The Grinns Tale Class Skills List

The Grinns Tale Class Skills List by pikaclint

Hi there guys! I am new to making guides but i decided to list down what level you would learn some of the skills per class along with their in-game description in case you’re interested

Basically this is my format:
Attack Skill(Skills that require action to use)
Abilities (Passive Skills, works automatically when equipped,also called subjob when ability is used by other classes)
Skill Name(Level Learned) – Description
* – means skill is known from the start of lv1 and also i listed melee attacks for other classes just to describe if they are capable of melee attacking and such

Adventurer
Attack Skill:
Melee(*) Basic attack can only target enemies in front
Scavenge(lv2) – Melee attack that grants 2x resources
Pickpocket(lv10) – Melee attack that grants 2x items
Scavenge II(lv13) – Melee attack that grants 3x resources

Abilities:
First Attack(lv5) – Hitting an enemy with full HP deals 30% extra damage
First Attack II(lv16) – Hitting an enemy with full HP deals 50% extra damage

Archer
Attack Skill:
Ranged(*) – Basic attack can target any enemy
Thermobolt(lv2) – Fire-element ranged attack that has a 60% chance to apply 30% defense reduction on enemy for 3 turns
Elecbolt(lv10) – Electro-element ranged attack that has a 30% chance to apply shock on enemy for 1 turns
Chembolt(lv13) – Chemical-element ranged attack that has a 50% chance to apply 4 poison on enemy for 3 turns
Thermobolt II(lv16) – Fire-element ranged attack that has a 60% chance to apply 60% defense reduction on enemy for 3 turns
Chembolt II(lv19) – Chemical-element ranged attack that has a 50% chance to apply 12 poison on enemy for 3 turns
Elecbolt II(lv25) – Electro-element ranged attack that has a 30% chance to apply shock on enemy for 2 turns

Abilities:
Ricochet(lv8) – Hits 1 additional enemy(s) that was not originally targeted, each hit reduces attack power by 50%
Ricochet II(lv22) – Hits 2 additional enemy(s) that was not originally targeted, each hit reduces attack power by 50%

Berserker
Attack Skill:
Melee(*) Basic attack can only target enemies in front

Abilities:
Rage(lv2) – Damage increases as health decreases, to a maximum of 50% extra damage as health nears zero
Rage II(lv9) – Damage increases as health decreases, to a maximum of 70% extra damage as health nears zero

Cleric
Attack Skill:
Melee(*) Basic attack can only target enemies in front
Heal(*) – Heals target for 40% of magic power
Haste(lv8) -Increase target speed by 2 + 3% of magic power, effect diminishes on recast
Heal II (lv11) – Heals target for 45% of magic power
Haste II(lv17) – Increase target speed by 4 + 4% of magic power, effect diminishes on recast

Abilities:
Regen(lv5) – Regenerates 4 HP per turn
Regen II(lv14) – Regenerates 8 HP per turn

Knight
Attack Skill:
Melee(*) Basic attack can only target enemies in front
Sacrifice(lv8) – Transfer as much health as possible to target, converting at 100% efficiency
Sacrifice II(lv19) – Transfer as much health as possible to target, converting at 150% efficiency

Abilities:
Lifesteal(lv6) – Heals for 20% of damage done
Spiked Armor(lv10) – Deals 25% of damage taken back to attacker. can not kill attacker.
Spiked Armor II(lv13) – Deals 40% of damage taken back to attacker. can not kill attacker.
Lifesteal II(lv16) – Heals for 40% of damage done

Wizard
Attack Skill:
Magic Blast(*) – Magic attack that hits all enemies (magic ignores defense)
Bio Blast(lv2) – Chemical-element area-effect magic that has a 30% chance to apply 4 poison damage a turn for 3 turns
Inferno(lv9) – Thermal-element area-effect magic that has a 30% chance to apply 25% defense reduction on enemy for 3 turns
Shock Wave(lv12) – Electro-element area-effect magic that has 15% chance to shock and enemy for 1 turns
Bio Blast II(lv16) – Chemical-element area-effect magic that has a 30% chance to apply 12 poison damage a turn for 3 turns
Inferno II(lv24) – Thermal-element area-effect magic that has a 30% chance to apply 50% defense reduction on enemy for 3 turns

Abilities:
Magic Up(lv7) – Increase magic power by 2 (Wizards and Clerics use magic power)
Chance Up(lv14) – Increases chance of applying effects by 10%
Magic Up II(lv18) – Increase magic power by 4 (Wizards and Clerics use magic power)
Chance Up II(lv21) – Increases chance of applying effects by 20%

Notes:
*Lifesteal works with ricochet and wizard attack skills
*First Attack and Rage works with increasing Wizard attack skills
*Ricochet doesn’t work with Wizard attack skills
*It seems that the attack power displayed is also the magic attack(correct me if i’m wrong, because i had a wizard with 13atk + magic up II and his damage is usually 16-17 since magic ignores defense)
*Max level for a certain class as of now is lv30

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