Granado Espada Class, Stance and Skill Database Complete Guide
Granado Espada Class, Stance and Skill Database Complete Guide by X-Calibre
This is a (currently incomplete) database of all stances and skills, as well as guide for every class and exists to serve as general guideline to help the community of Granado Espada. Due to the immense size of this article, please use the ctrl+f function in order to find what you want to know about.
As this guide is currently unfinished, the Elementalist section is unfinished and there are no further Information on RNPCs. Fortunately, there are existing guides on the forum you may refer to while they are under construction:
–Elementalist Guide
–Complete RNPC Data
Please note:
-This is still unfinished.
-The guide was created based on other databases. But due to the fact that the existing ones were either wrong or based on the Closed Beta stage, there might be similiar mistakes. Although the author has corrected as much as possible (if this database has a difference to other databases, it was probably a corrected error), he obviously didn’t do a well enough job.
-Should you have missing information or find a mistake, typo or spacing error please submit by clicking here, and you will be credited for heroically correcting the shameful errors of the original author. Hatemail is also welcome, as long as it contains constructive criticism. If you fail at constructive criticism, the author pities you, which means a lot.
-The elementalist Page is missing a lot of information for now. Feel free to check the old Elementalist Guide as long as it is under construction.
-The fonts of this guide are currently miserable, please excuse me for this unworthy mistake.
-Please do not just steal this guide, but feel free to take it as reference when writing something on your own. Should it be necessary to completely copy the information, ask here be sure to credit everyone who has made contributions to it.
Current To Do List:
-Table of Contents
-Fonts
-Warlock Section
-RNPC Section
-Pictures
-Confirmation and correction of all present information
Stance Information Layout:
Required Level: What Base Level the character needs to be in order to learn this stance
Required Weapon: What equipment is required for this stance
Required Stance: Which other stance is prerequisite of ths stance and what level must it be
Stance Traits: Attributes of the stance
Combinable Stance: Stances that require the same equipment and can be easily changed to
Stance Bonusses: Additional advantages provided by the stance
Skill Information Layout:
Required Stance Level: The level your stance must have in order to unlock this skill
Shared Stance: Other stances that also have this skill
Required Skill Points: Skillpoints required for increasing the skill level by 1
Range: Adjacent
Range: How far the effect of this skill reaches
Area Type: Who and where this skill is directed to
Number of Targets: Maximal amount of targets this skill can effect
Effects: What the skill does
SP Consumption: What this skill requires to be casted
Cast Time: How long it takes to cast this skill/how long the skill animation takes
Duration: How long the effects last
Recovery Time: How long you have to wait until you may reuse the same skill again.
Private Skill Information Layout:
Raising Base Level: How many Base levels you need for them to level up
Usable by: Characters who possess this as private skill
Range: How far the effect of this skill reaches
Area Type: Who and where this skill is directed to
Number of Targets: Maximal amount of targets this skill can effect
Effects: What the skill does
SP Consumption: What this skill requires to be casted
Cast Time: How long it takes to cast this skill/how long the skill animation takes
Duration: How long the effects last
Recovery Time: How long you have to wait until you may reuse the same skill again.
Credits:
The following people have made contributions to this Guide:
–X-Calibre/Calibre Family (Wrote it)
–Kyogun/Aetherlite Family
Fighter:
Although fighters have the most strength and constitution compared to other stock characters, they have quite balanced physical stats and the most stances among all classes, giving them varying strategic uses. From the classic tanking meatshield over ranged support to high-end damagers, you name it, you get it! It should also be noted that fighters do not regenerate SP by resting, they gain a small amount with every standard attack or attack combination, forcing them to brawl a while before they can pull out finishing moves if you don’t want to spend potions. While fighters on melee stances play good tanks in PvE, afk leveling sometimes cause them to run too far off from the team while chasing mobs, causing them to either die or auto-return with hold/patrol mode turned off. This can be prevented either by switching to a shooting stance or simply setting the fighter on hold near a ranged combattant, so that the fighter will stay and attack enemies who try to engage the ranged character. In PvP, fighters are unmatched, as most of their skills has no cast bar and can knock things over because they are melee. In addition, they are also quite durable. Tanking stances also allow them to block or parry off a great deal of physical attacks, including those of other fighters and musketeers, but they have no special defense for magical damage.
Private Skill:
Provoke:
The Caster calls out a provocation to mock nearby enemies, causing them to attack him furiously in expense of own safety. A great skill to use in PvE to attract the attention of mobs and often used short before performing an Area Attack to finish them off. In PvP situations it is reduced to mooching some Defense off people in range if you can afford the 10% Attack power raise it automatically gives.
Raising Base Level: 5
Usable by: Fighter, Coimbra Trooper, Grandice
Range: 8m
Area Type: Self
Number of Targets: 8
Effects: AI attacks caster, Target Attack Power +10%
SP Consumption: 100
Cast Time: None
Duration: 15 Seconds
Recovery Time: None
1: Def -11
2: Def -12
3: Def -13
4: Def -14
5: Def -15
6: Def -16
7: Def -17
8: Def -18
9: Def -19
10: Def -20
11: Def -21
12: Def -22
Stances:
Bareknuckle:
Only fighters and musketeers can battle barehanded. though there is absolutely no point in doing so, as this stance will neither ever give you bonusses nor skills, though the NPC Gracielo has a differed version of this stance. Those who like Fist combatants a la Monk/Champion/Billposter/Brawler/Whatever you call them should check out “Chapter of Earth” among the NPC Stances, available for Jean-Pierre Gascon (aka Gurtrude Peterson) and possibly Irawan.
Required Level: 1
Required Weapon: Both Hands Empty
Required Stance: None
Stance Traits: None
Combinable Stance: None
Stance Bonusses:
1: Nothing
2: Nothing
3: Nothing
4: Nothing
5: Nothing
6: Nothing
7: Nothing
8: Nothing
9: Nothing
10: Nothing
11: Nothing
12: Nothing
13: Nothing
14: Nothing
15: Nothing
16: Nothing
17: Nothing
18: Nothing
19: Nothing
20: Nothing
21: Nothing
22: Nothing
23: Nothing
24: Nothing
25: Nothing
Skills:
There are none.
Escrima:
Many people like to use Escrima for a fighter at low levels due to the fact that Leather Armor options often adds evade and monsters get killed easily anyways. Main Downsides are the late acquisition of skills and the lacking power of daggers. This Stance is also capable of cancelling opponent skills and Counter Attacking them with an own move. Though all skills of Dagger stances seem to possess overall high-end Damaging skills, the low power of daggers generally make them still inferior to even basic sword moves. The fighter’s Escrima is similiar to that of Soho and Lisa Linway, but scouts have a different version of this stance.
Required Level: 1
Required Weapon: Dagger
Required Stance: None
Stance Traits: Triple-Hit, Counter Attack
Combinable Stance: None
Stance Bonusses:
1: Rajar En Recta
2: Nothing
3: Evasion +1%
4: Evasion +1%, Attack Speed +1%, Dagger Venenosa
5: Evasion +2%, Attack Speed +1%
6: Evasion +2%, Attack Speed +1%
7: Evasion +2%, Attack Speed +1%
8: Evasion +3%, Attack Speed +2%
9: Evasion +3%, Attack Speed +2%
10: Evasion +4%, Attack Speed +2%, Baile Soleares
11: Evasion +4%, Attack Speed +2%
12: Evasion +4%, Attack Speed +3%
13: Evasion +5%, Attack Speed +3%
14: Evasion +5%, Attack Speed +3%
15: Evasion +6%, Attack Speed +3%, Ligera Ventaja
16: Evasion +6%, Attack Speed +4%
17: Evasion +6%, Attack Speed +4%
18: Evasion +7%, Attack Speed +4%
19: Evasion +7%, Attack Speed +4%
20: Evasion +8%, Attack Speed +5%, Ilimitada Sierra
21: Evasion +8%, Attack Speed +5%
22: Evasion +8%, Attack Speed +5%
23: Evasion +9%, Attack Speed +5%
24: Evasion +9%, Attack Speed +6%
25: Evasion +10%, Attack Speed +6%
Skills:
Rajar En Recta:
The caster stabs an enemy and hits the head, quite a basic move with seeminlgy High damage, but the attack power of daggers are inferior, turning the advantages of this skill, due to the spamability and low SP costs it is best suited for continuous attacks, quick knockdowns or Countering.
Required Stance Level: 1
Shared Stance: None
Required Skill Points: 1
Range: Adjacent
Area Type: None
Knockback: 5m
Number of Targets: 1
Effects: Reduces Def by -30, Counter Attack possible
SP Consumption: 100
Cast Time: 2.42 Seconds
Duration: None
Recovery Time: None
1: 477%, 359% Counter Attack
2: 520%, 392% Counter Attack
3: 564%, 425% Counter Attack
4: 607%, 457% Counter Attack
5: 651%, 490% Counter Attack
6: 694%, 523% Counter Attack
7: 737%, 555% Counter Attack
8: 781%, 588% Counter Attack
9: 824%, 621% Counter Attack
10: 867%, 653% Counter Attack
11: 911%, 686% Counter Attack
12: 954%, 719% Counter Attack
Dagger Venenosa:
Enchants the dagger with the chance to poison the enemy, causing damage over time. While damage over time is also damage, you probably won’t even notice the effect against certain mobs at lower levels. High defense opponents at higher levels though, die a little faster with this.
Required Stance Level: 4
Shared Stance:
Required Skill Points: 1
Range: Self
Area Type: None
Knockback: None
Number of Targets: 1
Effects: None
SP Consumption: 150
Cast Time: ?
Duration: None
Recovery Time: None
1: 33 Seconds Duration, 12% Chance to inflict [Poison]
2: 36 Seconds Duration, 14% Chance to inflict [Poison]
3: 39 Seconds Duration, 16% Chance to inflict [Poison]
4: 42 Seconds Duration, 18% Chance to inflict [Poison]
5: 45 Seconds Duration, 20% Chance to inflict [Poison]
6: 48 Seconds Duration, 22% Chance to inflict [Poison]
7: 51 Seconds Duration, 24% Chance to inflict [Poison]
8: 54 Seconds Duration, 26% Chance to inflict [Poison]
9: 57 Seconds Duration, 28% Chance to inflict [Poison]
10: 60 Seconds Duration, 30% Chance to inflict [Poison]
11: 63 Seconds Duration, 32% Chance to inflict [Poison]
12: 66 Seconds Duration, 34% Chance to inflict [Poison]
Baile Soleares:
A furious slashing attack with very high Damage modifier, able to pack quite a punch even when during a Counter, though when used it is overall inferior to Ilimitada Sierra except in Counter Attack Situations and SP/reuse issues.
Required Stance Level: 8
Shared Stance: None
Required Skill Points: 2
Range: Adjacent
Area Type: None
Knockback: 5m
Number of Targets: 1
Effects: None
SP Consumption: 200
Cast Time: 4.44 Seconds
Duration: None
Recovery Time: 10 Seconds
1: 1297%, 977% Counter Attack
2: 1415%, 1066% Counter Attack
3: 1532%, 1154% Counter Attack
4: 1650%, 1243% Counter Attack
5: 1768%, 1332% Counter Attack
6: 1886%, 1421% Counter Attack
7: 2004%, 1510% Counter Attack
8: 2122%, 1598% Counter Attack
9: 2240%, 1687% Counter Attack
10: 2358%, 1776% Counter Attack
11: 2475%, 1865% Counter Attack
12: 2593%, 1954% Counter Attack
Ligera Ventaja:
A rushing attack, cutting through a field of enemies and stunning them. Its the only Area attack for this stance and highly usefull as it is capable of stunning a group of opponents if you are able to aim the Dash, it is also usable as Counter. Don’t rely on it to kill off anything above weaker mobs, though.
Required Stance Level: 12
Shared Stance: None
Required Skill Points: 2
Range: 8m x 0.6m
Area Type: Self Forward Charge
Knockback: None
Number of Targets: 5
Effects: 60% Chance to Stun, Character moves forward notably during the skill animation.
SP Consumption: 250
Cast Time: ?
Duration: None
Recovery Time: 15 Seconds
1: 340%, 256% Counter Attack
2: 371%, 280% Counter Attack
3: 402%, 303% Counter Attack
4: 433%, 326% Counter Attack
5: 464%, 350% Counter Attack
6: 495%, 373% Counter Attack
7: 526%, 396% Counter Attack
8: 557%, 420% Counter Attack
9: 588%, 443% Counter Attack
10: 619%, 466% Counter Attack
11: 650%, 490% Counter Attack
12: 681%, 513% Counter Attack
Ilimitada Sierra:
This Continuous slashing move not only has high damage modifiers, but also gives a defense reduction to relieve the weak attack power of daggers, making it a plausible finisher. It is strongly weakened when used for Counter Attacks compared to the other skills of this stance, making it a rather offense only attack.
Required Stance Level: 16
Shared Stance: None
Required Skill Points: 3
Range: Adjacent
Area Type: None
Knockback: 5m
Number of Targets: 1
Effects: Negates Def by -30
SP Consumption: 300
Cast Time: 2.74 Seconds
Duration: None
Recovery Time: 20 Seconds
1: 1125%, 678% Counter Attack
2: 1228%, 740% Counter Attack
3: 1330%, 801% Counter Attack
4: 1432%, 863% Counter Attack
5: 1534%, 925% Counter Attack
6: 1637%, 986% Counter Attack
7: 1730%, 1048% Counter Attack
8: 1841%, 1110% Counter Attack
9: 1944%, 1171% Counter Attack
10: 2046%, 1233% Counter Attack
11: 2148%, 1295% Counter Attack
12: 2250%, 1356% Counter Attack
Back Guard:
The most Basic Stance of a Fighter. This Stance can optionally include a shield, though a sword alone is enough. Though this Stance offers nothing out of the extraordinary and is rather considered weak, many a player maxes it anyways in order to use it in concert with High Guard for Sword and Shield wielding Fighters. Ramiro and Tiburon both have an alternate version of this Stance.
Required Level:1
Required Weapon: Sword (Shield optional)
Required Stance: None
Stance Traits: None
Conbinable Stance: High Guard
Stance Bonusses:
1: Deep Straight
2: Block +1
3: Block +1
4: Block +2
5: Block +2
6: Block +3
7: Attack Speed 1%, Block +3
8: Attack Speed 1%, Block +4, Earthtremor
9: Attack Speed 1%, Block +4
10: Attack Speed 1%, Block +5
11: Attack Speed 1%, Block +5
12: Attack Speed 1%, Block +6, Penta-Train
13: Attack Speed 1%, Block +7
14: Attack Speed 1%, Block +7
15: Attack Speed 1%, Block +8
16: Attack Speed 1%, Block +8, Vortexslash
17: Attack Speed 2%, Block +9
18: Attack Speed 2%, Block +9
19: Attack Speed 2%, Block +10
20: Attack Speed 2%, Block +10
21: Attack Speed 2%, Block +11
22: Attack Speed 2%, Block +11
23: Attack Speed 2%, Block +12
24: Attack Speed 2%, Block +12
25: Attack Speed 3%, Block +13
Skills:
Deep Straight:
The Fighter Stabs an Enemy and kicks him away. With quite good damage regarding that you can spam it, this move is great to get enemies off their feet in early NPC battles or PvP situations.
Required Stance Level: 1
Shared Stance: None
Required Skill Points: 1
Range: Adjacent
Area Type: None
Knockback: 4.5m
Number of Targets: 1
Effects: None
SP Consumption: 100
Cast Time: 2.02 Seconds
Duration: None
Recovery Time: None
1: 360%
2: 393%
3: 426%
4: 459%
5: 492%
6: 524%
7: 557%
8: 590%
9: 623%
10: 655%
11: 688%
12: 721%
Earthtremor:
The only Area Effect skill available in Sword and Shield styles, involving the Fighter to leap up in the air and bash down with ground shaking force. Though only capable of attacking a maximum of 3 targets, it can really save you from being overrun or at least whipe some clustered opponents to the ground. If you use Sword and Shield for PvE, be sure to have this ready, although even a low level Earth Tremor gets the job done at lower levels. Though only slightly weaker than Deep Straight, the cooldown time and the doubled SP requirements prevents all too repetitive use in 1 on 1 situations, especially early on.
Required Stance Level: 8
Shared Stance: Defending Guard
Required Skill Points: 2
Range: Adjacent
Area Type: Adjacent
Knockback: 4m
Number of Targets: 3
Effects: None
SP Consumption: 200
Cast Time: 2.2 Seconds
Duration: None
Recovery Time: 10 Seconds
1: 317%
2: 346%
3: 374%
4: 403%
5: 432%
6: 461%
7: 490%
8: 518%
9: 547%
10: 576%
11: 605%
12: 634%
Penta-Train:
A move which can be considered as early-on Finisher, this move is inferior to Vortex Slash only at first glance. Capable of heavily damaging or even finishing off early minor bosses in one blow, this skill is remarkably strong as long as the opponent has Soft Armor and also a good reason to use Back Guard to complement High Guard.
Required Stance Level: 12
Shared Stance: None
Required Skill Points: 2
Range: Adjacent
Area Type: None
Knockback: 4m
Number of Targets: 1
Effects: Double Damage against [Soft Armor]
SP Consumption: 250
Cast Time: 3.4 Seconds
Duration: None
Recovery Time: 15 Seconds
1: 516%
2: 563%
3: 610%
4: 657%
5: 704%
6: 751%
7: 798%
8: 845%
9: 892%
10: 939%
11: 986%
12: 1033%
Vortexslash:
A typical finishing move, high-end damage paired with high SP cost and a long time between reuses, nothing out of the extraordinary. If you save up points for this, it will help you against bosses and players without Soft Armor and can quickly finish off a character in PvP if you catch it unaware and injured enough in order to prevent recovery by heals.
Required Stance Level: 16
Shared Stance: None
Required Skill Points: 3
Range: Adjacent
Area Type: None
Knockback: 4m
Number of Targets: 1
Effects: Character moves forward notably during the skill animation.
SP Consumption: 300
Cast Time: 3.2 Seconds
Duration: None
Recovery Time: 20 Seconds
1: 1089%
2: 1188%
3: 1287%
4: 1386%
5: 1485%
6: 1584%
7: 1683%
8: 1782%
9: 1881%
10: 1980%
11: 2079%
12: 2178%
High Guard:
The best Mob Tanking stance before achieving Veteran Status, giving greatly improved blocking chances, stunning attacks and most skills rowed up in early stance levels, this Stance is great to use early on and prevails as highly capable in the defensive area, allowing fighters to tank bosses many a level above them. The downsides are the lacking damage of most skills compared to the initial Back Guard stance. A great advantage of High Guard though, is that it can switch between Back Guard easily, offering a good variety of possibilities.
Required Level: 12
Required Weapon: Sword and Shield
Required Stance: Back Guard 8
Stance Traits: None
Stance Bonusses:
1: Slashdown
2: Block +1
3: Block +2
4: Block +3, Guardian
5: Block +4
6: Block +5
7: Block +6
8: Block +7, Pommel
9: Block +8
10: Block +9
11: Block +10
12: Block +11
13: Block +12
14: Block +13
15: Block +14
16: Block +15, Stunning Skewer
17: Block +16
18: Block +17
19: Block +18
20: Block +19
21: Block +20
22: Block +21
23: Block +22
24: Block +23
25: Block +24
Skills:
Slash Down:
Short and Simple move, spammable and without any unecessary animations. This skill is commonly found in some other stances as well, including Heaven and Hell. Characters aiming to achieve the mentioned Stance should consider pushing Slash Down in High Guard first in order to save some skill points. Inferior to Deep Straight damagewise, slashdown can still be easily used in order to knock something over.
Required Stance Level: 1
Shared Stance: Defending Guard, Heaven and Hell, Flame Guard
Required Skill Points: 1
Range: Adjacent
Area Type: None
Knockback: 4m
Number of Targets: 1
Effects: None
SP Consumption: 100
Cast Time: 2.37 Seconds
Duration: None
Recovery Time: None
1: 251%
2: 274%
3: 297%
4: 320%
5: 343%
6: 366%
7: 389%
8: 411%
9: 434%
10: 457%
11: 480%
12: 503%
Guardian:
Quickly achieved and very typical for any defensive Stance, this skill improves the survivability of the caster against physical moves greatly, but the -30% movement speed are to be considered especially in PvP situations. The low costs allows any combatant to keep it on most of the time as long as SP allows, a must have for any pure tanker capable of gaining. Recasting will cancel the skill.
Required Stance Level: 4
Shared Stance: Defending Guard, Defending Shot
Required Skill Points: 1
Range: Self
Area Type: Self
Knockback: None
Number of Targets: 1
Effects: -30% Movement Speed, Character cannot use skills.
SP Consumption: 150
Cast Time: ?
Duration: 10 Seconds
Recovery Time: None
1: Block +8
2: Block +11
3: Block +14
4: Block +17
5: Block +20
6: Block +23
7: Block +26
8: Block +29
9: Block +32
10: Block +35
11: Block +38, Def Rating +1
12: Block +41, Def Rating +1
Pommel:
A hard whack with the sword’s end. Though nothing terribly great in aspect of damage modifiers compared to used SP and recovery time, but you get it quite early and its not that hard to spam. The interesting part though, is that it ignores the defense of small and medium targets, being most stuff on lower levels and PvP targets!
Required Stance Level: 8
Shared Stance: None
Required Skill Points: 2
Range: Adjacent
Area Type: None
Knockback: 3m
Number of Targets: 1
Effects: Ignore defense of Small and Medium targets
SP Consumption: 200
Cast Time: 3.68 Seconds
Duration: None
Recovery Time: 10 Seconds
1: 588%
2: 642%
3: 695%
4: 748%
5: 802%
6: 855%
7: 909%
8: 962%
9: 1016%
10: 1069%
11: 1123%
12: 1176%
Stunning Skewer:
High SP Cost and a long animation to watch as you would expect from a Finisher, but too weak to really be one. Instead, the Stun chance comes in quite handy in PvP, but since Most bosses are immune to such things it won’t really help you there. Since the stun chance remains same on all levels and the damage growth rate is rather abyssmal at high Skillpoint costs, there is no need to hurry in maxing this skill, unless its really the only one you use.
Required Stance Level: 16
Shared Stance: Defending Guard
Required Skill Points: 3
Range: Adjacent
Area Type: None
Knockback: 4.5m
Number of Targets: 1
Effects: 25% to cause Stun on Target, Character moves forward notably during the skill animation.
SP Consumption: 300
Cast Time: 4.45 Seconds
Duration: None
Recovery Time: 20 Seconds
1: 688%
2: 751%
3: 814%
4: 876%
5: 939%
6: 1001%
7: 1064%
8: 1126%
9: 1189%
10: 1252%
11: 1314%
12: 1377%
Middle Guard:
Although this purely offensive stance using a Sabre which is obtainable early on and including a ranged attack among the skills has quite an amount of Advantages to speak of, it is often overlooked by players and only touched to gain Twin Sabre or Grind Cutter for Heaven and Hell. The Main reasons are that Tankers would take High Guard at the same level, while offensive Fighters rather consider the much cooler looking Hack’n’Slash, which easily outspeeds Sabre Guard with its dual wield. Furthermore, it only has 3 skills, which is below average. Middle Guard could be put into consideration early on for a high damage-per-hit with good attack speed and critical bonusses as well as a straight line Area attack and a ranged skill for the lowbie player, but gets outclassed in each aspect individually as soon as later stances such as Roof Guard or Heaven and Hell come around. Still, Middle Guard’s prerequisite function for Twin Sabres and Heaven and Hell’s Grind Cutter insures it to see some use. Ramiro and Tiburon have an alternate version of this stance.
Required Level: 12
Required Weapon: Sabre
Required Stance: None
Stance Traits: None
Stance Bonusses:
1: Attack Speed +1%
2: Attack Speed +2%
3: Attack Speed +3%
4: Attack Speed +4%, Critical +1%, Crescent Moon
5: Attack Speed +5%, Critical +1%
6: Attack Speed +6%, Critical +1%
7: Attack Speed +7%, Critical +2%
8: Attack Speed +8%, Critical +2%, Grind Cutter
9: Attack Speed +9%, Critical +2%
10: Attack Speed +10%, Critical +3%
11: Attack Speed +11%, Critical +3%
12: Attack Speed +12%, Critical +3%
13: Attack Speed +13%, Critical +4%
14: Attack Speed +14%, Critical +4%
15: Attack Speed +15%, Critical +4%
16: Attack Speed +16%, Critical +5%, Assassinate
17: Attack Speed +17%, Critical +5%
18: Attack Speed +18%, Critical +5%
19: Attack Speed +19%, Critical +6%
20: Attack Speed +20%, Critical +6%
21: Attack Speed +21%, Critical +6%
22: Attack Speed +22%, Critical +7%
23: Attack Speed +23%, Critical +7%
24: Attack Speed +24%, Critical +7%
25: Attack Speed +25%, Critical +8%
Skills:
Crescent Moon:
While not available in the beginning of the Stance and having quite a high SP cost for its damage, this move justifies itself for actually having a range and being able to hit air enemies. Being spammable if the SP doesn’t hurt you, this move is capable of taking down weak mobs before they even touch you… if you actually care to use it all the time.
Required Stance Level: 4
Shared Stance: None
Required Skill Points: 1
Range: 6m
Area Type: Air/Ground
Knockback: None
Number of Targets: 1
Effects: None
SP Consumption: 150
Cast Time: 0.87 Seconds
Duration: None
Recovery Time: None
1: 265%
2: 290%
3: 314%
4: 338%
5: 362%
6: 386%
7: 410%
8: 434%
9: 458%
10: 483%
11: 507%
12: 531%
Grind Cutter:
Halfway Spammable move that throws an opponent off his feet with below average damage for the cost due to a below-average growth of damage, though it must be taken in consideration that Sabres have a higher damage than swords. The main advantage of this skill is the quick and clean knockdown with 10 seconds recovery, other than that, you might just be getting it for Heaven and Hell.
Required Stance Level: 8
Shared Stance: Heaven and Hell
Required Skill Points: 2
Range: Adjacent
Area Type: None
Knockback: 5m
Number of Targets: 1
Effects: None
SP Consumption: 200
Cast Time: 2.23 Seconds
Duration: None
Recovery Time: 10 Seconds
1: 425%
2: 463%
3: 502%
4: 540%
5: 579%
6: 618%
7: 656%
8: 695%
9: 733%
10: 772%
11: 811%
12: 849%
Assassinate:
Quite a long animation for comparably low damage at high SP costs and even some HP, Its the only Area skill you have in Middle Guard though, and area skills are usually used against mobs that die easier anyways (also, don’t forget the higher-than-sword damage of Sabres). A possible use for this skill is in PvP, where one character could catch up to 5 others in the long animation of this skill rendering them immobile during this time for the rest of your team to do their stuff.
Required Stance Level: 16
Shared Stance: Flame Guard
Required Skill Points: 3
Range: 5m x 1m
Area Type: Self Forward Charge
Knockback: 4m
Number of Targets: 5
Effects: -60HP, Character moves forward notably during the skill animation.
SP Consumption: 300
Cast Time: 2.37 Seconds
Duration: None
Recovery Time: 20 Seconds
1: 271%
2: 295%
3: 320%
4: 345%
5: 369%
6: 394%
7: 418%
8: 443%
9: 468%
10: 492%
11: 517%
12: 541%
Blandir Cruz:
Not very Fast and having Greatswords doing more damage obtained at the same level as this, Blandir Cruz makes up for hitting up to 3 adjacent enemiesat a time, making your fighter a great mob controller. Its also a prerequisite for the Veteran skill Stave Guard so consider in maxing this.
Required Level: 24
Required Weapon: Polearm
Required Stance: None
Combinable Stance: None
Stance Traits: 3 Target Area Attack
Stance Bonusses:
1: Blandir Cadena
2: Attack Speed +1%
3: Attack Speed +1%
4: Attack Speed +2%
5: Attack Speed +3%
6: Attack Speed +3%
7: Attack Speed +4%, Block +1
8: Attack Speed +4%, Block +1, Gigante Marcha
9: Attack Speed +5%, Block +1
10: Attack Speed +6%, Block +1
11: Attack Speed +6%, Block +1
12: Attack Speed +7%, Block +1
13: Attack Speed +7%, Block +2
14: Attack Speed +8%, Block +2
15: Attack Speed +9%, Block +2
16: Attack Speed +9%, Block +2, Tierra Choque
17: Attack Speed +10%, Block +2
18: Attack Speed +10%, Block +2
19: Attack Speed +11%, Block +3
20: Attack Speed +12%, Block +3
21: Attack Speed +12%, Block +3
22: Attack Speed +13%, Block +3
23: Attack Speed +13%, Block +3
24: Attack Speed +14%, Block +3
25: Attack Speed +15%, Block +4
Skills:
Blandir Cadena:
A heavy hit on a single Target with spammability and some nice damage modifiers (great thing since Polearms also have pretty High power, just that they are slow but that won’t affect the damage of skills) and an extra damage bonus for certain enemies to top it, this move is important when facing a single tough enemy such as bosses and definitely something you should invest points in as soon as you intend to do so, since this stance already does a good job in mob control to begin with.
Required Stance Level: 1
Shared Stance: None
Required Skill Points: 1
Range: Adjacent
Area Type: None
Knockback: 4.5m
Number of Targets: 1
Effects: +50% Damage to [Heavy Armor]
SP Consumption: 100
Cast Time: 3.95 Seconds
Duration: None
Recovery Time: None
1: 574%
2: 626%
3: 678%
4: 731%
5: 783%
6: 835%
7: 887%
8: 939%
9: 991%
10: 1044%
11: 1096%
12: 1148%
Gigante Marcha:
Your first Area skill in this stance, although the normal attacks do area damage already, this will hit them harder and hits 2 more at max. aside of the usual SP/reuse issues and the fact that you get this much earlier, Tierra Choque will help you a lot more in serious situations if you do it right. But it never hurts to break away a few more mobs quickly every 10 seconds.
Required Stance Level: 8
Shared Stance: None
Required Skill Points: 2
Range: 4.5m
Area Type: Adjacent
Knockback: 4.5m
Number of Targets: 5
Effects: None
SP Consumption: 200
Cast Time: 2.2 Seconds
Duration: None
Recovery Time: 10 Seconds
1: 435%
2: 475%
3: 514%
4: 554%
5: 593%
6: 633%
7: 672%
8: 712%
9: 752%
10: 791%
11: 831%
12: 870%
Tierra Choque:
Not that much extra damage for a final move, but since Polearms have quite some power to begin with its fine, though the 300 SP is a lot. Main advantage here is the 30% chance to stun your enemies, which can help you a lot if your opponent crowds up in PvP situations.
Required Stance Level: 16
Shared Stance: None
Required Skill Points: 3
Range: 4m
Area Type: Adjacent
Knockback: 4m
Number of Targets: 5
Effects: 30% Chance to inflict [Stun]
SP Consumption: 300
Cast Time: 1.36 + 1.5 Seconds
Duration: None
Recovery Time: 20 Seconds
1: 529%
2: 577%
3: 625%
4: 673%
5: 721%
6: 769%
7: 817%
8: 865%
9: 913%
10: 961%
11: 1009%
12: 1057%
Plow Guard:
The earliest stance to use Greatswords, having the highest attack of all weapons. Though Greatswords hit a tad bit harder than polearms, they have no area effect and are almost just as slow, which makes this stance hard to get along with. But Plow it is a prerequisite for Roof Guard, the RNPC’s Tail Guard and the Veteran Stance Sidewinder. The Former relieves the low speed a little and the latter 2 will give the Greatsword area whiping abilities! With its balanced stance bonusses adding blocking chance, this stance can complement Roof Guard and Sidewinder for defensive combat. Ramiro and Tiburon have an alternate version of this stance
Required Level: 24
Required Weapon: Greatsword
Required Stance: None
Combinable Stance: Roof Guard, Sidewinder
Stance Traits: None
Stance Bonusses:
1: Charge
2: Attack Speed +1%
3: Attack Speed +1%, Critical +1%, Block +1
4: Attack Speed +2%, Critical +1%, Block +1
5: Attack Speed +3%, Critical +2%, Block +2
6: Attack Speed +3%, Critical +2%, Block +2
7: Attack Speed +4%, Critical +3%, Block +2
8: Attack Speed +4%, Critical +3%, Block +3, Vertical Slash
9: Attack Speed +5%, Critical +4%, Block +3
10: Attack Speed +6%, Critical +4%, Block +4
11: Attack Speed +6%, Critical +5%, Block +4
12: Attack Speed +7%, Critical +5%, Block +4, Skyliner
13: Attack Speed +7%, Critical +6%, Block +5
14: Attack Speed +8%, Critical +6%, Block +5
15: Attack Speed +9%, Critical +7%, Block +6
16: Attack Speed +9%, Critical +7%, Block +6, Highlander Soul
17: Attack Speed +10%, Critical +8%, Block +6
18: Attack Speed +10%, Critical +8%, Block +7
19: Attack Speed +11%, Critical +9%, Block +7
20: Attack Speed +12%, Critical +9%, Block +8
21: Attack Speed +12%, Critical +10%, Block +8
22: Attack Speed +13%, Critical +10%, Block +8
23: Attack Speed +13%, Critical +11%, Block +9
24: Attack Speed +14%, Critical +11%, Block +9
25: Attack Speed +15%, Critical +12%, Block +10
Skills:
Charge:
Stabs an opponent and knocks it away with a tackle, great way to finish off a mob in one hit or to knock something over quickly. though it looks like this skill is quite weak, you must take into consideration that Greatswords have a lot of power to begin with, so the low % doesn’t necessarily mean its that bad. The defense ignoring effect also comes in quite handy. Other than that, the damage increase per level is low for a single target move.
Required Stance Level: 1
Shared Stance: None
Required Skill Points: 1
Range: Adjacent
Area Type: None
Knockback: 4.5m
Number of Targets: 1
Effects: Negates Def by -20
SP Consumption: 100
Cast Time: 3.3 Seconds
Duration: None
Recovery Time: None
1: 247%
2: 270%
3: 292%
4: 315%
5: 337%
6: 360%
7: 382%
8: 405%
9: 427%
10: 450%
11: 472%
12: 494%
Vertical Slash:
The boss killer among the skills of this stance thinks that size does matter – your opponent’s body size that is. While mobs don’t appear super-sized all too often (especially early on), Bosses always come along a bit oversized. while you might not want to waste this move on a normal mob on in PvP (thats what you have Charge for, after all), this moderately repeatable move with pretty good damage bonusses (for a Greatsword move) will drop a great deal of HP of those tough cookies.
Required Stance Level: 8
Shared Stance: Defending Guard
Required Skill Points: 2
Range: Adjacent
Area Type: None
Knockback: 4.5m
Number of Targets: 1
Effects: Damage varies by Target size
SP Consumption: 200
Cast Time: 1.33 + 1.7 Seconds
Duration: None
Recovery Time: 10 Seconds
1: 236% (Small Target), 471% (Medium Target), 707% (Large Target)
2: 257% (Small Target), 514% (Medium Target), 771% (Large Target)
3: 278% (Small Target), 557% (Medium Target), 835% (Large Target)
4: 300% (Small Target), 600% (Medium Target), 899% (Large Target)
5: 321% (Small Target), 642% (Medium Target), 964% (Large Target)
6: 343% (Small Target), 685% (Medium Target), 1028% (Large Target)
7: 364% (Small Target), 728% (Medium Target), 1092% (Large Target)
8: 385% (Small Target), 771% (Medium Target), 1156% (Large Target)
9: 407% (Small Target), 814% (Medium Target), 1221% (Large Target)
10: 428% (Small Target), 857% (Medium Target), 1285% (Large Target)
11: 450% (Small Target), 899% (Medium Target), 1349% (Large Target)
12: 471% (Small Target), 942% (Medium Target), 1413% (Large Target)
Skyliner:
The first and only area attack for this stance, finally allowing some mob control. The damage modifiers are quite low as with most Greatsword skills, but it should get the job done for the start.
Required Stance Level: 12
Shared Stance: None
Required Skill Points: 2
Range: Adjacent
Area Type: None
Knockback: 5m
Number of Targets: 4
Effects: None
SP Consumption: 250
Cast Time: 2.93 Seconds
Duration: None
Recovery Time: 15 Seconds
1: 202%
2: 220%
3: 238%
4: 257%
5: 275%
6: 293%
7: 312%
8: 330%
9: 348%
10: 367%
11: 385%
12: 403%
Highlander Soul:
A Self buff that can turn the tides of a battle, while increasing attack power at 20% which also means that skills will pack more punch, blocking chance is also boosted, which is also quite necessary considering that it will drop your defense!
Required Stance Level: 16
Shared Stance: None
Required Skill Points: 3
Range: Self
Area Type: Self
Knockback: None
Number of Targets: 1
Effects: Attack Power +20%, Defense -20
SP Consumption: 300, 1 Mithridart
Cast Time: ?
Duration: 17.5 Seconds, +2.5 Seconds per Level
Recovery Time: 20 Seconds
1: Block +11, 17.5 Seconds
2: Block +13, 20 Seconds
3: Block +14, 22.5 Seconds
4: Block +16, 25 Seconds
5: Block +17, 27.5 Seconds
6: Block +19, 30 Seconds
7: Block +20, 32.5 Seconds
8: Block +22, 35 Seconds
9: Block +23, 37.5 Seconds
10: Block +25, 40 Seconds
11: Block +26, 42.5 Seconds, Attack Rating +1
12: Block +28, 45 Seconds, Attack Rating +1
Roof Guard:
The offensive counterpart of Plow Guard, giving a great boost on speed once maxed as well as a proper finisher for PvP (which you can’t really say about Charge and Vertical Slash). Ramiro Possesses an alternate version of this Stance.
Required Level: 36
Required Weapon: Greatsword
Required Stance: Plow Guard 12
Combinable Stance: Plow Guard, Sidewinder
Stance Traits: None
Stance Bonusses:
1: Attack Speed +1%
2: Attack Speed +2%
3: Attack Speed +3%
4: Attack Speed +4%
5: Attack Speed +6%
6: Attack Speed +7%
7: Attack Speed +8%
8: Attack Speed +9%, Dread Worm
9: Attack Speed +10%
10: Attack Speed +12%
11: Attack Speed +13%
12: Attack Speed +14%, Genocide
13: Attack Speed +15%
14: Attack Speed +16%
15: Attack Speed +18%
16: Attack Speed +19%, Fury
17: Attack Speed +20%
18: Attack Speed +21%
19: Attack Speed +22%
20: Attack Speed +24%
21: Attack Speed +25%
22: Attack Speed +26%
23: Attack Speed +27%
24: Attack Speed +28%
25: Attack Speed +30%
Skills:
Dread Worm:
A weak but “scary” move, able to inflict fear on your opponents rendering them unable to attack you. The damage might not even be enough for a regular mob if you don’t invest some points, though.
Required Stance Level: 8
Shared Stance: Defending Guard
Required Skill Points: 2
Range: 9m x 0.6m
Area Type: Directional
Knockback: 5m
Number of Targets: 5
Effects: 50% to inflict [Fear]
SP Consumption: 200
Cast Time: 2 + 1.77 Seconds
Duration: None
Recovery Time: 10 Seconds
1: 165%
2: 180%
3: 195%
4: 210%
5: 225%
6: 240%
7: 255%
8: 270%
9: 285%
10: 300%
11: 315%
12: 330%
Genocide:
The only Greatsword Stance that offers simple and good damage modifiers, though the animation is prett long.
Required Stance Level: 12
Shared Stance: None
Required Skill Points: 2
Range: Adjacent
Area Type: None
Knockback: 5m
Number of Targets: 1
Effects: Character moves forward notably during the skill animation.
SP Consumption: 250
Cast Time: 3.73 Seconds
Duration: None
Recovery Time: 15 Seconds
1: 542%
2: 591%
3: 641%
4: 690%
5: 739%
6: 788%
7: 838%
8: 887%
9: 936%
10: 985%
11: 1035%
12: 1084%
Fury:
A Self buff that can turn the tides of a battle, while increasing movement speed by 25%, attack speed is also boosted. While this may help you wildly hammer attacks on your target, it won’t give you any boosts for skills and it should also be considered that it will drop your defense!
Required Stance Level: 16
Shared Stance: None
Required Skill Points: 3
Range: Self
Area Type: Self
Knockback: None
Number of Targets: 1
Effects: Movement Speed +25%, Defense -20
SP Consumption: 300, 1 Analeptic Remedy
Cast Time: 1.2 Seconds
Duration: 17.5 Seconds, +2.5 Seconds per Level
Recovery Time: 20 Seconds
1: Attack Speed +11%, 17.5 Seconds
2: Attack Speed +13%, 20 Seconds
3: Attack Speed +14%, 22.5 Seconds
4: Attack Speed +16%, 25 Seconds
5: Attack Speed +17%, 27.5 Seconds
6: Attack Speed +19%, 30 Seconds
7: Attack Speed +20%, 32.5 Seconds
8: Attack Speed +22%, 35 Seconds
9: Attack Speed +23%, 37.5 Seconds
10: Attack Speed +25%, 40 Seconds
11: Attack Speed +26%, 42.5 Seconds, Attack Rating +1
12: Attack Speed +28%, 45 Seconds, Attack Rating +1
Epee Guard:
The more offensive stance for Rapiers, allowing quick and deadly precise attacks. Rapiers trade off power for speed and precision, but the high critical chance and damage modifiers in the skills still provide great advantages. This Stance is prerequisite for Advance Guard and Sabre Guard, those who wish to use them should be sure to get this.
Required Level: 48
Required Weapon: Rapier
Required Stance: None
Combinable Stance: Sabre Guard
Stance Traits: Double-Hit
Stance Bonusses:
1: Fente
2: Attack Speed +1%, Critical +1%
3: Attack Speed +1%, Critical +2%
4: Attack Speed +2%, Critical +3%
5: Attack Speed +3%, Critical +4%
6: Attack Speed +3%, Critical +4%
7: Attack Speed +4%, Critical +5%
8: Attack Speed +5%, Critical +6%, Sept Etoile
9: Attack Speed +5%, Critical +7%
10: Attack Speed +6%, Critical +8%
11: Attack Speed +7%, Critical +8%
12: Attack Speed +7%, Critical +9%, Balestra Fente
13: Attack Speed +8%, Critical +10%
14: Attack Speed +8%, Critical +11%
15: Attack Speed +9%, Critical +12%
16: Attack Speed +10%, Critical +12%, Cent Ennui
17: Attack Speed +10%, Critical +13%
18: Attack Speed +11%, Critical +14%
19: Attack Speed +12%, Critical +15%
20: Attack Speed +12%, Critical +16%
21: Attack Speed +13%, Critical +16%
22: Attack Speed +14%, Critical +17%
23: Attack Speed +14%, Critical +18%
24: Attack Speed +15%, Critical +19%
25: Attack Speed +16%, Critical +20%
Skills:
Fente:
Rather unusal for a spammable melee move, this forward stab has a bit of range, allowing you to have an advantage in terms of attack initiative – unless your opponent uses a dashing or shooting attack.
Required Stance Level: 1
Shared Stance: Epee Glacial, Main-Gauche Guard
Required Skill Points: 1
Range: Almost Adjacent
Area Type: None
Knockback: 3.5m
Number of Targets: 1
Effects: None
SP Consumption: 100
Cast Time: 1.85 Seconds
Duration: None
Recovery Time: None
1: 446%
2: 487%
3: 528%
4: 568%
5: 609%
6: 649%
7: 790%
8: 731%
9: 771%
10: 812%
11: 852%
12: 893%
Sept Etoile:
A series of quick stabs, harder hitting and with slightly more costs and restrictions, nothing special here. You might prefer Fente over this for the easy use and range and Cent Ennui is better for the massive damage, but an opponent with soft armor is another pair of shoes – Sept Etoile will cause massive damage and is slightly well reusable!
Required Stance Level: 8
Shared Stance: None
Required Skill Points: 2
Range: Adjacent
Area Type: None
Knockback: 4m
Number of Targets: 1
Effects: Double Damage to [Soft Armor]
SP Consumption: 200
Cast Time: 2.97 Seconds
Duration: None
Recovery Time: 10 Seconds
1: 717%
2: 782%
3: 847%
4: 912%
5: 977%
6: 1042%
7: 1108%
8: 1173%
9: 1238%
10: 1303%
11: 1368%
12: 1433%
Balestra Fente:
Now we’re speaking business again, with this, you have gained an area effect dashing skill with quick and short animation, you can actually use this skill in PvP for a quick movement out of area spells or to shorten the distance between yourself and the opponents quickly while knocking them over if you maintain distance and direction.
Required Stance Level: 12
Shared Stance: Epee Glacial
Required Skill Points: 2
Range: 5.5m x 0.6m
Area Type: Self Forward Dash
Knockback: None
Number of Targets: 3
Effects: Character moves forward notably during the skill animation.
SP Consumption: 250
Cast Time: 3.03 Seconds
Duration: None
Recovery Time: 15 Seconds
1: 564%
2: 615%
3: 667%
4: 718%
5: 769%
6: 820%
7: 872%
8: 923%
9: 974%
10: 1026%
11: 1077%
12: 1128%
Cent Ennui:
From the damage modifier you can tell its a finisher. Though the weaker power of Rapiers will lessen the damage, the above average modifier will still let you pack the punch and quickly slay injured minibosses or characters in PvP.
Required Stance Level: 16
Shared Stance: Epee Glacial
Required Skill Points: 3
Range: Adjacent
Area Type: None
Knockback: 4.5m
Number of Targets: 1
Effects: Character moves forward notably during the skill animation.
SP Consumption: 300
Cast Time: 3.5 Seconds
Duration: None
Recovery Time: 20 Seconds
1: 1408%
2: 1536%
3: 1664%
4: 1792%
5: 1920%
6: 2048%
7: 2175%
8: 2303%
9: 2431%
10: 2559%
11: 2687%
12: 2815%
Sabre Guard:
The more defensive Stance among the Rapier using ones, allowing you to greatly increase evasion, giving you the possibility to dodge a lot of attacks. In addition, leather armor can add Evasion easily, with the correct gear you can become near untouchable while having skills with strong damage modifiers. Do note thoug, that the more enemies attacking you, the less effective Evasion is. You are best off tanking a single enemy (for example a boss)
Required Level: 48
Required Weapon: Rapier
Required Stance: Epee Guard 12
Combinable Stance: Epee Guard
Stance Traits: Double-Hit
Stance Bonusses:
1: Tete
2: Evasion +1%
3: Evasion +1%
4: Evasion +2%, Attack Speed +1%, Evasion
5: Evasion +3%, Attack Speed +1%
6: Evasion +3%, Attack Speed +1%
7: Evasion +4%, Attack Speed +2%
8: Evasion +4%, Attack Speed +2%
9: Evasion +5%, Attack Speed +2%
10: Evasion +6%, Attack Speed +3%
11: Evasion +6%, Attack Speed +3%
12: Evasion +7%, Attack Speed +3%, Attaque Compose
13: Evasion +7%, Attack Speed +4%
14: Evasion +8%, Attack Speed +4%
15: Evasion +9%, Attack Speed +4%
16: Evasion +9%, Attack Speed +5%, Esquive Touch
17: Evasion +10%, Attack Speed +5%
18: Evasion +10%, Attack Speed +5%
19: Evasion +11%, Attack Speed +6%
20: Evasion +12%, Attack Speed +6%
21: Evasion +12%, Attack Speed +6%
22: Evasion +13%, Attack Speed +7%
23: Evasion +13%, Attack Speed +7%
24: Evasion +14%, Attack Speed +7%
25: Evasion +15%, Attack Speed +8%
Skills:
Tete:
Hits the enemy to the ground and slashes them, another quick and cheap spammable move to knock stuff over with, but with having the stun chance makes this skill deadly in PvP.
Required Stance Level: 1
Shared Stance: Sabre Glacial
Required Skill Points: 1
Range: Adjacent
Area Type: None
Knockback: 4m
Number of Targets: 1
Effects: 25% Chance to inflict [Stun]
SP Consumption: 100
Cast Time: 2 Seconds
Duration: None
Recovery Time: None
1: 386%
2: 421%
3: 456%
4: 491%
5: 527%
6: 562%
7: 597%
8: 632%
9: 667%
10: 702%
11: 737%
12: 772%
Evasion:
The Key to tank a boss or duel another melee player, this self-buff will greatly increase your Evasion. Like any buff without delay time, reuse will cancel the effect.
Required Stance Level: 4
Shared Stance: None
Required Skill Points: 1
Range: Self
Area Type: Self
Knockback: None
Number of Targets: 1
Effects: None
SP Consumption: 150
Cast Time: 2.97 Seconds
Duration: 30 Seconds
Recovery Time: None
1: Evasion +6
2: Evasion +8
3: Evasion +9
4: Evasion +11
5: Evasion +12
6: Evasion +14
7: Evasion +15
8: Evasion +17
9: Evasion +18
10: Evasion +20
11: Evasion +21, Attack Speed +5%
12: Evasion +23, Attack Speed +10%
Attaque Compose:
This belongs to the anti-armor moves like Pommel, Penta-Train or its little brother Sept Etoile, but not only is Sept Etoile having more damage, less SP cost and easier reuse, it also has a quicker animation. Attaque Compose will cause you to move forward and push the enemy, though, if that is your intention.
Required Stance Level: 12
Shared Stance: None
Required Skill Points: 2
Range: Adjacent
Area Type: None
Knockback: None
Number of Targets: 3
Effects: +50% Damage to [Hard Armor], Character moves forward notably during the skill animation.
SP Consumption: 250
Cast Time: 2.87 Seconds
Duration: None
Recovery Time: 15 Seconds
1: 697%
2: 760%
3: 823%
4: 886%
5: 950%
6: 1013%
7: 1076%
8: 1140%
9: 1203%
10: 1266%
11: 1330%
12: 1393%
Esquive Touch:
Yet another high damage modifier Rapier using Finisher, with slightly more damage and longer animation than its Epee Guard counterpart.
Required Stance Level: 16
Shared Stance: Sabre Glacial
Required Skill Points: 3
Range: Adjacent
Area Type: None
Knockback: 5m
Number of Targets: 1
Effects: Character moves forward notably during the skill animation.
SP Consumption: 300
Cast Time: 3.9 Seconds
Duration: None
Recovery Time: 20 Seconds
1: 1434%
2: 1564%
3: 1695%
4: 1825%
5: 1956%
6: 2086%
7: 2216%
8: 2347%
9: 2477%
10: 2607%
11: 2738%
12: 2868%
Freestyle Shot:
Fighters are capable of using pistoles. Capable being, they can do it… but don’t expect them to be doing it *good*. Fighters are tougher than Musketeers in “exchange” so you might want to use this stance if you want to have half-hearted tanker with Evasion who has the ability to shoot (but he won’t be shooting all too good) The 2 Dexterity less compared to Musketeers less make quite a difference and without skills, you will be doing considerable less damage. you need this to get Double-Gun shot though (not that Fighters are good at that either). The only real use in being able to shoot is that you don’t need to cast a skill to hit airborne opponents and that afk leveling is easier as your fighter won’t be chasing mobs around like stupid.
Required Level: 24
Required Weapon: Pistol
Required Stance: None
Combinable Stance: None
Stance Traits: Ranged, Consumes 1 Pistol Bullet per attack
Stance Bonusses:
1: Accuracy +1
2: Accuracy +2, Attack Speed +1%
3: Accuracy +3, Attack Speed +1%
4: Accuracy +4, Attack Speed +2%, Westraid
5: Accuracy +5, Attack Speed +3%, Critical +1%, Evasion +1%
6: Accuracy +6, Attack Speed +3%, Critical +1%, Evasion +1%
7: Accuracy +7, Attack Speed +4%, Critical +1%, Evasion +1%
8: Accuracy +8, Attack Speed +5%, Critical +1%, Evasion +1%, Triple Firing
9: Accuracy +9, Attack Speed +5%, Critical +2%, Evasion +1%
10: Accuracy +10, Attack Speed +6%, Critical +2%, Evasion +2%
11: Accuracy +11, Attack Speed +7%, Critical +2%, Evasion +2%
12: Accuracy +12, Attack Speed +7%, Critical +2%, Evasion +2%
13: Accuracy +13, Attack Speed +8%, Critical +3%, Evasion +2%
14: Accuracy +14, Attack Speed +8%, Critical +3%, Evasion +2%
15: Accuracy +15, Attack Speed +9%, Critical +3%, Evasion +3%
16: Accuracy +16, Attack Speed +10%, Critical +3%, Evasion +3%, The Quick And The Dead
17: Accuracy +17, Attack Speed +10%, Critical +4%, Evasion +3%
18: Accuracy +18, Attack Speed +11%, Critical +4%, Evasion +3%
19: Accuracy +19, Attack Speed +12%, Critical +4%, Evasion +3%
20: Accuracy +20, Attack Speed +12%, Critical +4%, Evasion +4%
21: Accuracy +21, Attack Speed +13%, Critical +5%, Evasion +4%
22: Accuracy +22, Attack Speed +14%, Critical +5%, Evasion +4%
23: Accuracy +23, Attack Speed +14%, Critical +5%, Evasion +4%
24: Accuracy +24, Attack Speed +15%, Critical +5%, Evasion +4%
25: Accuracy +25, Attack Speed +16%, Critical +6%, Evasion +5%
Skills:
Westraid:
Comes in quite handy, since your power is so miserable you could at least attack a little faster, at the expense of your aim. Unfortunately, Fighters aren’t really good at aiming either, so don’t be too surprised if you miss a few times when this is on at lower levels… Since this also appears in Doublegun Shot, maxing it would be recommended if you intend to use that stance.
Required Stance Level: 4
Shared Stance: Doublegun Shot
Required Skill Points: 1
Range: Self
Area Type: Self
Knockback: None
Number of Targets: 1
Effects: None
SP Consumption: 150
Cast Time: 1.13 Seconds
Duration: 33 Seconds, +3 Seconds per Level
Recovery Time: None
1: Attack Speed +8%, Accuracy -38, 33 Seconds
2: Attack Speed +9%, Accuracy -37, 36 Seconds
3: Attack Speed +10%, Accuracy -35, 39 Seconds
4: Attack Speed +11%, Accuracy -34, 42 Seconds
5: Attack Speed +12%, Accuracy -32, 45 Seconds
6: Attack Speed +12%, Accuracy -31, 48 Seconds
7: Attack Speed +13%, Accuracy -29, 51 Seconds
8: Attack Speed +14%, Accuracy -28, 54 Seconds
9: Attack Speed +15%, Accuracy -26, 57 Seconds
10: Attack Speed +16%, Accuracy -25, 60 Seconds
11: Attack Speed +16%, Accuracy -23, 63 Seconds, Attack Rating +1
12: Attack Speed +17%, Accuracy -22, 66 Seconds, Attack Rating +1
Triple Firing:
As you might have guessed, you fire 3 times quickly. This overall convenient skill can suite your one cast mob kill needs against cheap critters and it is spammable enough to be repeatedly used against a boss (I don’t know why you should be using a Fighter on Freestyle Shot against a boss, though), but it won’t be knocking stuff over for you a lot.
Required Stance Level: 8
Shared Stance: None
Required Skill Points: 2
Range: 9m
Area Type: Ranged
Knockback: 4m
Number of Targets: 1
Effects: None
SP Consumption: 200, 3 Pistol Bullets
Cast Time: ?
Duration: None
Recovery Time: 7 Seconds
1: 338%
2: 369%
3: 400%
4: 431%
5: 462%
6: 492%
7: 523%
8: 554%
9: 585%
10: 615%
11: 646%
12: 677%
The Quick And The Dead:
Finally an area attack for this stance, randomly shooting into an are randomly at the opponents within. Too bad that this move has the typical last skill of a stance SP use and does not knocking anything over, causing it to be one of the rather useless skills around… but wait! It has only 14 seconds recovery time instead of the typical 20, direly needed when considering that you only have 2 attack moves to choose from.
Required Stance Level: 16
Shared Stance: None
Required Skill Points: 3
Range: 7.5m
Area Type: Radius 5m
Knockback: None
Number of Targets: 5
Effects: None
SP Consumption: 300, 12 Pistol Bullets
Cast Time: 1 Second
Duration: None
Recovery Time: 14 Seconds
1: 431%
2: 470%
3: 509%
4: 548%
5: 587%
6: 626%
7: 665%
8: 705%
9: 744%
10: 783%
11: 822%
12: 861%
Doublegun Shot:
So you now shoot twice per attack, which should help a lot with the terrible damage. This stance exchanged the critical bonusses for the speed.
Required Level: 36
Required Weapon: Two Pistoles
Required Stance: Freestyle Shot 8
Combinable Stance: None
Stance Traits: Double-Hit, Ranged, Consumes 2 Pistole Bullets per attack
Stance Bonusses:
1: Accuracy +1, Westraid
2: Accuracy +2
3: Accuracy +4, Attack Speed +1%
4: Accuracy +5, Attack Speed +1%
5: Accuracy +7, Attack Speed +2%, Evasion +1%
6: Accuracy +8, Attack Speed +2%, Evasion +1%
7: Accuracy +9, Attack Speed +3%, Evasion +1%
8: Accuracy +11, Attack Speed +3%, Evasion +1%, Bloody Overdrive
9: Accuracy +12, Attack Speed +4%, Evasion +1%
10: Accuracy +14, Attack Speed +4%, Evasion +2%
11: Accuracy +15, Attack Speed +5%, Evasion +2%
12: Accuracy +16, Attack Speed +5%, Evasion +2%, Quattro Firing
13: Accuracy +18, Attack Speed +6%, Evasion +2%
14: Accuracy +19, Attack Speed +6%, Evasion +2%
15: Accuracy +21, Attack Speed +7%, Evasion +3%
16: Accuracy +22, Attack Speed +7%, Evasion +3% R.I.P.
17: Accuracy +23, Attack Speed +8%, Evasion +3%
18: Accuracy +25, Attack Speed +8%, Evasion +3%
19: Accuracy +26, Attack Speed +9%, Evasion +3%
20: Accuracy +28, Attack Speed +9%, Evasion +4%
21: Accuracy +29, Attack Speed +10%, Evasion +4%
22: Accuracy +30, Attack Speed +10%, Evasion +4%
23: Accuracy +32, Attack Speed +11%, Evasion +4%
24: Accuracy +33, Attack Speed +11%, Evasion +4%
25: Accuracy +35, Attack Speed +12%, Evasion +5%
Skills:
Westraid:
Comes in quite handy, since you don’t pack as much punch as with rifles, you could at least attack a little faster, at the expense of your aim. While this may cause you to occassionally miss at lower levels, musketeers should be accurate enough for it to be out of issue. Since this also appears in Doublegun Shot, maxing it would be recommended if you intend to use that stance. You probably already maxed it from Freestyle Shot.
Required Stance Level: 1
Shared Stance: Freestyle Shot
Required Skill Points: 1
Range: Self
Area Type: Self
Knockback: None
Number of Targets: 1
Effects: None
SP Consumption: 150
Cast Time: 1.13 Seconds
Duration: 33 Seconds, +3 Seconds per Level
Recovery Time: None
1: Attack Speed +8%, Accuracy -38, 33 Seconds
2: Attack Speed +9%, Accuracy -37, 36 Seconds
3: Attack Speed +10%, Accuracy -35, 39 Seconds
4: Attack Speed +11%, Accuracy -34, 42 Seconds
5: Attack Speed +12%, Accuracy -32, 45 Seconds
6: Attack Speed +12%, Accuracy -31, 48 Seconds
7: Attack Speed +13%, Accuracy -29, 51 Seconds
8: Attack Speed +14%, Accuracy -28, 54 Seconds
9: Attack Speed +15%, Accuracy -26, 57 Seconds
10: Attack Speed +16%, Accuracy -25, 60 Seconds
11: Attack Speed +16%, Accuracy -23, 63 Seconds, Attack Rating +1
12: Attack Speed +17%, Accuracy -22, 66 Seconds, Attack Rating +1
Bloody Overdrive:
Finally a halfway usefull skill with Pistoles. With this, you are capable of gunning down some mobs around yourself (hopefully you have enough power to actually kill them off as they won’t be knocked over).
Required Stance Level: 8
Shared Stance: None
Required Skill Points: 2
Range: 7.5m
Area Type: Self, Ranged
Knockback: None
Number of Targets: 8
Effects: None
SP Consumption: 200, 40HP, 20 Pistol Bullets
Cast Time: 1.13 Seconds
Duration: None
Recovery Time: 10 Seconds
1: 258%
2: 281%
3: 305%
4: 328%
5: 351%
6: 375%
7: 398%
8: 422%
9: 445%
10: 468%
11: 492%
12: 515%
Quattro Firing:
The first single target skill in this stance, firing quickly 4 times as your opponent, though it is almost as unspammable as the final one and does significantly less damage. Just the bullet use is much less and “efficient” if you compare damage modifier to bullet amount… if you care for the bullets that is. If you don’t mind the extra 5 second between reuses, the 16 extra bullets, 1.5m less range and 50 extra SP, rather prefer R.I.P.
Required Stance Level: 12
Shared Stance: None
Required Skill Points: 2
Range: 9m
Area Type: Ranged
Knockback: None
Number of Targets: 1
Effects: None
SP Consumption: 250, 4 Pistol Bullets
Cast Time: 1.6 Seconds
Duration: None
Recovery Time: 15 Seconds
1: 655%
2: 715%
3: 774%
4: 834%
5: 894%
6: 953%
7: 1013%
8: 1072%
9: 1132%
10: 1191%
11: 1251%
12: 1311%
R.I.P.:
The only ranged finishing move you will have as Fighter, letting you continuously shoot at a single opponent. Remember that although the damage modifier is great, pistoles are only slightly stronger than swords and you lack the Dexterity to deal enough punch with them.
Required Stance Level: 16
Shared Stance: None
Required Skill Points: 3
Range: 7.5m
Area Type: Ranged
Knockback: None
Number of Targets: 1
Effects: None
SP Consumption: 300, 20 Pistol Bullets
Cast Time: 1 + 4 Seconds
Duration: None
Recovery Time: 20 Seconds
1: 1041%
2: 1135%
3: 1230%
4: 1324%
5: 1419%
6: 1514%
7: 1608%
8: 1703%
9: 1797%
10: 1892%
11: 1987%
12: 2081%
Hack’n’Slash:
Early on DPS Stance with great skill set, often chosen by narcisstic newcomers for the coolness. While the bonusses are quite low and half-hearted in any aspect, the skills are great and DPS will hold quite well until you get Heaven or Hell or the Rapier using stances later on. Until then, the Violent Shootingstar skill provides you for the most heavy hitting for quite a while – without unnecessarily long animation (Animation length has both pros and cons). The dual wield is great but your SP regeneration isn’t doubled due to the fact that 2 hits count as 1 attack.
Required Level: 12
Required Weapon: Two Swords
Required Stance: Back Guard 8
Combinable Stance: None
Stance Traits: Double-Hit
Stance Bonusses:
1: Hexen Dropper
2:
3:
4: Attack Speed +1%
5: Attack Speed +1%
6: Attack Speed +1%
7: Attack Speed +2%, Block +1
8: Attack Speed +2%, Block +1
9: Attack Speed +2%, Block +1
10: Attack Speed +3%, Block +1
11: Attack Speed +3%, Block +1
12: Attack Speed +3%, Block +1
13: Attack Speed +4%, Block +2
14: Attack Speed +4%, Block +2
15: Attack Speed +4%, Block +2
16: Attack Speed +5%, Block +2
17: Attack Speed +5%, Block +2
18: Attack Speed +5%, Block +2
19: Attack Speed +6%, Block +3
20: Attack Speed +6%, Block +3
21: Attack Speed +6%, Block +3
22: Attack Speed +7%, Block +3
23: Attack Speed +7%, Block +3
24: Attack Speed +7%, Block +3
25: Attack Speed +8%, Block +4
Skills:
Hexen Dropper:
The Fighter fiercely slashes enemy multiple times with both swords. One of the most convenient moves that ever were spammable, the damage is simply high in general comparison and the animation moderately quick, meaning you won’t waste much time with it and can continuously reuse it against tough bosses. Other than that, another handy move to knock people over with.
Required Stance Level: 1
Shared Stance: Twin Blades
Required Skill Points: 1
Range: Adjacent
Area Type: None
Knockback: 4m
Number of Targets: 1
Effects: None
SP Consumption: 100
Cast Time: 2.4 Seconds
Duration: None
Recovery Time: None
1: 492%
2: 536%
3: 581%
4: 626%
5: 670%
6: 715%
7: 760%
8: 804%
9: 849%
10: 894%
11: 938%
12: 983%
Dust Devil:
The only Area Effect skill available in this fighting style, involving the Fighter to do a rapid spin with both swords attacking enemies around him, the animation is quick and handy. Although often favored due to its 5 target capability and easy use, newcomers will easily overestimate it as on low levels monsters are easy to kill. Later however, the low damage modifiers possibly won’t be able to kill off your targets without intensive skillpoint investions (2 skillpoints for a laughable ~10.3% improvement), but at least you can knock them over. Note that this skill hits areal targets.
Required Stance Level: 8
Shared Stance: None
Required Skill Points: 2
Range: Adjacent
Area Type: Ranged
Knockback: 3.2m
Number of Targets: 5
Effects: None
SP Consumption: 200
Cast Time: 1.47 Seconds
Duration: None
Recovery Time: 10 Seconds
1: 114%
2: 125%
3: 135%
4: 145%
5: 156%
6: 166%
7: 176%
8: 187%
9: 197%
10: 208%
11: 218%
12: 228%
Gladiator’s Bane:
The fighter slashes the enemy and then thrusts him away. Being only a little more modest than the final move, this one already has finisher potential, negating quite an amount of defense dealing moderate damage.
Required Stance Level: 12
Shared Stance: None
Required Skill Points: 2
Range: Adjacent
Area Type: None
Knockback: 4.3m
Number of Targets: 1
Effects: Negates Def by 25
SP Consumption: 250
Cast Time: 2.7 Seconds
Duration: None
Recovery Time: 15 Seconds
1: 760%
2: 830%
3: 899%
4: 968%
5: 1037%
6: 1106%
7: 1175%
8: 1244%
9: 1313%
10: 1383%
11: 1452%
12: 1521%
Violent Shootingstar:
A hard hitting finishing move with the typical high-end damage paired with high SP cost and a long time between reuses. If you save up points for this, it will help you against bosses and players and can quickly finish off a character in PvP.
Required Stance Level: 16
Shared Stance: None
Required Skill Points: 3
Range: Adjacent
Area Type: None
Knockback: 4.5m
Number of Targets: 1
Effects: None
SP Consumption: 300
Cast Time: 4.33 Seconds
Duration: None
Recovery Time: 20 Seconds
1: 1256%
2: 1371%
3: 1485%
4: 1599%
5: 1713%
6: 1828%
7: 1942%
8: 2056%
9: 2170%
10: 2284%
11: 2399%
12: 2513%
Heaven and Hell:
Another Stance highly popular just for looking cool. Heaven and Hell gives and insane amount of attack speed bonus, and as dual wielding stance it is fast to begin with! A major downside for lower levels though, is the forced triple-hit, which might waste your time before the stance has its full attack speed potential. The skills include a ranged skill with no SP use, allowing the fighter to do ranged attacks all the time if you care to cast it on everything, but the stance itself counts as melee meaning that you cannot target aerial enemies with normal attacks (you have to shoot them with the skill). It shares Slashdown and Grind Cutter with High Guard and Middle Guard, so in order to max all skills in this Stance, you can level them on these Stances first. Adelina Esperanze possesses an alternate version of this Stance.
Required Level: 40
Required Weapon: Sword, Pistol
Required Stance: None
Combinable Stance: None
Stance Traits: Triple-Hit, Consumes 1 Pistol Bullet per attack
Stance Bonusses:
1: Attack Speed +1%, Pistol Shot
2: Attack Speed +2%
3: Attack Speed +3%
4: Attack Speed +4%, Critical +1%, Slashdown
5: Attack Speed +6%, Critical +1%
6: Attack Speed +7%, Critical +1%
7: Attack Speed +8%, Critical +1%
8: Attack Speed +9%, Critical +2%, Deadly Infinitum
9: Attack Speed +10%, Critical +2%
10: Attack Speed +12%, Critical +2%
11: Attack Speed +13%, Critical +2%
12: Attack Speed +14%, Critical +3%, Grind Cutter
13: Attack Speed +15%, Critical +3%
14: Attack Speed +16%, Critical +3%
15: Attack Speed +18%, Critical +3%
16: Attack Speed +19%, Critical +4%, Raging Hell
17: Attack Speed +20%, Critical +4%
18: Attack Speed +21%, Critical +4%
19: Attack Speed +22%, Critical +4%
20: Attack Speed +24%, Critical +5%
21: Attack Speed +25%, Critical +5%
22: Attack Speed +26%, Critical +5%
23: Attack Speed +27%, Critical +5%
24: Attack Speed +28%, Critical +6%
25: Attack Speed +30%, Critical +6%
Skills:
Pistol Shot:
The first single target skill in this stance, a ranged attack firing quickly 3 times as your opponent with the pistol, using up no SP at all and without cooldown. Even considering that the damage doesn’t amount to much more than the usual triple-hit when fighting normally, this skill is very convenient for shooting enemies out of the sky or attacking melee fighters from afar.
Required Stance Level: 1
Shared Stance: None
Required Skill Points: 1
Range: 8m
Area Type: Ranged
Knockback: None
Number of Targets: 1
Effects: None
SP Consumption: 0, 3 Pistol Bullets
Cast Time: ?
Duration: None
Recovery Time: None
1: 110%
2: 120%
3: 130%
4: 140%
5: 150%
6: 160%
7: 170%
8: 180%
9: 190%
10: 200%
11: 210%
12: 220%
Slash Down:
Short and Simple move, spammable and without any unecessary animations. This skill is commonly found in some other stances as well, including High Guard, from where you might have it maxed already (which is highly recommended in order to max Heaven and Hell). Although inferior to to most other spammable 100 SP moves damagewise, slashdown can still be easily used in order to knock something over.
Required Stance Level: 4
Shared Stance: High Guard, Defending Guard, Flame Guard
Required Skill Points: 1
Range: Adjacent
Area Type: None
Knockback: 4m
Number of Targets: 1
Effects: None
SP Consumption: 100
Cast Time: 2.37 Seconds
Duration: None
Recovery Time: None
1: 251%
2: 274%
3: 297%
4: 320%
5: 343%
6: 366%
7: 389%
8: 411%
9: 434%
10: 457%
11: 480%
12: 503%
Deadly Infinitum:
A series of slashes followed by a shot after pushing the opponent away. By far not the final skill of this stance, Deadly Infinitum is still quite a great finisher, when you consider the damage output compared with the SP used. Aside of the long animation, which might be considered as a drawback in some cases, this skill is one of the best ones out there, it even knocks the opponent over quite often although the last hit is a shot from the pistol.
Required Stance Level: 8
Shared Stance: None
Required Skill Points: 2
Range: Adjacent
Area Type: None
Knockback: 5m
Number of Targets: 1
Effects: None
SP Consumption: 200
Cast Time: 4.19 Seconds
Duration: None
Recovery Time: 10 Seconds
1: 940%
2: 1025%
3: 1110%
4: 1196%
5: 1281%
6: 1367%
7: 1452%
8: 1537%
9: 1623%
10: 1708%
11: 1794%
12: 1879%
Grind Cutter:
Halfway Spammable move that throws an opponent off his feet with below average damage for the cost due to a below-average growth of damage. The main advantage of this skill is the quick and clean knockdown with 10 seconds recovery, other than that, you might have this maxed already from Middle Guard (which is highly recommended).
Required Stance Level: 8
Shared Stance: Middle Guard
Required Skill Points: 2
Range: Adjacent
Area Type: None
Knockback: 5m
Number of Targets: 1
Effects: None
SP Consumption: 200
Cast Time: 2.23 Seconds
Duration: None
Recovery Time: 10 Seconds
1: 425%
2: 463%
3: 502%
4: 540%
5: 579%
6: 618%
7: 656%
8: 695%
9: 733%
10: 772%
11: 811%
12: 849%
Raging Hell:
Not that much extra damage for a final move, but its a dashing area one. Although the animation takes too long for it to let you use it as movement enhancer, you can use it to your advantage to catch a far off opponent in the animation.
Required Stance Level: 16
Shared Stance: None
Required Skill Points: 3
Range: 6.5m x 2m
Area Type: Self Forward Dash
Knockback: 0.75m
Number of Targets: 6
Effects: Character moves forward notably during the skill animation.
SP Consumption: 300, 10 Pistol Bullets
Cast Time: 3.53 Seconds
Duration: None
Recovery Time: 20 Seconds
1: 588%
2: 642%
3: 696%
4: 749%
5: 803%
6: 856%
7: 910%
8: 963%
9: 1017%
10: 1070%
11: 1124%
12: 1177%
Veteran Stances:
The Defender:
Although it has no Stance prerequisites, this Stance possesses remarkable bonusses and skills, with a spammable stunning attack and extreme blocking boosts, this stance can easily withstand physical attack of any kind. Magic can still bypass the defenses, so spellwarding buffs, equipment or simple toughness are needed in order to create a “perfect” defender.
Required Level: 100, Veteran
Required Weapon: Blunt Weapon, Shield
Required Stance: None
Combinable Stance: None
Stance Traits: None
Stance Bonusses:
1: Block +1, Dull Attack
2: Block +2
3: Block +3
4: Block +4
5: Block +5
6: Block +6
7: Block +7
8: Block +8, Complete Protection
9: Block +9
10: Block +10
11: Block +11
12: Block +12, Tremendous
13: Block +13
14: Block +14
15: Block +15
16: Block +16, Massive Charge
17: Block +17
18: Block +18
19: Block +19
20: Block +20
21: Block +21
22: Block +22
23: Block +23
24: Block +24
25: Block +25
Skills:
Dull Attack:
Short and Simple move with low damage, but the chance to stun, spammable and without any unecessary animations. Though you mightn’t expect to be all too fast at killing with this skill, it has a respectable enemy stopping power, not only able to knock them over but also stunning them, rendering the target inable to attack.
Required Stance Level: 1
Shared Stance: None
Required Skill Points: 1
Range: Adjacent
Area Type: None
Knockback: 3m
Number of Targets: 1
Effects: 25% chance to inflict [Stun]
SP Consumption: 100
Cast Time: ?
Duration: None
Recovery Time: None
1: 145%
2: 158%
3: 171%
4: 185%
5: 198%
6: 211%
7: 224%
8: 237%
9: 251%
10: 264%
11: 277%
12: 290%
Complete Protection:
Adding even more block rate to the already defensive stance, Complete Protection offers what it’s name promisses against incoming physical attacks. However, the highly reduced movement speed might cause you to become vulnerable to magic users. The main advantage over Guardian though, seems to be that skills are not restricted!
Required Stance Level: 4
Shared Stance: Defending Guard, Defending Shot
Required Skill Points: 1
Range: Self
Area Type: Self
Knockback: None
Number of Targets: 1
Effects: -50% Movement Speed.
SP Consumption: 150
Cast Time: ?
Duration: 10 Seconds
Recovery Time: 7 Seconds
1: Block +12
2: Block +14
3: Block +16
4: Block +18
5: Block +20
6: Block +22
7: Block +24
8: Block +26
9: Block +38
10: Block +30
11: Block +32, Def Rating +1
12: Block +34, Def Rating +1
Tremendous:
This skill gives The Defender what High Guard didn’t have, an area attack! Not only able to knock up to 5 opponents over, but also greatly rendering their defense useless, this skill is great to use even against single targets, if it wouldn’t be so costly in terms of SP and it isn’t quickly reusable either.
Required Stance Level: 12
Shared Stance: None
Required Skill Points: 2
Range: Adjacent
Area Type: None
Knockback: 4m
Number of Targets: 5
Effects: -50 Target defense
SP Consumption: 250
Cast Time: 1.533 Seconds
Duration: None
Recovery Time: 15 Seconds
1: 314%
2: 343%
3: 371%
4: 400%
5: 429%
6: 457%
7: 484%
8: 514%
9: 543%
10: 571%
11: 600%
12: 629%
Massive Charge:
Charging forwards and repeatingly attacking the enemy, yet again a high SP Cost long animation Finisher, but not that strong on the damage modifier side. Nevertheless, it completes the skill set of this stance and offers your defender a chance to actually deal some damage when needed.
Required Stance Level: 16
Shared Stance: None
Required Skill Points: 3
Range: Adjacent
Area Type: None
Knockback: 5m
Number of Targets: 1
Effects: Character moves forward notably during the skill animation.
SP Consumption: 300
Cast Time: ?
Duration: None
Recovery Time: 20 Seconds
1: 703%
2: 767%
3: 831%
4: 895%
5: 959%
6: 1022%
7: 1086%
8: 1150%
9: 1214%
10: 1278%
11: 1342%
12: 1406%
Sidewinder:
As for stock Fighters, havng Sidewinder is a thing to be reckoned with as you gain a 1,5k damage modifier area move (for Greatswords its a very strong modifier) and automatic area attacks just like Blandir Cruz!
Required Level: 100, Veteran
Required Weapon: Greatsword
Required Stance: Plow Guard 25
Combinable Stance: Plow Guard, Roof Guard
Stance Traits: Double-Hit, 3 Target Area Attack
Stance Bonusses:
1: Sweet Dreamer
2: Attack Speed +1%
3: Attack Speed +1%
4: Attack Speed +1%
5: Attack Speed +1%, Critical +1%
6: Attack Speed +1%, Critical +1%
7: Attack Speed +1%, Critical +1%
8: Attack Speed +1%, Critical +1%, Ultimate Dash
9: Attack Speed +1%, Critical +1%
10: Attack Speed +1%, Critical +1%
11: Attack Speed +1%, Critical +1%
12: Attack Speed +1%, Critical +1%
13: Attack Speed +1%, Critical +1%
14: Attack Speed +1%, Critical +1%
15: Attack Speed +1%, Critical +1%
16: Attack Speed +1%, Critical +1%, Decision
17: Attack Speed +1%, Critical +1%
18: Attack Speed +1%, Critical +1%
19: Attack Speed +1%, Critical +1%
20: Attack Speed +1%, Critical +1%
21: Attack Speed +1%, Critical +1%
22: Attack Speed +1%, Critical +1%
23: Attack Speed +1%, Critical +1%
24: Attack Speed +1%, Critical +1%
25: Attack Speed +1%, Critical +1%
Skills:
Sweet Dreamer:
A heavy blow which sends the target flying. Great for PvP, as it is spammable and someone being whacked into the air cannot perform any type of action while airborne.
Required Stance Level: 1
Shared Stance: Tail Guard
Required Skill Points: 1
Range: Adjacent
Area Type: None
Knockback: 4m
Number of Targets: 1
Effects: Opponent gets thrown high up into the air.
SP Consumption: 100
Cast Time: ?
Duration: None
Recovery Time: None
1: 347%
2: 378%
3: 410%
4: 442%
5: 473%
6: 505%
7: 536%
8: 568%
9: 599%
10: 631%
11: 662%
12: 694%
Ultimate Dash:
Another rush attack which sweeps through those foolish enough to stand in your way, a nice method to attack someone 5m off if you can aim the dash, since the recharge time isn’t that high.
Required Stance Level: 8
Shared Stance: None
Required Skill Points: 2
Range: 5m x 1m
Area Type: Self Forward Dash
Knockback: ?
Number of Targets: 8
Effects: Character moves forward notably during the skill animation.
SP Consumption: 200
Cast Time: 0.867 Seconds
Duration: None
Recovery Time: 10 Seconds
1: 274%
2: 299%
3: 324%
4: 349%
5: 374%
6: 399%
7: 424%
8: 459%
9: 474%
10: 499%
11: 524%
12: 549%
Decision:
May be considered as best Greatsword skill to exist, as it is a ground shaking strike with the highest damage modifier seen in Greatsword stances. Though the modifier seems not very high for being called “best”, but remember that Greatswords dominate in damage output per hit themselves. In addition, its an area attack!
Required Stance Level: 16
Shared Stance: None
Required Skill Points: 3
Range: Adjacent
Area Type: Adjacent
Knockback: 3m
Number of Targets: 5
Effects: None
SP Consumption: 300
Cast Time: 0.667
Duration: None
Recovery Time: 20 Seconds
1: 859%
2: 937%
3: 1015%
4: 1093%
5: 1171%
6: 1249%
7: 1327%
8: 1405%
9: 1483%
10: 1561%
11: 1639%
12: 1717%
Stave Guard:
Veteran Stance involving use of a spear and a shield, will probably make you think of a spartan from the movie 300, but the spear is actually held reversed. Nevertheless, having not only a high offense weapon but also a shield for protection is a force to be reckoned with.
Required Level: 100, Veteran
Required Weapon: Throwing Spear, Shield
Required Stance: Blandir Cruz 25
Combinable Stance: None
Stance Traits: ?
Stance Bonusses:
1: Rapid Reach
2: Attack Speed +1%
3: Attack Speed +2%, Critical +1%, Block +1
4: Attack Speed +3%, Critical +1%, Block +1
5: Attack Speed +4%, Critical +2%, Block +2
6: Attack Speed +4%, Critical +2%, Block +2
7: Attack Speed +5%, Critical +3%, Block +2
8: Attack Speed +6%, Critical +3%, Block +3, Allegretto
9: Attack Speed +7%, Critical +4%, Block +3
10: Attack Speed +8%, Critical +4%, Block +4
11: Attack Speed +8%, Critical +5%, Block +4
12: Attack Speed +9%, Critical +5%, Block +4, Piercing Breeze
13: Attack Speed +10%, Critical +6%, Block +5
14: Attack Speed +11%, Critical +6%, Block +5
15: Attack Speed +12%, Critical +7%, Block +6
16: Attack Speed +12%, Critical +7%, Block +6, Zenith
17: Attack Speed +13%, Critical +8%, Block +6
18: Attack Speed +14%, Critical +8%, Block +7
19: Attack Speed +15%, Critical +9%, Block +7
20: Attack Speed +16%, Critical +9%, Block +8
21: Attack Speed +16%, Critical +10%, Block +8
22: Attack Speed +17%, Critical +10%, Block +8
23: Attack Speed +18%, Critical +11%, Block +9
24: Attack Speed +19%, Critical +11%, Block +9
25: Attack Speed +20%, Critical +12%, Block +10
Skills:
Rapid Reach:
5 consecutive stabs at a single enemy, dealing out quite some damage with the defense reduction and is easily spammable.
Required Stance Level: 1
Shared Stance: None
Required Skill Points: 1
Range: Adjacent
Area Type: None
Knockback: 3m
Number of Targets: 1
Effects: Target defense -20
SP Consumption: 100
Cast Time: ?
Duration: None
Recovery Time: None
1: 347%
2: 378%
3: 410%
4: 441%
5: 473%
6: 504%
7: 536%
8: 567%
9: 599%
10: 630%
11: 662%
12: 693%
Allegretto:
A self buff enhancing the offense power coniderably but lowering the own defense, consider using this when you intend to just normally attack something without skills, as attack speed won’t make your skills any stronger.
Required Stance Level: 8
Shared Stance: None
Required Skill Points: 2
Range: Self
Area Type: Self
Knockback: None
Number of Targets: 1
Effects: Defense -20
SP Consumption: 200
Cast Time: ?
Duration: 17.5 Seconds, +2.5 Seconds per Level
Recovery Time: 20 Seconds
1: Attack Speed +11%, Critical +6%, 17.5 Seconds
2: Attack Speed +13%, Critical +7%, 20 Seconds
3: Attack Speed +14%, Critical +8%, 22.5 Seconds
4: Attack Speed +16%, Critical +9%, 25 Seconds
5: Attack Speed +17%, Critical +10%, 27.5 Seconds
6: Attack Speed +19%, Critical +11%, 30 Seconds
7: Attack Speed +20%, Critical +12%, 32.5 Seconds
8: Attack Speed +22%, Critical +13%, 35 Seconds
9: Attack Speed +23%, Critical +14%, 37.5 Seconds
10: Attack Speed +25%, Critical +15%, 40 Seconds
11: Attack Speed +26%, Critical +16%, 42.5 Seconds, Attack Rating +1
12: Attack Speed +28%, Critical +17%, 45 Seconds, Attack Rating +1
Piercing Breeze:
Yet another dashing move, with some power buildup animation at the start, though.
Required Stance Level: 12
Shared Stance: None
Required Skill Points: 2
Range: 8m x 0.6m
Area Type: Self Forward Dash
Knockback: 4m
Number of Targets: 5
Effects: None
SP Consumption: 250
Cast Time: 1.533 Seconds
Duration: None
Recovery Time: 15 Seconds
1: 451%
2: 492%
3: 533%
4: 574%
5: 616%
6: 657%
7: 698%
8: 739%
9: 780%
10: 821%
11: 862%
12: 903%
Zenith:
A fierce continuously stabbing attack followed by a shield bash. With a damage modifier as you’d see them in Rapier stances, this move will cause some massive damage against the unfortunate target, now this is a proper finishing move!
Required Stance Level: 16
Shared Stance: None
Required Skill Points: 3
Range: Adjacent
Area Type: None
Knockback: 5m
Number of Targets: 1
Effects: Negates Def by -50, Character moves forward notably during the skill animation.
SP Consumption: 300
Cast Time: ?
Duration: None
Recovery Time: 20 Seconds
1: 1321%
2: 1441%
3: 1561%
4: 1681%
5: 1801%
6: 1922%
7: 2042%
8: 2162%
9: 2282%
10: 2402%
11: 2522%
12: 2642%
Advance Guard
Using Rapiers instead of swords does not necessarily make this stance better than Heaven and Hell, but the damage modifiers of this stance clearly do! Though you won’t find any status ailments or defense negating in here, this veteran stance speaks for itself with its massive damage and a great set of moves!
Required Level: 100, Veteran
Required Weapon: Rapier, Pistol
Required Stance: Epee Guard 25
Combinable Stance: None
Stance Traits: ?
Stance Bonusses:
1: Arme Bullet
2: Attack speed +1%
3: Attack Speed +2%, Critical +1%
4: Attack Speed +3%, Critical +1%, Croix Fente
5: Attack Speed +4%, Critical +2%
6: Attack Speed +4%, Critical +2%
7: Attack Speed +5%, Critical +2%
8: Attack Speed +6%, Critical +3%
9: Attack Speed +7%, Critical +3%
10: Attack Speed +8%, Critical +4%
11: Attack Speed +8%, Critical +4%
12: Attack Speed +9%, Critical +4%, Entrer en Lices
13: Attack Speed +10%, Critical +5%
14: Attack Speed +11%, Critical +5%
15: Attack Speed +12%, Critical +6%
16: Attack Speed +12%, Critical +6%, Mortel Eternity
17: Attack Speed +13%, Critical +6%
18: Attack Speed +14%, Critical +7%
19: Attack Speed +15%, Critical +7%
20: Attack Speed +16%, Critical +8%
21: Attack Speed +16%, Critical +8%
22: Attack Speed +17%, Critical +8%
23: Attack Speed +18%, Critical +9%
24: Attack Speed +19%, Critical +9%
25: Attack Speed +20%, Critical +10%
Skills:
Arme Bullet:
Using only Bullets and no SP to shoot 5 times at an enemy from afar, this skill strongly resembles Pistol Shot, but has a much higher damage modifier, giving you a skill with awesome firepower for no SP expense! But of course, shooting 5 times takes a little longer than shooting 3 times.
Required Stance Level: 1
Shared Stance: None
Required Skill Points: 1
Range: 8m
Area Type: Ranged
Knockback: None
Number of Targets: 1
Effects: None
SP Consumption: 0, 5 Pistol Bullets
Cast Time: 1.433 Seconds
Duration: None
Recovery Time: None
1: 362%
2: 395%
3: 428%
4: 461%
5: 494%
6: 526%
7: 559%
8: 592%
9: 625%
10: 658%
11: 691%
12: 724%
Croix Fente:
Short and Simple move, spammable and without any unecessary animations and with the highest damage modifier ever seen on a no recovery time skill, this move belongs to the creme de la creme among the spammable melee attacks. The extra 50 SP are a gladly paid tradeoff, the knockback isn’t quite as far as usual but you can whipe things off their feet nonetheless.
Required Stance Level: 4
Shared Stance: None
Required Skill Points: 1
Range: Adjacent
Area Type: None
Knockback: 1.5m
Number of Targets: 1
Effects: None
SP Consumption: 150
Cast Time: ?
Duration: None
Recovery Time: None
1: 517%
2: 564%
3: 611%
4: 658%
5: 705%
6: 752%
7: 799%
8: 846%
9: 893%
10: 940%
11: 987%
12: 1034%
Entrer en Lices:
A 3 target area skill involving multiple shots at the targetted group followed by an upwards slash which sends them flying off their feet. 3 targets as limit and the long animation won’t really make you the best mob controller around, but the sheer power can easily maim a small group of opponents in PvP.
Required Stance Level: 12
Shared Stance: None
Required Skill Points: 2
Range: Adjacent
Area Type: Adjacent
Knockback: 3m
Number of Targets: 3
Effects: None
SP Consumption: 250
Cast Time: ?
Duration: None
Recovery Time: 15 Seconds
1: 1032%
2: 1126%
3: 1220%
4: 1313%
5: 1407%
6: 1501%
7: 1595%
8: 1689%
9: 1782%
10: 1876%
11: 1970%
12: 2064%
Mortel Eternity:
A series of quick and fierce slashes followed by a shot. The damage modifier of this finisher is second only to Atomic Crazy Rush, making it one of the deadliest moves in the game!
Required Stance Level: 16
Shared Stance: None
Required Skill Points: 3
Range: Adjacent
Area Type: None
Knockback: 3m
Number of Targets: 1
Effects: None
SP Consumption: 300
Cast Time: ?
Duration: None
Recovery Time: 20 Seconds
1: 1683%
2: 1836%
3: 1989%
4: 2142%
5: 2295%
6: 2448%
7: 2601%
8: 2754%
9: 2907%
10: 3060%
11: 3213%
12: 3366%
Musketeer:
When it comes to dishing out physical damage over a distance, Musketeers are the ones to shine! dishing out immense damage with rifles or speeding things up by using pistols, these shootingn talents will keep your opponents at a distance. Learning Close Encounters as veteran skill, they will teach those pesky melee combatants to back off! Musketeers do not regenerate SP over time, but recover a little at every standard attack combination like fighters, rifle stances with longer intervalls between the shots will have a little more difficulty in recovering SP than pistols. While musketeers deal out a lot of damage are more durable than most spellcaster class characters, their physical skills can be blocked or parried and the pistol skills as well as area attacks won’t knock anything over, making certain melee combattants have quite an advantage in a direct encounter. Musketeers are best used to snipe off less durable but important opponents, such as spellcasters in PvP. Don’t forget to stock up on bullets!
Private Skill:
Concentrate:
Focussing your mind in order to hit the target as precise and deadly as possible. Concentration is the only advantage a Musketeer would have over Grace Bernelli (aside of that 1 Constitution, which gets evened out by the fact that Bernelli can wear fighter armor). While consuming a Mithridart per use, the skill duration is pretty long and the bonus very well worth it.
Raising Base Level: 5
Usable by: Musketeer, Auch Infantry
Range: Self
Area Type: Self
Number of Targets: 1
Effects: None
SP Consumption: 100, 1 Mithridart
Cast Time: None
Duration: 330 Seconds, +30 Seconds per Level
Recovery Time: None
1: Accuracy +12%, Critical +1%, 330 Seconds
2: Accuracy +14%, Critical +3%, 360 Seconds
3: Accuracy +16%, Critical +4%, 390 Seconds
4: Accuracy +18%, Critical +6%, 420 Seconds
5: Accuracy +20%, Critical +7%, 450 Seconds
6: Accuracy +22%, Critical +9%, 480 Seconds
7: Accuracy +24%, Critical +10%, 510 Seconds
8: Accuracy +26%, Critical +12%, 540 Seconds
9: Accuracy +28%, Critical +13%, 570 Seconds
10: Accuracy +30%, Critical +15%, 600 Seconds
11: Accuracy +32%, Critical +16%, 630 Seconds, Attack Rating +1
12: Accuracy +34%, Critical +18%, 660 Seconds, Attack Rating +1
Stances:
Bareknuckle:
Only fighters and musketeers can battle barehanded. though there is absolutely no point in doing so, as this stance will neither ever give you bonusses nor skills. Besides, as skilled marksman it is completely nonsense to use such a primitive way of combat, unless you run out of bullets and are desperate for some damage. The RNPC Gracielo has an alternate version of this stance
Required Level: 1
Required Weapon: Both Hands Empty
Required Stance: None
Stance Traits: None
Combinable Stance: None
Stance Bonusses:
2: Nothing
3: Nothing
4: Nothing
5: Nothing
6: Nothing
7: Nothing
8: Nothing
9: Nothing
10: Nothing
11: Nothing
12: Nothing
13: Nothing
14: Nothing
15: Nothing
16: Nothing
17: Nothing
18: Nothing
19: Nothing
20: Nothing
21: Nothing
22: Nothing
23: Nothing
24: Nothing
25: Nothing
Skills: There are none
Standing Shot:
The basic stance for any musketeer, it gives quite a few good bonusses and is allrounded as well as commonly used for afk leveling with rifles. The stance offers 5 skills, meaning you might have to make some hard decisions on which skills not to max out. Note that while leaving out one level of Prescision strike, one could gain 3 levels of Birdfall or Blind Flash. This stance is required for Kneeling Shot and the veteran stance Close Encounters.
Required Level: 1
Required Weapon: Rifle or Bayonet
Required Stance: None
Combinable Stance: Kneeling Shot, Close Encounters
Stance Traits: Ranged, Consumes 1 Rifle Bullet per attack
Stance Bonusses:
1: Accuracy +1, Birdfall
2: Accuracy +2
3: Accuracy +3, Critical +1%
4: Accuracy +4, Critical +1%, Attack Speed +1%, Blind Flash
5: Accuracy +6, Critical +1%, Attack Speed +1%
6: Accuracy +7, Critical +2%, Attack Speed +1%
7: Accuracy +8, Critical +2%, Attack Speed +2%
8: Accuracy +9, Critical +2%, Attack Speed +2%, Headshot
9: Accuracy +10, Critical +3%, Attack Speed +2%
10: Accuracy +12, Critical +3%, Attack Speed +3%
11: Accuracy +13, Critical +3%, Attack Speed +3%
12: Accuracy +14, Critical +4%, Attack Speed +3%, Covering Fire
13: Accuracy +15, Critical +4%, Attack Speed +4%
14: Accuracy +16, Critical +5%, Attack Speed +4%
15: Accuracy +18, Critical +5%, Attack Speed +4%
16: Accuracy +19, Critical +5%, Attack Speed +5%, Precision Strike
17: Accuracy +20, Critical +6%, Attack Speed +5%
18: Accuracy +21, Critical +6%, Attack Speed +5%
19: Accuracy +22, Critical +6%, Attack Speed +6%
20: Accuracy +24, Critical +7%, Attack Speed +6%
21: Accuracy +25, Critical +7%, Attack Speed +6%
22: Accuracy +26, Critical +7%, Attack Speed +7%
23: Accuracy +27, Critical +8%, Attack Speed +7%
24: Accuracy +28, Critical +8%, Attack Speed +7%
25: Accuracy +30, Critical +9%, Attack Speed +8%
Skills:
Birdfall:
A spammable shot with a great damage modifier considering the high power of rifles. It can only be used against flying enemies, limiting the use quite a bit. But with this, you can be sure that nothing can stay up there for long as it will knock them straight out of the sky after a clean hit, giving even melee combattants the chance to dish out some damage.
Required Stance Level: 1
Shared Stance: Defending Shot, Aggressive Shot
Required Skill Points: 1
Range: 8m
Area Type: Air
Knockback: None
Number of Targets: 1
Effects: Knockdown
SP Consumption: 100, 1 Rifle Bullet
Cast Time: 0.8 Seconds
Duration: None
Recovery None
1: 416%
2: 453%
3: 491%
4: 529%
5: 567%
6: 605%
7: 642%
8: 680%
9: 718%
10: 756%
11: 793%
12: 831%
Blind Flash:
The musketeer fires off a flashbang which ruins the hit chance of up to 15 opponents, causing them to miss all the time. But they can still move freely, buff and/or nerf things that don’t rely on an attack hitting.
Required Stance Level: 4
Shared Stance: None
Required Skill Points: 1
Range: 12m
Area Type: Ranged, 4m Radius
Knockback: None
Number of Targets: 15
Effects: 80% Chance to inflict [Blind]
SP Consumption: 150, 1 Pistol Bullets
Cast Time: 2 Seconds
Duration: 11 Seconds, +1 Second per Level
Recovery Time: None
1: 11 Seconds
2: 12 Seconds
3: 13 Seconds
4: 14 Seconds
5: 15 Seconds
6: 16 Seconds
7: 17 Seconds
8: 18 Seconds
9: 19 Seconds
10: 20 Seconds
11: 21 Seconds
12: 22 Seconds
Headshot:
The musketeer aims for the opponent’s head, bypassing defense. One of the few shooting skills that can actually knock something down, also being quite reusable by having only 10 seconds recovery time.
Required Stance Level: 8
Shared Stance: Defending Shot, Aggressive Shot
Required Skill Points: 2
Range: 12m
Area Type: Ranged
Knockback: None
Number of Targets: 1
Effects: Knockdown, Negates target def by -25
SP Consumption: 200, 1 Rifle Bullet
Cast Time: 1.9 Seconds
Duration: None
Recovery Time: 10 Seconds
1: 281%
2: 306%
3: 332%
4: 357%
5: 383%
6: 408%
7: 434%
8: 460%
9: 485%
10: 511%
11: 536%
12: 562%
Covering Fire:
The first area attack that in this stance actually does damage to the targets, with a small chance to inflict Fear as little extra, only the radius is quite small. The low damage modifiers and abyssmal growth rate is explained by the high power of rifles.
Required Stance Level: 12
Shared Stance: Defending Shot, Aggressive Shot
Required Skill Points: 2
Range: 12m
Area Type: Ranged, 2.5m Radius
Knockback: None
Number of Targets: 6
Effects: 25% Chance to inflict [Fear]
SP Consumption: 200, 20 Rifle Bullets
Cast Time: 0.73 Seconds
Duration: None
Recovery Time: 15 Seconds
1: 181%
2: 198%
3: 214%
4: 231%
5: 247%
6: 263%
7: 280%
8: 296%
9: 313%
10: 329%
11: 346%
12: 362%
Prescision Strike:
A never missing sniper shot over a distance, causing high damage. Unfortunately, the damage modifiers could be interpreted as pretty low for a 3 skillpoint – 300 SP – 20 sec skill.
Required Stance Level: 16
Shared Stance: Defending Shot, Aggressive Shot
Required Skill Points: 3
Range: 13m
Area Type: Ranged
Knockback: 3m
Number of Targets: 1
Effects: None
SP Consumption: 200, 1 Rifle Bullet
Cast Time: 2.6 Seconds
Duration: None
Recovery Time: 20 Seconds
1: 413%
2: 450%
3: 488%
4: 525%
5: 563%
6: 600%
7: 638%
8: 675%
9: 713%
10: 750%
11: 788%
12: 825%
Kneeling Shot:
First of all, you won’t be able to afk very well when using this… While the shooting range is increased, autoattacking will be off! The good news is, the damage modifiers found in the final attack is remarkably high, allowing it to be a great finisher unlike its counterpart in Standing Shot. Snipers will likely go with this stance with its high critical chance and accuracy.
Required Level: 24
Required Weapon: Rifle or Bayonet
Required Stance: Standing Shot 12
Combinable Stance: Standing Shot, Close Encounters
Stance Traits: Ranged, Patrol/Hold Penalty, Consumes 1 Rifle Bullet per attack
Stance Bonusses:
1: Accuracy +1, Charging Shot
2: Accuracy +2, Critical +1%
3: Accuracy +4, Critical +2%
4: Accuracy +5, Critical +2%, Attack Speed +1%
5: Accuracy +7, Critical +3%, Attack Speed +1%
6: Accuracy +8, Critical +4%, Attack Speed +1%
7: Accuracy +9, Critical +5%, Attack Speed +2%
8: Accuracy +11, Critical +5%, Attack Speed +2%, Pierce
9: Accuracy +12, Critical +6%, Attack Speed +2%
10: Accuracy +14, Critical +7%, Attack Speed +3%
11: Accuracy +15, Critical +7%, Attack Speed +3%
12: Accuracy +16, Critical +8%, Attack Speed +3%
13: Accuracy +18, Critical +9%, Attack Speed +4%
14: Accuracy +19, Critical +10%, Attack Speed +4%
15: Accuracy +21, Critical +10%, Attack Speed +4%
16: Accuracy +22, Critical +11%, Attack Speed +5%, Execution Shooter
17: Accuracy +23, Critical +12%, Attack Speed +5%
18: Accuracy +25, Critical +12%, Attack Speed +5%
19: Accuracy +26, Critical +13%, Attack Speed +6%
20: Accuracy +28, Critical +14%, Attack Speed +6%
21: Accuracy +29, Critical +15%, Attack Speed +6%
22: Accuracy +30, Critical +15%, Attack Speed +7%
23: Accuracy +32, Critical +16%, Attack Speed +7%
24: Accuracy +33, Critical +17%, Attack Speed +7%
25: Accuracy +35, Critical +18%, Attack Speed +8%
Skills:
Charging Shot:
A powerful shot which can knock back the target. Short and straight to the point.
Required Stance Level: 1
Shared Stance: Straight Shot
Required Skill Points: 1
Range: 18m
Area Type: Ranged
Knockback: 6m
Number of Targets: 1
Effects: Knockdown
SP Consumption: 100, 1 Rifle Bullet
Cast Time: 2 Seconds
Duration: None
Recovery Time: 10 Seconds
1: 225%
2: 245%
3: 265%
4: 286%
5: 306%
6: 327%
7: 347%
8: 368%
9: 388%
10: 408%
11: 429%
12: 449%
Pierce:
The first area attack that in this stance, firing a straight shot piercing through enemies. Not very strong and needs a bit of aim to get a good line of enemies like when using dash skills.
Required Stance Level: 8
Shared Stance: Straight Shot
Required Skill Points: 2
Range: 18m x 0.6m
Area Type: Straight
Knockback: None
Number of Targets: 8
Effects: None
SP Consumption: 200, 1 Rifle Bullet
Cast Time: 2.6 Seconds
Duration: None
Recovery Time: 10 Seconds
1: 120%
2: 131%
3: 142%
4: 153%
5: 164%
6: 175%
7: 186%
8: 197%
9: 208%
10: 219%
11: 229%
12: 240%
Execution Shooter:
The ultimate sniper attack over a proud distance, causing immense damage. This skill can easily let you pose a severe threat to any opponent. With a quite unusual cooldown time of 60 seconds, you better plan the use of this skill well!
Required Stance Level: 16
Shared Stance: Straight Shot
Required Skill Points: 3
Range: 20m
Area Type: Ranged
Knockback: 7.5m
Number of Targets: 1
Effects: Knockdown
SP Consumption: 200, 1 Rifle Bullet
Cast Time: 3 Seconds
Duration: None
Recovery Time: 60 Seconds
1: 835%
2: 911%
3: 987%
4: 1063%
5: 1139%
6: 1215%
7: 1291%
8: 1367%
9: 1443%
10: 1518%
11: 1594%
12: 1670%
Freestyle Shot:
Being very allrounded Stance bonus-wise, the use of 1 pistol might turn out quite inefficient, its a prerequisite for all other pistol stances though, and it has some Evasion bonus. A notable advantage in Freestyle Shot are the recovery time of skills, being 7 instead of 10 seconds at level 8 and 14 instead of 20 seconds at level 16.
Required Level: 24
Required Weapon: Pistol
Required Stance: None
Combinable Stance: Aiming Shot
Stance Traits: Ranged, Consumes 1 Pistol Bullet per attack
Stance Bonusses:
1: Accuracy +1
2: Accuracy +2, Attack Speed +1%
3: Accuracy +3, Attack Speed +1%
4: Accuracy +4, Attack Speed +2%, Westraid
5: Accuracy +5, Attack Speed +3%, Critical +1%, Evasion +1%
6: Accuracy +6, Attack Speed +3%, Critical +1%, Evasion +1%
7: Accuracy +7, Attack Speed +4%, Critical +1%, Evasion +1%
8: Accuracy +8, Attack Speed +5%, Critical +1%, Evasion +1%, Triple Firing
9: Accuracy +9, Attack Speed +5%, Critical +2%, Evasion +1%
10: Accuracy +10, Attack Speed +6%, Critical +2%, Evasion +2%
11: Accuracy +11, Attack Speed +7%, Critical +2%, Evasion +2%
12: Accuracy +12, Attack Speed +7%, Critical +2%, Evasion +2%
13: Accuracy +13, Attack Speed +8%, Critical +3%, Evasion +2%
14: Accuracy +14, Attack Speed +8%, Critical +3%, Evasion +2%
15: Accuracy +15, Attack Speed +9%, Critical +3%, Evasion +3%
16: Accuracy +16, Attack Speed +10%, Critical +3%, Evasion +3%, The Quick And The Dead
17: Accuracy +17, Attack Speed +10%, Critical +4%, Evasion +3%
18: Accuracy +18, Attack Speed +11%, Critical +4%, Evasion +3%
19: Accuracy +19, Attack Speed +12%, Critical +4%, Evasion +3%
20: Accuracy +20, Attack Speed +12%, Critical +4%, Evasion +4%
21: Accuracy +21, Attack Speed +13%, Critical +5%, Evasion +4%
22: Accuracy +22, Attack Speed +14%, Critical +5%, Evasion +4%
23: Accuracy +23, Attack Speed +14%, Critical +5%, Evasion +4%
24: Accuracy +24, Attack Speed +15%, Critical +5%, Evasion +4%
25: Accuracy +25, Attack Speed +16%, Critical +6%, Evasion +5%
Skills:
Westraid:
Comes in quite handy, since you don’t pack as much punch as with rifles, you could at least attack a little faster, at the expense of your aim. While this may cause you to occassionally miss at lower levels, musketeers should be accurate enough for it to be out of issue. Since this also appears in Doublegun Shot, maxing it would be recommended if you intend to use that stance.
Required Stance Level: 4
Shared Stance: Doublegun Shot
Required Skill Points: 1
Range: Self
Area Type: Self
Knockback: None
Number of Targets: 1
Effects: None
SP Consumption: 150
Cast Time: 1.13 Seconds
Duration: 33 Seconds, +3 Seconds per Level
Recovery Time: None
1: Attack Speed +8%, Accuracy -38, 33 Seconds
2: Attack Speed +9%, Accuracy -37, 36 Seconds
3: Attack Speed +10%, Accuracy -35, 39 Seconds
4: Attack Speed +11%, Accuracy -34, 42 Seconds
5: Attack Speed +12%, Accuracy -32, 45 Seconds
6: Attack Speed +12%, Accuracy -31, 48 Seconds
7: Attack Speed +13%, Accuracy -29, 51 Seconds
8: Attack Speed +14%, Accuracy -28, 54 Seconds
9: Attack Speed +15%, Accuracy -26, 57 Seconds
10: Attack Speed +16%, Accuracy -25, 60 Seconds
11: Attack Speed +16%, Accuracy -23, 63 Seconds, Attack Rating +1
12: Attack Speed +17%, Accuracy -22, 66 Seconds, Attack Rating +1
Triple Firing:
As you might have guessed, you fire 3 times quickly. This overall convenient skill can suite your one cast mob kill needs against cheap critters and it is spammable enough to be repeatedly used against a boss or other tougher enemy.
Required Stance Level: 8
Shared Stance: None
Required Skill Points: 2
Range: 9m
Area Type: Ranged
Knockback: 4m
Number of Targets: 1
Effects: None
SP Consumption: 200, 3 Pistol Bullets
Cast Time: ?
Duration: None
Recovery Time: 7 Seconds
1: 338%
2: 369%
3: 400%
4: 431%
5: 462%
6: 492%
7: 523%
8: 554%
9: 585%
10: 615%
11: 646%
12: 677%
The Quick And The Dead:
Finally an area attack for this stance, randomly shooting into an are randomly at the opponents within. Too bad that this move has the typical last skill of a stance SP use and does not knocking anything over, causing it to be one of the rather useless skills around… but wait! It only takes 14 seconds to recover instead of the typical 20.
Required Stance Level: 16
Shared Stance: None
Required Skill Points: 3
Range: 7.5m
Area Type: Radius 5m, Ranged
Knockback: None
Number of Targets: 5
Effects: None
SP Consumption: 300, 12 Pistol Bullets
Cast Time: 1 Second
Duration: None
Recovery Time: 20 Seconds
1: 431%
2: 470%
3: 509%
4: 548%
5: 587%
6: 626%
7: 665%
8: 705%
9: 744%
10: 783%
11: 822%
12: 861%
Aiming Shot:
The more aggressive counterpart of Freestyle Shot, trading off Evasion for more accuracy and critical rate. This stance also has a remarkable single target finisher.
Required Level: 24
Required Weapon: Pistol
Required Stance: Freestyle Shot 12
Combinable Stance: Freestyle Shot
Stance Traits: Ranged, Consumes 1 Pistol Bullet per attack
Stance Bonusses:
1: Accuracy +1, Serpent Sting
2: Accuracy +2, Critical +1%
3: Accuracy +3, Critical +1%, Attack Speed +1%
4: Accuracy +4, Critical +2%, Attack Speed +1%, Double Firing
5: Accuracy +5, Critical +3%, Attack Speed +2%
6: Accuracy +6, Critical +3%, Attack Speed +2%
7: Accuracy +7, Critical +4%, Attack Speed +3%
8: Accuracy +8, Critical +5%, Attack Speed +3%
9: Accuracy +9, Critical +5%, Attack Speed +4%
10: Accuracy +10, Critical +6%, Attack Speed +4%
11: Accuracy +11, Critical +7%, Attack Speed +5%
12: Accuracy +12, Critical +7%, Attack Speed +5%, Snap Shot
13: Accuracy +13, Critical +8%, Attack Speed +6%
14: Accuracy +14, Critical +8%, Attack Speed +6%
15: Accuracy +15, Critical +9%, Attack Speed +7%
16: Accuracy +16, Critical +10%, Attack Speed +7%, Zero-In
17: Accuracy +17, Critical +10%, Attack Speed +8%
18: Accuracy +18, Critical +11%, Attack Speed +8%
19: Accuracy +19, Critical +12%, Attack Speed +9%
20: Accuracy +20, Critical +12%, Attack Speed +9%
21: Accuracy +21, Critical +13%, Attack Speed +10%
22: Accuracy +22, Critical +14%, Attack Speed +10%
23: Accuracy +23, Critical +14%, Attack Speed +11%
24: Accuracy +24, Critical +15%, Attack Speed +11%
25: Accuracy +251, Critical +16%, Attack Speed +12%
Skills:
Serpent Sting:
Shoots a poisonous bullet at the target, poisoning it. Not much point here, there’s a better spammable attack coming up next. Its only useful for the base 100% poisoning, which you will probably never need against any type of mob.
Required Stance Level: 1
Shared Stance: None
Required Skill Points: 1
Range: 7.5m
Area Type: Ranged
Knockback: None
Number of Targets: 1
Effects: 100% Chance to Inflict [Poison]
SP Consumption: 100, 1 Pistol Bullet
Cast Time: 1.3 Seconds
Duration: None
Recovery Time: None
1: 123%
2: 134%
3: 145%
4: 156%
5: 167%
6: 179%
7: 190%
8: 201%
9: 212%
10: 223%
11: 234%
12: 246%
Double Firing:
Two quick shots agains a single opponent, causing some good, spammable ranged damage with short animation.
Required Stance Level: 4
Shared Stance: None
Required Skill Points: 1
Range: 7.5m
Area Type: Ranged
Knockback: None
Number of Targets: 1
Effects: None
SP Consumption: 150, 2 Pistol Bullets
Cast Time: 0.8 Seconds
Duration: None
Recovery Time: None
1: 263%
2: 287%
3: 311%
4: 335%
5: 358%
6: 382%
7: 406%
8: 430%
9: 454%
10: 478%
11: 502%
12: 525%
Snap Shot:
Remember when John Wayne fans his gun in order to shoot down multiple people at once with a single gun? No? Well this would be something similiar to it. Besides that, its the only area skill you will find in Aiming Shot.
Required Stance Level: 12
Shared Stance: None
Required Skill Points: 2
Range: 9m
Area Type: Ranged, 3m Radius
Knockback: None
Number of Targets: 1
Effects: None
SP Consumption: 250, 5 Pistol Bullets
Cast Time: 2.27 Seconds
Duration: None
Recovery Time: 15 Seconds
1: 164%
2: 179%
3: 193%
4: 208%
5: 223%
6: 238%
7: 253%
8: 268%
9: 283%
10: 298%
11: 312%
12: 327%
Zero-In:
The finisher for single pistol stances, continuously firing at a single opponent to cause some good damage.
Required Stance Level: 16
Shared Stance: None
Required Skill Points: 3
Range: 8.5m
Area Type: Ranged
Knockback: None
Number of Targets: 1
Effects: None
SP Consumption: 300, 10 Pistol Bullets
Cast Time: 1 Second
Duration: None
Recovery Time: 20 Seconds
1: 851%
2: 928%
3: 1005%
4: 1083%
5: 1160%
6: 1237%
7: 1315%
8: 1392%
9: 1469%
10: 1547%
11: 1624%
12: 1701%
Doublegun Shot:
So you now shoot twice per attack, which should help a lot with the damage and possibly kill off any lesser mob with 1 attack. This stance exchanged the critical bonusses for the speed.
Required Level: 36
Required Weapon: Two Pistoles
Required Stance: Freestyle Shot 8
Combinable Stance: None
Stance Traits: Double-Hit, Ranged, Consumes 2 Pistol Bullets per attack
Stance Bonusses:
1: Accuracy +1, Westraid
2: Accuracy +2
3: Accuracy +4, Attack Speed +1%
4: Accuracy +5, Attack Speed +1%
5: Accuracy +7, Attack Speed +2%, Evasion +1%
6: Accuracy +8, Attack Speed +2%, Evasion +1%
7: Accuracy +9, Attack Speed +3%, Evasion +1%
8: Accuracy +11, Attack Speed +3%, Evasion +1%, Bloody Overdrive
9: Accuracy +12, Attack Speed +4%, Evasion +1%
10: Accuracy +14, Attack Speed +4%, Evasion +2%
11: Accuracy +15, Attack Speed +5%, Evasion +2%
12: Accuracy +16, Attack Speed +5%, Evasion +2%, Quattro Firing
13: Accuracy +18, Attack Speed +6%, Evasion +2%
14: Accuracy +19, Attack Speed +6%, Evasion +2%
15: Accuracy +21, Attack Speed +7%, Evasion +3%
16: Accuracy +22, Attack Speed +7%, Evasion +3% R.I.P.
17: Accuracy +23, Attack Speed +8%, Evasion +3%
18: Accuracy +25, Attack Speed +8%, Evasion +3%
19: Accuracy +26, Attack Speed +9%, Evasion +3%
20: Accuracy +28, Attack Speed +9%, Evasion +4%
21: Accuracy +29, Attack Speed +10%, Evasion +4%
22: Accuracy +30, Attack Speed +10%, Evasion +4%
23: Accuracy +32, Attack Speed +11%, Evasion +4%
24: Accuracy +33, Attack Speed +11%, Evasion +4%
25: Accuracy +35, Attack Speed +12%, Evasion +5%
Skill
Westraid:
Comes in quite handy, since you don’t pack as much punch as with rifles, you could at least attack a little faster, at the expense of your aim. While this may cause you to occassionally miss at lower levels, musketeers should be accurate enough for it to be out of issue. Since this also appears in Doublegun Shot, maxing it would be recommended if you intend to use that stance. You probably already maxed it from Freestyle Shot.
Required Stance Level: 1
Shared Stance: Freestyle Shot
Required Skill Points: 1
Range: Self
Area Type: Self
Knockback: None
Number of Targets: 1
Effects: None
SP Consumption: 150
Cast Time: 1.13 Seconds
Duration: 33 Seconds, +3 Seconds per Level
Recovery Time: None
1: Attack Speed +8%, Accuracy -38, 33 Seconds
2: Attack Speed +9%, Accuracy -37, 36 Seconds
3: Attack Speed +10%, Accuracy -35, 39 Seconds
4: Attack Speed +11%, Accuracy -34, 42 Seconds
5: Attack Speed +12%, Accuracy -32, 45 Seconds
6: Attack Speed +12%, Accuracy -31, 48 Seconds
7: Attack Speed +13%, Accuracy -29, 51 Seconds
8: Attack Speed +14%, Accuracy -28, 54 Seconds
9: Attack Speed +15%, Accuracy -26, 57 Seconds
10: Attack Speed +16%, Accuracy -25, 60 Seconds
11: Attack Speed +16%, Accuracy -23, 63 Seconds, Attack Rating +1
12: Attack Speed +17%, Accuracy -22, 66 Seconds, Attack Rating +1
Bloody Overdrive:
An area attack with Pistoles. With this, you are capable of gunning down some mobs around yourself (hopefully you have enough power to actually kill them off as they won’t be knocked over).
Required Stance Level: 8
Shared Stance: None
Required Skill Points: 2
Range: 7.5m
Area Type: Self, Ranged
Knockback: None
Number of Targets: 8
Effects: None
SP Consumption: 200, 40HP, 20 Pistol Bullets
Cast Time: 1.13 Seconds
Duration: None
Recovery Time: 10 Seconds
1: 258%
2: 281%
3: 305%
4: 328%
5: 351%
6: 375%
7: 398%
8: 422%
9: 445%
10: 468%
11: 492%
12: 515%
Quattro Firing:
The first single target skill in this stance, letting you quickly fire 4 shots at the opponent, though it is almost as unspammable as the final one and does significantly less damage. Just the bullet use is much less and “efficient” if you compare damage modifier to bullet amount… if you care for the bullets that is. If you don’t mind the extra 5 second between reuses, the 16 extra bullets, 1.5m less range and 50 extra SP, rather prefer R.I.P.
Required Stance Level: 12
Shared Stance: None
Required Skill Points: 2
Range: 9m
Area Type: Ranged
Knockback: None
Number of Targets: 1
Effects: None
SP Consumption: 250, 4 Pistol Bullets
Cast Time: 1.6 Seconds
Duration: None
Recovery Time: 15 Seconds
1: 655%
2: 715%
3: 774%
4: 834%
5: 894%
6: 953%
7: 1013%
8: 1072%
9: 1132%
10: 1191%
11: 1251%
12: 1311%
R.I.P.:
The only Pistol finishing move around, shooting continuously into a single target. Although it has various restrictions and sharp corners here and there when you compare it with Quattro Firing, the massive damage speaks on its behalf.
Required Stance Level: 16
Shared Stance: None
Required Skill Points: 3
Range: 7.5m
Area Type: Ranged
Knockback: None
Number of Targets: 1
Effects: None
SP Consumption: 300, 20 Pistol Bullets
Cast Time: 1 + 4 Seconds
Duration: None
Recovery Time: 20 Seconds
1: 1041%
2: 1135%
3: 1230%
4: 1324%
5: 1419%
6: 1514%
7: 1608%
8: 1703%
9: 1797%
10: 1892%
11: 1987%
12: 2081%
Veteran Stances:
Close Encounters:
The veteran stance for musketeers, allowing them to deal some respectable close range damage. Unfortunately, Grace Bernelli also obtains the stance, making her generally better than the normal musketeers.
Required Level: 100, Veteran
Required Weapon: Bayonet
Required Stance: Standing Shot 25
Combinable Stance: Standing Shot, Kneeling Shot
Stance Traits: Ranged, Consumes 1 Rifle Bullet per attack
Stance Bonusses:
1: Accuracy +1, Glint
2: Accuracy +2
3: Accuracy +3, Attack Speed +1%, Block +1
4: Accuracy +4, Attack Speed +1%, Block +1, Bayonet Assault
5: Accuracy +6, Attack Speed +2%, Block +2, Critical +1%
6: Accuracy +7, Attack Speed +2%, Block +2, Critical +1%
7: Accuracy +8, Attack Speed +2%, Block +2, Critical +1%
8: Accuracy +9, Attack Speed +3%, Block +3, Critical +1%, Incising Attack
9: Accuracy +10, Attack Speed +3%, Block +3, Critical +2%
10: Accuracy +12, Attack Speed +4%, Block +4, Critical +2%
11: Accuracy +13, Attack Speed +4%, Block +4, Critical +2%
12: Accuracy +13, Attack Speed +4%, Block +4, Critical +2%
13: Accuracy +15, Attack Speed +5%, Block +5, Critical +3%
14: Accuracy +16, Attack Speed +5%, Block +5, Critical +3%
15: Accuracy +18, Attack Speed +6%, Block +6, Critical +3%
16: Accuracy +19, Attack Speed +6%, Block +6, Critical +3%, Shooting Star
17: Accuracy +20, Attack Speed +6%, Block +6, Critical +4%
18: Accuracy +21, Attack Speed +7%, Block +7, Critical +4%
19: Accuracy +22, Attack Speed +7%, Block +7, Critical +4%
20: Accuracy +24, Attack Speed +8%, Block +8, Critical +4%
21: Accuracy +25, Attack Speed +8%, Block +8, Critical +5%
22: Accuracy +26, Attack Speed +8%, Block +8, Critical +5%
23: Accuracy +27, Attack Speed +9%, Block +9, Critical +5%
24: Accuracy +28, Attack Speed +9%, Block +9, Critical +5%
25: Accuracy +30, Attack Speed +10%, Block +10, Critical +6%
Skills:
Glint:
The musketeer impales the target with the bayonet, then knocks it with the rifle’s handle. A spammable melee move similiar to those of fighter stances, easy to use and great to knock someone over with. An additional chance for mortal wound justifies the low modifiers.
Required Stance Level: 1
Shared Stance: Agressive Shot
Required Skill Points: 1
Range: Adjacent
Area Type: None
Knockback: 4m
Number of Targets: 1
Effects: 10% Chance to inflict [Mortal Wound]
SP Consumption: 100
Cast Time: ?
Duration: None
Recovery Time: None
1: 196%
2: 214%
3: 232%
4: 249%
5: 267%
6: 285%
7: 303%
8: 321%
9: 338%
10: 356%
11: 375%
12: 392%
Bayonet Assault:
A few melee hits with the bayonet followed by a finishing shot, another spammable attack with even lower damage modifier than the previous skill. But the 1m range and 50% stun chance are a great threat in PvP.
Required Stance Level: 4
Shared Stance: Aggressive Shot
Required Skill Points: 1
Range: 1m
Area Type: None
Knockback: 5m
Number of Targets: 1
Effects: 50% Chance to inflict [Stun]
SP Consumption: 150, 1 Rifle Bullet
Cast Time: 1.3 Seconds
Duration: None
Recovery Time: None
1: 181%
2: 197%
3: 214%
4: 230%
5: 247%
6: 263%
7: 280%
8: 296%
9: 313%
10: 329%
11: 345%
12: 362%
Incising Attack:
Two stabs followed by a rapid succession of rifle shots. Finally an attack with acceptable damage modifier, prefer this and Bayonet Assault over Glint.
Required Stance Level: 8
Shared Stance: None
Required Skill Points: 2
Range: Adjacent
Area Type: None
Knockback: 3m
Number of Targets: 1
Effects: 15% Chance to inflict [Mortal Wound]
SP Consumption: 200
Cast Time: ?
Duration: None
Recovery Time: 10 Seconds
1: 370%
2: 404%
3: 438%
4: 472%
5: 505%
6: 539%
7: 573%
8: 606%
9: 640%
10: 674%
11: 707%
12: 741%
Shootingstar:
The finisher among the skills of this stance, involves rapidly firing at the opponent followed by a kick and a lethal stab with the bayonet. Though the damage modifier is again quite low, there is a 20% Mortal Wound chance.
Required Stance Level: 16
Shared Stance: None
Required Skill Points: 3
Range: Adjacent
Area Type: None
Knockback: 3m
Number of Targets: 1
Effects: 20% Chance to inflict [Mortal Wound]
SP Consumption: 300, 12 Rifle Bullets
Cast Time: 1 Second
Duration: None
Recovery Time: 20 Seconds
1: 624%
2: 681%
3: 738%
4: 794%
5: 863%
6: 908%
7: 964%
8: 1021%
9: 1078%
10: 1135%
11: 1191%
12: 1248%
Scout:
The backbone of any squad, especially of afk leveling people. The scout is capable of healing your characters, curing them from status ailments and resurrecting the defeated. Those who think they can level without one will brutally face the truth at level 50 and above, when there is no longer such a thing as auto-resurrect. Scouts can also function as trappers and substitute melee fighters, though the main function is healing and buffing, they are near irreplacable in PvE. In PvP, Scoutless teams may work well, but those who know the value of resurrection and use it correctly have a great advantage. In the unarmed stances, scouts will recover SP over time like spellcasters, while armed scouts in dagger stances will recover SP by attacking like fighters and musketeers. In supportive stances such as First Aid and Fortitudo, the scout will automatically cast Heal on allied team and squad members.
Private Skill:
Heal:
The probably most casted skill in Granado Espada, allows the scout to recover the HP of a team or squad member. As in any RPG game, heals are very, very important in order to do anything properly unless you have a large enough stock on potions.
Raising Base Level: 5
Usable by: Soho, Soho the Wind, Emilia Guliano, Emilia the Sage
Range: ?
Area Type: Squad
Number of Targets: 1
Effects: Heals target
SP Consumption: 25
Cast Time: ?
Duration: None
Recovery Time: None
1: ?
2: ?
3: ?
4: ?
5: ?
6: ?
7: ?
8: ?
9: ?
10: ?
11: ?
12: ?
Stances:
First Aid:
The first and most basic stance involving auto-heal. This stance offers recovery spells that cure status ailments or heals and most importantly, a resurrection spell. All spells are at remarkably low SP expense, but require certain potions.
Required Level: 1
Required Weapon: Both Hands Empty
Required Stance: None
Combinable Stance: Fortitudo, Install Trap
Stance Traits: Auto-Heal
Stance Bonusses:
1: Recover
2: Nothing
3: Nothing
4: Nothing
5: Evasion +1%
6: Evasion +1%
7: Evasion +1%
8: Evasion +1%, Resuscitation
9: Evasion +1%
10: Evasion +2%
11: Evasion +2%
12: Evasion +2%, Cure-All
13: Evasion +2%
14: Evasion +2%
15: Evasion +3%
16: Evasion +3%, Mass Cure
17: Evasion +3%
18: Evasion +3%
19: Evasion +3%
20: Evasion +4%
21: Evasion +4%
22: Evasion +4%
23: Evasion +4%
24: Evasion +4%
25: Evasion +5%
Recover:
Cures all allies (team- and squadmates) within 10m around the caster from certain status ailments depending on the level of the skill. There seems to be no point in the levels 11 and 12. Antidotes cost 20 Vis, a well invested sum if you can prevent your teammates from dying. Note that a scout rendered incapable of casting skills by one of the status ailments such as sleep cannot cast this for self recovery.
Required Stance Level: 1
Shared Stance: None
Required Skill Points: 1
Range: 10m
Area Type: Self Radius, Squad
Knockback: None
Number of Targets: Infinite
Effects: Cures status ailments of allies
SP Consumption: 25, 1 Antidote
Cast Time: ?
Duration: None
Recovery Time: None
1: Cures Darkness
2: Cures Darkness
3: Cures Darkness
4: Cures Darkness, Poison
5: Cures Darkness, Poison
6: Cures Darkness, Poison, Fear
7: Cures Darkness, Poison, Fear
8: Cures Darkness, Poison, Fear, Sleep
9: Cures Darkness, Poison, Fear, Sleep
10: Cures Darkness, Poison, Fear, Sleep, Freezing
11: Cures Darkness, Poison, Fear, Sleep, Freezing
12: Cures Darkness, Poison, Fear, Sleep, Freezing
Resuscitation:
Resurrects a fallen ally. Invaluable once beyond level 50 and the main reason to bring a scout to PvP, being able to regain any defeated team members as long as the scout is alive. While without the possibility of a resuscitation, fallen members can only return to the squad by restarting from the barracks (unless they fell in a quest instance, in which case they will return once the instance is passed victorious), causing it to be near impossible to enter a dungeon all too deeply. If you have a squad, you may also resurrect your squadmates. The initial HP amount of the resurrected character at the moment of the resuscitation is a percentage of its maxi HP depends on the skill level, note that fallen scouts cannot resurrect themselves.
Required Stance Level: 8
Shared Stance: None
Required Skill Points: 2
Range: ?
Area Type: Squad
Knockback: None
Number of Targets: 1
Effects: Resurrects fallen ally
SP Consumption: 25, 1 Resurrective Potion
Cast Time: ?
Duration: None
Recovery Time: 10 Seconds
1: 5% Initial HP
2: 10% Initial HP
3: 15% Initial HP
4: 20% Initial HP
5: 25% Initial HP
6: 30% Initial HP
7: 35% Initial HP
8: 40% Initial HP
9: 45% Initial HP
10: 50% Initial HP
11: 55% Initial HP
12: 60% Initial HP
Cure-All:
A healing spell superior to the regular Heal, depending on the skill level and the caster’s Int and Dex stats. Is usually used in PvP when attacks are focussed on a single character.
Required Stance Level: 20
Shared Stance: None
Required Skill Points: 2
Range: ?
Area Type: Squad
Knockback: None
Number of Targets: 1
Effects: Heals a team or squad member by the value XHP x (Int + Dex)/12
SP Consumption: 50, 1 Healing Liqour
Cast Time: ?
Duration: None
Recovery Time: None
1: X = 675
2: X = 900
3: X = 1125
4: X = 1350
5: X = 1575
6: X = 1800
7: X = 2025
8: X = 2250
9: X = 2475
10: X = 2700
11: X = 2925
12: X = 3150
Mass Cure:
When your whole team is evenly getting badly hurt, the heals of a scout might not keep up as the casting animation takes a while. In such cases, a Mass Cure can save you. In PvP on the other hand, not many will try to evenly harm your characters when you have a scout around, but if the whole team gets hit by an area attack the use of this spell is thinkable.
Required Stance Level: 16
Shared Stance: None
Required Skill Points: 3
Range: 10m
Area Type: Self Radius, Team
Knockback: None
Number of Targets: 3
Effects: Heals all team members within range by the value XHP x (Int + Dex)/12
SP Consumption: 100, 3 Potions
Cast Time: ?
Duration: None
Recovery Time: None
1: X = 375
2: X = 500
3: X = 625
4: X = 750
5: X = 875
6: X = 1000
7: X = 1125
8: X = 1250
9: X = 1375
10: X = 1500
11: X = 1625
12: X = 1750
Fortitudo:
The typical “buffing” of a supportive character can be performed by scouts while in this stance and is considered by many as the most important role of a scout aside of healing. This stance also allows the scout to automatically heal while on hold or patrol mode. Note that all buffs require certain potions.
Required Level: 18
Required Weapon: Both Hands Empty
Required Stance: First Aid 8
Combinable Stance: First Aid, Install Trap
Stance Traits: Auto-Heal
Stance Bonusses:
1: Intensify
2: Nothing
3: Nothing
4: Nothing
5: Evasion +1%
6: Evasion +1%
7: Evasion +1%
8: Evasion +1%, Fortify
9: Evasion +1%
10: Evasion +2%
11: Evasion +2%
12: Evasion +2%, Accelerate
13: Evasion +2%
14: Evasion +2%
15: Evasion +3%
16: Evasion +3%, Meditation
17: Evasion +3%
18: Evasion +3%
19: Evasion +3%
20: Evasion +4%
21: Evasion +4%
22: Evasion +4%
23: Evasion +4%
24: Evasion +4%
25: Evasion +5%
Skills:
Intensify:
Increases the Attack Power of team and squad members in range over a period of time. Since this also means that skill damage is increased, Intensify is one of the most important buffs!
Required Stance Level: 1
Shared Stance: None
Required Skill Points: 1
Range: 10m
Area Type: Self Radius, Squad
Knockback: None
Number of Targets: Infinite
Effects: Increases attack power of allies
SP Consumption: 100, 1 Mithridart
Cast Time: 1.13 Seconds
Duration: 330 Seconds, +30 Seconds per Level
Recovery Time: None
1: Attack Power +6%, 330 Seconds
2: Attack Power +7%, 360 Seconds
3: Attack Power +8%, 390 Seconds
4: Attack Power +9%, 420 Seconds
5: Attack Power +10%, 450 Seconds
6: Attack Power +11%, 480 Seconds
7: Attack Power +12%, 510 Seconds
8: Attack Power +13%, 540 Seconds
9: Attack Power +14%, 570 Seconds
10: Attack Power +15%, 600 Seconds
11: Attack Power +15%, 630 Seconds, Attack Rating +1
12: Attack Power +15%, 660 Seconds, Attack Rating +1
Fortify:
Increases the maximum HP of team and squad members in range, increasing their durability in battle. This skill will be cancelled once Acceleration is applied on the characters.
Required Stance Level: 8
Shared Stance: None
Required Skill Points: 2
Range: 10m
Area Type: Self Radius, Squad
Knockback: None
Number of Targets: Infinite
Effects: Increases maximum HP, does not stack with Acceleration
SP Consumption: 100, 1 Painkiller
Cast Time: 1.13 Seconds
Duration: 330 Seconds, +30 Seconds per Level
Recovery Time: None
1: Max HP +11%, 330 Seconds
2: Max HP +12%, 360 Seconds
3: Max HP +13%, 390 Seconds
4: Max HP +14%, 420 Seconds
5: Max HP +15%, 450 Seconds
6: Max HP +16%, 480 Seconds
7: Max HP +17%, 510 Seconds
8: Max HP +18%, 540 Seconds
9: Max HP +19%, 570 Seconds
10: Max HP +20%, 600 Seconds
11: Max HP +21%, 630 Seconds, Defense Rating +1
12: Max HP +22%, 660 Seconds, Defense Rating +1
Acceleration:
Making characters quicker in both movement and attacking speed, Acceleration is commonly used for grinding, as it will increase the speed you move and fight! Definitely prefer this over Fortify in order to level up faster. This skill will be cancelled once Fortify is applied on the characters.
Required Stance Level: 12
Shared Stance: None
Required Skill Points: 2
Range: 10m
Area Type: Self Radius, Squad
Knockback: None
Number of Targets: Infinite
Effects: Increases attack and movement speed, does not stack with Fortify
SP Consumption: 100, 1 Analeptic Remedy
Cast Time: 1.13 Seconds
Duration: 330 Seconds, +30 Seconds per Level
Recovery Time: None
1: Attack Speed +6%, Movement Speed +6%, 330 Seconds
2: Attack Speed +8%, Movement Speed +8%, 360 Seconds
3: Attack Speed +9%, Movement Speed +9%, 390 Seconds
4: Attack Speed +11%, Movement Speed +11%, 420 Seconds
5: Attack Speed +12%, Movement Speed +12%, 450 Seconds
6: Attack Speed +14%, Movement Speed +14%, 480 Seconds
7: Attack Speed +15%, Movement Speed +15%, 510 Seconds
8: Attack Speed +17%, Movement Speed +17%, 540 Seconds
9: Attack Speed +18%, Movement Speed +18%, 570 Seconds
10: Attack Speed +20%, Movement Speed +20%, 600 Seconds
11: Attack Speed +21%, Movement Speed +21%, 630 Seconds, Attack Rating +1
12: Attack Speed +23%, Movement Speed +23%, 660 Seconds, Attack Rating +1
Meditation:
Once under this spell, characters will regenerate HP faster, while characters who regenerate SP over time will also have an increased SP regeneration. Those who do not regenerate SP over time but by attacking are not affected by the SP regeneration. While in PvP you might be spamming potions instead, this spell can let your spellcasters get quite triggerhappy with skills in PvE.
Required Stance Level: 16
Shared Stance: None
Required Skill Points: 3
Range: 10m
Area Type: Self Radius, Squad
Knockback: None
Number of Targets: Infinite
Effects: Increases HP and SP regeneration per second
SP Consumption: 100, 1 Nutrition
Cast Time: 1.13 Seconds
Duration: 330 Seconds, +30 Seconds per Level
Recovery Time: None
1: HP Regeneration +12/sec, SP Regeneration +6/sec, 330 Seconds
2: HP Regeneration +14/sec, SP Regeneration +7/sec, 360 Seconds
3: HP Regeneration +16/sec, SP Regeneration +8/sec, 390 Seconds
4: HP Regeneration +18/sec, SP Regeneration +9/sec, 420 Seconds
5: HP Regeneration +20/sec, SP Regeneration +10/sec, 450 Seconds
6: HP Regeneration +22/sec, SP Regeneration +11/sec, 480 Seconds
7: HP Regeneration +24/sec, SP Regeneration +12/sec, 510 Seconds
8: HP Regeneration +26/sec, SP Regeneration +13/sec, 540 Seconds
9: HP Regeneration +28/sec, SP Regeneration +14/sec, 570 Seconds
10: HP Regeneration +30/sec, SP Regeneration +15/sec, 600 Seconds
11: HP Regeneration +32/sec, SP Regeneration +16/sec, 630 Seconds
12: HP Regeneration +34/sec, SP Regeneration +17/sec, 660 Seconds
Install Trap:
The probably hardest to train stance to some people, as the scout is neither capable of fighting nor of automatically healing. It allows the scout to set up traps by using up Toolset Boxes, which is quite unecessarily costly and complicated to use in PvE, since spellcasters can nuke mobs directly. In PvP however, the element of surprise can make quite a difference if used correctly, but the Scout itself is most vulnerable in this stance. Most skills of this stance have minimal SP use and recovery times.
Required Level: 18
Required Weapon: Both Hands Empty
Required Stance: None
Combinable Stance: First Aid, Fortitudo
Stance Traits: No Action
Stance Bonusses:
1: Detection
2: Nothing
3: Nothing
4: Critical Disease
5: Nothing
6: Nothing
7: Nothing
8: Nothing
9: Nothing
10: Nothing
11: Nothing
12: Invisible String
13: Nothing
14: Nothing
15: Nothing
16: Explosion
17: Nothing
18: Nothing
19: Nothing
20: Nothing
21: Nothing
22: Nothing
23: Nothing
24: Nothing
25: Nothing
Skills:
Detection:
Reveals hidden characters and removes traps within range. While probably barely used in PvE, this skill might have some importance in PvP, as wizards can make themselves and their teammates invisible. From what it seems, increasing the level is absolutely pointless.
Required Stance Level: 1
Shared Stance: None
Required Skill Points: 1
Range: 10m
Area Type: Self Radius
Knockback: None
Number of Targets: Infinite
Effects: Reveals hidden characters and removes traps
SP Consumption: 75
Cast Time: 1.13 Seconds
Duration: None
Recovery Time: None
1: n/a
2: n/a
3: n/a
4: n/a
5: n/a
6: n/a
7: n/a
8: n/a
9: n/a
10: n/a
11: n/a
12: n/a
Critical Disease:
A trap which damages and poisons all nearby opponents once stepped on by an enemy. Trap effect depends on Level of Caster, effects of leveling the skill unknown. Since the trap is visible, it can probably be attacked and destroyed by ranged attacks or skills.
Required Stance Level: 4
Shared Stance: Hunting Blaster
Required Skill Points: 1
Range: Adjacent, Adjacent
Area Type: Location, Adjacent
Knockback: None
Number of Targets: Infinite
Effects: Sets a poison trap on ground
SP Consumption: 75, 1 Toolset Box
Cast Time: ?
Duration: ?
Recovery Time: 4 Seconds
Level 1: ? HP, 0 Attack Rating, 67 Attack, 0 Defense Rating, 16 Defense
Level 10: ? HP, 5 Attack Rating, 96 Attack, 5 Defense Rating, 24 Defense
Level 20: ? HP, 10 Attack Rating, 129 Attack, 10 Defense Rating, 32 Defense
Level 30: ? HP, 15 Attack Rating, 161 Attack, 15 Defense Rating, 40 Defense
Level 40: ? HP, 20 Attack Rating, 194 Attack, 20 Defense Rating, 48 Defense
Level 50: 1080 HP, 25 Attack Rating, 226 Attack, 25 Defense Rating, 56 Defense
Level 60: ? HP, 30 Attack Rating, 259 Attack, 30 Defense Rating, 64 Defense
Level 70: 1632 HP, 35 Attack Rating, 291 Attack, 35 Defense Rating, 72 Defense
Level 80: 1944 HP, 40 Attack Rating, 324 Attack, 40 Defense Rating, 80 Defense
Level 90: 2280 HP, 45 Attack Rating, 356 Attack, 45 Defense Rating, 88 Defense
Level 100: ? HP, 50 Attack Rating, 389 Attack, 50 Defense Rating, 96 Defense
Invisible String:
A Trap which invisible can also hit aerial targets, but can only affect 1 opponent. The strength varies by skill and caster level. Remotely useful in PvP, but in PvE, you might prefer less complicated methods of damaging an enemy.
Required Stance Level: 12
Shared Stance: None
Required Skill Points: 2
Range: Adjacent, Adjacent
Area Type: Location, Adjacent
Knockback: None
Number of Targets: 1
Effects: Paves an area with invisible strings
SP Consumption: 75, 1 Toolset Box
Cast Time: ?
Duration: ?
Recovery Time: 6 Seconds
Level 1: ? HP, 0 Attack Rating, 97 Attack, 0 Defense Rating, 16 Defense
Level 10: ? HP, 5 Attack Rating, 138 Attack, 5 Defense Rating, 24 Defense
Level 20: ? HP, 10 Attack Rating, 183 Attack, 10 Defense Rating, 32 Defense
Level 30: ? HP, 15 Attack Rating, 228 Attack, 15 Defense Rating, 40 Defense
Level 40: ? HP, 20 Attack Rating, 273 Attack, 20 Defense Rating, 48 Defense
Level 50: 1188 HP, 25 Attack Rating, 317 Attack, 25 Defense Rating, 56 Defense
Level 60: ? HP, 30 Attack Rating, 363 Attack, 30 Defense Rating, 64 Defense
Level 70: 1795 HP, 35 Attack Rating, 408 Attack, 35 Defense Rating, 72 Defense
Level 80: 2138 HP, 40 Attack Rating, 453 Attack, 40 Defense Rating, 80 Defense
Level 90: 2508 HP, 45 Attack Rating, 493 Attack, 45 Defense Rating, 88 Defense
Level 100: ? HP, 50 Attack Rating, 543 Attack, 50 Defense Rating, 96 Defense
Explosion:
The final skill of this stance, not invisible but useful as it will hit multiple targets with direct damage output. The strength varies by skill and caster level. While this can rid you of a lured mob in PvE, it is also quite useful in PvP, as it will at least distract your opponent or cause some frantic actions.
Required Stance Level: 16
Shared Stance: Huntung Blaster
Required Skill Points: 3
Range: Adjacent, Adjacent
Area Type: Location, Adjacent
Knockback: None
Number of Targets: Infinite
Effects: Sets an explosive trap on ground
SP Consumption: 100, 2 Toolset Boxes
Cast Time: ?
Duration: None
Recovery Time: 8 Seconds
Level 1: ? HP, 0 Attack Rating, 67 Attack, 0 Defense Rating, 16 Defense
Level 10: ? HP, 5 Attack Rating, 96 Attack, 5 Defense Rating, 24 Defense
Level 20: ? HP, 10 Attack Rating, 129 Attack, 10 Defense Rating, 32 Defense
Level 30: ? HP, 15 Attack Rating, 161 Attack, 15 Defense Rating, 40 Defense
Level 40: ? HP, 20 Attack Rating, 194 Attack, 20 Defense Rating, 48 Defense
Level 50: 1296 HP, 25 Attack Rating, 226 Attack, 25 Defense Rating, 56 Defense
Level 60: ? HP, 30 Attack Rating, 259 Attack, 30 Defense Rating, 64 Defense
Level 70: 1958 HP, 35 Attack Rating, 291 Attack, 35 Defense Rating, 72 Defense
Level 80: 2332 HP, 40 Attack Rating, 324 Attack, 40 Defense Rating, 80 Defense
Level 90: 2736 HP, 45 Attack Rating, 356 Attack, 45 Defense Rating, 88 Defense
Level 100: ? HP, 50 Attack Rating, 389 Attack, 50 Defense Rating, 96 Defense
Escrima:
Scouts can attack quite fast in Escrima to make up for lacking power and their Leather Armor gives them Evasion bonusses to aid the stance. Scouts lack quite a lot of strength for a melee class, though and won’t be able to do all too significant skill damage even with strong modifiers. Main Downsides are the late acquisition of skills and the lacking power of daggers. This Stance is also capable of cancelling opponent skills and Counter Attacking them with an own move. Though all skills of Dagger stances seem to possess overall high-end Damaging skills, the low power of daggers generally make them still inferior to even basic sword moves.
Required Level: 1
Required Weapon: Dagger
Required Stance: None
Stance Traits: Counter Attack
Stance Bonusses:
1: Rajar En Recta
2: Nothing
3: Evason +1%
4: Evason +1%, Attack Speed +1%
5: Evason +2%, Attack Speed +1%
6: Evason +2%, Attack Speed +1%
7: Evason +2%, Attack Speed +1%
8: Evason +3%, Attack Speed +2%
9: Evason +3%, Attack Speed +2%
10: Evason +4%, Attack Speed +2%, Baile Soleares
11: Evason +4%, Attack Speed +2%
12: Evason +4%, Attack Speed +3%
13: Evason +5%, Attack Speed +3%
14: Evason +5%, Attack Speed +3%
15: Evason +6%, Attack Speed +3%, Ligera Ventaja
16: Evason +6%, Attack Speed +4%
17: Evason +6%, Attack Speed +4%
18: Evason +7%, Attack Speed +4%
19: Evason +7%, Attack Speed +4%
20: Evason +8%, Attack Speed +5%, Ilimitada Sierra
21: Evason +8%, Attack Speed +5%
22: Evason +8%, Attack Speed +5%
23: Evason +9%, Attack Speed +5%
24: Evason +9%, Attack Speed +6%
25: Evason +10%, Attack Speed +6%
Skills:
Rajar En Recta:
The caster stabs an enemy and hits the head, quite a basic move with seeminlgy High damage, but the attack power of daggers are inferior, turning the advantages of this skill, due to the spamability and low SP costs it is best suited for continuous attacks, quick knockdowns or Countering.
Required Stance Level: 1
Shared Stance: None
Required Skill Points: 1
Range: Adjacent
Area Type: None
Knockback: 5m
Number of Targets: 1
Effects: Reduces Def by -30, Counter Attack possible
SP Consumption: 100
Cast Time: 2.42 Seconds
Duration: None
Recovery Time: None
1: 477%, 359% Counter Attack
2: 520%, 392% Counter Attack
3: 564%, 425% Counter Attack
4: 607%, 457% Counter Attack
5: 651%, 490% Counter Attack
6: 694%, 523% Counter Attack
7: 737%, 555% Counter Attack
8: 781%, 588% Counter Attack
9: 824%, 621% Counter Attack
10: 867%, 653% Counter Attack
11: 911%, 686% Counter Attack
12: 954%, 719% Counter Attack
Baile Soleares:
A furious slashing attack with very high Damage modifier, able to pack quite a punch even when during a Counter, though when used it is overall inferior to Ilimitada Sierra except in Counter Attack Situations and SP/reuse issues.
Required Stance Level: 10
Shared Stance: None
Required Skill Points: 2
Range: Adjacent
Area Type: None
Knockback: 5m
Number of Targets: 1
Effects: None
SP Consumption: 200
Cast Time: 4.44 Seconds
Duration: None
Recovery Time: 10 Seconds
1: 1297%, 977% Counter Attack
2: 1415%, 1066% Counter Attack
3: 1532%, 1154% Counter Attack
4: 1650%, 1243% Counter Attack
5: 1768%, 1332% Counter Attack
6: 1886%, 1421% Counter Attack
7: 2004%, 1510% Counter Attack
8: 2122%, 1598% Counter Attack
9: 2240%, 1687% Counter Attack
10: 2358%, 1776% Counter Attack
11: 2475%, 1865% Counter Attack
12: 2593%, 1954% Counter Attack
Ligera Ventaja:
A rushing attack, cutting through a field of enemies and stunning them. Its the only Area attack for this stance and highly usefull as it is capable of stunning a group of opponents if you are able to aim the Dash, it is also usable as Counter. Don’t rely on it to kill off anything above weaker mobs, though.
Required Stance Level: 15
Shared Stance: None
Required Skill Points: 2
Range: 8m x 0.6m
Area Type: Adjacent
Knockback: None
Number of Targets: 5
Effects: 60% Chance to Stun, Character moves forward notably during the skill animation.
SP Consumption: 250
Cast Time: ?
Duration: None
Recovery Time: 15 Seconds
1: 340%, 256% Counter Attack
2: 371%, 280% Counter Attack
3: 402%, 303% Counter Attack
4: 433%, 326% Counter Attack
5: 464%, 350% Counter Attack
6: 495%, 373% Counter Attack
7: 526%, 396% Counter Attack
8: 557%, 420% Counter Attack
9: 588%, 443% Counter Attack
10: 619%, 466% Counter Attack
11: 650%, 490% Counter Attack
12: 681%, 513% Counter Attack
Ilimitada Sierra:
This Continuous slashing move not only has high damage modifiers, but also gives a defense reduction to relieve the weak attack power of daggers, making it a plausible finisher, though a Scout’s abyssmal strength value might equal out that factor. It is strongly weakened when used for Counter Attacks compared to the other skills of this stance, making it a rather offense only attack.
Required Stance Level: 20
Shared Stance: None
Required Skill Points: 3
Range: Adjacent
Area Type: None
Knockback: 5m
Number of Targets: 1
Effects: Negates Def by -30
SP Consumption: 300
Cast Time: 2.74 Seconds
Duration: None
Recovery Time: 20 Seconds
1: 1125%, 678% Counter Attack
2: 1228%, 740% Counter Attack
3: 1330%, 801% Counter Attack
4: 1432%, 863% Counter Attack
5: 1534%, 925% Counter Attack
6: 1637%, 986% Counter Attack
7: 1730%, 1048% Counter Attack
8: 1841%, 1110% Counter Attack
9: 1944%, 1171% Counter Attack
10: 2046%, 1233% Counter Attack
11: 2148%, 1295% Counter Attack
12: 2250%, 1356% Counter Attack
Dobalada Corte:
Allows the Scout to use 2 Daggers in order to attack faster at the expense of Evasion. Although the Scout attack faster, the lack of flee is a great drawback as the scout isn’t as tough and the high Agility would give a great deal of bonus in stances including flee. Another issue is while Scouts attack faster in exchange for their lack of power, the skills are also much weaker. In “exchange” for being overall inferior to Lisa, Scouts may use this Stance from the beginning on.
Required Level: 1
Required Weapon: Two Daggers
Required Stance: None
Stance Traits: Double-Hit
Stance Bonusses:
1: Attaque Devolver
2: Nothing
3: Attack Speed +1%
4: Attack Speed +1%
5: Attack Speed +2%
6: Attack Speed +2%
7: Attack Speed +2%
8: Attack Speed +3%
9: Attack Speed +3%
10: Attack Speed +4%, Viento Incierta
11: Attack Speed +4%
12: Attack Speed +4%
13: Attack Speed +5%
14: Attack Speed +5%
15: Attack Speed +6%, Baile de Guerra
16: Attack Speed +6%
17: Attack Speed +6%
18: Attack Speed +7%
19: Attack Speed +7%
20: Attack Speed +8%, Miembro Fantasma
21: Attack Speed +8%
22: Attack Speed +8%
23: Attack Speed +9%
24: Attack Speed +9%
25: Attack Speed +10%
Skills:
Attaque Devolver:
A series of cuts performed while moving forward, forcing the enemy to the attacking direction after blocking an attack. This is as strong as it gets in this Stance though, and although the damage modifier is quite high for a spammable move, the attack animation takes up a lot of time and the attack power of a dagger is still low, even if you have a second one (which does not mean you skill attacks get double power).
Required Stance Level: 1
Shared Stance: None
Required Skill Points: 1
Range: Adjacent
Area Type: None
Knockback: 5m
Number of Targets: 1
Effects: Blocks an Enemy attack
SP Consumption: 100
Cast Time: 3.27 Seconds
Duration: None
Recovery Time: None
1: 633%
2: 691%
3: 748%
4: 806%
5: 863%
6: 921%
7: 978%
8: 1036%
9: 1094%
10: 1151%
11: 1209%
12: 1266%
Viento Incierta:
Throws Daggers at an enemy from a distance, the Daggers magically reappear in your hands again. This attack can be used to hit air targets too and doesn’t need too long to recover.
Required Stance Level: 10
Shared Stance: None
Required Skill Points: 2
Range: 8m
Area Type: Air/Ground
Knockback: None
Number of Targets: 1
Effects: None
SP Consumption: 200
Cast Time: ?
Duration: None
Recovery Time: 10 Seconds
1: 626%
2: 683%
3: 740%
4: 797%
5: 854%
6: 911%
7: 968%
8: 1025%
9: 1082%
10: 1139%
11: 1196%
12: 1253%
Baile de Guerra:
Cutting through multiple opponents, this skill is the first area attack you get. It is overall inferior to Miembro Fantasima though, except for SP/Reuse issues or if you for some reason prefer a Dashing skill.
Required Stance Level: 15
Shared Stance: None
Required Skill Points: 2
Range: 6m x 0.6m
Area Type: Self Forward Dash
Knockback: 4m
Number of Targets: 6
Effects: None
SP Consumption: 250
Cast Time: 4.07 Seconds
Duration: None
Recovery Time: 15 Seconds
1: 426%
2: 464%
3: 503%
4: 542%
5: 580%
6: 612%
7: 658%
8: 696%
9: 735%
10: 774%
11: 812%
12: 851%
Miembro Fantasima:
An area attack involving throwing multiple daggers in all directions, due to the quite acceptable damage modifiers, it is possible to save yourself from an incoming mob with this, but it will take a while until you can reuse it.
Required Stance Level: 20
Shared Stance: None
Required Skill Points: 3
Range: 9m x 3m
Area Type: Directional
Knockback: 4m
Number of Targets: 6
Effects: None
SP Consumption: 300
Cast Time: ?
Duration: None
Recovery Time: 20 Seconds
1: 551%
2: 601%
3: 651%
4: 701%
5: 751%
6: 801%
7: 851%
8: 901%
9: 951%
10: 1001%
11: 1051%
12: 1101%
Wizard:
Unlike the elementalists who mainly directly causes heavy damage and devastating destruction, wizards prefer to manipulate. Casting restrictive and weakening curses on their opponents or warding their allies from harm, wizards shine most in PvP and are best used in combination with an offensive class. They can also nuke mobs quite well, though. While wizard can standardly hit both ground and airborne enemies from afar, their attacking speed is rather slow and they tend to miss at times, though still capable of being a good afk damager.
Private Skill:
Reflection:
Encloses a team or squad member in an aura reflecting damage back to the opponent. Remotely useful against mobs, but since it reflects a percentage of the damage recieved by the target, it only becomes effective when the target recieves a lot of damage, which should be prevented.
Raising Base Level: 5
Usable by: Wizard
Range: ?
Area Type: Squad
Number of Targets: 1
Effects: Causes target to reflect melee damage
SP Consumption: 60
Cast Time: None
Duration: 23 Seconds, +3.5 Seconds per Level (Rounded up)
Recovery Time: None
1: Reflect 12% Damage, 23 Seconds
2: Reflect 14% Damage, 27 Seconds
3: Reflect 16% Damage, 30 Seconds
4: Reflect 18% Damage, 34 Seconds
5: Reflect 20% Damage, 37 Seconds
6: Reflect 22% Damage, 41 Seconds
7: Reflect 24% Damage, 44 Seconds
8: Reflect 26% Damage, 48 Seconds
9: Reflect 28% Damage, 51 Seconds
10: Reflect 30% Damage, 55 Seconds
11: Reflect 32% Damage, 58 Seconds
12: Reflect 34% Damage, 62 Seconds
Stances:
Psychokinesis:
The basic stance of any wizard, also available for the empty handed when you are down to that for some reason. A very versatile stance and the only one with offensive skills that actually do damage on opponents for quite some time until you get Levitation at level 60, meaning you may regularly use it to nuke. This is a great stance that is compatible with any weapon of the wizard as well as any stance, you may count on switching to it at any time when needed.
Required Level: 1
Required Weapon: Both Hands Empty, Rod or Staff
Required Stance: None
Combinable Stance: E.S.P., The Illusionist, Levitation, Incantation, Anathema
Stance Traits: Mental Magic
Stance Bonusses:
1: Strikes Back
2: Nothing
3: Nothing
4: Nothing
5: SP Regeneration +1
6: SP Regeneration +1
7: SP Regeneration +1
8: SP Regeneration +1, Web
9: SP Regeneration +1
10: SP Regeneration +2
11: SP Regeneration +2
12: SP Regeneration +2, Earthquake
13: SP Regeneration +2
14: SP Regeneration +2
15: SP Regeneration +3
16: SP Regeneration +3, Apocalypse
17: SP Regeneration +3
18: SP Regeneration +3
19: SP Regeneration +3
20: SP Regeneration +4
21: SP Regeneration +4
22: SP Regeneration +4
23: SP Regeneration +4
24: SP Regeneration +4
25: SP Regeneration +5
Skills:
Strikes Back:
The most simple way for a wizard to throw someone over is by casting Strikes Back. Its spammable, has a range and the cast time isn’t that long, so feel free to use it any time you feel like dishing out more damage against a single target at a low expense or knocking someone over in PvP.
Required Stance Level: 1
Shared Stance: None
Required Skill Points: 1
Range: 10m
Area Type: None
Knockback: 5m
Number of Targets: 1
Effects: Mental Damage
SP Consumption: 60
Cast Time: 1.8 Second
Duration: None
Recovery Time: None
1: 394%
2: 430%
3: 466%
4: 502%
5: 537%
6: 573%
7: 609%
8: 645%
9: 681%
10: 717%
11: 752%
12: 788%
Web:
Immobilizes the affected opponents within the area for an amount of time and will pull flying enemies to the ground. The amount of time is terribly short, forcing you to invest some skillpoints in order to let it make a slight difference. The recovery time of 15 seconds is quite long and the range isn’t very good. Otherwise, a great skill that hold a group of opponents in place or to deal with flyers.
Required Stance Level: 8
Shared Stance: None
Required Skill Points: 2
Range: 5.5m
Area Type: Mental Spell, 4m Radius
Knockback: None
Number of Targets: 6
Effects: 80% Chance to inflict [Web]
SP Consumption: 120
Cast Time: 1 Second
Duration: 3 Seconds, +1 Second per Level
Recovery Time: 15 Seconds
1: 3 Seconds
2: 4 Seconds
3: 5 Seconds
4: 6 Seconds
5: 7 Seconds
6: 8 Seconds
7: 9 Seconds
8: 10 Seconds
9: 11 Seconds
10: 12 Seconds
11: 13 Seconds
12: 14 Seconds
Earthquake:
The first area attack you can get in this stance, with a second to follow. The wizard causes a sudden seismic eruption on the ground, damaging your enemies and throwing them off their feet. This is a great skill for PvP, as you can knock a group of people over and it can be used for nuking in PvE too. While at a first glance, this skill may seem better than Apocalypse due to the higher damage at the expense of less skillpoints, one often forgets the reduced effective radius and the 8 Target limit. It can be used in turns with Apocalypse when constant nuking is needed.
Required Stance Level: 12
Shared Stance: None
Required Skill Points: 2
Range: 7.5m
Area Type: Ground, Mental Spell, 5m Radius
Knockback: None
Number of Targets: 8
Effects: Mental Damage, Knockdown
SP Consumption: 150, 1 Magical Orb
Cast Time: 1.63 Seconds
Duration: None
Recovery Time: 12 Seconds
1: 238%
2: 259%
3: 281%
4: 303%
5: 324%
6: 346%
7: 367%
8: 389%
9: 411%
10: 432%
11: 454%
12: 476%
Apocalypse:
The wizard summons the abyss to devour all opponents in the effective area, causing damage and making them unable to use skills for some time. Due to the large area and higher target limit, this is a better nuking skill than Earthquake, but the low damage means you might have to invest some skill points in order to make it lethal enough and the long recharging duration prevents spamming. In PvP, the skill restricting effect may prove to be highly useful!
Required Stance Level: 16
Shared Stance: None
Required Skill Points: 3
Range: 10m
Area Type: Mental Spell, 7.5m Radius
Knockback: None
Number of Targets: 10
Effects: Mental Damage, Target unable to use skills
SP Consumption: 180, 1 Magical Orb
Cast Time: 2.63 Seconds
Duration: 20 Seconds
Recovery Time: 22.5 Seconds
1: 173%
2: 188%
3: 204%
4: 220%
5: 235%
6: 251%
7: 267%
8: 283%
9: 298%
10: 314%
11: 330%, Defense Rating -1
12: 345%, Defense Rating -1
E.S.P.
The stance for the more supportive type of wizards, allowing them to ward allies against mental, elemental or physical harm, the bonusses are SP regeneration enhancers as usual, while the skills are obtained quite early. A major issue of wizard buffs though, are that they cannot be stacked! If you cast a second supportive spell on someone who already has one active, the former will be replaced by the newly casted spell. Do note that even the best ESP wizard can’t replace a scout – and vice versa.
Required Level: 20
Required Weapon: Rod
Required Stance: None
Combinable Stance: Psychokinesis, Levitation, Incantation
Stance Traits: Mental Magic
Stance Bonusses:
1: Spiritual Shield
2: Nothing
3: Nothing
4: Nothing, Anti-Magic Shell
5: SP Regeneration +1
6: SP Regeneration +1
7: SP Regeneration +1
8: SP Regeneration +1, Protection Field
9: SP Regeneration +1
10: SP Regeneration +2
11: SP Regeneration +2
12: SP Regeneration +2
13: SP Regeneration +2
14: SP Regeneration +2
15: SP Regeneration +3
16: SP Regeneration +3, Dispell Magic
17: SP Regeneration +3
18: SP Regeneration +3
19: SP Regeneration +3
20: SP Regeneration +4
21: SP Regeneration +4
22: SP Regeneration +4
23: SP Regeneration +4
24: SP Regeneration +4
25: SP Regeneration +5
Skills:
Spiritual Shield:
Protects your team from mental attacks, such as those of other wizards. It will also increase your resistance against nerfs. Though probably not needed all too often in PvE, this skill can be quite important in PvP if your opponent has a wizard.
Required Stance Level: 1
Shared Stance: None
Required Skill Points: 1
Range: 12m
Area Type: Self Radius, Squad
Knockback: None
Number of Targets: Infinite
Effects: Increases Mental and Psychokinetic Resistance of allies
SP Consumption: 60
Cast Time: 1 Second
Duration: 165 Seconds, +15 Seconds per Level
Recovery Time: None
1: Mental Resistance +17, Psychokinetic Resitance +11%, 165 Seconds
2: Mental Resistance +19, Psychokinetic Resitance +12%, 180 Seconds
3: Mental Resistance +21, Psychokinetic Resitance +13%, 195 Seconds
4: Mental Resistance +23, Psychokinetic Resitance +14%, 210 Seconds
5: Mental Resistance +25, Psychokinetic Resitance +15%, 225 Seconds
6: Mental Resistance +27, Psychokinetic Resitance +16%, 240 Seconds
7: Mental Resistance +29, Psychokinetic Resitance +17%, 255 Seconds
8: Mental Resistance +31, Psychokinetic Resitance +18%, 270 Seconds
9: Mental Resistance +33, Psychokinetic Resitance +19%, 285 Seconds
10: Mental Resistance +35, Psychokinetic Resitance +20%, 300 Seconds
11: Mental Resistance +37, Psychokinetic Resitance +21%, 315 Seconds
12: Mental Resistance +39, Psychokinetic Resitance +22%, 330 Seconds
Anti-Magic Shell:
Protects your team from elemental attacks, such as those of elementalists. Though probably not needed all too often in PvE, this skill can be quite important in PvP if your opponent has an elementalist.
Required Stance Level: 4
Shared Stance: None
Required Skill Points: 1
Range: 12m
Area Type: Self Radius, Squad
Knockback: None
Number of Targets: Infinite
Effects: Increases Elemental (Fire, Ice, Lightning) Resistance of allies
SP Consumption: 90
Cast Time: 1 Second
Duration: 165 Seconds, +15 Seconds per Level
Recovery Time: None
1: Fire/Ice/Lightning Resistance +11, 165 Seconds
2: Fire/Ice/Lightning Resistance +12, 180 Seconds
3: Fire/Ice/Lightning Resistance +13, 195 Seconds
4: Fire/Ice/Lightning Resistance +14, 210 Seconds
5: Fire/Ice/Lightning Resistance +15, 225 Seconds
6: Fire/Ice/Lightning Resistance +16, 240 Seconds
7: Fire/Ice/Lightning Resistance +17, 255 Seconds
8: Fire/Ice/Lightning Resistance +18, 270 Seconds
9: Fire/Ice/Lightning Resistance +19, 285 Seconds
10: Fire/Ice/Lightning Resistance +20, 300 Seconds
11: Fire/Ice/Lightning Resistance +21, 315 Seconds
12: Fire/Ice/Lightning Resistance +22, 330 Seconds
Protection Field:
Unlike its predecessors, Protection Field needs 2 skillpoints per level, has a much shorter duration and can only be cast on your characters one at a time at a higher SP output. Nevertheless, it is much better than both in PvE, allowing even non-tank characters to withstand bosses without problem! In PvP, Protection Field could be helpful to ward off a specific character against physical attacks.
Required Stance Level: 8
Shared Stance: None
Required Skill Points: 2
Range: ?
Area Type: Squad
Knockback: None
Number of Targets: 1
Effects: Increases target Def
SP Consumption: 120
Cast Time: 1 Seconds
Duration: 18 Seconds, +3 Seconds per Level
Recovery Time: None
1: Defense +53, 18 Seconds
2: Defense +56, 21 Seconds
3: Defense +59, 24 Seconds
4: Defense +62, 27 Seconds
5: Defense +65, 30 Seconds
6: Defense +68, 33 Seconds
7: Defense +71, 36 Seconds
8: Defense +74, 39 Seconds
9: Defense +77, 42 Seconds
10: Defense +80, 45 Seconds
11: Defense +83, 48 Seconds, Defense Rating +1
12: Defense +86, 51 Seconds, Defense Rating +1
Dispell Magic:
The wizard banishes all magic in an area around him, dispelling all buffs and nerfs, draining all affected units SP to 0 and nulifying SP regeneration as well as preventing any kind of positive and/or negative status effects within the duration, including him-/herself. A highly dangerous skill, as it will also affect other players even outside of PvP, meaning you could remove all their buffs and drain their SP to 0, which is highly annoying. By all means, confirm yourself that you will not harm others when casting this spell. In PvP, Dispell Magic can be devastating, but since your wizard must be near the targets and he himself will also be affected, it is hard to pull off.
Required Stance Level: 16
Shared Stance: None
Required Skill Points: 3
Range: 7m
Area Type: Self Radius, Everything
Knockback: None
Number of Targets: Infinite
Effects: Max SP becomes 1, All spells, buffs and status effects removed
SP Consumption: 180, 2 Magical Orbs
Cast Time: 2.63 Seconds
Duration: 4.4 Seconds, +0.4 Seconds per Level
Recovery Time: 20 Seconds
1: 4.4 Seconds
2: 4.8 Seconds
3: 5.2 Seconds
4: 5.6 Seconds
5: 6 Seconds
6: 6.4 Seconds
7: 6.8 Seconds
8: 7.2 Seconds
9: 7.6 Seconds
10: 8 Seconds
11: 8.4 Seconds
12: 8.8 Seconds
The Illusionist:
As the more offensive counterpart of E.S.P., The Illusionist’s spells does not protect allies but rather restrains, weakens, disturbs and confuses opponents. While you may prefer a nuking skill which simply kills the mobs in PvE, nerfs can be quite efficient in PvP!
Required Level: 36
Required Weapon: Staff
Required Stance: None
Combinable Stance: Psychokinesis, Levitation, Anathema
Stance Traits: Mental Magic
Stance Bonusses:
1: Sandman
2: Nothing
3: Nothing
4: Nothing, Magical Piercing
5: SP Regeneration +1
6: SP Regeneration +1
7: SP Regeneration +1
8: SP Regeneration +1
9: SP Regeneration +1
10: SP Regeneration +2
11: SP Regeneration +2
12: SP Regeneration +2, Ritardi
13: SP Regeneration +2
14: SP Regeneration +2
15: SP Regeneration +3
16: SP Regeneration +3, Invisible Stalker
17: SP Regeneration +3
18: SP Regeneration +3
19: SP Regeneration +3
20: SP Regeneration +4
21: SP Regeneration +4
22: SP Regeneration +4
23: SP Regeneration +4
24: SP Regeneration +4
25: SP Regeneration +5
Skills:
Sandman:
Causes all affected enemies to fall asleep for a while. Unlike most first skills of a stance, this one has a cooldown time. Sandman can be very useful for your party as the sleeping opponents won’t do anything before they wake up after the duration is over, so you may run away or do whatever you like. However, a sleeping enemy will wake up once it is attacked.
Required Stance Level: 1
Shared Stance: None
Required Skill Points: 1
Range: 7.5m
Area Type: 5m Radius
Knockback: None
Number of Targets: Infinite
Effects: 80% Chance to inflict [Sleep]
SP Consumption: 60
Cast Time: 1.17 Seconds
Duration: 11 Seconds, +1 Seconds per Level
Recovery Time: 10 Seconds
1: 11 Seconds
2: 12 Seconds
3: 13 Seconds
4: 14 Seconds
5: 15 Seconds
6: 16 Seconds
7: 17 Seconds
8: 18 Seconds
9: 19 Seconds
10: 20 Seconds
11: 21 Seconds
12: 22 Seconds
Magical Piercing:
Reduces the affected opponents elemental resistance, making them more vulnerably to elemental damage such as elementalist’s spells. This can be useful in PvP if you have an elementalist in your team, as for PvE, the elementalist will probably nuke the mob to death regardless if you casted this or not…
Required Stance Level: 4
Shared Stance: None
Required Skill Points: 1
Range: 7.5m
Area Type: 5m Radius
Knockback: None
Number of Targets: Infinite
Effects: Decreases Elemental (Fire/Ice/Lightning) Resistance of opponents
SP Consumption: 90
Cast Time: 1.17 Seconds
Duration: 16.5 Seconds, +1.5 Seconds per Level
Recovery Time: 10 Seconds
1: Fire/Ice/Lightning Resistance -30%, 16.5 Seconds
2: Fire/Ice/Lightning Resistance -35%, 18 Seconds
3: Fire/Ice/Lightning Resistance -40%, 19.5 Seconds
4: Fire/Ice/Lightning Resistance -45%, 21 Seconds
5: Fire/Ice/Lightning Resistance -50%, 22.5 Seconds
6: Fire/Ice/Lightning Resistance -55%, 24 Seconds
7: Fire/Ice/Lightning Resistance -60%, 25.5 Seconds
8: Fire/Ice/Lightning Resistance -65%, 27 Seconds
9: Fire/Ice/Lightning Resistance -70%, 28.5 Seconds
10: Fire/Ice/Lightning Resistance -75%, 30 Seconds
11: Fire/Ice/Lightning Resistance -80%, 31.5 Seconds
12: Fire/Ice/Lightning Resistance -85%, 33 Seconds
Ritardi:
Slowing down opponents in both movement and attacking speed, Ritardi is rarely used, as Reverse, Sandman and Web will make the opponent completely unable to act. Ritardi’s advantage though, is that the opponents will remain under its effect even when attacked unlike Sandman, holds longer than Web and does not make them fly like Reverse and occures standardly with 100% probability.
Required Stance Level: 12
Shared Stance: None
Required Skill Points: 2
Range: 7.5m
Area Type: 5m Radius
Knockback: None
Number of Targets: Infinite
Effects: Decreases attack and movement speed
SP Consumption: 150
Cast Time: 1.17 Seconds
Duration: 8.8 Seconds, 0.8 Seconds per Level
Recovery Time: 10 Seconds
1: Attack and Movement Speed -33%, 8.8 Seconds
2: Attack and Movement Speed -36%, 9.6 Seconds
3: Attack and Movement Speed -39%, 10.4 Seconds
4: Attack and Movement Speed -42%, 11.2 Seconds
5: Attack and Movement Speed -45%, 12 Seconds
6: Attack and Movement Speed -48%, 12.8 Seconds
7: Attack and Movement Speed -51%, 13.6 Seconds
8: Attack and Movement Speed -54%, 14.4 Seconds
9: Attack and Movement Speed -57%, 15.2 Seconds
10: Attack and Movement Speed -60%, 16 Seconds
11: Attack and Movement Speed -63%, 16.8 Seconds, Attack Rating -1
12: Attack and Movement Speed -66%, 17.6 Seconds, Attack Rating -1
Invisible Stalker:
Once under this spell, characters will become invisible. Though unable to use skills and slightly slower in movement, invisible characters do not lose buffs and nerfs and are still capable of attacking normally. A great skill that can save you from tough bosses or confuse other players in PvP. Note that during the skill duration your defense is 0 and certain monster types, such as the undead are able to sense you even when invisible!
Required Stance Level: 16
Shared Stance: None
Required Skill Points: 3
Range: 12m
Area Type: Self Radius, Team
Knockback: None
Number of Targets: 3
Effects: Invisibility, Target unable to use skills, Def reduced to 0, Movement Speed decreased by -15%
SP Consumption: 180, 2 Magical Orbs
Cast Time: 1.63 Seconds
Duration: 17.5 Seconds, +2.5 Seconds per Level
Recovery Time: None
1: 17.5 Seconds
2: 20 Seconds
3: 22.5 Seconds
4: 25 Seconds
5: 27.5 Seconds
6: 30 Seconds
7: 32.5 Seconds
8: 35 Seconds
9: 37.5 Seconds
10: 40 Seconds
11: 42.5 Seconds
12: 45 Seconds
Levitation:
One of the most interesting stances, as your wizard will float under constant SP drain, making it quite impossible to afk level this stance very well. The stance levels give no bonus, so after maxing out the 3 skills you pretty much saw it all. It is also available with both rod and staff, making it possible to switch from any other wizard stance.
Required Level: 60
Required Weapon: Rod or Staff
Required Stance:
Combinable Stance: Psychokinesis, E.S.P., The Illusionist, Incantation, Anathema
Stance Traits: Fly, 12 SP / 3 Seconds Drain, Mental Magic, 3 Target Area Attack
Stance Bonusses:
1: Reverse
2: Nothing
3: Nothing
4: Nothing
5: Nothing
6: Nothing
7: Nothing
8: Photon Splash
9: Nothing
10: Nothing
11: Nothing
12: Nothing
13: Nothing
14: Nothing
15: Nothing
16: Hole of Darkness
17: Nothing
18: Nothing
19: Nothing
20: Nothing
21: Nothing
22: Nothing
23: Nothing
24: Nothing
25: Nothing
Skills:
Reverse:
The wizard reverses Gravity in an area, causing ground units to be held up in the air for a while. This is a great immobilizing skill, especially if you have a musketeer in your team with Birdfall in PvP situations, as the affected tagets count as airborne and are incapable of action. Otherwise, you might just want to photon splash mobs to death.
Required Stance Level: 1
Shared Stance: None
Required Skill Points: 1
Range: 11.5m
Area Type: Mental Spell, 4m Radius
Knockback: None
Number of Targets: 6
Effects: 80% Chance to hold targets in the air
SP Consumption: 60
Cast Time: 1 Second
Duration: 3 Seconds, +1 Second per Level
Recovery Time: 10 Seconds
1: 3 Seconds
2: 4 Seconds
3: 5 Seconds
4: 6 Seconds
5: 7 Seconds
6: 8 Seconds
7: 9 Seconds
8: 10 Seconds
9: 11 Seconds
10: 12 Seconds
11: 13 Seconds
12: 14 Seconds
Photon Splash:
The first area attack you can get in this stance, with a second to follow. The wizard launches multiple energy bolts to the ground, damaging your enemies. This is a nice nuking skill if the automatic area attacks aren’t enough and doesn’t use up Magical Orbs like the other damage dealing area attacks and its a little spammable too. Just note that it doesn’t knock stuff over.
Required Stance Level: 8
Shared Stance: None
Required Skill Points: 2
Range: 12m
Area Type: Ground, Mental Spell, 5m Radius
Knockback: None
Number of Targets: 10
Effects: Mental Damage
SP Consumption: 120
Cast Time: 1.87 Seconds
Duration: None
Recovery Time: 7 Seconds
1: 299%
2: 327%
3: 354%
4: 381%
5: 408%
6: 436%
7: 463%
8: 490%
9: 517%
10: 545%
11: 572%
12: 599%
Hole of Darkness:
The wizard summons a black hole beneath himself, dragging all opponents in the effective area towards it and causing damage to them. Though not necessarily lethal in PvP, there is a 75% chance to stun the targets! The main downside is, that the wizard is always the centre, meaning you must move to your opponents in order to hit them with this,
Required Stance Level: 16
Shared Stance: None
Required Skill Points: 3
Range: 8m
Area Type: Mental Spell, 7.5m Radius
Knockback: None
Number of Targets: 10
Effects: Mental Damage, Affected targets dragged beneath caster, 75% Chance to inflict [Stun]
SP Consumption: 180, 1 Magical Orb
Cast Time: 2.37 Seconds
Duration: None
Recovery Time: 20 Seconds
1: 209%
2: 228%
3: 247%
4: 266%
5: 285%
6: 304%
7: 323%
8: 343%
9: 362%
10: 381%
11: 400%
12: 419%
Veteran Stances:
Incantation:
A veteran stance focussing on warding off harm from your allies, capable of deflecting spells and curses or even making a character invulnerable for some time, the defensive capabilities of this stance are great for skill using enemies such as NPCs or bosses and PvP opponents (mainly the latter, you need to be level 100 to get this after all).
Required Level: 100, Veteran
Required Weapon: Rod
Required Stance: E.S.P. 25
Combinable Stance: Psychokinesis, E.S.P., Levitation
Stance Traits: Mental Magic
Stance Bonusses:
1: Magic Barrier
2:
3:
4: Ignore Harm
5:
6:
7:
8:
9:
10:
11:
12: Invulnerable
13:
14:
15:
16: Howling of Heaven
17:
18:
19:
20:
21:
22:
23:
24:
25:
Skills:
Magic Barrier:
Unlike Spiritual Shield and Anti-Magic shell which increase the resistance to spells lessening damage, Magic Barrier has a chance to completely block spells within its duration. Great to have around when your opponent has both types of spellcasters in PvP or when facing a boss with a remarkably strong magical skill.
Required Stance Level: 1
Shared Stance: None
Required Skill Points: 1
Range: 12m
Area Type: Self Radius, Squad
Knockback: None
Number of Targets: Infinite
Effects: Chance to block spell
SP Consumption: 100, 1 Magical Orb
Cast Time: 0.5 Seconds
Duration: 105 Seconds, +15 Seconds per Level
Recovery Time: None
1: Spell Blocking 3%, 105 Seconds
2: Spell Blocking 6%, 120 Seconds
3: Spell Blocking 9%, 135 Seconds
4: Spell Blocking 12%, 150 Seconds
5: Spell Blocking 15%, 165 Seconds
6: Spell Blocking 18%, 180 Seconds
7: Spell Blocking 21%, 195 Seconds
8: Spell Blocking 24%, 210 Seconds
9: Spell Blocking 27%, 225 Seconds
10: Spell Blocking 30%, 240 Seconds
11: Spell Blocking 33%, 255 Seconds
12: Spell Blocking 36%, 270 Seconds
Ignore Harm:
Gives the affected allies a chance to ward off a curse or debuff, such as those from other wizards. Having this on can really save you in PvP, while you might not find yourself in the need of it all too often otherwise.
Required Stance Level: 4
Shared Stance: None
Required Skill Points: 1
Range: 12m
Area Type: Self Radius, Squad
Knockback: None
Number of Targets: Infinite
Effects: Chance to block harmfull effects
SP Consumption: 150, 1 Magical Orb
Cast Time: 0.5 Seconds
Duration: 165 Seconds, +15 Seconds per Level
Recovery Time: None
1: Debuff Blocking 5%, 105 Seconds
2: Debuff Blocking 10%, 120 Seconds
3: Debuff Blocking 15%, 135 Seconds
4: Debuff Blocking 20%, 150 Seconds
5: Debuff Blocking 25%, 165 Seconds
6: Debuff Blocking 30%, 180 Seconds
7: Debuff Blocking 35%, 195 Seconds
8: Debuff Blocking 40%, 210 Seconds
9: Debuff Blocking 45%, 225 Seconds
10: Debuff Blocking 50%, 240 Seconds
11: Debuff Blocking 55%, 255 Seconds
12: Debuff Blocking 60%, 270 Seconds
Invulnerable:
Needing 2 skillpoints per level, only targetting one character and having 20 seconds between recasts, the use of this skill must be well planned, as the effect duration is extremely short. But when timed correctly, it can save you from a lot of damage.
Required Stance Level: 12
Shared Stance: None
Required Skill Points: 2
Range: ?
Area Type: Squad
Knockback: None
Number of Targets: 1
Effects: Target becomes Invulnerable
SP Consumption: 250, 3 Magical Orbs
Cast Time: 1 Seconds
Duration: 2.5 Seconds, +0.5 Seconds per Level
Recovery Time: None
1: 2.5 Seconds
2: 3 Seconds
3: 3.5 Seconds
4: 4 Seconds
5: 4.5 Seconds
6: 5 Seconds
7: 5.5 Seconds
8: 6 Seconds
9: 6.5 Seconds
10: 7 Seconds
11: 7.5 Seconds, Defense Rating +1
12: 8 Seconds, Defense Rating +1
Howling of Heaven:
An spell which inflicts panic with a base success chance of 100% to everything within range. While the duration is quite short and the SP requirements and recovery time are high, it will render anyone under its effect quite incapable of doing anything rational, allowing the wizard to cause quite a bit of calamity. Do note though, that the caster is the centre of the spell, meaning that you have be close enough to the targets in order to pull this off. It can save you from a group of opponents for example.
Required Stance Level: 16
Shared Stance: None
Required Skill Points: 3
Range: 8m
Area Type: Self Radius, Everything
Knockback: None
Number of Targets: Infinite
Effects: 100% Chance to Inflict [Panic]
SP Consumption: 300, 5 Magical Orbs
Cast Time: 2.63 Seconds
Duration: 5.5 Seconds, +0.5 Seconds per Level
Recovery Time: 30 Seconds
1: 5.5 Seconds
2: 6 Seconds
3: 6.5 Seconds
4: 7 Seconds
5: 7.5 Seconds
6: 8 Seconds
7: 8.5 Seconds
8: 9 Seconds
9: 9.5 Seconds
10: 10 Seconds
11: 10.5 Seconds
12: 11 Seconds
Anathema:
Allows the wizard to master fatal curses, gravely restraining and weakening the victims. While you would rather simply kill mobs in PvE, PvP situations are turned drastically by the correct use of this stance’s skills!
Required Level: 100, Veteran
Required Weapon: Staff
Required Stance: The Illusionist 25
Combinable Stance: Psychokinesis, The Illusionist, Levitation
Stance Traits: Mental Magic, Mental Resistance +20
Stance Bonusses:
1: Confusion
2:
3:
4: Enervation
5:
6:
7:
8: Curse
9:
10:
11:
12:
13:
14:
15:
16: Stoned Disease
17:
18:
19:
20:
21:
22:
23:
24:
25:
Skills:
Confusion:
Disables all skills for the affected targets. While Apocalypse may be doing the same thing for a flat 20 seconds, Confusion has no recovery time and a much shorter cast, giving the opponent less time to react and possibly escape from the target area and the effect holds on longer once the skill is maxed.
Required Stance Level: 1
Shared Stance: None
Required Skill Points: 1
Range: 7.5m
Area Type: 5m Radius
Knockback: None
Number of Targets: Infinite
Effects: ?% Chance to inflict [Confusion]
SP Consumption: 100, 1 Magical Orb
Cast Time: 0.9 Seconds
Duration: 11.5 Seconds, +1.5 Seconds per Level
Recovery Time: 12 Seconds
1: 11.5 Seconds
2: 13 Seconds
3: 14.5 Seconds
4: 16 Seconds
5: 17.5 Seconds
6: 19 Seconds
7: 20.5 Seconds
8: 22 Seconds
9: 23.5 Seconds
10: 25 Seconds
11: 26.5 Seconds
12: 28 Seconds
Enervation:
The effect of Enervation is similiar to Ritardi, it flatly reduces attack and movement speed by -50% and nullifies HP regeneration. A maxed Ritardi is quite better than this, though, unless you insist on eliminating HP regeneration.
Required Stance Level: 4
Shared Stance: None
Required Skill Points: 1
Range: 7.5m
Area Type: 5m Radius
Knockback: None
Number of Targets: Infinite
Effects: ?% Chance to inflict [Enervation]
SP Consumption: 150, 1 Magical Orb
Cast Time: 0.9 Seconds
Duration: 11 Seconds, +1 Seconds per Level
Recovery Time: 12 Seconds
1: 11 Seconds
2: 12 Seconds
3: 13 Seconds
4: 14 Seconds
5: 15 Seconds
6: 16 Seconds
7: 17 Seconds
8: 18 Seconds
9: 19 Seconds
10: 20 Seconds
11: 21 Seconds
12: 22 Seconds
Curse:
Causes the affected opponents to recieve doubled damage. This spell is near useless on its own, but when used correctly in combination with other attacks, it is extremely lethal and especially useful if you can use it properly in PvP.
Required Stance Level: 8
Shared Stance: None
Required Skill Points: 2
Range: 7.5m
Area Type: 5m Radius
Knockback: None
Number of Targets: Infinite
Effects: 2 x Damage recieved.
SP Consumption: 200, 3 Magical Orbs
Cast Time: 0.9 Seconds
Duration: 6 Seconds, +1 Seconds per Level
Recovery Time: 12 Seconds
1: 6 Seconds
2: 7 Seconds
3: 8 Seconds
4: 9 Seconds
5: 10 Seconds
6: 11 Seconds
7: 12 Seconds
8: 13 Seconds
9: 14 Seconds
10: 15 Seconds
11: 16 Seconds, Defense Rating -1
12: 17 Seconds, Defense Rating -1
Stoned Disease:
A slow casted spell that is also quite short on range and extremely long recovery time, but once successful it will completely immobilize an opponent for the effect duration, rendering it incapable of doing anything. Though elemental and physical resistances are boosted, mental resistance remains same and the target has no possibilities to fight back once under the spell, making the use in PvP a great strategy. In PvE on the other hand, you might not find any good reason to turn a single mob into stone…
Required Stance Level: 16
Shared Stance: None
Required Skill Points: 3
Range: 5m
Area Type: None
Knockback: None
Number of Targets: 1
Effects: Target completely incapable of action, Target Def +200, Target Elemental (Fire/Ice/Lightning) Resistance +50
SP Consumption: 300, 5 Magical Orbs
Cast Time: 2.633 Seconds
Duration: 13 Seconds, +3 Seconds per Level
Recovery Time: 120 Seconds
1: 13 Seconds
2: 16 Seconds
3: 19 Seconds
4: 22 Seconds
5: 25 Seconds
6: 28 Seconds
7: 31 Seconds
8: 34 Seconds
9: 37 Seconds
10: 40 Seconds
11: 43 Seconds
12: 46 Seconds
Elementalist:
Elementalists are capable of casting devastating spells, causing heavy damage and destruction among an army of opponents. They are masters of the elements, focussing on fire, ice and lighting. Fire spells cause heavy damage and can cause burn, harming the target and disallowing the use of skills. Ice spells are known to freeze their targets by chance, rendering them completely immobile and incapable of action, also making them highly vulnerable to lightning spells, which are capable of doing extreme high end damage but are quite unpredictable, as they always have a minimum damage of 1%. However, lightning spells also have a chance to inflict shock on the target, reducing its defense to 0 and slowing it down drastically. Elementalists are capable of a wide variety of elemental spells, making them a great addition to any team. They are also commonly used as the typical mob nuker.
Private Skill:
Activate Mana:
Frees the mana flow, enhancing the SP regeneration of the elementalist. A great skill to have when using a lot of skills.
Raising Base Level: 5
Usable by: Elementalist
Range: Self
Area Type: Self
Number of Targets: 1
Effects: SP Regneration enhanced
SP Consumption: 100, 1 Elemental Orb
Cast Time: None
Duration: 330 Seconds, +30 Seconds per Level
Recovery Time: None
1: SP Regeneration +6, 330 Seconds
2: SP Regeneration +7, 360 Seconds
3: SP Regeneration +8, 390 Seconds
4: SP Regeneration +9, 420 Seconds
5: SP Regeneration +10, 450 Seconds
6: SP Regeneration +11, 480 Seconds
7: SP Regeneration +12, 510 Seconds
8: SP Regeneration +13, 540 Seconds
9: SP Regeneration +14, 570 Seconds
10: SP Regeneration +15, 600 Seconds
11: SP Regeneration +16, 630 Seconds
12: SP Regeneration +17, 660 Seconds
Possession Fire:
The most basic fire elemental stance, available to elementalists from the very beginning. Unfortunately, this stance is clearly inferior to its Ice and Lightning counterparts, having only 3 skills. It is possible to quickly swap between all 3 Possession stances when unarmed, which does not make much sense as the attack power without weapon is quite low. Note that while all Possession stances are able to equip 2 bracelets, the second one will have no effect whatsoever, meaning it will neither be used to attack nor will the options be regarded, only the first bracelet counts.
Required Level: 1
Required Weapon: Both Hands Empty or Bracelet of Fire (Second Bracelet of Fire Optional)
Required Stance: None
Combinable Stance: Possession Ice, Possession Lightning, Evocation Fire, Domination Fire
Stance Traits: Fire Elemental Magic, Fire Resistance +15, Ice Resistance -25
Stance Bonusses:
1: Fireball
2: Nothing
3: Nothing
4: Burning Hands
5: SP Regeneration +1
6: SP Regeneration +1
7: SP Regeneration +1
8: SP Regeneration +1
9: SP Regeneration +1
10: SP Regeneration +2
11: SP Regeneration +2
12: SP Regeneration +2
13: SP Regeneration +2
14: SP Regeneration +2
15: SP Regeneration +3
16: SP Regeneration +3, Flame Ground
17: SP Regeneration +3
18: SP Regeneration +3
19: SP Regeneration +3
20: SP Regeneration +4
21: SP Regeneration +4
22: SP Regeneration +4
23: SP Regeneration +4
24: SP Regeneration +4
25: SP Regeneration +5
Skills:
Fireball:
Similiar to Freezing Spear, Fireball is aimed at a target (not an area!), damaging some opponents around it and has a good chance of causing the elemental specific ailment. The damage modifier is the lowest among the basic spells but it has an acceptable radius and can knock something over at low SP expense.
Required Stance Level: 1
Shared Stance: Flame Guard
Required Skill Points: 1
Range: 8m
Area Type: Ground, Fire Elemental Spell, 3m Target Radius
Knockback: 5m
Number of Targets: 5
Effects: Fire Damage, 20% Chance to inflict [Burn]
SP Consumption: 60
Cast Time: 0.9 Seconds
Duration: None
Recovery Time: None
1: 126%
2: 138%
3: 149%
4: 161%
5: 172%
6: 184%
7: 195%
8: 207%
9: 218%
10: 230%
11: 241%
12: 253%
Burning Hands:
Temporary fire enchantment granting extra damage and resistance. A great skill for low levels, as extra damage has more of an impact then, but will eventually become less efficient later on (except when using high attack speed stances with low attack such as Dobalada Corte). The elemental resistance can be useful in PvP.
Required Stance Level: 4
Shared Stance: Flame Guard
Required Skill Points: 1
Range: 12m
Area Type: Self Radius, Squad
Knockback: None
Number of Targets: 10
Effects: Adds Fire Elemental damage, Fire Resistance +20
SP Consumption: 90, 1 Magical Orb
Cast Time: 0.37 Seconds
Duration: 110 Seconds, +10 Seconds per Level
Recovery Time: None
1: Fire Damage +13, 110 Seconds
2: Fire Damage +16, 120 Seconds
3: Fire Damage +19, 130 Seconds
4: Fire Damage +22, 140 Seconds
5: Fire Damage +25, 150 Seconds
6: Fire Damage +28, 160 Seconds
7: Fire Damage +31, 170 Seconds
8: Fire Damage +34, 180 Seconds
9: Fire Damage +37, 190 Seconds
10: Fire Damage +40, 200 Seconds
11: Fire Damage +43, 210 Seconds
12: Fire Damage +46, 220 Seconds
Flame Ground:
The fire ground enchanting spell, enchanting an area that will damage any enemies moving into it for a duration unlike typical “nuke” skills (It is possible to lure opponents into it while the effect still lasts).
Required Stance Level: 16
Shared Stance: None
Required Skill Points: 3
Range: ?
Area Type: Fire Elemental Spell
Knockback: None
Number of Targets: 10
Effects: Enchants Area with Element, damaging nearby enemies
SP Consumption: 180, 1 Elemental Orb
Cast Time: 2 Seconds
Duration: None
Recovery Time: 15 Seconds
1: ?
2: ?
3: ?
4: ?
5: ?
6: ?
7: ?
8: ?
9: ?
10: ?
11: ?
12: ?
Possession Ice:
The most basic ice elemental stance, available to elementalists from the very beginning. Unlike its fire and lightning counterparts, this stance has an additional nuking skill. It is possible to quickly swap between all 3 Possession stances when unarmed, which does not make much sense as the attack power without weapon is quite low. Note that while all Possession stances are able to equip 2 bracelets, the second one will have no effect whatsoever, meaning it will neither be used to attack nor will the options be regarded, only the first bracelet counts.
Required Level: 1
Required Weapon: Both Hands Empty or Bracelet of Ice (Second Bracelet of Ice Optional)
Required Stance: None
Combinable Stance: Possession Fire, Possession Lightning, Evocation Ice, Domination Ice
Stance Traits: Ice Elemental Magic, Ice Resistance +15, Lightning Resistance -25
Stance Bonusses:
1: Freezing Spear
2: Nothing
3: Nothing
4: Chilling Touch
5: SP Regeneration +1
6: SP Regeneration +1
7: SP Regeneration +1
8: SP Regeneration +1, Frost Cloud
9: SP Regeneration +1
10: SP Regeneration +2
11: SP Regeneration +2
12: SP Regeneration +2
13: SP Regeneration +2
14: SP Regeneration +2
15: SP Regeneration +3
16: SP Regeneration +3, Deluge
17: SP Regeneration +3
18: SP Regeneration +3
19: SP Regeneration +3
20: SP Regeneration +4
21: SP Regeneration +4
22: SP Regeneration +4
23: SP Regeneration +4
24: SP Regeneration +4
25: SP Regeneration +5
Skills:
Freezing Spear:
Similiar to Fireball, Freezing Spear is aimed at a target (not an area!), damaging some opponents around it and has a chance of causing the elemental specific ailment. The damage modifier is higher than fireball but the area radius very small. Unlike fire spells, ice spells do not knock the opponent over unless specified.
Required Stance Level: 1
Shared Stance: None
Required Skill Points: 1
Range: 8m
Area Type: Ground, Ice Elemental Spell, 1.75m Target Radius
Knockback: None
Number of Targets: 3
Effects: Fire Damage, 10% Chance to inflict [Freeze]
SP Consumption: 60
Cast Time: 0.9 Seconds
Duration: None
Recovery Time: None
1: 178%
2: 194%
3: 210%
4: 226%
5: 242%
6: 259%
7: 275%
8: 291%
9: 307%
10: 323%
11: 339%
12: 256%
Chilling Touch:
Temporary ice enchantment granting extra damage and resistance. A great skill for low levels, as extra damage has more of an impact then, but will eventually become less efficient later on (except when using high attack speed stances with low attack such as Dobalada Corte). The elemental resistance can be useful in PvP.
Required Stance Level: 4
Shared Stance: Sabre Glacial
Required Skill Points: 1
Range: 12m
Area Type: Self Radius, Squad
Knockback: None
Number of Targets: 10
Effects: Adds Ice Elemental damage, Ice Resistance +20
SP Consumption: 90, 1 Elemental Orb
Cast Time: 0.37 Seconds
Duration: 110 Seconds, +10 Seconds per Level
Recovery Time: None
1: Ice Damage +13, 110 Seconds
2: Ice Damage +16, 120 Seconds
3: Ice Damage +19, 130 Seconds
4: Ice Damage +22, 140 Seconds
5: Ice Damage +25, 150 Seconds
6: Ice Damage +28, 160 Seconds
7: Ice Damage +31, 170 Seconds
8: Ice Damage +34, 180 Seconds
9: Ice Damage +37, 190 Seconds
10: Ice Damage +40, 200 Seconds
11: Ice Damage +43, 210 Seconds
12: Ice Damage +46, 220 Seconds
Frost Cloud:
A chilling fog damaging and possibly freezing opponents in an area. Freezing Spear becomes near useless next to this for mob control and it won’t use up any items like Deluge.
Required Stance Level: 8
Shared Stance: Epee Glacial, Sabre Glacial
Required Skill Points: 2
Range: 8m
Area Type: Ice Elemental Spell, 3.5m Radius
Knockback: None
Number of Targets: 6
Effects: Ice Damage, 15% Chance to inflict [Freeze]
SP Consumption: 120
Cast Time: 2 Seconds
Duration: None
Recovery Time: 15 Seconds
1: 289%
2: 316%
3: 342%
4: 368%
5: 395%
6: 421%
7: 447%
8: 474%
9: 500%
10: 526%
11: 553%
12: 579%
Deluge:
The ice ground enchanting spell, enchanting an area that will damage any enemies moving into it for a duration unlike typical “nuke” skills (It is possible to lure opponents into it while the effect still lasts).
Required Stance Level: 16
Shared Stance: None
Required Skill Points: 3
Range: ?
Area Type: Ice Elemental Spell
Knockback: None
Number of Targets: 10
Effects: Enchants Area with Element, damaging nearby enemies
SP Consumption: 180, 1 Elemental Orb
Cast Time: 2 Seconds
Duration: None
Recovery Time: 15 Seconds
1: ?
2: ?
3: ?
4: ?
5: ?
6: ?
7: ?
8: ?
9: ?
10: ?
11: ?
12: ?
Possession Lightning:
The most basic lightning elemental stance, available to elementalists from the very beginning. Unlike its fire and ice counterparts, this stance has no direct area attack skill (but does retain the area enchanter), having a debuffing skill in exchange. It is possible to quickly swap between all 3 Possession stances when unarmed, which does not make much sense as the attack power without weapon is quite low. Note that while all Possession stances are able to equip 2 bracelets, the second one will have no effect whatsoever, meaning it will neither be used to attack nor will the options be regarded, only the first bracelet counts. All lightning attacks and stances have variable damage, 1% being the lowest possible.
Required Level: 1
Required Weapon: Both Hands Empty or Bracelet of Lightning (Second Bracelet of Lightning Optional)
Required Stance: None
Combinable Stance: Possession Fire, Possession Ice, Evocation Lightning, Domination Lightning
Stance Traits: Lightning Elemental Magic, Lightning Resistance +15, Fire Resistance -25
Stance Bonusses:
1: Lightning
2: Nothing
3: Nothing
4: Electric Charger
5: SP Regeneration +1
6: SP Regeneration +1
7: SP Regeneration +1
8: SP Regeneration +1, Shockwaves
9: SP Regeneration +1
10: SP Regeneration +2
11: SP Regeneration +2
12: SP Regeneration +2
13: SP Regeneration +2
14: SP Regeneration +2
15: SP Regeneration +3
16: SP Regeneration +3, Tornado
17: SP Regeneration +3
18: SP Regeneration +3
19: SP Regeneration +3
20: SP Regeneration +4
21: SP Regeneration +4
22: SP Regeneration +4
23: SP Regeneration +4
24: SP Regeneration +4
25: SP Regeneration +5
Skills:
Lightning:
Striking a single enemy with lightning with a chance of causing the elemental specific ailment. The damage modifier is very high, but the random damage of lightning must be put into consideration. Unlike fire spells, lightning spells do not knock the opponent over unless specified.
Required Stance Level: 1
Shared Stance: None
Required Skill Points: 1
Range: 10m
Area Type: Lightning Elemental Spell
Knockback: None
Number of Targets: 3
Effects: Lightning Damage, 15% Chance to inflict [Shock]
SP Consumption: 60
Cast Time: 0.9 Seconds
Duration: None
Recovery Time: None
1: 1%~519%
2: 1%~566%
3: 1%~614%
4: 1%~661%
5: 1%~708%
6: 1%~755%
7: 1%~803%
8: 1%~850%
9: 1%~897%
10: 1%~944%
11: 1%~991%
12: 1%~1039%
Electric Charger:
Temporary lightning enchantment granting extra damage and resistance. A great skill for low levels, as extra damage has more of an impact then, but will eventually become less efficient later on (except when using high attack speed stances with low attack such as Dobalada Corte). The elemental resistance can be useful in PvP.
Required Stance Level: 4
Shared Stance: None
Required Skill Points: 1
Range: 12m
Area Type: Self Radius, Squad
Knockback: None
Number of Targets: 10
Effects: Adds Lightning Elemental damage, Lightning Resistance +20
SP Consumption: 90, 1 Elemental Orb
Cast Time: 0.37 Seconds
Duration: 110 Seconds, +10 Seconds per Level
Recovery Time: None
1: Lightning Damage +13, 110 Seconds
2: Lightning Damage +16, 120 Seconds
3: Lightning Damage +19, 130 Seconds
4: Lightning Damage +22, 140 Seconds
5: Lightning Damage +25, 150 Seconds
6: Lightning Damage +28, 160 Seconds
7: Lightning Damage +31, 170 Seconds
8: Lightning Damage +34, 180 Seconds
9: Lightning Damage +37, 190 Seconds
10: Lightning Damage +40, 200 Seconds
11: Lightning Damage +43, 210 Seconds
12: Lightning Damage +46, 220 Seconds
Shockwaves:
Shocks opponents within area around the caster. Great skill to save yourself in PvE and PvP when something gets too close.
Required Stance Level: 12
Shared Stance: None
Required Skill Points: 2
Range: 5m
Area Type: Self Radius
Knockback: None
Number of Targets: 7
Effects: 100% Chance to inflict [Shock]
SP Consumption: 180, 1 Elemental Orb
Cast Time: 2 Seconds
Duration: 10.5 Seconds, +0.5 Seconds per Level
Recovery Time: 15 Seconds
1: 10.5 Seconds
2: 11 Seconds
3: 11.5 Seconds
4: 12 Seconds
5: 12.5 Seconds
6: 13 Seconds
7: 13.5 Seconds
8: 14 Seconds
9: 14.5 Seconds
10: 15 Seconds
11: 15.5 Seconds
12: 16 Seconds
Tornado:
The lightning ground enchanting spell, enchanting an area that will damage any enemies moving into it for a duration unlike typical “nuke” skills (It is possible to lure opponents into it while the effect still lasts).
Required Stance Level: 16
Shared Stance: None
Required Skill Points: 3
Range: ?
Area Type: Lightning Elemental Spell
Knockback: None
Number of Targets: 10
Effects: Enchants Area with Element, damaging nearby enemies
SP Consumption: 180, 1 Elemental Orb
Cast Time: 2 Seconds
Duration: None
Recovery Time: 15 Seconds
1: ?
2: ?
3: ?
4: ?
5: ?
6: ?
7: ?
8: ?
9: ?
10: ?
11: ?
12: ?
Evocation Fire:
Once again, a fire stance limited to 3 skills, all of them area attacks with various area types, great for burning through mobs. The knockdown of fire spells also gives some great PvP uses. Evocation stances is where the double attacking starts, making second bracelets finally have a sense.
Required Level: 30
Required Weapon: Two Bracelets of Fire
Required Stance: Possession Fire 12
Combinable Stance: Possession Fire, Domination Fire
Stance Traits: Fire Elemental Magic, Double-Hit, Fire Resistance +30, Ice Resistance -50
Stance Bonusses:
1: Hell Breath
2:
3:
4:
5:
6:
7:
8: Infernal Flames
9:
10:
11:
12:
13:
14:
15:
16: Meteor Strike
17:
18:
19:
20:
21:
22:
23:
24:
25:
Skills:
Hell Breath:
The caster shoots a continuous flames in one direction like a flamethrower. Its an area spell and spammable like Fireball, but much stronger so you are more likely to scorch the mobs to death instead of just toasting their bread. Most mobs probably don’t like toast anyways. While this is a great thing in PvE, the fact that it does not knock anything over like most other fire spells makes it less suitable for PvP.
Required Stance Level: 1
Shared Stance: Lord of Elemental, Flame Guard
Required Skill Points: 1
Range: 6m x 0.4m
Area Type: Fire Elemental Spell, Directional
Knockback: None
Number of Targets: 6
Effects: Fire Damage, No Knockdown, 25% Chance to inflict [Burn]
SP Consumption: 80
Cast Time: 1.43 Seconds
Duration: None
Recovery Time: None
1: 304%
2: 332%
3: 359%
4: 387%
5: 415%
6: 442%
7: 470%
8: 498%
9: 525%
10: 553%
11: 581%
12: 608%
Infernal Flames:
Summons a pillar of fire around you that tosses affected opponents into the air. A great skill that can save yourself from being mauled by melee combattants, but not recommended to be used offensively as the caster (in most cases a vulnerable elementalist character) will have to get close to the targets, rather use it when they are coming for you.
Required Stance Level: 8
Shared Stance: None
Required Skill Points: 2
Range: 3.5m
Area Type: Fire Elemental Spell, Self Radius
Knockback: 0.9m
Number of Targets: 8
Effects: Fire Damage, 15% Chance to inflict [Burn]
SP Consumption: 160
Cast Time: 2.98 Seconds
Duration: None
Recovery Time: 7.5 Seconds
1: 395%
2: 431%
3: 467%
4: 503%
5: 539%
6: 575%
7: 610%
8: 646%
9: 682%
10: 718%
11: 754%
12: 790%
Meteor Strike:
A meteor is summoned to hit an area, devastating anything it happens to hit. Of all fire spells, this one does the most damage and can reduce a large number of hapless opponents to a pile of ash. The catch here is the 7 seconds cast time in which you must keep anything you might want to hit distracted in the (quite large) targetted area, which works fine with mobs. In PvP however, you shouldn’t expect anyone to hold still for you.
Required Stance Level: 16
Shared Stance: None
Required Skill Points: 3
Range: 8m
Area Type: Fire Elemental Spell, 6m Radius
Knockback: 8.5m
Number of Targets: 15
Effects: Fire Damage, 15% Chance to inflict [Burn]
SP Consumption: 240, 2 Elemental Orbs
Cast Time: 7 Seconds
Duration: None
Recovery Time: 20 Seconds
1: 832%
2: 908%
3: 984%
4: 1059%
5: 1135%
6: 1211%
7: 1286%
8: 1362%
9: 1438%
10: 1513%
11: 1589%
12: 1665%
Evocation Ice:
The more advanced Ice stance, with a good variety of different ice spells as well as double attacking, letting the user finally be able to fully benefit from wearing 2 bracelets.
Required Level: 30
Required Weapon: Two Bracelets of Ice
Required Stance: Possession Ice 12
Combinable Stance: Possession Ice, Domination Ice
Stance Traits: Fire Elemental Magic, Double-Hit, Ice Resistance +30, Lightning Resistance -50
Stance Bonusses:
1: Ice Wave
2:
3:
4:
5:
6:
7:
8: Absolute Zero
9:
10:
11:
12:
13:
14:
15:
16: Blizzard
17:
18:
19:
20:
21:
22:
23:
24:
25:
Skills:
Ice Wave:
A freezing pillar moving along the casted direction. The freeze chance is as good as it gets until the veteran status making this great for PvP Freeze attempts.
Required Stance Level: 1
Shared Stance: None
Required Skill Points: 1
Range: 10m x 0.6m
Area Type: Ice Elemental Spell, Directional
Knockback: None
Number of Targets: 10
Effects: Ice Damage, 30% Chance to inflict [Freeze]
SP Consumption: 80
Cast Time: 1.53 Seconds
Duration: None
Recovery Time: None
1: 239%
2: 261%
3: 283%
4: 304%
5: 326%
6: 348%
7: 370%
8: 391%
9: 413%
10: 435%
11: 457%
12: 478%
Absolute Zero:
A concentrated attack of ice shards at a single opponent. You won’t be seeing any higher damage modifiers in elementalist stances, this is the ultimate one target attacking spell for spellcasters in general and best used against bosses, NPCs and stuff you want to kill fast in PvP. Do note though, that is actually a minimum range, meaning that you cannot use it on something directly adjacent.
Required Stance Level: 8
Shared Stance: Lord of Elemental, Epee Glacial
Required Skill Points: 2
Range: 0.5m-8m
Area Type: Ice Elemental Spell
Knockback: None
Number of Targets: 1
Effects: Ice Damage, 15% Chance to inflict [Freeze]
SP Consumption: 160
Cast Time: 1.53 Seconds
Duration: None
Recovery Time: None
1: 953%
2: 1039%
3: 1126%
4: 1212%
5: 1299%
6: 1386%
7: 1472%
8: 1559%
9: 1645%
10: 1732%
11: 1819%
12: 1905%
Blizzard:
A strong and heavy hitting ice area spell hitting multiple targets in a large area. A geat nuking attack, even for PvP use.
Required Stance Level: 16
Shared Stance: None
Required Skill Points: 3
Range: 8m
Area Type: Ice Elemental Spell, 6m Radius
Knockback: None
Number of Targets: ?
Effects: Ice Damage, ?
SP Consumption: 240, 2 Elemental Orbs
Cast Time: 1.53 Seconds
Duration: None
Recovery Time: 25 Seconds
1: ?
2: ?
3: ?
4: ?
5: ?
6: ?
7: ?
8: ?
9: ?
10: ?
11: ?
12: ?
Evocation Lightning:
Every lightning attack and skill is capable of doing pitifully low damage, but this stance allows a chance of doing extremely heavy damage, it also gives double attacking and offers the first lightning spell that does direct area damage directly to begin with (if you don’t count in Tornado from the possession stance which is slightly different).
Required Level: 30
Required Weapon: Two Bracelets of Lightning
Required Stance: Possession Lightning 12
Combinable Stance: Possession Lightning, Domination Lightning
Stance Traits: Fire Elemental Magic, Double-Hit, Lightning Resistance +30, Fire Resistance -50
Stance Bonusses:
1: Thunderstorm
2:
3:
4:
5:
6:
7:
8: Chain Lightning
9:
10:
11:
12:
13:
14:
15:
16: Enchanted Arm
17:
18:
19:
20:
21:
22:
23:
24:
25:
Skills:
Thunderstorm:
Strikes a target area with lightnings, damaging and possibly shocking the affected targets. The typical downside of lightning spells is the greatest weakness, possibly letting mobs survive the spell when you were counting on a kill. Chain Lightning is a better option for PvP. But on the other hand, this skill has no delay time so it is instantly reusable, definitely a making up a little for the weakness.
Required Stance Level: 1
Shared Stance: None
Required Skill Points: 1
Range: 10m
Area Type: Lightning Elemental Spell, 4m Radius
Knockback: None
Number of Targets: 8
Effects: Lightning Damage, 15% Chance to inflict [Shock]
SP Consumption: 80
Cast Time: 1.53 Seconds
Duration: None
Recovery Time: None
1: 1%~360%
2: 1%~393%
3: 1%~425%
4: 1%~458%
5: 1%~491%
6: 1%~523%
7: 1%~556%
8: 1%~589%
9: 1%~622%
10: 1%~654%
11: 1%~687%
12: 1%~720%
Chain Lightning:
A bolt of lightning which bounces between enemies and hitting up to 6 consecutive targets. Better damage, shock chance, area range and cast time (but there is an animation which takes a while!), but quite a wait between the casts (almost as long as final melee moves). This skill is best unleashed against bosses, NPCs, single or groups of stronger opponents like in PvP, during key moments for the latter. The higher shock chance makes up fine for the random damage.
Required Stance Level: 8
Shared Stance: Lord of Elemental
Required Skill Points: 2
Range: 10m
Area Type: Lightning Elemental Spell, 6m Radius
Knockback: None
Number of Targets: 6
Effects: Lightning Damage, 20% Chance to inflict [Shock]
SP Consumption: 160
Cast Time: 1.43 + 2.7 Seconds
Duration: None
Recovery Time: 18 Seconds
1: 1%~890%
2: 1%~971%
3: 1%~1052%
4: 1%~1132%
5: 1%~1213%
6: 1%~1294%
7: 1%~1375%
8: 1%~1456%
9: 1%~1537%
10: 1%~1618%
11: 1%~1699%
12: 1%~1780%
Enchanted Arm:
Extremely strong lightning enchantment, temporarily granting extra damage for lightning attacks but decreases resistance for all elements. The percentual boost suits high levels much better than low levels, allowing Lightning spells to do extremely high damage on the high end, which is direly needed as they all are weak on the low end. The decreased elemental resistances can hurt quite a lot when meeting other elementalists in PvP. Note that the growth increases with every level, definitely max this as quick as possible once you touch it.
Required Stance Level: 16
Shared Stance: None
Required Skill Points: 3
Range: Self
Area Type: Self
Knockback: None
Number of Targets: 1
Effects: Increases Lightning Elemental damage, Fire/Ice/Lightning Resistance -50
SP Consumption: 240, 2 Elemental Orbs
Cast Time: 7 Seconds
Duration: 90 Seconds
Recovery Time: 25 Seconds
1: Lightning Attack Power +50.5%
2: Lightning Attack Power +52%
3: Lightning Attack Power +54.5%
4: Lightning Attack Power +58%
5: Lightning Attack Power +62.5%
6: Lightning Attack Power +68%
7: Lightning Attack Power +74.5%
8: Lightning Attack Power +82%
9: Lightning Attack Power +90.5%
10: Lightning Attack Power +100%
11: Lightning Attack Power +110.5%, Attack Rating +1
12: Lightning Attack Power +122%, Attack Rating +1
The Lord of Elemental:
A stance which allows you to make use of all 3 elements without changing equipment, using 3 useful skills from the evocation stances and an own one.
Required Level: 72
Required Weapon: Two Elemental Bracelets
Required Stance: ?
Combinable Stance: None
Stance Traits: Random Elemental Magic, Double-Hit, Fire/Ice/Lightning Resistance +15
Stance Bonusses:
1: Hell Breath
2:
3:
4: Absolute Zero
5:
6:
7:
8: Chain Lightning
9:
10:
11:
12:
13:
14:
15:
16: Elemental Strife
17:
18:
19:
20:
21:
22:
23:
24:
25:
Skills:
Hell Breath:
The caster shoots a continuous flames in one direction like a flamethrower. Its an area spell and spammable like Fireball, but much stronger so you are more likely to scorch the mobs to death instead of just toasting their bread. Most mobs probably don’t like toast anyways. While this is a great thing in PvE, the fact that it does not knock anything over like most other fire spells makes it less suitable for PvP.
Required Stance Level: 1
Shared Stance: Evocation Fire, Flame Guard
Required Skill Points: 1
Range: 6m x 0.4m
Area Type: Fire Elemental Spell, Directional
Knockback: None
Number of Targets: 6
Effects: Fire Damage, No Knockdown, 25% Chance to inflict [Burn]
SP Consumption: 80
Cast Time: 1.43 Seconds
Duration: None
Recovery Time: None
1: 304%
2: 332%
3: 359%
4: 387%
5: 415%
6: 442%
7: 470%
8: 498%
9: 525%
10: 553%
11: 581%
12: 608%
Absolute Zero:
A concentrated attack of ice shards at a single opponent. You won’t be seeing any higher damage modifiers in elementalist stances, this is the ultimate one target attacking spell for spellcasters in general and best used against bosses, NPCs and stuff you want to kill fast in PvP and you get it at an earlier level too, halving the skillpoint costs. Do note though, that is actually a minimum range, meaning that you cannot use it on something directly adjacent.
Required Stance Level: 4
Shared Stance: Evocation Ice, Epee Glacial
Required Skill Points: 1
Range: 0.5m-8m
Area Type: Ice Elemental Spell
Knockback: None
Number of Targets: 1
Effects: Ice Damage, 15% Chance to inflict [Freeze]
SP Consumption: 160
Cast Time: 1.53 Seconds
Duration: None
Recovery Time: None
1: 953%
2: 1039%
3: 1126%
4: 1212%
5: 1299%
6: 1386%
7: 1472%
8: 1559%
9: 1645%
10: 1732%
11: 1819%
12: 1905%
Chain Lightning:
A bolt of lightning which bounces between enemies and hitting up to 6 consecutive targets. Has quite a wait between the casts (almost as long as final melee moves). This skill is best unleashed against groups of stronger opponents like in PvP, during key moments for the latter. The high pretty shock chance makes up fine for the random damage.
Required Stance Level: 8
Shared Stance: Lord of Elemental
Required Skill Points: 2
Range: 10m
Area Type: Lightning Elemental Spell, 6m Radius
Knockback: None
Number of Targets: 6
Effects: Lightning Damage, 20% Chance to inflict [Shock]
SP Consumption: 160
Cast Time: 1.43 + 2.7 Seconds
Duration: None
Recovery Time: 18 Seconds
1: 1%~890%
2: 1%~971%
3: 1%~1052%
4: 1%~1132%
5: 1%~1213%
6: 1%~1294%
7: 1%~1375%
8: 1%~1456%
9: 1%~1537%
10: 1%~1618%
11: 1%~1699%
12: 1%~1780%
Elemental Strife:
The elementalist freezes the area around itself, summons lightning bolts jolting the victims and finally calls forth a meteor which blasts into the affeted area. The damage modifier might be a little disappointing, being very close to that of Hell Breath but it has constant damage and uses all 3 elements, the fire attack at the end offers a knockdown. Anyhow, the high SP costs and sluggish cast time are a great downside.
Required Stance Level: 16
Shared Stance: None
Required Skill Points: 3
Range: 8m
Area Type: Fire/Ice/Lightning Elemental Spell, Self Centre
Knockback: 5m
Number of Targets: 12
Effects: Fire, Ice and Lightning Damage, Knockdown
SP Consumption: 300, 3 Elemental Orbs
Cast Time: 4.67 Seconds
Duration: None
Recovery Time: 60 Seconds
1: 306%
2: 334%
3: 362%
4: 390%
5: 417%
6: 445%
7: 473%
8: 501%
9: 529%
10: 556%
11: 584%
12: 612%
RNPCs
Private Skills:
Sprint:
Allows the caster to run at enormous speed. This skill is currently available to Ramiro and Tiburon. The speed enhancing is very short and not much of use in PvE, in PvP however, movement speed is quite important. If you ever take Ramiro or Tiburon to PvP, that is. Note that both are already level 16 when you create them.
Raising Base Level: 5
Usable by: Ramiro, Tiburon
Range: Self
Area Type: Self
Number of Targets: 1
Effects: Enhanced Movement Speed
SP Consumption: 100, 3 Mithridarts
Cast Time: ?
Duration: 6 Seconds, +1 Second per Level
Recovery Time: 30 Seconds
1: Movement Speed +55%, 6 Seconds
2: Movement Speed +60%, 7 Seconds
3: Movement Speed +65%, 8 Seconds
4: Movement Speed +70%, 9 Seconds
5: Movement Speed +75%, 10 Seconds
6: Movement Speed +80%, 11 Seconds
7: Movement Speed +85%, 12 Seconds
8: Movement Speed +90%, 13 Seconds
9: Movement Speed +95%, 14 Seconds
10: Movement Speed +100%, 15 Seconds
11: Movement Speed +105%, 16 Seconds
12: Movement Speed +110%, 17 Seconds
Summon Black Grim Reaper:
According to the name, it should summon a Black Grim Reaper, further information unkown.
Raising Base Level: ?
Usable by: ?
Range: ?
Area Type: ?
Number of Targets: ?
Effects: Summons Black Grim Reaper
SP Consumption: 300
Cast Time: ?
Duration: ?
Recovery Time: 120 Seconds
1: ?
2: ?
3: ?
4: ?
5: ?
6: ?
7: ?
8: ?
9: ?
10: ?
11: ?
12: ?
Summon Golem:
This is nothing but a speculation from the Witches of Bahamar intro video, it is unconfirmed if it even exists.
Raising Base Level: ?
Usable by: Viki
Range: ?
Area Type: ?
Number of Targets: ?
Effects: Summons Golem
SP Consumption: ?
Cast Time: ?
Duration: ?
Recovery Time: ?
1: ?
2: ?
3: ?
4: ?
5: ?
6: ?
7: ?
8: ?
9: ?
10: ?
11: ?
12: ?
Stances:
Bareknuckle (Gracielo)
Required Level:
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Stance Traits: None
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Construction:
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Stance Traits: None
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Structure Build:
Marionette
Required Level:
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Stance Traits: None
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Chapter of Wind:
Required Level:
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Stance Traits: None
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Chapter of Earth:
Required Level:
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Stance Traits: None
Stance Bonusses:
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Chapter of Fire:
Required Level:
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Stance Traits: None
Stance Bonusses:
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Penetrar Cruz:
Required Level:
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Required Stance:
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Stance Traits: None
Stance Bonusses:
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Escrima (Soho/Lisa Linway):
Soho’s High Strength makes him a great Escrima user, he gains all skills earlier than normal Scouts and his higher strength allows him to hit harder with skills, making full use of the above Average Damage Modifiers in Dagger skills. Lisa on the other hand, gets the best possible results in Evasion with her high Agility. Both gain an Extra skill attack 3 times as Combo-Hit, while this looks cool it reduces the rate in which they gain SP, even if they attack faster.
Required Level: 1
Required Weapon: Dagger
Required Stance: None
Stance Traits: Triple-Hit, Counter Attack
Stance Bonusses:
1: Rajar En Recta
2: Nothing
3: Evason +1%
4: Evason +1%, Attack Speed +1%, Dagger Venenosa
5: Evason +2%, Attack Speed +1%
6: Evason +2%, Attack Speed +1%
7: Evason +2%, Attack Speed +1%
8: Evason +3%, Attack Speed +2%, Baile Soleares
9: Evason +3%, Attack Speed +2%
10: Evason +4%, Attack Speed +2%
11: Evason +4%, Attack Speed +2%
12: Evason +4%, Attack Speed +3%, Ligera Ventaja
13: Evason +5%, Attack Speed +3%
14: Evason +5%, Attack Speed +3%
15: Evason +6%, Attack Speed +3%
16: Evason +6%, Attack Speed +4%, Ilimitada Sierra
17: Evason +6%, Attack Speed +4%
18: Evason +7%, Attack Speed +4%
19: Evason +7%, Attack Speed +4%
20: Evason +8%, Attack Speed +5%
21: Evason +8%, Attack Speed +5%
22: Evason +8%, Attack Speed +5%
23: Evason +9%, Attack Speed +5%
24: Evason +9%, Attack Speed +6%
25: Evason +10%, Attack Speed +6%
Skills:
Rajar En Recta:
The caster stabs an enemy and hits the head, quite a basic move with seeminlgy High damage, but the attack power of daggers are inferior, turning the advantages of this skill, due to the spamability and low SP costs it is best suited for continuous attacks, quick knockdowns or Countering.
Required Stance Level: 1
Shared Stance: None
Required Skill Points: 1
Range: Adjacent
Area Type: None
Knockback: 5m
Number of Targets: 1
Effects: Reduces Def by -30, Counter Attack possible
SP Consumption: 100
Cast Time: 2.42 Seconds
Duration: None
Recovery Time: None
1: 477%, 359% Counter Attack
2: 520%, 392% Counter Attack
3: 564%, 425% Counter Attack
4: 607%, 457% Counter Attack
5: 651%, 490% Counter Attack
6: 694%, 523% Counter Attack
7: 737%, 555% Counter Attack
8: 781%, 588% Counter Attack
9: 824%, 621% Counter Attack
10: 867%, 653% Counter Attack
11: 911%, 686% Counter Attack
12: 954%, 719% Counter Attack
Dagger Venenosa:
Enchants the dagger with the chance to poison the enemy, causing damage over time. While damage over time is also damage, you probably won’t even notice the effect against certain mobs at lower levels. High defense opponents at higher levels though, die a little faster with this.
Required Stance Level: 4
Shared Stance:
Required Skill Points: 1
Range: Self
Area Type: None
Knockback: None
Number of Targets: 1
Effects: None
SP Consumption: 150
Cast Time: ?
Duration: None
Recovery Time: None
1: 33 Seconds Duration, 12% Chance to inflict [Poison]
2: 36 Seconds Duration, 14% Chance to inflict [Poison]
3: 39 Seconds Duration, 16% Chance to inflict [Poison]
4: 42 Seconds Duration, 18% Chance to inflict [Poison]
5: 45 Seconds Duration, 20% Chance to inflict [Poison]
6: 48 Seconds Duration, 22% Chance to inflict [Poison]
7: 51 Seconds Duration, 24% Chance to inflict [Poison]
8: 54 Seconds Duration, 26% Chance to inflict [Poison]
9: 57 Seconds Duration, 28% Chance to inflict [Poison]
10: 60 Seconds Duration, 30% Chance to inflict [Poison]
11: 63 Seconds Duration, 32% Chance to inflict [Poison]
12: 66 Seconds Duration, 34% Chance to inflict [Poison]
Baile Soleares:
A furious slashing attack with very high Damage modifier, able to pack quite a punch even when during a Counter, though when used it is overall inferior to Ilimitada Sierra except in Counter Attack Situations and SP/reuse issues.
Required Stance Level: 8
Shared Stance: None
Required Skill Points: 2
Range: Adjacent
Area Type: None
Knockback: 5m
Number of Targets: 1
Effects: None
SP Consumption: 200
Cast Time: 4.44 Seconds
Duration: None
Recovery Time: 10 Seconds
1: 1297%, 977% Counter Attack
2: 1415%, 1066% Counter Attack
3: 1532%, 1154% Counter Attack
4: 1650%, 1243% Counter Attack
5: 1768%, 1332% Counter Attack
6: 1886%, 1421% Counter Attack
7: 2004%, 1510% Counter Attack
8: 2122%, 1598% Counter Attack
9: 2240%, 1687% Counter Attack
10: 2358%, 1776% Counter Attack
11: 2475%, 1865% Counter Attack
12: 2593%, 1954% Counter Attack
Ligera Ventaja:
A rushing attack, cutting through a field of enemies and stunning them. Its the only Area attack for this stance and highly usefull as it is capable of stunning a group of opponents if you are able to aim the Dash, it is also usable as Counter. Don’t rely on it to kill off anything above weaker mobs, though.
Required Stance Level: 12
Shared Stance: None
Required Skill Points: 2
Range: 8m x 0.6m
Area Type: Adjacent
Knockback: None
Number of Targets: 5
Effects: 60% Chance to Stun, Character moves forward notably during the skill animation.
SP Consumption: 250
Cast Time: ?
Duration: None
Recovery Time: 15 Seconds
1: 340%, 256% Counter Attack
2: 371%, 280% Counter Attack
3: 402%, 303% Counter Attack
4: 433%, 326% Counter Attack
5: 464%, 350% Counter Attack
6: 495%, 373% Counter Attack
7: 526%, 396% Counter Attack
8: 557%, 420% Counter Attack
9: 588%, 443% Counter Attack
10: 619%, 466% Counter Attack
11: 650%, 490% Counter Attack
12: 681%, 513% Counter Attack
Ilimitada Sierra:
This Continuous slashing move not only has high damage modifiers, but also gives a defense reduction to relieve the weak attack power of daggers, making it a plausible finisher, though a Scout’s abyssmal strength value might equal out that factor. It is strongly weakened when used for Counter Attacks compared to the other skills of this stance, making it a rather offense only attack.
Required Stance Level: 16
Shared Stance: None
Required Skill Points: 3
Range: Adjacent
Area Type: None
Knockback: 5m
Number of Targets: 1
Effects: Negates Def by -30
SP Consumption: 300
Cast Time: 2.74 Seconds
Duration: None
Recovery Time: 20 Seconds
1: 1125%, 678% Counter Attack
2: 1228%, 740% Counter Attack
3: 1330%, 801% Counter Attack
4: 1432%, 863% Counter Attack
5: 1534%, 925% Counter Attack
6: 1637%, 986% Counter Attack
7: 1730%, 1048% Counter Attack
8: 1841%, 1110% Counter Attack
9: 1944%, 1171% Counter Attack
10: 2046%, 1233% Counter Attack
11: 2148%, 1295% Counter Attack
12: 2250%, 1356% Counter Attack
Dobalada Corte (Lisa Linway):
Allows Lisa to use 2 Daggers in order to Achieve the fastest attack speed possibly in GE at the expense of Evasion. the missing Evasion hurts a lot though, as Lisa’s high Agility would have given her quite a lot of Evasion bonus. Other than Scouts and Fighters, Lisa not only gains more bonusses and achieves the skills earlier and stronger, but also gains an extra skill for this Stance. The Quad-Attacking reduces the Rate in which she gains SP, although her attack speed is so high that its usually not much of an issue.
Required Level: 48
Required Weapon: Two Daggers
Required Stance: Escrima 14
Stance Traits: Quadruple-Hit
Stance Bonusses:
1: Attaque Devolver
2: Attack Speed +1%
3: Attack Speed +2%
4: Attack Speed +3%
5: Attack Speed +4%
6: Attack Speed +4%
7: Attack Speed +5%
8: Attack Speed +6%, Viento Incierta
9: Attack Speed +7%
10: Attack Speed +8%
11: Attack Speed +8%
12: Attack Speed +9%, Baile de Guerra
13: Attack Speed +10%
14: Attack Speed +11%
15: Attack Speed +12%
16: Attack Speed +12%, Miembro Fantasma
17: Attack Speed +13%
18: Attack Speed +14%
19: Attack Speed +15%
20: Attack Speed +16%
21: Attack Speed +16%
22: Attack Speed +17%
23: Attack Speed +18%
24: Attack Speed +19%
25: Attack Speed +20%
Skills:
Attaque Devolver:
A series of cuts performed while moving forward, forcing the enemy to the attacking direction after blocking an attack. This is as strong as it gets in this Stance though, and although the damage modifier is quite high for a spammable move, the attack animation takes up a lot of time and the attack power of a dagger is still low, even if you have a second one (which does not mean you skill attacks get double power).
Required Stance Level: 1
Shared Stance: None
Required Skill Points: 1
Range: Adjacent
Area Type: None
Knockback: 5m
Number of Targets: 1
Effects: Blocks an Enemy attack
SP Consumption: 100
Cast Time: 3.27 Seconds
Duration: None
Recovery Time: None
1: 925%
2: 1009%
3: 1093%
4: 1177%
5: 1261%
6: 1345%
7: 1429%
8: 1514%
9: 1598%
10: 1682%
11: 1766%
12: 1850%
Viento Incierta:
Throws Daggers at an enemy from a distance, the Daggers magically reappear in your hands again. This attack can be used to hit air targets too and doesn’t need too long to recover.
Required Stance Level: 10
Shared Stance: None
Required Skill Points: 2
Range: 8m
Area Type: Air/Ground
Knockback: None
Number of Targets: 1
Effects: None
SP Consumption: 200
Cast Time: ?
Duration: None
Recovery Time: 10 Seconds
1: 915%
2: 998%
3: 1082%
4: 1165%
5: 1248%
6: 1331%
7: 1414%
8: 1498%
9: 1581%
10: 1664%
11: 1747%
12: 1830%
Baile de Guerra:
Cutting through multiple opponents, this skill is the first area attack you get. It is overall inferior to Miembro Fantasima though, except for SP/Reuse issues or if you for some reason prefer a Dashing skill.
Required Stance Level: 15
Shared Stance: None
Required Skill Points: 2
Range: 6m x 0.6m
Area Type: Self Forward Dash
Knockback: 4m
Number of Targets: 6
Effects: None
SP Consumption: 250
Cast Time: 4.07 Seconds
Duration: None
Recovery Time: 15 Seconds
1: 622%
2: 678%
3: 735%
4: 791%
5: 848%
6: 904%
7: 961%
8: 1017%
9: 1074%
10: 1130%
11: 1187%
12: 1243%
Miembro Fantasima:
An area attack involving throwing multiple daggers in all directions, due to the quite acceptable damage modifiers, it is possible to save yourself from an incoming mob with this, but it will take a while until you can reuse it.
Required Stance Level: 20
Shared Stance: None
Required Skill Points: 3
Range: 9m x 3m
Area Type: Directional
Knockback: 4m
Number of Targets: 6
Effects: None
SP Consumption: 300
Cast Time: ?
Duration: None
Recovery Time: 20 Seconds
1: 805%
2: 878%
3: 951%
4: 1024%
5: 1097%
6: 1170%
7: 1243%
8: 1317%
9: 1390%
10: 1463%
11: 1536%
12: 1609%
Back Guard (Ramiro/Tiburon):
Not capable of wearing shields, these kids aren’t very lucky with their own version of this Stance. Main Gauches are weak which additionally lowers the already miserable power of the kids, but at least you can switch to Middle Guard.
Required Level:1
Required Weapon: Main Gauche
Required Stance: None
Stance Traits: None
Combinable Stance: Middle Guard
Stance Bonusses:
1: Deep Straight
2: Block +1
3: Block +1
4: Block +2
5: Block +2
6: Block +3
7: Attack Speed 1%, Block +3
8: Attack Speed 1%, Block +4, Earthtremor
9: Attack Speed 1%, Block +4
10: Attack Speed 1%, Block +5
11: Attack Speed 1%, Block +5
12: Attack Speed 1%, Block +6, Penta-Train
13: Attack Speed 1%, Block +7
14: Attack Speed 1%, Block +7
15: Attack Speed 1%, Block +8
16: Attack Speed 1%, Block +8, Vortexslash
17: Attack Speed 2%, Block +9
18: Attack Speed 2%, Block +9
19: Attack Speed 2%, Block +10
20: Attack Speed 2%, Block +10
21: Attack Speed 2%, Block +11
22: Attack Speed 2%, Block +11
23: Attack Speed 2%, Block +12
24: Attack Speed 2%, Block +12
25: Attack Speed 3%, Block +13
Skills:
Deep Straight:
Stabs an Enemy and kicks him away. With quite good damage regarding that you can spam it, this move is great to get enemies off their feet in early NPC battles or PvP situations.
Required Stance Level: 1
Shared Stance: None
Required Skill Points: 1
Range: Adjacent
Area Type: None
Knockback: 4.5m
Number of Targets: 1
Effects: None
SP Consumption: 100
Cast Time: 2.02 Seconds
Duration: None
Recovery Time: None
1: 360%
2: 393%
3: 426%
4: 459%
5: 492%
6: 524%
7: 557%
8: 590%
9: 623%
10: 655%
11: 688%
12: 721%
Earthtremor:
The only Area Effect skill available here, involving the Fighter to leap up in the air and bash down with ground shaking force. Though only capable of attacking a maximum of 3 targets, it might save you from being overrun or at least whipe some clustered opponents to the ground. The cooldown time and the doubled SP requirements prevents all too repetitive use in 1 on 1 situations, especially early on.
Required Stance Level: 8
Shared Stance: Defending Guard
Required Skill Points: 2
Range: Adjacent
Area Type: Adjacent
Knockback: 4m
Number of Targets: 3
Effects: None
SP Consumption: 200
Cast Time: 2.2 Seconds
Duration: None
Recovery Time: 10 Seconds
1: 317%
2: 346%
3: 374%
4: 403%
5: 432%
6: 461%
7: 490%
8: 518%
9: 547%
10: 576%
11: 605%
12: 634%
Penta-Train:
A move which can be considered as early-on Finisher, this move is inferior to Vortex Slash only at first glance. Capable of doing some okay-ish damage as long as the opponent has Soft Armor.
Required Stance Level: 12
Shared Stance: None
Required Skill Points: 2
Range: Adjacent
Area Type: None
Knockback: 4m
Number of Targets: 1
Effects: Double Damage against [Soft Armor]
SP Consumption: 250
Cast Time: 3.4 Seconds
Duration: None
Recovery Time: 15 Seconds
1: 516%
2: 563%
3: 610%
4: 657%
5: 704%
6: 751%
7: 798%
8: 845%
9: 892%
10: 939%
11: 986%
12: 1033%
Vortexslash:
A typical finishing move, high-end damage paired with high SP cost and a long time between reuses, nothing out of the extraordinary. If you save up points for this, it will help you against bosses and players without Soft Armor and can quickly finish off a character in PvP if you catch it unaware and injured enough in order to prevent recovery by heals.
Required Stance Level: 16
Shared Stance: None
Required Skill Points: 3
Range: Adjacent
Area Type: None
Knockback: 4m
Number of Targets: 1
Effects: Character moves forward notably during the skill animation.
SP Consumption: 300
Cast Time: 3.2 Seconds
Duration: None
Recovery Time: 20 Seconds
1: 1089%
2: 1188%
3: 1287%
4: 1386%
5: 1485%
6: 1584%
7: 1683%
8: 1782%
9: 1881%
10: 1980%
11: 2079%
12: 2178%
Middle Guard (Ramiro/Tiburon):
using Main-Gauches with skill modifiers made for Sabres won’t really do much damage, at least its quite fast to fight this way…
Required Level: 12
Required Weapon: Main-Gauche
Required Stance: None
Stance Traits: None
Combinable Stance: Back Guard
Stance Bonusses:
1: Attack Speed +1%
2: Attack Speed +2%
3: Attack Speed +3%
4: Attack Speed +4%, Critical +1%, Crescent Moon
5: Attack Speed +5%, Critical +1%
6: Attack Speed +6%, Critical +1%
7: Attack Speed +7%, Critical +2%
8: Attack Speed +8%, Critical +2%, Grind Cutter
9: Attack Speed +9%, Critical +2%
10: Attack Speed +10%, Critical +3%
11: Attack Speed +11%, Critical +3%
12: Attack Speed +12%, Critical +3%
13: Attack Speed +13%, Critical +4%
14: Attack Speed +14%, Critical +4%
15: Attack Speed +15%, Critical +4%
16: Attack Speed +16%, Critical +5%, Assassinate
17: Attack Speed +17%, Critical +5%
18: Attack Speed +18%, Critical +5%
19: Attack Speed +19%, Critical +6%
20: Attack Speed +20%, Critical +6%
21: Attack Speed +21%, Critical +6%
22: Attack Speed +22%, Critical +7%
23: Attack Speed +23%, Critical +7%
24: Attack Speed +24%, Critical +7%
25: Attack Speed +25%, Critical +8%
Skills:
Crescent Moon:
While not available in the beginning of the Stance and having quite a high SP cost for its damage, this move justifies itself for actually having a range and being able to hit air enemies. Being spammable if the SP doesn’t hurt you, this move is capable of taking down weak mobs before they even touch you… if you actually care to use it all the time.
Required Stance Level: 4
Shared Stance: None
Required Skill Points: 1
Range: 6m
Area Type: Air/Ground
Knockback: None
Number of Targets: 1
Effects: None
SP Consumption: 150
Cast Time: 0.87 Seconds
Duration: None
Recovery Time: None
1: 265%
2: 290%
3: 314%
4: 338%
5: 362%
6: 386%
7: 410%
8: 434%
9: 458%
10: 483%
11: 507%
12: 531%
Grind Cutter:
Halfway Spammable move that throws an opponent off his feet with below average damage for the cost due to a below-average growth of damage, though it must be taken in consideration that Sabres have a higher damage than swords. The main advantage of this skill is the quick and clean knockdown with 10 seconds recovery.
Required Stance Level: 8
Shared Stance: Heaven and Hell
Required Skill Points: 2
Range: Adjacent
Area Type: None
Knockback: 5m
Number of Targets: 1
Effects: None
SP Consumption: 200
Cast Time: 2.23 Seconds
Duration: None
Recovery Time: 10 Seconds
1: 425%
2: 463%
3: 502%
4: 540%
5: 579%
6: 618%
7: 656%
8: 695%
9: 733%
10: 772%
11: 811%
12: 849%
Assassinate:
Quite a long animation for comparably low damage at high SP costs and even some HP, Its the only Area skill you have in Middle Guard though, and area skills are usually used against mobs that die easier anyways (though Main-Gauches won’t pack much punch). A possible use for this skill is in PvP, where one character could catch up to 5 others in the long animation of this skill rendering them immobile during this time for the rest of your team to do their stuff.
Required Stance Level: 16
Shared Stance: Flame Guard
Required Skill Points: 3
Range: 5m x 1m
Area Type: Self Forward Charge
Knockback: 4m
Number of Targets: 5
Effects: -60HP, Character moves forward notably during the skill animation.
SP Consumption: 300
Cast Time: 2.37 Seconds
Duration: None
Recovery Time: 20 Seconds
1: 271%
2: 295%
3: 320%
4: 345%
5: 369%
6: 394%
7: 418%
8: 443%
9: 468%
10: 492%
11: 517%
12: 541%
Plow Guard (Ramiro/Tiburon):
Using Swords instead of Greatswords, the kids some major disadvantages in combat as not only do they do considerably less damage due to strength issues and weaker weaponry, the low damage modifiers of the skills also become much less efficient. At least you have Roof Guard/Tail Guard and Sidewinder up ahead to help out…
Required Level: 1
Required Weapon: Sword
Required Stance: None
Combinable Stance: Roof Guard (Ramiro), Tail Guard (Tiburon) Sidewinder
Stance Traits: None
Stance Bonusses:
1: Charge
2: Attack Speed +1%
3: Attack Speed +1%, Critical +1%, Block +1
4: Attack Speed +2%, Critical +1%, Block +1
5: Attack Speed +3%, Critical +2%, Block +2
6: Attack Speed +3%, Critical +2%, Block +2
7: Attack Speed +4%, Critical +3%, Block +2
8: Attack Speed +4%, Critical +3%, Block +3, Vertical Slash
9: Attack Speed +5%, Critical +4%, Block +3
10: Attack Speed +6%, Critical +4%, Block +4
11: Attack Speed +6%, Critical +5%, Block +4
12: Attack Speed +7%, Critical +5%, Block +4, Skyliner
13: Attack Speed +7%, Critical +6%, Block +5
14: Attack Speed +8%, Critical +6%, Block +5
15: Attack Speed +9%, Critical +7%, Block +6
16: Attack Speed +9%, Critical +7%, Block +6, Highlander Soul
17: Attack Speed +10%, Critical +8%, Block +6
18: Attack Speed +10%, Critical +8%, Block +7
19: Attack Speed +11%, Critical +9%, Block +7
20: Attack Speed +12%, Critical +9%, Block +8
21: Attack Speed +12%, Critical +10%, Block +8
22: Attack Speed +13%, Critical +10%, Block +8
23: Attack Speed +13%, Critical +11%, Block +9
24: Attack Speed +14%, Critical +11%, Block +9
25: Attack Speed +15%, Critical +12%, Block +10
Skills:
Charge:
Stabs an opponent and knocks it away with a tackle, great way to finish off a mob in one hit ot to knock something over quickly. Unlike when using Greatswords, this skill might have to be pushed a bit before it can kill a tougher mob in one hit, the defense negation is dearly needed.
Required Stance Level: 1
Shared Stance: None
Required Skill Points: 1
Range: Adjacent
Area Type: None
Knockback: 4.5m
Number of Targets: 1
Effects: Negates Def by -20
SP Consumption: 100
Cast Time: 3.3 Seconds
Duration: None
Recovery Time: None
1: 247%
2: 270%
3: 292%
4: 315%
5: 337%
6: 360%
7: 382%
8: 405%
9: 427%
10: 450%
11: 472%
12: 494%
Vertical Slash:
The boss killer among the skills of this stance thinks that size does matter – your opponent’s body size that is. While mobs don’t appear super-sized all too often (especially early on), Bosses always come along a bit oversized. while you might not want to waste this move on a normal mob or in PvP (thats what you have Charge for, after all), this moderately repeatable move with pretty good damage bonusses (for the Large opponents out there) will help you a little against those tough cookies.
Required Stance Level: 8
Shared Stance: Defending Guard
Required Skill Points: 2
Range: Adjacent
Area Type: None
Knockback: 4.5m
Number of Targets: 1
Effects: Damage varies by Target size
SP Consumption: 200
Cast Time: 1.33 + 1.7 Seconds
Duration: None
Recovery Time: 10 Seconds
1: 236% (Small Target), 471% (Medium Target), 707% (Large Target)
2: 257% (Small Target), 514% (Medium Target), 771% (Large Target)
3: 278% (Small Target), 557% (Medium Target), 835% (Large Target)
4: 300% (Small Target), 600% (Medium Target), 899% (Large Target)
5: 321% (Small Target), 642% (Medium Target), 964% (Large Target)
6: 343% (Small Target), 685% (Medium Target), 1028% (Large Target)
7: 364% (Small Target), 728% (Medium Target), 1092% (Large Target)
8: 385% (Small Target), 771% (Medium Target), 1156% (Large Target)
9: 407% (Small Target), 814% (Medium Target), 1221% (Large Target)
10: 428% (Small Target), 857% (Medium Target), 1285% (Large Target)
11: 450% (Small Target), 899% (Medium Target), 1349% (Large Target)
12: 471% (Small Target), 942% (Medium Target), 1413% (Large Target)
Skyliner:
The first and only area attack for this stance, finally allowing some mob control. The damage modifiers are quite low as with most Greatsword skills, jus that you can’t use them…
Required Stance Level: 12
Shared Stance: None
Required Skill Points: 2
Range: Adjacent
Area Type: Adjacent
Knockback: 5m
Number of Targets: 4
Effects: None
SP Consumption: 250
Cast Time: 2.93 Seconds
Duration: None
Recovery Time: 15 Seconds
1: 202%
2: 220%
3: 238%
4: 257%
5: 275%
6: 293%
7: 312%
8: 330%
9: 348%
10: 367%
11: 385%
12: 403%
Highlander Soul:
A Self buff that can turn the tides of a battle, while increasing attack power at 20% which also means that skills will pack more punch, blocking chance is also boosted, which is also quite necessary considering that it will drop your defense!
Required Stance Level: 16
Shared Stance: None
Required Skill Points: 3
Range: Self
Area Type: Self
Knockback: None
Number of Targets: 1
Effects: Attack Power +20%, Defense -20
SP Consumption: 300, 1 Mithridart
Cast Time: ?
Duration: 17.5 Seconds, +2.5 Seconds per Level
Recovery Time: 20 Seconds
1: Block +11, 17.5 Seconds
2: Block +13, 20 Seconds
3: Block +14, 22.5 Seconds
4: Block +16, 25 Seconds
5: Block +17, 27.5 Seconds
6: Block +19, 30 Seconds
7: Block +20, 32.5 Seconds
8: Block +22, 35 Seconds
9: Block +23, 37.5 Seconds
10: Block +25, 40 Seconds
11: Block +26, 42.5 Seconds, Attack Rating +1
12: Block +28, 45 Seconds, Attack Rating +1
Roof Guard (Ramiro):
The offensive counterpart of Plow Guard, giving a great boost on speed once maxed as well as a proper finisher for PvP (which you can’t really say about Charge and Vertical Slash).
Required Level: 36
Required Weapon: Sword
Required Stance: Plow Guard 12
Combinable Stance: Plow Guard, Sidewinder
Stance Traits: None
Stance Bonusses:
1: Attack Speed +1%
2: Attack Speed +2%
3: Attack Speed +3%
4: Attack Speed +4%
5: Attack Speed +6%
6: Attack Speed +7%
7: Attack Speed +8%
8: Attack Speed +9%, Dread Worm
9: Attack Speed +10%
10: Attack Speed +12%
11: Attack Speed +13%
12: Attack Speed +14%, Genocide
13: Attack Speed +15%
14: Attack Speed +16%
15: Attack Speed +18%
16: Attack Speed +19%, Fury
17: Attack Speed +20%
18: Attack Speed +21%
19: Attack Speed +22%
20: Attack Speed +24%
21: Attack Speed +25%
22: Attack Speed +26%
23: Attack Speed +27%
24: Attack Speed +28%
25: Attack Speed +30%
Dread Worm:
A weak but “scary” move, able to inflict fear on your opponents rendering them unable to attack you. The damage might not even be enough for a regular mob if you don’t invest some points, though.
Required Stance Level: 8
Shared Stance: Defending Guard
Required Skill Points: 2
Range: 9m x 0.6m
Area Type: Directional
Knockback: 5m
Number of Targets: 5
Effects: 50% to inflict [Fear]
SP Consumption: 200
Cast Time: 2 + 1.77 Seconds
Duration: None
Recovery Time: 10 Seconds
1: 165%
2: 180%
3: 195%
4: 210%
5: 225%
6: 240%
7: 255%
8: 270%
9: 285%
10: 300%
11: 315%
12: 330%
Genocide:
The only Greatsword Stance that offers simple and good damage modifiers, though the animation is pretty long.
Required Stance Level: 12
Shared Stance: None
Required Skill Points: 2
Range: Adjacent
Area Type: None
Knockback: 5m
Number of Targets: 1
Effects: Character moves forward notably during the skill animation.
SP Consumption: 250
Cast Time: 3.73 Seconds
Duration: None
Recovery Time: 15 Seconds
1: 542%
2: 591%
3: 641%
4: 690%
5: 739%
6: 788%
7: 838%
8: 887%
9: 936%
10: 985%
11: 1035%
12: 1084%
Fury:
A Self buff that can turn the tides of a battle, while increasing movement speed by 25% additionally to the boost you could get from sprinting, this boy can become a speed demon. Attack speed is also boosted, which helps a little against the poor power. While this may help you wildly hammer attacks on your target, it won’t give you any boosts for skills and it should also be considered that it will drop your defense!
Required Stance Level: 16
Shared Stance: None
Required Skill Points: 3
Range: Self
Area Type: Self
Knockback: None
Number of Targets: 1
Effects: Movement Speed +25%, Defense -20
SP Consumption: 300, 1 Analeptic Remedy
Cast Time: 1.2 Seconds
Duration: 17.5 Seconds, +2.5 Seconds per Level
Recovery Time: 20 Seconds
1: Attack Speed +11%, 17.5 Seconds
2: Attack Speed +13%, 20 Seconds
3: Attack Speed +14%, 22.5 Seconds
4: Attack Speed +16%, 25 Seconds
5: Attack Speed +17%, 27.5 Seconds
6: Attack Speed +19%, 30 Seconds
7: Attack Speed +20%, 32.5 Seconds
8: Attack Speed +22%, 35 Seconds
9: Attack Speed +23%, 37.5 Seconds
10: Attack Speed +25%, 40 Seconds
11: Attack Speed +26%, 42.5 Seconds, Attack Rating +1
12: Attack Speed +28%, 45 Seconds, Attack Rating +1
Tail Guard (Tiburon):
Required Level:
Required Weapon:
Required Stance:
Combinable Stance:
Stance Traits: None
Stance Bonusses:
1:
2:
3:
4:
5:
6:
7:
8:
9:
10:
11:
12:
13:
14:
15:
16:
17:
18:
19:
20:
21:
22:
23:
24:
25:
Tail Guard:
Required Level:
Required Weapon:
Required Stance:
Combinable Stance:
Stance Traits: None
Stance Bonusses:
1:
2:
3:
4:
5:
6:
7:
8:
9:
10:
11:
12:
13:
14:
15:
16:
17:
18:
19:
20:
21:
22:
23:
24:
25:
Defending Guard:
A stance used by Romina and the Rescue Knights for melee, basically a mix of Back Guard and High Guard. Though they cannot equip shields, both have shields implemented in their amor, counting as a shield equipped when using skills, allowing Guardian to function. The skills are gained at later levels similiar to dagger stances when using a scout.
Required Level: 56
Required Weapon: Sword
Required Stance: None
Combinable Stance: None
Stance Traits: None
Stance Bonusses:
1: Slash Down
2: Block +1
3: Block +2
4: Block +3
5: Block +3, Guardian
6: Block +4
7: Block +5
8: Block +6
9: Block +6, Attack Speed +1%
10: Block +7, Attack Speed +1%, Earthtremor
11: Block +8, Attack Speed +1%
12: Block +9, Attack Speed +1%
13: Block +9, Attack Speed +1%
14: Block +10, Attack Speed +1%
15: Block +11, Attack Speed +1%
16: Block +12, Attack Speed +1%
17: Block +12, Attack Speed +2%
18: Block +13, Attack Speed +2%
19: Block +14, Attack Speed +2%
20: Block +15, Attack Speed +2%, Stunning Skewer
21: Block +15, Attack Speed +2%
22: Block +16, Attack Speed +2%
23: Block +17, Attack Speed +2%
24: Block +18, Attack Speed +2%
25: Block +18, Attack Speed +3%
Skills:
Slash Down:
Short and Simple move, spammable and without any unecessary animations. This skill is commonly found in some other stances as well, including Heaven and Hell. Characters aiming to achieve the mentioned Stance should consider pushing Slash Down in High Guard first in order to save some skill points. Inferior to Deep Straight damagewise, slashdown can still be easily used in order to knock something over.
Required Stance Level: 1
Shared Stance: High Guard, Heaven and Hell, Flame Guard
Required Skill Points: 1
Range: Adjacent
Area Type: None
Knockback: 4m
Number of Targets: 1
Effects: None
SP Consumption: 100
Cast Time: 2.37 Seconds
Duration: None
Recovery Time: None
1: 251%
2: 274%
3: 297%
4: 320%
5: 343%
6: 366%
7: 389%
8: 411%
9: 434%
10: 457%
11: 480%
12: 503%
Guardian:
Quickly achieved and very typical for any defensive Stance, this skill improves the survivability of the caster against physical moves greatly, but the -30% movement speed are to be considered especially in PvP situations. The low costs allows any combatant to keep it on most of the time as long as SP allows, a must have for any pure tanker capable of gaining. Recasting will cancel the skill.
Required Stance Level: 5
Shared Stance: High Guard, Defending Shot
Required Skill Points: 1
Range: Self
Area Type: Self
Knockback: None
Number of Targets: 1
Effects: -30% Movement Speed, Character cannot use skills.
SP Consumption: 150
Cast Time: ?
Duration: 10 Seconds
Recovery Time: None
1: Block +8
2: Block +11
3: Block +14
4: Block +17
5: Block +20
6: Block +23
7: Block +26
8: Block +29
9: Block +32
10: Block +35
11: Block +38, Def Rating +1
12: Block +41, Def Rating +1
Earthtremor:
As tradeoff for Pommel, Romina and the Rescue Knights gain Earthtremor, the area attack from Back Guard.
Required Stance Level: 10
Shared Stance: Back Guard
Required Skill Points: 2
Range: Adjacent
Area Type: Adjacent
Knockback: 4m
Number of Targets: 3
Effects: None
SP Consumption: 200
Cast Time: 2.2 Seconds
Duration: None
Recovery Time: 10 Seconds
1: 317%
2: 346%
3: 374%
4: 403%
5: 432%
6: 461%
7: 490%
8: 518%
9: 547%
10: 576%
11: 605%
12: 634%
Stunning Skewer:
High SP Cost and a long animation to watch as you would expect from a Finisher, but too weak to really be one. Instead, the Stun chance comes in quite handy in PvP, but since Most bosses are immune to such things it won’t really help you there. Since the stun chance remains same on all levels and the damage growth rate is rather abyssmal at high Skillpoint costs, there is no need to hurry in maxing this skill, unless its really the only one you use.
Required Stance Level: 20
Shared Stance: High Guard
Required Skill Points: 3
Range: Adjacent
Area Type: None
Knockback: 4.5m
Number of Targets: 1
Effects: 25% to cause Stun on Target, Character moves forward notably during the skill animation.
SP Consumption: 300
Cast Time: 4.45 Seconds
Duration: None
Recovery Time: 20 Seconds
1: 688%
2: 751%
3: 814%
4: 876%
5: 939%
6: 1001%
7: 1064%
8: 1126%
9: 1189%
10: 1252%
11: 1314%
12: 1377%
Defending Shot:
A stance used by Romina and the Rescue Knights for shooting, basically a mix of Back Guard and High Guard. Though they cannot equip shields, both have shields implemented in their amor, counting as a shield equipped when using skills, allowing blocks to function. The skills are also gained later in 5 level intervalls.
Required Level: 56
Required Weapon: Rifle
Required Stance: None
Combinable Stance: None
Stance Traits: Ranged, Consumes 1 Rifle Bullet per attack
Stance Bonusses:
1: Accuracy +1, Birdfall
2: Accuracy +2
3: Accuracy +3
4: Accuracy +4
5: Accuracy +5, Attack Speed +1%, Block +1, Guardian
6: Accuracy +6, Attack Speed +1%, Block +1, Critical +1%
7: Accuracy +7, Attack Speed +1%, Block +1, Critical +1%
8: Accuracy +8, Attack Speed +1%, Block +1, Critical +1%
9: Accuracy +9, Attack Speed +1%, Block +2, Critical +1%
10: Accuracy +10, Attack Speed +2%, Block +2, Critical +1%, Headshot
11: Accuracy +11, Attack Speed +2%, Block +2, Critical +1%
12: Accuracy +12, Attack Speed +2%, Block +2, Critical +2%
13: Accuracy +13, Attack Speed +2%, Block +3, Critical +2%
14: Accuracy +14, Attack Speed +2%, Block +3, Critical +2%
15: Accuracy +15, Attack Speed +3%, Block +3, Critical +2%, Covering Fire
16: Accuracy +16, Attack Speed +3%, Block +3, Critical +2%
17: Accuracy +17, Attack Speed +3%, Block +4, Critical +2%
18: Accuracy +18, Attack Speed +3%, Block +4, Critical +2%
19: Accuracy +19, Attack Speed +3%, Block +4, Critical +3%
20: Accuracy +20, Attack Speed +4%, Block +4, Critical +3%, Precision Strike
21: Accuracy +21, Attack Speed +4%, Block +5, Critical +3%
22: Accuracy +22, Attack Speed +4%, Block +5, Critical +3%
23: Accuracy +23, Attack Speed +4%, Block +5, Critical +3%
24: Accuracy +24, Attack Speed +4%, Block +5, Critical +3%
25: Accuracy +25, Attack Speed +5%, Block +6, Critical +4%
Skills:
Birdfall:
A spammable shot with a great damage modifier considering the high power of rifles. It can only be used against flying enemies, limiting the use quite a bit. But with this, you can be sure that nothing can stay up there for long as it will knock them straight out of the sky after a clean hit, giving even melee combattants the chance to dish out some damage.
Required Stance Level: 1
Shared Stance: Standing Shot, Aggressive Shot
Required Skill Points: 1
Range: 8m
Area Type: Air
Knockback: None
Number of Targets: 1
Effects: Knockdown
SP Consumption: 100, 1 Rifle Bullet
Cast Time: 0.8 Seconds
Duration: None
Recovery None
1: 416%
2: 453%
3: 491%
4: 529%
5: 567%
6: 605%
7: 642%
8: 680%
9: 718%
10: 756%
11: 793%
12: 831%
Guardian:
Quickly achieved and very typical for any defensive Stance, this skill improves the survivability of the caster against physical moves greatly, but the -30% movement speed are to be considered especially in PvP situations. The low costs allows any combatant to keep it on most of the time as long as SP allows, a must have for any pure tanker capable of gaining. Recasting will cancel the skill.
Required Stance Level: 5
Shared Stance: High Guard, Defending Shot
Required Skill Points: 1
Range: Self
Area Type: Self
Knockback: None
Number of Targets: 1
Effects: -30% Movement Speed, Character cannot use skills.
SP Consumption: 150
Cast Time: ?
Duration: 10 Seconds
Recovery Time: None
1: Block +8
2: Block +11
3: Block +14
4: Block +17
5: Block +20
6: Block +23
7: Block +26
8: Block +29
9: Block +32
10: Block +35
11: Block +38, Def Rating +1
12: Block +41, Def Rating +1
Headshot:
A shot aiming for the opponent’s head, bypassing defense. One of the few shooting skills that can actually knock something down, also being quite reusable by having only 10 seconds recovery time.
Required Stance Level: 10
Shared Stance: Standing Shot, Aggressive Shot
Required Skill Points: 2
Range: 12m
Area Type: Ranged
Knockback: None
Number of Targets: 1
Effects: Knockdown, Negates target def by -25
SP Consumption: 200, 1 Rifle Bullet
Cast Time: 1.9 Seconds
Duration: None
Recovery Time: 10 Seconds
1: 281%
2: 306%
3: 332%
4: 357%
5: 383%
6: 408%
7: 434%
8: 460%
9: 485%
10: 511%
11: 536%
12: 562%
Covering Fire:
The first area attack that in this stance actually does damage to the targets, with a small chance to inflict Fear as little extra, only the radius is quite small. The low damage modifiers and abyssmal growth rate is explained by the high power of rifles.
Required Stance Level: 15
Shared Stance: Standing Shot, Aggressive Shot
Required Skill Points: 2
Range: 12m
Area Type: Ranged, 2.5m Radius
Knockback: None
Number of Targets: 6
Effects: 25% Chance to inflict [Fear]
SP Consumption: 200, 20 Rifle Bullets
Cast Time: 0.73 Seconds
Duration: None
Recovery Time: 15 Seconds
1: 181%
2: 198%
3: 214%
4: 231%
5: 247%
6: 263%
7: 280%
8: 296%
9: 313%
10: 329%
11: 346%
12: 362%
Prescision Strike:
A never missing sniper shot over a distance, causing high damage. Unfortunately, the damage modifiers could be interpreted as pretty low for a 3 skillpoint – 300 SP – 20 sec skill.
Required Stance Level: 20
Shared Stance: Standing Shot, Aggressive Shot
Required Skill Points: 3
Range: 13m
Area Type: Ranged
Knockback: 3m
Number of Targets: 1
Effects: None
SP Consumption: 200, 1 Rifle Bullet
Cast Time: 2.6 Seconds
Duration: None
Recovery Time: 20 Seconds
1: 413%
2: 450%
3: 488%
4: 525%
5: 563%
6: 600%
7: 638%
8: 675%
9: 713%
10: 750%
11: 788%
12: 825%
Heaven and Hell (Adelina):
Adelina’s version of this stance is highly superior to that of the Stock characters, as she attacks much faster due to her high agility and uses sabres instead of swords, making it a much deadlier DPS stance. In pure DPS aspect, it is inferior to her Twin Sabre stance.
Required Level: 40
Required Weapon: Sabre, Pistol
Required Stance: None
Combinable Stance: None
Stance Traits: Triple-Hit, Consumes 1 Pistol Bullet per attack
Stance Bonusses:
1: Attack Speed +1%, Pistol Shot
2: Attack Speed +2%
3: Attack Speed +3%
4: Attack Speed +4%, Critical +1%, Slashdown
5: Attack Speed +6%, Critical +1%
6: Attack Speed +7%, Critical +1%
7: Attack Speed +8%, Critical +1%
8: Attack Speed +9%, Critical +2%, Deadly Infinitum
9: Attack Speed +10%, Critical +2%
10: Attack Speed +12%, Critical +2%
11: Attack Speed +13%, Critical +2%
12: Attack Speed +14%, Critical +3%, Grind Cutter
13: Attack Speed +15%, Critical +3%
14: Attack Speed +16%, Critical +3%
15: Attack Speed +18%, Critical +3%
16: Attack Speed +19%, Critical +4%, Raging Hell
17: Attack Speed +20%, Critical +4%
18: Attack Speed +21%, Critical +4%
19: Attack Speed +22%, Critical +4%
20: Attack Speed +24%, Critical +5%
21: Attack Speed +25%, Critical +5%
22: Attack Speed +26%, Critical +5%
23: Attack Speed +27%, Critical +5%
24: Attack Speed +28%, Critical +6%
25: Attack Speed +30%, Critical +6%
Pistol Shot:
The first single target skill in this stance, a ranged attack firing quickly 3 times as your opponent with the pistol, using up no SP at all and without cooldown. Even considering that the damage doesn’t amount to much more than the usual triple-hit when fighting normally, this skill is very convenient for shooting enemies out of the sky or attacking melee fighters from afar.
Required Stance Level: 1
Shared Stance: None
Required Skill Points: 1
Range: 8m
Area Type: Ranged
Knockback: None
Number of Targets: 1
Effects: None
SP Consumption: 0, 3 Pistol Bullets
Cast Time: ?
Duration: None
Recovery Time: None
1: 110%
2: 120%
3: 130%
4: 140%
5: 150%
6: 160%
7: 170%
8: 180%
9: 190%
10: 200%
11: 210%
12: 220%
Slash Down:
Short and Simple move, spammable and without any unecessary animations. This skill is commonly found in some other stances as well, including High Guard, from where you might have it maxed already (which is highly recommended in order to max Heaven and Hell). Although inferior to to most other spammable 100 SP moves damagewise, slashdown can still be easily used in order to knock something over.
Required Stance Level: 4
Shared Stance: High Guard, Defending Guard, Flame Guard
Required Skill Points: 1
Range: Adjacent
Area Type: None
Knockback: 4m
Number of Targets: 1
Effects: None
SP Consumption: 100
Cast Time: 2.37 Seconds
Duration: None
Recovery Time: None
1: 251%
2: 274%
3: 297%
4: 320%
5: 343%
6: 366%
7: 389%
8: 411%
9: 434%
10: 457%
11: 480%
12: 503%
Deadly Infinitum:
A series of slashes followed by a shot after pushing the opponent away. By far not the final skill of this stance, Deadly Infinitum is still quite a great finisher, when you consider the damage output compared with the SP used. Aside of the long animation, which might be considered as a drawback in some cases, this skill is one of the best ones out there, it even knocks the opponent over quite often although the last hit is a shot from the pistol.
Required Stance Level: 8
Shared Stance: None
Required Skill Points: 2
Range: Adjacent
Area Type: None
Knockback: 5m
Number of Targets: 1
Effects: None
SP Consumption: 200
Cast Time: 4.19 Seconds
Duration: None
Recovery Time: 10 Seconds
1: 940%
2: 1025%
3: 1110%
4: 1196%
5: 1281%
6: 1367%
7: 1452%
8: 1537%
9: 1623%
10: 1708%
11: 1794%
12: 1879%
Grind Cutter:
Halfway Spammable move that throws an opponent off his feet with below average damage for the cost due to a below-average growth of damage. The main advantage of this skill is the quick and clean knockdown with 10 seconds recovery, other than that, you might have this maxed already from Middle Guard (which is highly recommended).
Required Stance Level: 8
Shared Stance: Middle Guard
Required Skill Points: 2
Range: Adjacent
Area Type: None
Knockback: 5m
Number of Targets: 1
Effects: None
SP Consumption: 200
Cast Time: 2.23 Seconds
Duration: None
Recovery Time: 10 Seconds
1: 425%
2: 463%
3: 502%
4: 540%
5: 579%
6: 618%
7: 656%
8: 695%
9: 733%
10: 772%
11: 811%
12: 849%
Raging Hell:
Not that much extra damage for a final move, but its a dashing area one. Although the animation takes too long for it to let you use it as movement enhancer, you can use it to your advantage to catch a far off opponent in the animation.
Required Stance Level: 16
Shared Stance: None
Required Skill Points: 3
Range: 6.5m x 2m
Area Type: Self Forward Dash
Knockback: 0.75m
Number of Targets: 6
Effects: Character moves forward notably during the skill animation.
SP Consumption: 300, 10 Pistol Bullets
Cast Time: 3.53 Seconds
Duration: None
Recovery Time: 20 Seconds
1: 588%
2: 642%
3: 696%
4: 749%
5: 803%
6: 856%
7: 910%
8: 963%
9: 1017%
10: 1070%
11: 1124%
12: 1177%
Twin Blades:
Required Level:
Required Weapon:
Required Stance:
Combinable Stance:
Stance Traits: None
Stance Bonusses:
1:
2:
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Main-Gauche Guard:
Required Level:
Required Weapon:
Required Stance:
Combinable Stance:
Stance Traits: None
Stance Bonusses:
1:
2:
3:
4:
5:
6:
7:
8:
9:
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Flame Guard:
Panfilo’s stance involving the use of a sword or sabre with a bracelet of fire, doing great in both damage and knockdowns.
Required Level: 60
Required Weapon: Sword or Sabre, Bracelet of Fire
Required Stance: ?
Combinable Stance: Middle Guard
Stance Traits: ?
Stance Bonusses:
1: Attack Speed +1%, Slash Down
2: Attack Speed +2%
3: Attack Speed +3%
4: Attack Speed +4%, Burning Hands
5: Attack Speed +5%
6: Attack Speed +6%
7: Attack Speed +7%
8: Attack Speed +8%, Fireball
9: Attack Speed +9%
10: Attack Speed +10%
11: Attack Speed +11%
12: Attack Speed +12%, Hell Breath
13: Attack Speed +13%
14: Attack Speed +14%
15: Attack Speed +15%
16: Attack Speed +16%, Assassinate
17: Attack Speed +17%
18: Attack Speed +18%
19: Attack Speed +19%
20: Attack Speed +20%
21: Attack Speed +21%
22: Attack Speed +22%
23: Attack Speed +23%
24: Attack Speed +24%
25: Attack Speed +25%
Skills:
Slash Down:
Short and Simple move, spammable and without any unecessary animations. Slash Down is easily used in order to knock something over.
Required Stance Level: 1
Shared Stance: High Guard, Defending Guard, Heaven and Hell
Required Skill Points: 1
Range: Adjacent
Area Type: None
Knockback: 4m
Number of Targets: 1
Effects: None
SP Consumption: 100
Cast Time: 2.37 Seconds
Duration: None
Recovery Time: None
1: 251%
2: 274%
3: 297%
4: 320%
5: 343%
6: 366%
7: 389%
8: 411%
9: 434%
10: 457%
11: 480%
12: 503%
Burning Hands:
Temporary fire enchantment granting extra damage and resistance. A great skill for low levels, as extra damage has more of an impact then, but will eventually become less efficient later on (except when using high attack speed stances with low attack such as Dobalada Corte). The elemental resistance can be useful in PvP.
Required Stance Level: 4
Shared Stance: Possession Fire
Required Skill Points: 1
Range: 12m
Area Type: Self Radius, Squad
Knockback: None
Number of Targets: 10
Effects: Adds Fire Elemental damage, Fire Resistance +20
SP Consumption: 90, 1 Magical Orb
Cast Time: 0.37 Seconds
Duration: 110 Seconds, +10 Seconds per Level
Recovery Time: None
1: Fire Damage +13, 110 Seconds
2: Fire Damage +16, 120 Seconds
3: Fire Damage +19, 130 Seconds
4: Fire Damage +22, 140 Seconds
5: Fire Damage +25, 150 Seconds
6: Fire Damage +28, 160 Seconds
7: Fire Damage +31, 170 Seconds
8: Fire Damage +34, 180 Seconds
9: Fire Damage +37, 190 Seconds
10: Fire Damage +40, 200 Seconds
11: Fire Damage +43, 210 Seconds
12: Fire Damage +46, 220 Seconds
Fireball:
Fireball is aimed at a target (not an area!), damaging some opponents around it and has a good chance of causing the elemental specific ailment. The damage modifier is the lowest among the basic spells but it has an acceptable radius and can knock something over at low SP expense.
Required Stance Level: 8
Shared Stance: Possession Fire
Required Skill Points: 2
Range: 8m
Area Type: Ground, Fire Elemental Spell, 3m Target Radius
Knockback: 5m
Number of Targets: 5
Effects: Fire Damage, 20% Chance to inflict [Burn]
SP Consumption: 60
Cast Time: 0.9 Seconds
Duration: None
Recovery Time: None
1: 126%
2: 138%
3: 149%
4: 161%
5: 172%
6: 184%
7: 195%
8: 207%
9: 218%
10: 230%
11: 241%
12: 253%
Hell Breath:
The caster shoots a continuous flames in one direction like a flamethrower. Its an area spell and spammable like Fireball, but much stronger so you are more likely to scorch the mobs to death instead of just toasting their bread. Most mobs probably don’t like toast anyways. While this is a great thing in PvE, the fact that it does not knock anything over like most other fire spells makes it less suitable for PvP.
Required Stance Level: 12
Shared Stance: Evocation Fire, Lord of Elemental
Required Skill Points: 2
Range: 6m x 0.4m
Area Type: Fire Elemental Spell, Directional
Knockback: None
Number of Targets: 6
Effects: Fire Damage, No Knockdown, 25% Chance to inflict [Burn]
SP Consumption: 80
Cast Time: 1.43 Seconds
Duration: None
Recovery Time: None
1: 304%
2: 332%
3: 359%
4: 387%
5: 415%
6: 442%
7: 470%
8: 498%
9: 525%
10: 553%
11: 581%
12: 608%
Assassinate:
Quite a long animation for comparably low damage at high SP costs and even some HP, Its the only Area skill you have in Middle Guard though, and area skills are usually used against mobs that die easier anyways. A possible use for this skill is in PvP, where one character could catch up to 5 others in the long animation of this skill rendering them immobile during this time for the rest of your team to do their stuff.
Required Stance Level: 16
Shared Stance: Middle Guard
Required Skill Points: 3
Range: 5m x 1m
Area Type: Self Forward Charge
Knockback: 4m
Number of Targets: 5
Effects: -60HP, Character moves forward notably during the skill animation.
SP Consumption: 300
Cast Time: 2.37 Seconds
Duration: None
Recovery Time: 20 Seconds
1: 271%
2: 295%
3: 320%
4: 345%
5: 369%
6: 394%
7: 418%
8: 443%
9: 468%
10: 492%
11: 517%
12: 541%
Epee Glacial:
With the strongest single target Ice spell and the area attack among the Rapier stances, this stance of Karjalainnen offers great range damage and can fend off most opponents with the useful fencing attacks.
Required Level: 60
Required Weapon: Rapier, Bracelet of Ice
Required Stance: None
Combinable Stance: Epee Guard, Sabre Guard, Sabre Glacial
Stance Traits: Double-Hit
Stance Bonusses:
1: Fente
2: Attack Speed +1%, Critical +1%
3: Attack Speed +1%, Critical +2%
4: Attack Speed +2%, Critical +3%, Chilling Touch
5: Attack Speed +3%, Critical +4%
6: Attack Speed +3%, Critical +4%
7: Attack Speed +4%, Critical +5%
8: Attack Speed +5%, Critical +6%, Absolute Zero
9: Attack Speed +5%, Critical +7%
10: Attack Speed +6%, Critical +8%
11: Attack Speed +7%, Critical +8%
12: Attack Speed +7%, Critical +9%, Balestra Fente
13: Attack Speed +8%, Critical +10%
14: Attack Speed +8%, Critical +11%
15: Attack Speed +9%, Critical +12%
16: Attack Speed +10%, Critical +12%, Cent Ennui
17: Attack Speed +10%, Critical +13%
18: Attack Speed +11%, Critical +14%
19: Attack Speed +12%, Critical +15%
20: Attack Speed +12%, Critical +16%
21: Attack Speed +13%, Critical +16%
22: Attack Speed +14%, Critical +17%
23: Attack Speed +14%, Critical +18%
24: Attack Speed +15%, Critical +19%
25: Attack Speed +16%, Critical +20%
Skills:
Fente:
Rather unusal for a spammable melee move, this forward stab has a bit of range, allowing you to have an advantage in terms of attack initiative – unless your opponent uses a dashing or shooting attack.
Required Stance Level: 1
Shared Stance: Epee Guard, Main-Gauche Guard
Required Skill Points: 1
Range: Almost Adjacent
Area Type: None
Knockback: 3.5m
Number of Targets: 1
Effects: None
SP Consumption: 100
Cast Time: 1.85 Seconds
Duration: None
Recovery Time: None
1: 446%
2: 487%
3: 528%
4: 568%
5: 609%
6: 649%
7: 790%
8: 731%
9: 771%
10: 812%
11: 852%
12: 893%
Chilling Touch:
Temporary ice enchantment granting extra damage and resistance. A great skill for low levels, as extra damage has more of an impact then, but will eventually become less efficient later on (except when using high attack speed stances with low attack such as Dobalada Corte). The elemental resistance can be useful in PvP.
Required Stance Level: 4
Shared Stance: Possession Ice
Required Skill Points: 1
Range: 12m
Area Type: Self Radius, Squad
Knockback: None
Number of Targets: 10
Effects: Adds Ice Elemental damage, Ice Resistance +20
SP Consumption: 90, 1 Elemental Orb
Cast Time: 0.37 Seconds
Duration: 110 Seconds, +10 Seconds per Level
Recovery Time: None
1: Ice Damage +13, 110 Seconds
2: Ice Damage +16, 120 Seconds
3: Ice Damage +19, 130 Seconds
4: Ice Damage +22, 140 Seconds
5: Ice Damage +25, 150 Seconds
6: Ice Damage +28, 160 Seconds
7: Ice Damage +31, 170 Seconds
8: Ice Damage +34, 180 Seconds
9: Ice Damage +37, 190 Seconds
10: Ice Damage +40, 200 Seconds
11: Ice Damage +43, 210 Seconds
12: Ice Damage +46, 220 Seconds
Absolute Zero:
A concentrated attack of ice shards at a single opponent. You won’t be seeing any higher damage modifiers among Ice spells, this is the ultimate one target attacking spell for spellcasters in general and best used against bosses, NPCs and stuff you want to kill fast in PvP. Do note though, that is actually a minimum range, meaning that you cannot use it on something directly adjacent.
Required Stance Level: 8
Shared Stance: Lord of Elemental, Evocation Ice
Required Skill Points: 2
Range: 0.5m-8m
Area Type: Ice Elemental Spell
Knockback: None
Number of Targets: 1
Effects: Ice Damage, 15% Chance to inflict [Freeze]
SP Consumption: 160
Cast Time: 1.53 Seconds
Duration: None
Recovery Time: None
1: 953%
2: 1039%
3: 1126%
4: 1212%
5: 1299%
6: 1386%
7: 1472%
8: 1559%
9: 1645%
10: 1732%
11: 1819%
12: 1905%
Balestra Fente:
Now we’re speaking business again, with this, you have gained an area effect dashing skill with quick and short animation, you can actually use this skill in PvP for a quick movement out of area spells or to shorten the distance between yourself and the opponents quickly while knocking them over if you maintain distance and direction.
Required Stance Level: 12
Shared Stance: Epee Guard
Required Skill Points: 2
Range: 5.5m x 0.6m
Area Type: Self Forward Dash
Knockback: None
Number of Targets: 3
Effects: Character moves forward notably during the skill animation.
SP Consumption: 250
Cast Time: 3.03 Seconds
Duration: None
Recovery Time: 15 Seconds
1: 564%
2: 615%
3: 667%
4: 718%
5: 769%
6: 820%
7: 872%
8: 923%
9: 974%
10: 1026%
11: 1077%
12: 1128%
Cent Ennui:
From the damage modifier you can tell its a finisher. Though the weaker power of Rapiers will lessen the damage, the above average modifier will still let you pack the punch and quickly slay injured minibosses or characters in PvP.
Required Stance Level: 16
Shared Stance: Epee Guard
Required Skill Points: 3
Range: Adjacent
Area Type: None
Knockback: 4.5m
Number of Targets: 1
Effects: Character moves forward notably during the skill animation.
SP Consumption: 300
Cast Time: 3.5 Seconds
Duration: None
Recovery Time: 20 Seconds
1: 1408%
2: 1536%
3: 1664%
4: 1792%
5: 1920%
6: 2048%
7: 2175%
8: 2303%
9: 2431%
10: 2559%
11: 2687%
12: 2815%
Sabre Glacial:
A little less bonusses than its Rapier-only counterpart, this stance of Karjalainnen evens out with ice buffs and area spells, making it better for PvE.
Required Level: 60
Required Weapon: Rapier, Bracelet of Ice
Required Stance: ?
Combinable Stance: Epee Guard, Sabre Guard, Epee Glacial
Stance Traits: Double-Hit
Stance Bonusses:
1: Tete
2: Nothing
3: Evasion +1%
4: Evasion +1%, Attack Speed +1%, Chilling Touch
5: Evasion +2%, Attack Speed +1%
6: Evasion +2%, Attack Speed +1%
7: Evasion +3%, Attack Speed +2%
8: Evasion +3%, Attack Speed +2%, Frost Cloud
9: Evasion +4%, Attack Speed +2%
10: Evasion +4%, Attack Speed +3%
11: Evasion +5%, Attack Speed +3%
12: Evasion +5%, Attack Speed +3%
13: Evasion +6%, Attack Speed +4%
14: Evasion +6%, Attack Speed +4%
15: Evasion +7%, Attack Speed +4%
16: Evasion +7%, Attack Speed +5%, Esquive Touch
17: Evasion +8%, Attack Speed +5%
18: Evasion +8%, Attack Speed +5%
19: Evasion +9%, Attack Speed +6%
20: Evasion +9%, Attack Speed +6%
21: Evasion +10%, Attack Speed +6%
22: Evasion +10%, Attack Speed +7%
23: Evasion +11%, Attack Speed +7%
24: Evasion +11%, Attack Speed +7%
25: Evasion +12%, Attack Speed +8%
Skills:
Tete:
Hits the enemy to the ground and slashes them, another quick and cheap spammable move to knock stuff over with, but with having the stun chance makes this skill deadly in PvP.
Required Stance Level: 1
Shared Stance: Sabre Guard
Required Skill Points: 1
Range: Adjacent
Area Type: None
Knockback: 4m
Number of Targets: 1
Effects: 25% Chance to inflict [Stun]
SP Consumption: 100
Cast Time: 2 Seconds
Duration: None
Recovery Time: None
1: 386%
2: 421%
3: 456%
4: 491%
5: 527%
6: 562%
7: 597%
8: 632%
9: 667%
10: 702%
11: 737%
12: 772%
Chilling Touch:
Temporary ice enchantment granting extra damage and resistance. A great skill for low levels, as extra damage has more of an impact then, but will eventually become less efficient later on (except when using high attack speed stances with low attack such as Dobalada Corte). The elemental resistance can be useful in PvP.
Required Stance Level: 4
Shared Stance: Possession Ice, Epee Glacial
Required Skill Points: 1
Range: 12m
Area Type: Self Radius, Squad
Knockback: None
Number of Targets: 10
Effects: Adds Ice Elemental damage, Ice Resistance +20
SP Consumption: 90, 1 Elemental Orb
Cast Time: 0.37 Seconds
Duration: 110 Seconds, +10 Seconds per Level
Recovery Time: None
1: Ice Damage +13, 110 Seconds
2: Ice Damage +16, 120 Seconds
3: Ice Damage +19, 130 Seconds
4: Ice Damage +22, 140 Seconds
5: Ice Damage +25, 150 Seconds
6: Ice Damage +28, 160 Seconds
7: Ice Damage +31, 170 Seconds
8: Ice Damage +34, 180 Seconds
9: Ice Damage +37, 190 Seconds
10: Ice Damage +40, 200 Seconds
11: Ice Damage +43, 210 Seconds
12: Ice Damage +46, 220 Seconds
Frost Cloud:
A chilling fog damaging and possibly freezing opponents in an area. This is the only area attack for this stance.
Required Stance Level: 8
Shared Stance: Possession Ice
Required Skill Points: 2
Range: 8m
Area Type: Ice Elemental Spell, 3.5m Radius
Knockback: None
Number of Targets: 6
Effects: Ice Damage, 15% Chance to inflict [Freeze]
SP Consumption: 120
Cast Time: 2 Seconds
Duration: None
Recovery Time: 15 Seconds
1: 289%
2: 316%
3: 342%
4: 368%
5: 395%
6: 421%
7: 447%
8: 474%
9: 500%
10: 526%
11: 553%
12: 579%
Esquive Touch:
Yet another high damage modifier Rapier using Finisher, with slightly more damage and longer animation than its Epee Guard counterpart.
Required Stance Level: 16
Shared Stance: Sabre Guard
Required Skill Points: 3
Range: Adjacent
Area Type: None
Knockback: 5m
Number of Targets: 1
Effects: Character moves forward notably during the skill animation.
SP Consumption: 300
Cast Time: 3.9 Seconds
Duration: None
Recovery Time: 20 Seconds
1: 1434%
2: 1564%
3: 1695%
4: 1825%
5: 1956%
6: 2086%
7: 2216%
8: 2347%
9: 2477%
10: 2607%
11: 2738%
12: 2868%
Siege Burst:
Required Level:
Required Weapon:
Required Stance:
Combinable Stance:
Stance Traits: None
Stance Bonusses:
1:
2:
3:
4:
5:
6:
7:
8:
9:
10:
11:
12:
13:
14:
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18:
19:
20:
21:
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24:
25:
Aggressive Shot:
Najib Sharif’s version of Standing Shot, which is very similiar to the original except for the 2nd skill, which is taken from the veteran stance Close Encounters.
Required Level: ?
Required Weapon: Rifle
Required Stance: None
Combinable Stance: Straight Shot
Stance Traits: Ranged, Consumes 1 Rifle Bullet per attack
Stance Bonusses:
1: Accuracy +1, Birdfall
2: Accuracy +2
3: Accuracy +3, Critical +1%
4: Accuracy +4, Critical +1%, Attack Speed +1%, Bayonet Assault
5: Accuracy +6, Critical +1%, Attack Speed +1%
6: Accuracy +7, Critical +2%, Attack Speed +1%
7: Accuracy +8, Critical +2%, Attack Speed +2%
8: Accuracy +9, Critical +2%, Attack Speed +2%, Headshot
9: Accuracy +10, Critical +3%, Attack Speed +2%
10: Accuracy +12, Critical +3%, Attack Speed +3%
11: Accuracy +13, Critical +3%, Attack Speed +3%
12: Accuracy +14, Critical +4%, Attack Speed +3%, Covering Fire
13: Accuracy +15, Critical +4%, Attack Speed +4%
14: Accuracy +16, Critical +5%, Attack Speed +4%
15: Accuracy +18, Critical +5%, Attack Speed +4%
16: Accuracy +19, Critical +5%, Attack Speed +5%, Precision Strike
17: Accuracy +20, Critical +6%, Attack Speed +5%
18: Accuracy +21, Critical +6%, Attack Speed +5%
19: Accuracy +22, Critical +6%, Attack Speed +6%
20: Accuracy +24, Critical +7%, Attack Speed +6%
21: Accuracy +25, Critical +7%, Attack Speed +6%
22: Accuracy +26, Critical +7%, Attack Speed +7%
23: Accuracy +27, Critical +8%, Attack Speed +7%
24: Accuracy +28, Critical +8%, Attack Speed +7%
25: Accuracy +30, Critical +9%, Attack Speed +8%
Birdfall:
A spammable shot with a great damage modifier considering the high power of rifles. It can only be used against flying enemies, limiting the use quite a bit. But with this, you can be sure that nothing can stay up there for long as it will knock them straight out of the sky after a clean hit, giving even melee combattants the chance to dish out some damage.
Required Stance Level: 1
Shared Stance: Standing Shot, Defending Shot
Required Skill Points: 1
Range: 8m
Area Type: Air
Knockback: None
Number of Targets: 1
Effects: Knockdown
SP Consumption: 100, 1 Rifle Bullet
Cast Time: 0.8 Seconds
Duration: None
Recovery None
1: 416%
2: 453%
3: 491%
4: 529%
5: 567%
6: 605%
7: 642%
8: 680%
9: 718%
10: 756%
11: 793%
12: 831%
Bayonet Assault:
A few melee hits with the bayonet followed by a finishing shot, another spammable attack with even lower damage modifier than the previous skill. But the 1m range and 50% stun chance are a great threat in PvP.
Required Stance Level: 4
Shared Stance: Close Encounters
Required Skill Points: 1
Range: 1m
Area Type: None
Knockback: 5m
Number of Targets: 1
Effects: 50% Chance to inflict [Stun]
SP Consumption: 150, 1 Rifle Bullet
Cast Time: 1.3 Seconds
Duration: None
Recovery Time: None
1: 181%
2: 197%
3: 214%
4: 230%
5: 247%
6: 263%
7: 280%
8: 296%
9: 313%
10: 329%
11: 345%
12: 362%
Headshot:
Najib aims for the opponent’s head, bypassing defense. One of the few shooting skills that can actually knock something down, also being quite reusable by having only 10 seconds recovery time.
Required Stance Level: 8
Shared Stance: Standing Shot, Defending Shot
Required Skill Points: 2
Range: 12m
Area Type: Ranged
Knockback: None
Number of Targets: 1
Effects: Knockdown, Negates target def by -25
SP Consumption: 200, 1 Rifle Bullet
Cast Time: 1.9 Seconds
Duration: None
Recovery Time: 10 Seconds
1: 281%
2: 306%
3: 332%
4: 357%
5: 383%
6: 408%
7: 434%
8: 460%
9: 485%
10: 511%
11: 536%
12: 562%
Covering Fire:
The first area attack that in this stance actually does damage to the targets, with a small chance to inflict Fear as little extra, only the radius is quite small. The low damage modifiers and abyssmal growth rate is explained by the high power of rifles.
Required Stance Level: 12
Shared Stance: Standing Shot, Defending Shot
Required Skill Points: 2
Range: 12m
Area Type: Ranged, 2.5m Radius
Knockback: None
Number of Targets: 6
Effects: 25% Chance to inflict [Fear]
SP Consumption: 200, 20 Rifle Bullets
Cast Time: 0.73 Seconds
Duration: None
Recovery Time: 15 Seconds
1: 181%
2: 198%
3: 214%
4: 231%
5: 247%
6: 263%
7: 280%
8: 296%
9: 313%
10: 329%
11: 346%
12: 362%
Prescision Strike:
A never missing sniper shot over a distance, causing high damage. Unfortunately, the damage modifiers could be interpreted as pretty low for a 3 skillpoint – 300 SP – 20 sec skill.
Required Stance Level: 16
Shared Stance: Standing Shot, Defending Shot
Required Skill Points: 3
Range: 13m
Area Type: Ranged
Knockback: 3m
Number of Targets: 1
Effects: None
SP Consumption: 200, 1 Rifle Bullet
Cast Time: 2.6 Seconds
Duration: None
Recovery Time: 20 Seconds
1: 413%
2: 450%
3: 488%
4: 525%
5: 563%
6: 600%
7: 638%
8: 675%
9: 713%
10: 750%
11: 788%
12: 825%
Straight Shot:
Once again, Najib’s version of a musketeer stance, this time Kneeling Shot. All skills are same except for the extra skill.
Required Level: ?
Required Weapon: Rifle
Required Stance: ?
Combinable Stance: Aggressive Shot
Stance Traits: Ranged Ranged, Consumes 1 Rifle Bullet per attack
Stance Bonusses:
1: Accuracy +1, Charging Shot
2: Accuracy +2, Critical +1%
3: Accuracy +4, Critical +2%
4: Accuracy +5, Critical +2%, Attack Speed +1%, Crouching Kick
5: Accuracy +7, Critical +3%, Attack Speed +1%
6: Accuracy +8, Critical +4%, Attack Speed +1%
7: Accuracy +10, Critical +5%, Attack Speed +2%
8: Accuracy +11, Critical +5%, Attack Speed +2%, Pierce
9: Accuracy +13, Critical +6%, Attack Speed +2%
10: Accuracy +14, Critical +7%, Attack Speed +3%
11: Accuracy +15, Critical +7%, Attack Speed +3%
12: Accuracy +16, Critical +8%, Attack Speed +3%
13: Accuracy +18, Critical +9%, Attack Speed +4%
14: Accuracy +19, Critical +10%, Attack Speed +4%
15: Accuracy +21, Critical +10%, Attack Speed +4%
16: Accuracy +22, Critical +11%, Attack Speed +5%, Execution Shooter
17: Accuracy +23, Critical +12%, Attack Speed +5%
18: Accuracy +25, Critical +12%, Attack Speed +5%
19: Accuracy +26, Critical +13%, Attack Speed +6%
20: Accuracy +28, Critical +14%, Attack Speed +6%
21: Accuracy +29, Critical +15%, Attack Speed +6%
22: Accuracy +30, Critical +15%, Attack Speed +7%
23: Accuracy +32, Critical +16%, Attack Speed +7%
24: Accuracy +33, Critical +17%, Attack Speed +7%
25: Accuracy +35, Critical +18%, Attack Speed +8%
Skills:
Charging Shot:
A powerful shot which can knock back the target. Short and straight to the point.
Required Stance Level: 1
Shared Stance: Straight Shot
Required Skill Points: 1
Range: 18m
Area Type: Ranged
Knockback: 6m
Number of Targets: 1
Effects: Knockdown
SP Consumption: 100, 1 Rifle Bullet
Cast Time: 2 Seconds
Duration: None
Recovery Time: 10 Seconds
1: 225%
2: 245%
3: 265%
4: 286%
5: 306%
6: 327%
7: 347%
8: 368%
9: 388%
10: 408%
11: 429%
12: 449%
Crouching Kick:
A sweep aimed at the legs of the opponent, causing them to fall down. Nothing great in damage, but will prevent you from being mauled if someone gets to melee range.
Required Stance Level: 4
Shared Stance: Straight Shot
Required Skill Points: 1
Range: 1m
Area Type: None
Knockback: 6m
Number of Targets: 1
Effects: Knockdown
SP Consumption: 150
Cast Time: 1.5 Seconds
Duration: None
Recovery Time: 10 Seconds
1: 70%
2: 76%
3: 82%
4: 89%
5: 95%
6: 101%
7: 108%
8: 114%
9: 120%
10: 127%
11: 133%
12: 139%
Pierce:
The first area attack that in this stance, firing a straight shot piercing through enemies. Not very strong and needs a bit of aim to get a good line of enemies like when using dash skills.
Required Stance Level: 8
Shared Stance: Straight Shot
Required Skill Points: 2
Range: 18m x 0.6m
Area Type: Straight
Knockback: None
Number of Targets: 8
Effects: None
SP Consumption: 200, 1 Rifle Bullet
Cast Time: 2.6 Seconds
Duration: None
Recovery Time: 10 Seconds
1: 120%
2: 131%
3: 142%
4: 153%
5: 164%
6: 175%
7: 186%
8: 197%
9: 208%
10: 219%
11: 229%
12: 240%
Execution Shooter:
The ultimate sniper attack over a proud distance, causing immense damage. This skill can easily let you pose a severe threat to any opponent. With a quite unusual cooldown time of 60 seconds, you better plan the use of this skill well!
Required Stance Level: 16
Shared Stance: Straight Shot
Required Skill Points: 3
Range: 20m
Area Type: Ranged
Knockback: 7.5m
Number of Targets: 1
Effects: Knockdown
SP Consumption: 200, 1 Rifle Bullet
Cast Time: 3 Seconds
Duration: None
Recovery Time: 60 Seconds
1: 835%
2: 911%
3: 987%
4: 1063%
5: 1139%
6: 1215%
7: 1291%
8: 1367%
9: 1443%
10: 1518%
11: 1594%
12: 1670%
Shotgun Blaster:
Required Level:
Required Weapon:
Required Stance:
Combinable Stance:
Stance Traits: None
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Hunting Blaster:
Required Level:
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Required Stance:
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Stance Traits: None
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Veteran Stances:
Sidewinder (Ramiro/Tiburon):
While Tiburon was already able to cause some area damage with Tail Guard, Ramiro has to wait until he gets this. Tiburon might have Sweet Dreamer maxed already from his Tail Guard.
Required Level: 100 (Veteran)
Required Weapon: Sword
Required Stance: Plow Guard 25
Combinable Stance: Plow Guard, Roof Guard (Ramiro), Tail Guard (Tiburon)
Stance Traits: Double-Attack,
Stance Bonusses:
1: Sweet Dreamer
2: Attack Speed +1%
3: Attack Speed +1%
4: Attack Speed +1%
5: Attack Speed +1%, Critical +1%
6: Attack Speed +1%, Critical +1%
7: Attack Speed +1%, Critical +1%
8: Attack Speed +1%, Critical +1%, Ultimate Dash
9: Attack Speed +1%, Critical +1%
10: Attack Speed +1%, Critical +1%
11: Attack Speed +1%, Critical +1%
12: Attack Speed +1%, Critical +1%
13: Attack Speed +1%, Critical +1%
14: Attack Speed +1%, Critical +1%
15: Attack Speed +1%, Critical +1%
16: Attack Speed +1%, Critical +1%, Decision
17: Attack Speed +1%, Critical +1%
18: Attack Speed +1%, Critical +1%
19: Attack Speed +1%, Critical +1%
20: Attack Speed +1%, Critical +1%
21: Attack Speed +1%, Critical +1%
22: Attack Speed +1%, Critical +1%
23: Attack Speed +1%, Critical +1%
24: Attack Speed +1%, Critical +1%
25: Attack Speed +1%, Critical +1%
Skills:
Sweet Dreamer:
A heavy blow which sends the target flying, despite the low power of the caster. Great for PvP, as it is spammable and someone being whacked into the air cannot perform any type of action while airborne.
Required Stance Level: 1
Shared Stance: Tail Guard
Required Skill Points: 1
Range: Adjacent
Area Type: None
Knockback: 4m
Number of Targets: 1
Effects: Opponent gets thrown high up into the air.
SP Consumption: 100
Cast Time: ?
Duration: None
Recovery Time: None
1: 347%
2: 378%
3: 410%
4: 442%
5: 473%
6: 505%
7: 536%
8: 568%
9: 599%
10: 631%
11: 662%
12: 694%
Ultimate Dash:
Another rush attack which sweeps through those foolish enough to stand in your way, a nice method to attack someone 5m off if you can aim the dash, since the recharge time isn’t that high.
Required Stance Level: 8
Shared Stance: None
Required Skill Points: 2
Range: 5m x 1m
Area Type: Self Forward Dash
Knockback: ?
Number of Targets: 8
Effects: Character moves forward notably during the skill animation.
SP Consumption: 200
Cast Time: 0.867 Seconds
Duration: None
Recovery Time: 10 Seconds
1: 274%
2: 299%
3: 324%
4: 349%
5: 374%
6: 399%
7: 424%
8: 459%
9: 474%
10: 499%
11: 524%
12: 549%
Decision:
Finally a skill with a high enough damage modifier to at least relieve the low strength and sword power, being able to knock down a group of opponents and actually dealing some serious damage.
Required Stance Level: 16
Shared Stance: None
Required Skill Points: 3
Range: Adjacent
Area Type: Adjacent
Knockback: 3m
Number of Targets: 5
Effects: None
SP Consumption: 300
Cast Time: 0.667
Duration: None
Recovery Time: 20 Seconds
1: 859%
2: 937%
3: 1015%
4: 1093%
5: 1171%
6: 1249%
7: 1327%
8: 1405%
9: 1483%
10: 1561%
11: 1639%
12: 1717%
Gigantic Marksmanship:
Required Level:
Required Weapon:
Required Stance:
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Stance Traits: None
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