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==Sets==
 
==Sets==
[[File:Counter-attack.gif]] Although there exists a slot for a '''counter-attack''' set, SoftStar removed these skills from the game.<ref>[[:File:Developer_answers!.pdf|Developers answers!]]</ref> It was originally for the P2P version.<ref>{{cite forum|host=Aeria|t=179968|title=List of In-Depth Differences between P2P DOMO and F2P DOMO|author=AKFrost|timestamp=20090402113134}}</ref>
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[[File:Counter-attack.gif]] Although there exists a slot for a '''counter-attack''' set, SoftStar removed these skills from the game.<ref>[[:File:Developer_answers!.pdf|Developers answers!]]</ref> It was originally for the P2P version.<ref>[https://web.archive.org/web/20090402113134/http://forums.aeriagames.com/viewtopic.php?t=179968 List of In-Depth Differences between P2P DOMO and F2P DOMO] by AKFrost (archive)</ref>
   
==Subsetting skills==
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==Subbing skills==
Other than the [[Commoner]] class which can take up to three active and passive sets, all [[job]]s may subset(known as "subbing") up to two active and passive sets from another class. Thus, a [[Thief]] could sub [[Blademaster]]'s [[Martyr Arts]] and [[Doctor]]'s [[Medical Treatment]] as active skills, while subbing [[Commoner Skills]] and [[Equip Light Armor]] as passive. In order to sub them, you need to talk to the [[Naturally-Gifted Man]], if you have not already done it upon changing jobs with the [[Careers Advisor]].
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Other than the [[Commoner]] class which can take up to three active and passive sets, all [[job]]s may sub up to two active and passive sets from another class. Thus, a [[Thief]] could sub [[Blademaster]]'s [[Martyr Arts]] and [[Doctor]]'s [[Medical Treatment]] as active skills, while subbing [[Commoner Skills]] and [[Equip Light Armor]] as passive. In order to sub them, you need to talk to the [[Naturally-Gifted Man]], if you have not already done it upon changing jobs with the [[Careers Advisor]].
   
 
===Restrictions and penalties===
 
===Restrictions and penalties===
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Note: level penalty mutiplies with skill penalty.
 
Note: level penalty mutiplies with skill penalty.
 
Note: The only skill to not follow the 20 levels under rule are Sorcerer Curse level 8 which don't get any reduction.
 
 
====Level penalty====
 
====Level penalty====
   
 
Using active skills are limited by the level of your active job:
 
Using active skills are limited by the level of your active job:
   
*Debuffs and Self-Buffs: To use these skills, the level of learning the skill minus your current job level must be 10 or lower.
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*Attacks, Debuffs, Self-Buffs: To use these skills, the level of learning the skill minus your current job level must be 10 or lower.
*Attacks and Team-Buffs: To use these skills, the level of learning the skill minus your current job level must be 20 or lower. This also counts for the level of your teammates receiving the buff.
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*Team-Buff: To use these skills, the level of learning the skill minus your current job level must be 20 or lower.
 
 
Additionally, when you have raised your job level just to the limit, the skill will only have 50% of the effect. Each 1 level you gain closer to the skill's learning level, you regain 5% of the effect, and capped at 100% after 10 levels. For example, when your current job's level is 20 level lower than a team-buff skill's learning level, you can use the skill but it only lasts 50% of its duration; if you gain a level, it becomes 55%, and so on; after you gain 10 levels, (this means you are now 10 levels lower), you can use the skill with full duration again.
 
Additionally, when you have raised your job level just to the limit, the skill will only have 50% of the effect. Each 1 level you gain closer to the skill's learning level, you regain 5% of the effect, and capped at 100% after 10 levels. For example, when your current job's level is 20 level lower than a team-buff skill's learning level, you can use the skill but it only lasts 50% of its duration; if you gain a level, it becomes 55%, and so on; after you gain 10 levels, (this means you are now 10 levels lower), you can use the skill with full duration again.
   
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* [[File:Active set.gif|Active skills]] '''[[Nature Magic]]''': Provides mana regeneration and a single target freeze, as well as spell reflection and an area freeze at higher levels. Mostly useful in PVP, but can be used for the mana regeneration as well.
 
* [[File:Active set.gif|Active skills]] '''[[Nature Magic]]''': Provides mana regeneration and a single target freeze, as well as spell reflection and an area freeze at higher levels. Mostly useful in PVP, but can be used for the mana regeneration as well.
   
* [[File:Active set.gif|Active skills]] '''[[Spellcasting]]''': Skills unlock a little later than the other recommended skills, but provides great mana regeneration at the cost of health, an area effect attack, elemental defenses, and an area slow. Very useful for casters.
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* [[File:Passive set.gif|Passive skills]] '''[[Commoner Skills]]''': Not combat effective, but essential for item collection and alchemy. very common since player will have to level commoner over level 10 before changing to other jobs.
   
 
The usefulness of most other sub skills are heavily dependant on the active job. You could use [[File:Active_set.gif]] [[Seasonal Magic]] very efficiently on a Wizard, but it would be awful on a Blademaster.
* [[File:Active set.gif|Active skills]] '''[[Different Dances]]''': Provides two area effect attacks very early on, as well as a targetable health and mana regeneration at higher levels. Useful for new players as it allows them to dispatch large quantities of low level monsters very quickly on any job.
 
 
* [[File:Passive set.gif|Passive skills]] '''[[Commoner Skills]]''': Not combat effective, but essential for item collection and alchemy. Very common since almost all non-Commoner passive skills have no use until level 30.
 
 
The usefulness of most other sub skills are heavily dependent on the active job. You could use [[File:Active_set.gif]] [[Seasonal Magic]] very efficiently on a Wizard, but it would be awful on a Blademaster.
 
   
 
==Skill points==
 
==Skill points==
Upon each new level reached, 3 skills points are rewarded. It is also possible to increase your skill points for any job by using [[spring]]s. Every 10 levels, players are given given a [[Life Quest]] that awards a non-tradable spring upon completion. These springs provide an additional 5 skill points when used.
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Upon each new level reached, 3 skills points are rewarded. It is also possible to increase your skill points for any job by using [[spring]]s. Every 10 levels, players are given given a [[Life Quest]] that awards a non-tradable spring upon completion. These springs provide an additional 5 skill points when used. It is also possible to purchase tradable springs from the item mall, however they only provide a single skill point as opposed to the 5 from the Life Quest obtained springs. [[Commoner's Spring]]s are the only springs that can be obtained via other means than completing a Life Quest.
 
It is also possible to purchase tradable springs from the item mall, however they only provide a single skill point as opposed to the 5 from the Life Quest obtained springs, and there is a limit to how many can be consumed, which increases by 1 every 2 levels. [[Commoner's Spring]]s are the only springs that can be obtained via other means than completing a Life Quest.
 
 
[[Occupation Spring Water]] can be obtained from redeeming 3 [[Full EXP Credit Card]]s or from the [[Anniversary Gift Box]] when you have reached level 75. These springs do not have a limit to how many can be used, and like the springs obtained from the Item Mall, they will only provide 1 additional skill point.
 
   
 
== Leveling up skills ==
 
== Leveling up skills ==
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{{Necromancer skills}}
 
{{Necromancer skills}}
 
{{Shaman skills}}
 
{{Shaman skills}}
{{Sorcerer skills}}
 
 
{{Thief skills}}
 
{{Thief skills}}
 
{{Witch Doctor skills}}
 
{{Witch Doctor skills}}
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