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(Leveling up skills)
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==Subbing skills==
 
==Subbing skills==
 
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]].
 
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]].
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===Restrictions and penalties===
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The subbed active skills can be used regardless of the job you are playing, however, a lot of skills require a certain weapon to be equipped. They are further limited by the level of your active job.
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You cannot use the ranks of skills that were learned 10, 15 or 20 levels above the level of your current active job, however, you may use lower ranks of the skill.
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Certain skills have a reduced effect when used on different jobs as well. Most self-buffs last for a shorter duration when cast on a different job.
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Furthermore, regeneration spells have a 10% or 20% increased cooldown when subbed on jobs that aren't compatible with them.
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===Recommended sub skills===
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The recommended skills depend heavily on your active job as lot of skills scale with different attributes. It also heavily depends on what you're trying to achieve. In general, the best sub skills are:
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*[[File:Active set.gif|Active skills]] '''[[Medical Treatment]]''': For additional healing and regeneration, can severely cut down time. Can be used to heal other people as well. Also provides mana regeneration at higher levels. Useful for most jobs, but more useful for people with high Wisdom as it increases the healing from First Aid.
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* [[File:Active set.gif|Active skills]] '''[[Pet Sounds]]''': Used to heal and buff pets. Very useful if you use a pet as you would otherwise have to use items to restore its health and mana.
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* [[File:Active set.gif|Active skills]] '''[[Close Combat]]''': Provides mana restoration and an evasion buff, as well as a defense buff and health restoration at higher levels. Useful to reduce downtime on casters.
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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.
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The usefulness of most other sub skills are heavily dependant on the active job. You could use [[Image:Active_set.gif]] [[Seasonal Magic]] very efficiently on a Wizard, but it would be awful on a Blademaster.
   
 
==Skill points==
 
==Skill points==

Revision as of 16:46, September 12, 2010

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Please help by expanding it.
See the category for a list of skills.

Changing skills

At level 15 and under, you can reset your skills for free without penalty through the Naturally-Gifted Man, with the exception of your Commoner skills. Above level 15, you must use a Reset Skills to change them.

Sets

Counter-attack Although there exists a slot for a counter-attack set, SoftStar has removed it from the game.[1] It was originally for the P2P version.[2]

Subbing skills

Other than the Commoner class which can take up to three active and passive sets, all jobs 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

The subbed active skills can be used regardless of the job you are playing, however, a lot of skills require a certain weapon to be equipped. They are further limited by the level of your active job.

You cannot use the ranks of skills that were learned 10, 15 or 20 levels above the level of your current active job, however, you may use lower ranks of the skill.

Certain skills have a reduced effect when used on different jobs as well. Most self-buffs last for a shorter duration when cast on a different job.

Furthermore, regeneration spells have a 10% or 20% increased cooldown when subbed on jobs that aren't compatible with them.

Recommended sub skills

The recommended skills depend heavily on your active job as lot of skills scale with different attributes. It also heavily depends on what you're trying to achieve. In general, the best sub skills are:

  • Active set Medical Treatment: For additional healing and regeneration, can severely cut down time. Can be used to heal other people as well. Also provides mana regeneration at higher levels. Useful for most jobs, but more useful for people with high Wisdom as it increases the healing from First Aid.
  • Active set Pet Sounds: Used to heal and buff pets. Very useful if you use a pet as you would otherwise have to use items to restore its health and mana.
  • Active set Close Combat: Provides mana restoration and an evasion buff, as well as a defense buff and health restoration at higher levels. Useful to reduce downtime on casters.
  • Active set 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.

The usefulness of most other sub skills are heavily dependant on the active job. You could use Active set Seasonal Magic very efficiently on a Wizard, but it would be awful on a Blademaster.

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 springs. 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 Springs are the only springs that can be obtained via other means than completing a Life Quest.

Leveling up skills

Skills can be leveled up when a player has reached a certain level, and has a certian amount of skill points. On the first page of your skills list, these are the first few skills you will be using. When you get a new job, you'll see one or two skills (depending on your job, i.e. Martial Artist). As you level up, you will learn a new skill or more with your skill points, and level up previous ones. On the second page of your skills list, you'll see either more different skills, or better versions of them. They can only be obtained by leveling up a certain skill to level 5. Note that some skills require level 3, 4, or 6 of a certain skill (Such as Mega Medicine, Mock Monsters, Arrow Formation, Snake Formation, Crane Formation, etc.).

References

External links

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