factors that each basic ability value affect for a character are as follows.

  1. Strength (STR)
  2. STR is the value that represents how strong a character is. This value has an effect in the following ways

    Amount of physical damage: Damage from ordinary attacks and physical skills of the player increases as STR increases.

  3. Dexterity (DEX)
  4. DEX is the value that represents how nimble and precise are the body movements of the character. This value has an effect in the following ways.

    Attack speed: Ordinary attacks and casting speed of physical skills increase as the DEX value increases.

    Accuracy: Accuracy increases as the DEX value increases.

    Evasion: Evasive ability increases as the DEX value increases.

    Critical probability: As a rule, this changes depending on what weapon is being used but the critical probability also increases with the size of the DEX value. Because critical probability also has an effect on the probability of success of hitting vital areas when using skills such as Mortal Blow, the probability of success of skills of this type increase as the DEX value increases.

    Shield defense success rate: The shield defense success rate increases as the DEX value increases.

    Movement speed: Movement speed increases as the DEX value increases.

  5. Constitution (CON)
  6. CON is the value that represents how strong or how healthy a character is. This value has an effect in the following ways.

    HP quantity: The maximum HP value increases as the CON value increases.

    HP recovery speed: HP recovery speed increases as the CON value increases.

    Breath: CON has an effect on the ability of a PC to move underwater. The underwater physical strength gauge increases as the CON value of a character increases. The higher the CON value, the slower the HP reduction rate when the character’s breath runs out.

    Shock resistance: Resistance to shock attacks increases and the probability of falling into a shocked condition falls as the CON value increases.

    Bleeding resistance: The probability of getting injured and bleeding falls as the CON value increases.

  7. Intelligence (INT)
  8. INT expresses how much intelligence a character has. The strength of magic increases as this value increases. This value has an effect in the following ways.

    Magic Attack: Damage caused when a PC uses damaging magic increases with the INT value.

    Curse success probability: The success probability increases with the INT value when using magic that causes all kinds of abnormal conditions.

  9. Wit (WIT)
  10. WIT is the value that expresses how quickly a character can think and his/her ability to make things happen. As INT is the value that demonstrates the level of understanding, WIT is the value that shows the character’s ability to make things happen and the character’s mental spontaneity. This value has an effect in the following ways.

    Exceptional damage probability: Exceptional damage can occur at a certain low probability when casting damage magic and the higher the WIT value, the higher the probability that this exceptional damage will occur.

    Magic casting speed: If the WIT value is high when using magic, the magic can be used more quickly.

    Resistance to abnormal conditions: WIT has an effect on one’s ability to avoid various kinds of bad abnormal conditions. Abnormal conditions a character doesn’t succumb to easily when WIT is high include curses that lower ability values, mental abnormalities (such as Hold, Silence, Sleep, Fear), paralysis, HP reduction magic of the four elements, MP reduction magic, HP recovery speed reduction, and magic that increases the delay for reusing skills and reduces heal effects.

  11. Mentality (MEN)
  12. MEN is the value that represents how strong a character is mentally. This value has an effect in the following ways.

    Magic defense: Magic defense ability increases as the MEN value increases, while the probability of receiving magic damage decreases, as does the probability of succumbing to curse magic.

    MP quantity: Maximum MP increases as MEN increases.

    MP recovery speed: The degree of MP recovery speed is determined by level, race, and MEN. MP recovery speed increases as MEN increases.

    Probability of magic interruption: There is a chance that when a player casts magic and is attacked, the magic that was cast will be interrupted. At this time, the probability that the magic won’t be interrupted increases as MEN increases even for magic with higher damage.

    Poison resistance: The probability of succumbing to poison magic falls as the MEN value increases.

Skills, Magic, Actions

Skills, Magic, Actions

1. New skills have been added for each class.

Class Name of Skill Explanation of Skill Levels at Which Acquired Type
Warrior Vicious Stance Increases damage when critical. MP is consumed continuously. 20, 24, 28, 32, 36 Toggle
Rogue Vicious Stance Increases damage when critical. MP is consumed continuously. 20, 24, 28, 32, 36 Toggle
Human Wizard Energy Bolt Performs slight non-elemental attack. 20, 25, 30, 35 Active
Warlord Final Frenzy P. Atk. increases automatically when HP falls. 43, 46, 49, 52, 55, 58, 60, 62, 64, 66, 68, 70, 72, 74 Passive
Vicious Stance Increases damage when critical. MP is consumed continuously. 40, 43, 46, 49, 52, 55, 58, 60, 62, 64, 66, 68, 70, 72, 74 Active
Gladiator Final Frenzy P. Atk. increases automatically when HP falls. 43, 46, 49, 52, 55, 58, 60, 62, 64, 66, 68, 70, 72, 74 Passive
Dualist Spirit Dual sword weapons able to be wielded quickly. 64, 72 Active
Vicious Stance Increases damage when critical. MP is consumed continuously. 40, 43, 46, 49, 52, 55, 58, 60, 62, 64, 66, 68, 70, 72, 74 Active
Paladin Final Fortress P. Def. increases automatically when HP falls. 52, 56, 58, 60, 62, 64, 66, 68, 70, 72, 74 Passive
Dark Avenger Final Fortress P. Def. increases automatically when HP falls. 52, 56, 58, 60, 62, 64, 66, 68, 70, 72, 74 Passive
Treasure Hunter Vicious Stance Increases damage when critical. MP is consumed continuously. 40, 43, 46, 49, 52, 55, 58, 60, 62, 64, 66, 68, 70, 72, 74 Active
Hawkeye Soul of Sagittarius One's own maximum MP is increased temporarily. HP is consumed. 46, 58, 64, 70 Active
Vicious Stance Increases damage when critical. MP is consumed continuously. 40, 43, 46, 49, 52, 55, 58, 60, 62, 64, 66, 68, 70, 72, 74 Active
Sorcerer/ss Aura Bolt Performs non-elemental attack. MP consumption is not much and casting time is short. 40, 44, 48, 52, 56, 58, 60, 62, 64, 66, 68, 70, 72, 74 Active
Seed of Fire Energy of fire is infused. If a new energy isn't infused within five seconds, the energy completely disappears. 66 Active
Aura Symphony Deathblow magic that causes large amount of damage. Requires two energies. 68 Active
Inferno Deathblow magic that causes large amount of damage. Continuous fire-type damage is caused additionally. Requires two energies of fire. 70 Active
Elemental Assault Deathblow magic that causes very big damages. Requires energy of water and energy of wind. 72 Active
Necromancer Curse Disease Reduces the effect of recovery magic. 58, 60, 62, 64, 66, 68, 70, 72, 74 Active
Warlock Summon Binding Cubic Summons binding cubic. A binding cubic uses paralysis. Crystal D grade is required when summoning. 40, 44, 48, 52, 56, 60, 64, 68, 72 Active
Summon Storm Cubic Summons a cubic to follow its master in attacking. Crystal D grade is required when summoning. 40, 44, 52, 58, 62, 66, 70, 74 Active
Cubic Mastery Makes it so that cubics can be summoned simultaneously. 44, 56 Passive
Summon Kai the Cat Summons Kai the Cat, a servitor. 40, 44, 48, 52, 56, 58, 60, 62, 64, 66, 68, 70, 72, 74 Active
Bishop Benediction Recovers all HP of party members. Can be used when less than 10% of HP is remaining. 66 Active
Prophet Word of Fear Plunges one's nearby enemies into fear so that they run away. 44, 48, 52, 56, 58, 60, 62, 64, 66, 68, 70, 72, 74 Active
Elven Scout Vicious Stance Increases damage when critical. MP is consumed continuously. 20, 24, 28, 32, 36 Toggle
Elven Wizard Solar Spark Performs holy-type attack. Over-hit is possible. 25, 30, 35 Active
Energy Bolt Performs non-elemental attack. 20, 25, 30, 35 Active
Temple Knight Final Fortress P. Def. increases automatically when HP falls. 52, 56, 58, 60, 62, 64, 66, 68, 70, 72, 74 Passive
Swordsinger Song of Vitality Instantaneously increases maximum HP of party members. If a song is sung continuously, additional MP is consumed. 66 Active
Song of Vengeance Part of the damage applied to a party member is instantaneously returned to the enemy. If a song is sung continuously, additional MP is consumed. 74 Active
Song of Flame Guard Increases P. Def. to fire-type attack of a party member instantaneously. If a song is sung continuously, additional MP is consumed. 62 Active
Song of Storm Guard Increases P. Def to wind-type attack of a party member instantaneously. If a song is sung continuously, additional MP is consumed. 70 Active
Plainswalker Rest of Chameleon Is not attacked first by monsters while sitting. MP is consumed continuously. 46 Toggle
Vicious Stance Increases damage when critical. MP is consumed continuously. 40, 43, 46, 49, 52, 55, 58, 60, 62, 64, 66, 68, 70, 72, 74 Active
Silver Ranger Soul of Sagittarius One's own maximum MP is increased temporarily. HP is consumed. 46, 58, 64, 70 Active
Vicious Stance Increases damage when critical. MP is consumed continuously. 40, 43, 46, 49, 52, 55, 58, 60, 62, 64, 66, 68, 70, 72, 74 Active
Spellsinger Solar Flare Performs holy-type attack. Over-hit is possible. 40, 44, 48, 52, 56, 58, 60, 62, 64, 66, 68, 70, 72, 74 Active
Aura Bolt Performs non-elemental attack. 40, 44, 48, 52, 56, 58, 60, 62, 64, 66, 68, 70, 72, 74 Active
Seed of Water Energy of water is infused. If a new energy isn't infused within five seconds, the energy completely disappears. 66 Active
Aura Symphony Deathblow magic that causes large amount of damage. Requires two energies. 68 Active
Blizzard Deathblow magic that causes large amount of damage. The movement speed of the target attacked slows down. Requires two water energies. 70 Active
Elemental Symphony Deathblow magic that causes large amount of damage. Requires energy of water and energy of wind. 72 Active
Elemental Summoner Summon Aqua Cubic Summons an aqua cubic that causes continuous damage with cold air. 40, 44, 48, 52, 56, 62, 66, 70, 74 Active
Summon Life Cubic Summons cubic that recovers HP of the summoner and members of the summoner's party . Crystal D grade is required when summoning. 43, 49, 55, 60, 64, 68, 72 Active
Cubic Mastery Makes it so that cubics can be summoned simultaneously. 43, 55 Passive
Summon Unicorn Merrow Summons Unicorn Merrow, a servitor. 40, 44, 48, 52, 56, 58, 60, 62, 64, 66, 68, 70, 72, 74 Active
Elven Elder Serenade of Eva Makes the minds of one's nearby enemies peaceful so that they don't have any urge to attack. 44, 48, 52, 56, 58, 60, 62, 64, 66, 68, 70, 72, 74 Active
Dark Fighter Shadow Sense Accuracy increases at night. 15 Passive
Assassin Vicious Stance Increases damage when critical. MP is consumed continuously. 20, 24, 28, 32, 36 Toggle
Dark Wizard Shadow Spark Performs dark-type attack. Over-hit is possible. 25, 30, 35 Active
Shillien Oracle Vampiric Rage When performing ordinary attack, part of the damage caused to an enemy temporarily recovers one's own physical strength. 30 Active
Shillien Knight Final Fortress P. Def. increases automatically when HP falls. 52, 56, 58, 60, 62, 64, 66, 68, 70, 72, 74 Passive
Bladedancer Dance of Aqua Guard Increases P. Def to water-type attack of a party member instantaneously. If a dance is danced continuously, additional MP is consumed. 70 Active
Dance of Earth Guard Increases P. Def to earth-type attack of a party member instantaneously. If a dance is danced continuously, additional MP is consumed. 62 Active
Dance of Vampire When performing ordinary attack on party members, part of the damage caused to an enemy instantaneously recovers one's own physical strength. If a dance is danced continuously, additional MP is consumed. 74 Active
Dance of Protection Increases P. Def to area damage of party members instantaneously. If a dance is danced continuously, additional MP is consumed. 66 Active
Abyss Walker Vicious Stance Increases damage when critical. MP is consumed continuously. 40, 43, 46, 49, 52, 55, 58, 60, 62, 64, 66, 68, 70, 72, 74 Active
Phantom Ranger Soul of Sagittarius One's own maximum MP is increased temporarily. HP is consumed. 46, 58, 64, 70 Active
Vicious Stance Increases damage when critical. MP is consumed continuously. 40, 43, 46, 49, 52, 55, 58, 60, 62, 64, 66, 68, 70, 72, 74 Active
Spellhowler Shadow Flare Performs dark-type attack. Over-hit is possible. 40, 44, 48, 52, 56, 58, 60, 62, 64, 66, 68, 70, 72, 74 Active
Seed of Wind Energy of wind is infused. If a new energy isn't infused within five seconds, the energy completely disappears. 66 Active
Aura Symphony Deathblow magic that causes large amount of damage. Requires two energies. 68 Active
Demon Wind Deathblow magic that causes large amount of damage. The victim is cast with a curse so that the effect of heal is reduced. Requires two wind energies. 70 Active
Elemental Storm Deathblow magic that causes large amount of damage. Requires energy of fire and energy of wind. 72 Active
Phantom Summoner Summon Poltergeist Cubic Summons a cubic that weakens the P. Atk., P. Def. and Atk. Spd. of an enemy. Crystal D grade is required when summoning. 40, 46, 52, 58, 62, 66, 70, 74 Active
Cubic Mastery Makes it so that cubics can be summoned simultaneously. 43, 55 Passive
Summon Soulless Summons Soulless, a servitor. 40, 44, 48, 52, 56, 58, 60, 62, 64, 66, 68, 70, 72, 74 Active
Summon Spark Cubic Summons Spark Cubic that puts enemy into a shocked state. 40, 44, 48, 52, 56, 58, 60, 64, 68, 72 Active
Shillien Elder Vampiric Rage Causes to temporarily absorb physical strength of and attack enemy. 44, 58, 72 Active
Orc Fighter Iron Body Creates resistance to earth-type damage. 15 Passive
Orc Raider Two-Handed Weapon Mastery P. Atk and accuracy increase when using two-handed swords and two-handed blunt weapons. 20, 24, 28, 32, 36 Passive
Vicious Stance Increases damage when critical. MP is consumed continuously. 20, 24, 28, 32, 36 Toggle
Destroyer Two-Handed Weapon Mastery P. Atk and accuracy increase when using two-handed swords and two-handed blunt weapons. 40, 43, 46, 49, 52, 55, 58, 60, 62, 64, 66, 68, 70, 72, 74 Passive
Vicious Stance Increases damage when critical. MP is consumed continuously. 40, 43, 46, 49, 52, 55, 58, 60, 62, 64, 66, 68, 70, 72, 74 Active
Tyrant Totem Spirit Bison Takes on the spirit of a bison. P. Atk. and critical probability increase automatically when HP falls. 68 Active
Totem Spirit Rabbit Takes on the spirit of a rabbit. Speed and evasion are increased greatly and P. Atk. falls by a large margin. 62 Active
Overlord Speed of Paagrio Speed of clan members increases. 58, 64 Active
Soul Guard One's own P. Def. increases. MP is consumed continuously. 44, 48, 52, 56, 58, 60, 62, 64, 68, 70, 72, 74 Active
Warcryer Chant of Revenge Part of the damage caused to a party member is instantaneously returned to the enemy. 62, 68, 74 Active
Scavenger Spoil Festival Casts spoil on enemies within a certain range. 28, 36 Active
Bounty Hunter Spoil Festival Casts spoil on enemies within a certain range. 43, 49, 55, 62, 66, 70, 74 Active
Warsmith Summon Wild Hog Canon Summons Wild Hog Cannon, a siege golem. 58 Active
Summon Big Boom Summons Big Boom, a servitor. 58, 62, 66, 70, 74 Active

2. There are 74 levels that have been set as skill steps that can be learned for each class.

Class Name of Skill Explanation of Skill Levels at Which Acquired Type
Warlord Battle Roar Temporarily increases one's own maximum HP. 64, 70 Active
Boost HP Increases maximum HP. 62, 66, 70, 74 Passive
Fast HP Recovery Rate of HP recovery increases. 68, 74 Passive
Pole Arm Mastery Increases P. Atk. when using spears. 60, 62, 64, 66, 68, 70, 72, 74 Passive
Light Armor Mastery Increases P. Atk and evasion when using light equipment. 60, 62, 64, 66, 68, 70, 72, 74 Passive
Heavy Armor Mastery Increases P. Def. when using heavy equipment. 60, 62, 64, 66, 68, 70, 72, 74 Passive
Whirlwind Causes damage to nearby enemies when wielding a spear. Can be used when carrying a spear. Over-hit is possible. 60, 62, 64, 66, 68, 70, 72, 74 Active
Thunder Storm Causes damage to enemies by putting them into a shocked condition. Can be used when carrying a spear. Over-hit is possible. 60, 62, 64, 66, 68, 70, 72, 74 Active
Howl Reduces P. Atk. of nearby enemies. 60, 62, 64, 66, 68, 70, 72, 74 Active
Provoke Attracts monsters in a wide area around oneself. 60 Active
Lionheart Temporarily greatly reduces the probability of falling into paralysis, hold, sleep and shock condition. 62 Active
Gladiator Fast HP Recovery Rate of HP recovery increases. 68, 74 Passive
Light Armor Mastery Increases P. Atk and evasion when using light equipment. 60, 62, 64, 66, 68, 70, 72, 74 Passive
Heavy Armor Mastery Increases P. Def. when using heavy equipment. 60, 62, 64, 66, 68, 70, 72, 74 Passive
Sword/Blunt Mastery Increases P. Atk. when using swords and blunt weapons. 60, 62, 64, 66, 68, 70, 72, 74 Passive
Triple Slash Strike three times quickly. Can be used when carrying dual swords. Over-hit is possible. 60, 62, 64, 66, 68, 70, 72, 74 Active
Double Sonic Slash Recharges swords so that they are wielded more strongly. Can be used when carrying dual swords. Sword recharging required. 60, 62, 64, 66, 68, 70, 72, 74 Active
Sonic Blaster Makes swords fly and hit enemies at a long distance. Can be used when carrying swords, blunt weapons and dual swords. 60, 62, 64, 66, 68, 70, 72, 74 Active
Sonic Storm Makes swords fly and cause damage to multiple enemies at a long distance. Can be used when carrying swords, blunt weapons and dual swords. 60, 62, 64, 66, 68, 70, 72, 74 Active
Focus Sonic Recharges swords. 60, 66, 70 Active
Sonic Buster Causes swords to explode and damage enemies in front. Can be used when carrying swords, blunt weapons and dual swords. 60, 62, 64, 66, 68, 70, 72, 74 Active
Dual-Weapon Mastery Increases P. Atk. when using dual swords. 60, 62, 64, 66, 68, 70, 72, 74 Passive
Fatal Strike Gathers up energy and hits strongly. Can be used when carrying swords and blunt weapons. Over-hit is possible. 60, 62, 64, 66, 68, 70, 72, 74 Active
Hammer Crush Attack that puts the target in a shocked condition. Can be used when carrying a blunt weapon. Over-hit is possible. 60, 62, 64, 66, 68, 70, 72, 74 Active
Triple Sonic Slash Strike three times quickly. Can be used when carrying dual swords. Sword recharging required. 60, 62, 64, 66, 68, 70, 72, 74 Active
Lionheart Temporarily greatly reduces the probability of falling into paralysis, hold, sleep and shock condition. 62 Active
Paladin Aggression Stimulates the urge of an enemy to attack. 60, 62, 64, 66, 68, 70, 72, 74 Active
Shield Stun Puts enemy in shocked condition. 60, 62, 64, 66, 68, 70, 72, 74 Active
Magic Resistance Increases magic resistance. 60, 62, 64, 66, 68, 70, 72, 74 Passive
Focus Mind Increases rate of MP recovery. 64, 72 Passive
Sword/Blunt Mastery Increases P. Atk. when using swords and blunt weapons. 60, 62, 64, 66, 68, 70, 72, 74 Passive
Heavy Armor Mastery Increases P. Def. when using heavy equipment. 60, 62, 64, 66, 68, 70, 72, 74 Passive
Hate Aura Stimulates the urge of nearby enemies to attack. 60, 62, 64, 66, 68, 70, 72, 74 Active
Holy Strike Causes damage to an undead monster. 60, 62, 64, 66, 68, 70, 72, 74 Active
Sacrifice Sacrifices one's own physical strength to recover HP. 60, 62, 64, 66, 68, 70, 72, 74 Active
Sanctuary Reduces P. Atk. of nearby undead monsters. 60, 62, 64, 66, 68, 70, 72, 74 Active
Holy Blessing Recovers HP. 60, 62, 64, 66, 68, 70, 72, 74 Active
Dark Avenger Aggression Stimulates the urge of an enemy to attack. 60, 62, 64, 66, 68, 70, 72, 74 Active
Drain Energy Absorbs HP. 60, 62, 64, 66, 68, 70, 72, 74 Active
Shield Stun Puts enemy in shocked condition. 60, 62, 64, 66, 68, 70, 72, 74 Active
Magic Resistance Increases magic resistance. 60, 62, 64, 66, 68, 70, 72, 74 Passive
Focus Mind Increases rate of MP recovery. 64, 72 Passive
Sword/Blunt Mastery Increases P. Atk. when using swords and blunt weapons. 60, 62, 64, 66, 68, 70, 72, 74 Passive
Heavy Armor Mastery Increases P. Def. when using heavy equipment. 60, 62, 64, 66, 68, 70, 72, 74 Passive
Hate Aura Stimulates the urge of nearby enemies to attack. 60, 62, 64, 66, 68, 70, 72, 74 Active
Life Scavenger Absorbs HP from corpses. 60, 62, 64, 66, 68, 70, 72, 74 Active
Horror Plunges one's nearby enemies into fear so that they run away. 60, 62, 64, 66, 68, 70, 72, 74 Active
Corpse Plague Causes venom to spew from corpses. 62, 70 Active
Hamstring Reduces movement speed. 60, 62, 64, 66, 68, 70, 72, 74 Active
Summon Dark Panther Summons a dark panther that moves with dexterity and attacks. Crystal D grade is required when summoning. Takes 30% of acquired experience points. 62, 66, 70, 74 Active
Treasure Hunter Critical Power Increases power of critical attack. 64, 72 Active
Dagger Mastery Increases P. Atk. when using a dagger. 60, 62, 64, 66, 68, 70, 72, 74 Passive
Light Armor Mastery Increases P. Def. and evasion when using light equipment. 60, 62, 64, 66, 68, 70, 72, 74 Passive
Vital Force Recovers quickly when sitting. 64, 72 Passive
Esprit Recovery speed increases while running. 62, 68, 74 Passive
Unlock Opens doors and boxes. Requires key of thief. 60, 64, 68, 72 Active
Bleed Causes injury with bleeding. Can be used when carrying a dagger. 66, 70 Active
Trick Removes the urge of enemies to attack the caster. 60, 62, 64, 66, 68, 70, 72, 74 Active
Switch Plunges one's nearby enemies into chaos and changes the target of their attack. 60, 62, 64, 66, 68, 70, 72, 74 Active
Backstab Causes a fatal injury to an enemy on its back. Can be used when carrying a dagger. 60, 62, 64, 66, 68, 70, 72, 74 Active
Veil Blocks the sight of enemies and makes it impossible for them to attack first. 60, 62, 64, 66, 68, 70, 72, 74 Active
Deadly Blow Tries strong critical attack. Can be used when carrying a dagger. 60, 62, 64, 66, 68, 70, 72, 74 Active
Hawkeye Stun Shot Attacks with bow and puts enemy in shocked condition. Over-hit is possible. 60, 62, 64, 66, 68, 70, 72, 74 Active
Bow Mastery Increases P. Atk. when using a bow. 60, 62, 64, 66, 68, 70, 72, 74 Passive
Light Armor Mastery Increases P. Def. and evasion when using light equipment. 60, 62, 64, 66, 68, 70, 72, 74 Passive
Vital Force Recovers quickly when sitting. 64, 72 Passive
Esprit Recovery speed increases while running. 62, 68, 74 Passive
Double Shot Sends two arrows consecutively. Can be used when carrying a bow. 60, 62, 64, 66, 68, 70, 72, 74 Active
Burst Shot Causes arrows to explode and cause damage to multiple enemies. Can be used when carrying a bow. Over-hit is possible. 60, 62, 64, 66, 68, 70, 72, 74 Active
Sorcerer/ss Anti Magic Increases magic resistance. 58, 60, 62, 64, 66, 68, 70, 72, 74 Passive
Boost Mana Increases maximum MP. 60, 66, 72 Passive
Fast Mana Recovery Increases rate of MP recovery. 60, 68, 74 Passive
Fast HP Recovery Rate of HP recovery increases. 58, 64, 74 Passive
Robe Mastery Increases P. Def. when wearing a robe. 58, 60, 62, 64, 66, 68, 70, 72, 74 Passive
Sleep Causes momentary sleep. 58, 60, 62, 64, 66, 68, 70, 72, 74 Active
Greater Concentration Reduces the probability of cancellation when receiving damage when magic is cast. 60, 68 Active
Surrender to Wind Reduces resistance to wind temporarily. 58, 60, 62, 64, 66, 68, 70, 72, 74 Active
Slow Reduces movement speed. 58, 60, 62, 64, 66, 68, 70, 72, 74 Active
Weapon Mastery Increases P. Atk and magic P. Atk. 58, 60, 62, 64, 66, 68, 70, 72, 74 Passive
Cancel Removes all abnormal conditions. 58, 60, 62, 64, 66, 68, 70, 72, 74 Active
Sleeping Cloud Causes momentary sleep to multiple enemies. 62, 66, 70 Active
Surrender to Fire Reduces resistance to fire temporarily. 58, 60, 62, 64, 66, 68, 70, 72, 74 Active
Blazing Circle Spreads flames around in a ring shape. 58, 60, 62, 64, 66, 68, 70, 72, 74 Active
Prominence Concentrates air to create a fire. 58, 60, 62, 64, 66, 68, 70, 72, 74 Active
Aura Flare Performs non-elemental attack on an opponent that is in contact. 58, 60, 62, 64, 66, 68, 70, 72, 74 Active
Decay Infiltrates poisonous sand into the body. 64, 74 Active
Higher Mana Gain Increases amount of recovery when receiving MP recovery from recharge. 58, 60, 62, 64, 66, 68, 70, 72, 74 Passive
Necromancer Anti Magic Increases magic resistance. 58, 60, 62, 64, 66, 68, 70, 72, 74 Passive
Boost Mana Increases maximum MP. 60, 66, 72 Passive
Fast Mana Recovery Increases rate of MP recovery. 60, 68, 74 Passive
Robe Mastery Increases P. Def. when wearing a robe. 58, 60, 62, 64, 66, 68, 70, 72, 74 Passive
Sleep Causes momentary sleep. 58, 60, 62, 64, 66, 68, 70, 72, 74 Active
Curse Weakness Casts curse to reduce P. Atk. 58, 60, 62, 64, 66, 68, 70, 72, 74 Active
Poison Cloud Sends poison cloud. 64, 74 Active
Curse Poison Causes poisoning. 62, 72 Active
Curse Chaos Casts curse to reduce P. Atk. 58, 60, 62, 64, 66, 68, 70, 72, 74 Active
Weapon Mastery Increases P. Atk and magic P. Atk. 58, 60, 62, 64, 66, 68, 70, 72, 74 Passive
Corpse Life Drain Absorbs HP from corpses. 58, 60, 62, 64, 66, 68, 70, 72, 74 Active
Body to Mind Reduces one's own physical strength to recover MP. 58, 66 Active
Silence Makes it so that magic can't be used. 58, 60, 62, 64, 66, 68, 70, 72, 74 Active
Summon Reanimated Man Summons a resurrected servitor from corpses. Crystal D grade is required when summoning. Takes 30% of acquired experience points. 60, 64, 68, 72, 74 Active
Summon Corrupted Man Summons a rotting servitor from corpses. Crystal D grade is required when summoning. Takes 90% of acquired experience points. 62, 66, 70 Active
Death Spike Makes a bone fly to cause damage to an enemy. Requires a cursed bone. 58, 60, 62, 64, 66, 68, 70, 72, 74 Active
Corpse Burst Causes corpse to explode and attack nearby enemies. 58, 60, 62, 64, 66, 68, 70, 72, 74 Active
Forget Removes the urge of enemies to attack the caster. 58, 60, 62, 64, 66, 68, 70, 72, 74 Active
Curse Death Link Transfers one's suffering to an enemy. Power increases as HP falls. 58, 60, 62, 64, 66, 68, 70, 72, 74 Active
Curse Discord Dazzles enemy and causes it to attack another enemy. 58, 60, 62, 64, 66, 68, 70, 72, 74 Active
Curse Fear Plunges one's enemies into fear so that they run away. 58, 60, 62, 64, 66, 68, 70, 72, 74 Active
Anchor Causes paralysis. 58, 60, 62, 64, 66, 68, 70, 72, 74 Active
Vampiric Claw Absorbs HP. 58, 60, 62, 64, 66, 68, 70, 72, 74 Active
Higher Mana Gain Increases amount of recovery when receiving MP recovery from recharge. 58, 60, 62, 64, 66, 68, 70, 72, 74 Passive
Fast HP Recovery Rate of HP recovery increases. 58, 64, 74 Passive
Transfer Pain Transfers some of one's own HP to a servitor. MP is consumed continuously. 58, 70 Toggle
Curse Gloom Reduces magic P. Def. of enemy. 58, 60, 62, 64, 66, 68, 70, 72, 74 Active
Warlock Anti Magic Increases magic resistance. 58, 60, 62, 64, 66, 68, 70, 72, 74 Passive
Boost Mana Increases maximum MP. 60, 66, 72 Passive
Fast Mana Recovery Increases rate of MP recovery. 60, 68, 74 Passive
Fast HP Recovery Rate of HP recovery increases. 58, 64, 74 Passive
Robe Mastery Increases P. Def. when wearing a robe. 58, 60, 62, 64, 66, 68, 70, 72, 74 Passive
Summon Kat the Cat Summons a servitor. The cat supports MP. Crystal D grade is required when summoning. Takes 30% of acquired experience points. 58, 60, 62, 64, 66, 68, 70, 72, 74 Active
Serviter Recharge Recovers MP of summoned monster. 58, 60, 62, 64, 66, 68, 70, 72, 74 Active
Serviter Heal Recovers HP of summoned monster. 58, 60, 62, 64, 66, 68, 70, 72, 74 Active
Weapon Mastery Increases P. Atk and magic P. Atk. 58, 60, 62, 64, 66, 68, 70, 72, 74 Passive
Summon Mew the Cat Summons a servitor. The cat uses attack magic to support in battle. Crystal D grade is required when summoning. Takes 90% of acquired experience points. 58, 60, 62, 64, 66, 68, 70, 72, 74 Active
Light Armor Mastery Increases P. Def., magic casting speed, attack speed and MP recovery speed when wearing light equipment. 58, 60, 62, 64, 66, 68, 70, 72, 74 Passive
Transfer Pain Transfers some of one's own HP to a summon monster. MP is consumed continuously. 58, 70 Toggle
Bishop Anti Magic Increases magic resistance. 58, 60, 62, 64, 66, 68, 70, 72, 74 Active
Boost Mana Increases maximum MP. 60, 66, 72 Passive
Fast Mana Recovery Increases rate of MP recovery. 60, 68, 74 Passive
Fast HP Recovery Rate of HP recovery increases. 58, 64, 74 Passive
Robe Mastery Increases P. Def. when wearing a robe. 58, 60, 62, 64, 66, 68, 70, 72, 74 Passive
Light Armor Mastery Increases P. Def., magic casting speed, attack speed and MP recovery speed when wearing light equipment. 58, 60, 62, 64, 66, 68, 70, 72, 74 Passive
Sleep Causes momentary sleep. 58, 60, 62, 64, 66, 68, 70, 72, 74 Active
Greater Heal Recovers HP. 58, 60, 62, 64, 66, 68, 70, 72, 74 Active
Greater Battle Heal Recovers HP quickly. 58, 60, 62, 64, 66, 68, 70, 72, 74 Active
Greater Group Heal Recovers HP of party members. 58, 60, 62, 64, 66, 68, 70, 72, 74 Active
Weapon Mastery Increases P. Atk and magic P. Atk. 58, 60, 62, 64, 66, 68, 70, 72, 74 Passive
Greater Resurrection Brings a dead person back to life and restores a certain % of experience points. Can only be used on party members. 60, 64, 70, 74 Active
Peace Makes the minds of enemies peaceful so that they don't have any urge to attack. 58, 60, 62, 64, 66, 68, 70, 72, 74 Active
Vitalize Recovers HP and treats poison and bleeding with effectiveness of 7 or less. 58, 60, 62, 64, 66, 68, 70, 72, 74 Active
Might of Heaven Causes damage to an undead monster. 58, 60, 62, 64, 66, 68, 70, 72, 74 Active
Repose Cuts off the will to attack of nearby undead monsters. 58, 60, 62, 64, 66, 68, 70, 72, 74 Active
Hold Undead Paralyzes undead monsters. 58, 60, 62, 64, 66, 68, 70, 72, 74 Active
Requiem Makes it impossible for nearby undead monsters to attack first. 58, 60, 62, 64, 66, 68, 70, 72, 74 Active
Mass Resurrection Brings clan members back to life and restores a certain % of their experience points. 58, 68 Active
Prophet Anti Magic Increases magic resistance. 58, 60, 62, 64, 66, 68, 70, 72, 74 Active
Boost HP Increases maximum HP. 62, 70 Passive
Boost Mana Increases maximum MP. 60, 66, 72 Passive
Fast Mana Recovery Increases rate of MP recovery. 60, 68, 74 Passive
Robe Mastery Increases P. Def. when wearing a robe. 58, 60, 62, 64, 66, 68, 70, 72, 74 Passive
Fast HP Recovery Rate of HP recovery increases. 58, 64, 74 Passive
Light Armor Mastery Increases P. Def., magic casting speed, attack speed and MP recovery speed when wearing light equipment. 58, 60, 62, 64, 66, 68, 70, 72, 74 Passive
Greater Concentration Reduces the probability of cancellation when receiving damage when magic is cast. 60, 68 Active
Dryad Root Makes movement impossible for a short time. 58, 60, 62, 64, 66, 68, 70, 72, 74 Active
Weapon Mastery Increases P. Atk and magic P. Atk. 58, 60, 62, 64, 66, 68, 70, 72, 74 Passive
Heavy Armor Mastery Increases P. Def., magic casting speed and attack speed when using heavy equipment. 58, 60, 62, 64, 66, 68, 70, 72, 74 Passive
Bodily Blessing Temporarily increases maximum HP. 64, 72 Active
Bless the Soul Temporarily increases maximum MP. 62, 70 Active
Temple Knight Aggression Stimulates the urge of an enemy to attack. 60, 62, 64, 66, 68, 70, 72, 74 Active
Elemental Heal Recovers one's own HP. 60, 62, 64, 66, 68, 70, 72, 74 Active
Entangle Reduces movement speed. 60, 62, 64, 66, 68, 70, 72, 74 Active
Magic Resistance Increases magic resistance. 60, 62, 64, 66, 68, 70, 72, 74 Passive
Focus Mind Increases rate of MP recovery. 64, 72 Passive
Sword/Blunt Mastery Increases P. Atk. when using swords and blunt weapons. 60, 62, 64, 66, 68, 70, 72, 74 Passive
Heavy Armor Mastery Increases P. Def. when using heavy equipment. 60, 62, 64, 66, 68, 70, 72, 74 Passive
Charm Reduces enemy's urge to attack the caster. 60, 62, 64, 66, 68, 70, 72, 74 Active
Summon Storm Cubic Summons a cubic to follow its master in attacking. Crystal D grade is required when summoning. 62, 66, 70, 74 Active
Hate Aura Stimulates the urge of nearby enemies to attack. 60, 62, 64, 66, 68, 70, 72, 74 Active
Summon Life Cubic Summons cubic that recovers HP of the summoner and the summoner's party. Crystal D grade is required when summoning. 60, 64, 68, 72 Active
Holy Aura Ties around the legs of undead monsters so that they cannot move. 60, 62, 64, 66, 68, 70, 72, 74 Active
Guard Stance Increases P. Def. and shield defense probability. MP is consumed continuously. 62, 70 Active
Swordsinger Elemental Heal Recovers one's own HP. 60, 62, 64, 66, 68, 70, 72, 74 Active
Entangle Reduces movement speed. 60, 62, 64, 66, 68, 70, 72, 74 Active
Magic Resistance Increases magic resistance. 60, 62, 64, 66, 68, 70, 72, 74 Passive
Focus Mind Increases rate of MP recovery. 64, 72 Passive
Sword/Blunt Mastery Increases P. Atk. when using swords and blunt weapons. 60, 62, 64, 66, 68, 70, 72, 74 Passive
Charm Reduces enemy's urge to attack the caster. 60, 62, 64, 66, 68, 70, 72, 74 Active
Sword Symphony Causes damage to enemies around and makes them run away. 60, 64, 68, 72 Active
Plainswalker Elemental Heal Recovers one's own HP. 60, 62, 64, 66, 68, 70, 72, 74 Active
Entangle Reduces movement speed. 60, 62, 64, 66, 68, 70, 72, 74 Active
Dagger Mastery Increases P. Atk. when using a dagger. 60, 62, 64, 66, 68, 70, 72, 74 Passive
Light Armor Mastery Increases P. Def. and evasion when using light equipment. 60, 62, 64, 66, 68, 70, 72, 74 Passive
Esprit Recovery speed increases while running. 62, 68, 74 Passive
Charm Reduces enemy's urge to attack the caster. 60, 62, 64, 66, 68, 70, 72, 74 Active
Unlock Opens doors and boxes. Requires key of thief. 60, 64, 68, 72 Active
Bleed Causes injury with bleeding. Can be used when carrying a dagger. 66, 70 Active
Switch Plunges one's nearby enemies into chaos and changes the target of their attack. 60, 62, 64, 66, 68, 70, 72, 74 Active
Backstab Causes a fatal injury to an enemy on its back. Can be used when carrying a dagger. 60, 62, 64, 66, 68, 70, 72, 74 Active
Deadly Blow Strong critical attack. Can be used when carrying a dagger. 60, 62, 64, 66, 68, 70, 72, 74 Active
Silver Ranger Elemental Heal Recovers one's own HP. 60, 62, 64, 66, 68, 70, 72, 74 Active
Stun Shot Attacks with bow and puts enemy in shocked condition. Over-hit is possible. 60, 62, 64, 66, 68, 70, 72, 74 Active
Entangle Reduces movement speed. 60, 62, 64, 66, 68, 70, 72, 74 Active
Bow Mastery Increases P. Atk. when using a bow. 60, 62, 64, 66, 68, 70, 72, 74 Passive
Light Armor Mastery Increases P. Def. and evasion when wearing light equipment. 60, 62, 64, 66, 68, 70, 72, 74 Passive
Esprit Recovery speed increases while running. 62, 68, 74 Passive
Charm Reduces enemy's urge to attack the caster. 60, 62, 64, 66, 68, 70, 72, 74 Active
Double Shot Sends two arrows consecutively. Can be used when carrying a bow. 60, 62, 64, 66, 68, 70, 72, 74 Active
Burst Shot Causes arrows to explode and cause damage to multiple enemies. Can be used when carrying a bow. Over-hit is possible. 60, 62, 64, 66, 68, 70, 72, 74 Active
Spellsinger Anti Magic Increases magic resistance. 58, 60, 62, 64, 66, 68, 70, 72, 74 Active
Boost Mana Increases maximum MP. 60, 66, 72 Passive
Fast Mana Recovery Increases rate of MP recovery. 60, 68, 74 Passive
Robe Mastery Increases P. Def. when wearing a robe. 58, 60, 62, 64, 66, 68, 70, 72, 74 Passive
Fast HP Recovery Rate of HP recovery increases. 58, 64, 74 Passive
Sleep Causes momentary sleep. 58, 60, 62, 64, 66, 68, 70, 72, 74 Active
Curse Weakness Casts curse to reduce P. Atk. 58, 60, 62, 64, 66, 68, 70, 72, 74 Active
Surrender to Earth Reduces resistance to earth temporarily. 58, 60, 62, 64, 66, 68, 70, 72, 74 Active
Weapon Mastery Increases P. Atk and magic P. Atk. 58, 60, 62, 64, 66, 68, 70, 72, 74 Passive
Cancel Removes all abnormal conditions. 58, 60, 62, 64, 66, 68, 70, 72, 74 Active
Surrender to Water Reduces resistance to water temporarily. 58, 60, 62, 64, 66, 68, 70, 72, 74 Active
Sleeping Cloud Causes momentary sleep to multiple enemies. 62, 66, 70 Active
Frost Wall An ice wall pops out and attacks enemies before it. 58, 60, 62, 64, 66, 68, 70, 72, 74 Active
Freezing Shackle Makes to be frozen. 64, 74 Active
Aura Flare Performs non-elemental attack on an opponent that is in contact. 58, 60, 62, 64, 66, 68, 70, 72, 74 Active
Hydro Blast Discharges a high-pressure flow of water. 58, 60, 62, 64, 66, 68, 70, 72, 74 Active
Frost Bolt Instantaneously causes the air around to become cold and frozen. 58, 60, 62, 64, 66, 68, 70, 72, 74 Active
Ice Dagger Makes a blade of ice to fly, causing damage with injuries. 58, 60, 62, 64, 66, 68, 70, 72, 74 Active
Higher Mana Gain Increases amount of recovery when receiving MP recovery from recharge. 58, 60, 62, 64, 66, 68, 70, 72, 74 Passive
Mana Regeneration Increases rate of MP recovery. Consumes a runestone. 60, 70 Active
Elemental Summoner Anti Magic Increases magic resistance. 58, 60, 62, 64, 66, 68, 70, 72, 74 Passive
Boost Mana Increases maximum MP. 60, 66, 72 Passive
Fast Mana Recovery Increases rate of MP recovery. 60, 68, 74 Passive
Fast HP Recovery Rate of HP recovery increases. 58, 64, 74 Passive
Servitor Recharge Recovers MP of summoned monster. 58, 60, 62, 64, 66, 68, 70, 72, 74 Active
Servitor Heal Recovers HP of summoned monster. 58, 60, 62, 64, 66, 68, 70, 72, 74 Active
Weapon Mastery Increases P. Atk and magic P. Atk. 58, 60, 62, 64, 66, 68, 70, 72, 74 Passive
Summon Unicorn Boxer Summons a servitor. The unicorn supports MP. Crystal D grade is required when summoning. Takes 30% of acquired experience points. 58, 60, 62, 64, 66, 68, 70, 72, 74 Active
Summon Unicorn Mirage Summons a servitor. The unicorn uses attack magic to support in battle. Crystal D grade is required when summoning. Takes 90% of acquired experience points. 58, 60, 62, 64, 66, 68, 70, 72, 74 Active
Light Armor Mastery Increases P. Def., magic casting speed, attack speed and MP recovery speed when wearing light equipment. 58, 60, 62, 64, 66, 68, 70, 72, 74 Passive
Transfer Pain Transfers some of one's own damage to a summon monster. MP is consumed continuously. 58, 70 Toggle
Elven Elder Anti Magic Increases magic resistance. 58, 60, 62, 64, 66, 68, 70, 72, 74 Passive
Boost Mana Increases maximum MP. 60, 66, 72 Passive
Fast Mana Recovery Increases rate of MP recovery. 60, 68, 74 Passive
Fast HP Recovery Rate of HP recovery increases. 58, 64, 74 Passive
Robe Mastery Increases P. Def. when wearing a robe. 58, 60, 62, 64, 66, 68, 70, 72, 74 Passive
Light Armor Mastery Increases P. Def., magic casting speed, attack speed and MP recovery speed when wearing light equipment. 58, 60, 62, 64, 66, 68, 70, 72, 74 Passive
Recharge Recovers MP. 58, 60, 62, 64, 66, 68, 70, 72, 74 Active
Sleep Causes momentary sleep. 58, 60, 62, 64, 66, 68, 70, 72, 74 Active
Greater Concentration Reduces the probability of cancellation when receiving damage when magic is cast. 60, 68 Active
Wind Shackle The spirit of wind grabs the arms of an enemy and reduces its attack speed. 58, 60, 62, 64, 66, 68, 70, 72, 74 Active
Greater Heal Recovers HP. 58, 60, 62, 64, 66, 68, 70 Active
Weapon Mastery Increases P. Atk and magic P. Atk. 58, 60, 62, 64, 66, 68, 70, 72, 74 Passive
Greater Resurrection Brings a dead person back to life and restores a certain % of experience points. Can only be used on party members. 64, 74 Active
Vitalize Recovers HP and treats poison and bleeding with effectiveness of 7 or less. 58, 60, 62, 64, 66, 68, 70, 72, 74 Active
Bless Shield Temporarily increases the shield's defense rate. 62, 66, 70 Active
Might of Heaven Causes damage to an undead monster. 58, 60, 62, 64, 66, 68, 70, 72, 74 Active
Shillien Knight Aggression Stimulates the urge of an enemy to attack. 60, 62, 64, 66, 68, 70, 72, 74 Active
Drain Health Absorbs HP. 60, 62, 64, 66, 68, 70, 72, 74 Active
Freezing Strike Instantaneously causes the air around to become cold and frozen. 60, 62, 64, 66, 68, 70, 72, 74 Active
Power Break Reduces P. Atk. 60, 62, 64, 66, 68, 70, 72, 74 Active
Poison Causes poisoning. 66, 74 Active
Magic Resistance Increases magic resistance. 60, 62, 64, 66, 68, 70, 72, 74 Passive
Focus Mind Increases rate of MP recovery. 64, 72 Passive
Sword/Blunt Mastery Increases P. Atk. when using swords and blunt weapons. 60, 62, 64, 66, 68, 70, 72, 74 Passive
Heavy Armor Mastery Increases P. Def. when wearing heavy equipment. 60, 62, 64, 66, 68, 70, 72, 74 Passive
Confusion Plunges one's nearby enemies into confusion and changes the target of their attack. 60, 62, 64, 66, 68, 70, 72, 74 Active
Sting Causes injury to a target's vital spot. Over-hit is possible. 60, 62, 64, 66, 68, 70, 72, 74 Active
Hate Aura Stimulates the urge of nearby enemies to attack. 60, 62, 64, 66, 68, 70, 72, 74 Active
Summon Vampiric Cubic Summons cubic that absorbs an enemy's HP and recovers its master's HP. Crystal D grade is required when summoning. 60, 64, 68, 72 Active
Summon Poltergeist Cubic Summons a cubic that weakens the P. Atk., P. Def. and Atk. Spd. of an enemy. Crystal D grade is required when summoning. 58, 62, 66, 70, 74 Active
Corpse Plague Causes venom to spew from corpses. 62, 70 Active
Hex Reduced P. Def. 60, 62, 64, 66, 68, 70, 72, 74 Active
Summon Viper Cubic Summons a cubic to follow its master in attacking. Crystal D grade is required when summoning. 60, 64, 68, 72 Active
Lightening Strike Sends down lightening to paralyze an enemy while causing damage. 62, 66, 70, 74 Active
Life Leech Absorbs HP of an enemy. 60, 62, 64, 66, 68, 70, 72, 74 Active
Bladedancer Drain Health Absorbs HP. 60, 62, 64, 66, 68, 70, 72, 74 Active
Freezing Strike Instantaneously causes the air around to become cold and frozen. 60, 62, 64, 66, 68, 70, 72, 74 Active
Power Break Reduces P. Atk. 60, 62, 64, 66, 68, 70, 72, 74 Active
Poison Causes poisoning. 66, 74 Active
Magic Resistance Increases magic resistance. 60, 62, 64, 66, 68, 70, 72, 74 Passive
Focus Mind Increases rate of MP recovery. 64, 72 Passive
Confusion Plunges one's nearby enemies into confusion and changes the target of their attack. 60, 62, 64, 66, 68, 70, 72, 74 Active
Sting Causes injury to a target's vital spot. Over-hit is possible. 60, 62, 64, 66, 68, 70, 72, 74 Active
Poison Blade Dance Causes damage to nearby enemies by poisoning them. Can be used when carrying dual swords. 60, 72 Active
Hex Reduces P. Def. 60, 62, 64, 66, 68, 70, 72, 74 Active
Dual-Weapon Mastery Increases P. Atk. when using dual swords. 60, 62, 64, 66, 68, 70, 72, 74 Passive
Abyss Walker Drain Health Absorbs HP. 60, 62, 64, 66, 68, 70, 72, 74 Active
Freezing Strike Instantaneously causes the air around to become cold and frozen. 60, 62, 64, 66, 68, 70, 72, 74 Active
Power Break Reduces P. Atk. 60, 62, 64, 66, 68, 70, 72, 74 Active
Poison Causes poisoning. 66, 74 Active
Critical Power Increases power of critical attack. 64, 72 Active
Dagger Mastery Increases P. Atk. when using a dagger. 60, 62, 64, 66, 68, 70, 72, 74 Passive
Light Armor Mastery Increases P. Def. and evasion when wearing light equipment. 60, 62, 64, 66, 68, 70, 72, 74 Passive
Esprit Recovery speed increases while running. 62, 68, 74 Passive
Confusion Plunges one's nearby enemies into confusion and changes the target of their attack. 60, 62, 64, 66, 68, 70, 72, 74 Active
Unlock Opens doors and boxes. Requires key of thief. 60, 64, 68, 72 Active
Bleed Causes injury with bleeding. Can be used when carrying a dagger. 66, 70 Active
Sting Causes injury to a target's vital spot. Over-hit is possible. 60, 62, 64, 66, 68, 70, 72, 74 Active
Trick Removes urge to attack the caster. 60, 62, 64, 66, 68, 70, 72, 74 Active
Backstab Causes a fatal injury to an enemy on its back. Can be used when carrying a dagger. 60, 62, 64, 66, 68, 70, 72, 74 Active
Veil Covers the sight of enemies and makes it impossible for them to attack first. 60, 62, 64, 66, 68, 70, 72, 74 Active
Hex Reduces P. Def. 60, 62, 64, 66, 68, 70, 72, 74 Active
Deadly Blow Strong critical attack. Can be used when carrying a dagger. 60, 62, 64, 66, 68, 70, 72, 74 Active
Phantom Ranger Drain Health Absorbs HP. 60, 62, 64, 66, 68, 70, 72, 74 Active
Stun Shot Attacks with bow and puts enemy in shocked condition. Over-hit is possible. 60, 62, 64, 66, 68, 70, 72, 74 Active
Freezing Strike Instantaneously causes the air around to become cold and frozen. 60, 62, 64, 66, 68, 70, 72, 74 Active
Power Break Reduces P. Atk. 60, 62, 64, 66, 68, 70, 72, 74 Active
Poison Causes poisoning. 66, 74 Active
Bow Mastery Increases P. Atk. when using a bow. 60, 62, 64, 66, 68, 70, 72, 74 Passive
Light Armor Mastery Increases P. Def. and evasion when using light equipment. 60, 62, 64, 66, 68, 70, 72, 74 Passive
Esprit Recovery speed increases while running. 62, 68, 74 Passive
Confusion Plunges one's nearby enemies into confusion and changes the target of their attack. 60, 62, 64, 66, 68, 70, 72, 74 Active
Sting Causes injury to a target's vital spot. Over-hit is possible. 60, 62, 64, 66, 68, 70, 72, 74 Active
Double Shot Sends two arrows consecutively. Can be used when carrying a bow. 60, 62, 64, 66, 68, 70, 72, 74 Active
Hex Reduces P. Def. 60, 62, 64, 66, 68, 70, 72, 74 Active
Spellhowler Anti Magic Increases magic resistance. 58, 60, 62, 64, 66, 68, 70, 72, 74 Passive
Boost Mana Increases maximum MP. 60, 66, 72 Passive
Fast Mana Recovery Increases rate of MP recovery. 60, 68, 74 Passive
Robe Mastery Increases P. Def. when wearing a robe. 58, 60, 62, 64, 66, 68, 70, 72, 74 Passive
Fast HP Recovery Rate of HP recovery increases. 58, 64, 74 Passive
Sleep Causes momentary sleep. 58, 60, 62, 64, 66, 68, 70, 72, 74 Active
Slow Reduces movement speed. 58, 60, 62, 64, 66, 68, 70, 72, 74 Active
Poison Cloud Sends poison cloud. 64, 74 Active
Curse Poison Causes poisoning. 62, 72 Active
Curse Chaos Casts curse to reduce P. Atk. 58, 60, 62, 64, 66, 68, 70, 72, 74 Active
Surrender to Poison Reduces resistance to poison temporarily. 58, 60, 62, 64, 66, 68, 70, 72, 74 Active
Weapon Mastery Increases P. Atk and magic P. Atk. 58, 60, 62, 64, 66, 68, 70, 72, 74 Passive
Corpse Life Drain Absorbs HP from corpses. 58, 60, 62, 64, 66, 68, 70, 72, 74 Active
Body to Mind Reduces one's own physicial strength to recover MP. 58, 66 Active
Silence Makes it so that magic can't be used. 58, 60, 62, 64, 66, 68, 70, 72, 74 Active
Death Spike Makes a bone fly to cause damage to an enemy. Requires a cursed bone. 58, 60, 62, 64, 66, 68, 70, 72, 74 Active
Curse Death Link Transfers one's suffering to an enemy. Power increases as HP falls. 58, 60, 62, 64, 66, 68, 70, 72, 74 Active
Tempest Causes a strong rainstorm to attack multiple enemies. 58, 60, 62, 64, 66, 68, 70, 72, 74 Active
Vampiric Claw Absorbs HP. 58, 60, 62, 64, 66, 68, 70, 72, 74 Active
Hurricane Causes very strong hurricane winds. 58, 60, 62, 64, 66, 68, 70, 72, 74 Active
Higher Mana Gain Increases amount of recovery when receiving MP recovery from recharge. 58, 60, 62, 64, 66, 68, 70, 72, 74 Passive
Phantom Summoner Anti Magic Increases magic resistance. 58, 60, 62, 64, 66, 68, 70, 72, 74 Passive
Boost Mana Increases maximum MP. 60, 66, 72 Passive
Fast Mana Recovery Increases rate of MP recovery. 60, 68, 74 Passive
Robe Mastery Increases P. Def. when using robe. 58, 60, 62, 64, 66, 68, 70, 72, 74 Passive
Fast HP Recovery Rate of HP recovery increases. 58, 64, 74 Passive
Servitor Recharge Recovers MP of summoned monster. 58, 60, 62, 64, 66, 68, 70, 72, 74 Active
Servitor Heal Recovers HP of summoned monster. 58, 60, 62, 64, 66, 68, 70, 72, 74 Active
Weapon Mastery Increases P. Atk and magic P. Atk. 58, 60, 62, 64, 66, 68, 70, 72, 74 Passive
Summon Shadow Summons a servitor. Crystal D grade is required when summoning. Takes 30% of acquired experience points. 58, 60, 62, 64, 66, 68, 70, 72, 74 Active
Summon Silhouette Summons a servitor. The silhouette uses attack magic to support in battle. Crystal D grade is required when summoning. Takes 90% of acquired experience points. 58, 60, 62, 64, 66, 68, 70, 72, 74 Active
Light Armor Mastery Increases P. Def., magic casting speed, attack speed and MP recovery speed when wearing light equipment. 58, 60, 62, 64, 66, 68, 70, 72, 74 Passive
Transfer Pain Transfers some of one's own HP to a summon monster. MP is consumed continuously. 58, 70 Toggle
Shillien Elder Anti Magic Increases magic resistance. 58, 60, 62, 64, 66, 68, 70, 72, 74 Passive
Boost Mana Increases maximum MP. 60, 66, 72 Passive
Fast Mana Recovery Increases rate of MP recovery. 60, 68, 74 Passive
Fast HP Recovery Rate of HP recovery increases. 58, 64, 74 Passive
Robe Mastery Increases P. Def. when wearing a robe. 58, 60, 62, 64, 66, 68, 70, 72, 74 Passive
Light Armor Mastery Increases P. Def., magic casting speed, attack speed and MP recovery speed when wearing light equipment. 58, 60, 62, 64, 66, 68, 70, 72, 74 Passive
Recharge Recovers MP. 58, 60, 62, 64, 66, 68, 70, 72, 74 Active
Greater Concentration Reduces the probability of cancellation when receiving damage when magic is cast. 60, 68 Active
Dryad Root Makes movement impossible for a short time. 58, 60, 62, 64, 66, 68, 70, 72, 74 Active
Wind Shackle The spirit of wind grabs the arms of an enemy and reduces its attack speed. 58, 60, 62, 64, 66, 68, 70, 72, 74 Active
Greater Heal Recovers HP. 58, 60, 62, 64, 66, 68, 70, 72, 74 Active
Greater Group Heal Recovers HP of party members. 58, 60, 62, 64, 66, 68, 70 Active
Weapon Mastery Increases P. Atk and magic P. Atk. 58, 60, 62, 64, 66, 68, 70, 72, 74 Passive
Destroyer Battle Roar Temporarily increases one's own maximum HP. 64, 70 Active
Boost HP Increases maximum HP. 62, 66, 70, 74 Passive
Fast HP Recovery Rate of HP recovery increases. 68, 74 Passive
Pole Arm Mastery Increases P. Atk. when using spears. 60, 62, 64, 66, 68, 70, 72, 74 Passive
Light Armor Mastery Increases P. Atk and evasion when using light equipment. 60, 62, 64, 66, 68, 70, 72, 74 Passive
Heavy Armor Mastery Increases P. Def. when using heavy equipment. 60, 62, 64, 66, 68, 70, 72, 74 Passive
Vital Force Recovers quickly when sitting. 64, 72 Passive
Sword/Blunt Mastery Increases P. Atk. when using swords and blunt weapons. 60, 62, 64, 66, 68, 70, 72, 74 Passive
Whirlwind Causes damage to nearby enemies when wielding a spear. Can be used when carrying a spear. Over-hit is possible. 60, 62, 64, 66, 68, 70, 72, 74 Active
Fatal Strike Gathers up energy and hits strongly. Can be used when carrying swords and blunt weapons. Over-hit is possible. 60, 62, 64, 66, 68, 70, 72, 74 Active
Hammer Crush Attack that puts the target in a shocked condition. Can be used when carrying a blunt weapon. Over-hit is possible. 60, 62, 64, 66, 68, 70, 72, 74 Active
Lionheart Temporarily greatly reduces the probability of falling into paralysis, hold, sleep and shock condition. 62 Active
Tyrant Light Armor Mastery Increases P. Def. and evasion when wearing light equipment. 60, 62, 64, 66, 68, 70, 72, 74 Passive
Focus Force Gathers energy. 60, 66, 72 Active
Force Blaster Discharges energy to hit enemies at a long distance. Can be used when carrying equipment for hand-to-hand battle. 60, 62, 64, 66, 68, 70, 72, 74 Active
Cripple Reduced movement speed. Can be used when carrying equipment for hand-to-hand battle. 60, 62, 64, 66, 68, 70, 72, 74 Active
Fist Mastery Increases P. Atk. when using weapons for hand-to-hand combat. 60, 62, 64, 66, 68, 70, 72, 74 Passive
Force Buster Causes energy to explode and damage enemies in front. Can be used when carrying equipment for hand-to-hand battle. 60, 62, 64, 66, 68, 70, 72, 74 Active
Force Storm Makes energy fly and cause damage to multiple enemies at a long distance. Can be used when carrying weapons for hand-to-hand battle. 60, 62, 64, 66, 68, 70, 72, 74 Active
Deadly Blow Consumes HP and causes big damage to enemies. Falls into a shocked condition after attacking. Can be used when carrying weapons for hand-to-hand battle. Over-hit is possible. 64, 74 Active
Burning Fist Makes fly a strong fire-type fist filled with energy. Can be used when carrying weapons for hand-to-hand battle. Over-hit is possible. 60, 62, 64, 66, 68, 70, 72, 74 Active
Soul Breaker Attack that puts the target in a shocked condition. Can be used when carrying weapons for hand-to-hand battle. Over-hit is possible. 60, 62, 64, 66, 68, 70, 72, 74 Active
Hurricane Assault Lets fly a continuous attack on an enemy. Can be used when carrying weapons for hand-to-hand battle. Energy recharging required. 60, 62, 64, 66, 68, 70, 72, 74 Active 
Overlord Anti Magic Increases magic resistance. 58, 60, 62, 64, 66, 68, 70, 72, 74 Passive
Boost Mana Increases maximum MP. 60, 66, 72 Passive
Fast Mana Recovery Increases rate of MP recovery. 60, 68, 74 Passive
Robe Mastery Increases P. Def. when wearing a robe. 58, 60, 62, 64, 66, 68, 70, 72, 74 Passive
Light Armor Mastery Increases P. Def., magic casting speed, attack speed and MP recovery speed when wearing light equipment. 58, 60, 62, 64, 66, 68, 70, 72, 74 Passive
Heavy Armor Mastery Increases P. Def., magic casting speed and attack speed when wearing heavy equipment. 58, 60, 62, 64, 66, 68, 70, 72, 74 Passive
Soul Cry Increases one's own P. Atk. MP is consumed continuously. 60, 66, 72 Toggle
Fear Plunges one's enemies into fear so that they run away. 58, 60, 62, 64, 66, 68, 70, 72, 74 Active
Seal of Chaos Reduces the accuracy of nearby enemies. 58, 60, 62, 64, 66, 68, 70, 72, 74 Active
Dreaming Spirit Causes momentary sleep. 58, 60, 62, 64, 66, 68, 70, 72, 74 Active
Seal of Slow Reduces the speed of nearby enemies. 58, 60, 62, 64, 66, 68, 70, 72, 74 Active
Madness Drives an enemy into confusion so it attacks any opponent. 58, 60, 62, 64, 66, 68, 70, 72, 74 Active
Seal of Binding Plunges nearby enemies into a hold condition. 58, 60, 62, 64, 66, 68, 70, 72, 74 Active
Hammer Crush Attack that puts the target in a shocked condition. Can be used when carrying a blunt weapon. Over-hit is possible. 58, 60, 62, 64, 66, 68, 70 Active
Seal of Winter Reduces the attack speed of nearby enemies. 58, 60, 62, 64, 66, 68, 70, 72, 74 Active
Seal of Flame Causes the bodies of nearby enemies to catch on fire. 68, 74 Active
Seal of Gloom Continuously reduces the MP of nearby enemies. 64, 72 Active
Seal of Mirage Plunges one's nearby enemies into confusion so that they attack anyone. 58, 60, 62, 64, 66, 68, 70, 72, 74 Active
Steal Essence Absorbs HP of an enemy. 58, 60, 62, 64, 66, 68, 70, 72, 74 Active
Seal of Silence Causes nearby enemies to not be able to use magic. 58, 60, 62, 64, 66, 68, 70, 72, 74 Active
Seal of Scourge Causes nearby enemies to not be able to achieve natural HP recovery. 58, 60, 62, 64, 66, 68, 70, 72, 74 Active
Seal of Suspension Increases the skill reuse time for nearby enemies. 58, 60, 62, 64, 66, 68, 70, 72, 74 Active
Heart of Paagrio Makes it so the HP of clan members is recovered quickly. 58, 60, 62, 64, 66, 68, 70, 72, 74 Active
Warcryer Anti Magic Increases magic resistance. 58, 60, 62, 64, 66, 68, 70, 72, 74 Passive
Boost Mana Increases maximum MP. 60, 66, 72 Passive
Fast Mana Recovery Increases rate of MP recovery. 60, 68, 74 Passive
Robe Mastery Increases P. Def. when wearing a robe. 58, 60, 62, 64, 66, 68, 70, 72, 74 Passive
Light Armor Mastery Increases P. Def., magic casting speed, attack speed and MP recovery speed when using light equipment. 58, 60, 62, 64, 66, 68, 70, 72, 74 Passive
Heavy Armor Mastery Increases P. Def., magic casting speed and attack speed when using heavy equipment. 58, 60, 62, 64, 66, 68, 70, 72, 74 Passive
Soul Cry Increases one's own P. Atk. MP is consumed continuously. 60, 66, 72 Toggle
Fear Plunges one's enemies into fear so that they run away. 58, 60, 62, 64, 66, 68, 70, 72, 74 Active
Dreaming Spirit Causes momentary sleep. 58, 60, 62, 64, 66, 68, 70, 72, 74 Active
Aura Sink Causes opponent's MP to fall continuously. 64, 70 Active
Madness Drives an enemy into confusion so it attacks any opponent. 58, 60, 62, 64, 66, 68, 70, 72, 74 Active
Chant of Life Quickly recovers HP of party members. 58, 60, 62, 64, 66, 68, 70, 72, 74 Active
Hammer Crush Attack that puts the target in a shocked condition. Can be used when carrying a blunt weapon. Over-hit is possible. 60, 62, 64, 66, 68, 70 Active
Freezing Flame Causes continuous damage with erupting flames. 64, 72 Active
Steal Essence Absorbs HP of an enemy. 58, 60, 62, 64, 66, 68, 70, 72, 74 Active
Bounty Hunter Boost HP Increases maximum HP. 62, 66, 70, 74 Passive
Fast HP Recovery Rate of HP recovery increases. 68, 74 Passive
Pole Arm Mastery Increases P. Atk. when using spears. 60, 62, 64, 66, 68, 70, 72, 74 Passive
Light Armor Mastery Increases P. Atk and evasion when using light equipment. 60, 62, 64, 66, 68, 70, 72, 74 Passive
Heavy Armor Mastery Increases P. Def. when using heavy equipment. 60, 62, 64, 66, 68, 70, 72, 74 Passive
Vital Force Recovers quickly when sitting. 64, 72 Passive
Blunt Mastery Increases P. Atk. when using blunt weapons. 60, 62, 64, 66, 68, 70, 72, 74 Passive
Spoil Causes change on the inside of monsters so Sweeper skill can be used. 60, 64, 68, 72 Active
Whirlwind Causes damage to nearby enemies when wielding a spear. Can be used when carrying a spear. Over-hit is possible. 60, 62, 64, 66, 68, 70, 72, 74 Active
Hammer Crush Attack that puts the target in a shocked condition. Can be used when carrying a blunt weapon. Over-hit is possible. 60, 62, 64, 66, 68, 70, 72, 74 Active
Warsmith Boost HP Increases maximum HP. 62, 66, 70, 74 Passive
Fast HP Recovery Rate of HP recovery increases. 68, 74 Passive
Pole Arm Mastery Increases P. Atk. when using spears. 60, 62, 64, 66, 68, 70, 72, 74 Passive
Light Armor Mastery Increases P. Atk and evasion when wearing light equipment. 60, 62, 64, 66, 68, 70, 72, 74 Passive
Heavy Armor Mastery Increases P. Def. when wearing heavy equipment. 60, 62, 64, 66, 68, 70, 72, 74 Passive
Vital Force Recovers quickly when sitting. 64, 72 Passive
Create Item Can create items of each level. 62 Passive
Blunt Mastery Increases P. Atk. when using blunt weapons. 60, 62, 64, 66, 68, 70, 72, 74 Passive
Crystallize Makes crystallization possible. 60, 70 Passive
Summon Mechanic Golem Summons a mechanic golem that can attack long distance using a cannon. Crystal D grade is required when summoning. Takes 30% of acquired experience points. 60, 64, 68, 72 Active
Whirlwind Causes damage to nearby enemies when wielding a spear. Can be used when carrying a spear. Over-hit is possible. 60, 62, 64, 66, 68, 70, 72, 74 Active
Hammer Crush Attack that puts the target in a shocked condition. Can be used when carrying a blunt weapon. Over-hit is possible. 60, 62, 64, 66, 68, 70, 72, 74 Active

3. Changes to existing skills

  1. The Over-hit function was added to magic attacks also. Magic for which over-hit is possible is indicated as such in skill description.
  2. Speed is reduced by 40% when using Silent Move.
  3. The effectiveness of Accuracy was weakened.
  4. Damage from Mortal Blow is increased when cast with Death Whisper.
  5. When a PC hits a PC that has been stunned, the probability of the stun being released has been increased. However, no change has been made for when an NPC hits a PC, when a PC hits an NPC, or when an NPC hits an NPC.
  6. When a PC has been put to sleep and is then damaged with poison or bleeding, the sleeping condition is removed. However, sleep is not removed for NPCs.
  7. The casting distances for Stun Shot and Double Shot have been increased.
  8. The power of levels 13, 14 and 15 for Power Smash and of Greater Heal have been increased.
  9. The MP consumption for the following skills has been increased:
  10. War Cry - level 2, Regeneration - level 2, Bandage - level 2, Frenzy - level 2, Seal of Gloom - levels 1 and 2, Blazing Skin - level 2, Party Recall - level 2, Decrease Weight - level 3, Power Smash - levels 13, 14 and 15.

  11. The MP consumption rates for the following skills have been reduced.
  12. MP consumption was reduced to 2/3 the previous level for Guts - levels 2 and 3, Servitor Magic Shield - level 1, Servitor Physical Shield - levels 1, 2 and 3, Servitor Haste – level 1, and buffs regarding clan members.

  13. The casting time and duration for the following skills have been reduced.
  14. Power Break, Hex, Howl, Surrender to Fire, Curse Weakness, Wind Shackle, Curse Chaos, Surrender to Earth, Surrender to Poison, Surrender to Water, Surrender to Wind, Curse Gloom, Seal of Chaos, Sanctuary, Seal of Winter.

  15. Extreme damage (four times more than ordinary damage) can now appear at an extremely low probability with magic too.
  16. A failure probability was included in cancellation magic. The relatively higher the level of magic that a target has been cast with, the higher the probability of failure.
  17. A failure probability was included in Fake Death skill. There is a certain chance of failure when using the skill.

4. Additions and changes in PC actions

  1. Social actions of clapping, dancing, and sorrow were added.
  2. The sitting/standing action time was reduced.
  3. Swimming motion was added.
  4. If a strider is summoned, the “riding” action is activated.
  5. Sitting on the throne in an owned castle is possible. If a character targets the throne and clicks the Sit button in the Action window, the character sits in the seat.
  6. Personal manufacture action was added for the Dwarven race.
  7. Evaluation action was added. See the Evaluation of Others section for details.

Monsters (NPC)

NPC Additions and Changes

  • Baium of Temple of Insolence and Zaken of Devil's Island were added. They are both boss-level monsters and Baium can only be approached through a quest.

  • Many raid monsters were added. Raid monsters are semi-boss-level monsters. Characters must gather their power together in parties of two or more of the same level to kill them. Raid monsters are shown on the title line as "raid boss" or "raid underling".

  • Party-type monsters, half the level of monsters having the same HP and experience points, were added. These monsters are effective for hunting by classes that must face multiple monsters alone, such as the warlord.
  • Treasure Chest and Mimic
    • Treasure Chest:
      These were made to appear randomly in places like dungeons and fields. If opening a chest using unlock skill or a chest key, a reward can be obtained according to a fixed probability. There are also different levels of treasure chests. If the unlock skill or chest key level is less than the level of the treasure chest, the chest cannot be opened. If a forceful attack or debuff magic is used just once on a chest, it is not possible to receive a reward, because the chest is destroyed. When opening a treasure chest, the probability of opening the chest and the probability of obtaining a reward are increased, when using unlock skill rather than when using a chest key. If the chest opening fails, the treasure chest disappears immediately without yielding any reward.
    • Mimic:
      These appear randomly in dungeons and fields and look the same as treasure chests. They start to attack, if a character tries to use unlock skill or a chest key on them. Of course, they also attack if they are attacked forcefully. Because a mimic is a monster, a player can obtain item rewards at a fixed probability in the same way as with other monsters. If unlock skill or chest key are used on a mimic, the mimic attacks the respective character much harder than an ordinary attack
  • Guards were added to the hunting areas around Talking Island and the Elven, Dark Elven, Dwarven and Orc Villages.

Items

Dyes and Symbols

Items have been added that can change the basic ability values (STR, DEX, CON, INT, WIT, MEN). To change the basic ability values, the desired symbol must be carved through the symbol maker NPC after acquiring each dye item to serve as ingredients. The symbols that can be carved depend on the types of dye that one has. The basic ability values that can change also differ according to what symbol is carved.

Dyes

Dyes are items that serve as ingredients for carving symbols. The dyes have + or - values for the basic ability values that can be changed by drawing the symbols. There are ordinary dyes and high-quality dyes. The ordinary dyes can be used as ingredients for carving symbols after a single class transfer. The high-quality dyes can be used after the secondary class transfer.

Symbol engraving

Characters of level 20 or above have slots where they can use dyes in the inventory window to engrave symbols. If players have enough quantity of dyes and want to engrave a symbol, they must go find a symbol maker NPC. Symbol maker NPCs charge a fixed fee to carve the symbol for the player. Carving a symbol in this way consumes the dye used as an ingredient. A character must specialize before being able to carve a symbol. Characters that haven't yet completed their first class transfer do not have the right to carve symbols and after completing the first class transfer, they can carve two symbols. After the second class transfer, they can carve one more symbol so that the total number of symbols that can be carved is three. Also, the symbols that were affixed before the second class transfer lose their effect when the character does the second class transfer.

The amount that can be increased from symbols for a single basic ability value cannot be more than +5. Even if two symbols cause STR to increase by +3 and +4 respectively, the total increase of STR cannot exceed +5. There is no limit to the reduction in values but it's not possible to reduce an ability value all the way to zero.

Players can check in advance the change in basic ability values through the symbol maker NPC before carving the symbol.

Symbol removal

To remove a symbol again, the player must go in the same way to the symbol maker NPC. And removal of a symbol also costs a certain fee and once removed, half of the dye used for carving the respective emblem is returned to the player.

Special abilities

Special abilities can be granted to most weapon items of level C or above. In order to bestow abilities to weapons, "soul" stones that can be obtained through quests and certain fees are required. Depending on the level and type of the "soul" stone, the types of abilities that can be bestowed and the number of items also varies. For items having special abilities, attack magic, buff and debuff magic are used automatically with a certain probability according to the conditions.

Name

Effect

Guidance

Increases accuracy.

Evasion

Increases evasion.

Focus

Increases critical attack rate.

Anger

Enhances P. Atk. while decreasing maximum HP by a certain percent.

Health

Increases maximum HP by a certain percent.

Backblow

Increases critical attack rate when attacking the enemy from behind.

Crt. Bleed

Percent chance that target will bleed during critical attack.

Crt. Damage

Inflicts extra damage to target when critical attack is launched.

Crt. Anger

Decreases players HP while causing damage to target during critical attack.

Crt. Drain

User absorbs HP from target during critical attack.

Crt. Stun

Percent chance of stun effect during critical attack.

Crt. Poison

Percent chance that target will be poisoned during critical attack.

Rsk. Focus

Increases critical attack rate when HP becomes low.

Rsk. Evasion

Increases Evasion when HP becomes low.

Rsk. Haste

Increases Atk. Spd. when HP becomes low.

Might Mortal

Increases the success rate of Mortal Blow and Deadly Blow

Mana Up

Increases maximum MP by a certain percent.

Light

Reduces a weapon's weight.

Quick Recovery

Reduces re-use delay.

Cheap Shot

When launching a general attack, MP consumption is reduced.

Haste

Increases attack speed.

Longblow

Increases attack range.

Wideblow

Broadens angle of attack.

Magic Mental Shield

Chance to cast Mental Shield magic upon the target when using good magic.

Magic Focus

Chance to cast Focus magic upon the target when using good magic.

Magic Bless the Body

Chance to cast Bless the Body magic upon the target when using good magic.

Magic Hold

Chance to cast Dryad Root magic upon the target when using bad magic.

Magic Poison

Chance to cast Poison magic upon the target when using bad magic.

Magic Weakness

Chance to cast Weakness magic upon the target when using bad magic.

Magic Chaos

Chance to cast Chaos magic upon the target when using bad magic.


  • The images of items were changed and revised overall. The main things changed include C-level and B-level weapons, shields and armor item types.
  • The one-piece upper and lower body armor success probability was changed. Currently, all items can be enchanted safely only up to three times but for one-piece upper and lower body armors, it was changed so that they can be enchanted safely up to four times.

  • Set effects were added to the following items.
    • Zubei's Breastplate: Increased max HP. Increased physical P. Def.
    • Avadon Breastplate: Increased HP. Increased shield defense probability (+ shield).
    • Zubei's Leather Shirt: Increased evasion.
    • Avadon Leather Mail: Increased magic P. Def. Increased weight limit.
    • Tunic of Zubei: Increased magic power. Increased MP recovery speed.
    • Avadon Robe: Increase physical P. Def. Increased casting speed.
    • Blue Wolf Leather Mail: Increased P. Def. Increased casting speed. Increased MEN. Decreased INT and WIT.
    • Blue Wolf Tunic: Increased MP. Increased MP recovery speed. Increased WIT. Decreased INT and MEN.
    • Blue Wolf Breastplate: Increased speed. Increased HP recovery speed. Increased STR. Decreased CON and DEX.
    • Leather Mail of Doom: Increased attack power. Increased MP recovery speed. Increased DEX. Decreased STR and CON.
    • Tunic of Doom: Increased speed. Increased MP recovery speed. Increased INT and MEN. Decreased WIT.
    • Doom Plate Armor: Increased HP. Increased shield defense probability (+ shield). Increased CON. Decreased STR.

  • The game was changed so that spiritshot can also have an effect on heal and the graphic effects for spiritshot and soulshot were also changed.

Quests

Eighteen new quests were added

  1. Acts of Evil (Guard Alvah of Gludin Village)
  2. Investigate the suspicious movements of the turek orcs and ol mahums near Gludin Village. The rumor starts that the legionnaire of the creatures will attack Gludin Village soon.

  3. Fate’s Whisper (Maestro Reorin outside Oren Castle Town)
  4. Listen to the call of fate. You are the one that will shake up the destiny of the territory. Provide a new hope in the hell of despair and equip the flames of tempered hell.

  5. Alligator Hunter (Trader Enverun of Heine)
  6. Alligator Island is a place where fierce alligators roam a land of opportunity. Are you the hero that takes the request of Trader Enverun to hunt the vicious creatures?

  7. Subjugation of Lizardmen (Guard Weisz of Gludin Village)
  8. The merchants and pilgrims around Gludin Village and Giran often get attacked by lizardmen. Due to the cargo car of the Aden Commercial Alliance getting attacked, the Gludin guardsmen are hiring you as a mercenary in order to get rid of the lizardmen. In the process of repeated close fighting with the lizardmen, you learn that an even bigger evil exists behind the lizardmen…

  9. Hunting for Wild Beasts (Grocer Pano of Floran Village)
  10. Grocer Pano intends to open a salmon fishing area but is perplexed because of the bears that appear around the edges of the water. He asks the heroes to chase away the riverside bears.

  11. Under the Shadow of the Ivory Tower (Trader Cema of Hardin’s Academy)
  12. Trader Cema, who is the student of Hardin, has asked you to get ingredients to be used in an experiment at the crater of Ivory Tower. She promises to give you various useful items as payment.

  13. One Thousand Years, the End of Lamentation (Antharas Watcher Gilmore of Dragon Valley)
  14. The Antharas Watchman came to Dragon Valley in order to conquer Antharas a thousand years ago, but lost all his underlings. Now he is undead, and he asks you to resolve the hate of the lost underlings.

  15. Method to Raise the Dead (Locksmith Dorothy of Heine)
  16. An adventurer that got the treasure of Pirate Zaken was eaten up by Crokian of the fields. She challenges the hero to take on the bizarre hunting task of gathering relics from the Crokian and to save the dead people in order to find out where the treasure is.

  17. Go Get the Calculator (Blacksmith Brunon of Dwarven Village)
  18. Blacksmith Brunon, who wants to go to the moon, wants a newly developed calculator in order to make precise estimations. Heroes that agree to get this have to look for the guild to get the clues…

  19. An Arrogant Search (Magister Hanelin of Aden Castle Town)
  20. Heroes wander around everywhere to find the chests of secrets that are scattered around in order to fight with Baium. But Einhasad does not want them to face Baium. What could be the fate of the heroes that oppose the will of the goddess?

  21. Enhance Your Weapon (Grand Magister Jurek of Giran Village, Magister Gideon of Oren Village, Magister Winonin of Aden Town)
  22. The Magisters observed that a new threat is coming to this world and are gathering people to face this threat and form a single force. As a means of gathering the individuals for the fighting force, they are developing a method of bestowing elemental characteristics to weapons. They say it is now time to raise up the individual forces to oppose the threat that is coming and to make and use weapons in which elemental characteristics have been added.

  23. Black Swan (Captain Costa of Heine)
  24. The freight of Iason Heine, who is the leading royalty of Innadril, has been attacked by the lizardmen in transit and was lost. What could be the reason that Iason Heine said he would pay a price that is more than the value of the goods if you go recover the box?

  25. Bard’s Mandolin (Bard Swan of Dion Castle Town)
  26. Bard Swan is in the village teaching the mandolin and sometimes plays together with performers of other races. At the last performance, he was the only one to bring instruments for the other performers. In order to find his mandolin…

  27. Sorrowful Sound of Flute (Nanarin of Dion Castle Town)
  28. Dark Elf Nanarin sets her eye on the desirable beard of Dwarf Barbado and wants to make friends but can’t talk to Barbado directly. Become the messenger of love and communicate the love of Nanarin to Barbado.

  29. Jovial Accordion (Musician Barbado of Dion Castle Town)
  30. Dwarf Barbado falls in love with the mandolin music of Bard Swan and wants to play in concert with him. However, Swan avoids Barbado because of his relationship with Nanarin. The tangled love goes beyond a triangle-shaped relationship to a square or pentagon-shaped relationship!

  31. Little Wing’s Big Adventure (Wiseman Cronos of Hunters Village)
  32. The hero must find Fairy Mymyu in order to make a grown hatchling into a respectful strider. Mymyu says that the hatchling must eat the sap of four elven trees, which inject poison that is fatal to humans.

  33. Repent Your Sins (Black Judge in the southern part of the Wastelands)
  34. There are those called Black Judges that appear in the area where the criminals that were once banished gather. They say that they will give an opportunity to clean away sin and request that you take care of some ugly monsters called “Sin Eaters”.

  35. Competition for the Bandit Stronghold (Messenger of the Bandit Stronghold)
  36. Five factions of ol mahums carry out a fight for position as chief, which has been vacated. The five ol mahum heads set their eyes on the rights to use the clan house and each brings other races into this fight…

Changes in Existing Quests

  1. Rancher’s Plea
  2. If you take ten giant spider husks to Marius, they can be exchanged for a healing potion, Soulshot: No Grade, or wooden arrows.

  3. Reclaim the Land
  4. You may now start the quest not only through Farmer Piotur but also through Guard Leikan of Gludin Village.

  5. Tutorial Quest
  6. The tutorial quest explanation was supplemented to include information about raiders, the changes of night and day, conversation of the guide and information messages when a level is coming up.

Quest NPCs

It has been made so that an exclamation mark appears above the heads of NPCs for which repetitive quests start. For this quest start mark, the player must satisfy the conditions for being able to start the respective quest and the mark is not shown if the player’s level is six levels or more than the starting level.

Clan Halls

Devastated Castle

The Devastated Castle is an occupied clan hall for which ownership can be acquired by siege battle with NPCs. The siege is set up to take place with the NPCs every week, which is different from other sieges. The clan hall battle for the Devastated Castle is always defended by an NPC clan and the ownership to the castle is maintained for one week by the PC clan that is able to defeat the defending NPC clan and take the castle.

  1. Time of the Occupying Battle
  2. The time when the Devastated Castle occupying battle takes place is at the same time each week after the very first occupation battle.

  3. Registration Participation
  4. Clan that wants to participate in the battle to occupy and acquire the clan hall must register to participate in advance. Participation in the battle to occupy takes place in clan units and only clan leaders having clans of level 4 or above can apply to register. Clans that already own another clan hall cannot register. The clan that had owned the Devastated Castle previously is automatically registered for the siege and the registration for the battle to occupy must be done at least two hours before the start time. Clans that participate in the battle to occupy the Devastated Castle cannot participate in another battle to occupy another clan hall or siege at the same time.

  5. Start of the Siege Battle
  6. When the time set for the siege starts, the area inside and around the Devastated Castle is designated as the battleground and the players that are already inside the castle are all kicked to the outside. Leader of the clans that are registered in the battle to occupy the castle can build a headquarters.The rules of battle during the battle to occupy the castle are the same as ordinary sieges except for the fact that everyone is on the attacking side and not on the defending side. However, even if the headquarters are destroyed or an unregistered character enters the battlefield and is killed, players are not restarted at the second closest village like in a siege.

  7. Conditions of Victory
  8. A battle to occupy lasts for one hour and the clan recorded as having contributed the most to killing the head NPC of the Devastated Castle becomes the owner of the clan hall. If the leader is killed, the battle to occupy ends immediately. If no clan is able to kill the leader within the time period, the Devastated Castle continues to be occupied by the NPCs until the next battle to occupy.

Brigands Hideaway

  1. Registration for clan battle
  2. In order to participate in a battle to occupy the Brigand’s Hideaway clan hall, the head of a clan of level 4 or above must complete the Brigand’s Hideaway quest within a certain time before the clan hall battle is started. Only the first five clans that complete the hideaway quest first can participate. The number of clan members that can participate per clan is limited to 18 people. The quest to participate in the Brigand’s Hideaway clan hall battle is only valid for participating in the clan hall battle on that date. Having completed the quest previously does not make it possible to participate in the clan battle.

    Once the decision is made to participate in the clan battle, the clan leader must register the 18 clan members and select the NPC that he will protect by conversing with the herald NPC. Clans that currently occupy the clan hall must register the 18 clan members to participate in the defense.

Macros

A macro is inputted through the keyboard and is a function that makes it possible to perform a series of actions at once that can be performed after creating them in advance.

Creating and Editing Macros

A macro can be created, edited and saved by using the macro button in the system window. A single macro saved in this way becomes an icon so that it can be used by placing it in the shortcut bar. A name and explanation can be added to the macro. The name can be used with up to 12 characters and the explanation up to 32 characters.

All slash (/) commands and chatting symbols supported in the game can be used in macros. Substitute characters can also be used to add additional delays or input a desired name. This means that the commands input into a macro are the ones that can be performed by inputting them directly into the chat input window.

All characters have 24 user-defined macros and each individual macro has 12 input windows. One slash command and its accompanying details can be typed into the input window with a maximum of 32 characters.

Substitute characters for macros

Substitute characters are commands for which the target’s name has been automatically given. The types and methods of using substitute characters are as follows.

%target: The name of the target being targeted is shown.

%self: One’s own name is shown.

%pet: One’s own pet name is shown.

%party1 ~ %party8: The first – eighth party member names are shown.

Macro commands

/delay [time]: Wait until time (sec). If this command is entered, the following command is performed after waiting the set number of seconds.

All other actions can be used with slash commands and so they can be used in macros.

/sit, /stand, /sitstand, /walk, /run, /walkrun, /attack, /attackforce, /exchange,
/targetnext, /pickup, /assist, /invite, /leave, /partymatching, /vendor, /buy,
/personalmanufacture, /mountdismount, /socialno, /socialyes, /socialbow,
/socialunaware, /socialwaitinga, /sociallaugh, /socialapplause, /socialdance, /socialsad

Chat input is also used in the same way as the method of inputting into the chat window.

~ (ordinary chat), # (party chat), @ (clan chat), $ (alliance chat), ! (all chat), + (buy/sell chat)

When using chatting in a macro, to prevent excessive chat that just fills up the window, the output is delayed automatically in the chat window. However, the buy/sell window is an exception to this.

Use of the shortcut bar through macros

By dragging and dropping the shortcut icons to the macro edit window, the use of the respective shortcuts becomes possible. Directly editing with slash commands is as follows.

/useshortcut [container number] [shortcut slot number]: Uses the respective shortcut. In the event that a component that is designated to a shortcut is a delayed skill, it is used after waiting the delay time.

/useshortcutforce [container number] [shortcut slot number]: Uses the respective shortcut with the effect of the Ctrl key. In the event that a component that is designated to a shortcut is a delayed skill, it is used after waiting the delay time.

Using skills with macros

Use is made possible by dragging and dropping the desired skill icon to the macro edit window. The direct editing of slash commands is as follows.

/useskill [skill name]: Uses the respective skill. For skills with a delay time, it is used after waiting the delay time.

/useskillforce [skillname]: Uses the respective skill with the effect of the Ctrl key. For skills with a delay time, it is used after waiting the delay time.

Stopping a macro

In the event that the user carries out some action directly while performing a macro, the respective macro stops immediately. This includes speaking in the chat channels and moving the character.

In the event of using another macro again within a macro, the macro stops while a message saying “This is an unsuitable macro” appears.

* For more detailed information about macros, please refer to the macro section of Help in the game.

Summon and Pet Systems

Strider (Swift Horse)

Once a hatchling reaches level 55, it can be evolved into a strider through a quest. The name of the evolved strider is the same as the name of the hatchling before its evolution and it obtains the ability values of a strider. The other strange conditions it had succumbed to before and hunger gauge are both re-initialized. A strider that has been evolved cannot be returned to a hatchling again. Summoning of the strider is possible anywhere, if one has an item for summoning it.

Strider as a pet

A strider is a pet that can fight together when hunting and is used in the same way as an ordinary pet, such as a hatchling wolf.

Strider for riding

A player that summons a strider can ride it through the actions of mount/dismount. If a player rides on a strider, there are a variety of ability value changes and interface changes.

When riding a strider, the P. Atk. and movement speed are the same as the ability values of the respective strider and the other ability values are the same as the PC that is riding. If the PC that rides is much less than the level of the strider, then a penalty is applied to P. Atk. and movement speed of the strider. If the level of the player is more than five levels less than the strider, P. Atk. falls by 50% or more and then it is reduced an additional 5% for each level. The movement speed of the strider is cut in half if the level is 10 levels or more lower.

Restrictions on riding mode

Basic battle is possible even when riding a strider but the physical skills that the player has cannot be used and the items worn do not have an effect on the strider. However, passive skills of players are still effective and magic can be used. When being cast with heal, buff or debuff magic, this is cast on the PC that is riding and the strider is not affected by this.

While riding on a strider and opening the inventory, because the PC's inventory is opened, the inventory of the strider cannot be seen. When using items, the effects of items used on oneself, like potions, are applied to the player. It is possible to escape or teleport while riding a strider. Social actions, personal shop sales/purchases and item enchanting cannot be done while riding a strider.

When going underwater while riding a strider, the underwater physical strength gauge used is the gauge of the player. If this underwater physical strength gauge disappears, the HP of the rider decreases.

In the event of riding a strider and then getting off, the strider automatically returns and goes back to inventory. Even when logging out or disconnecting while riding, it returns automatically in the same way.

The experience points obtained while riding a strider all go to the experience points of the PC. If battling while riding a strider, the consumption of food increases. When not fighting, food consumption decreases.

Death and extinguishment of a strider

What happens when a strider dies depends on whether it was a pet or whether it was being ridden. If it was a pet, then it exists as a corpse for a fixed period of time just like other pets. As with an ordinary pet, a strider disappears if not resurrected. When riding a strider that dies, the rider also dies. If the hunger gauge of the strider falls below a certain level, the strider disappears, even if it is being ridden.

Summon monster

Kai the cat, unicorn marrow, soulless, bigboom, wild hog cannon, spark cubic, aqua cubic and binding cubic were all added.

Item Mixing

Recipe Book Addition and Personal Manufacturing

The method of mixing items has been changed from the previous method of mixing by double-clicking on each recipe item. Now, manufacturing is done in the item manufacturing window after registering the recipe in the recipe book.

Recipe Book

If a player double-clicks (or right-clicks) the recipe in the inventory, a confirmation window asking whether to register that recipe in the recipe book appears. If the recipe is registered in the recipe book, the recipe that was in inventory disappears and the recipe registered in the recipe book is added. A total of 50 recipes can be registered in the recipe book, which is necessary for mixing. However, recipes of a higher level than one's own create item level cannot be registered. If a player opens the recipe book and double-clicks on the recipe that he/she wishes to use, the item manufacturing window appears.

Item Manufacturing Window

If a player double-clicks on the recipe that he/she wants in the recipe book, the item manufacture window is activated. In the manufacture window that is activated, the information of the item to manufacture (name, number/quantity, MP consumed, probability of success) and information about the required ingredients (primary ingredients, name, number held/number required, MP of the manufacturer) are shown. A gray indicator is shown on the icon, just as in a personal purchase, when the required number is not held. The explanation of the items respective to each icon are shown. If the information button of the manufacture window is clicked, the recipe tree window appears. If all conditions for the mixing are satisfied, then the item manufacture is possible by using the manufacture button. If successful at item manufacturing, the name and the resulting number of the respective items are shown in the resulting item information section.

Since it doesn't return to the recipe book status after manufacturing, if a player wants to do manufacturing multiple times in that situation, it can be done by continuing to click the manufacture button.

Recipe Tree

The outer appearance of the tree structure shown in the recipe tree window is similar to the tree structure of a Windows folder.

For ingredients that can be expanded, the + symbol is shown and if looking at the sub-section information after clicking the + symbol, the - symbol is shown. Ingredients that cannot be expanded do not have a symbol shown.

Personal Manufacturing

The manufacturer opens the item manufacture window by using personal manufacture in the action section and puts the recipe that he/she intends to manufacture into the manufacture list in the same way as when doing a personal sale. A total of 10 recipes can be put up into the recipe list and when putting the recipe into the list, the fee for a single manufacturing can be determined. If the start button is pressed, the player sits down the same way as with a personal shop. If the requestor clicks a character that is doing personal manufacturing, he/she can view the list of recipes that can be manufactured and in the recipe tool-tip, the name/grade/manufacturing fee/success probabilities are shown. After selecting the desired recipe, the same item manufacturing window as when manufacturing is shown on the screen of the requestor. The following manufacturing method is as above.

Success Probabilities

The success probabilities of recipes of B-grade or more that have been added until now have been changed to 100%.

Evaluations of Others

Evaluations of Others

Evaluation of others is a function of being able to recommend other players. Recommending another player doesn’t have any effect on the ability values of that player or on other systems, but characters that have received recommendations from many other people have their character name changed to blue.

The number of recommendations each player can give depend on one’s level. You must be level 10 to recommend another player.

People that have received recommendations from others can know through a system message who has recommended them. Characters with a high evaluation value have their character’s name changed to blue. However, chaotic characters still show their chaotic condition in red, even if they have a high evaluation value.

 

Clans and Alliances

Clans and Alliances

1. The clan leader can delegate the clan leader’s unique rights to his/her own clan members. This is done by clicking the rights delegation button after selecting the clan member in the clan action section that one wishes to delegate to. The clan leader can delegate the following rights to clan members.

  1. Clan rights: clan joining, bestowal of titles, viewing of warehouse, registration of clan crest
  2. Clan hall rights: gate opening, other rights (function adding/restoration), banning
  3. Castle rights: gate opening, other rights (function adding/restoration, related to manors, mercenary placement), banning

2. The game was revised so that, while the maximum number of clan members had been 40 when the clan level reaches 5, the maximum number is 40 even before the clan reaches level 5. The number of clans that can be included in an alliance was increased to 12.

Other Changes

Other Changes

  1. With the addition of Devils Island, the path of the current boat going between Giran <-> Talking Island was changed a bit.
  2. New background music for villages, character creation, login screen and character selection screen was added.
  3. When using a gatekeeper, you can now confirm the name of the village to go to in the confirmation window.
  4. The system messages for acquiring all kinds of items were changed to yellow.
  5. The petition receipt window was changed. The window for inputting petition content was added, so that categorization can also be selected in the petition window. When using /gm, please submit your petition after first selecting the category for the content of the petition.
  6. New faces and hairstyles have been added for each race and gender.
  7. The item quantity selection window interface was supplemented with the addition of an ALL button that automatically enters the entire quantity of the item.
  8. When the player is not eligible to receive a quest, the message “Conditions are not right to make this quest available” has been changed to “I have no tasks for you right now”.
  9. When using the /loc command to find the player’s location, the information now includes the closest village to the player.
  10. Flooding or spamming the chat channels results in an automatic and temporary chat ban.
  11. The Boat Announcements on Talking Island now include the destination city in each announcement. The range was also decreased to reach only players close to the harbor.
  12. The pet window has been updated; the icons have changed and the pet’s special skills now include a description. If a pet does not have a special skill, there is no button.
  13. Wolves, Hatchlings, and Striders can now use Potions.
  14. Wolves, Hatchlings, and Striders can no longer carry arrows, soulshots, or spiritshots in their inventories.
  15. New loot distribution methods have been added.