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Each of the 6 first job classes have 2 choices of second job class. | Each of the 6 first job classes have 2 choices of second job class. | ||
Swordsmen can turn into a Knight or a Crusader. | '''Swordsmen''' can turn into a Knight or a Crusader. | ||
Knights specialise in powerful offense and counter-attack. They are able to fight while riding a mount, and move faster than other classes. | Knights specialise in powerful offense and counter-attack. They are able to fight while riding a mount, and move faster than other classes. | ||
The Knight's third job, Rune Knight, gain access to mystical Rune items, which can boost both their offensive, defensive, and supportive capabilities. Their special Dragon mount also gives them unique skills to use in combat. | The Knight's third job, Rune Knight, gain access to mystical Rune items, which can boost both their offensive, defensive, and supportive capabilities. Their special Dragon mount also gives them unique skills to use in combat. | ||
Crusaders specialise in defense and support, while still packing a real punch. Like the knight, they can fight while riding a mount. | '''Crusaders''' specialise in defense and support, while still packing a real punch. Like the knight, they can fight while riding a mount. | ||
The Crusader's third job, Royal Guard, is a master of the spear and the shield. They have significantly powerful offensive skills, excellent defensive capabilities, as well as a unique supportive role, especially in PvP environments. | The Crusader's third job, Royal Guard, is a master of the spear and the shield. They have significantly powerful offensive skills, excellent defensive capabilities, as well as a unique supportive role, especially in PvP environments. | ||
Acolytes can turn into a Priest or a Monk. | '''Acolytes''' can turn into a Priest or a Monk. | ||
Priests are the invaluable support class, having access to healing, buffs, and even resurrection. They also have strong exorcism skills which counter undead and demons. | Priests are the invaluable support class, having access to healing, buffs, and even resurrection. They also have strong exorcism skills which counter undead and demons. | ||
The Priest's third job, Arch Bishop, take their supportive role in to the next level with party-wide healing, buffs, and curing skills. | The Priest's third job, Arch Bishop, take their supportive role in to the next level with party-wide healing, buffs, and curing skills. | ||
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The Monk's third job, Sura, is a master of close-range combat, capable of unleashing huge amounts of damage in a rapid succession. | The Monk's third job, Sura, is a master of close-range combat, capable of unleashing huge amounts of damage in a rapid succession. | ||
Mages can turn into a Wizard or a Sage | '''Mages''' can turn into a Wizard or a Sage | ||
Wizards specialise in offensive magic in an area of effect (AoE). They are able to deal elemental damage to a number of enemies at once in a large casting area. | Wizards specialise in offensive magic in an area of effect (AoE). They are able to deal elemental damage to a number of enemies at once in a large casting area. | ||
The Wizard's third job, Warlock, is a master of elemental magic, having access to more powerful spells in larger AoEs, as well as the ability to store spells to be released in quick successions using Spellbooks. | The Wizard's third job, Warlock, is a master of elemental magic, having access to more powerful spells in larger AoEs, as well as the ability to store spells to be released in quick successions using Spellbooks. | ||
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The Sage's third job, Sorcerer, gain a number of powerful offensive spells, as well as special summoning and insignia-type spells which improves their utility in a party. | The Sage's third job, Sorcerer, gain a number of powerful offensive spells, as well as special summoning and insignia-type spells which improves their utility in a party. | ||
Archers can turn into a Hunter, a Bard, or a Dancer. | '''Archers''' can turn into a Hunter, a Bard, or a Dancer. | ||
Hunters specialise in long-range combat. Using traps, they are able to stop enemies in their tracks to make them an easy target, or harass them and keep them at bay. Their Falcon companion aids them in dealing damage, revealing hidden enemies, and breaking enemy traps. | Hunters specialise in long-range combat. Using traps, they are able to stop enemies in their tracks to make them an easy target, or harass them and keep them at bay. Their Falcon companion aids them in dealing damage, revealing hidden enemies, and breaking enemy traps. | ||
The Hunter's third job, Ranger, gains even more powerful offensive abilities using the bow and arrow. They also get a Warg companion which can be used as a mount or to attack enemies. | The Hunter's third job, Ranger, gains even more powerful offensive abilities using the bow and arrow. They also get a Warg companion which can be used as a mount or to attack enemies. | ||
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The Bard and Dancer's third jobs, Maestro and Wanderer, have more songs, choruses, as well as access to unique voice skills which can be used offensively and supportively. | The Bard and Dancer's third jobs, Maestro and Wanderer, have more songs, choruses, as well as access to unique voice skills which can be used offensively and supportively. | ||
Thieves can turn into an Assassin or a Rogue | '''Thieves''' can turn into an Assassin or a Rogue | ||
Assassins specialise in stealth and poison, to deal critical hits in an instant and disappear into the shadows. | Assassins specialise in stealth and poison, to deal critical hits in an instant and disappear into the shadows. | ||
The Assassin's third job, Guillotine Cross, are able to brew special devastating poisons to use against their enemies, while also having advanced stealth skills to avoid getting a single hit. | The Assassin's third job, Guillotine Cross, are able to brew special devastating poisons to use against their enemies, while also having advanced stealth skills to avoid getting a single hit. | ||
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The Rogue's third job, Shadow Chaser, is a master of debuffs. Using unique Masquerade and Graffiti skills, they can debilitate enemy players and disable them almost completely. | The Rogue's third job, Shadow Chaser, is a master of debuffs. Using unique Masquerade and Graffiti skills, they can debilitate enemy players and disable them almost completely. | ||
Merchants can turn into a Blacksmith or an Alchemist | '''Merchants''' can turn into a Blacksmith or an Alchemist | ||
Blacksmith specialise in weaponry, capable of crafting weapons as well as maximising the potential of their party members' weapons. | Blacksmith specialise in weaponry, capable of crafting weapons as well as maximising the potential of their party members' weapons. | ||
The Blacksmith's third job, Mechanic, can specialise in using the axe in combat, or can pilot a robotic Mado Gear, which gives them new, powerful skills which can cover offense, defense, and support at the same time. | The Blacksmith's third job, Mechanic, can specialise in using the axe in combat, or can pilot a robotic Mado Gear, which gives them new, powerful skills which can cover offense, defense, and support at the same time. | ||
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The extended classes are classes implemented in a later update as an addition to the original six. These include the Taekwon Kid, Ninja, Gunslinger, and Super Novice. | The extended classes are classes implemented in a later update as an addition to the original six. These include the Taekwon Kid, Ninja, Gunslinger, and Super Novice. | ||
Taekwon Kids relies on using the art of Taekwon Do to defeat their enemies. They are unable to wield weapons, but are immensely powerful, capable of enchanting themselves with any element to gain advantage against their enemies. At job level 40, they can turn into a Star Gladiator or a Soul Linker | '''Taekwon Kids''' relies on using the art of Taekwon Do to defeat their enemies. They are unable to wield weapons, but are immensely powerful, capable of enchanting themselves with any element to gain advantage against their enemies. At job level 40, they can turn into a Star Gladiator or a Soul Linker | ||
Star Gladiators are attuned to the elements of the universe. Aligning themselves with the cycles of the Sun, Moon, and Stars, the universe bestows them with incredible strength in battle. However, their powers diminish when the Sun, Moon, and Stars are not in alignment. | Star Gladiators are attuned to the elements of the universe. Aligning themselves with the cycles of the Sun, Moon, and Stars, the universe bestows them with incredible strength in battle. However, their powers diminish when the Sun, Moon, and Stars are not in alignment. | ||
Soul Linkers relinquish martial arts in favour of learning spirituality. They are able to connect others with powerful souls of the past, blessing people with incomparable power. They are also able to wield their spirituality as a weapon against monsters, or as a tool to protect their spouses or children. | Soul Linkers relinquish martial arts in favour of learning spirituality. They are able to connect others with powerful souls of the past, blessing people with incomparable power. They are also able to wield their spirituality as a weapon against monsters, or as a tool to protect their spouses or children. | ||
Ninjas are elusive warriors, capable of using both physical and magical power against their enemies. Their unique ninjutsu allows them to be untouchable by enemies, making them a powerful class. At level 99, they can turn into a Kagerou or an Oborou | '''Ninjas''' are elusive warriors, capable of using both physical and magical power against their enemies. Their unique ninjutsu allows them to be untouchable by enemies, making them a powerful class. At level 99, they can turn into a Kagerou or an Oborou | ||
Kagerou and Oborou are ninjas who have broken the limit. They learned new, more powerful physical skills to destroy their foes, and ways to cast their magic in quick succession, all while remaining untouchable. Their skills in illusion allows them to disorient their enemies, monsters and players alike. | Kagerou and Oborou are ninjas who have broken the limit. They learned new, more powerful physical skills to destroy their foes, and ways to cast their magic in quick succession, all while remaining untouchable. Their skills in illusion allows them to disorient their enemies, monsters and players alike. | ||
Gunslingers are long range combatants, using gunpowder technology to strike from afar, or in desperate times, up close. Their weapons are more finicky compared to the archer's bow, but are capable of wreaking greater havoc to enemies. At level 99, they can turn into a Rebel | '''Gunslingers''' are long range combatants, using gunpowder technology to strike from afar, or in desperate times, up close. Their weapons are more finicky compared to the archer's bow, but are capable of wreaking greater havoc to enemies. At level 99, they can turn into a Rebel | ||
Rebels are masters of firearms, capable of pushing their weapons to the limit, allowing them to overwhelm enemies with their quick, successive, and powerful attacks. Their powerful offensive skills can easily destroy single enemies in one hit. | Rebels are masters of firearms, capable of pushing their weapons to the limit, allowing them to overwhelm enemies with their quick, successive, and powerful attacks. Their powerful offensive skills can easily destroy single enemies in one hit. | ||
Super Novices are | '''Super Novices''' are allrounder, capable of learning most of the original first classes' skills. By doing a special call to their guardian angel, they can attain great blessings that allow them to be an invaluable ally. Players can only turn into a Super Novice after reaching Base level 50 as a Novice. | ||
Upon reaching Level 99, they can do a quest to become an Extended Super Novice, which gives them access to several second job skills. | Upon reaching Level 99, they can do a quest to become an Extended Super Novice, which gives them access to several second job skills. | ||
Doram | '''Doram''' | ||
Unlike the humans, Dorams start out as a Summoner, and does not change into any other job. Summoners are capable of learning three different kinds of skills: Physical offense, Magical offense, and Support. By mastering one of the three branches, they acquire great power which allows them to reach greater potential with the skills they have picked. | Unlike the humans, Dorams start out as a Summoner, and does not change into any other job. Summoners are capable of learning three different kinds of skills: Physical offense, Magical offense, and Support. By mastering one of the three branches, they acquire great power which allows them to reach greater potential with the skills they have picked. | ||
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Stats are the variables that define a character's performance in game. They can be increased by spending Status points, which are gained whenever the character's Base level goes up. Each of these stats affect the character's substats, which directly affects how the character performs. | Stats are the variables that define a character's performance in game. They can be increased by spending Status points, which are gained whenever the character's Base level goes up. Each of these stats affect the character's substats, which directly affects how the character performs. | ||
Strength (STR) affects the character's melee Attack power (ATK) and Weight Limit. More points in STR allows them to deal more damage with melee attacks and carry more items in their inventory. | *'''Strength (STR)''' affects the character's melee Attack power (ATK) and Weight Limit. More points in STR allows them to deal more damage with melee attacks and carry more items in their inventory. | ||
Agility (AGI) affects the character's Dodge Rate (FLEE) and Attack Speed (ASPD). More points in AGI gives them a higher chance of dodging enemy attacks automatically, and allows them to attack in a quicker succession. | *'''Agility (AGI)''' affects the character's Dodge Rate (FLEE) and Attack Speed (ASPD). More points in AGI gives them a higher chance of dodging enemy attacks automatically, and allows them to attack in a quicker succession. | ||
Vitality (VIT) affects the character's Health Points (HP) and Defense rate (DEF). More points in VIT gives the character a larger HP pool and reduces damage taken from enemy physical attacks. | *'''Vitality (VIT)''' affects the character's Health Points (HP) and Defense rate (DEF). More points in VIT gives the character a larger HP pool and reduces damage taken from enemy physical attacks. | ||
Intelligence (INT) affects the character's Magical Attack power (MATK), Magical Defense rate (MDEF), Spiritual Points (SP), and Cast Time. More points in INT makes the character do more damage with spells, take less damage from enemy magic, and have a bigger SP pool for casting skills. It also allows them to take less time casting their spells. More details about Cast Time are explained in the Cast and Delay section below. | *'''Intelligence (INT)''' affects the character's Magical Attack power (MATK), Magical Defense rate (MDEF), Spiritual Points (SP), and Cast Time. More points in INT makes the character do more damage with spells, take less damage from enemy magic, and have a bigger SP pool for casting skills. It also allows them to take less time casting their spells. More details about Cast Time are explained in the Cast and Delay section below. | ||
Dexterity (DEX) affects the character's Accuracy rate (HIT), ranged Attack power (ATK), Cast time, and slightly affects their Attack Speed (ASPD). More points in DEX reduces the chances of missing an enemy with attacks, allows Ranged attacks to deal more damage, reduces time when casting spells, and allows quicker attacks. | *'''Dexterity (DEX)''' affects the character's Accuracy rate (HIT), ranged Attack power (ATK), Cast time, and slightly affects their Attack Speed (ASPD). More points in DEX reduces the chances of missing an enemy with attacks, allows Ranged attacks to deal more damage, reduces time when casting spells, and allows quicker attacks. | ||
A general rule of thumb is to have at least 60 DEX at Base level 60, and at least 80 at Base level 120. More details about Cast Time are explained in the Cast and Delay section below. | '''A general rule of thumb is to have at least 60 DEX at Base level 60, and at least 80 at Base level 120. More details about Cast Time are explained in the Cast and Delay section below.''' | ||
Luck (LUK) affects the character's Critical rate (CRIT), and slightly affects ATK, MATK, and HIT. Having more LUK allows the character to land more Critical Hits, which deal 40% more damage and cannot miss | *'''Luck (LUK)''' affects the character's Critical rate (CRIT), and slightly affects ATK, MATK, and HIT. Having more LUK allows the character to land more Critical Hits, which deal 40% more damage and cannot miss. | ||
In MuhRO, Stats and Skills can be reset with a small cost by talking to the Reseter NPC in the Main Office. | In MuhRO, Stats and Skills can be reset with a small cost by talking to the Reseter NPC in the Main Office. | ||
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==Skills== | ==Skills== | ||
'''Skill Window (Alt+S)''' | |||
Skills can be learned by spending Skill Points, which are gained whenever the character's Job level goes up. All skills can be classified as either Passive or Active. | Skills can be learned by spending Skill Points, which are gained whenever the character's Job level goes up. All skills can be classified as either Passive or Active. | ||
Passive Skills | '''Passive Skills''' | ||
Passive skills are skills which do not need to be activated to take effect. These skills usually provide certain bonuses that are applied once the skill is learned. An example of these skills are the Mastery skills (e.g. Swordsman's Sword Mastery or Priest's Mace Mastery) which adds bonus ATK when wielding a certain kind of weapon. | Passive skills are skills which do not need to be activated to take effect. These skills usually provide certain bonuses that are applied once the skill is learned. An example of these skills are the Mastery skills (e.g. Swordsman's Sword Mastery or Priest's Mace Mastery) which adds bonus ATK when wielding a certain kind of weapon. | ||
It is important to note that while these skills seem trivial at first glance, they can be important in maximising a character's potential in relation to its job class' role. | It is important to note that while these skills seem trivial at first glance, they can be important in maximising a character's potential in relation to its job class' role. | ||
Active Skills | '''Active Skills''' | ||
Active skills are skills that needs to be activated to take effect. Activating a skill is done by double clicking on the skill icon on the skill window, or by placing the skill on the Hotbar and pressing the corresponding keyboard key. | Active skills are skills that needs to be activated to take effect. Activating a skill is done by double clicking on the skill icon on the skill window, or by placing the skill on the Hotbar and pressing the corresponding keyboard key. | ||
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Targeted skills can further be divided to unit-targeted and ground-targeted. Unit-targeted skills require the player to target a monster or a player, while ground-targeted skills are cast on the ground. Some examples of ground-targeted skills are Acolyte's Pneuma and Mage's Thunderstorm. | Targeted skills can further be divided to unit-targeted and ground-targeted. Unit-targeted skills require the player to target a monster or a player, while ground-targeted skills are cast on the ground. Some examples of ground-targeted skills are Acolyte's Pneuma and Mage's Thunderstorm. | ||
Non-targeted skills do not need a target, and are activated on button or key press. These skills are often self or party-targeted by default. Some examples of these are Merchant's Loud Exclamation and Acolyte's Angelus. | Non-targeted skills do not need a target, and are activated on button or key press. These skills are often self or party-targeted by default. Some examples of these are Merchant's Loud Exclamation and Acolyte's Angelus. | ||
==Equipment== | ==Equipment== | ||
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As for Defense, it is based on the DEF and MDEF values, depending on what kind of attack the character receives. As with ATK/MATK, the number on the left is called SoftDEF and SoftMDEF, derived from your stats, and the number on the right is called HardDEF and HardMDEF, derived from your equipment and skills. | As for Defense, it is based on the DEF and MDEF values, depending on what kind of attack the character receives. As with ATK/MATK, the number on the left is called SoftDEF and SoftMDEF, derived from your stats, and the number on the right is called HardDEF and HardMDEF, derived from your equipment and skills. | ||
The Defense calculation in RO is somewhat complicated, but to put it simply, HardDEF and HardMDEF reduces damage by a percentage, and SoftDEF and SoftMDEF reduces damage by a flat amount. Additionally, the effect of HardDEF/MDEF is reduced exponentially as the numbers go up; i.e., the higher it is, the less each additional number affects the total damage reduction. | '''The Defense''' calculation in RO is somewhat complicated, but to put it simply, HardDEF and HardMDEF reduces damage by a percentage, and SoftDEF and SoftMDEF reduces damage by a flat amount. Additionally, the effect of HardDEF/MDEF is reduced exponentially as the numbers go up; i.e., the higher it is, the less each additional number affects the total damage reduction. | ||
For example, A character with 150 + 400 DEF has 150 SoftDEF and 400 HardDEF. When taking a damage of 1000, the HardDEF reduces it by about 40%, and the SoftDEF reduces it further by 150. The resulting damage that the character takes is 450. | For example, A character with 150 + 400 DEF has 150 SoftDEF and 400 HardDEF. When taking a damage of 1000, the HardDEF reduces it by about 40%, and the SoftDEF reduces it further by 150. The resulting damage that the character takes is 450. | ||
Certain items improve a character's defensive capability by giving Damage Reductions(also known as Resistances). There are several kinds of Reductions, which include: | Certain items improve a character's defensive capability by giving Damage Reductions(also known as Resistances). There are several kinds of Reductions, which include: | ||
Attack Property Reductions, which reduce damage based on the attack's element. This kind of reduction, particularly Neutral property reductions, are the most commonly used, due to the fact that monsters rarely use elemental attacks besides Neutral. Examples of items with these reductions include Card Raydric Card, Immune Shield[1], and the Gray Equipment Set from Ghost Palace. | *Attack Property Reductions, which reduce damage based on the attack's element. This kind of reduction, particularly Neutral property reductions, are the most commonly used, due to the fact that monsters rarely use elemental attacks besides Neutral. Examples of items with these reductions include Card Raydric Card, Immune Shield[1], and the Gray Equipment Set from Ghost Palace. | ||
Racial Reductions, which reduces damage from certain monster elements, for example Card Thara Frog Card and Card Khalitzburg Card. | *Racial Reductions, which reduces damage from certain monster elements, for example Card Thara Frog Card and Card Khalitzburg Card. | ||
Monster Element Reductions, which reduce damage from certain monster elements, for example Card Tatacho Card and Card Cornus Card. | *Monster Element Reductions, which reduce damage from certain monster elements, for example Card Tatacho Card and Card Cornus Card. | ||
Size Reductions, which reduces damage from certain monster sizes, for example Card Ogretooth Card and Card Hodremlin Card. | *Size Reductions, which reduces damage from certain monster sizes, for example Card Ogretooth Card and Card Hodremlin Card. | ||
Other Reductions, such as Ranged Damage Reductions (e.g. Card Horn Card, Goibne's Spaulders, Crusader's Defender) | *Other Reductions, such as Ranged Damage Reductions (e.g. Card Horn Card, Goibne's Spaulders, Crusader's Defender) | ||
Attack Speed | '''Attack Speed''' | ||
A character's Attack Speed is labeled as ASPD on the Status Window. It is derived from the character's stats, mostly AGI and DEX, and is modified by the weapons and shield that the character has equipped. Every class has a different ASPD modifier for different weapons. For example, a Merchant gets -12 penalty from wielding daggers, but a Thief only gets -8. The application of this mechanic is calculated as 50 / 200 - ASPD hits per second. In MuhRO, the maximum attainable ASPD is 193, which is 7.14 hits per second. | A character's Attack Speed is labeled as ASPD on the Status Window. It is derived from the character's stats, mostly AGI and DEX, and is modified by the weapons and shield that the character has equipped. Every class has a different ASPD modifier for different weapons. For example, a Merchant gets -12 penalty from wielding daggers, but a Thief only gets -8. The application of this mechanic is calculated as 50 / 200 - ASPD hits per second. In MuhRO, the maximum attainable ASPD is 193, which is 7.14 hits per second. | ||
'''Accuracy, Dodging, and Critical Attacks''' | |||
*Accuracy rate is labeled as HIT, which is mainly derived from the character's DEX and Base Level, and may be further increased via certain equipment which add HIT value or percentages. When your character lands a hit, a white damage number is shown, and when a monster lands a hit on your character, a red damage number is shown. | |||
Accuracy, Dodging, and Critical Attacks | |||
Accuracy rate is labeled as HIT, which is mainly derived from the character's DEX and Base Level, and may be further increased via certain equipment which add HIT value or percentages. When your character lands a hit, a white damage number is shown, and when a monster lands a hit on your character, a red damage number is shown. | |||
The actual Hit rate is calculated as [80 + AttackerHit - DefenderFlee]%. | The actual Hit rate is calculated as [80 + AttackerHit - DefenderFlee]%. | ||
Dodge rate is based on FLEE, which is derived from AGI and Base Level, and is increased by certain equipment which adds FLEE value. When your character dodges a monster's attack, a white "miss" message will appear over the attacker's head. When someone dodges your character's attack, a red "miss" message will appear over your character's head. | *Dodge rate is based on FLEE, which is derived from AGI and Base Level, and is increased by certain equipment which adds FLEE value. When your character dodges a monster's attack, a white "miss" message will appear over the attacker's head. When someone dodges your character's attack, a red "miss" message will appear over your character's head. | ||
The character's dodge rate is calculated as [100 − (AttackerHit − DefenderFlee)]%. However, it is important to note that when dealing with more than 2 monsters, FLEE is reduced by 10% per additional monster; i.e. When crowded by 5 monsters, your applied FLEE is only 70%. | The character's dodge rate is calculated as [100 − (AttackerHit − DefenderFlee)]%. However, it is important to note that when dealing with more than 2 monsters, FLEE is reduced by 10% per additional monster; i.e. When crowded by 5 monsters, your applied FLEE is only 70%. | ||
Perfect Dodge is a special stat shown as the right side number on the FLEE stat. It is derived mostly from a character's LUK stat, and can also be increased with equipment which adds Perfect Dodge. When a character performs a perfect dodge, the attacker will have a "miss" message, and your character will make a "Lucky" speech bubble for a split second. | *Perfect Dodge is a special stat shown as the right side number on the FLEE stat. It is derived mostly from a character's LUK stat, and can also be increased with equipment which adds Perfect Dodge. When a character performs a perfect dodge, the attacker will have a "miss" message, and your character will make a "Lucky" speech bubble for a split second. | ||
The Perfect dodge number is treated as an absolute percentage, which means, achieving 100 perfect dodge will allow your character to dodge all incoming attacks. | The Perfect dodge number is treated as an absolute percentage, which means, achieving 100 perfect dodge will allow your character to dodge all incoming attacks. | ||
Critical Attacks are attacks which cannot miss and deal 40% more damage than a regular attack. It is shown as CRIT on the Status window, derived mostly from LUK, and can be increased with certain equipment which adds Critical Rate. When a character performs a Critical hit, the damage number is shown on a brown spiky bubble with yellow text. | *Critical Attacks are attacks which cannot miss and deal 40% more damage than a regular attack. It is shown as CRIT on the Status window, derived mostly from LUK, and can be increased with certain equipment which adds Critical Rate. When a character performs a Critical hit, the damage number is shown on a brown spiky bubble with yellow text. | ||
Critical rate is also treated as an absolute percentage, which means, achieving 100 CRIT will allow your character to land a critical hit at all times in ideal situations. | Critical rate is also treated as an absolute percentage, which means, achieving 100 CRIT will allow your character to land a critical hit at all times in ideal situations. | ||
Additionally, Critical Damage can be increased by certain equipment which adds Critical Damage percentage. | Additionally, Critical Damage can be increased by certain equipment which adds Critical Damage percentage. | ||
Cast and Delay | '''Cast and Delay''' | ||
The Cast and Delay mechanics are two of the most defining feature of the game. | The Cast and Delay mechanics are two of the most defining feature of the game. | ||
'''Cast Bar''' | |||
Cast Bar | |||
Cast Time is the time needed for a character to execute a skill. It is shown as a bar above the character head which fills up with green. When it is completely filled, the cast finishes and the skill is executed. A character cannot move, attack, or use other skills while casting. Additionally, if a character is attacked during the process, the cast will be interrupted, and the skill must be re-cast. | Cast Time is the time needed for a character to execute a skill. It is shown as a bar above the character head which fills up with green. When it is completely filled, the cast finishes and the skill is executed. A character cannot move, attack, or use other skills while casting. Additionally, if a character is attacked during the process, the cast will be interrupted, and the skill must be re-cast. | ||
Every skill has a different amount of cast time; some has no cast time (i.e. an instant skill), and others have long ones (such as a Wizard's Storm Gust and a Priest's Magnus Exorcismus). Learning to work with skills that has long cast times will help you maximise your character's potential. Alternatively, there are certain equipment that grants non-interruptible casting, such asCard Phen Card and Orlean's Gown . | Every skill has a different amount of cast time; some has no cast time (i.e. an instant skill), and others have long ones (such as a Wizard's Storm Gust and a Priest's Magnus Exorcismus). Learning to work with skills that has long cast times will help you maximise your character's potential. Alternatively, there are certain equipment that grants non-interruptible casting, such asCard Phen Card and Orlean's Gown . | ||
Cast time is divided into two: Fixed Cast time and Variable Cast Time. | '''Cast time is divided into two: Fixed Cast time and Variable Cast Time.''' | ||
Fixed Cast Time, as the name implies, cannot be reduced by normal means. It is only reduced by very specific skills and equipment, such as an Arch Bishop's Sacrament and a Temporal Boots of Dexterity. | Fixed Cast Time, as the name implies, cannot be reduced by normal means. It is only reduced by very specific skills and equipment, such as an Arch Bishop's Sacrament and a Temporal Boots of Dexterity. | ||
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Cast Delay | '''Cast Delay''' | ||
Delay is the time applied after casting a skill where a character is unable to cast more skills. During this time, the character can still move, use items, and attack normally. | Delay is the time applied after casting a skill where a character is unable to cast more skills. During this time, the character can still move, use items, and attack normally. | ||
There are two kinds of Delay: Cast Delay and Cooldown. | There are two kinds of Delay: Cast Delay and Cooldown. | ||
Cast Delay (also known as Global Delay or Global Cooldown) is a delay that is applied to all skills, resulting in a dark overlay over all the skills on the hotbar. This delay can be reduced by equipment such as Expert Ring or a Bard's skill Poem of Bragi. | *Cast Delay (also known as Global Delay or Global Cooldown) is a delay that is applied to all skills, resulting in a dark overlay over all the skills on the hotbar. This delay can be reduced by equipment such as Expert Ring or a Bard's skill Poem of Bragi. | ||
Cooldown (also known as Hard Cooldown) is a delay that is applied to a single skill, resulting in a dark overlay over that specific skill on the hotbar. This delay cannot be reduced by normal means, and as such, the skills that has these cannot be spammed by default. | *Cooldown (also known as Hard Cooldown) is a delay that is applied to a single skill, resulting in a dark overlay over that specific skill on the hotbar. This delay cannot be reduced by normal means, and as such, the skills that has these cannot be spammed by default. |