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Old 26 Sep 2006   #1
FrozenFlame
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This guide was started September 26, 2006 and was last updated on September 27, 2006.

Status of Guide
Shaman Skills - Complete!
Dark Taoist Skills - Complete!
Light Taoist Skills - Complete!
Skill Mastery Items - Incomplete...
Skill Tree - Incomplete...
1441 Guides - Incomplete...
1432 Guides - Incomplete...
1423 Guides - Incomplete...
1414 Guides - Incomplete...

Skills
De-engrished and simplified from the Google-translated Japanese site (www.trickster.jpn.org).

Explaination of Terms
Prerequisites: Requirements for this skill.
Required For: This skills that this skill is needed for.
Cost: The cost of the card from Skill Master.
Active: This skill requires instruction (you tell it when you want it to be used, and if applicatible, on what)
Passive: This skill is always on.
Offensive: This skill inflicts damage.
Defensive: This skill decreases damage.
Supportive: This skill increases stats.
Single Target: This skill only affects one target.
Self: This skill only affects you.
Splash Damage: This skill inflicts damage to the target's surroundings.
Area of Effect: This skill affects an area.
N/A: Not Available/ Not Applicatible

Shaman Skills

Mana Arrow
Description: You shoot arrow, arrow hits target, simple enough.
Prerequisites: TM Level 1
Required for: Arrow Rush [Lv10], Shadow Lance [Lv10]
Element: Neutral
Type: Active, Offensive, Single-Target
Cost: 300G
TM Points : 1
Master Points: 2
Level 1: 50MP, 1.5s Cast Time, 1.0s Cool Time, 230 Power
Level 2: 55MP, 1.5s Cast Time, 1.1s Cool Time, 235 Power
Level 3: 60MP, 1.5s Cast Time, 1.2s Cool Time, 240 Power
Level 4: 65MP, 1.5s Cast Time, 1.3s Cool Time, 245 Power
Level 5: 70MP, 1.5s Cast Time, 1.4s Cool Time, 250 Power
Level 6: 75MP, 1.5s Cast Time, 1.5s Cool Time, 255 Power
Level 7: 80MP, 1.5s Cast Time, 1.6s Cool Time, 260 Power
Level 8: 85MP, 1.5s Cast Time, 1.7s Cool Time, 265 Power
Level 9: 90MP, 1.5s Cast Time, 1.8s Cool Time, 270 Power
Level 10: 120MP, 1.5s Cast Time, 1.9s Cool Time, 275 Power
Mastered: 140MP, 1.5s Cast Time, 2.0s Cool Time, 300 Power
Damage Before Reductions = (MA-49)*(Power/10)
Note:
Damage increase between levels is almost null. Suggested to keep at Lv1 until you need it for a skill prerequisite to save MP.


Invincible Casting
Description: Attacking monsters do not interrupt your casting.
Prerequisites: TM Level 10
Required For: N/A
Element: N/A
Type: Passive, Self
Cost: 8,750G
TM Points: 5
Master Points: N/A


Cure
Description: Heals yourself and other players
Prerequisites: TM Level 10
Required For: Bottle of Mana [Lv10], Emergency [Lv10], Treatment [Lv1]
Element: N/A
Type: Active, Supportive, Single-Target
Cost: 1,000G
TM Points: 1
Master Points: 2
Level 1: 40MP, 6% Heal
Level 2: 50MP, 8% Heal
Level 3: 600MP, 10% Heal
Level 4: 70MP, 12% Heal
Level 5: 80MP, 14% Heal
Level 6: 90MP, 16% Heal
Level 7: 100MP, 18% Heal
Level 8: 110MP, 20% Heal
Level 9: 120MP, 22% Heal
Level 10: 140MP, 24% Heal
Mastered: 160MP, 30% Heal


Mana Web
Description: Raises target's DX
Prerequisites: TM Level 20
Required For: N/A
Element: N/A
Type: Active, Defensive, Single-Target
Cost: 2,000G
TM Points: 1
Master Points: 2
Level 1: 30MP, 5s Cool Time, Factor = 1.8, 12s Duration
Level 2: 32MP, 5s Cool Time, Factor = 2.1, 14s Duration
Level 3: 34MP, 5s Cool Time, Factor = 2.4, 16s Duration
Level 4: 36MP, 5s Cool Time, Factor = 2.7, 18s Duration
Level 5: 38MP, 5s Cool Time, Factor = 3.0, 20s Duration
Level 6: 40MP, 5s Cool Time, Factor = 3.3, 22s Duration
Level 7: 42MP, 5s Cool Time, Factor = 3.6, 24s Duration
Level 8: 44MP, 5s Cool Time, Factor = 3.9, 26s Duration
Level 9: 46MP, 5s Cool Time, Factor = 4.2, 28s Duration
Level 10: 48MP, 5s Cool Time, Factor = 4.5, 30s Duration
Mastered: 54MP, 5s Cool Time, Factor = 5.4, 36s Duration
Amount of DX Added: MA*(Factor/100)
Notes:
Lower DX = Faster Attacking Speed


Rust
Description: Lowers target's AP.
Prerequisites: TM Level 20
Required For: N/A
Element: N/A
Type: Active, Defensive, Single-Target
Cost: 2,000G
TM Points: 1
Master Points: 2
Level 1: 30MP, 5s Cool Time, Factor = 0.15, 12s Duration
Level 2: 32MP, 5s Cool Time, Factor = 0.18, 14s Duration
Level 3: 34MP, 5s Cool Time, Factor = 0.21, 16s Duration
Level 4: 36MP, 5s Cool Time, Factor = 0.24, 18s Duration
Level 5: 38MP, 5s Cool Time, Factor = 0.27, 20s Duration
Level 6: 40MP, 5s Cool Time, Factor = 0.30, 22s Duration
Level 7: 42MP, 5s Cool Time, Factor = 0.33, 24s Duration
Level 8: 44MP, 5s Cool Time, Factor = 0.36, 26s Duration
Level 9: 46MP, 5s Cool Time, Factor = 0.39, 28s Duration
Level 10: 48MP, 5s Cool Time, Factor = 0.42, 30s Duration
Mastered: 54MP, 5s Cool Time, Factor = 0.51, 36s Duration
Amount of AP Lowered = (MA-49)*Factor*16
Notes:
I'm not sure if they mean AP lowered or damage lowered, but the site says attack power, so whatever.


Aura of Mana
Description: Increases MP Recovery Rate.
Prerequisites: TM Level 20, Cure [Lv10]
Required For: N/A
Element: N/A
Type: Active, Supportive, Area of Effect
Cost: N/A
TM Points: 2
Master Points: 2
Level 1: Factor = 2.00
Level 2: Factor = 2.15
Level 3: Factor = 2.30
Level 4: Factor = 2.45
Level 5: Factor = 2.60
Level 6: Factor = 2.75
Level 7: Factor = 2.90
Level 8: Factor = 3.05
Level 9: Factor = 3.20
Level 10: Factor = 3.35
Mastered: Factor = 3.60
MP Recovered Per Recovery = 8*Factor


Bottle of Mana
Description: Increases total MP
Prerequisites: TM Level 20, Cure Lv10
Required For: Mist of Mana [Lv1], Mana Storm [Lv1]
Element: N/A
Type: Passive, Self
Cost: 4,000G
TM Points: 2
Master Points: 2
Level 1: +40MP
Level 2: +90MP
Level 3: +150MP
Level 4: +210MP
Level 5: +310MP
Level 6: +420MP
Level 7: +550MP
Level 8: +710MP
Level 9: +900MP
Level 10: +1120MP
Mastered: +1390MP
Notes:
Equilivant to 184(46 Levels) Stat Points when mastered.


Mana Ring
Description: Shoots 3 rings, damage is delivered on 3rd ring's impact.
Prerequisites: TM Level 20
Required For: Reinforced Mana Ring [Lv10], Plasma Shock [Lv10]
Element: Neutral
Type: Active, Offensive, Splash Damage
Cost: 4,000G
TM Points: 2
Master Points: 2
Level 1: 60MP, 0.3s Cast Time, 1.5s Cool Time, 400 Power
Level 2: 67MP, 0.3s Cast Time, 1.5s Cool Time, 500 Power
Level 3: 74MP, 0.3s Cast Time, 1.5s Cool Time, 600 Power
Level 4: 81MP, 0.3s Cast Time, 1.5s Cool Time, 700 Power
Level 5: 88MP, 0.3s Cast Time, 1.5s Cool Time, 800 Power
Level 6: 95MP, 0.3s Cast Time, 1.5s Cool Time, 900 Power
Level 7: 102MP, 0.3s Cast Time, 1.5s Cool Time, 1000 Power
Level 8: 109MP, 0.3s Cast Time, 1.5s Cool Time, 1100 Power
Level 9: 116MP, 0.3s Cast Time, 1.5s Cool Time, 1200 Power
Level 10: 140MP, 0.3s Cast Time, 1.5s Cool Time, 1300 Power
Mastered: 160MP, 0.3s Cast Time, 1.5s Cool Time, 1500 Power
Damage Before Reductions = MA*(Power/100)
Notes:
Accuracy increases drastically with higher skill level.
MP Efficiency decreases drastically between Lv9-Lv10.
Most effective at levels under 50.


Mana Shield
Description: Increases MD.
Prerequisites: TM Level 30
Required For: Dark Element [Lv10], Light Element [Lv10]
Element: N/A
Type: Active, Supportive, Self
Cost: 6,000G
TM Points: 2
Master Points: 2
Level 1: 120MP, 10s Cool Time, +10% MD, 100s Duration
Level 2: 140MP, 10s Cool Time, +13% MD, 105s Duration
Level 3: 160MP, 10s Cool Time, +16% MD, 110s Duration
Level 4: 180MP, 10s Cool Time, +19% MD, 115s Duration
Level 5: 200MP, 10s Cool Time, +22% MD, 120s Duration
Level 6: 220MP, 10s Cool Time, +25% MD, 125s Duration
Level 7: 240MP, 10s Cool Time, +28% MD, 130s Duration
Level 8: 260MP, 10s Cool Time, +31% MD, 135s Duration
Level 9: 280MP, 10s Cool Time, +34% MD, 140s Duration
Level 10: 300MP, 10s Cool Time, +37% MD, 145s Duration
Mastered: 340MP, 10s Cool Time, +45% MD, 120s Duration
Notes:
Percentage increase is applied to MD given by equipments too.


Mana Storm
Description: An AoE spell that does damage to all monsters within a 7x7 area (I think).
Prerequisites: TM Level 35, Bottle of Mana [Lv1]
Required For: Hard Gravity [Lv10], Burst of Light [Lv10]
Element: Neutral
Type: Active, Offensive, Area of Effect
Cost: 7,000G
TM Points: 2
Master Points: 2
Level 1: 100MP, 1s Cast Time, 5s Cool Time, 700 Power
Level 2: 112MP, 1s Cast Time, 5s Cool Time, 800 Power
Level 3: 124MP, 1s Cast Time, 5s Cool Time, 900 Power
Level 4: 136MP, 1s Cast Time, 5s Cool Time, 1000 Power
Level 5: 148MP, 1s Cast Time, 5s Cool Time, 1100 Power
Level 6: 160MP, 1s Cast Time, 5s Cool Time, 1200 Power
Level 7: 172MP, 1s Cast Time, 5s Cool Time, 1300 Power
Level 8: 184MP, 1s Cast Time, 5s Cool Time, 1400 Power
Level 9: 196MP, 1s Cast Time, 5s Cool Time, 1500 Power
Level 10: 208MP, 1s Cast Time, 5s Cool Time, 1600 Power
Mastered: 230MP, 1s Cast Time, 5s Cool Time, 1900 Power
Damage Before Reductions = MA*(Power/100)


Mist of Mana
Description: Increases your MA by a certain amount.
Prerequisites: TM Level 40, Bottle of Mana [Lv1]
Required For: N/A
Element: N/A
Type: Active, Supportive, Self
Cost: 16,000G
TM Points: 4
Master Points: 3
Level 1: 160MP, 10s Cool Time, +10% MA, 100s Duration
Level 2: 180MP, 10s Cool Time, +13% MA, 105s Duration
Level 3: 200MP, 10s Cool Time, +16% MA, 110s Duration
Level 4: 220MP, 10s Cool Time, +19% MA, 115s Duration
Level 5: 240MP, 10s Cool Time, +22% MA, 120s Duration
Level 6: 260MP, 10s Cool Time, +25% MA, 125s Duration
Level 7: 280MP, 10s Cool Time, +28% MA, 130s Duration
Level 8: 300MP, 10s Cool Time, +31% MA, 135s Duration
Level 9: 320MP, 10s Cool Time, +34% MA, 140s Duration
Level 10: 340MP, 10s Cool Time, +37% MA, 145s Duration
Mastered: 380MP, 10s Cool Time, +45% MA, 120s Duration
Notes:
Percentage increase is applied to MA given by equipments too.


Arrow Rush
Description: Fires multiple weakened Mana Arrows.
Prerequisites: TM Level 50, Mana Arrow [Lv10]
Required For: N/A
Element: Neutral
Type: Passive, Self
Cost: 20,000G
TM Points: 4
Master Points: 3
Level 10 Mana Arrow
Level 1: 2 arrows, 165.8 Power
Level 2: 2 arrows, 184.2 Power
Level 3: 3 arrows, 132.7 Power
Level 4: 3 arrows, 145.7 Power
Level 5: 4 arrows, 118.2 Power
Level 6: 4 arrows, 126.5 Power
Level 7: 5 arrows, 110.0 Power
Level 8: 5 arrows, 120.9 Power
Level 9: 6 arrows, 112.7 Power
Level 10: 6 arrows, 126.5 Power
Mastered: 7 arrows, 123.6 Power

Mastered Mana Arrow
Level 1: 2 arrows, 183.0 Power
Level 2: 2 arrows, 200.9 Power
Level 3: 3 arrows, 147.0 Power
Level 4: 3 arrows, 158.8 Power
Level 5: 4 arrows, 128.9 Power
Level 6: 4 arrows, 138.0 Power
Level 7: 5 arrows, 120.0 Power
Level 8: 5 arrows, 131.8 Power
Level 9: 6 arrows, 122.8 Power
Level 10: 6 arrows, 138.0 Power
Mastered: 7 arrows, 134.9 Power
Damage Before Reductions = (Number of Arrows)*(MA-49)*(Power/10)
Hit Chance (Accuracy) = [64 + 0.9(Your LK - Target's LK)]%
Notes:
Once you get this skill, you are no longer able to shoot a single arrow.
Everything about your Mana Arrow is the same except it's weaker and less accurate.


Mana Ring Booster
Description: Increases the power of your Mana Ring.
Prerequisites: TM Level 50, Mana Ring[Lv10]
Required For: N/A
Element: Neutral
Type: Passive, Self
Cost: 15,000G
TM Points: 3
Master Points: 3
Level 1: +50 Additional Power
Level 2: +100 Additional Power
Level 3: +150 Additional Power
Level 4: +200 Additional Power
Level 5: +250 Additional Power
Level 6: +300 Additional Power
Level 7: +350 Additional Power
Level 8: +400 Additional Power
Level 9: +450 Additional Power
Level 10: +500 Additional Power
Mastered: +650 Additional Power
Damage Before Reductions = MA*([Mana Ring Power + Additional Power]/100)
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Last edited by FrozenFlame : 26 Sep 2006 at 10:17 PM. Reason: Because I Can
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Old 26 Sep 2006   #2
FrozenFlame
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Dark Skills

Freeze
Description: Restricts movement of targets to a confined area.
Prerequisites: TM Level 51
Required For: N/A
Element: N/A
Type: Active, Defensive, Area of Effect
Cost: 25,500G
TM Points: 5
Master Points: N/A
Level 1: 100MP, 0.5s Cast Time, 20s Cool Time, 15s Duration
Success Chance = 30~50%, based on LK difference between your target and you and your MA level. Exact formula unknown.
Notes:
Confines all targets in the AoE, while sacrificing your own movement (you can use skills though, I think). As far as I can tell, targets trapped can not use skills, but they may use potions (PvP).
Once target(s) is(are) released, they are marked.
Other creatures/people entering the AoE after casting are not affected.


Contract of Darkness
Description: Allows learning of Dark Taoist skills.
Prerequisites: TM Level 55
Required For: Hellfire[Lv1], Shadow Lance[Lv1], Hard Gravity[Lv1], Dark Element [Lv1]
Element: Dark
Type: Passive, Self
Cost: 5,500G
TM Points: 0
Master Points: N/A


Hellfire
Description: Mana Ring's hotter, older sister.
Prerequisites: TM Level 55, Contract of Darkness [Lv1]
Required For: Evil Flame[Lv10]
Element: Dark
Type: Active, Offensive, Splash Damage
Cost: 22,000G
TM Points: 2
Master Points: 2
Level 1: 110MP, 1.5s Cast Time, 2.7s Cool Time, 230 Power
Level 2: 120MP, 1.5s Cast Time, 2.7s Cool Time, 250 Power
Level 3: 130MP, 1.5s Cast Time, 2.7s Cool Time, 270 Power
Level 4: 140MP, 1.5s Cast Time, 2.7s Cool Time, 290 Power
Level 5: 150MP, 1.5s Cast Time, 2.7s Cool Time, 310 Power
Level 6: 160MP, 1.5s Cast Time, 2.7s Cool Time, 330 Power
Level 7: 170MP, 1.5s Cast Time, 2.7s Cool Time, 350 Power
Level 8: 180MP, 1.5s Cast Time, 2.7s Cool Time, 370 Power
Level 9: 190MP, 1.5s Cast Time, 2.7s Cool Time, 390 Power
Level 10: 200MP, 1.5s Cast Time, 2.7s Cool Time, 410 Power
Mastered: 230MP, 1.5s Cast Time, 2.7s Cool Time, 470 Power
Damage Before Reductions = (MA - 49)*(Power/10)


Evil Flame
Description: Adds an after-shock effect after casting Hellfire.
Prerequisites: TM Level 60, Hellfire[Lv10]
Required For: N/A
Element: Dark
Type: Passive, Offensive
Cost: 12,000G
TM Points: 1
Master Points: 2
Level 1: 15s, 10% Hellfire damage
Level 2: 16s, 13% Hellfire damage
Level 3: 17s, 16% Hellfire damage
Level 4: 18s, 19% Hellfire damage
Level 5: 19s, 22% Hellfire damage
Level 6: 20s, 25% Hellfire damage
Level 7: 21s, 28% Hellfire damage
Level 8: 22s, 31% Hellfire damage
Level 9: 23s, 34% Hellfire damage
Level 10: 24s, 37% Hellfire damage
Mastered: 27s, 46% Hellfire damage
Note:
From what I can interpret from all this broken Engrish google is spitting out, this skill adds chances of an "after-shock". From what I can tell, after you cast Hellfire, after 3 seconds you have a 80~90% chance of casting Evil Flame, which does the previously mentioned amounts of damage relative to Hellfire. Then for every 2 seconds after that, you get another 60~70% chance to cast another Evil Flame. The spell stops when you reach the skill duration or whenever you fail to cast another. At mastered, this skill has the chance to hit 13 times, but the odds for that is 0.8*0.6^12 < 0.1%.
Of course, my interpretation may be completely wrong and this skill makes cookies or something.


Shadow Lance
Description: Mana Arrow's buffer, darker, older brother.
Prerequisites: TM Level 95, Contract of Darkness [Lv1], Mana Arrow [Lv10]
Required For: N/A
Element: Dark
Type: Active, Offensive, Single-Target
Cost: 57,000G
TM Points: 3
Master Points: 3
Level 1: 150MP, 1s Cast Time, 6s Cool Time, 250 Power
Level 2: 162MP, 1s Cast Time, 6s Cool Time, 280 Power
Level 3: 174MP, 1s Cast Time, 6s Cool Time, 310 Power
Level 4: 186MP, 1s Cast Time, 6s Cool Time, 340 Power
Level 5: 198MP, 1s Cast Time, 6s Cool Time, 370 Power
Level 6: 210MP, 1s Cast Time, 6s Cool Time, 400 Power
Level 7: 222MP, 1s Cast Time, 6s Cool Time, 430 Power
Level 8: 234MP, 1s Cast Time, 6s Cool Time, 460 Power
Level 9: 246MP, 1s Cast Time, 6s Cool Time, 490 Power
Level 10: 258MP, 1s Cast Time, 6s Cool Time, 520 Power
Mastered: 294MP, 1s Cast Time, 6s Cool Time, 610 Power
Damage Before Reductions = (MA - 49)*(Power/10)


Dark Element
Description: Increases resistance to Dark Property attacks and reflects single-target physical attacks.
Prerequisites: TM Level 115, Contract of Darkness[Lv1], Mana Shield [Lv10]
Required For: N/A
Element: N/A
Type: Active, Defensive, Supportive, Offensive, Self
Cost: 69,000G
TM Points: 3
Master Points: 3
Level 1: 300MP, 1s Cast Time, 10s Cool Time, +8% Dark Protection, 12% Damage Reflection, 100s Duration
Level 2: 305MP, 1s Cast Time, 10s Cool Time, +9% Dark Protection, 14% Damage Reflection, 105s Duration
Level 3: 310MP, 1s Cast Time, 10s Cool Time, +10% Dark Protection, 16% Damage Reflection, 110s Duration
Level 4: 315MP, 1s Cast Time, 10s Cool Time, +11% Dark Protection, 18% Damage Reflection, 115s Duration
Level 5: 320MP, 1s Cast Time, 10s Cool Time, +12% Dark Protection, 20% Damage Reflection, 120s Duration
Level 6: 325MP, 1s Cast Time, 10s Cool Time, +13% Dark Protection, 22% Damage Reflection, 125s Duration
Level 7: 330MP, 1s Cast Time, 10s Cool Time, +14% Dark Protection, 24% Damage Reflection, 130s Duration
Level 8: 335MP, 1s Cast Time, 10s Cool Time, +15% Dark Protection, 26% Damage Reflection, 135s Duration
Level 9: 340MP, 1s Cast Time, 10s Cool Time, +16% Dark Protection, 28% Damage Reflection, 140s Duration
Level 10: 345MP, 1s Cast Time, 10s Cool Time, +17% Dark Protection, 30% Damage Reflection, 145s Duration
Mastered: 360MP, 1s Cast Time, 10s Cool Time, +20% Dark Protection, 36% Damage Reflection, 180s Duration
Notes:
Physical damage reflection returns part of the damage you take to the attacker, however, you still take that damage. If you have Lv10 of this skill and someone hits you for 1000 damage, you'll reflect 300 damage back to them, but you still take the full 1000. I don't know where DP comes into all this though, so don't ask.


Hard Gravity
Description: Mana Storm's Daddy.
Prerequisites: TM Level 125, Contract of Darkness [Lv1], Mana Storm [Lv10]
Required For: N/A
Element: Dark
Type: Active, Offensive, Area of Effect
Cost: 75,000G
TM Points: 4
Master Points: 3
Level 1: 800MP, 3s Cast Time, 15s Cool Time, 300 Power, 2 Targets
Level 2: 900MP, 3s Cast Time, 15s Cool Time, 350 Power, 2 Targets
Level 3: 1000MP, 3s Cast Time, 15s Cool Time, 400 Power, 2 Targets
Level 4: 1100MP, 3s Cast Time, 15s Cool Time, 450 Power, 3 Targets
Level 5: 1200MP, 3s Cast Time, 15s Cool Time, 500 Power, 3Targets
Level 6: 1300MP, 3s Cast Time, 15s Cool Time, 550 Power, 3 Targets
Level 7: 1400MP, 3s Cast Time, 15s Cool Time, 600 Power, 3 Targets
Level 8: 1500MP, 3s Cast Time, 15s Cool Time, 650 Power, 4 Targets
Level 9: 1600MP, 3s Cast Time, 15s Cool Time, 700 Power, 4 Targets
Level 10: 1700MP, 3s Cast Time, 15s Cool Time, 750 Power, 4 Targets
Mastered: 2000MP, 3s Cast Time, 15s Cool Time, 900 Power, 5 Targets
Damage Before Reductions = (MA - 49)*(Power/10)
Notes:
I'm guessing which monsters you hit are chosen randomly.


Light Skills


Freeze
Description: Restricts movement of targets to a confined area.
Prerequisites: TM Level 51
Required For: N/A
Element: N/A
Type: Active, Defensive, Area of Effect
Cost: 25,500G
TM Points: 5
Master Points: N/A
Level 1: 100MP, 0.5s Cast Time, 20s Cool Time, 15s Duration
Success Chance = 30~50%, based on LK difference between your target and you and your MA level. Exact formula unknown.
Notes:
Confines all targets in the AoE, while sacrificing your own movement (you can use skills though, I think). As far as I can tell, targets trapped can not use skills, but they may use potions (PvP).
Once target(s) is(are) released, they are marked.
Other creatures/people entering the AoE after casting are not affected.


Oath of Light
Description: Allows learning of Light Taoist skills.
Prerequisites: TM Level 55
Required for: Light Arrow [Lv1], Emergency[Lv1], Plasma Shock [Lv1], Treatment [Lv1], Light Element [Lv1]
Element: Light
Type: Passive, Self
Cost: 5,500G
TM Points : 0
Master Points: N/A


Light Arrow
Description: Stronger version of Mana Arrow.
Prerequisites: TM Level 55, Oath of Light [Lv1]
Required for: Burst of Light [Lv10]
Element: Light
Type: Active, Offensive, Single Target
Cost: 22,000G
TM Points : 2
Master Points: 2
Level 1: 90MP, 1.2s Cast Time, 2.5s Cool Time, 270 Power
Level 2: 97MP, 1.2s Cast Time, 2.5s Cool Time, 275 Power
Level 3: 104MP, 1.2s Cast Time, 2.5s Cool Time, 280 Power
Level 4: 111MP, 1.2s Cast Time, 2.5s Cool Time, 285 Power
Level 5: 118MP, 1.2s Cast Time, 2.5s Cool Time, 290 Power
Level 6: 125MP, 1.2s Cast Time, 2.5s Cool Time, 295 Power
Level 7: 132MP, 1.2s Cast Time, 2.5s Cool Time, 300 Power
Level 8: 139MP, 1.2s Cast Time, 2.5s Cool Time, 305 Power
Level 9: 146MP, 1.2s Cast Time, 2.5s Cool Time, 310 Power
Level 10: 153MP, 1.2s Cast Time, 2.5s Cool Time, 315 Power
Mastered: 174MP, 1.2s Cast Time, 2.5s Cool Time, 330 Power
Damage Before Deductions = (MA - 49)*(Power/10)


Emergency
Description: Cure on steriods.
Prerequisites: TM Level 60, Oath of Light [Lv1], Cure[Lv10]
Required for: Treatment [Lv1]
Element: Light
Type: Active, Supportive, Self
Cost: 24,000G
TM Points : 2
Master Points: 2
Level 1: 30MP, 0.5s Cast Time, 1.5s Cool Time, Factor = 2.0
Level 2: 40MP, 0.5s Cast Time, 1.5s Cool Time, Factor = 2.5
Level 3: 50MP, 0.5s Cast Time, 1.5s Cool Time, Factor = 3.0
Level 4: 60MP, 0.5s Cast Time, 1.5s Cool Time, Factor = 3.5
Level 5: 70MP, 0.5s Cast Time, 1.5s Cool Time, Factor = 4.0
Level 6: 80MP, 0.5s Cast Time, 1.5s Cool Time, Factor = 4.5
Level 7: 90MP, 0.5s Cast Time, 1.5s Cool Time, Factor = 5.0
Level 8: 100MP, 0.5s Cast Time, 1.5s Cool Time, Factor = 5.5
Level 9: 110MP, 0.5s Cast Time, 1.5s Cool Time, Factor = 6.0
Level 10: 120MP, 0.5s Cast Time, 1.5s Cool Time, Factor = 6.5
Mastered: 150MP, 0.5s Cast Time, 1.5s Cool Time, Factor = 8.0
HP Recovered = (MA + LK)*Factor
Note:
Only usable on yourself.


Light Element
Description: Increases Resistance, MD, DP.
Prerequisites: TM Level 95, Oath of Light [Lv1], Mana Shield [Lv10]
Required for: N/A
Element: Light
Type: Active, Supportive, Defensive, Self
Cost: 57,000G
TM Points : 3
Master Points: 3
Level 1: 300MP, 1s Cast Time, 10s Cool Time, +8% Resistance, Factor = 0.03, 100s Duration
Level 2: 305MP, 1s Cast Time, 10s Cool Time, +9% Resistance, Factor = 0.04, 105s Duration
Level 3: 310MP, 1s Cast Time, 10s Cool Time, +10% Resistance, Factor = 0.05, 110s Duration
Level 4: 315MP, 1s Cast Time, 10s Cool Time, +11% Resistance, Factor = 0.06, 115s Duration
Level 5: 320MP, 1s Cast Time, 10s Cool Time, +12% Resistance, Factor = 0.07, 120s Duration
Level 6: 325MP, 1s Cast Time, 10s Cool Time, +13% Resistance, Factor = 0.08, 125s Duration
Level 7: 330MP, 1s Cast Time, 10s Cool Time, +14% Resistance, Factor = 0.09, 130s Duration
Level 8: 335MP, 1s Cast Time, 10s Cool Time, +15% Resistance, Factor = 0.10, 135s Duration
Level 9: 340MP, 1s Cast Time, 10s Cool Time, +16% Resistance, Factor = 0.11, 140s Duration
Level 10: 345MP, 1s Cast Time, 10s Cool Time, +17% Resistance, Factor = 0.12, 145s Duration
Mastered: 360MP, 1s Cast Time, 10s Cool Time, +20% Resistance, Factor = 0.15, 180s Duration
Amount of DP/MD Added = (MA - 49)*Factor*16


Treatment
Description: Cures all abnormal status.
Prerequisites: TM Level 100, Oath of Light [Lv1], Emergency[Lv1]
Required for: N/A
Element: Light
Type: Active, Supportive, Single-Target
Cost: 50,000G
TM Points : 7
Master Points: N/A
Level 1: 600MP, 0 Cast Time, 10s Cool Time


Plasma Shock
Description: Light property AoE spell.
Prerequisites: TM level 115, Oath of Light [Lv1], Mana Ring [Lv10]
Required for: N/A
Element: Light
Type: Active, Offensive, Area of Effect
Cost: 69,000G
TM Points : 3
Master Points: 3
Level 1: 140MP, 2s Cast Time, 2s Cool Time, 300 Power
Level 2: 150MP, 2s Cast Time, 2s Cool Time, 310 Power
Level 3: 160MP, 2s Cast Time, 2s Cool Time, 320 Power
Level 4: 170MP, 2s Cast Time, 2s Cool Time, 330 Power
Level 5: 180MP, 2s Cast Time, 2s Cool Time, 340 Power
Level 6: 190MP, 2s Cast Time, 2s Cool Time, 350 Power
Level 7: 200MP, 2s Cast Time, 2s Cool Time, 360 Power
Level 8: 210MP, 2s Cast Time, 2s Cool Time, 370 Power
Level 9: 220MP, 2s Cast Time, 2s Cool Time, 380 Power
Level 10: 230MP, 2s Cast Time, 2s Cool Time, 390 Power
Mastered: 260MP, 2s Cast Time, 2s Cool Time, 420 Power
Damage Before Reduction: (MA - 49)*(Power/10)


Burst of Light
Description: An AoE Spell that attacks 3 targets max.
Prerequisites: TM Level 120, Light Arrow [Lv10], Mana Storm [Lv10]
Required for: N/A
Element: Light
Type: Active, Offensive, Area of Effect
Cost: 72,000
TM Points : 3
Master Points: 3
Level 1: 250MP, 1.5s Cast Time,100 Power
Level 2: 260MP, 1.5s Cast Time, 130 Power
Level 3: 270MP, 1.5s Cast Time, 160 Power
Level 4: 280MP, 1.5s Cast Time, 190 Power
Level 5: 290MP, 1.5s Cast Time, 220 Power
Level 6: 300MP, 1.5s Cast Time, 250 Power
Level 7: 310MP, 1.5s Cast Time, 280 Power
Level 8: 320MP, 1.5s Cast Time, 310 Power
Level 9: 330MP, 1.5s Cast Time, 340 Power
Level 10: 340MP, 1.5s Cast Time, 370 Power
Mastered: 370MP, 1.5s Cast Time, 460 Power
Damage Before Reduction: (MA - 49)*(Power/10)
Note:
Note sure what to make of the cooling time.
Can only hit 3 targets, if more than 3 targets is inside AoE effect, a random 3 will be attacked.




Corrections and additions are welcome, as are icons of skills that I have card pictures for. >.>

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I take no responsibility on the accuracy of the preceding information.
You may use any of the skill info without my permission, as they are just paraphrasing. However, please ask before re-posting any stat build guides, as those are out of my own thinking. It's your choice to use this guide, be it right or be it wrong.

And if anything, the gnomes did it.
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Last edited by FrozenFlame : 3 Oct 2006 at 03:16 AM.
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Old 26 Sep 2006   #3
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Approved, just keep updating and dont keep it dead like this ^^
 
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Old 26 Sep 2006   #4
Eclipze
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Originally Posted by Hard Gravity
Damage Before Reductions = Shocks*(MA - 49)*(Power/10)
Um, I have been wondering. The 'Shocks' are suppose to be number-of-hits (like arrow rush) or are they suppose to represent the number of monsters that can be hit by the skill? In TMM's dragon guide, he says that th shocks are the number of monsters that can be hit by HG, so who is correct here?

Besides, HG's damage multiplier (90) is almost the same as mastered arrow rush (13.49*7 =94.43) as it is. Considering that monsters would have high mdef by the time you get the skill, HG would definately over-power arrow rush in terms of damage. Now, if 5 shocks were to represent the number of hits, wouldn't it be over-powered?

And since there isn't a duration time stated, it definitely isn't a Damage-over-time technique (DoT).
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Old 26 Sep 2006   #5
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The entire skills section of this thread is just my interpretation of Google's translation of the jpwiki site. Here's what the site says:

Skill master necessary item: 7 extravagant round fans
Skill master necessity TMPoint: 3

Lv MP Motion time Cool time Power increase (power) The number of shocks
Lv1 800 3.0s 15s 300 2
Lv2 900 3.0s 15s 350 2
Lv3 1000 3.0s 15s 400 2
Lv4 1100 3.0s 15s 450 3
Lv5 1200 3.0s 15s 500 3
Lv6 1300 3.0s 15s 550 3
Lv7 1400 3.0s 15s 600 3
Lv8 1500 3.0s 15s 650 4
Lv9 1600 3.0s 15s 700 4
Lv10 1700 3.0s 15s 750 4
Master 2000 3.0s 15s 900 5
Hard gravity attack power = (bewitchment - 49) ## power increase (power) ÷10
Like MT because it is not the case that it can push down the enemy all inside the range note.
From relationship of the number of shocks, MP consumption being high, you take, if is, the fact that at a stroke it makes Lv10 or master is recommended.
I'm guessing it's trying to say:
(It's)Like Mana Storm (Mana Typhoon) because it's not that case where it can apply gravity (push down?) to all the enemies within the AoE area (range note?)
Because of the number of shocks, MP usage is high, if you do take this skill, it's a fact that you should get it to Lv10 or Mastered at once(a stroke).
And this skill does have a 10s cool time, perhaps it takes that time to do the damage?

Well, we have a deliema here. If shock means how many time each target gets hit, then it's overpowered. If it's the number of targets that can be hit, then it'll be underpowered. Why would it be underpowered? It costs over 10x the MP, it takes like 52 years to train up to TMlv 125, it's casting time is ugly, and it's cooling time is even uglier.


So I perfer to pick the option that's overpowered instead of underpowered. :P

And.. Uh....
Originally Posted by TMM
I'm guessing this is a multi-hit AoE. Probably lots of damage.
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Last edited by FrozenFlame : 26 Sep 2006 at 11:04 PM.
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Old 27 Sep 2006   #6
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Well, if we were to consider that:
3s spend on casting
15s to cooldown

+ the description you have just provided...yea, it might very well do damage during cooldown.

And, woah, its like doing Rush damage in an area, *5. >.>
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Old 27 Sep 2006   #7
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Don't forget the 2000MP, o_o;;, my 68 Dragon would only be able to cast that once, and might as well spend the entire cool time repotting (I use the 7wt 400MP pots) >.>. Then again, I would probably get the 2000 MP pots if I had this skill...

And I think you meant Talby's guide said Hard Gravity hits 5 different targets, but TMM and I both interpreted it as hitting one monster 5 times. *thumbs up* 2 vs 1 FTW!

But still, I'd have to agree with you. But it's either overpowered or underpowered either way I look at it.

With 249MA, you'd do 90k damage not counting reductions if it was 5 hits, but if it was a single hit on 5 different monsters, then it'll just be like an AoE Arrow Rush, even though the thought of doing AR damage on multiple monsters at a time, that 400% longer cool time, 100% longer cast time, 1150% more MP cost, and the sheer difficulty of getting to TMlv125 doesn't seem to merrit being able to attack 400% more monsters.

Ok, I think it's able to hit 5 monsters at a time, not 5 hits on one monster. jpwiki also shows the Sheep's skill, Wind Edge, as 5 Shocks, and I just saw a video of Wind's Edge and it was hitting only one time on multiple monsters. >.>
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Last edited by FrozenFlame : 27 Sep 2006 at 10:07 PM.
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Old 28 Sep 2006   #8
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Originally Posted by FrozenFlame
Ok, I think it's able to hit 5 monsters at a time, not 5 hits on one monster. jpwiki also shows the Sheep's skill, Wind Edge, as 5 Shocks, and I just saw a video of Wind's Edge and it was hitting only one time on multiple monsters. >.>
You have essentially killed any hopes of it being over-powered...
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Old 28 Sep 2006   #9
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I'm pretty sure HG is AoE from Jto Pvp and vids.
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Old 28 Sep 2006   #10
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^Actually, its pretty much known that HG is an AoE, but the real question is what the shocks represent - number of targets or number of hits?
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Old 3 Oct 2006   #11
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I'm pretty sure Shocks means number of targets now by overwhelming evidence. I've changed the word 'Shocks' to 'Targets' in the guide to avoid confusion o_O.
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Old 4 Oct 2006   #12
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Unhappy

Is it me, or do all of Light Dragon's attack skills suck ass compared to Dark?

The only Advantage I can see is a nice MP->HP conversion skill and a DP buff, Mana effencincy goes as follows: (because all skills use the Same MA formula this is easy [Power/MP])

-Dragon-

Mana Arrow: LvL1-(4.6) Master-(2.14285...)

Arrow Rush: LvL1-(2.61429...) Master(6.745) [From a mastered Mana Arrow]

-Light-

Light Arrow: LvL1-(3) Master-(1.89655)

Plasma Shock: LvL1-(2.13285...) Master-(1.61538...)

Burst of Light: LvL1-(0.4) Master(1.24324...)

-Dark-

Hellfire: LvL1-(2.0909...) Master-(2.043478...) [This is before Evil Flame]

Shadow Lance: LvL1-(1.6...) Master-(2.07483...)

Dark Gravity: LvL1-(0.375) Master-(0.45)

Assuming Arrow rush doesnt add MP cost to Mana Arrow, and that you dont get the passive skil, Evil Flame. I didn't use Mana Ring/storm because the MA formulas are different than everything else.

Taoist Top picks:

Best Effencency

Mastered Arrow Rush
^
|
LvL1 Light Arrow
^
|
Mastered Shadow lance {Hellfire w/ Evil Flame)

Basically if you thought Masterd Mana arrow was bad, welcome to 2nd job
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Old 4 Oct 2006   #13
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i have a question!!! can we use magic defnse up or magic barrier with aura of relection?!!! i am so curious abut that!!! can soemoen answer me please!
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Old 4 Oct 2006   #14
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