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Old 30 Jul 2006   #1
Minty
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Minty's All Comprehensive Guide to the Sheep Class

MINTY'S ALL COMPREHENSIVE GUIDE TO THE SHEEP [Copyright © Feng Kevin Gu, July 2006, All Rights Reserved]

This guide is now copyrighted under my brother's name, there is a reason for it and when validated, it will be posted here.
This guide is now under the copyright protection of GameFAQs.com, it is displayed here because I give consent for it to be displayed here, this guide is not the property of mytrickster.net, My brother, Kevin, and I, Mint, have sole authorship over this guide, any attempt at copyright infringement of non-factual information will have serious legal consequences, we will not hesitate to sue, we both want money.

The official master copy of this guide can now be found at gamefaqs.com, search trickster

This is a full guide, I've tried to be as precise and all-encompassing as possible. I will edit this guide from time to time to keep it up to date.

This is a guide for sheeps, any similarity to content is purely coincidental

Table INFORMATION from jtrickster wiki, notes are from my brain

(ooo colors are fun, I should use them)

Dragons! please note that this is a sheep guide! The only things useful to you are maybe the stat builds section and the first half of the magic skills.

Table of Contents: (search tabs in parenthesis)
1. First Class Magic Skills (FCMS)
2. Adv Sheep Skills(ADVS)
3. Stat Builds and arguements(STBD)

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1. First Class Magic Skills, what they are, what they do, how to work them. (FCMS)

A note on skill raising:
-All skills take a certain amount of TM and a skill card (purchased from vendor) to learn (to get level 1)
-All subsequent levels only take 1TM up to level 10
-To master a skill from level 10, you must do a quest, retrieve a buncha items, then have a certain amount of TM to raise the skill to master.

The skills, as they appear on the official website
A. Mana Arrows, the beginning for all, the end for some.
Requirements: TMlevel 1, no skill prereqs, 300G
Prerequisite of: Arrow Rush(lv10)
Casttime: 1.5s | Cooldown: 1s~2s
Specifics: single target DD spell.
Level UP effects -> MP use, power, cooldown, range increases with level.
Level 1 : 50MP, 230power [1 TM point to learn]
Level 2 : 55MP, 235power
Level 3 : 60MP, 240power
Level 4 : 65MP, 245power
Level 5 : 70MP, 250power
Level 6 : 75MP, 255power
Level 7 : 80MP, 260power
Level 8 : 85MP, 265power
Level 9 : 90MP, 270power
Level 10: 120MP, 275power
Level M : 140MP, 300power [2 TM point to master]
Damage (before mdef) = (Matk - 49) * power/10
-if this spell misses, your target will not be marked.
-Level 1 has the highest mp efficiency
-this is one of the spells that builds are centered around
-everyone needs level 1 of this spell to do anything at low levels

B. Cure, the savior, the seeker of life.
Requirements: TMlevel 10, no skill prereqs, 1000G
Prerequisite of: Bottle of Mana (lv10), Ray of Light (lv10)
Casttime: instant | Cooldown: none
Specifics: single target, instant cast, heal spell.
Level UP effects -> MP use, HP recovered increases with level.
Level 1 : 40MP, 6% HP Recovery [1 TM point to learn]
Level 2 : 50MP, 8% HP Recovery
Level 3 : 60MP, 10% HP Recovery
Level 4 : 70MP, 12% HP Recovery
Level 5 : 80MP, 14% HP Recovery
Level 6 : 90MP, 16% HP Recovery
Level 7 : 100MP, 18% HP Recovery
Level 8 : 110MP, 20% HP Recovery
Level 9 : 120MP, 22% HP Recovery
Level 10: 140MP, 24% HP Recovery
Level M : 160MP, 30% HP Recovery [2 TM point to master]
-the heal is a % (percentage) heal based on the target's max HP, if a target has 1000hp, and you use mastered cure, you will heal that target for 300hp (30% of 1000)
-heal efficiency (hp% per mp spent) drops dramatically at level 10, do the math
-remember that a heal spell is a converter for turning mp potions into hp healing, think of monetary efficiency when comparing the use of hp potions with the heal spell (both are instantly used)

C. Invincible Casting, the everwatchful protector
Requirements: TMlevel 10, no skill prereqs, 8750g
Prerequisite of: none
Casttime: passive
Specifics: removes spell interruption.
Level UP effects -> Only 1 level.
Level 1: Allows you to continue casting spells when a monster hits you. [5 TM point to learn]
-a monster attacking you will cancel your spell casting.
-if a monster even MISSES you, it will still cancel your spells.
-this spell is a must for anyone.

D. Bottle of Mana, the fountain of power
Requirements: TMlevel 20, Recovery Lv10, 4000g
Prerequisite of: Mist of Mana(lv1)
Casttime: passive
Specifics: Increases max MP.
Level UP effects -> max MP recieved increases with level
Level 1 : +40 max MP [2 TM point to learn]
Level 2 : +90 max MP
Level 3 : +150 max MP
Level 4 : +210 max MP
Level 5 : +310 max MP
Level 6 : +420 max MP
Level 7 : +550 max MP
Level 8 : +710 max MP
Level 9 : +900 max MP
Level 10: +1120 max MP
Level M : +1390 max MP [2 TM point to master]
-advantages: allows you to get more MP before those without the skill. With more MP, you won't have to recover MP as often
-disadvantages: natual MP recovery is a flat rate, so you will have to sit for longer than normal, same applies for pots, you will have to use more pots.
-generally just get level 1 of this spell because its a prereq for Mist of Mana (something you want)

E. Blind, the evils of the shadows, the destroyer of lives
Requirements: TMlevel 20, no skill prereqs, 2000g
Prerequisite of: none
Casttime: instant | Cooldown: 5s
Specifics: Atk power debuff
Level UP effects -> MP cost, %debuff, duration increases with level
Level 1 : 30MP, -15% Atk, 12s duration [1 TM point to learn]
Level 2 : 32MP, -18% Atk, 14s duration
Level 3 : 34MP, -21% Atk, 16s duration
Level 4 : 36MP, -24% Atk, 18s duration
Level 5 : 38MP, -27% Atk, 20s duration
Level 6 : 40MP, -30% Atk, 22s duration
Level 7 : 42MP, -33% Atk, 24s duration
Level 8 : 44MP, -36% Atk, 26s duration
Level 9 : 46MP, -39% Atk, 38s duration
Level 10: 48MP, -42% Atk, 30s duration
Level M : 54MP, -51% Atk, 36s duration [2 TM point to master]
-if this spell misses, the target is still marked.
-essentially makes a monster half a monster, pretty useful at higher levels when monsters hit hard, not so useful early on
-if you have left over TM at higher levels, consider this spell, might save your butt sometime.
-this spell is the basis of a full support build.

F. Mana Web, the weights of thought, the bindings of magic
Requirements: TMlevel 20, no skill prereqs, 2000g
Prerequisites of: Water Tube [Water](lv1)
Casttime: instant | Cooldown: 5s
Specifics: Aspd debuff
Level UP effects -> MP cost, Aspd multiplier, duration increases with level
Level 1 : 30MP, Effect Multiplier x1.8, 12s duration [1 TM point to learn]
Level 2 : 32MP, Effect Multiplier x1.8, 14s duration
Level 3 : 34MP, Effect Multiplier x2.1, 16s duration
Level 4 : 36MP, Effect Multiplier x2.4, 18s duration
Level 5 : 38MP, Effect Multiplier x2.7, 20s duration
Level 6 : 40MP, Effect Multiplier x3.0, 22s duration
Level 7 : 42MP, Effect Multiplier x3.3, 24s duration
Level 8 : 44MP, Effect Multiplier x3.6, 26s duration
Level 9 : 46MP, Effect Multiplier x3.9, 28s duration
Level 10: 48MP, Effect Multiplier x4.2, 30s duration
Level M : 54MP, Effect Multiplier x5.4, 36s duration [2 TM point to master]
Aspd increased = matk * (multiplier / 100) (doesn't seem like a lot, but it is)
-useful on monsters with high atk, this makes them attack much slower.
-requires at least one level for water sheeps
-does NOT decrease movement speed!

G. Mana Ring, the chakrums of magic
Requirements: TMlevel 20, no skill prereqs, 4000g
Prerequisites of: Reinforced MR(lv10), Phobos Blast [Fire](lv10), Earthly Rock [Earth](lv10)
Casttime: 0.3s | Cooldown: 1.5s
Specifics: ranged targeted small aoe
Level UP effects -> MP cost, damage, aoe range, hit chance increases with level
Level 1 : 60MP, 400power, 2 range [2 TM point to learn]
Level 2 : 67MP, 500power, 2 range
Level 3 : 74MP, 600power, 2 range
Level 4 : 81MP, 700power, 3 range
Level 5 : 88MP, 800power, 3 range
Level 6 : 95MP, 900power, 4 range
Level 7 : 102MP, 1000power, 4 range
Level 8 : 109MP, 1100power, 5 range
Level 9 : 116MP, 1200power, 5 range
Level 10: 140MP, 1300power, 6 range
Level M : 160MP, 1500power, 7 range [2 TM point to master]
Damage (before mdef) at center of effect = matk * (power / 100)
-aoe gets pretty big as level increases
-if this spell misses, your target will not be marked
-damage outside of center tile is SCALED based on % distance from center!
-things on the edge of the effect will not get hit for as much as things closer to the middle.
-MP efficiency drops at level 10, so get this to 9 or master all at once.

H. Mana Storm, the fury of magic
Requirements: TMlevel 35, no skill prereqs, 7000g
Prerequisites of: Galvest Typhoon [Wind](lv10)
Casttime: 1s | Cooldown: 5s
Specifics: ground targeted aoe
Level UP efects -> MP cost, damage increases with level.
Level 1 : 100MP, 700power [2 TM point to learn]
Level 2 : 112MP, 800power
Level 3 : 124MP, 900power
Level 4 : 136MP, 1000power
Level 5 : 148MP, 1100power
Level 6 : 160MP, 1200power
Level 7 : 172MP, 1300power
Level 8 : 184MP, 1400power
Level 9 : 196MP, 1500power
Level 10: 208MP, 1600power
Level M : 230MP, 1900power [2 TM point to master]
Damage (before mdef) = matk * (power / 100)
-aoe range does not increase with level
-if this spell misses, your targets will not be marked
-this spell has a small XP detriment for extra targets hit.

I. Mist of Mana, the infusion of power, the source of destruction
Requirements: TMlevel 40, Bottle of Mana lv1, 16000g
Prerequisites of: none
Casttime: instant | Cooldown: none
Specifics: matk buff
Level UP effects -> MP cost, matk% buff, duration increases with level.
Level 1 : 160MP, +10%matk, 100s duration [4 TM point to learn]
Level 2 : 180MP, +13%matk, 105s duration
Level 3 : 200MP, +16%matk, 110s duration
Level 4 : 220MP, +19%matk, 115s duration
Level 5 : 240MP, +22%matk, 120s duration
Level 6 : 260MP, +25%matk, 125s duration
Level 7 : 280MP, +28%matk, 130s duration
Level 8 : 300MP, +31%matk, 135s duration
Level 9 : 320MP, +34%matk, 140s duration
Level 10: 340MP, +37%matk, 145s duration
Level M : 380MP, +45%matk, 180s duration [3 TM point to master]
-increases your magic attack stat by a certain %
-this skill is a MUST, it must be incorporated into ALL builds!
-there is an equipment bug with this spell, equip ALL equipment before casting this buff to prevent it.

J. Arrow Rush, the basic turned deadly, the seal of fate
Requirements: TMlevel 50, Mana Arrows lv10, 20000g
Prerequisites of : none
Casttime: passive
Specifics: Augments Mana Arrow to shoot multiple arrows.
Level UP Effects -> Arrows released, damage multiplier increases with level, damage multiplier increases with Mana arrow level
Level 1 : 2 arrows, x18.30power(master mana arrow) [4 TM point to learn]
Level 2 : 2 arrows, x20.09power
Level 3 : 2 arrows, x14.70power
Level 4 : 3 arrows, x15.88power
Level 5 : 3 arrows, x12.89power
Level 6 : 4 arrows, x13.80power
Level 7 : 4 arrows, x12.00power
Level 8 : 5 arrows, x13.18power
Level 9 : 5 arrows, x12.28power
Level 10: 6 arrows, x13.80power
Level M : 7 arrows, x13.49power [3 TM point to master]
Damage per arrow (before mdef) = (Matk - 49) * power
Average hit chance = 64% + 0.9 * (your luck stat - target's luck stat)
-each arrow has its own hit chance roll
-all arrows will hit at the same damage
-damage per arrow increases from level 10 mana arrow to mastered mana arrow.
-cast time and cooldown are governed still by your mana arrows
-when you get this skill, you can no longer shoot a single arrow.

K. Reinforced Mana Ring, the sharpening of blades
Requirements: TMlevel 50, Mana Ring Lv10, 15000g
Prerequisites of: none
Casttime: passive
Specifics: Augments Mana Ring to do more damage.
Level UP Effects -> damage increased increases with level
Level 1 : +50power [3 TM point to learn]
Level 2 : +100power
Level 3 : +150power
Level 4 : +200power
Level 5 : +250power
Level 6 : +300power
Level 7 : +350power
Level 8 : +400power
Level 9 : +450power
Level 10: +500power
Level M : +650power [3 TM point to master]
Damage calculation is still the same
-very straight forward skill.

=FUTURE SKILLS, THESE ARE NOT ON THE OFFICIAL WEBPAGE=
L. Ray of Light, the blessings from above
Requirements: TMlevel 20, Recovery Lv10
Prerequisites of: none
Casttime: instant | Cooldown: 10s
Specifics: increases rate of MP recovery
Level UP Effects -> MP cost, recovery rate, duration increases with level
Level 1 : +08.0 MP recovery, 100s duration [2 TM point to learn]
Level 2 : +09.2 MP recovery, 105s duration
Level 3 : +10.4 MP recovery, 110s duration
Level 4 : +11.6 MP recovery, 115s duration
Level 5 : +12.8 MP recovery, 120s duration
Level 6 : +14.0 MP recovery, 125s duration
Level 7 : +15.2 MP recovery, 130s duration
Level 8 : +16.4 MP recovery, 135s duration
Level 9 : +17.6 MP recovery, 140s duration
Level 10: +18.8 MP recovery, 145s duration
Level M : +20.8 MP recovery, 160s duration [2 TM point to master]
MP Recovery Rate Total = (Pet MP Recovery * 8mp/tic + skill MP recovery)

M. Magic Tent, the covers of mana
Requirements: TMlevel 30, 6000g
Prerequisites of: All elemental defense buffs [adv. sheep](lv10)
Casttime: instant | Cooldown: 10s
Specifics: Personal MDef Buff
Level UP Effects -> MP cost, Mdef% buff, duration increases with level
Level 1 : 120MP, +10% mdef, 100s duration [2 TM point to learn]
Level 2 : 130MP, +13% mdef, 105s duration
Level 3 : 140MP, +16% mdef, 110s duration
Level 4 : 150MP, +19% mdef, 115s duration
Level 5 : 160MP, +22% mdef, 120s duration
Level 6 : 170MP, +25% mdef, 125s duration
Level 7 : 180MP, +28% mdef, 130s duration
Level 8 : 190MP, +31% mdef, 135s duration
Level 9 : 200MP, +34% mdef, 140s duration
Level 10: 210MP, +37% mdef, 145s duration
Level M : 240MP, +45% mdef, 180s duration [2 TM point to master]
Total MDef = (Original Mdef stat + equipment Mdef) * Mdef% buff
-the total is rounded down.

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2. Adv. Sheep Skills, maybe they are tasty? (ADVS) [couldn't use a**, you see]

The Five Sheep Elements.

a. The adv sheep is required to pick 2 elements out of the 5 available to use for the rest of their life, this choice is just as important as selecting a stat build, this ultimately determines how your character will be played, how fast it will level up, and its role in life.

b. The elements in order are: Lightning <> Fire <> Earth <> Wind <> Water <> Lightning
(its a circle, but you can't really do a circle on text)

c. To select an element, you must purchase the skill card of a preliminary prerequisite skill with no levels but is the prerequisite of all elemental spells in that element.

d. Once your first element is selected, the two elements not immediately next to it becomes closed to you forever, and you must choose an element from the remaining two.
For example, if you select earth, then you must select either fire or wind next.

e. To clarify all that, there are only FIVE possible builds with this system:
. Lightning/Fire
. Fire/Earth
. Earth/Wind
. Wind/Water
. Water/Lightning

COPYRIGHT MINT VANASHIER JULY2006

Adv Sheep Skills, in an orderly fashion
A. Elude, the power of music, the trance of tranquility
Requirements: TMlevel 51, no skill prereqs, 15300g
Prerequisites of: none
Casttime: instant | Cooldown: 10s
Specifics: Party, personal based AoE, MP cost buff
Level UP effects -> MP Cost, %MP cost reduced, duration increases with level
Level 1 : 150MP, -4.0%MP Cost, 100s duration [3 TM point to learn]
Level 2 : 155MP, -4.5%MP Cost, 105s duration
Level 3 : 160MP, -5.0%MP Cost, 110s duration
Level 4 : 165MP, -5.5%MP Cost, 115s duration
Level 5 : 170MP, -6.0%MP Cost, 120s duration
Level 6 : 175MP, -6.5%MP Cost, 125s duration
Level 7 : 180MP, -7.0%MP Cost, 130s duration
Level 8 : 185MP, -7.5%MP Cost, 135s duration
Level 9 : 190MP, -8.0%MP Cost, 140s duration
Level 10: 195MP, -8.5%MP Cost, 145s duration
Level M : 210MP, -10.5%MP Cost, 160s duration [3 TM point to master]
-The range of this spell is 6 tiles when you are standing still
-If you are in motion (moving), the range is reduced to 1 tile (as in yourself)
-Not particularly useful for certain elemental builds, for others, it is. A reduction in MP cost means you get to stay out in the field that much longer

B. The Preliminary Elemental Prerequisite Skills, the beginning of an end
Requirements: TMlevel 55, no skill prereqs, 5500g
Prerequisites of: All elemental skills of a Specific Element
Casttime: passive
Specifics: Prerequisite of elemental skils under a particular element
Level UP effects -> only 1 level
Level 1 : Grants you access to this element.
-Their names are not here because they are long, and many versions are floating around. But if I call it what I did, I'm sure everyone will understand. When names are finalized, they will be added here. The existence of the skill is more important than their names.
-All elemental skills will have a [Element] tag after the name in this guide, to obtain those skills, you must have the correct Preliminary Elemental skill.

C. Water Shell [Water], the might of water
Requirements: TMlevel 55, [Water Element], 22000g
Prerequisites of: Water Tube [Water](lv10)
Casttime: 1s | Cooldown: 2.5s
Specifics: Single target Water Direct Damage
Level UP Effects -> MP use, power, range increases with level
Level 1 : 70MP, 220power [2 TM point to learn]
Level 2 : 79MP, 230power
Level 3 : 88MP, 240power
Level 4 : 97MP, 250power
Level 5 : 106MP, 260power
Level 6 : 115MP, 270power
Level 7 : 124MP, 280power
Level 8 : 133MP, 290power
Level 9 : 142MP, 300power
Level 10: 151MP, 310power
Level M : 178MP, 340power [2 TM point to master]
Damage (before mdef) = (Matk - 49) * Power / 10
-Range of the spell increases with level

D. Water Tube [Water], the encumbrance of water
Requirements: TMlevel 85, [Water Element], 34000g
Prerequisites of: none
Casttime: passive
Specifics: Augments Water Shell [Water] to also cast a Mana web at the same time
Level UP Effects -> only 1 level
Level 1: 100% chance on Water Shell [Water] hit to also effect the enemy with your Mana Web spell. [2 TM point to learn]
-Only works if your Water Shell hits, if it misses, nothing happens
-Automatically casts your Mana Web with no mp use or cooldown on the enemy
-If you level up Mana Web, this will cast whatever level of Mana Web you have currently.
-The Mana Web cast has its own hit chance.

E. Lightning [Lightning], the shock of nature
Requirements: TMlevel 55, [Lightning Element], 22000g
Prerequisites of: Stun Spark [Lightning](lv10)
Casttime: 1s | Cooldown: 2.5s
Specifics: Targeted, Multi-target jump Lightning Direct Damage
Level UP Effects -> MP use, power multiplier, new-targets, initial range, jump range increase with level
Level 1 : 100MP, x15.4power, 2 new targets [2 TM point to learn]
Level 2 : 108MP, x16.2power, 2 new targets
Level 3 : 116MP, x17.0power, 2 new targets
Level 4 : 124MP, x17.8power, 2 new targets
Level 5 : 132MP, x18.6power, 3 new targets
Level 6 : 140MP, x19.4power, 3 new targets
Level 7 : 148MP, x20.2power, 3 new targets
Level 8 : 156MP, x21.0power, 4 new targets
Level 9 : 164MP, x21.8power, 4 new targets
Level 10: 172MP, x22.6power, 4 new targets
Level M : 196MP, x25.1power, 5 new targets [2 TM point to master]
Damage (before mdef) = (Matk - 25) * power multiplier
-The spell only jumps once, if no new targets are in range, it will not jump.
-When the spell jumps, the damage is not reduced
-If your spell misses its first target, it does not jump
-The new targets each get their own hit chance roll.
-This spell is good for eliminating extra targets, because they are guarenteed to be targetted.

F. Stun Spark [Lightning], the embrace of paralysis
Requirements: TMlevel 90, Lightning [Lightning](lv10), 36000g
Prerequisites of: none
Casttime: passive
Specifics: Augments Lighting to also have a chance to stun the enemies
Level UP Effects -> Only one level
Level 1 : 100% chance on Lightning hit to have a chance to stun the target for a few seconds [2 TM point to learn]
-duration based on matk, formula unknown
-If your Lightning spell hits (does damage), Stun Spark will perform a hit chance roll to see if it takes effect.
-Stunned Enemies are frozen in the duration and drop their targets if any.
-There is no graphical confirmation that this spell worked, only that the monster stopped moving.

G. Flame Tornado [Fire], the dance of embers
Requirements: TMlevel 55, [Fire Element], 22000g
Prerequisites of: none
Casttime: 1s | Cooldown: 2.5s
Specifics: Single Target Fire Direct Damage
Level UP Effects -> MP used, power increases with level
Level 1 : 80MP, 210 power [2 TM point to learn]
Level 2 : 88MP, 225 power
Level 3 : 96MP, 240 power
Level 4 : 104MP, 255 power
Level 5 : 112MP, 270 power
Level 6 : 120MP, 285 power
Level 7 : 128MP, 300 power
Level 8 : 136MP, 315 power
Level 9 : 144MP, 330 power
Level 10: 152MP, 345 power
Level M : 176MP, 390 power [2 TM point to learn]
Damage (before mdef) = (Matk - 49) * power / 10
-low hit chance, high damage
-very straight forward spell, does what it should

H. Phobos Blast [Fire], the destructive power of flames
Requirements: TMlevel 110, [Fire Element], Mana Ring lv10, 66000g
Prerequisites of: none
Casttime: 1.8s | Cooldown: 4s
Specifics: Ground Targeted Fire AoE
Level UP Effects -> MP used, power increases with level
Level 1 : 160MP, 180 power [3 TM point to learn]
Level 2 : 174MP, 210 power
Level 3 : 188MP, 240 power
Level 4 : 202MP, 270 power
Level 5 : 216MP, 300 power
Level 6 : 230MP, 330 power
Level 7 : 244MP, 360 power
Level 8 : 258MP, 390 power
Level 9 : 272MP, 420 power
Level 10: 286MP, 450 power
Level M : 300MP, 540 power [3 TM point to master]
Damage (before mdef) = (Matk - 49) * power / 10
-AoE is 2 tiles, essentially your target, plus anything right next to it will get hit
-if you work with mana rings, then you should be used to it by now
-in PvP, does not hit other targets

I. Earthquake [Earth], the fury of the calm
Requirements: TMlevel 55, [Earth Element], 22000g
Prerequisites of: none
Casttime: 2.5s ~ 1.5s | Cooldown: 3s
Specifics: Ground Targeted Earth AoE
Level UP Effects -> MP used, power multiplier increases with level. Casttime decreases with level
Level 1 : 70MP, 2.5s cast, x16.5power [2 TM point to learn]
Level 2 : 80MP, 2.4s cast, x17.0power
Level 3 : 90MP, 2.3s cast, x17.5power
Level 4 : 100MP, 2.2s cast, x18.0power
Level 5 : 110MP, 2.1s cast, x18.5power
Level 6 : 120MP, 2.0s cast, x19.0power
Level 7 : 130MP, 1.9s cast, x19.5power
Level 8 : 140MP, 1.8s cast, x20.0power
Level 9 : 150MP, 1.7s cast, x20.5power
Level 10: 160MP, 1.6s cast, x21.0power
Level M : 190MP, 1.5s cast, x22.5power [2 TM point to master]
Damage (before mdef) = (Matk - 25) * power
-high hit chance
-wide area of effect
-this spell is subject to an exp deduction on all targets

J. Earthly Rock [Earth], the power of the solid
Requirements: TMlevel 115, [Earth Element], Mana Ring lv10, 69000g
Prerequisites of: none
Casttime: 2s | Cooldown: 4.5s
Specifics: Ranged Targeted Earth AoE
Level UP Effects -> MP used, power multiplier, AoE range increases with level.
Level 1 : 250MP, x20power [3 TM point to learn]
Level 2 : 255MP, x21power
Level 3 : 260MP, x22power
Level 4 : 265MP, x23power
Level 5 : 270MP, x24power
Level 6 : 275MP, x25power
Level 7 : 280MP, x26power
Level 8 : 285MP, x27power
Level 9 : 290MP, x28power
Level 10: 295MP, x29power
Level M : 310MP, x32power [3 TM point to master]
Damage (before mdef) = (Matk - 25) * power
-high hit chance
-this spell works like mana ring in terms of damage, damage is scaled downwards further out from the center.
-your target will always be hit full force.

END OF PART ONE (there's a character limit apparently)

Part two completed, scroll down further to see it
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