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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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Old 30 Jul 2006   #2
CMcB
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you wouldn't happen to have this kinda information for other classes would you *cough*BUNNY*cough*
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Old 30 Jul 2006   #3
Jewcat
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From what I understand, Minty is purely a Sheep expert.
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Old 30 Jul 2006   #4
CMcB
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Dang...oh well...it's not really needed...just would be nice to have some bunny enthusiasts apart from myself
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Old 30 Jul 2006   #5
James
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I'd make a sheep just to be spoonfed by this guide, and Minty...

If ya ever get bored of playing sheep, hop on over to the raccoon section
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Old 30 Jul 2006   #6
RavingGirl
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Failure at a disclaimer, might I suggest a better one?

This is a guide to Trickster Online, any similarities to content of this guide is purely coincidental. This work is copyrighted(© 2006 Minty), you may not redistribute it in any way shape or form without my consent.

Last edited by RavingGirl : 30 Jul 2006 at 08:37 AM.
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Old 30 Jul 2006   #7
mzkitty
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what lvl do you advise for mana/magic arrow if you're not going arrows?
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Old 30 Jul 2006   #8
Minty
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Originally Posted by RavingGirl
Failure at a disclaimer, might I suggest a better one?

This is a guide to Trickster Online, any similarities to content of this guide is purely coincidental. This work is copyrighted(© 2006 Minty), you may not redistribute it in any way shape or form without my consent.
thanks, I'll use your suggestion! =D

Originally Posted by mzkitty
what lvl do you advise for mana/magic arrow if you're not going arrows?
Level 1, do not get any more, no matter how tempting.
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Old 30 Jul 2006   #9
vinh2006
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hmm i guess i can use this guide a bit because im becoming dragon^_^
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Old 30 Jul 2006   #10
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Yay! Thanks for this guide ^^
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Old 30 Jul 2006   #11
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thanks for this guide- although i'm gonna be a dragon this helped me a lot.
This thread makes me want to create a sheep O.o
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Old 30 Jul 2006   #12
Minty
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Part Two!

This is continued straight from Part 1 above, I will probably recompile all the stuff later so every part comes one after the other
[Copyright © Feng Kevin Gu, July 2006, All rights reserved.]


This guide is now copyrighted under my brother's name, there is a reason for that and when validated, it will be posted here

This is a guide for sheeps, any similarity to content is purely coincidental. You may not copy or redistribute this guide in any shape or form without my consent.

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.

L. Galvest Typhoon [Wind], the calm eye of the storm
Requirements: TMlevel 105, [Wind Element], Mana Storm (lv10), 63000g
Prerequisites of: none
Casttime: 2.5s | Cooldown: 1s
Specifics: Personal Wind AoE
Level UP Effects -> MP used, power, duration, targets hit increases with levelLevel 1 : 210MP, 2 targets, 220 power, 5s duration [3TM point to learn]
Level 2 : 215MP, 2 targets, 235 power, 6s duration
Level 3 : 220MP, 2 targets, 250 power, 7s duration
Level 4 : 225MP, 2 targets, 265 power, 8s duration
Level 5 : 230MP, 2 targets, 280 power, 9s duration
Level 6 : 235MP, 3 targets, 295 power, 10s duration
Level 7 : 240MP, 3 targets, 310 power, 11s duration
Level 8 : 245MP, 3 targets, 325 power, 12s duration
Level 9 : 250MP, 3 targets, 340 power, 13s duration
Level 10: 255MP, 3 targets, 355 power, 142 duration
Level M : 270MP, 4 targets, 400 power, 18s duration [3 TM point to master]
Damage (before mdef) = (Matk - 49) * Power / 10
-the spell hits once when the spell finishes casting, the once more every 2 seconds for the duration
-the spell is always targeted on your character, you are the center of the AoE
-each hit randomly selects 2 ~ 4 targets, based on level of skill, that are within a range of 2 tiles from you.
-each hit one each target has its own hit chance
-while the spell takes duration, you may perform any action that doesn't require you to move such as: drilling, potting, melee attacking, casting other spells
-if you move while the spell is taking effect, the spell will be canceled
-if the spell is cancelled for any reason (you move, or duration wears off), the 1s cooldown will begin.

=FUTURE SKILLS, THESE ARE NOT RELEASED WITH THE FIRST RELEASE=
M. Elemental Defense, the barrier of mastery
Requirements: TMlevel 100, [Specific Element], Magic Tent lv10, 40000g
Prerequisites of: none
Casttime: 1s | Cooldown: instant
Specifics: Personal Elemental Resistance Buff
Level UP Effects -> MP cost, Elemental Resistance, duration increases with levelLevel 1 : 250MP, +10% mdef elemental resistance, 100s duration [2 TM point to learn]
Level 2 : 252MP, +12% mdef elemental resistance, 105s duration
Level 3 : 254MP, +14% mdef elemental resistance, 110s duration
Level 4 : 256MP, +16% mdef elemental resistance, 115s duration
Level 5 : 258MP, +18% mdef elemental resistance, 120s duration
Level 6 : 260MP, +20% mdef elemental resistance, 125s duration
Level 7 : 262MP, +22% mdef elemental resistance, 130s duration
Level 8 : 264MP, +24% mdef elemental resistance, 135s duration
Level 9 : 266MP, +26% mdef elemental resistance, 140s duration
Level 10: 268MP, +28% mdef elemental resistance, 145s duration
Level M : 274MP, +34% mdef elemental resistance, 180s duration [3 TM point to master]
Total MDef (towards element) = (Original Mdef stat + equipment Mdef) * (Magic Tent mdef% + Elemental Defense mdef%)

||||||||||||||||||||||||||||||||||
3. Stat Builds, which one is best for you?

All sheeps have a magic stat of 4, this is locked for us before we start, and I doubt any of us wants anything in power, so all sheep builds are 14xx, which means we have 4 different builds possible

1Power, 4Magic, 1Sense, 4Charm
This build features high hp, high defense, and high evasion rate, essentially it is very hard for you to die with this build, however, your hit rate is incrediblly low and you will suffer for it for a very long time...notice I didn't say permanently.

Without anything in sense, you won't be able to synthesize very much, you will probably have to resort to buying potions instead of making them, nor can you carry very much with you. But your cure spell will heal yourself for a lot more than anyone else.

If you like a support role, or believe a good defense is a good defense, this may be the build for you

Early on in the game, your character will essentially be struggling to hit anything, but late game, this character has the greatest survivability out of all 4 builds.

Later, as long as you can get your hands on very good luck equipment, you'll be alright

1Power, 4Magic, 2Sense, 3Charm
This build is the average joe build, agreed upon by the japanese/chinese/korean community as the best build for sheeps of any skill build, it features high enough hp, along with the ability hit decently, 2 sense is all you need to hit decently (not all the time)

Your skill in synthesis and digging still leaves something to be desired, but that'll be fine once you get to higher levels as well.

For more luck, you can always equip luck equipment.

1Power, 4Magic, 3Sense, 2Charm
This build is more of a hybrid type, mixing decent hp with high hit chance for a deadly combination for both you and the enemies. You will be hitting most of the time, so there is little to worry about missing stuff. Unfortunately the trade off is that you will be getting hit most of the time and dying quite quick when you do.

Fortunately, you have the weight limit to lug around potions to chug in a pinch, and you can make your own potions reliably.

With the way monsters aggro, this might be the better build, the trade off is either hp or hit chance, take your pick between this one and 1423 if you want just a normal character

1Power, 4Magic, 4Sense, 1Charm
A real powerhouse of a character, this is the proverbial mage, weak in stature, strong in the mind. You are guarenteed to hit anything your level, and even stuff beyond. You can carry around a lot of stuff and produce your own to boot. With high luck, growth synthesis often results in the higher half of the spectrum, allowing you to create for yourself items with high defense or high hp, to cover up what you are missing.

The words of wisdom for any mage: "if you never get hit, having 1 hp is enough" this is especially true for this character, your chances of staying alive depends solely on you, the player's ability to not step into melee range of a monster.

If you like a challenge with a very destructive future, this build may be better for you.

Besides, you can spam pots like no tommorow...it'll just cost a lot.
================================================== ====
Mathematical Arguement between stat builds
for those not interested, you can skip this section, although it does open some new ideas.
Some mathematical skill required! Not for the mathematically faint-hearted!!

After much research, it has become evident that a sheep needs 3 stats, Magic Attack, Luck, and HP/def/evade. Ntreev, being the sneaky little bastards that they are, have put these 3 stats under 3 different major stats, essentially forcing us to pick 2 over the other. The real question now is, which 2 do we pick, and which one do we sacrifice?

Laying Each stat out side by side with their various formulas, we get:
Matk, +1 / 4 levels, used as a multiplier in spell damage
Luck, +1 / 4 levels, used as a % hit chance in spell damage
HP, +30 / 1 level, a constant growth factor that keeps us a live.

by applying points to these, we vary how fast they grow. Since we are stuck with 4 magic, we'll start with this one.

We have a constant of 4 magic, this means every 4 levels, it will naturally increase by 1 point or .25matk/level

The luck stat is variable, depending on what we assign to Sense. Since luck also increases by 1 point every 4 levels, a 3Sense character will have their luck naturally increase by 1 point every 5 1/3 levels, or a rate of .1875luck / character level. A 2Sense character will have their luck naturally increase by 1 point every 8 levels, or 0.125luck / character level.

The HP stat is also variable, a 3Charm character will have their HP naturally increase by 30 points every 1 1/3 levels, or 22.5HP/level, while a 2Charm character will have a rate of 15HP/level

So here's what we have so far:
4Magic -> .25matk/level
3Sense -> .1875luck/level, 2Sense -> .125luck/level
3Charm -> 22.5HP/level, 2Charm -> 15HP/level
---------------

Now, remember that when you level up, you are granted 4 bonus points to place into a stat, although it takes 4 bonus points to raise a stat by 1 level, we'll break these points down so that each point increases a stat by a certain amount.

*Every point placed in Matk -> +.0625matk
*Every point placed in Luck -> +.0625luck
*Every point placed in HP -> +7.5HP

Alright, now look at what each stat DOES from the above list, together with what each point does, plus what we get per level! (basically everything together)

Every Level:
4 Magic -> +.25 damage multiplier to spells/level, +.0625 per point spent
3 Sense -> +.1875% hit chance to spells/level, +.0625% per point spent
2 Sense -> +.125% hit chance to spells/level, +.0625% per point spent
3 Charm -> +22.5HP /level, +7.5HP per point spent
2 Charm -> +15HP/level, +7.5HP per point spent

Now lets ask some questions, what is a damage multiplier?
It increases your spells's damage by a certain amount, each +damage multiplier tranlates to a certain factor of the damage.

What is a hit chance%?
The ultimate chance you can hit an enemy is determined by base% + (your luck - their luck) so for every luck you get, you will get a bonus to your hit chance.

What is HP?
Well it keeps us alive, so it must play a role, without hp, the other two can't work.

So what about all those bonus points we were looking at?
This is how they fit into the scheme of things: lets take a look at 2 hypothetical characters at level 120, one with a 1423 build, and the other with a 1432 build.

Here's some numbers:
1423 build, level 120 -> base matk = 120 levels (+30matk), base luck = 60 levels (+15luck), base HP = 90 levels (+2700hp)
1432 build, level 120 -> base matk = 120 levels (+30matk), base luck = 90 levels (+22.5luck), base HP = 60 levels (+1800hp)

Now if you apply bonus points to things, we can have a variety of results; you can add points to either matk, luck, or HP, producing very different builds.

First Note that a stat build can be extended to look like this, which produces numbers based on the stats instead of the major stats: 1423 -> 111|444|222|333. In this view, we can apply constant bonus points to stats every level and be able to denote them. For example, a 1423 build which applies 2matk, 1luck, and 1hp every level will look like: 111|464|223|433

Now, constantly applying bonus points, we see some very interesting results, first off, it is clear that the stats are all interdependant, raising one requires the sacrifice of something else.

The HP graph shows "120 hp units" per 4 levels (30 hp per level), each hp unit is "1 HPu" and is equivalent to 120hp, this makes it even with the other graphs

The 3 stats are best viewed on a 3-D graph correlating the 3 stats, but since that is not possible on a 2-D forum thread, the three axis will be taken one at a time, each edge of an axis represents the extremes of stat point distribution, the left side being 0 points to this stat, the right being 4 points.

1423 build at level 120

30--------37.5----------45--------52.5----------60Matk
|__________|__________|__________|__________|
0-----------1------------2-----------3-----------4bonus points

15--------22.5----------30--------37.5----------45Luck (HPu in a 1432 build)
|__________|__________|__________|__________|
0-----------1------------2-----------3-----------4bonus points

22.5-------30---------37.5----------45----------52.5HPu (Luck in a 1432 build)
|__________|__________|__________|__________|
0-----------1------------2-----------3-----------4bonus points

If you stare at these graphs long enough, something will suddenly hit you, at a specific character level, EVERY BUILD has the SAME number of distributive status points!

At level 120, this number is 97.5 status points (add up the values for a 4 point combination),
the formula is [# of status points = level * 0.8125]

Its this interplay of bonus point distrubution that produces a wide variety of builds.

Essentially this raises the question of where the bonus points go...
Lets look closer at what the difference between a 111|474|223|333 build and a 111|484|222|333 build is.
(+3matk/+1luck vs +4matk)
Here's some more numbers:
Level 12, 111474223333 -> 55.25Matk, 2.25luck
Level 12, 111484222333 -> 56.00Matk, 1.50luck
. 2.4% less matk, .75% more chance to hit, not bad
Level 120, 111474223333 -> 102.5Matk, 22.5luck
Level 120, 111484222333 -> 110.0Matk, 15.0luck
. 7.8% less matk, 7.5% more chance to hit! nice even trade off
Level 360, 111474223333 -> 207.5Matk, 67.5luck
Level 360, 111484222333 -> 230.0Matk, 45.0luck
. 9.8% less matk, 22.5% more chance to hit, that's almost a whole quarter!

Essentially:
if x = character level, then...
lim x->inf. : MAtkDifference(x) = 12.5%!! per bonus point difference
and
LuckDifference(x) = (0.0625 * x)% per bonus point difference
So the difference is lots more hit chance at the loss of 1/8 of your spell damage!

For Arrow Rush, this means you just have to have one extra arrow hit (1/7 > 1/8) to cover that damage, and hit they will!

Equipment of course plays a role in all this, so lets look at some hypothetical equipments.
Searching the many sites for trickster, one realizes that more matk equipment exists than luck, and as level increases, matk equipment gets better at a rate faster than the luck equipment. A REAL level 200 wand provides 34 matk while giving only 11 luck, lets translate these numbers
34 Matk -> 136 levels! of Matk stat
11 luck -> 44 levels of luck stat
woah! the difference is quite obvious! You are provided much more Matk from items than you are luck from items!

Draw your own conclusions, I've done the math so you don't have to.

End of Part two!
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Old 30 Jul 2006   #13
Sheep
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Yay it's back, now i can delete my old thread .
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