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[Uncompleted] Character Guide

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[Uncompleted] Character Guide

Post  Aybrie on Wed Jan 25, 2012 6:13 pm


Character Classes Available

Dio, Zero, Ley

1st-2nd

~~~~~~~~~~~~~~~~~

Elesis, Lire, Arme, Ronan, Ryan, Lass, Amy, Jin, Sieghart, Mari, Rufus

1st-4th



CHARACTER STATS

Stats can increase by leveling up or unlocking job advancements. However, majority of stats will come from wearing equipment. While most equipment including their properties give the same stats regardless of character, all standard basic equipment (Helm, Upper Armor, Lower Armor, Gloves and Shoes) give varying amounts.

The difference of stats from basic equipment between different characters is actually minor, even between Very High and Low. This table only serves to explain the discrepancy of stats between different characters wearing the same equipment. Also, the total stats of similar sets are always equal. Likewise, the average stat distribution of each character is always Neutral.

Character | Attack | Defense | Vitality


Elesis | Low | Very High | Low

Lire | Neutral | Neutral | Neutral

Arme | High | Low | Neutral

Lass | High | Neutral | Low

Ryan | Neutral | High | Low

Ronan | High | Neutral | Low

Amy | Neutral | Neutral | Neutral

Jin | Neutral | High | Low

Sieghart | Low | Very High | Low

Mari | High | Low | Neutral

Dio | Low | Very High | Low

Zero | Low | Very High | Low

Ley | High | Low | Neutral

Rufus | Low | Very High | Low


BASE CHARACTERS


ELESIS

Name: Elesis

Age: 15

Favorite Activities: Intense Battles

Pet Peeve: Easy Battles

Elesis is a Kanavan Knight and daughter of a Kanavan Tracker who never returned after he was dispatched to find Kaze'aze. She is an exceptional swordsman who has been trained by her father since childhood. While she was on a journey to find her father, she heard news about Kazefaze in the Serdin Kingdom. Hiding her true identity, Elesis joins the Grand Chase in hopes of finding her father

RANDOM FACTS ABOUT ELESIS!

After the departure of the Knight Master, Elesis seems to take on leadership roles.
Sieghart is her grandfather, but she tends to rage at him a lot.
Elesis appears to have no control over her emotions, always raging and has no sense of strategy.
Elesis and Arme tend to argue a lot during their adventures from Trial Tower to Gorgos' Dungeon and from Partusay's Sea to Kamiki's Castle, while Lire always has to break up the two's usually-pointless battles.
Elesis is the leader of a group called the Ruby Knights. However, this guild is only mentioned in dialogue, nowhere else.


1st Job: Knight - Skill Tree



Basic



Combo Attack


Combo 5
Required Level: Lv 0
SP: 0
Requires: N/A
Input: Z Z Z Z Z
Info: A 6 hit combo involving basic slices.


--------------------------------------------------------------------------------

4th Combo
Required Level: Lv 19
SP: 2
Requires: N/A
Input: Z Z Z Z
Info: A four hit combo attack using kicks and slices.
Note: This combo can be continued without hitting anyone, allowing you to use utilizing combo, critical/double attack or roll immediately.

Utilizing Combo


Air Combo Lv1
Required Level: Lv 0
SP: 0
Requires: N/A
Input: During Combo, ↑Z Z
Info: A combo application that throws enemies into the air and then strikes them down.


--------------------------------------------------------------------------------

Forward Combo
Required Level: Lv 5
SP: 1
Requires: N/A
Input: During Combo, ↑Z Z
Info: An attack that allows you to swing your blade while doing a combo, letting you hit 4 more times.


--------------------------------------------------------------------------------

Air Double Combo
Required Level: Lv 14
SP: 1
Requires: Forward Combo
Input: During Combo, ↑Z Z Z Z
Info: An attack that allows you to throw the enemy into the air and attack with mutiple strikes.


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Air Combo Lv 2
Required Level: Lv 34
SP: 2
Requires: Air Double Combo
Input: During Combo, ↑Z
Info: An attack that tosses the enemy into the air and hits them twice and throwing them away.

Critical


Critical Attack Lv1
Required Level: Lv 0
SP: 0
Requires: N/A
Input: During Combo, → → or ← ←
Info: A skill that allows you to hit 2 more times while doing a combo to do additional damage.


--------------------------------------------------------------------------------

Critical Attack Lv 2
Required Level: Lv 23
SP: 2
Requires: N/A
Input: During Combo, → → or ← ←
Info: A skill that strikes with the butt of the blade, lifting enemies high.

Double Attack


Double Attack Lv 1
Required Level: Lv 0
SP: 0
Requires: N/A
Input: After Combo, → → or ← ←
Info: A skill that can cause additional damage by continuously hitting 2 more times after doing a combo.


--------------------------------------------------------------------------------

Double Attack Lv 2
Required Level: Lv 22
SP: 2
Requires: N/A
Input: After Combo, → → or ← ←
Info: A skill that does 2 continuous hits, used to do additional harmful damage when doing a combo.

Special Skill


Dash Thrust
Required Level: Lv 7
SP: 1
Requires: N/A
Input: Z, →
Info: A simple technique that strikes forward with the blade.


--------------------------------------------------------------------------------

Windmill Slash
Required Level: Lv 31
SP: 2
Requires: N/A
Input: Z →
Info: A special attack that leaps forward to perform a slice at great lengths.

Dash


Dash
Required Level: Lv 0
SP: 0
Requires: N/A
Input: → → or ← ←
Info: A skill that allows you to move quickly


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Jump Dash
Required Level: Lv 43
SP: 2
Requires: Dash
Input: → → → or ← ← ←
Info: A skill that allows you to slide a short distance after dashing. Gives you an extra boost while dashing.

Dash Attack


Dash Attack Lv 1
Required Level: Lv 0
SP: 0
Requires: N/A
Input: → → Z, Z
Info: A basic dash skill that hits the enemy twice in one attack.


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Dash Attack Lv 2
Required Level: Lv 13
SP: 1
Requires: N/A
Input: → → Z, Z
Info: Allows Elesis to slash upward after her dash attack. Also passively adds an extra hit to her dash attack.


--------------------------------------------------------------------------------

Dash Attack Lv 3
Required Level: Lv 53
SP: 2
Requires: Dash Attack Lv 2
Input: → → Z, Z
Info: Similar to Lv 2, but Elesis slashes downward after slashing upward.


--------------------------------------------------------------------------------

Jump Attack


Jump Attack
Required Level: Lv 0
SP: 0
Requires: N/A
Input: After Jump, Z
Info: A basic jump attack that strikes down on the enemy while jumping.


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Jump Double Attack
Required Level: Lv 47
SP: 2
Requires: N/A
Input: After Jump, Z
Info: An attack that allows you to swing your sword down twice after you jump. Compared to Jump Attack Lv1, each swing deals less damage but together deal more damage.

Special Skill


Evasive Slice
Required Level: Lv 47
SP: 1
Requires: N/A
Input: Z ←
Info: A special ability that rolls backward to counterstrike with a slice.

Special Skill


Provocation
Required Level: Lv 47
SP: 1
Requires: N/A
Input: D or V
Info: Performs a unique taunt (waving off the enemy) that decreases the defensive power of the target by 2x while increasing their attack power by 2x. It lasts for 10 seconds with a cooldown of 20.
Note: The description in-game is misleading; It says that Provocation, ironically, does not increase their offensive abilities.

Special Skills


1st Bar



Mega Slash Lv 1
Required Level: 0
SP: 0
Requires: N/A
Input: Press Z to charge one MP slot and release.
Info: A basic that strikes down after three thrusts with long delay.


--------------------------------------------------------------------------------

Mega Slash Lv 2
Required Level: 9
SP: 1
Requires: N/A
Input: Press Z to charge one MP slot and release.
Info: A three hit combo attack that throws the enemy into the air after hitting the enemy twice.


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Mega Slash Lv 3
Required Level: 27
SP: 2
Requires: Mega Slash Lv 2
Input: Press Z to charge one MP slot and release.
Info: A three hit combo attack that leaps upward while slamming down with the blade.



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Circle Blade
Required Level: 11
SP: 0
Requires: Bought in Cash Shop for 500 Cash
Input: Press Z to charge one MP slot and release.
Info: Hit a target with a sword and send the target into the air. Additional attack is possible while the target is in the air.


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Winding Flash Lv 1
Required Level: 16
SP: 1
Requires: Skill Key in Cash Shop for 3000 Cash
Input: Press Z to charge one MP slot and release.
Info: A special attack that performs four consecutive combos, the last knocking the target into the air.


--------------------------------------------------------------------------------

Winding Flash Lv 2
Required Level: 36
SP: 2
Requires: Winding Flash Lv 1
Input: Press Z to charge one MP slot and release.
Info: Performs five hits instead of four.


--------------------------------

Cruel Cleave Lv 1 (Rough Divide)
Required Level: 6
SP: 1
Requires: Skill Key in Cash Shop for 3000 Cash
Input: Press Z to charge one MP slot and release.
Info: A power type special attack that allows you to gather your strength and strike the ground causing damage with its shockwave.


--------------------------------------

Cruel Cleave Lv 2
Required Level: 19
SP: 2
Requires: Cruel Cleave Lv 1
Input: Press Z to charge one MP slot and release.
Info: A power type special attack that allows you to quickly spin your sword around to do multiple attacks and then strike the ground causing damage with its shockwave.

2nd Bar




Sword Fire Lv 1 (Sonic Wave)
Required Level: 0
SP: 0
Requires: N/A
Input: Press Z to charge two MP slots and release.
Info: A basic power type special attack that throws powerful waves from the sword to the enemies in front of you.


--------------------------------------------------------------------------------

Sword Fire Lv 2
Required Level: 15
SP: 2
Requires: N/A
Input: Press Z to charge two MP slots and release.
Info: A special attack that spreads 2 powerful flames flowing from your sword towards your enemies.


-----------------------------
Sword Fire Lv 3
Required Level: 30
SP: 3
Requires: Sword Fire Lv 2
Input: Press Z to charge two MP slots and release.
Info: A special attack that strikes down on an enemy with powerful flames after dashing.


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Magnum Break
Required Level: 11
SP: 0
Requires: Bought in Cash Shop for 600 Cash
Input: Press Z to charge two MP slots and release.
Info: Stab a target multiple times and shoot a strong spinning blow to inflict fatal damage.


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Cross Slash Lv 1
Required Level: 18
SP: 1
Requires: Skill Key in Cash Shop for 3000 Cash
Input: Press Z to charge two MP slots and release.
Info: A special attack where you slice the blade to create a shockwave.
Note: This ability in Season 2 was once known as "Vertical Slash" that was a 3rd Grade Skill and not a 2nd.


------------------------

Cross Slash Lv 2
Required Level: 38
SP: 2
Requires: Cross Slash Lv 1
Input: Press Z to charge two MP slots and release.
Info: Performs two consecutive shockwaves.


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Round Stream Lv 1
Required Level: 8
SP: 1
Requires: Skill Key in Cash Shop for 3000 Cash
Input: Press Z to charge two MP slots and release.
Info: A special attack that allows you to drag your sword on the ground to create sparks before charging into your enemy.


---------------------------

Round Stream Lv 2
Required Level: 28
SP: 2
Requires: Round Stream Lv 1
Input: Press Z to charge two MP slots and release.
Info: A special combination attack where you drag your sword on the ground, rush in and use the momentum of the sword to toss the enemy into the air and quickly bring them back down.

3rd Bar




Critical X Lv 1
Required Level: 0
SP: 0
Requires: N/A
Input: Press Z to charge all 3 MP slots and release.
Info: A basic special attack that allows you to attack while jumping and then use your sword to strike down multiple times. It has a wide range.


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Critical X Lv 2
Required Level: 21
SP: 1
Requires: N/A
Input: Press Z to charge all 3 MP slots and release.
Info: A special ranged attack that allows you to attack with jumping and ends with rushing at full force to cause high damage.


------------------------------

Critical X Lv 3
Required Level: 39
SP: 2
Requires: Critical X Lv 2
Input: Press Z to charge all 3 MP slots and release.
Info: An attack that allows for quick slashes while jumping and gives off powerful sword waves.


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Storm Blade
Required Level: 11
SP: 0
Requires: Bought in Cash Shop for 300 Cash
Input: Press Z to charge all 3 MP slots and release.
Info: Rapidly spin and attack a target, and then hits the ground with high impact.


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Magnum Break Lv 1
Required Level: 20
SP: 1
Requires: Skill Key in Cash Shop for 3000 Cash
Input: Press Z to charge all 3 MP slots and release.
Info: A powerful attack that performs two large flames strikes.
Note: Not to be confused with the Magnum Break Cash Skill.
Note: For some reason, Elesis says "Vertical Slash" instead of "Magnum Break". Of course, Magnum Break had replaced Vertical Slash, but was overlooked to be re-voiced.


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Magnum Break Lv 2
Required Level: 20
SP: 1
Requires: Skill Key in Cash Shop for 3000 Cash
Input: Press Z to charge all 3 MP slots and release.
Info: Attacks with three large flames.


---------------------------------------------------------------------------


Meteor Slash Lv 1
Required Level: 10
SP: 1
Requires: Skill Key in Cash Shop for 3000 Cash
Input: Press Z to charge all 3 MP slots and release.
Info: A power type special attack sweeps up and brings down flames to the ground.


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Meteor Slash Lv 2
Required Level: 30
SP: 2
Requires: Meteor Slash Lv 1
Input: Press Z to charge all 3 MP slots and release.
Info: A special fatal attack that slashes a powerful wave of flames.

Shared

Magic Defense

Magic Defense
Required Level: 29
SP: 1
Requires: N/A
Input: X
Info: A skill that blocks oncoming firebolts and arrows.

Defense


Firebolt Slash
Required Level: 11
SP: 1
Requires: N/A
Input: Z or ↑ Z
Info: A combo's first attack or jump attack that slashes a firebolt and consumes it. Timing is important.
Extra Info: Although it says "Firebolt", it can block Arrows and Kunais.

Evasion


Roll Lv 1
Required Level: 17
SP: 1
Requires: N/A
Input: During Combo, ↓
Info: A simplistic roll that slips behind the enemy.


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Roll Lv 2
Required Level: 25
SP: 2
Requires: Roll Lv 1
Input: During Combo, ↓
Info: Before performing the roll, an attack that launches the opponent is made.

Berserker


Super Berserker Lv 1
Required Level: 41
SP: 1
Requires: N/A
Input: While being attacked by Arrows/Kunai, ← or →
Info: An advance berserker skill that allows you to go into super armor status for 3 seconds. During the three seconds, you will not be affected by basic enemy attacks. However, it has no effect when being grabbed or attacked from above.


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Super Berserker Lv 2
Required Level: 45
SP: 2
Requires: Super Berserker Lv 1
Input: While being attacked by Arrows/Kunai, ← or →
Info: An advance berserker skill that allows you to go into super armor status for 5 seconds.


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Super Berserker Lv 3
Required Level: 49
SP: 3
Requires: Super Berserker Lv 2
Input: While being attacked by Arrows/Kunai, ← or →
Info: An advance berserker skill that allows you to go into super armor status for 7 seconds.

Hyper Armor


Hyper Armor Lv 1
Required Level: 35
SP: 1
Requires: N/A
Input: A
Info: Grants two second super armor. Has a one minute cooldown.
Extra Info: The ultimate defense skill; unlike regular Super Armor, characters won't be knocked down regardless of the attack performed (although this does not mean launcher type attacks won't throw him in the air) and immunity to halting status ailments (ie- Freezing, Petrification, Bind). It does not provide immunity to grabs however.


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Hyper Armor Lv 2
Required Level: 55
SP: 2
Requires: Hyper Armor Lv 1
Input: A
Info: Cut's the user's HP to enhance the time to 15 seconds. Has one minute cooldown.



2nd Job: Spearman - Skill Tree (Unreleased)


3rd Job: Sword Master - Skill Tree (Unreleased)


4th Job: Savior - Skill Tree (Unreleased)

Special Ability

Berserk
When Elesis gets hit by an arrow or kunai, a small meter will be shown to the right of her. The gauge empties quickly in a short amount of time. When the gauge is filled to the top after being hit by enough arrows or kunais, the word BERSERK will be shown in the middle of the screen, and those around her will be sent upward and back down, suffering a small bit of damage in the process.

Arrow Defense
Arrow Defense, by it's obvious name, defends from arrows. Tap the Dash Button ( or ) as an arrow is near. It is also possible to deflect arrows back to the user as well, though at a small chance. When successfully blocked, it will show as "Defense", and negate the damage of the arrow by 80%.

Arrow Defense only blocks standard-leveled arrows. If any enhanced arrow is approaching, it is impossible to defend/block it, and must be dodged.

All characters except for Lire and Arme have Arrow Defense.

Magic Defense
Basically the same thing as Arrow Defense, but does it on Magical components instead. Many certain abilities, such as reflectors, defensive swings, or defensive shields, are known to block only several magical attacks, mostly Firebolt-class spells.

Strangely, Elesis is the only character that can actually block the Magician's Magic Circle, in the same manner as Arrow Defense.

LIRE

Name: Lire

Age: 15

Favorite Activity: Anything related to Spirits.

Pet Peeve: Monsters (especially the ugly ones)

Elves from Eryuell Island are famous for their combat skills, but are naturally pacifistic and try to avoid becoming involved in human conflicts. However in recent years, the war of humans expanded across the entire continent and a series of bizarre incidents occurred. The elves decided to end their isolation and cooperate with the Humans. Working together, the elves and the humans discover that Kaze'aze is responsible for the havoc that is wrecking the continent.

To return peace to Eryuell Island and the continent, the elves decided to continue investigating Kaze'aze, and formed the Elven Corps to combat her evil. Lire is a member of the Elven Corps that has joined the Grand Chase on behalf of the elves.

RANDOM LIRE FACTS!

Lire appears to be able to keep herself calm better than her teammates.
Lire is usually the one breaking up the fights of Arme and Elesis whenever they quarrel with each other.
Although she happens to act so mockingly, it's probably because she tries to get rid of or hide her fear.


1st Job: Archer - Skill Tree



Basic

Combo Attack


Combo Fire Lv 1
Required Level: Lv 0
SP: 0
Requires: N/A
Input: Z Z Z Z Z
Info: Basic shooting skill that allows you to shoot 5 arrows in a row.


--------------------------------------------------------------------------------

Combo Fire Lv 2
Required Level: Lv 36
SP: 2
Requires: N/A
Input: Z Z Z Z Z
Info: Similar to Combo Fire Lv 1, but during the 1st~3rd arrow, you may use the up or down arrows to control the direction of the shots. For advanced users only.

Utilizing Combo


Quick Counter Lv 1
Required Level: Lv 14
SP: 1
Requires: N/A
Input: During Combo, ↑ ↑
Info: Simply uses a spin attack that catches nearby opponents off guard.


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Quick Counter Lv 2
Required Level: Lv 25
SP: 2
Requires: Quick Counter Lv 1
Input: During Combo, ↑ ↑
Info: Changes include lasting longer than Lv 1

Utilizing Combo


Barrage
Required Level: Lv 42
SP: 1
Requires: N/A
Input: During Combo, Z Z
Info: Skill that increases the number of arrows being shot out during a combo.

Jump Attack


Jump Shot
Required Level: Lv 0
SP: 0
Requires: N/A
Input: After Jump, Z
Info: Allows you to shoot diagonally downward during a jump. Can be used to defend yourself while mid-jump.


--------------------------------------------------------------------------------

Double Jump Shot
Required Level: Lv 29
SP: 1
Requires: N/A
Input: After Jump, Z Z
Info: Tapping Z twice after a jump will shoot 2 arrows at once.

Shooting Mode


Hunter's Stance
Required Level: Lv 16
SP: 1
Requires: N/A
Input: X ↓ Z
Info: Shoots a powerful shot from a fixed location. The delay from shots makes it difficult to use in combat. Move left or right to break out of the stance.
Extra Info: Although not said, this arrow will always push back targets and cannot be blocked.


--------------------------------------------------------------------------------

Ruthless Hunter
Required Level: Lv 18
SP: 2
Requires: Hunter's Stance
Input: X ↓ Z, Z
Info: Hitting the Z key twice in Hunter's Stance will shoot two arrows at once.

Dash


Dash
Required Level: Lv 0
SP: 0
Requires: N/A
Input: → → or ← ←
Info: Turn around quickly after dashing.


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Air Dash
Required Level: Lv 27
SP: 1
Requires: N/A
Input: After Jump, → → or ← ←
Info: A skill that allows you to air dash. Shooting during this dash can increase your speed.

Dash Attack


Dash Shot
Required Level: Lv 0
SP: 0
Requires: N/A
Input: → → or ← ←
Info: A skill that shoots an arrow after a dash. Dash Shots may knock down or stall your enemies, giving you time to run away.


--------------------------------------------------------------------------------

Double Dash Shot
Required Level: Lv 27
SP: 1
Requires: N/A
Input: After Dash, Z, Z
Info: Pressing Z twice will shoot two arrows, helping you gain distance away from the enemy.

Special Skill


Amplifying Orb Lv 1
Required Level: Lv 12
SP: 1
Requires: N/A
Input: After Jumping, ↓ Z
Info: Throws an orb downward to an enemy. These orbs reduce 15% of all defensive effects on the target for 5 seconds while stunning them shortly. Similar to other debuffs, orb effects do not stack over.
Trivia: Although it says "Amplifying" (meaning to buff), ironically the skill is actually debuffs your enemies, not buffing the whole team.


--------------------------------------------------------------------------------

Amplifying Orb Lv 2
Required Level: Lv 26
SP: 2
Requires: Amplifying Orb Lv 1
Input: After Jumping, ↓ Z
Info: Throws 2 orb downward to an enemy. Same effects as all other orbs.


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Amplifying Orb Lv 3
Required Level: Lv 39
SP: 3
Requires: Amplifying Orb Lv 2
Input: After Jumping, ↓ Z
Info: Throws 3 orb downward to an enemy. Same effects as all other orbs.

Evasion


Elven Agility
Required Level: Lv 28
SP: 3
Requires: N/A
Input: X + Z
Info: A skill that allows you to teleport behind and above your enemy. Counterattacks such as Grabs or Arrow Fire are possible.

Skills

1st Bar




Iron Storm Lv 1
Required Level: 0
SP: 0
Requires: N/A
Input: Press Z to charge one MP slot and release.
Info: Special attack that shoots 5 arrows at once, while being able to aim up or down.


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Iron Storm Lv 2
Required Level: 6
SP: 2
Requires: N/A
Input: Press Z to charge one MP slot and release.
Info: An explosion is caused when the enemy is struck by arrows, meaning that it cannot be blocked by regular arrow defenses.


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Iron Storm Lv 3
Required Level: 31
SP: 3
Requires: Iron Storm Lv 2
Input: Press Z to charge one MP slot and release.
Info: This skill shoots three initial arrows after the five. Unlike level 2, these can be blocked.


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Rapid Fire Lv 1 (Attack)
Required Level: 19
SP: 1
Requires: N/A
Input: Press Z to charge one MP slot and release.
Info: An aimable shot that shoots 5 arrows in a straight line.


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Rapid Fire Lv 2
Required Level: 38
SP: 2
Requires: Rapid Fire Lv 1
Input: Press Z to charge one MP slot and release.
Info: An aimable shot that not only shoots 5 arrows straightly, but shoots 5 arrows at once similar to Iron Storm Lv 1.


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Attack Swing
Required Level: 11
SP: 0
Requires: Bought in Cash Shop for 500 Cash
Input: Press Z to charge one MP slot and release.
Info: Launches the target into the air using the bow. Additional Grabs or Attacks are possible.


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Eagle Sight
Required Level: 11
SP: 0
Requires: Bought in Cash Shop for 500 Cash
Input: Press Z to charge one MP slot and release.
Info: Range of vision is greatly improved (approximately twice as large)


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Fire Arrow Lv 1
Not to be confused with Flame Arrow.
Required Level: 6
SP: 1
Requires: Skill Key in Cash Shop for 3000 Cash
Input: Press Z to charge one MP slot and release.
Info: An aimable shot that inflicts fire damage upon opponents.
Extra Info: This ability is the only thing that causes a "Burning" status, which leaves a DoT effect upon the foe struck (the DoT effect includes skills, so it is impossible to avoid it).

--------------------------------------------------------------------------------

Fire Arrow Lv 2
Required Level: 19
SP: 2
Requires: Fire Arrow Lv 1
Input: Press Z to charge one MP slot and release.
Info: An aimable shot that not only inflicts fire damage, but leaves flames upon the ground.


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Freezing Arrow
Required Level: 31
SP: 1
Requires: Skill Key in Cash Shop for 3000 Cash
Input: Press Z to charge one MP slot and release.
Info: An aimable shot that gives off a "Freezing" status.

Poison Arrow
Required Level: 38
SP: 0
Requires: Freezing Arrow
Input: Press Z to charge one MP slot and release.
Info: An aimable shot that gives a small DoT effect, along with MP Subtraction and Haste. However, tapping left or right can shortly break out the Poisonous status.

2nd Bar


Arrow Rain
Required Level: 0
SP: 0
Requires: N/A
Input: Press Z to charge two MP slots and release.
Info: A skill that shoots multiple shots in the air, and then rains some more upon your enemies.


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Head Shot Lv 1
Required Level: 22
SP: 1
Requires: N/A
Input: Press Z to charge two MP slots and release.
Info: An aimable skill that can fatally wound opponents.
Extra Info: Unlike the Thief's Fatal Fury Tempest, Head Shot can actually cause damage whether it fails or not.


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Head Shot arrow
Head Shot Lv 2
Required Level: Lv 41
SP: 2
Requires: Head Shot Lv 1
Input: Press Z to charge up 2 MP Slots and release.
Info: An aimable shot that can fatally wound opponents. Fires 2 arrows.



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Sharp Shot Lv 1
Required Level: 8
SP: 1
Requires: N/A
Input: Press Z to charge two MP slots and release.
Info: An aimable shot that leave off multiple wounds.


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Sharp Shot Lv 2
Required Level: 33
SP: 2
Requires: Sharp Shot Lv 1
Input: Press Z to charge two MP slots and release.
Info: An aimable shot that can leave off multiple wounds, while passing through that target.


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Dark Shot
Required Level: 41
SP: 1
Requires: Bought in Cash Shop for 3000 Cash
Input: Press Z to charge two MP slots and release.
Info: A short ranged shot that creates a vortex, inhaling opponents for 5 seconds.

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Scatter Shot
Required Level: 48
SP: 1
Requires: Dark Shot
Input: Press Z to charge two MP slots and release.
Info: Shoots a short ranged orb that multiplies 1 arrow into 5. It can only handle 5 shots or wears out over time.


--------------------------------------------------------------------------------

Trap Shot Lv 1 (Deep Fist)


Required Level: 8
SP: 1
Requires: Skill Key bought in Cash Shop for 3000 Cash
Input: Press Z to charge two MP slots and release.
Info: Shoots a trap that shoots up vines when stepped on.

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Trap Shot Lv 2
Required Level: 22
SP: 2
Requires: Trap Shot Lv 1
Input: Press Z to charge two MP slots and release.
Info: Shoots a trap that engulfs flames when sprung.

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Trap Shot Lv 3
Required Level: 33
SP: 3
Requires: Trap Shot Lv 2
Input: Press Z to charge two MP slots and release.
Info: Shoots a trap that springs up holy energy.

3rd Bar


Arrow Explosion (Shooting Star)
Required Level: 0
SP: 0
Requires: N/A
Input: Press Z to charge three MP slots and release.
Info: Shoots a large number of arrows that spiral outward.


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Meteor Shot
Required Level: 10
SP: 1
Requires: N/A
Input: Press Z to charge three MP slots and release.
Info: A powerful skill that shoots small magical based arrows along with a big meteor.

Stardust Rain
Required Level: 35
SP: 2
Requires: Meteor Shot
Input: Press Z to charge three MP slots and release.
Info: A fatal ability that shoots upward, exploding and raining burning embers downward. It is noted to be one of the most lethal skills, as it KOs enemies instantly regardless of position.


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Flame Arrow
Required Level: 11
SP: 0
Requires: Bought in Cash Shop for 700 Cash
Input: Press Z to charge three MP slots and release.
Info: A skill that shoots 5 powerful flames all at once.

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Demi Shock
Required Level: 10
SP: 1
Requires: Skill Key bought in Cash Shop for 3000 Cash
Input: Press Z to charge three MP slots and release.
Info: A skill that rains a short ranged laser that moves slowly.

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Magic Missile
Required Level: 44
SP: 1
Requires: Demi Shock
Input: Press Z to charge three MP slots and release.
Info: A skill that allows you to aim a deadly missile by using the arrow keys. In addition, the screen's range is shortly enhanced during the aiming.
Warning: Using this in conjunction with Eagle Sight will cause the screen to glitch, staying in Eagle Sight even after the skill has worn out, until you use Eagle Sight again.

Added by DeathByDarkness
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Guardian Attack Lv 1
Required Level: 24
SP: 1
Requires: Skill Key bought in Cash Shop for 3000 Cash
Input: Press Z to charge three MP slots and release.
Info: An attack that spawns two other Zephyrs, which shoots a vortex raining down arrows.


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Guardian Attack Lv 2
Required Level: 35
SP: 2
Requires: Guardian Attack Lv 1
Input: Press Z to charge three MP slots and release.
Info: An attack that spawns four other Zephyrs, which all 5 archers shoot forward.

Shared

Shoot Down


Ace Marksman
Required Level: 11
SP: 1
Requires: N/A
Input: Passive
Info: Other attacks, such as Firebolts, other Arrows, and possibly Kunai, are blocked by your own shots.

Advance


Elven Speed
Required Level: 20
SP: 2
Requires: N/A
Input: X ↑
Info: For 15 seconds along with a 20 second cooldown, the user's speed is greatly increased.

Elven Resilience
Required Level: 30
SP: 2
Requires: Elven Speed
Input: X ↑
Info: For 10 (says 5 as a left out typo) seconds along with a 20 second cooldown, the MP Regen is increased.

Rapid Fire
Required Level: 46
SP: 2
Requires: Elven Resilience
Input: X ↑
Info: For 10 seconds along with a 30 second cooldown, all Arrow Shots are increased in speed.



2nd Job: Crossbowman - Skill Tree (Unreleased)


3rd Job: Arch Ranger - Skill Tree (Unreleased)


4th Job: Nova - Skill Tree (Unreleased)


Last edited by Aybrie on Sat Feb 04, 2012 6:12 pm; edited 13 times in total
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Aybrie

Posts : 39
Join date : 2012-01-25
Age : 20
Location : Alaska

http://aybrie.blogspot.com/

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[Uncompleted] Character Guide (Arme and Ronan)

Post  Aybrie on Fri Feb 03, 2012 3:08 pm

ARME
Name: Arme

Age: 15

Favorite Activity: Magical Research.

Pet Peeve: Interference with her magic research.

Arme is a cheerful mage from Serdin, the Kingdom of Magic. She became a member of the Violet Mage Guild, the greatest guild of the Serdin Kingdom, at an early age. She has mastered both Black and White Magic, but her curiosity for magic is still insatiable. After learning about Kaze'aze’s powerful magic, Arme decided to join the Grand Chase, hoping to encounter the Queen of Darkness.

Other
■Arme always tends to argue with Elesis from Trial Tower to Gorgos' Dungeon and from Partusay's Sea to Kamiki's Castle. It's usually always Lire who ends up breaking up the fights.
■Arme tends to be cheerful, and yet sometimes acts mockingly and extremely immature.
■Arme reveals to have some sort of Grandfather before she set out on her journey. However, this is only mentioned in dialogue, nowhere else.


1st Job: Magician - Skill Tree



Basic

Combo Attack


Magic Circle
Required Level: Lv 0
SP: 0
Requires: N/A
Input: Z Z Z Z Z
Info: Creates a pentagram-like Circle that travels forward slowly. Although it lacks a lot of damage, its main purpose is to keep enemies at bay

Magic Combo
Required Level: Lv 4
SP: 1
Requires: N/A
Input: Z Z Z Z
Info: A short combo that mixes up magic and melee.

Utilizing Combo


Magician's Doll
Required Level: Lv 28
SP: 2
Requires: N/A
Input: Z ↓
Info: Spawns a dummy that basically acts like an obstacle, blocking paths. It can be destroyed in one hit, though backed up with no absolute cooldown.
Note: Each dummy has is attached to a piece of paper with a random face.

Utilizing combo


Earth Wave
Required Level: Lv 0
SP: 0
Requires: N/A
Input: During Combo, ↑
Info: Simply creates a wave that uses massive stunning to a nearby opponent. Note that the user is invulnerable during the animation of the wave.

Fall Recovery Attack


Nature Attack
Required Level: Lv 6
SP: 1
Requires: N/A
Input: Fall Recovery Attack
Info: Simply creates a small aura during a recovery of when one fell. Renders user invincible and knocks down nearby enemies during animation.

Critical


Critical Lv 1
Required Level: Lv 0
SP: 0
Requires: N/A
Input: During Combo, → →
Info: Simply throws a Firebolt to the side.

Critical Lv 2
Required Level: Lv 8
SP: 1
Requires: N/A
Input: During Combo, → →
Info: Generates a small aura to deal away with those nearby.

Double


Double Lv 1
Required Level: Lv 0
SP: 0
Requires: N/A
Input: During Combo, → →
Info: Simply throws a Firebolt to the side.

Double Lv 2
Required Level: Lv 8
SP: 1
Requires: N/A
Input: During Combo, → →
Info: Throws off two waves on the side, simply pushing enemies away.

Skills

White Magic


1st Bar


Magic Shield Lv 1
Required Level: 0
SP: 0
Requires: N/A
Input: Press Z to charge one MP slot and release.
Info: Creates a minor shield to protect one self from incoming attacks.


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Magic Shield Lv 2
Required Level: 22
SP: 2
Requires: N/A
Input: Press Z to charge one MP slot and release.
Info: Changes include adding a throwable effect, similar to the basic Magic Circle.


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Fear Lv 1
Required Level: 12
SP: 1
Requires: N/A
Input: Press Z to charge one MP slot and release.
Info: A special ability that shoots a Tri-Shot. If enemies are impacted, they receive a 1.5x attack debuff. Lasts for 10 seconds.
Extra Info: The Tri-Shot is actually aimable during the casting.


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Fear Lv 2
Required Level: 43
SP: 2
Requires: Fear Lv 1
Input: Press Z to charge one MP slot and release.
Info: Decreases Defense instead of Attack.

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Shining Arrow
Required Level: 11
SP: 0
Requires: Bought in Cash Shop for 700 Cash
Input: Press Z to charge one MP slot and release.
Info: Throws a singular, infinite horizontal arrow that pierces the enemies' flesh dealing heavy damage.


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Wall of Ice
Required Level: 32
SP: 1
Requires: Skill Key in Cash Shop for 3000 Cash
Input: Press Z to charge one MP slot and release.
Info: Creates a Ice Wall on the side, which acts as obstacles. They take more damage than the usual Magician's Doll.
Extra Info: If one is standing directly ontop where the Wall would be, it would ultimately harm them.

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Frost Ring Lv 1
Required Level: 12
SP: 1
Requires: Skill Key in Cash Shop for 3000 Cash
Input: Press Z to charge one MP slot and release.
Info: Tosses a ring that cancels HP Regen for a long 15 seconds.

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Frost Ring Lv 2
Required Level: 23
SP: 2
Requires: Frost Ring Lv 1
Input: Press Z to charge one MP slot and release.
Info: Cancels MP Regen instead.

2nd Bar


Reverse Gravity (Land Scamper)
Required Level: 0
SP: 0
Requires: N/A
Input: Press Z to charge two MP slots and release.
Info: Summons a large AoE infinite vertical effect that lifts opponents while bringing them down, dealing large damage.


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Gravity Well (Reverse Gravity Lv 2)Edit
Required Level: 24
SP: 2
Requires: N/A
Input: Press Z to charge two MP slots and release.
Info: Simply adds a small suction ability before lifting targets into the sky.


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Ice Trap
Required Level: 7
SP: 1
Requires: N/A
Input: Press Z to charge two MP slots and release.
Info: Creates a large AoE area of Ice that acts like a mine. Pressing Z right after the summon will cause it to implode instantly. If not, it explodes after 5 seconds.

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Athena's Sword
Required Level: 11
SP: 0
Requires: Bought in Cash Shop for 600 Cash
Input: Press Z to charge one MP slot and release.
Info: Simply doubles the entire party's attack for 30 seconds.


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Ice Strike
Required Level: 34
SP: 1
Requires: Bought in Cash Shop for 3000 Cash
Input: Press Z to charge two MP slots and release.
Info: Creates a large crystalline aura that implodes around the user, creating havoc.


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Frost Explosion (Ice Circle Lv 1)
Required Level: 14
SP: 1
Requires: Bought in Cash Shop for 3000 Cash
Input: Press Z to charge two MP slots and release.
Info: Spawns three small grounded explosions that move at high velocity.

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Frost Pillar (Ice Circle Lv 2)
Required Level: 25
SP: 2
Requires: Bought in Cash Shop for 3000 Cash
Input: Press Z to charge two MP slots and release.
Info: Summons 3 large pillars that explode instantly. Those caught aren't so lucky.
Note: If the enemy is frozen by the pillar but not caught in the blast, they will be unable to break free until 5 seconds.

3rd Bar

Cure (Magician) Lv 1
Required Level: 0
SP: 0
Requires: N/A
Input: Press Z to charge three MP slots and release.
Info: Creates an AoE aura that heals the teammate's health.


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Cure (Magician) Lv 2
Required Level: 26
SP: 2
Requires: N/A
Input: Press Z to charge three MP slots and release.
Info: Healing effects are increased (not at a altered rate like the Alchemist's) while also revitalizing the user as well.

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Holy Strike
Required Level: 17
SP: 1
Requires: N/A
Input: Press Z to charge three MP slots and release.
Info: Creates an AoE aura that liberates nearby opponents. Basically its a third bar of the Double Lv 2.

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Penta-Striker
Required Level: 55
SP: 1
Requires: Holy Strike
Input: Press Z to charge three MP slots and release.
Info: Creates another AoE effect with the help of 5 loyal Violet Archmages of the Violet Mage Guild.

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Boost Heal
Required Level: 11
SP: 0
Requires: N/A
Input: Press Z to charge three MP slots and release.
Info: Greatly increases the HP Regeneration for 30 seconds.

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Divine Fortitude (Face of Gods)
Required Level: 36
SP: 1
Requires: Skill Key bought in Cash Shop for 3000 Cash
Input: Press Z to charge three MP slots and release.
Info: Summons another AoE effect that acts like a shockwave. Its poses twice as range than the Sentinel's Soul Effect.


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Gorgos Flame Lv 1
Required Level: 16
SP: 1
Requires: Skill Key bought in Cash Shop for 3000 Cash
Input: Press Z to charge three MP slots and release.
Info: Spawns a Red Gorgos that stomps the ground while releasing its flame upward before leaving.

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Gorgos Flame Lv 2
Required Level: 27
SP: 2
Requires: Gorgos Flame Lv 1
Input: Press Z to charge three MP slots and release.
Info: Summons a Red Gorgos that deals flame damage directly infront of its master.

Black Magic


1st Bar


Stone Curse Lv 1
Required Level: Lv 0
SP: 0
Requires: N/A
Input: Press Z to charge one MP slot and release.
Info: Throws a wave that deals petrification.

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Stone Curse Lv 2
Required Level: 0
SP: 0
Requires: N/A
Input: Press Z to charge one MP slot and release.
Info: Changes include a massive DoT effect during the petrification process at a cost of shorter range; it's harshly difficult to survive regardless of mashing effects.

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Ring of Holding Lv 1
Required Level: 13
SP: 1
Requires: N/A
Input: Press Z to charge one MP slot and release.
Info: Throws a bind ring upon enemies. Remember that they have to be on the ground for it to work.


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Ring of Holding Lv 2
Required Level: 33
SP: 2
Requires: Ring of Holding Lv 1
Input: Press Z to charge one MP slot and release.
Info: While throwing the ring, it throws a small orb dealing light damage.

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Dark Cloud
Required Level: 11
SP: 0
Requires: Bought in Cash Shop for 500 Cash
Input: Press Z to charge one MP slot and release.
Info: Simply throws a cloud that deals a Curse effect.


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Deliberating Aura (Blood Pest)
Required Level: 33
SP: 1
Requires: Skill Key in Cash Shop for 3000 Cash
Input: Press Z to charge one MP slot and release.
Info: Throws a purple, homing orb that steals MP while dealing light damage. If the orb hits, it returns to the caster as a blue orb and gives MP.
Note: Until the purple orb disappears, the caster cannot use 1st skills.


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Fire Shield Lv 1 (Protection from Fire)
Required Level: 6
SP: 1
Requires: Skill Key in Cash Shop for 3000 Cash
Input: Press Z to charge one MP slot and release.
Info: A shield buff that blocks damage received while reflecting part of it back to the attacker. Lasts 10 seconds, and its defensive abilities is enhanced prior to increasing Vitality.
Note: The Shield has a double edged effect: When casting a skill while the shield is active, the shield cannot break and will continue to reflect damage. However, the user may be petrified, frozen, etc. and cancel the skill being cast.
Added by DeathByDarkness
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Fire Shield Lv 2
Required Level: 23
SP: 2
Requires: Fire Shield Lv 1
Input: Press Z to charge one MP slot and release.
Info: Increases the shield's duration to 20 seconds. Also allows the use to sacrifice the shield to create three bursts of flame.

2nd Bar


Lightning Bolt
Required Level: 0
SP: 0
Requires: NA
Input: Press Z to charge two MP slots and release.
Info: Shoots an infinite horizontal range of Lightning, which can be aimed up or down. Mainly used for stunlocking.


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Energy Ball Lv 1
Required Level: 8
SP: 1
Requires: NA
Input: Press Z to charge two MP slots and release.
Info: Throws a large, massive ball of deadly energy. Its literally uncounterable and highly unavoidable, also the superior form of the Spell Knight's Spinning Circle.


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Energy Ball Lv 2
Required Level: 45
SP: 2
Requires: Energy Ball Lv 1
Input: Press Z to charge two MP slots and release.
Info: Throws not one, but three massive balls of energy, literally toasting the enemy.


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Home of Darkness
Required Level: 11
SP: 0
Requires: Bought in Cash Shop for 600 Cash
Input: Press Z to charge two MP slots and release.
Info: Throws a darkish skull that leaves a Confusion effect.


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Creeping Death (Foul Death)
Required Level: 35
SP: 1
Requires: Skill Key in Cash Shop for 3000 Cash
Input: Press Z to charge two MP slots and release.
Info: Throws a ghastly-like bomb that infects enemies with a DoT effect. If brought to an enemy or waited out for 10 seconds, it will explode in an AoE fashion.


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Shock Stun Lv 1
Required Level: 8
SP: 1
Requires: Skill Key in Cash Shop for 3000 Cash
Input: Press Z to charge two MP slots and release.
Info: Throws forward 3 bolts of lightning that explode into pillars of lightning upon contact.


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Shock Stun Lv 2 (Lightning Bolt Lv 2)
Required Level: 35
SP: 2
Requires: Shock Stun Lv 1
Input: Press Z to charge two MP slots and release.
Info: Looks similar to Lightning Bolt, but also continuously creates pillars of lightning on everyone hit.

3rd Bar


Meteor
Required Level: 0
SP: 0
Requires: N/A
Input: Press Z to charge all 3 MP slots and release.
Info: A massive, entire-field AoE attack that leaves off powerful, destructive meteors.


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Satellite Bomb Lv 1
Required Level: 17
SP: 1
Requires: N/A
Input: Press Z to charge all 3 MP slots and release.
Info: A frontal AoE effect that throws a single, large flame.


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Satellite Bomb Lv 2
Required Level: 37
SP: 2
Requires: Satellite Bomb Lv 1
Input: Press Z to charge all 3 MP slots and release.
Info: Not one, but three flames are thrown.


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Fire Storm
Required Level: 11
SP: 0
Requires: Bought in Cash Shop for 700 Cash
Input: Press Z to charge all 3 MP slots and release.
Info: Slams the ground with the staff, causing mass flame to rise up.


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Living Bomb
Required Level: 37
SP: 1
Requires: Skill Key in Cash Shop for 3000 Cash
Input: Press Z to charge all 3 MP slots and release.
Info: Basically, the 3rd Bar Version of Creeping Death.


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Finishing Touch
Required Level: 10
SP: 1
Requires: Skill Key in Cash Shop for 3000 Cash
Input: Press Z to charge all 3 MP slots and release.
Info: Throws a small orb that then explodes.
Note: The skill's area of effect depends on Arme's position and not the orb's.

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Big Bomb
Required Level: 27
SP: 2
Requires: Finishing Touch
Input: Press Z to charge all 3 MP slots and release.
Info: Throws the staff at a limited range, while preparing a powerful burst.
Note: Not to be confused with the Alchemist's Big Bomb.

Shared

Dash


Teleport
Required Level: Lv 0
SP: 0
Requires: N/A
Input: → → or ← ←
Info: A basic dash that materializes one into antimatter, phasing through projectiles and most solid objects.

Teleport Speed Up
Required Level: Lv 49
SP: 2
Requires: N/A
Input: → → or ← ←
Info: Increases the movement speed while teleporting.
Note: This does not increase the distance, and thus, decreases the invulnerability duration.

Utilizing Dash


Vertical Teleport
Required Level: Lv 11
SP: 2
Requires: N/A
Input: ↓ ↓ or ↑ ↑
Info: While one is able to change into antimatter horizontally, this allows vertical movement.

Utilizing Dash


Teleport Control
Required Level: Lv 40
SP: 2
Requires: N/A
Input: → → or ← ←
Info: While frontal movement is included, this allows backward.

Special Skill


Soul Sacrifice
Required Level: Lv 30
SP: 3
Requires: N/A
Input: X X
Info: A special ability that converts Health into Mana.

Special Skill


Mental Recovery Lv 1 (Magician's "Berserk")
Required Level: 20
SP: 1
Requires: N/A
Input: Passive Effect upon being struck by Arrows/Kunai
Info: A passive effect that when being struck by numerous Arrows/Kunai, it regains a set amount of Mana.

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Mental Recovery Lv 2
Required Level: 42
SP: 2
Requires: Mental Recovery Lv 1
Input: Passive Effect upon being struck by Arrows/Kunai
Info: Regains more Mana than Lv 1.


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Mental Recovery Lv 3
Required Level: 57
SP: 3
Requires: Mental Recovery Lv 2
Input: Passive Effect upon being struck by Arrows/Kunai
Info: Regains more Mana than Lv 2




2nd Job: Alchemist - Skill Tree (Unreleased)


3rd Job: Warlock - Skill Tree (Unreleased)


4th Job: Battle Mage - Skill Tree (Unreleased)

Special Ability

Meditation
Whenever the Magician, Alchemist, and Battle Mage classes stand still for a few seconds, they will regenerate Mana while saying, "The Holy Light will lead us!" in the process. (The "Holy Light" means she's asking for guidance and support.)

Warlock does not possess this function, because Mana was considered a "flaw" to them.

As a Battle Mage, she cannot use Meditation while in the Fatal stance because she needs to "lean" on the staff to support her in said mode.

Teleportation
Teleportation allows the user to "phase" through an obstacle or an enemy. All of Arme's dash attacks are modified to teleport through targets, which can give her a major advantage over the battlefield.

Spawning Mana
Whenever Arme's classes spawn in a battlefield, they will always have one and a half of the MP bar already full. This also gives her a "head start."

Ironically, even Warlock has this, despite the "flaw".


UNLOCKABLE CHARACTERS


RONAN

Name: Ronan Erudon

Age: 19

Favorite Activity: Saving the Weak.

Pet Peeve: Shadow Orb.

Ronan is a descendant of the Erudon family, the legendary family of Spell Knights in Kanavan. He was a Royal Guard Master whose duty was to protect the Kanavan Royal Family.

His mind was being controlled by Kaze’aze who invaded the kingdom, but he regained control when the Grand Chase came to the rescue and shattered the Shadow Orb. Ronan then realized something wasn’t right when a series of mysterious events took place. First the invasion of Dark Anmon and then the discovery of the passage to the New World. Seeing all that had happened, he decided to join the Grand Chase force and investigate more about the New World.
These events above take place in the Korean comics, or "manhwa," of Grand Chase and in accordance to Ronan's profile on the North American Grand Chase (NAGC) website.

In the game, the Kanavan Queen ordered Ronan to defeat Gaikoz, but also advised him to seek help from the Grand Chase. As the Grand Chase passed the Gorge of Oath, Ronan asked the Grand Chase to assist him in defeating Gaikoz, one of Kaze'aze's generals. After Gaikoz's defeat, Ronan wants to help Grand Chase to stop evil and joins them. There were no signs of Ronan being possessed.

Other random facts!

■Ronan appears to be the exact opposite of Elesis; non-aggressive.
■Ronan seems to be intelligent and aware of the field, but there are rare times when he may make unnecessary or rude comments.



1st Job: Spell Knight - Skill Tree

Basic

Combo Attack


Combo Attack Lv 1
Required Level: Lv 0
SP: 0
Requires: N/A
Input: Z Z Z Z Z
Info: A combo attack that utilizes three sword swipes along with two powerful bursts of energy.
Extra Info: Remember that this attack does not knockdown, meaning it can be done infinitely unless the enemy is defeated or it retaliates.


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Combo Attack Lv 2
Required Level: Lv 31
SP: 2
Requires: Combo Attack Lv 1
Input: Z Z Z Z
Info: A combo attack that combines 2 magic and 2 sword slashes. The last hit will knock the enemy into the air.
Note: Be careful when using this. The 1st-2nd hit has a long delay in between, making the user vulnerable to an attack by the enemy.

Utilizing Combo


Throw Lv 1
Required Level: Lv 0
SP: 0
Requires: N/A
Input: During Combo, ↑Z Z
Info: A basic skill that throws the enemy into the air by using two upper slashes.


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Throw Lv 2
Required Level: Lv 18
SP: 1
Requires: Throw Lv 1
Input: During Combo, ↑Z Z Z
Info: In addition to the basic command, three orbs are shot directly in the air.

Dash Attack


Dash Attack Lv 1
Required Level: Lv 0
SP: 0
Requires: N/A
Input: → → Z
Info: A basic dash attack used by the Spell Knights, lifting the opponent into the air.


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Dash Attack Lv 2
Required Level: Lv 22
SP: 2
Requires: Dash Attack Lv 1
Input: → → Z
Info: An advanced dash attack that uses a high and low sweep.

Utilizing Dash Combo


Dash Attack Combo
Required Level: Lv 9
SP: 1
Requires: N/A
Input: Z ↑ Z
Info: An added combo to the dash attack, using a low and uppercut sweep, lifting the target into the air.

Special Attack


Ragna Bolt Lv 1
Required Level: Lv 0
SP: 0
Requires: N/A
Input: During Combo, ← ← → or → → ← Z
Info: A reverse dash that lets out a magic bolt. Its often thought its user is trying to flee.


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Ragna Bolt Lv 2
Required Level: Lv 0
SP: 0
Requires: N/A
Input: During Combo, ← ← → or → → ← Z Z
Info: An upgrade to the bolt where a short magical burst is performed, throwing the target off guard.

Defense Magic


Rune Shield
Required Level: Lv 0
SP: 0
Requires: N/A
Input: While Jumping, ↑ or ↓ Z
Info: A defensive skill that is used to (slightly) push off nearby enemies and block off ranged-like attacks. It has a cooldown of 4 seconds.

Enchants


Note: When the Skill Tree was released, the original order went from Dark → Flame → Lightning. The order was eventually revamped alongside with adding a Blood Enchant. The current order goes Flame → Lightning → Dark → Blood.
All enchants last for 10 seconds with a cooldown of 7. However, Lightning and Dark only last one hit.
Only the Blade from basic attacks, jump attacks, dash attacks, Rune Spiral Lv 1 and 2, and Giga Crash Lv 1 will cause the enchant's effect.
If the Blade hits several enemies simultaneously, each enemy struck will generate the enchant's effect. Additionally, the enchant's effect (except Blood) deals area damage. Together, this causes the enchant's effect to be raised exponentially depending on the number of enemies hit. For example, hitting 5 enemies simultaneously with the Blade empowered with the Lightning enchant will cause 5 bolts of lightning that also each hit the 5 enemies, for a total of 25 hits from the bolts of lightning alone.
Remember that elementals do not have an attribute, meaning they do not overpower other effects in any way.

Flame
Required Level: Lv 11
SP: 2
Requires: N/A
Input: X X
Info: An enchant that adds Fire on the sword. If the enemy is struck, it leaves off AoE flame on the ground, dealing rapid damage. The flames stay for 6 seconds.
Extra Info: This enchant does not go away on the first hit.


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Lightning
Required Level: Lv 24
SP: 2
Requires: Flame
Input: X X
Info: An enchant that adds Lightning to the sword. This adds an second hit to the first attack, dealing a base damage of Lightning. In other words, it has two hits, the second being stronger.



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Curse (Dark)
Required Level: Lv 30
SP: 2
Requires: Lightning
Input: X X
Info: An enchant that provides Dark energy on the sword. Any opponent hit will receive Lightning's effect (two hits) and a Curse effect alongside with 100% Null MP Regen. The effect of the Dark Enchant lasts for 6 seconds.
Note: Originally this ability could reverse MP Regens if they casted an MP Buff movement (ie Archer's Elven Resistance, Arme's Meditation, Muse's Rhapsody, etc), but it was taken out due to balancing purposes.


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Vampiric (Blood)
Required Level: Lv 57
SP: 2
Requires: Dark
Input: X X
Info: An enchant that provides "Vampire Teeth" on the blade. Any opponent hit will have their health sapped and fed to its user.

SkillsEditWhite Magic


1st Bar


Holy Bless Lv 1
Required Level: 0
SP: 0
Requires: N/A
Input: Press Z to charge one MP slot and release.
Info: A buff that increases the user along with his nearby allies with an attack boost of 1.25x. It lasts 25 seconds.


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Holy Bless Lv 2
Required Level: 12
SP: 1
Requires: N/A
Input: Press Z to charge one MP slot and release.
Info: A powerful buff that can stack Holy Bless three times.
1 Charge = 1.20x
2 Charges = 1.30x
3 Charges = 1.50x
Note: Because this ability needs to be stacked, multiple Holy Bless casts are needed to perform the stacking. In order to keep the charges, Holy Bless must be repeated.


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Holy Bless Lv 3
Required Level: 32
SP: 2
Requires: N/A
Input: Press Z to charge one MP slot and release.
Info: In addition to level 2, level 3 provides a shield that covers from one hit. The shield lasts only for 8 seconds.
Note: The Shield does not affect grabs, and vise versa. This means that grabs will ignore the shield (dealing damage), but will not cancel it. Also, if the shield breaks from an attack, it renders Ronan invincible for a short period.


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Wind Fist
Required Level: 43
SP: 1
Requires: Skill Key in Cash Shop for 3000 Cash
Input: Press Z to charge one MP slot and release.
Info: An uppercut that uses powerful gusts of wind to lift up the opponent.


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Dark Mist
Required Level: 13
SP: 1
Requires: Skill Key in Cash Shop for 3000 Cash
Input: Press Z to charge one MP slot and release.
Info: A buff that improves 1.25x attack power to nearby allies while providing a stun for nearby enemies. It also adds an invisible-like effect (allies only!) as well. Lasts for 7 seconds.
Note: It says "Myst" but it is likely a mistranslation. Also, this move is often compared with the Dark Assassin's Invisbility, due to similar effects.


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Paralytic Curse
Required Level: 26
SP: 1
Requires: Dark Mist
Input: Press Z to charge one MP slot and release.
Info: A bind effect that not only stuns longer, but deals a DoT effect.
Note: Because this is a Bind effect, the enemy has to be on the ground or it will not work. Also, you cannot touch the enemy (attack, grab, etc) once they have been binded. In addition, the bind may wear off on its own. Lastly, it is translated to a regular bind in Dungeons, meaning it does not deal damage and lasts for a short time. This is often an inaccurate and unhelpful skill due to its negative effects. This might be considered an "inferior" form of the Magician's Stone Curse.

2nd Bar


Blast Bomb Lv 1
Required Level: 0
SP: 0
Requires: NA
Input: Press Z to charge two MP slots and release.
Info: A magical ability that summons a firey meteorite on the ground. When the meteorite impacts, it leaves of a scorching AoE flame. This is the only level of Blast Bomb that absorbs MP in dungeons.


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Blast Bomb Lv 2
Required Level: 14
SP: 1
Requires: N/A
Input: Press Z to charge two MP slots and release.
Info: Unlike level 1, level 2's meteor is twice as large.


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Blast Bomb Lv 3
Required Level: 34
SP: 2
Requires: Blast Bomb Lv 2
Input: Press Z to charge two MP slots and release.
Info: Level 3 drops three level 1 Meteors, where the direction can be aimed via left or right.
Extra Info: The AoE fielded area cannot be seen by anyone else, leaving off as a surprise attack.


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Energy Circle
Required Level: 28
SP: 1
Requires: Skill Key in Cash Shop for 3000 Cash
Input: Press Z to charge two MP slots and release.
Info: A circle that projects a fielded area of damage. Not only it does small DoT, it inhales HP and MP, and the HP is fed to its user. It can be aimed using the left or right keys similar to Blast Bomb Lv 3. This attack is meant to be a mobbing skill.
Extra Info: The AoE fielded area cannot be seen by anyone else.
Note: Although it does feed off HP, it only gives the user about 5-10 points of health per enemy (provided they were struck by the full effect); an extremely small recovery. This ability is often compared to the Dragon Knight's Spell the Rune, as they both provide a similar DoT circle.


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Tempest Barrier
Required Level: 15
SP: 1
Requires: Skill Key in Cash Shop for 3000 Cash
Input: Press Z to charge two MP slots and release.
Info: Creates a short-fielded barrier that halves all damage so long as the party is inside the shield. The shield stays for 10 seconds.


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Wind Shield
Required Level: 28
SP: 1
Requires: Tempest Barrier
Input: Press Z to charge two MP slots and release.
Info: A shield that uses a gust of wind to deflect enemies off the barrier while deflecting Arrows and Firebolts. It stays for 10 seconds.
Note: This DOES NOT deflect Kunais and DOES NOT possess the Reflect ability that ignores all other ranged/magical attacks. Because of this, the shield will alert everyone to use different attacks to bypass the area.

3rd Bar


Lunatic Force Lv 1
Required Level: 0
SP: 0
Requires: N/A
Input: Press Z to charge all 3 MP slots and release.
Info: A special ability that throws off a sphere of ice, which paralyzes the target for a few seconds.
Extra Info: Remember that it does not "freeze" the target, it only paralyzes them for a few seconds.


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Lunatic Force Lv 2
Required Level: 16
SP: 1
Requires: N/A
Input: Press Z to charge all 3 MP slots and release.
Info: Not one, but two frosty bolts are shot, basically dealing double damage.


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Lunatic Force Lv 3
Required Level: 36
SP: 2
Requires: Lunatic Force Lv 2
Input: Press Z to charge all 3 MP slots and release.
Info: Only one bolt is shot. However, the up or down keys can aim the ice force. In addition, it travels faster than the previous bolts. It gives off a different aura as well.


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Bram Gash
Required Level: 17
SP: 1
Requires: Skill Key in Cash Shop for 3000 Cash
Input: Press Z to charge all 3 MP slots and release.
Info: A magical skill that shoots out three missiles in a tri-shot formation. They can inflict powerful damage on an enemy.
Extra Info: This ability actually does lesser damage to smaller beings, and especially in PvP. This move was meant to damage larger foes.
Note: This is often compared to the Magician's Fear, as they both posses a Tri-Shot. However, Fear is "aimable" and Bram Gash is not.


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Flame Throw
Required Level: 30
SP: 1
Requires: Skill Key in Cash Shop for 3000 Cash
Input: Press Z to charge all 3 MP slots and release.
Info: Slams down with a powerful flame, then throws it down to the ground.
Trivia: The voicing of Flame Throw is actually Korean, despite that the Term of Use claims our server is not allowed to have enlisted foreign languages.


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Illumination Sword
Required Level: 50
SP: 1
Requires: Flame Throw
Input: Press Z to charge all 3 MP slots and release.
Info: A special skill that throws down a mighty sword which then explodes into smaller swords. Although it is weaker than Flame Throw, it does pose more range.

Spell Sword


1st Bar


Rune Spiral Lv 1
Required Level: 0
SP: 0
Requires: N/A
Input: Press Z to charge one MP slot and release.
Info: A powerful jabbing attack that is combined with a powerful rune circle.


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Rune Spiral Lv 2
Required Level: 19
SP: 1
Requires: N/A
Input: Press Z to charge one MP slot and release.
Info: A modified Rune Spiral that contains extended range with an actual cross seen.


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Rune Spiral Lv 3
Required Level: 33
SP: 2
Requires: Rune Spiral Lv 2
Input: Press Z to charge one MP slot and release.
Info: A deadly jabbing attack that is shot in a line. Its horizontal range has increased, but it has minor vertical range. It strongly resembles the Aegis Knight's Blame Buster.


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Homing Buster (Quick Buster)
Required Level: 25
SP: 1
Requires: Skill Key in Cash Shop for 3000 Cash
Input: Press Z to charge one MP slot and release.
Info: A skill that surrounds the front with three magical orbs followed by two quick slashes.
Note: Although it says "Homing", it does not shoot a beam that "homes in". "Quick Buster" may be a more suitable name.


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Blazing Slash Lv 1
Required Level: 6
SP: 1
Requires: Skill Key in Cash Shop for 3000 Cash
Input: Press Z to charge one MP slot and release.
Info: A double slash attack that uses two powerful sweeps. The second hit deals additional magical slashes.
Extra Info: Because this attack does not knockdown in Dungeons, it can be a useful offensive movement.


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Blazing Slash Lv 2
Required Level: 41
SP: 2
Requires: Blazing Slash Lv 1
Input: Press Z to charge one MP slot and release.
Info: A skill that creates three magical explosions by striking the ground, then slashing through quickly which lifts the target upward. The damage inflicted is more sufficient.

2nd Bar


Giga Crush Lv 1
Required Level: 0
SP: 0
Requires: N/A
Input: Press Z to charge two MP slots and release.
Info: A powerful combo that utilizes multiple sweeps along with an uppercut, and then slams the sword down creating a burst of energy.


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Giga Crush Lv 2
Required Level: 21
SP: 1
Requires: N/A
Input: Press Z to charge two MP slots and release.
Info: An 2 hit uppercut combo that leaves the enemy in the air, and then slams down with a burst of energy.


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Giga Crush Lv 3
Required Level: 35
SP: 2
Requires: Giga Crush Lv 2
Input: Press Z to charge two MP slots and release.
Info: A 2 hit uppercut combo followed by a slam that bounces multiple times.


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Ray Freeze (Dark Burst)
Required Level: 27
SP: 1
Requires: Skill Key in Cash Shop for 3000 Cash
Input: Press Z to charge two MP slots and release.
Info: A skill that shoots two powerful sweeps followed by a burst of dark energy.
Note: Although it says "Freeze", it does not carry any Ice traits. "Dark Burst" may be a more suitable name. This ability is often compared to the Warlord's Fire Blaster. The final burst is also used in the Gunslinger's Chaos Beam, except it has a rainbow color and the range is much longer.


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Spinning Circle Lv 1
Required Level: 8
SP: 1
Requires: Skill Key in Cash Shop for 3000 Cash
Input: Press Z to charge two MP slots and release.
Info: A quick slashing circle is thrown that inflicts high damage. It opens up with no delay.
Note: This ability is an "inferior" form of the Magician's Energy Ball, as it excels in range and damage followed by an uncounterable trait. The only thing that Energy Ball doesn't have is increased speed.


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Spinning Circle Lv 2
Required Level: 45
SP: 2
Requires: Spinning Circle Lv 1
Input: Press Z to charge two MP slots and release.
Info: Not one, but three powerful circles are thrown. The first two are shot with no delay, and the third is spun with a half second delay.

3rd Bar


Kanavan Strike
Required Level: 0
SP: 0
Requires: N/A
Input: Press Z to charge all 3 MP slots and release.
Info: A skill that symbolizes the Kanavan Kingdom. The Spell Knight leaps up and then thrusts his sword into the ground, creating a powerful rune circle that shoots up multiple swords. However, since it has so much delay, the enemy can prepare a counterattack, nullifying the skill's entire effect.


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Pentacle Strike Lv 1
Required Level: 23
SP: 1
Requires: N/A
Input: Press Z to charge all 3 MP slots and release.
Info: A powerful skill that calls forth multiple piercing swords in a large fielded area.


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Pentacle Strike Lv 2
Required Level: 38
SP: 2
Requires: Pentacle Strike Lv 1
Input: Press Z to charge all 3 MP slots and release.
Info: Unlike level 1, a wave is thrown before the dive. There are no damage increases.


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Hovering CrusherE
Required Level: 29
SP: 1
Requires: Skill Key from Cash Shop for 3000 Cash
Input: Press Z to charge all 3 MP slots and release.
Info: An attack that casts rises using quick slashes of energy, and then comes down with a powerful burst.
Note: This ability is actually useless in Dungeons, as the rising attack nullifies the falling burst. Even so, the rising does pretty small damage.


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Shadow Slicer
Required Level: 10
SP: 1
Requires: Skill Key from Cash Shop for 3000 Cash
Input: Press Z to charge all 3 MP slots and release.
Info: An attack that throws off two (screen ranged) circles followed by a (short ranged) burst of dark energy.


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Astral Vine (Shadow Cutter)
Required Level: 49
SP: 1
Requires: Shadow Slicer
Input: Press Z to charge all 3 MP slots and release.
Info: A powerful attack that uses multi-slash attacks of dark energy, the constructs an explosion that lifts targets into the air.
Note: "Astral Vine" may not make any sense as all definitions of "Astral" and "Vine" do not match this type of movement. "Shadow Cutter" may make more defining.

SharedEdit

Special Skill
Eyes of the Spell Knight Lv 1 (Spell Knight's "Berserk")Edit
Required Level: 5
SP: 1
Requires: N/A
Input: Passive Effect upon being struck by Arrows/Kunai
Info: A passive effect that when being struck by numerous Arrows/Kunai, a 10% HP Regen is added for 7 seconds.
Note: This skill does not activate instantly. A two second skill delay is added before the Berserk comes in effect.


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Eyes of the Spell Knight Lv 2
Required Level: 20
SP: 2
Requires: Eyes of the Spell Knight Lv 1
Input: Passive Effect upon being struck by Arrows/Kunai
Info: Increases HP Regen to 20%.


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Eyes of the Spell Knight Lv 3
Required Level: 40
SP: 3
Requires: Eyes of the Spell Knight Lv 2
Input: Passive Effect upon being struck by Arrows/Kunai
Info: Increases HP Regen to 30%




2nd Job: Dragon Knight - Skill Tree (Unreleased)


3rd Job: Aegis Knight - Skill Tree (Unreleased)


4th Job: Abyss Knight - Skill Tree (Unreleased)

HOW TO UNLOCK RONAN:

Worn-Out Ronan Mission

The Worn-Out Ronan mission is a mission players can buy with GP to unlock Ronan. It is somewhat harder than the cash version of the mission and can only be started with a specific character level 15 or higher.

Mission Objectives
■Clear Gaikoz's Castle on Normal diffculty once

Mission Rewards
■The Spell Knight, Ronan
■Adventurer's Armor Set (Ronan)
■Adventurer's Spell Sword
■+10 Bag
■Grand Chase Necklace (3 Days)


Last edited by Aybrie on Tue Mar 06, 2012 10:05 pm; edited 6 times in total
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Aybrie

Posts : 39
Join date : 2012-01-25
Age : 20
Location : Alaska

http://aybrie.blogspot.com/

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[UNCOMPLETED] Character Guide (Lass and Ryan)

Post  Aybrie on Fri Feb 03, 2012 5:30 pm

LASS

Name: Lass Isolet

Age: Unknown (Referred to as a "child", so presumably ~13)

Favorite Activity: Unknown.

Pet Peeve: His past.

Lass’ mind and body was freed from Kaze'aze's possession after the Grand Chase vanquished Kaze'aze's evil from the world. Although he wasn’t in control of his actions, Lass still felt guilty when he realized that his body was used as Kaze'aze's vessel to devastate the continent and kill countless innocents. The members of the Grand Chase understood that Lass was determined to right his wrongs, allowed him to join them on their journey to restore peace to the continent.

FACTS!

■Lass is actually stated to be a child, leaving his age semi-known. In the dialogue of Kamiki's Castle and Kaze'aze's Castle, the word "child" is mentioned. In the Striker page, it says "... and Lass, who possesses experience and wisdom beyond his young age." Therefore, Lass is possibly no older than 13, the beginning age of teenage life. On the other hand, it is possible he could be as old as an adult; multiple characters have been shown referring to characters younger than themselves as 'childs', regardless of their actual age.
■It is unknown whether his hometown, Silver Cross, actually knows a thing or two about Lass. However, stumbling upon Kastulle Ruins had caused the Chase to bypass the town. It is also unknown how he relates to his guild, the Silver Cross Assassins.
■Lass doesn't talk often, and when he does, he seems to be calm and always in thought.
■In Kastulle Ruins Upper Floor, Lass claims to be an "expert explorer."
■Lass originally belonged to the Nightmare Circus, who appeared to be part of the demonic forces. Why Lass rebelled was not stated.


1st Job: Thief - Skill Tree



Basic

Combo Attack


Combo Attack Lv 1
Required Level: Lv 0
SP: 0
Requires: N/A
Input: Z Z Z
Info: A 3 hit combo that uses a mix of sweeps and kicks.
Note: It says 5 hit inputs, but its a miscoding. Its actually three.


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Combo Attack Lv 2
Required Level: Lv 13
SP: 2
Requires: N/A
Input: Z Z Z Z Z
Info: A powerful combo that uses a mix of slashes and sweeps. A very effective combo indeed.


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Combo Attack Lv 3
Required Level: Lv 37
SP: 2
Requires: Combo Attack Lv 2
Input: Z Z Z Z Z
Info: A combo that is slightly (1.5x faster) more speedy than level 2, but trades in for lesser damage.

Utilizing Combo


Air Combo Lv 1
Required Level: Lv 14
SP: 1
Requires: N/A
Input: During Combo, ↑
Info: An upper sweep that is occasionally used to throw opponents off guard during a combo.


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Air Combo Lv 2
Required Level: Lv 34
SP: 1
Requires: Air Combo Lv 1
Input: During Combo, ↑
Info: An upper sweep that not only launches the enemy, but hacks it away with powerful slashes, and then ends off with a kick.

Utilizing Combo


Evasion Combo Lv 1
Required Level: Lv 5
SP: 1
Requires: N/A
Input: During Combo, ↓
Info: A skill that allows one to appear directly behind the enemy. This can be useful to continue a combo.


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Evasion Combo Lv 2
Required Level: Lv 5
SP: 1
Requires: Evasion Combo Lv 1
Input: During Combo, ↓ ↓
Info: A skill that allows one to appear directly behind the enemy, then vanishes behind once more to ensure further distance.

Jump Attack


Kunai Drop Lv 1
Required Level: Lv 0
SP: 0
Requires: N/A
Input: After a Double Jump, ↓ Z
Info: A basic skill that drops a pair of kunai in the air. Its a useful surprise attack and/or to trap the enemy. Remember that blocked Kunais do not reduce damage.


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Kunai Drop Lv 2
Required Level: Lv 21
SP: 2
Requires: N/A
Input: After a Double Jump, ↓ Z Z
Info: Two pairs of kunai are dropped in the air, equaling 4 kunais. A useful skill indeed.
Note: Although it says "↓ Z ↓ Z" for the input, that is actually a harder way. The easier way is to hold down the button.

Jump Attack


Quick Drop
Required Level: Lv 23
SP: 1
Requires: N/A
Input: After a Double Jump, ↓ ↓
Info: A useful skill that descends quickly from the air. It usually supports adding an initial combo, especially aiding Kunai Drops.

Dash Attack


Dash Attack Lv 1
Required Level: Lv 0
SP: 0
Requires: N/A
Input: → → Z Z Z Z
Info: A dash attack that utilizes multiple slash attacks. However, the attack is not very efficient and time consuming.


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Dash Attack Lv 2
Required Level: Lv 17
SP: 2
Requires: N/A
Input: → → Z
Info: An excellent skill that uses two dash attacks that push down the enemy.


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Dash Attack Lv 3
Required Level: Lv 36
SP: 3
Requires: Dash Attack Lv 2
Input: → → Z, ↑ Z
Info: A special skill that uses two dash attacks, followed up optional kunais thrown.
Extra Info: Unlike the two attacks from Level 2, these do not knockdown. In addition, the Kunais can actually knockdown if not blocked.

Critical


Critical Lv 1
Required Level: Lv 0
SP: 0
Requires: N/A
Input: During Combo, → →
Info: A short, quick slash that is often used to keep the enemy off guard.
Note: It says this skill costs 1 SP. This is a miscoding, as this is a basic skill.


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Critical Lv 2
Required Level: Lv 26
SP: 2
Requires: N/A
Input: During Combo, → →
Info: A much slower attack that uses a high and low sweep.
Note: This attack also affects Double, unlike most other trees.

Trap


Note: All traps lasts for approximately 6 seconds, but has a cooldown of 4 seconds before another one can be placed (though not shown).
If the trap is struck by the enemy's blade, it will go off, nullifying the effect.
Because of the trap's color, they can be hidden in the terrain.

Cannon Trap
Required Level: Lv 28
SP: 2
Requires: N/A
Input: ↓Z
Info: Places a yellow, spring-like trap that pushes the enemy upward. It is often used to keep the enemy off guard.


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Spike Trap
Required Level: Lv 41
SP: 2
Requires: Cannon Trap
Input: ↓Z
Info: A trap that places "grass" on the ground. If the enemy steps on it, spikes will come out, striking the toe and stunning for a quick second (along with an animation).
Trivia: This type of trap is often used by hunters or safekeepers, who use it to kill their "prey" or keep out intruders.

Special Skill


Paralyzing Kunai
Required Level: Lv 30
SP: 1
Requires: N/A
Input: ↑ Z
Info: A buff that changes all kunais (except Skills such as Thunder Slash, Raven Walker, and Exploding Scroll) into paralysis for one second. It lasts for 7 seconds with a cooldown of 20.
Note: This skill seems to be errored. There are strange times that the skill does not take effect, as if the monster received it like a normal attack. This usually occurs when the monster has not engaged combat, right before it has begun to attack.

Special Skill


Rapid Slash
Required Level: Lv 0
SP: 0
Requires: N/A
Input: Z (Spam)
Info: An attack that uses multiple slashes infront. However, the range is small and the damage is minor.


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Wild Throw
Required Level: Lv 15
SP: 1
Requires: N/A
Input: Z (Spam)
Info: An attack that wildly throws three pairs of kunai in one direction in a fan formation. Its often used to repel or trap foes.
Extra Info: If one holds the directional key while constantly using this attack, Wild Throw will continue executing.


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Double Throw
Required Level: Lv 30
SP: 1
Requires: Double Throw
Input: ← ← → or → → ← Z
Info: A standard attack that throws 2 kunais diagonally with a wider vertical radius. It seems less effective than Wild Throw.
Note: This cannot be used in conjunction with Wild Throw. It is combined with Rapid Slash instead.

Skills

1st Bar




Impact Slash Lv 1 (Thunder Slash)
Required Level: 0
SP: 0
Requires: N/A
Input: Press Z to charge one MP slot and release.
Info: A powerful attack that throws a mighty shockwave infront.


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Impact Slash Lv 2
Required Level: 10
SP: 2
Requires: N/A
Input: Press Z to charge one MP slot and release.
Info: Not one, but two shockwaves are fired, doubling the damage of the skill.
Note: Be careful when using this. There are times you may get intercepting during the skill.


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Impact Slash Lv 3
Required Level: 25
SP: 3
Requires: Impact Slash Lv 2
Input: Press Z to charge one MP slot and release.
Info: A deadly skill that combines multiple hits in conjunction with the wave.


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Double Slash
Required Level: 11
SP: 0
Requires: Bought in Cash Shop for 500 Cash
Input: Press Z to charge one MP slot and release.
Info: A skill that combines two slashes and a wave of energy.


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Spinning Slash Lv 1 (Spring Slash)
Required Level: 6
SP: 1
Requires: Skill Key from Cash Shop for 3000 Cash
Input: Press Z to charge one MP slot and release.
Info: A skill that uses a spin formation followed by a quick dash. The spin and dash can be controlled VIA direction keys.


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Spinning Slash Lv 2
Required Level: 19
SP: 2
Requires: Spinning Slash Lv 1
Input: Press Z to charge one MP slot and release.
Info: A skill that uses a spin formation followed by not one, but three quick dashes.
Extra Info: The spin can be controlled, but the direction of the dash will follow on the player's facing.


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Aust Hammer
Required Level: 31
SP: 1
Requires: Skill Key in Cash Shop for 3000 Cash
Input: Press Z to charge one MP slot and release.
Info: A powerful skill that uses an uppercut to launch an opponent.
Note: Technically its not a "hammer", its an uppercut swing.


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Kagemusha
Required Level: 38
SP: 1
Requires: Aust Hammer
Input: Press Z to charge one MP slot and release.
Info: A skill that creates a "Shadow" over the user. This "Shadow", when struck, will teleport upward and behind where the user was attacked, similar to the Striker's Substitution. The shadow lasts only one hit or 15 seconds.
Note: This effect does not affect grabs, but will cancel the skill. Players will also want to plan this skill carefully, as you may get hit by another attack prepared.

2nd Bar




Fatal Fury
Required Level: 0
SP: 0
Requires: N/A
Input: Press Z to charge two MP slots and release.
Info: An attack that may strike a 50% Fatal wounding, or 50% into nothingness.


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Weaponry Disarm
Required Level: 15
SP: 1
Requires: N/A
Input: Press Z to charge two MP slots and release.
Info: An attack that uses a forward uppercut followed by a quick slash. If the second hit makes, the "weapon" of the opponent will be out of his/her hand(s), and will be unable to attack for 7 seconds. Also, a mark is left on them, indicating that they have been disarmed.


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Hornet's Sting
Required Level: 30
SP: 1
Requires: Weaponry Disarm
Input: Press Z to charge two MP slots and release.
Info: An attack that throws a shuriken towards an enemy, while pushing them away and leaving a DoT effect.
Note: If you use this too close to a platform with your back against it, you will fall off the platform and the entire skill will fall beneath the platform.


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Blood Bash
Required Level: 11
SP: 0
Requires: Bought in Cash Shop for 600 Cash
Input: Press Z to charge two MP slots and release.
Info: A 100% fatal attack that completely nullifies HP Regen for 30 seconds.


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Scorched Earth
Required Level: 22
SP: 1
Requires: Skill Key in Cash Shop for 3000 Cash
Input: Press Z to charge two MP slots and release.
Info: A jar with explosive gunpower is placed. If anyone hits the jar, it will explode into a oblivion AoE. The jar stays around for 30 seconds.
Extra Info: If you use the attack command after the summoning, the jar will set off immediately while its user slides backward. Also, if you put it ontop an enemy/obstacle (large ones preferred), it will implode.


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Bind Scroll
Required Level: 40
SP: 2
Requires: Scorched Earth
Input: Press Z to charge two MP slots and release.
Info: A scroll with a blue seal is placed. If anyone steps on it, an AoE effect will occur, binding anyone nearby it. The scroll stays for 10 seconds. This spell is meant to be used strategicly.
Note: There is a glitch that if you actually try to use the attack command like for Scorched Earth, you will be binded yourself for a few seconds. However, the scroll will not go off.


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Shadow Stranger Lv 1
Required Level: 8
SP: 1
Requires: Skill Key in Cash Shop for 3000 Cash
Input: Press Z to charge two MP slots and release.
Info: A powerful attack that uses multiple, speedy zig-zag dashes forward. A useful skill to repel enemies (especially pushing them off gorges).


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Shadow Stranger Lv 2
Required Level: 33
SP: 2
Requires: Shadow Stranger Lv 1
Input: Press Z to charge two MP slots and release.
Info: A zig-zag dash is executed upwards, and finishes off with a powerful slam to the ground.

3rd Bar




Final Strike
Required Level: 0
SP: 0
Requires: N/A
Input: Press Z to charge all 3 MP slots and release.
Info: A deadly skill that throws multiple slash-like shockwaves to the ground causing explosions. However, this skill requires strategic aiming.


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Thunder Slash (Shock Slash)
Required Level: 20
SP: 1
Requires: N/A
Input: Press Z to charge all 3 MP slots and release.
Info: A powerful skill that throws a kunai in a straight line, and then pulls thunder waves back to its user. However, it lacks a lot of damage than Final Strike; its designed to pull enemies toward the user.


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Raven Walker
Required Level: 35
SP: 1
Requires: Thunder Slash
Input: Press Z to charge all 3 MP slots and release.
Info: A chatoic skill that throws multiple kunai in a fan-like motion, and then sets them off with an explosion.
Note: Because the explosion can be easily avoided by skills and/or movement, strategic use is required. However, the Kunais may be just enough to put someone into Fatal.


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Guardian Strike
Required Level: 11
SP: 0
Requires: Bought in Cash Shop for 700 Cash
Input: Press Z to charge all 3 MP slots and release.
Info: A dangerous skill that throws a skull bomb with a wave of orbs circling around the skull. The skull itself leaves a DoT effect while the orbs deal one (deadly) strikes. It stays for about 5 seconds.


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Exploding Scroll
Required Level: 10
SP: 1
Requires: Skill Key from Cash Shop for 3000 Cash
Input: Press Z to charge all 3 MP slots and release.
Info: A powerful skill that throws a scroll, which is fanned by multiple kunais which sets the skill off.


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Venom Slice
Required Level: 10
SP: 1
Requires: Exploding Scroll
Input: Press Z to charge all 3 MP slots and release.
Info: A straw dummy is summoned leaving a purplish AoE effect. If anyone gets hit by the AoE, a mark is left on them. The dummy and the person who was marked will then be sliced to oblivion.
Note: Although it may seem the Thief is slashing the dummy to pieces, however, anyone unmarked near the dummy will not be affected by the skill. However, anyone near the marked character will be sliced.


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Shadows of the Past Lv 1 (Dark Memories) (Kaze'aze Summoning)Edit
Required Level: 35
SP: 1
Requires: Skill Key from Cash Shop for 3000 Cash
Input: Press Z to charge all 3 MP slots and release.
Info: A powerful attack that Lass groans in pain, and an image of Kaze'aze is projected, who furiously slams the ground, and then vanishes back into dust.
Note: This skill is actually meant for PvP purposes. Also, strangely, its actually weaker than Raven Walker despite it being a Cash Skill and Kaze'aze who is "superior".


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Shadows of the Past Lv 2
Required Level: 42
SP: 1
Requires: Shadows of the Past Lv 1
Input: Press Z to charge all 3 MP slots and release.
Info: An image of Kaze'aze is projected, who then blows off one of her deadly fireballs and then leaves.
Note: Counterpart to Level 1, its designed to be used in dungeons. However, it is still strangely weaker than Raven Walker.

Shared

Invisible


Shadow Vanish
Required Level: 11
SP: 3
Requires: N/A
Input: X ↓
Info: An ability that masks one in the terrain, leaving only the shadow (grounded area). This ability is extremely useful, as it allows for sneak attacks and stealthy movement. It lasts for 20 seconds, if the user attacks and/or gets attacked. A cooldown of 15 is applied.

Buff


Dash
Required Level: 30
SP: 2
Requires: N/A
Input: X ↑
Info: An ability that increases movement speed for 10 seconds, with an applied cooldown of 10. Its useful for escapes or charging.
Note: Despite the name, it DOES NOT affect Dashes; only runs and walks. Because the Thief is the only class that can run, this move is considered "Thief-Only".

Jump

Super Jump
Required Level: 20
SP: 2
Requires: N/A
Input: X ← or →
Info: An ability that lets you jump high and gain some air time. Useful for escapes. It has a cooldown of 10 seconds.
Note: The direction of the flight is actually the direction where the user is standing, not by the input.





2nd Job: Assassin - Skill Tree (Unreleased)


3rd Job: Dark Assassin - Skill Tree (Unreleased)


4th Job: Striker - Skill Tree (Unreleased)

Lass is the first boss in one of a two-part boss battle in Kaze'aze's Castle. The Lass in Kaze'aze's Castle has attacks that are very similar to the Thief class. The match can be seen, in a way, as a PvP match; however, Final Strike cannot kill as it passes through the floors without heavy explosions, he doesn't possess Fatal Tempest Fury nor a Skill Tree, and players nor the Kaze'aze-possessed Lass can grab one another.



HOW TO UNLOCK LASS!

Quest Objectives
■Clear Partusay's Sea once on any difficulty.

Mission Rewards
■The Thief, Lass
■Adventurer's Armor Set (Lass)
■Adventurer's Dagger
■Queen's Jewel (3 days)






RYAN

Name: Ryan

Age: 15

Favorite Activity: Enjoying Mother Nature (tall trees, fresh air, and clean water).

Pet Peeve: Everything that destroys Nature.

Ryan is a kind and cheerful forest elf who loves helping others. He’ll do anything he can for nature lovers, and will play obnoxious pranks on those that threaten nature. Ever since he witnessed Kaze'aze destroy the Partusay Sea, Ryan has been driven by his rage against Kaze'aze.

More facts!

■Ryan is not part of the Eryuell Corps. He lives under Mother Nature's grasp.
■Because both Ryan and Lire are elves, it is possible that the two had some sort of relation with each other in the past. However, this is extremely unlikely as Lire did not recognize him in their first encounter.


1st Job: Druid - Wolf - Skill Tree

Wolf

The Wolf is a a vicious monster that uses powerful bite and claw attacks. Ryan and all his classes are able to become one with the Wolf. It is bought in three different ways: The Standard Transformation for 10,000 GP for 200, the Moonlight for 500 Cash for 500, and the Shadow for 500 Cash for 500.

It lasts 30 seconds (unless equipped with a Moonlight Ring and/or Lunar Attenuation which both adds 15 seconds), and it gives off an attack boost but decreases Defense and Vitality. It has a party buff called "Wolf's Roar", which increases attack to nearby allies for 3 seconds (infinite on the wolf).

Within the exception of Skill Tree, the Wolf has no skills

LVL 1 Skill Tree Rolling Attack A spin like attack that dashes forward while ending up with a claw sweep (5x Hit).
LVL 2 Skill Tree Berserker A furious attack which causes the wolf to claw infront madly while ending with a shockwave (10x hit).

Basic

Jump Attack


Axe Strike Lv 1
Required Level: Lv 0
SP: 0
Requires: N/A
Input: After Jump, ↓ Z
Info: An attack that allows the user to drop his axe clashing to the ground.


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Axe Strike Lv 2
Required Level: Lv 14
SP: 1
Requires: N/A
Input: After Jump, Z ↓ Z
Info: A powerful attack that combines the standard jump and Axe Strike Level 1. A useful attack that can not only be chained, but to throw the enemy off guard.


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Axe Strike Lv 3
Required Level: Lv 34
SP: 1
Requires: Axe Strike Lv 2
Input: After Jump, ↓ Z Z
Info: An attack that does the basical Axe Strike, but swings the axe upward upon impact to the ground.
Note: This cannot be used in conjunction with level 2. Also, the second attack must be done before the Axe makes impact.

Jump Attack


Jump Attack Lv 1
Required Level: Lv 0
SP: 0
Requires: N/A
Input: After Jump, Z
Info: An attack that swings the axe forward, leaving it into that position until its user hits the ground.


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Jump Attack Lv 2
Required Level: Lv 32
SP: 2
Requires: N/A
Input: After Jump, Z Dash
Info: Allows Ryan to perform an air dash after a jump attack. Can be chained indefinitely with Dash Attack Lv 3.

Dash


Note: All dash commands can be used together.

Cancel Dash
Required Level: Lv 0
SP: 0
Requires: N/A
Input: During Dash Attack, → → or ← ←
Info: During a Dash Attack, the execution of a "backstep" is enabled, surprising the opponent.
Extra Info: It is actually possible to use a "Reverse Critical Attack" if the Attack and Dash commands are used simultaneously.
Note: Although this doesn't appear on the chart, it is an actual movement.


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Short Dash
Required Level: Lv 5
SP: 1
Requires: N/A
Input: After Jump, → → or ← ←
Info: A command that can allow the Druid to use Air Dashes.


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Panther's Swiftness
Required Level: Lv 18
SP: 2
Requires: Short Dash
Input: ↓ Z
Info: A buff that makes the Druid run like a cheetah. During this time, his mobility is increased, but he can run as fast as Amy, Thief (Dash Enabled), Burning Jin, and Rage Sieghart. It lasts for 10 seconds, with a cooldown of 15.

Dash Attack


Dash Attack Lv 1
Required Level: Lv 0
SP: 0
Requires: N/A
Input: Dash Z Z
Info: A simple dash that combines two roll attacks.


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Dash Attack Lv 2
Required Level: Lv 17
SP: 2
Requires: N/A
Input: Dash Z Z
Info: A dash where the second hit knocks back the opponent. Useful to separate distance.


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Dash Attack Lv 3
Required Level: Lv 38
SP: 3
Requires: Dash Attack Lv 2
Input: Dash Z ↑
Info: Allows Ryan to perform a jump attack right after a dash attack. Can be chained indefinitely with Jump Attack Lv 2.

Critical


Cleave Lv 1
Required Level: Lv 0
SP: 0
Requires: N/A
Input: During Combo or Dash Attack, → →
Info: A simple attack that utilizes a sideways swinging motion.


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Cleave Lv 2
Required Level: Lv 9
SP: 2
Requires: N/A
Input: During Combo or Dash Attack, → →
Info: A powerful attack that swings upward and then slams back down to the ground. A useful attack that catches enemies off guard.
Note: This move does not affiliate with Doubles.

SurvivalEdit


Nature's Shield (Thorn Barrier)
Required Level: Lv 23
SP: 1
Requires: N/A
Input: X X
Info: A defensive skill that surrounds the user with a thorny-like substance. The user will be immune during the phase. It lasts 4 seconds with a 60 second (1 minute) cooldown.
Note: Despite it being a "Thorn Barrier", it does not repel enemies; it acts as if the user is part of the background. Also, if the user is attacked, he may be "pushed", but take no damage. You also cannot use it in conjunction with the Totems, whereas the Shield blocks out the effect.
Glitch: If you get grabbed at the same time you cast this, you will be completely immune to damage. However, there are sudden phases you may "phase" out of grabs or counterattacks. The immunity wears off if the Shield is reused, or a Vertical Air Launcher (ie Spearman's Leap Attack, Iron Guard's Upper Strike, "Jump" Attacks, etc).

Totem


Note: If the totem is struck by the enemy, it will be destroyed.
Everyone has to be near the totem or it will not supply its nourishment.
The Wolf Transformation is able to summon Totems.
You cannot use it in conjunction with Nature's Shield. Doing so, the shield will block off the effects of the Totems.

Defense (Protection) Totem
Required Level: Lv 12
SP: 1
Requires: N/A
Input: ↑ Z
Info: A green totem is dropped, whereas it provides a small defense buff for the entire party if nearby. It stays around for 20 seconds, and a cooldown of 20.


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Revitalizing (Health) Totem
Required Level: Lv 26
SP: 1
Requires: Defense Totem
Input: ↑ Z
Info: An orange totem is dropped, providing an HP Regen buff for nearby allies. It stays for 10 seconds with a cooldown of 30.


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Energizing (Mana) Totem
Required Level: Lv 42
SP: 2
Requires: Revitalizing Totem
Input: ↑ Z
Info: A blue totem is dropped, providing an MP Regen buff for nearby allies. It stays for 10 seconds with a cooldown of 30.

Defense


Stone Wall
Required Level: Lv 15
SP: 1
Requires: N/A
Input: → Z
Info: A larger totem is summoned, which is used to protect from hard impacts. It takes more damage than the Magician's Magic Puppet. However, it lasts for 5 seconds with a cooldown of 6.
Note: Strangely, the Thief's Wild Throw completely ignores the Wall, shooting right through it.

Combo Application


Note: You cannot use both applications simultaneously. One or none must be chosen.

Air Combo
Required Level: Lv 7
SP: 1
Requires: N/A
Input: During Combo, ↑ Z Z
Info: A powerful combination that uses a high sweep along with a double roll attack.


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Low Combo
Required Level: Lv 14
SP: 1
Requires: N/A
Input: During Combo, ↓ Z
Info: A combo that uses a backward sweep then slams it down, which launches the target into the skies.
Note: Although it does sweep behind, the radius is extremely minor.

Combo Attack


Combo Attack Lv 1
Required Level: Lv 0
SP: 0
Requires: N/A
Input: Z Z Z Z
Info: A 4 hit combo that uses quick attacks.


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Combo Attack Lv 2
Required Level: Lv 13
SP: 2
Requires: N/A
Input: Z Z Z
Info: A 6 hit KO combo that uses 3 powerful, slow strikes. It trades in speed for power.
Note: Despite that the Druid class has the lowest attack power, it is a dangerous tool. Also, unlike most other combos, this one usually KOs the opponent.

Skills

1st Bar




Twin Blade Lv 1 (Magic Break)
Required Level: 0
SP: 0
Requires: N/A
Input: Press Z to charge one MP slot and release.
Info: A powerful attack that utilizes a launcher followed by a sweep.


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Twin Blade Lv 2
Required Level: 10
SP: 2
Requires: N/A
Input: Press Z to charge one MP slot and release.
Info: A 2 hit swing attack which is followed by a slam to the ground, which lifts the targets.


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Twin Blade Lv 3
Required Level: 25
SP: 3
Requires: Twin Blade Lv 2
Input: Press Z to charge one MP slot and release.
Info: In addition to level 2, there is an (extremely minor) swing added right before the slam.


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Boulder Crash (Crash Axe)
Required Level: 6
SP: 1
Requires: Skill Key from Cash Shop for 3000 Cash
Input: Press Z to charge one MP slot and release.
Info: An attack that swings down the axe into a rock, and then rising it up to break it. Its effective than combos, as it launches the opponent to the air.


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Leeching Slime (Poison Spore)
Required Level: 19
SP: 1
Requires: Crash Axe
Input: Press Z to charge one MP slot and release.
Info: Throws three, gooey, slimey orbs infront of the user. If the enemy touches it, the amount of HP taken is given to the user at the approximate rate. It also has a good stun length, which can lead to a deadly combo.
Extra Info: Because this actually heals, if you die and someone touches the spore at the last second, you will be "revived". However, it still puts up a death count.


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Freezing Attack
Required Level: 31
SP: 1
Requires: Skill Key in Cash Shop for 3000 Cash
Input: Press Z to charge one MP slot and release.
Info: A wind of frost is blown followed by a sweep. Its often used to prevent counterattacks.
Note: The first hit only freezes. The second will knock them out of it, canceling the frost.

2nd Bar




Titan Axe Lv 1 (Shockwave)
Required Level: 0
SP: 0
Requires: N/A
Input: Press Z to charge two MP slots and release.
Info: A powerful 4 hit combo which the last one is used to knock enemies into the skies. Its a useful attack to catch off guard opponents.


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Titan Axe Lv 2
Required Level: 15
SP: 2
Requires: N/A
Input: Press Z to charge two MP slots and release.
Info: A skilled attack that utilizes a forward roll, and then throw the axe into the air, followed by a catch and a heavy slam which lifts enemies to the heavens above.
Extra Info: The throw part gives the enemy a "Dizzy"-like animation, so long as it hits.


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Titan Axe Lv 3
Required Level: 30
SP: 3
Requires: Titan Axe Lv 2
Input: Press Z to charge two MP slots and release.
Info: A short 3 hit slam attack which the first two launch enemies into the air shortly, and followed by a soaring slam.
Extra Info: Since the enemy is launched into the air, it simply prevents counters.


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Transformations
Wolf
Required Level: 0
SP: 0
Requires: Bought in GP Shop for 10,000 GP
Input: Press Z to charge two MP slots and release.
Info: This ability allows the user to transform into the dreadful wolf.


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Moonlight Wolf
Required Level: 0
SP: 0
Requires: Bought in Cash Shop for 500 Cash
Input: Press Z to charge two MP slots and release.
Info: An ability that allows the user to change into a white wolf which glitters under the moonlight.


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Shadow Wolf
Required Level: 0
SP: 0
Requires: Bought in Cash Shop for 500 Cash
Input: Press Z to charge two MP slots and release.
Info: An ability that changes one into a dark wolf, which resides under the shadows.


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Canyon Carver (Breaker)
Required Level: 8
SP: 1
Requires: Skill Key in Cash Shop for 3000 Cash
Input: Press Z to charge two MP slots and release.
Info: A powerful attack that uses a large slab of rock to break open enemies into two. Basically its considered the "Level 2" version of Boulder Crash.


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Big Axe Destruction (Glorious Stampede)
Required Level: 22
SP: 1
Requires: Canyon Carver
Input: Press Z to charge two MP slots and release.
Info: An ability that slams the axe down into a rising movement, then drops the axe down upon the foe.


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Thunder Pull (Thunder Thrust)
Required Level: 33
SP: 1
Requires: Skill Key in Cash Shop for 3000 Cash
Input: Press Z to charge two MP slots and release.
Info: An ability that throws and pull a usage of Thunder-like attacks.

3rd Bar




Ressurection Lv 1 (Druid's Heart)
Required Level: 0
SP: 0
Requires: N/A
Input: Press Z to charge all 3 MP slots and release.
Info: An ability that enhances the all allies with a revival ability. It heals 20% of HP, and lasts for 30 seconds or one death.


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Ressurection Lv 2
Required Level: 20
SP: 2
Requires: N/A
Input: Press Z to charge all 3 MP slots and release.
Info: An enhanced ressurection that heals 40% of HP, and lasts for 60 seconds.
Trivia: When this is used, Viken's Crow Wings are seen.


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Hammering Crusher
Required Level: 35
SP: 1
Requires: Ressurection Lv 2
Input: Press Z to charge all 3 MP slots and release.
Info: A powerful attack that enlarges the axe and slams it onto the ground, creating a large eruption from the earth.


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Nature Commander
Required Level: 24
SP: 1
Requires: Skill Key in Cash Shop for 3000 Cash
Input: Press Z to charge all 3 MP slots and release.
Info: An ability that summons 3 Moonlight Wolfs in a circle patter, which then slash furiously on the area and howl into an explosion for a finale. In addition, a 10 second Attack buff is initiated for the entire party within the howl's range.


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Phoenix Assault
Required Level: 35
SP: 1
Requires: Nature Commander
Input: Press Z to charge all 3 MP slots and release.
Info: An ability that turns one into a Sidtri, that swoops in and lands with a powerful impact.


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Fright Punisher
Required Level: 10
SP: 1
Requires: Skill Key in Cash Shop for 3000 Cash
Input: Press Z to charge all 3 MP slots and release.
Info: An ability that sweeps up and lands creating a shockwave of slabbed rocks.
Note: This ability does not knockdown opponents. It is meant to separate distance from the enemy.


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Bloody Funeral
Required Level: 41
SP: 1
Requires: Fright Punisher
Input: Press Z to charge all 3 MP slots and release.
Info: A powerful ability that summons two totems, which opens a vortex and inhales the HP of others and feeds it back to the user.
Extra Info: The user does not need to be around the totem to gain the HP. The HP that was initially taken is already fed to the owner.
Note: In PvP, the inhaling doesn't stun, so its best to use this on distracted enemies.

Shared

Transform


Lunar Attenuation
Required Level: 11
SP: 1
Requires: N/A
Input: Passive
Info: An ability that changes the time limit of all Wolf Transformations of other classes from 30 secs to 45 secs.

Revive


Note: The revival effect have their own time limits. If you die, it will wear off whether it works or not. Also, you cannot prevent the cooldown by any means.

Tenacious Vitality Lv 1
Required Level: 30
SP: 2
Requires: N/A
Input: ↑ A
Info: An ability that ressurects the user at a 20% rate upon defeat. If successful, the user regains 20% HP. It lasts for 60 seconds (1 minute), along with a 300 second (5 minute) cooldown.

Tenacious Vitality Lv 2
Required Level: 40
SP: 3
Requires: Tenacious Vitality Lv 1
Input: ↑ A
Info: An powerful ability that ressurects the user with a 50% rate upon defeat. If successful, the user regains 30% HP. It lasts for 90 seconds (1.5 minute) and a 240 second (4 minute) cooldown.

Charging Stance


Charged Blow
Required Level: 20
SP: 1
Requires: N/A
Input: A (Hold & Release)
Info: An ability that uses a powerful swing from the might of the hammer. It utilizes a charging function, where a meter appears next to the user and the higher it gets, the more powerful the swing becomes along with a distance increase.
Extra Info: This move is often called an "MP Eater" because of the enormous MP given.
Note: There has often been games called "Ryan Tennis" or "Ryan Baseball" which utilizes this function. Two Druids use this function against each other while a 3rd player becomes the "Ball".

Roar


Wild Roar
Required Level: 26
SP: 3
Requires: N/A
Input: ↓ A
Info: An ability that makes the user roar like a lion. It creates a small soundwave infront of the user, while giving off a 5 second Confusion effect. A cooldown of 20 seconds is enabled.

Transformation

Note: The ability used will consume from the job that originally possessed the transformation (ie Wolf = Druid, Nephilim = Sentinel, and Magnus Dan = Vanquisher).

Wolf


1st Bar
Rolling Attack
Required Level: 8
SP: 1
Requires: N/A
Input: Press Z to charge one MP slot and release.
Info: A simple ability that uses a forward roll in conjunction with a powerful claw slash.

2nd Bar
Berserker
Required Level: 16
SP: 1
Requires: N/A
Input: Press Z to charge two MP slots and release.
Info: A deadly ability that utilizes multiple forward claw slashes with a finish of an explosional shockwave.



2nd Job: Sentinel - Nephilim - Skill Tree (Unreleased)


Nephilim

The Nephilim is a demonic bird-like creature that is the avatar of Nature's Wrath. It is bought for 10000 GP for 100, or 500 Cash for 500. All of Ryan's Jobs beyond Druid can change into the beast.

It lasts for 45 seconds, while increasing the user's Vitality and adding "Super Armor", which makes it stun resistant to most attacks (also with a surprising massive attack ratio in Dungeons). In addition, it cannot be grabbed because of its large height. It gives off an effect, "Nephilim's Shield", that provides a defense buff to the entire party for 35 seconds (25 for allies; Because these are not the same buffs, it can be stacked with a second Nephilim).

When transforming, it gives off a shockwave like effect that lifts opponents, in order to protect the user itself.

The Nephilim only has one skill.

Strangely, the Nephilim has an odd way of getting around things. For example, he can "phase" out of a shockwave effect, he tends to "collapse" often (headfirst), and his counter is basically his standard fall.

LVL 1 Basic Nature Punish 2 strong punches followed by an immensively strong fist. (3x Hit + Knockdown)


3rd Job: Viken - Skill Tree (Unreleased)


4th Job: Vanquisher - Magnus Dan - Skill Tree (Unreleased)

Magnus Dan

Magnus Dan or just Dan is a hero of the Druids, who had powerful magic and swordsman abilities known over the lands. Eventually he grew too old to fight, but also felt that the demise of Druids was drawing nearer, so he required someone to succeed him.
He sent a test to many Sentinels and Vikens. However, when they returned, only a few survived and those that did were too frail to receive his legacy. All hope seemed loss, until Dan took note of Ryan, and immediately picked him as the successor, and entitled him as the Vanquisher of evil. He also gave Ryan the ability to change himself into Dan's form.

Dan is capable of using multiple sword slashes and thrusts and keeps the use of Mach Blow like the Vanquisher. He is also capable of performing 3 different levels of skills as well.

Unlike the Wolf or the Nephilim, the transformation of Dan lasts infinitely long (even through portals) until the user dies, removes the transformation, or the match has ended. It is not required to buy Magnus Dan as it is already equipped. If any Wolf form skill is equipped the Wolf form will replace Magnus Dan. The command is used to transform back into Ryan. Similar to Wolf and Nephilim, he gains health when transformed depending on how much current vitality the user has. He also projects a shockwave upon transformation.

He has no buff, although his height makes him ungrabbable.


Special Attacks
LVL 1 Basic Turning Breaker An attack that utilizes a low and high sweep which lifts opponents to the air (2x Hit + Knockup)
LVL 2 Basic Blinding Cross A powerful attack that throws a mid-ranged Air Blade with similar effects to the Knight's Sword Fire, though Blinding Cross is larger. (6x Hit)
LVL 3 Basic Lord of Valhalla A summoning attack that utilizes 2 frontal sword sweeps and then unleashes a powerful dragon upon the enemy, who slams down with its might, crushing the foe. It then roars and vanishes. (10x Hit)



Special Ability

Transformations
Living under Mother Nature's hands, Ryan is gifted with the ability to transform. He was given this ability so he may punish all of Nature's rivals.

As a Druid, Sentinel, Viken, and the Vanquisher, he can change into the Wolf. This beast uses dangerous bite and slash attacks to defeat his enemy. He is given an attack buff, but costs him his Defense and Vitality. In addition, he can spread a second buff to nearby allies which lasts for 3 seconds as an infinite stream around the Wolf. Currently, the Wolf is the only one of Ryan's transformations that can be grabbed. However, if the Wolf transformation wears off while being grabbed, Ryan will be freed from the grab.

The Nephilim is summoned as a Sentinel, Viken, and Vanquisher. This dangerous creature is the avatar of Nature's wrath. It is given super armor effects and vitality buffs alongside increasing its size, making it ungrabbable. Along with it is a protection aura to push off nearby enemies, and also insane attack boost in dungeons. He also can spread a second defense buff which lasts for 35 seconds. Indeed, the Nephilim can cause massive chaos on his foes.

Magnus Dan is the legendary hero of the Druids and their leader. For being at such an old age, he was to retire then be succeeded by the Vanquisher and given his strength to him. Magnus Dan is given no buffs, but contains three different skills alongside with a size increase to defend himself from grabs, and this transformation has no time limit. If controlled right, he can be a great asset.

HOW TO UNLOCK RYAN!

Mission Objectives
■Slay the Troll at the Elven Forest and collect 8 fragments of Ryan's Lesser Fragments on Normal difficulty.
■Slay Elizabeth at the Marsh of Oblivion and collect 8 fragments of Ryan's Greater Fragments on Normal difficulty.

Quest Rewards
■The Druid, Ryan
■Adventurer's Armor Set (Ryan)
■Adventurer's Axe
■Queen's Jewel (3 days)



Last edited by Aybrie on Fri Feb 03, 2012 6:18 pm; edited 1 time in total

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Aybrie

Posts : 39
Join date : 2012-01-25
Age : 20
Location : Alaska

http://aybrie.blogspot.com/

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[UNCOMPLETED] Character Guide (Amy and Jin)

Post  Aybrie on Fri Feb 03, 2012 5:31 pm


AMY


Name: Amy Aruha

Age: 14

Favorite Activity: Dancing.

Pet Peeves: Traditional dance, being lead on.

Prior to joining the Grand Chase, Amy was the dancer and oracle of Silver Land on the Xenia Continent. She left the deities she once served after the great war erupted between the gods. Since the gods were being controlled by a darker power, she joined forces with the opposition, the Silver Knights. With her lively character and charm and exceptional dancing, Amy shot to stardom virtually overnight, raising the morale of the Knights while helping them forget the fatigue of the battlefield, a source of repose for all. However, the Silver Knights were destroyed by the dark forces and those remaining were scattered, fighting a dangerous uphill battle in a bold effort to win the gods back from the darkness. When the Grand Chase freed Samsara from evil's grasps, Amy made the decision to fight evil with the Grand Chase.

Amy facts!

■Amy is known to be a klutz and some of the members (aside from Jin) define her as "pretty".
■Although Jin did admit he has feelings for her, it is unknown how she responds to it. There may have actually been a relationship between the two long ago, since Jin stated that he had once loved someone.



1st Job: Dancer - Skill Tree



Basic

Dancing
Combo Attack


Combo Attack Lv 1
Required Level: Lv 0
SP: 0
Requires: N/A
Input: Z Z Z
Info: A 3 hit short combination that simply uses short pushes.


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Combo Attack Lv 2
Required Level: Lv 5
SP: 1
Requires: N/A
Input: Z Z Z Z
Info: Simply put, the last hit is repeated.

Dash Attack


Dash Attack Lv 1
Required Level: Lv 0
SP: 0
Requires: N/A
Input: → → Z
Info: A simple dash that involves a roll and a kick.


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Dash Attack Lv 2
Required Level: Lv 18
SP: 1
Requires: N/A
Input: → → Z Z Z Z
Info: A sideway spin that utilizes a simple twirl with the discs at the sides. However, repeatively commands may tire out the Dancer (though this can be prevented by switching modes).
Note: Utilizing this move may make it difficult to grab.

Critical


Critical Lv 1
Required Level: Lv 0
SP: 0
Requires: N/A
Input: During Combo, → →
Info: Simply a shy-like push.


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Critical Lv 2
Required Level: Lv 9
SP: 1
Requires: N/A
Input: During Combo, → →
Info: An enhanced attack that utilizes 2 spinny kicks.

Fighting
Combo Attack


Combo Attack Lv 1
Required Level: Lv 0
SP: 0
Requires: N/A
Input: Z Z Z Z Z
Info: A 7 hit attack that utilizes barbaric movements.
Note: It say 4 hit commands, but its actually a miscoding.


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Combo Attack Lv 2
Required Level: Lv 7
SP: 1
Requires: N/A
Input: Z Z Z Z Z
Info: A 3 hit attack that follows up by a backflip kick.


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Combo Attack Lv 3
Required Level: Lv 31
SP: 1
Requires: Combo Attack Lv 1
Input: Z Z Z Z Z
Info: A 6 hit attack that utilizes Capoeira-like movements (which includes multiple spins of kickings).

Dash Attack


Dash Attack Lv 1
Required Level: Lv 0
SP: 0
Requires: N/A
Input: → → Z
Info: A simple dash that involves a roll and a kick.


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Dash Attack Lv 2
Required Level: Lv 22
SP: 1
Requires: N/A
Input: → → Z
Info: A trip that lands on the opponent, dealing heavy damage. However, the trip may make the Dancer vulnerable (which of course is canceled by switching modes).
Note: Like Dancing Dash Attack, it makes it hard to grab.

Utilizing Combo


Pounce
Required Level: Lv 40
SP: 1
Requires: N/A
Input: During Combo, ↑
Info: A pounce-like attack which is often used to gain the upper advantage over an enemy.
Extra Info: Unlike most combination applications, this one can be served even upon the first hit or no enemy.

Critical


Critical Lv 1
Required Level: Lv 0
SP: 0
Requires: N/A
Input: During Combo, → →
Info: Simply a shy-like push.


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Critical Lv 2
Required Level: Lv 0
SP: 1
Requires: N/A
Input: During Combo, → →
Info: An extra hit is added to the attack.

Double


Double Lv 1
Required Level: Lv 0
SP: 0
Requires: N/A
Input: During Combo, → →
Info: Simply a shy-like push.


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Double Lv 34
Required Level: Lv 0
SP: 1
Requires: N/A
Input: During Combo, → →
Info: An upper swing is simply provided.

SkillsEditDancing


1st Bar


Shy-Shy Punch Lv 1
Required Level: 0
SP: 0
Requires: N/A
Input: Press Z to charge one MP slot and release.
Info: A multi-hit attack using a rapid flurry of punches. Despite being "shy", it matches with deadly.
Extra Info: This move can be alternated with the left or right keys.


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Shy-Shy Punch Lv 2
Required Level: 19
SP: 1
Requires: N/A
Input: Press Z to charge one MP slot and release.
Info: Simply adds a little distance between the user and the enemy at the end.


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Shy-Shy Punch Lv 3
Required Level: 33
SP: 2
Requires: Shy-Shy Punch Lv 2
Input: Press Z to charge one MP slot and release.
Info: The end is connected by an upper hit, which sends a target flying.


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Photo Shot
Required Level: 25
SP: 1
Requires: Skill Key from Cash Shop for 3000 Cash
Input: Press Z to charge one MP slot and release.
Info: Shoots a stun-ball that paralyzes the enemy for 3 seconds.
Note: This isn't a "bind" skill, more of a "paralytic" effect. Doing so, even enemies can be affected in the air.


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Divine Message Lv 1
Required Level: 6
SP: 1
Requires: Skill Key from Cash Shop for 3000 Cash
Input: Press Z to charge one MP slot and release.
Info: Spawns a pot a few distance from the user. If anyone touches it, they regain health (Monsters excluded).


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Divine Message Lv 2
Required Level: 39
SP: 2
Requires: Divine Message Lv 1
Input: Press Z to charge one MP slot and release.
Info: While a healing potion is created, it will inflict damage on enemies who touch it.
Note: Although it says "press Z to change the potion", it actually works both ways (except when an ally touches a poison, it does nothing).

2nd Bar


Dance Fever Lv 1
Required Level: 0
SP: 0
Requires: N/A
Input: Press Z to charge two MP slots and release.
Info: For 20 seconds, the attack boost of a nearby team is increased.


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Dance Fever Lv 2
Required Level: 21
SP: 1
Requires: N/A
Input: Press Z to charge two MP slots and release.
Info: Changes include a (slightly) wider area.


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Dance Fever Lv 3
Required Level: 25
SP: 2
Requires: Dance Fever Lv 2
Input: Press Z to charge two MP slots and release.
Info: Changes the timer to 30 seconds, while adding several fireworks to the display.


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Stigma Lv 1
Required Level: 27
SP: 1
Requires: Skill Key in Cash Shop for 3000 Cash
Input: Press Z to charge two MP slots and release.
Info: Adds a dance made of devilish tones, while knocking back the foe plus stopping the HP Regen of others for 10 seconds.


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Stigma Lv 2
Required Level: 41
SP: 2
Requires: Stigma Lv 1
Input: Press Z to charge two MP slots and release.
Info: Now includes a stopping of MP Regen.





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Sacred Dance Lv 1
Required Level: 8
SP: 1
Requires: Skill Key in Cash Shop for 3000 Cash
Input: Press Z to charge two MP slots and release.
Info: For 20 seconds, when the entire nearby party is hit by any attack, they will receive MP.


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Sacred Dance Lv 2
Required Level: 43
SP: 2
Requires: Sacred Dance Lv 1
Input: Press Z to charge two MP slots and release.
Info: Increases the MP Regen than of Lv 1.

3rd Bar


Loving You Lv 1
Required Level: 0
SP: 0
Requires: N/A
Input: Press Z to charge all 3 MP slots and release.
Info: For 10 seconds, the HP Regen of a nearby party is increased. It also has base healing (and ressurection) powers.


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Loving You Lv 2
Required Level: 23
SP: 1
Requires: N/A
Input: Press Z to charge all 3 MP slots and release.
Info: Changes the time limit to 15 instead of 10.


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Amy Dance
Required Level: 29
SP: 1
Requires: Skill Key from Cash Shop for 3000 Cash
Input: Press Z to charge all 3 MP slots and release.
Info: Amy's signature dance that causes beneficial, or deadly effects. Everyone will be warned by an onscreen message.
Effects follow:

■Positive:
■Rapid HP Restoration for 3 seconds. (Restores HP)
■Rapid MP Restoration for 3 seconds. (Restores MP)
■HP Regen Increase for 20 seconds. (Accelerated HP during Buff)
■MP Regen Increase for 20 seconds. (Accelerated MP during Buff)
■Attack Increase for 20 seconds. (Attack Increased during Buff)
■Defense Increase for 20 seconds. (Defense Increased during Buff)
■Vitality Increase for 20 seconds. (Vitality Increased during Buff)
■No MP Loss when Counterattacked for 15 seconds. (No MP Loss when Counterattacked)

■Negative:
■Nothing! (Nothing happened)
■Rapid Drop in HP for 3 seconds. (Rapid Drop in HP)
■Rapid Drop in MP for 3 seconds. (Rapid Drop in MP)
■Unable to regain HP for 10 seconds. (No HP Regain during Buff)
■HP Drop for 10 seconds. (HP Drops during Buff)
■MP Drop for 10 seconds. (MP Drops during Buff)
■Attack Decrease for 10 seconds. (Attack Defense during Buff)
■Defense Decrease for 10 seconds. (Decreases Defense during Buff)
■Vitality Decrease for 10 seconds. (Decreases Vitality during Buff)

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Fan Service Lv 1
Required Level: 10
SP: 1
Requires: Skill Key from Cash Shop for 3000 Cash
Input: Press Z to charge all 3 MP slots and release.
Info: An infinite lengthly buff that increases attack, defense, and HP Regen to nearby allies. However, being attacked or movement will cancel the service.
Note: Strangely, the voice actor takes place on Lv 1, but not Lv 2.


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Fan Service Lv 2
Required Level: 43
SP: 2
Requires: Fan Service Lv 1
Input: Press Z to charge all 3 MP slots and release.
Info: Effects are greater than previous Lv.

Fighting


1st Bar


Spinning Counter Lv 1
Required Level: 0
SP: 0
Requires: N/A
Input: Press Z to charge one MP slot and release.
Info: Uses a 3-hit uppercut kick followed by a powerful slam to the ground.


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Spinning Counter Lv 2
Required Level: 12
SP: 2
Requires: N/A
Input: Press Z to charge one MP slot and release.
Info: Simply adds a spin between the kick and the push. However, since the spin causes too much offset pushing, its meant to be a defensive move.


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Reverse Turn
Required Level: 26
SP: 1
Requires: Skill Key from Cash Shop for 3000 Cash
Input: Press Z to charge one MP slot and release.
Info: A 2 hit attack that uses a first hit followed by a twirl which throws a limited ranged disk.


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Triple Axel Lv 1
Required Level: 13
SP: 1
Requires: Skill Key from Cash Shop for 3000 Cash
Input: Press Z to charge one MP slot and release.
Info: A simple spin followed by a kick.


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Triple Axel Lv 2
Required Level: 42
SP: 2
Requires: Triple Axel Lv 1
Input: Press Z to charge one MP slot and release.
Info: Two spins are included, not just one.

2nd Bar


Ditzy Rush Lv 1
Required Level: 0
SP: 0
Requires: N/A
Input: Press Z to charge two MP slots and release.
Info: A crazed dash that involves a trip at the end.
Note: Remember that enemies will fall flat on their faces rather than their backs.


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Ditzy Rush Lv 2
Required Level: 14
SP: 1
Requires: N/A
Input: Press Z to charge two MP slots and release.
Info: Unlike Lv 1, it allows a directional change during the rush animation.


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Ditzy Rush Lv 3
Required Level: 32
SP: 2
Requires: Ditzy Rush Lv 2
Input: Press Z to charge two MP slots and release.
Info: While a directional change is included, the final hit has an extended attack.


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Flash Dance
Required Level: 28
SP: 1
Requires: Skill Key in Cash Shop for 3000 Cash
Input: Press Z to charge two MP slots and release.
Info: A multi-hit combo that utilizes several kicks followed by a ground pound. Though performed like Grand Finale, it has no delay.


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Spin Combination Lv 1
Required Level: 15
SP: 1
Requires: Skill Key in Cash Shop for 3000 Cash
Input: Press Z to charge two MP slots and release.
Info: An attack that uses a frontal kick followed by a multi-hit twirl.


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Spin Combination Lv 2
Required Level: 44
SP: 2
Requires: Spin Combination Lv 1
Input: Press Z to charge two MP slots and release.
Info: Changes include an increased range of the first hit.

3rd Bar


Grand Finale Lv 1 (Amy Kick)
Required Level: 0
SP: 0
Requires: N/A
Input: Press Z to charge all 3 MP slots and release.
Info: A powerful, yet silly combo involving multiple kicks. It is invaluable as it involves a mass delay per hit.


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Grand Finale Lv 2
Required Level: 16
SP: 1
Requires: N/A
Input: Press Z to charge all 3 MP slots and release.
Info: Uses a powerful, frontal kick, similar to the first hit of Rama's Destroyer of Heaven.


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Beauty Mode
Required Level: 30
SP: 1
Requires: Skill Key from Cash Shop for 3000 Cash
Input: Press Z to charge all 3 MP slots and release.
Info: An attack that utilizes a short suction-like ability with an blooming (exploding) rose. It is similar to the Rama's White Monkey Washing Face, except Beauty Mode lacks damage.


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Psycho Crash Lv 1
Required Level: 17
SP: 1
Requires: Skill Key from Cash Shop for 3000 Cash
Input: Press Z to charge all 3 MP slots and release.
Info: Amy gathers a force of large energy into a powerful Chakrani, and throws a large disk at a frontal path.


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Psycho Crash Lv 2
Required Level: 46
SP: 2
Requires: Psycho Crash Lv 1
Input: Press Z to charge all 3 MP slots and release.
Info: Changes include a large pink disk thrown at a semicircular path with increased speed (not damage).

Shared

Special Skill


Lasting Lyrics (Time) Lv 1
Required Level: 30
SP: 1
Requires: N/A
Input: Change to Dancing (X)
Info: Changes the timer to 25 seconds.


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Lasting Lyrics (Time) Lv 2
Required Level: 36
SP: 2
Requires: Lasting Lyrics (Time) Lv 1
Input: Change to Dancing (X)
Info: Changes the timer to 30 seconds.

Special Skill


Lasting Lyrics (Defense) Lv 1
Required Level: 0
SP: 0
Requires: N/A
Input: Change to Dancing (X)
Info: While Lasting Lyrics is in play, it simply increases defense to all party members.

Lasting Lyrics (Defense) Lv 2
Required Level: 20
SP: 2
Requires: N/A
Input: Change to Dancing (X)
Info: More effective Defense than Lv 1.

Lasting Lyrics (Defense) Lv 3
Required Level: 47
SP: 3
Requires: Lasting Lyrics (Defense) Lv 2
Input: Change to Dancing (X)
Info: More effective Defense than Lv 2.

Blessing


Blessing Lv 1
Required Level: 11
SP: 1
Requires: N/A
Input: A
Info: Creates a buffed aura that can disable a Cursed, Petrification, or Freezing properties off an Ally. It has chances, and is not 100% effective.
Note: The range of this spell is extremely small; you almost have to be right ontop of someone for its effects to take place.

Blessing Lv 2
Required Level: 24
SP: 2
Requires: Blessing Lv 1
Input: A
Info: Chances are more effective than Lv 1.

Blessing Lv 3
Required Level: 45
SP: 3
Requires: Blessing Lv 2
Input: A
Info: Chances are more effective than Lv 2.




2nd Job: Muse - Skill Tree (Unreleased)


3rd Job: Siren - Skill Tree (Unreleased)


4th Job: Starlet - Skill Tree (Unreleased)

Special Ability

Power Recharge Dance
When the taunt D command is executed in Dancing, Performance, or Drama mode, Amy will throw confetti. However, it's actually small pieces of Mana which will restore an ally's energy, but does not affect Amy herself.
Note: The confetti is absent for the Muse class.

Lasting Lyrics
Whenever the switch command X is used and converted to Dancing, Performance, or Drama mode, a small defensive buff is given to the entire party for 20 seconds. The duration of the buff can be extended with the Dancer's skill tree.

HOW TO UNLOCK AMY!

Mission Objectives
■Slay Krakos at Lake Aurora and collect 35 fragments of Amy's Lesser Orb on Hard difficulty.
■Slay King Fang at King Fang's Lair and collect 35 fragments of Amy's Greater Orb on Hard difficulty.

Mission Rewards
■The Dancer, Amy
■Adventurer's Armor Set (Amy)
■Adventurer's Chakrani
■Queen's Jewel (3 days)
■Myurin's Pet Creation Manual (Possible Error)


JIN


Name: Jin

Age: 17

Likes: Martial arts, Amy.

Dislikes: Beans, pimento (type of pepper), the Ascendant God.

Long ago on the Xenia Continent, in a tiny village park where the children of Silver Land would play, a red-headed boy would lead the other children while playing as their general. He soon caught the eye of the Silver Knights, and was admitted as a trainee. Strangely, Silver Land broke away from Xenia. As the Grand Chase pursued Kaze’aze and further into the homeland of the Silver Knights, they sought the courage of the Silver Knights with Jin.

Random facts~

■Jin doesn't seem to take his enemies lightly, especially "traitors." When encountering such a foe, he is like a "volcano ready to burst into action."
■He actually joins the Chase because his nation was killed and hopes to rebuild it.
■Although not stated in dialogue, he loves someone who was actually in his old guild. It isn't known how the two were separated from each other.


1st Job: Fighter - Skill Tree



Basic

Combo Attack


Combo Attack Lv 1
Required Level: Lv 0
SP: 0
Requires: N/A
Input: Z Z Z Z
Info: A multi hit combo that punches and kicks the enemy several times.

Combo Attack Lv 2
Required Level: Lv 18
SP: 1
Requires: N/A
Input: Z Z Z Z Z
Info: A multi hit combo that uses powerful kicks and punches.

Double Attack


Double Attack Lv 1
Required Level: Lv 0
SP: 0
Requires: N/A
Input: After Combo, → →
Info: An attack that kicks the enemy forward twice.

Double Attack Lv 2
Required Level: Lv 12
SP: 1
Requires: N/A
Input: After Combo, → →
Info: An attack that merely kicks the enemy without knocking them down.

Utilizing Combo


Utilizing Combo
Required Level: Lv 5
SP: 1
Requires: N/A
Input: During Combo, ↑
Info: During the Combo, the Fighter will strike his fist upward.

Jump Attack


Jump Attack Lv 1
Required Level: Lv 0
SP: 0
Requires: N/A
Input: ↑ Z
Info: The Fighter will jump up and spin to kick his enemy.

Jump Attack Lv 2
Required Level: Lv 22
SP: 1
Requires: N/A
Input: ↑ Z
Info: The Fighter will jump to kick his enemy at a more angled area.

Apply Jump


Apply Jump
Required Level: Lv 28
SP: 1
Requires: N/A
Input: ↑ Z ↑
Info: The Fighter will jump and spin around to kick his enemy several times.

Dash Combo


Dash Combo Lv 1
Required Level: Lv 0
SP: 0
Requires: N/A
Input: → → Z ↑
Info: The Fighter will kick his target then perform an uppercut.


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Dash Combo Lv 2
Required Level: Lv 16
SP: 1
Requires: N/A
Input: → → Z ↑
Info: The Fighter will kick his target then rise up to perform two spin kicks.


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Dash Combo Lv 3
Required Level: Lv 26
SP: 2
Requires: Dash Combo Lv 2
Input: → → Z ↑
Info: The Fighter will kick his target then flip backwards as an evasion movement.

Special Skill


Continuous Evasion
Required Level: Lv 0
SP: 0
Requires: N/A
Input: Z ↓ → ↓
Info: After performing the first Evasion, the Fighter will slide across the ground to continue evading.

Dash Attack


Dash Attack Lv 1
Required Level: Lv 0
SP: 0
Requires: N/A
Input: → → Z Z
Info: The Fighter will spin and kick and finish off with a punch.

Dash Attack Lv 2
Required Level: Lv 32
SP: 1
Requires: N/A
Input: → → Z
Info: The Fighter will slide across the ground and finish off with a kick to the air.

Special Skill


Storm Fist
Required Level: Lv 0
SP: 0
Requires: N/A
Input: Z →
Info: Using the power of Burning, the Fighter will punch his target to a far distance.

God of Wind
Required Level: Lv 24
SP: 1
Requires: N/A
Input: Z →
Info: Using the power of Burning, the Fighter will punch his target into the air.

Special Skill


Hanuman
Required Level: Lv 0
SP: 0
Requires: N/A
Input: → → ← Z
Info: Using the power of Burning, the Fighter will run to perform three consecutive kicks.

Gatling Chi
Required Level: Lv 7
SP: 1
Requires: N/A
Input: → → ← Z
Info: Using the power of Burning, the Fighter will leap a distance to slam his entire body to the enemy.

Special Skill


Chi Wave
Required Level: Lv 0
SP: 0
Requires: N/A
Input: Z ↑
Info: Using the power of Burning, the Fighter will toss a blast of chi.

Taming the Tiger
Required Level: Lv 14
SP: 1
Requires: N/A
Input: Z ↑
Info: Using the power of Burning, the Fighter attacks shielding his body with chi.

Special Skill


Kuan Yin Palm
Required Level: Lv 36
SP: 1
Requires: N/A
Input: Passive
Info: A special inherit ability that removes the delay of Burning attacks.

Special Buff


Note: These are special buffs ONLY for Fighter.
All buffs are only triggered by engaging Burning Mode and tapping X X.
During the charge, the Fighter can cancel out by performing other movements (ie- attacking, moving, etc.). However, this cancels out Burning Mode.
All buffs will both increase and decrease a certain stat by a percentage.
All buffs add Super Armor.
All buffs prevent the use of skills.

Left Side
End of Days Lv 1
Required Level: Lv 9
SP: 1
Requires: N/A
Input: Burning Mode + X X
Info: A special ability that decreases the Defense by 25%, but increase Critical Chance by 1% and gives Super Armor. Lasts 8 seconds. However, the Fighter is unable to use skills.


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End of Days Lv 2
Required Level: Lv 19
SP: 2
Requires: End of Days Lv 1
Input: Burning Mode + X X
Info: A special ability that decreases the Defense by 20%, but increase Critical Chance by 2% and gives Super Armor. Lasts 12 seconds. However, the Fighter is unable to use skills.


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End of Days Lv 3
Required Level: Lv 29
SP: 3
Requires: End of Days Lv 2
Input: Burning Mode + X X
Info: A special ability that decreases the Defense by 15%, but increase Critical Chance by 3% and gives Super Armor. Lasts 16 seconds. However, the Fighter is unable to use skills.


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End of Days Lv 4
Required Level: Lv 39
SP: 4
Requires: End of Days Lv 3
Input: Burning Mode + X X
Info: A special ability that decreases the Defense by 10%, but increase Critical Chance by 4% and gives Super Armor. Lasts 20 seconds. However, the Fighter is unable to use skills.

Right Side
Iron Fist Lv 1
Required Level: Lv 9
SP: 1
Requires: N/A
Input: Burning Mode + X X
Info: A special ability that decreases the Attack by 25%, but increase Defense by 15% and gives Hyper Armor. Lasts 8 seconds. However, the Fighter is unable to use skills.


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Iron Fist Lv 2
Required Level: Lv 19
SP: 2
Requires: Iron Fist Lv 1
Input: Burning Mode + X X
Info: A special ability that decreases the Attack by 20%, but increase Defense by 30% and gives Hyper Armor. Lasts 12 seconds. However, the Fighter is unable to use skills.


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Iron Fist Lv 3
Required Level: Lv 29
SP: 3
Requires: Iron Fist Lv 2
Input: Burning Mode + X X
Info: A special ability that decreases the Attack by 15%, but increase Defense by 45% and gives Hyper Armor. Lasts 16 seconds. However, the Fighter is unable to use skills.


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Iron Fist Lv 4
Required Level: Lv 39
SP: 4
Requires: Iron Fist Lv 3
Input: Burning Mode + X X
Info: A special ability that decreases the Attack by 10%, but increase Defense by 60% and gives Hyper Armor. Lasts 20 seconds. However, the Fighter is unable to use skills.

Skills

1st Bar




Dragon Uppercut Lv 1
Required Level: 0
SP: 0
Requires: N/A
Input: Press Z to charge one MP slot and release.
Info: The Fighter punches the ground then launch up into an uppercut.
Burning: There is an extra hit in between the punch and the uppercut.


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Dragon Uppercut Lv 2
Required Level: 15
SP: 1
Requires: N/A
Input: Press Z to charge one MP slot and release.
Info: At the end of the uppercut, the Fighter kicks the foe down to the ground.
Burning: At the end of the uppercut, the Fighter kicks the foe before slamming his foot down to the ground.


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Iron Mountain Assault
Required Level: 10
SP: 1
Requires: Skill Key from Cash Shop for 3000 Cash
Input: Press Z to charge one MP slot and release.
Info: The Fighter performs an attack on both sides of him. If chained directly, the Fighter attacks with a burst from his fist. If chained again, he will slam his body as a Ying-Yang symbol appears.
Burning: The Fighter performs all 3 chains assaults at once.


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Hsing I Palm
Required Level: 20
SP: 1
Requires: Skill Key from Cash Shop for 3000 Cash
Input: Press Z to charge one MP slot and release.
Info: The Fighter fires a burst of chi from his hands at a short distance.
Burning: The last hit has increased range.

2nd Bar




White Flower Technique Lv 1
Required Level: 0
SP: 0
Requires: N/A
Input: Press Z to charge two MP slots and release.
Info: The Fighter performs a flurry of attacks before blossoming as a finale.
Burning: The Fighter performs four strong, straightforward fist attacks.


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White Flower Technique Lv 2
Required Level: 25
SP: 1
Requires: N/A
Input: Press Z to charge two MP slots and release.
Info: The Fighter performs a flurry of attacks before slamming his foot down.
Burning: Instead of simply slamming down his foot, the Fighter leaps up to kick the foe away.


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Dragon Squall
Required Level: 13
SP: 1
Requires: Skill Key in Cash Shop for 3000 Cash
Input: Press Z to charge two MP slots and release.
Info: The Fighter shoots a large Chi Wave that travels a limited distance before exploding. Prior to impact, it will explode.
Burning: The Chi Wave will not explode at target impact point.


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Crumbling Mountain Strike
Required Level: 23
SP: 1
Requires: Skill Key in Cash Shop for 3000 Cash
Input: Press Z to charge two MP slots and release.
Info: The Fighter rushes to the enemy and performs a multitude of punches before finishing off with blasting his foe away.
Burning: Instead of blasting the foe, he kicks upward and then slams his foot down.

3rd Bar




Fist of 10,000 Hells Lv 1
Required Level: 0
SP: 0
Requires: N/A
Input: Press Z to charge all 3 MP slots and release.
Info: The Fighter charges to one end, leaving a large sphere of exploding chi. He then slams his foot down to create the finale explosion.
Burning: The Fighter generates a chi orb before tossing it to his enemies in front of him.


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Fist of 10,000 Hells Lv 2
Required Level: 35
SP: 1
Requires: N/A
Input: Press Z to charge all 3 MP slots and release.
Info: The Fighter generates 2 smaller chi orbs to both of his sides before crossing them together.
Burning: Instead of crossing, the two orbs clash together, creating a powerful explosion.


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Indomitable Spirit
Required Level: 16
SP: 1
Requires: Skill Key from Cash Shop for 3000 Cash
Input: Press Z to charge all 3 MP slots and release.
Info: The Fighter leaps onto a rocky ledge where he summons Ying-Yang to draw nearby enemies and finish off with a powerful explosion. It is very similar to the Rama's White Monkey Washing Face.
Burning: Has a larger suction range and explosion radius.


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Searing Light
Required Level: 26
SP: 1
Requires: Skill Key from Cash Shop for 3000 Cash
Input: Press Z to charge all 3 MP slots and release.
Info: The Fighter slams down a barrier of chi, surrounding him and searing his foes.
Burning: Instead of a barrier, a large, violent vortex of chi is summoned.

Shared

Burning Gauge


Increased Burning Gauge Consumption Time Lv 1
Required Level: 6
SP: 1
Requires: N/A
Input: Passive
Info: Increases the consumption time of the Burning Gauge from 6.2 sec to 7.5 sec. This doesn't apply to Burning Mode, however.
Note: Although the tab says "Burning Mode" in-game, the skill has nothing to do with it. Also, the description in-game is very misleading; The title merely does not mention "time", suggesting that this ability increases the consumption rate which is a negative effect.


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Increased Burning Gauge Consumption Time Lv 2
Required Level: 17
SP: 2
Requires: Increased Burning Gauge Consumption Time Lv 1
Input: Passive
Info: Increases the consumption time of the Burning Gauge from 7.5 sec to 8.8 sec.


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Increased Burning Gauge Consumption Time Lv 3
Required Level: 23
SP: 3
Requires: Increased Burning Gauge Consumption Time Lv 2
Input: Passive
Info: Increases the consumption time of the Burning Gauge from 8.8 sec to 10.1 sec.

Sustained Burning Gauge


Sustained Burning Gauge Lv 1
Required Level: 8
SP: 1
Requires: N/A
Input: Passive
Info: Increases the sustained Burning Gage time from 4.8 sec to 6.0 sec. This doesn't apply to Burning Mode, however.
Note: The description in-game is very misleading; It says "Burning Mode" while it actually has no effect to it.


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Sustained Burning Gauge Lv 2
Required Level: 13
SP: 2
Requires: Sustained Burning Gauge Lv 1
Input: Passive
Info: Increases the sustained Burning Gage time from 6.0 sec to 7.2 sec.


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Sustained Burning Gauge Lv 3
Required Level: 33
SP: 3
Requires: Sustained Burning Gauge Lv 2
Input: Passive
Info: Increases the sustained Burning Gage time from 7.2 sec to 8.4 sec. This doesn't apply to Burning Mode, however.

Burning Skill


Burning Skill Lv 1
Required Level: 11
SP: 1
Requires: N/A
Input: Passive
Info: When using a Burning Skill (not ability, such as Chi Wave, Hanuman, Storm Fist, etc.), the usage rate is decreased from 1.0 to 0.75 efficiency.
Note: The description in-game is very misleading; It makes no mention of "abilities", and since abilities are technically semi-skills, they are assumed to be affected.


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Burning Skill Lv 2
Required Level: 27
SP: 2
Requires: Burning Skill Lv 1
Input: Passive
Info: When using a Burning Skill, the usage rate is decreased from 0.75 to 0.5 efficiency.

Special Jump


Arhan Technique Lv 1
Required Level: 21
SP: 1
Requires: N/A
Input: X →
Info: A special ability that allows Jin to hop slightly through the air. This uses 1 full bar of the Burning Gauge.


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Arhan Technique Lv 2
Required Level: 31
SP: 2
Requires: Arhan Technique Lv 1
Input: X →
Info: A special ability that allows Jin to hop slightly through the air up to two times. Each hop uses 1 full bar of the Burning Gauge.


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Arhan Technique Lv 3
Required Level: 40
SP: 3
Requires: Arhan Technique Lv 2
Input: X →
Info: A special ability that allows Jin to hop slightly through the air up to three times.



2nd Job: Shisa - Skill Tree (Unreleased)


3rd Job: Asura - Skill Tree (Unreleased)


4th Job: Rama - Skill Tree (Unreleased)

Special Ability

Burning Charge Bar
The Burning Charge (sometimes known as the Flame Charge) is a special ability wielded by fighters, who build up their "Chi" (sometimes known as "Rage Energy"). The Chi can be used to either add more attacks, or enhance his skills which requires one full bar.

The bar generates in two ways. The first using the X command, while the other being a counterattack execution (though highly unnoticeable), and at any time. Also, if Chi is not used within 5 seconds, it starts to evaporate on its own. When the bar is completely filled (takes approximately 5 seconds, 4 if Rama), Jin will enter a phase called "Burning Mode" ("Flame Mode"). Upon doing so, he gains super armor frames; resisting most stun and knockdown effects while increasing his speed. It lasts approximately 8 seconds.

Note: The Rama class generates Chi twice as fast as the other three, for obvious reasons.

HOW TO UNLOCK JIN!

Mission Objectives
■Slay the Black Fairy Queen at the Ruins of the Silver Knights and collect 14 fragments of Jin's Lesser Orb on Hard difficulty.
■Slay King Guang at the King Guang's Fen and collect 16 fragments of Jin's Greater Orb on Hard difficulty.

Mission Rewards
■The Fighter, Jin
■Adventurer's Armor Set (Jin)
■Adventurer's Knuckles
■Queen's Jewel (3 days)

Event-Only Rewards
■Ancient Fighter's Wings (15 days) (Event)
■Gorgos Knuckles (200 uses) (Event)
■Fighter Jin's Sign Board (Event)


Last edited by Aybrie on Sun Feb 05, 2012 1:08 pm; edited 3 times in total

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Aybrie

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[UNCOMPLETED] Character Guide (Sieghart and Mari)

Post  Aybrie on Fri Feb 03, 2012 5:33 pm

SIEGHART

Name: Aerknard Sieghart

Age: Approximately 600 years old.

Likes: Relaxation; being pampered by his servants.

Dislikes: Training, walking, and running.

Sieghart was a master Gladiator of Kanavan long, long ago. His name was legendary and his feats in battle have been recounted in history books. At one time, he alone staved off an assault of 100 goblins, a story told to children of even the smallest villages. He rejected all titles and awards bestowed upon him by nobility and left the knighthood to seek his own goals. While on his journey, he came upon the ruins of an ancient city and disappeared. After a year had passed, he was given up for dead and the entire kingdom mourned the passing of the legendary hero.

Hundreds of years have now passed, and rumors of a new knight appearing in the Bermesiah Empire were spreading across the continents. The man claimed to be the long lost hero, Sieghart, and presented himself at the capital of Kanavan.

While traveling through the ancient relics of the long-gone empire, he was attacked by a great demon and put into a near death state. Seeing his state, the Highlander gods revived him and trained him with their warriors making him an immortal. He has now left to join the Grand Chase.

As the Ascendant God and his evil followers assault the Bermesiah Empire, his resolve is stronger than ever.

Me and my facts c:

■It is revealed storyline-wise that Elesis is his great granddaughter. He tends to call her "Red" because of her colors.
■Sieghart tends to be bossy and thinks these "tykes" (he misspelled it as tikes) are immature and unworthy to be a part of the Chase themselves.
■Sieghart seems to retain a "cool" personality. This is supported on many of his poses (especially Gladiator seeing how he wields his sword in reverse formation), and being very inhostle to the Chase, responding in a seemingly dignified manner.
■Ironically, he gains dark energy through Rage even though he fights against it. Even as a Prime Knight, it gives him a more "twisted" and "crazed" look.
■Sieghart's immortality is proven by Mari's fatal explosion attack, in which, he survived. This piqued Mari's interest upon him from thereon.


1st Job: Gladiator - Skill Tree



Basic



Invincibility
Living Easy
Required Level: Lv 42
SP: 3
Requires: N/A
Input: A ↓
Info: Sits down for up to 4 seconds (can be extended when nearby characters use skills), gaining invincibility at the cost of mobility, then receives 2 seconds of super armor after standing up. Has a 60 second cooldown. Similar to Druid's Nature Shield.




Evasion
Reverse Trampoline


Required Level: Lv 20
SP: 1
Requires: N/A
Input: During first attack of basic combo or dash attack, ←
Info: Tumbles backward, receiving invincibility at the start and hyper armor at the end.




Jump Attack
Jump Attack Lv 1
Required Level: Lv 0
SP: 0
Requires: N/A
Input: In the air, ↑ Z Z
Info: Swings forward, then pulls back.


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Jump Attack Lv 2


Required Level: Lv 14
SP: 1
Requires: N/A
Input: In the air, ↑ Z Z
Info: Swings forward twice. The first swing also executes faster, allowing otto shots.


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Leap


Required Level: Lv 24
SP: 2
Requires: Jump Attack Lv 2
Input: In the air, ↓ Z
Info: Stomps on the air, descending quickly, then jumps high into the air when someone is hit. Deals damage on enemies.
Notes: Cannot be used simultaneously with Jump Attack Lv 2. Equipping Defense Lv 2 will reduce the damage dealt by the first swing of the default jump attack. Leap also triggers when used during a skill's frame freeze.




Utilizing Combo
Air Combo Lv 1
Required Level: Lv 0
SP: 0
Requires: N/A
Input: During Combo, ↑
Info: Leaps and performs a short swing (knock up), then spins and drops his heel (knock down).


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Air Combo Lv 2


Required Level:
SP: 1
Requires: N/A
Input: During Combo, ↑
Info: Leaps and swings up twice, knocking up with each swing. Can be cancelled into a ground dash.




Double Dash
Required Level: Lv 30
SP: 1
Requires: N/A
Input: During Dash, →
Info: Performs another slightly different dash. Cancels the slide effect of a step.




Dash Attack
Dash Attack Lv 1
Required Level: Lv 0
SP: 0
Requires: N/A
Input: During Dash, Z ...
Info: Performs a swing that hits twice. If it hits, it can be chained into part of a basic combo, which can be chained further into basic combo extensions. Critical can also be chained immediately.
Note: Does not benefit from Mad Rage Lv 3. Prevents jump dash or rocket/flash grabs during rage mode.


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Dash Attack Lv 2


Required Level: Lv 35
SP: 1
Requires: N/A
Input: During Dash, Z
Info: Performs a swing that hits once. If it hits, it can be chained into another swing that hits twice
Note: Cannot be chained into the basic combo and its extensions, unlike Lv 1. Allows jump dash or rocket/flash grabs during rage mode.




Critical
Critical Lv 1
Required Level: Lv 0
SP: 0
Requires: N/A
Input: During Combo, → →
Info: Stomps on the ground before swinging the sword. The stomp has induces a unique flinch animation, but has a small range.


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Critical Lv 2


Required Level: Lv 33
SP: 2
Requires: N/A
Input: During Combo, → →
Info: Performs a sweeping kick before swinging the sword. Faster than Lv 1.



Double
Double Lv 1
Required Level: Lv 0
SP: 0
Requires: N/A
Input: During last hit of Combo, → →
Info: Swings forward, dealing up to two hits.

Double Lv 2


Required Level: Lv 17
SP: 1
Requires: N/A
Input: During last hit of Combo, → →
Info: Twirls the sword, dealing up to four hits.

Rage

Notes:
These abilities are not shared, thus only Gladiator will benefit from them.
Quiet Rage and Mad Rage cannot be equipped simultaneously.
Each level in one type of Rage also gains the effects of the levels below it. For example, equipping Quiet Rage Lv 3 will also equip Quiet Rage Lv 2 and Lv 1.




Left Side
Quiet Rage Lv 1


Required Level: Lv 11
SP: 1
Requires: N/A
Input: N/A
Info: Divides damage taken by 1.3 on the first life.


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Quiet Rage Lv 2


Required Level: Lv 21
SP: 2
Requires: Quiet Rage Lv 1
Input: During full Rage gauge, A ↑
Info: Heals 10% of maximum HP.


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Quiet Rage Lv 3


Required Level: Lv 39
SP: 3
Requires: Quiet Rage Lv 2
Input: ← or →
Info: Blocks, similar to Aegis Knight. Consumes Rage per block, except during Rage mode.




Right Side
Mad Rage Lv 1


Required Level: Lv 11
SP: 1
Requires: N/A
Input: N/
Info: Increases rage mode's duration by 75%.


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Mad Rage Lv 2


Required Level: Lv 20
SP: 2
Requires: Mad Rage Lv 1
Input: N/A
Info: Gains additional Rage when attacking. Works in both Dungeon and PvP.


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Mad Rage Lv 3


Required Level: Lv 41
SP: 3
Requires: Mad Rage Lv 2
Input: N/A
Info: Adds an extra hit per attack during the Basic Combo. Affects neither combos during Dash Attack Lv 1 nor combo extensions (Critical, Aerial, Double).

Skills

1st Bar
Iron Crusher Lv 1
Required Level: 0
SP: 0
Requires: N/A
Input: Press Z to charge one MP slot and release.
Info: Performs a slow hit followed by a heavy slam.
Rage: Adds an upper swing in the middle.


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Iron Crusher Lv 2

Required Level: 16
SP: 1
Requires: N/A
Input: Press Z to charge one MP slot and release.
Info: Adds an uppercut after the heavy slam, but deals half damage per hit.


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Armor Crasher Lv 1
Required Level: 7
SP: 1
Requires: N/A
Input: Press Z to charge one MP slot and release.
Info: Quickly impacts with an upper swing.
Rage: Adds a frontal strike after the upper swing, but deals half damage per hit.


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Armor Crasher Lv 2

Required Level: 26
SP: 2
Requires: Armor Crasher Lv 1
Input: Press Z to charge one MP slot and release.
Info: Inflicts two weak slams before the upper swing.


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Mach Strike Lv 1
Required Level: 6
SP: 1
Requires: Skill Key from Cash Shop for 3000 Cash
Input: Press Z to charge one MP slot and release.
Info: Performs an upper kick before jabbing forward.
Rage: Quickly performs a leaping kick after the jab.


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Mach Strike Lv 2

Required Level: 25
SP: 2
Requires: Mach Strike Lv 1
Input: Press Z to charge one MP slot and release.
Info: Adds extra kicks and swings in between.


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Boomerang Lv 1
Required Level: 15
SP: 1
Requires: Skill Key from Cash Shop for 3000 Cash
Input: Press Z to charge one MP slot and release.
Info: Tosses energy from the sword at a limited distance.


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Boomerang Lv 2

Required Level: 34
SP: 2
Requires: Boomerang Swing Lv 1
Input: Press Z to charge one MP slot and release.
Info: Last longer, dealing more hits but less damage per hit. Also delays the caster while the skill is hitting.




2nd Bar
Flame Sword Lv 1
Required Level: 0
SP: 0
Requires: N/A
Input: Press Z to charge two MP slots and release.
Info: Throws a wave of flames on the ground.
Rage: Adds an explosion at the end, dealing an extra hit.


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Flame Sword Lv 2


Required Level: 19
SP: 2
Requires: N/A
Input: Press Z to charge two MP slots and release.
Info: After throwing the first wave, it throws a second single hit wave. This skill does not begin immediately, and its final explosion in Rage mode is different from Lv 1.


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Ultimate Storm Lv 1
Required Level: 10
SP: 1
Requires: N/A
Input: Press Z to charge two MP slots and release.
Info: Bursts an aura before an upper swing
Rage: Adds an explosion at the end, similar to Rage Flame Sword Lv 2.


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Ultimate Storm Lv 2


Required Level: 29
SP: 2
Requires: Ultimate Storm Lv 1
Input: Press Z to charge two MP slots and release.
Info: Performs two quick upper swings instead of one.


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Death Knell Lv 1
Required Level: 18
SP: 1
Requires: Skill Key in Cash Shop for 3000 Cash
Input: Press Z to charge two MP slots and release.
Info: Spins once, unleashing flames from the sword.&nbsp
Rage: After spinning, a quick sprout similar to the Fighter's White Flower Technique is performed.


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Death Knell Lv 2
Required Level: 37
SP: 2
Requires: Death Knell Lv 1
Input: Press Z to charge two MP slots and release.
Info: Spins twice, traveling farther while dealing double number of hits, but half damage per hit.


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Phantom Rush Lv 1
Required Level: 9
SP: 1
Requires: Skill Key in Cash Shop for 3000 Cash
Input: Press Z to charge two MP slots and release.
Info: Rushes forward with an aura of dark energy.
Rage: Performs a burst at the end of the rush, but deals less damage per hit.


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Phantom Rush Lv 2
Required Level: 28
SP: 2
Requires: Phantom Rush Lv 1
Input: Press Z to charge two MP slots and release.
Info: Begins earlier with an extra hit, but deals less damage per hit. Has exactly the same Rage version as Lv 1.




3rd Bar
Grinding Punisher Lv 1
Required Level: 0
SP: 0
Requires: N/A
Input: Press Z to charge all 3 MP slots and release.
Info: Sweeps forward, then performs two powerful upper swings. Holding ← or → during the first sweep will adjust its distance.


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Grinding Punisher Lv 2

Required Level: 13
SP: 1
Requires: N/A
Input: Press Z to charge all 3 MP slots and release.
Info: Quickly descends and impacts the ground after the second upper swing. Both upper swings lift lower, and the second upper swing has one less hit.


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Triple Slash Lv 1
Required Level: 23
SP: 1
Requires: N/A
Input: Press Z to charge all 3 MP slots and release.
Info: Swing thrice, unleashing flames from the swor
Rage: Changes the third swing into a force erupting from the ground.


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Triple Slash Lv 2

Required Level: 32
SP: 2
Requires: Triple Slash Lv 1
Input: Press Z to charge all 3 MP slots and release.
Info: Knocks up on the second hit.


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Mortal Impact Lv 1
Required Level: 12
SP: 1
Requires: Skill Key from Cash Shop for 3000 Cash
Input: Press Z to charge all 3 MP slots and release.
Info: Spins once similar to Death Knell, before unleashing a tornado that tosses enemies caught.


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Mortal Impact Lv 2

Required Level: 40
SP: 2
Requires: Mortal Impact Lv 1
Input: Press Z to charge all 3 MP slots and release.
Info: Prior attacking, summons an orb that draws enemies to the center. The suction does not pull up, and can be countered.


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Mocking Blade Lv 1 (Honoring/Contemptuous Gesture)
Required Level: 22
SP: 1
Requires: Skill Key from Cash Shop for 3000 Cash
Input: Press Z to charge all 3 MP slots and release.
Info: Activates an aura that deals continuous hits to nearby enemies, but limites movement to walking, jumping and taunting. Walking speed is reduced, and damage taken is reduced drastically. Most attacks are also ignored, except under special conditions such as while taunting. Lasts 5 seconds.


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Mocking Blade Lv 2

Required Level: 31
SP: 2
Requires: Mocking Blade Lv 1
Input: Press Z to charge all 3 MP slots and release.
Info: Increases duration to 8 seconds, but deals half damage per hit. However, its Rage version has the same damage as Lv 1, even when Rage mode wears off while the aura is still active.

Shared

Defense
Defense Lv 1


Required Level: 8
SP: 1
Requires: N/A
Input: N/A
Info: Allows the first swing of a Basic Combo and Dash Attack to destroy projectiles.


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Defense Lv 2


Required Level: 38
SP: 2
Requires: Defense Lv 1
Input: During Arrow Defense, ←← or →→
Info: Performs a short dash, canceling the animation of Arrow Defense. Cannot be chained into Double Dash.




Berserker
Berserker Lv 1
Required Level: 5
SP: 1
Requires: N/A
Input: N/A
Info: Knocks up nearby enemies. Activates when struck continuously by Arrows/Kunai.


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Berserker Lv 2


Required Level: 36
SP: 2
Requires: Berseker Lv 1
Input: N/
Info: Grants 3 seconds of super armor whenever Berserk activates.



2nd Job: Warlord - Skill Tree (Unreleased)


3rd Job: Duelist - Skill Tree (Unreleased)


4th Job: Prime Knight - Skill Tree (Unreleased)

Special Ability


Rage
Sieghart's Rage is similar to Jin's Burning. They both require charging and may be activated to temporarily give the character enhanced stats. However, the method of charging and the bonuses given are different.

When not in Rage Mode, Sieghart's Rage bar fills up on its own (45 seconds for Prime Knight, 30 seconds for others), by attacking (Dungeon) or by getting attacked. However, using skills can halt the bar for its duration.

When the Rage bar is filled to at least the length of around two full MP bars, the command can trigger his Rage Mode (sometimes as Dark Mode, Demonic Mode or Chaos Mode), surrounding him in an aura of darkness. While in this state, Sieghart gains super armor, increased speed, increased damage (x1.1), altered defense (increased damage taken for Prime Knight, reduced damage taken for others) and altered skill animations. Also, the Rage bar continuously drains, but using skills will temporarily halt the draining. When fully charged, Rage Mode lasts approximately 5.6 seconds, whilst for Prime Knight it lasts 10.

Animation wise, Gladiator and Warlord have to bend down to pick up the "rage," while Duelist and Prime Knight just shouts it on. In addition to Prime Knight, it causes a shockwave effect to nearby foes. Sieghart is invincible during the animation, but the Rage gauge will continue to drain.

Note: Only the Duelist, Prime Knight and Gladiator Skill Tree get moves that consume Rage, and only the Prime Knight has a move that consumes Rage even in Rage mode.



How to unlock Sieghart!

Mission Objectives
■Collect 11 Fragments of Sieghart's Lesser Magic Orb from Outer Wall of Serdin
■Collect 12 Fragments of Sieghart's Greater Magic Orb from Forgotten City

Quest Rewards
■The Gladiator, Sieghart
■Adventurer's Armor Set (Sieghart)
■Adventurer's Gladius
■Queen's Jewel (3 days)

Event-Only Rewards
■Gorgos Gladius (200 times) (Event)
■Gladiator's Dark Wings (15 days) (Event)
■Gladiator's Signboard (15 days) (Event)


MARI

Name: Mari Ming Onette

Age: Unknown (~15)

Likes: Speed reading, things that spark her interest.

Dislikes: Cacophony, the ordinary.

Mari is the last remaining survivor of an ancient kingdom once known as "Kounat." Having lost her memory, Mari no longer remembers who she is or where she is from. Mari possesses rune casting skills and magical abilities previously unheard of in this area of the world. She is immensely curious about the unknown and fascinated by subjects new to her. While satiating her curiosity by researching the monsters found inside the Temple of Destruction, Mari found herself face to face with the Grand Chase. Having her curiosity piqued by the Highlander skills of Sieghart, Mari decides to join them.

Mari facts!

■The actual reason of Mari joining the Chase is because Sieghart is a 600-year-old warrior. Because of his (extremely old) age, he may know a thing or two about her past.
■Mari seems to be calm and quiet, but her tone makes her sound serious.
■She appears to suffer from state-of-the-art depression.




1st Job: Rune Caster - Skill Tree (Unreleased)

Rune Caster
Buster (Grade 1) Rune Casters 1st grade attack that sends close quarter enemies flying with her magic!
Shock Field (Grade 2) Rune Caster’s 2nd grade attack that summons a Tesla coil, creating a shock field over a set area.
Eraser (Grade 3) Rune Caster’s 3rd grade destructive skill that summons a powerful laser that zaps enemies in its path.




2nd Job: Gunslinger - Skill Tree (Unreleased)

Shock Wave (Grade 1) Gunslinger's 1st grade attack. The Gunslionger fires her Maverick into the ground, causing a series of explosions to burst up from the ground.
High Power Rush (Grade 2) Gunslinger's 2nd grade attack. Summons a cannon that shoots a volley of missiles which explode within a specific area.
Chaos Beam (Grade 3) Gunslinger's 3rd grade attack. Summons a highly destructive weapon that shoots a ray beam. Any enemies in its path will be instantly vaporized.




3rd Job: Polaris - Skill Tree (Unreleased)

No Mercy (Grade 1) Polaris' 1st grade attack. Mari swings her mallet like a golf club, slamming her enemy into the air and inflicting splash damage once the enemy is bound.
Call of Ruin (Grade 2) Polaris' 2nd grade attack. Summons an Eye of Darkness to pull and tear at the soul of anyone within the eye.
Extinction (Grade 3) Polaris' 3rd grade attack. Hurls powerful ice crystals before her. Enemies in the way are slashed by flying ice crystals.




4th Job: Geas - Skill Tree (Unreleased)

Backlash (Grade 1) Mari's special skill that makes an enemy fly vertically forward with the swing of the Soul Taker.
Charged Bolt (Grade 2)Mari's special skill that envelops the Soul Taker around her body, forming an electrical circle that gives constant damage and electrocutes enemies who fall within a specific region.
Tempest (Grade 3) Mari's special skill that uses strong, magical power to summon pieces of ice which are shot down from the sky, inflicting great damage and freezing enemies who are hit.


Special Ability

Rocket Jump
The Rocket Jump is one of Mari's major tools. It projects the hand down to her side, using Runic forces to let her soar high into the skies. The command is +, though she shoots it right at the moment her simple Dash ends.
Apparently the Rocket Jump is one of the highest jumping vessels used; it simply overpowers the Crossbowman's High Jump, or even the Double Jump performed by Amy, Thief, Archer, and Nova classes.
In addition to the Polaris' KORMET, it can use a horizontal propulsion after the Rocket Jump.

Trivia: Noticeably, the Runic force seems to come out of Mari's buttocks. However, if one looks closely, her hand is near her side projecting the rune.

Mana Shield
A shield created that substitutes Mana for Health.¹ In other words, when attacked all damage taken is removed from the MP bar as long as Mari has MP stored. If the damage exceeds the amount of MP stored, it will remove the excess damage from the Health (HP) bar. It can be a useful skill, as it protects one from harmful danger. The shield lasts 10 seconds, but has no cooldown.
The command is +.

The Mana Shield protects the user from the following types of damage:

■Poison ²
■Curse ²
■Shockwave
■Freezing ²
■Petrification ²
■Ranged attacks
■Toxic clouds ²
■Fireballs and burning effects ²
■Knockdowns
■Breath attacks
■Shock or electrocution
■Drowning
■Combination/Application attacks
■MP skills used by other players
Notes:
1. Ironically, the Mana Shield does not use any Mana (MP) when activated, despite the intention of it being used. However, even though it doesn't use MP to activate, players still need even just a small amount of MP stored for the Shield to take effect. For example, if the player has 1 bar of MP, the Shield can be activated and protect the player for just that 1 bar. And if there are 3 bars stored, the Shield will protect the player for all 3 bars, and so on.
2. Though the player will initially be protected from poison, curse, being frozen, burnt, or petrified, their effects may outlast the duration of the Mana Shield. Any type of DoT effect will continue to drain Mana until the MP bar is empty, at which point it will begin to drain Health (HP). If the effect of the Mana Shield is still there when breaking out of petrification or being frozen, the Mana Shield will absorb the damage afterwards. Thus, it is useful to activate the Shield just before being hit with these effects or when knowing that those effects will make contact.

Machinery Crates
A crate containing a special tool is provided. It is noted that the crate has a number on it, indicating the level on the crate. However, all the crates contain different objects, so there is no technical "strength" level.
Command is ++. Note that the represents the number pressed. However, a player doesn't press immediately to create the special tool, the unfinished crates will explode immediately, acting like a mine.
Interesting to note that the creates will have the word "Sector" on it followed by the "Lv." and a "number".

Items act identical to the Druid's Stone Wall and the Magician's Magic Puppet; they serve both an obstacle and a destroyable object.

Note: Beyond Rune Caster, the crates can be summoned faster. Beyond Gunslinger, there is a level 3 crate.

Machinery Crates summoned:



Rune Caster and Gunslinger's Machinery Crates

■Rune Caster
■Level 1 - A blue cannon that shoots a cannonball horizontally for a short distance. Fires six times.
■Level 2 - A red cannon that shoots a cannonball upward at a low arc for a short distance. Fires six times and creates a burning effect on the ground.

■Gunslinger
■Level 1 - A Push Board that pushes enemies away causing a small amount of damage. These work like big proximity mines with no explosion effect. It lasts 8 seconds if untouched and disappears once it comes in contact with an enemy.
■Level 2 - The Triple Missile launcher is a misnomer in that it only launches two missiles upwards at a medium height. Each missile, however, explodes in midair to release three individual warheads that shoot to the ground at the same area. This has a longer range than either of the Rune Caster's cannons. These work similarly to ICBMs that launch individual nuclear warheads.
■Note: The larger missile fired from the cannon will just pass through the enemy, having no effect at all. It's best used on long-range targets.

■Polaris
■Level 1 - A small device with two prods on it that increases the rate of MP regenerated when the party stands near it. You can think of this as a "battery recharger" for Mana (MP). It is similar to Ryan's Totems (Defense, HP, MP), which are found in the Druid Skill Tree.
■Level 2 - A red cannon appears to mix Rune Caster's and Gunslinger's Level 2 Crate, but shoots two sets of three cannonballs over a shorter distance, and causes the ground to burn where it lands.
■Level 3 - Teleportation platforms that allow the group to teleport from one location to another in the room. The player has to construct two of these in different locations for it to work— one as a starting point and the other as an exit. Summoning a third portal will erase the first one made. Note that they will stay on the ground forever. on the other side, each portal cost around half a mana bar.

Energetic Orbs
There are numerous Orbs that usually amplify Mari's usual abilities. Often they act as a projectile VIA the or the Critical/Double command, depending on the class. Sometimes they will act as a buff. The orbs stay around for a large sum of time, raging 12-20 seconds, depending on the orb.
The summoning command is ++, and each will have a runic "mark" during the time of summon, and takes approximately 3 seconds for one to appear, and currently only two runics appear meaning the summon time is 6 seconds total. Different orbs can be summoned prior to job.
Note that Mari can simply dash to cancel the summon, to simply avoid any incoming attacks.

Orbs summoned:

■Rune Caster
■Level 1 - Spawns a Blue Orb that fires slightly downward. Summoned at any point and stays for 20 seconds.
■Level 2 - Spawns a Red Orb that fires slightly upward. Summoned at the first mark and stays for 20 seconds.
■Level 3 - Spawns a Green Orb that can be launched steep downward while rising upward. Summoned at second mark or full duration and stays for 20 seconds.

■Gunslinger
■Level 1 - Spawns a Blue Orb that fires slightly upward. Summoned at any point and stays for 20 seconds.
■Frost Enchantment - Enchants a single bullet with Ice, causing freezing effects upon impact. Summoned at full duration while permanently leaving the enchant until fired.

■Polaris
■Mana Orb - Spawns a Blue Orb, and when equipped, enhances the Mana Regen greatly. Summoned at full duration (first mark) while remaining for 12 seconds.

■Geas
■Repair - Spawns three small Blue Orbs, and when equipped, enhances Mana regeneration by a small amount for 12 seconds, however when hit the orbs disappear and instantly allows Mari to recover half an MP bar.

Machinery Summon



A tool that summons a type of machinery that is used to support Mari in battle. For each of Mari's jobs, the machine summoned becomes more different in each one. It masks over the Basic Combo, Critical/Double, Jump Attacks, and Dash Attacks. It lasts for 20 seconds, and it takes about 5 seconds to construct one. There is no cooldown.
The coordinates are ++ (Spam). Note that there are rare occasions it will fail at random.

Rune Caster and Gunslinger summon a tool called a Wing Drive Weapon (W.D.W.).

Polaris constructs a miniature robot whom fights with fists and rockets plus an expansion its size called "KORMET".

How to get Mari!

Mission Objectives
■Slay Audrey at Primeval Island and collect 39 fragments of Mari's Lesser Orb on Hard diffculty.
■Slay Kamiki at Kamiki's Castle and collect 39 fragments of Mari's Greater Orb on Very Hard difficulty.

Mission Rewards
■The Rune Caster, Mari
■Adventurer's Armor Set (Mari)
■Adventurer's Grimoire
■Queen's Jewel (3 Days)
■Grimoire of the Stalwart Hero


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[UNCOMPLETED] Character Guide (Dio and Zero)

Post  Aybrie on Fri Feb 03, 2012 6:25 pm


DIO


Name: Dio

Age: Unknown (looks 15)

Likes: Alfred, Pure Destruction.

Dislikes: Sebastian, Pointless Destruction.

In the final days of Kounat's existence, numerous portals appeared around the kingdom, gateways leading to another dimension where belligerent demons lived. A faction of the demons desired to destroy Kounat and waged war against the suffering kingdom. However, an opposing faction of demons denounced the wanton violence and waged war against those demons that would destroy Kounat. Dio was a member of this faction.

When the war ended, the demons returned to their dimension and the portals were sealed. One day, Dio realized there was a weakening of the magic sealing off one of the portals and decided to go and investigate. This decision set him on the road to one day meeting the knights of the Grand Chase.

Facts!

■According to Ley's profile, Dio is the chief of his demonic clan, the Burning Canyon Family.
■Dio's left hand is called a Rake Hand. He and/or his race may be well equipped with these Rake Hands and may possibly represent the said race.

■Dio and/or his race include the following abilities:
■Teleportation
■Telepathy (seen in Hell Bridge)
■Flight
■Creating Dark Holes
■Creating large, monsterous hands
■Absorbing and releasing energy
■Levitation of objects and other people
■Magic Satchel

■In actuality, Dio sealed his own powers after Kounat's destruction and the end of the Demon Wars. As time progresses, his inner abilities begins to unseal themselves.
■Dio mentioned in Relics of Kounat that he is pursuring "private interests." The Crimson River felt suspcious of the Burning Canyon's strange antiques and Ley's father ordered her to look for Dio within the human world in order to confirm and secure his alliegence.


1st Job: Stygian - Skill Tree

Because Dio utilizes a "Action Point" function, he must completely utilize his Skill Tree to take place for his abilities.

Notes:
■Special means the ability is a skill.
■Technique means the ability is a regular, average attack.
■Effect is a passive ability that performs an automatic function for the said ability.
■The Stygian Tree has a maximum of 30 SP rather than the average 35.
■Most abilities range from three levels, some with two and rarely with one. ■Upgrading the ability usually increases the attack power, but may alter its performance (ie Death Scythe Lv 3).

■All abilities cost one SP per level, within the exception of Necrotic Lv 3 which costs two.
■All abilities have a limited cooldown, and cannot be altered in any way within the exception of Horizontal Blink.
■All abilities consume a limited amount of AP. The Action Point consumed can be determined by calculating the percentage of the AP bar.
■There are two different "sides" on the Active bar: ■The "Left" side, formally known as the "Devil Pose", which mostly consists of magical components. Basically, the Devil Pose deals massive damage but very costly when it comes to AP.
■The "Right" side, known as the "Weapon Pose", which is filled with mostly stabbing equipment. Basically, the Weapon Pose specialize in surprise attacks, filled mostly with Technique skills.


Active



Left Side



(Special) Death Scythe



No. of Levels: 3
SP: 1-3
Requires: N/A
Cooldown: 10 sec
AP Consumed: 16
Info (1): A short 3 hit combo including swings.
Info (2): Increased damage.
Info (3): Last hit is a knockup.

(Technique) Death Star Upper Cut




No. of Levels: 3
SP: 1-3
Requires: N/A
Cooldown: 5 sec
AP Consumed: 6
Info (1): Simply swings the sycthe forward, tossing the enemy behind.
Info (2): Adds a second hit.
Info (3): Launches higher.

(Special) Death Star




No. of Levels: 3
SP: 1-3
Requires: Death Scythe Lv 3, Death Star Uppercut Lv 3
Cooldown: 15
AP Consumed: 33
Info (1): Tosses the Scythe forward while bringing it back as it slides the ground. Quite identical to the Vanquisher's Furious Boomerang except it lacks horizontal range.
{C Info (2/3): More damage.
{C Note: There has been notes that the Stygian performing Death Star will become an "untouchable obstacle", meaning that the attack can be avoided if the enemy is right next to the attacker or the attacker is sliding. Also, Death Star is not 100% accurate in pulling the enemy backward.

(Technique) Dominate



No. of Levels: 3
{C SP: 1-3
{C Requires: N/A
{C Cooldown: 5 sec
{C AP Consumed: 6
{C Info (1): Spawns a large hand that pulls in enemies within a distance.
{C Info (2/3): More damage.

(Effect) Dominate: Increased Distance



No. of Levels: 1
{C SP: 1
{C Requires: Dominate Lv 3
{C Info: Increases the length of Dominate.

(Technique) Shatter Fist



No. of Levels: 1
{C SP: 1
{C Requires: Dominate Lv 3
{C Cooldown: 5
{C AP Consumed: 6
{C Info: Slams a big hand down, launching the enemy into the air.

(Special) Rake Hand




No. of Levels: 3
{C SP: 1-3
{C Requires: Shatter Fist, Dominate: Increased Distance
{C Cooldown: 15
{C AP Consumed: 33
{C Info: Summons up a large hand that sweeps the ground, lifting up enemies into oblivion.

(Special) Necrotic




No. of Levels: 3
{C SP: 1-4
{C Requires: Death Star Lv 3, Rake Hand Lv 3
{C Cooldown: 20
{C AP Consumed: 50
{C Info: A dark energy erupts from the ground, then fades through the ground while bypassing the foe, as if enemies were eaten by a giant, hungry mouth. {C
Extra Info: Enemies that are successfully "swallowed" will be trapped during that duration, as if they were binded (this includes Super Armor).
{C Note: Level 3 costs two SP rather than one.

Note: There is a glitch that if a technique is used shortly after using Necrotic, both the technique and Necrotic will be executed, making Necrotic execute with no delay. Similar to the No-Delay Chaotic Spark glitch of Drakar.
{C Trivia: The description is confined as a metaphor, as there are parts resembling pointy teeth on the dark substance.

(Special) Black Space



No. of Levels: 1
SP: 1
Requires: Necrotic Lv 3
Cooldown: 20
AP Consumed: 50
Info: A chaotic skill that mixes the suction power of Rama's White Monkey Washing Face and the Magician's Divine Fortitude without the knockaway portion, but rather, constant damage.
Note: The problem is that the suction power does not stun (PvP wise), meaning that this attack can be avoided, ultimately going to a waste.



Right Side


(Special) Vengeful Sword





No. of Levels: 3
SP: 1-3
Requires: N/A
Cooldown: 15 sec
AP Consumed: 33
Info (1): Spawns numerous swords from the ground to attack the front. Enemies caught by the skill will be pushed away.
Info (2/3): More damage.

(Technique) Phase Edge





No. of Levels: 3
SP: 1-3
Requires: N/A
Cooldown: 5 sec
AP Consumed: 6
Info (1): Stabs with a sword while creating a vortex to open up at a larger distance. Of course, it leaves a wide gap in between. Additionally, this technique appears to "hold" enemies in place, as if being stunned.
Info (2/3): More damage.

(Technique) Flash Sword




No. of Levels: 3
SP: 1-3
Requires: Vengeful Sword Lv 3, Phase Edge Lv 3
Cooldown: 5
AP Consumed: 6
Info (1): Makes a quick jab.
Info (2): More damage.

(Effect) Flash Blade: Increased Attack



No. of Levels: 2
SP: 1-2
Requires: Flash Sword Lv 2
Info: Increases the number of hits by 1 or 2.

(Technique) Horizontal Blink



No. of Levels: 2
SP: 1-2
Requires: Increased Dash Speed
Cooldown: 5-3
AP Consumed: 6
Info (1): Flash teleports instantly at a horizontal, short distance.
Info (2): Halves the cooldown time.
Note: The teleportation does not activate instantly, but rather, a half second. Also, because this is a technique and not a skill, the user can be hit before teleportation. In addition, the Blink is strictly horizontal, meaning that the user can teleport behind a rising/descending ledge and fall.

(Technique) Infernal Spear




No. of Levels: 3
SP: 1-3
Requires: Flash Sword Lv 3, Blink Lv 2
Cooldown: 10
AP Consumed: 16
Info: Spawns the Infernal Spear that jabs forward with great force. Does not activate immediately.

(Effect) Infernal Spear: Increased Attack



No. of Levels: 2
SP: 1-2
Requires: Infernal Spear Lv 3
Info: Improves the number of hits of Infernal Spear.

(Special) Haunting Shock





No. of Levels: 1
SP: 1
Requires: Infernal Spear Lv 3, Infernal Spear: Increased Attack Lv 3
Cooldown: 15
AP Consumed: 33
Info: Instantly slams down an Infernal Spear on the ground at a limited distance, causing the opponent to immediately fly away upon impact. The range is at the end of the screen.
Note: Unlike other skills, where Haunting Shock lands does not go through groundless areas.

(Special) Onrush





No. of Levels: 2
SP: 1-2
Requires: Haunting Shock
Cooldown: 20
AP Consumed: 50 + XX
Info: Uses the Infernal Spear to jab the enemy at an extreme pace, literally crushing them as the Stygian runs. The skill can be improved by holding the direction facings.
Note: The "XX" portion of consumed AP is determined how long the Stygian will continue rushing.

Passive



AP


Increased AP Recovery

No. of Levels: 2
SP: 1-2
Requires: N/A
Info: Increases the base AP Recovery Rate.
Note: Every level is equivalent to 10% AP Recovery per level.

Starting AP

No. of Levels: 3
SP: 1-3
Requires: Increased AP Recovery Lv 3
Info: Spawns the game with AP, similar to how Arme spawns with Mana.
Note: Cannot be used simultaneously with Increased AP Recovery.

Jump



Increased Dash Speed

No. of Levels: 1
SP: 1
Requires: N/A
Info: Increases the Dash speed. It also allows the use of Horizontal and Vertical Blinks.
Note: The ability appears to have NO EFFECT. Despite the uselessness of the said ability, it is required for the Blinks.

Cooldown



Reduced Counterattack Cooldown Time

No. of Levels: 2
SP: 1-2
Requires: N/A
Info: Normally when Dio receives a counterattack effect, approximately a maximum of 10 seconds of waiting time are applied to all 5 abilities. This can be reduced to 9 or 8 by this function.

Critical Chance



Increased Critical Strike Chance

No. of Levels: 2
SP: 1-2
Requires: N/A
Info: Adds a fixed amount of Critical Chance per level.
Note: The amount of additional Critical Chance given is not shown in the stats of Dio



2nd Job: Drakar - Skill Tree


3rd Job: Leviathan - Skill Tree

4th Job: Unknown - Skill Tree (Unreleased)


Dio attacking Sieghart.

Special Ability


Action Points
Unlike every other character, Dio, Zero, and Ley have a function called "Action Point" (sometimes called "Ability Power" and abbriviated as AP) that masks over skills and some regular attacks; basically replacing the "Mana Points". Utilizing his Skill Tree, Dio is capable of using up to five different abilities that are lethal and demonic, raging passive teleportation, summoning runic swords/spears, manifesting large hands, and even creating black holes.
Unlike other characters, Dio does not gain the newfound energy by hitting enemies, but rather, waiting out. However, since it is still technically Mana-based, it will absorb Mana fluids from potions, items, and armor properties.
The Sellion pet is the only known pet that can boost up the Action Points if impacted successfully, regarded if he has any MP Consumption abilities.
If Dio receives a Counterattack, however, all the abilities are given a maximum 10 second cooldown. This can be reduced to 9 or 8 by the "Reduced Counterattack Cooldown Time".
On the bottem center of the screen, the five skills will light up. This means that they are ready for use.
The command interface with AP uses , , , F, and G. However, this makes Pet Attack to and Taunt to .

Job Stacking
As Dio advances more and more, he grows stronger and more lethal. However, he is unable to revert back to previous jobs, as all of them technically are as one.
While Dio absorbs more power, he can use the future job abilities and yet retain his previous ones as well.
Noticeably, the Rake Hand attachment grows much larger as he gets his strength boosts.
According to the Drakar database, it says that Dio sealed most of his powers, thus eventually restoring them in the future. This explains how and why he can "job stack".

How to get Dio!

Side note: Dio can be unlocked by purchasing a Mission scroll from the shop and completing its objective. Note: After unlocking Dio, he will automatically be level 30, but may not start his second job till level 35. He will also automatically have 5 SP to use.

Quest Objectives
■Slay Victor at Victor's Fortress and collect 40 fragments of Dio's Lesser Orb on Hard diffculty
■Slay the Basilisk at the Temple of Fire and collect 40 fragments of Dio's Greater Magic Orb on Very Hard difficulty

Mission Rewards
■The Stygian, Dio
■Training Soul Reaver
■Monk Armor Set (Dio)
■Rake Hand (Event)


ZERO

Name: Zero Zephyrum

Age: Unknown

Favorite Activities: Unknown.

Pet Peeve: Unknown.

Fearful of the strength of the Ancient Demons, the remaining demon races banded together and formed a league to annihilate the Ancient Demons and began the fight with a surprise attack. The intense fighting continued for a long time with no end in sight. In the midst of the war, "Duel Pone Jack Avenger," the master of the magical sword "Eclipse," joined the war, taking it into a whole new direction. The ever reckless "Duel" lost all reason, and as the war continued, his lust for destruction awakened within him, and after destroying Ancient Demons and lesser demons alike, disappeared. The great wizard "Oz Pone Max Reinhardt" barely survived, and on the very spot where he was wounded, he created the "Grandark," a magical sword that would rival "Duel"'s sword "Eclipse." However, Oz was unable to control Grandark's powerful ego, and began searching for someone who could wield it.

After much time had passed, such that the past was virtually forgotten, a mysterious swordsman called the "Wanderer" appeared in "Aernas." He carried with him a strangely formed sword, the likes of which no one had ever seen while destroying every obstacle in his path, and while looking for evidence of an unknown mysterious power, he encounters the Grand Chase in Xenia.


Zero being created!

Other info!
■When Zero is unlocked, he reveals his name as "Zero Zephyrum".
■Zero's play-style is similar to Dio's and Ley's; the use of Action Points, five different abilities, and the Skill Tree.
■It appears that Zero was either created artificially, or stored in a sort of stasis by another demon. Whether this is a teaser or part of his storyline remains to be discovered.
■It is said that Zero had a master who completely had his doubts about him, even though Zero had shown loyalty to him.
■It is also indicated that Zero is, in fact, a demon, similar to Dio and Ley. Whether they are of the same clan, or have any affiliation to each other remains to be seen.
■Zero's blade is called "Grandark". According to resources, the sword is possessed by a soul that has enough power to bend even Ancients to its will. It is stated that Zero is the only being strong enough to control the ghost within the blade. Void may also have been attempting to locate this sword.
■A translated Comic shows that Zero's Master told Zero to take Grandark and flee, possibly in hopes to not let the blade fall in the wrong hands




1st job: Wanderer - Skill Tree


2nd job: Seeker - Skill Tree

3rd job: Unknown- Skill Tree (Unreleased)

4th job: Unknown - Skill Tree (Unreleased)

How to unlock Zero!

Mission Objectives
■Slay Gardosen at the Hell Bridge and collect 40 of Zero's Lesser Magic Orb on Very Hard difficulty
Worn-Out Zero Mission Part One
Added by BattleMage1117.
■Slay Kaze'aze at Kaze'aze's Castle and collect 40 of Zero' Greater Magic Orb on Very Hard difficulty.

Mission Rewards
■The Wanderer, Zero
■Adventurer's Armor Set (Zero)
■Adventurer's Grandark
■Grand Chase Necklace (3 days)


Last edited by Aybrie on Tue Mar 06, 2012 10:22 pm; edited 2 times in total

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[UNCOMPLETED] Character Guide (Ley and Rufus)

Post  Aybrie on Fri Feb 03, 2012 6:27 pm

LEY

Name: Ley von Crimson River

Age: Cannot be determined in human years, but looks about 18.

Favorite Activity: Being a spectator at fights, participating in fights.

Pet Peeve: A world with no fighting.

Power and influence had always been shared by a few powerful families in the demon world. The more extreme tribe of demons who desire Kounat's complete destruction realized after their defeat that they needed to grow their own power by seizing it from the more moderate demons who did not desire all-out destruction. The extremists, thus, began to quietly cultivate their power. One day, the strength of the extremists suddenly overwhelmed that of the moderates, and the chief of the moderate demons went missing. Ley is the daughter of one of the more powerful moderate families, the Crimson Rivers. Peter von Crimson River, the blood red ruler, began sensing that something was amiss in the demon world and put a stop to suspicious activities on the part of the Burning Canyon family, and to secure their allegiance, sent his daughter Ley to Aernas to find Dio, chief of the Burning Canyon family.

Ley is the haughty and coldly aloof daughter of the powerful Crimson River family, whose faithful servants run ragged trying to please her. Although she dislikes to be directly involved in fighting, she quite enjoys being a spectator, though her enjoyment is not betrayed outwardly by her emotions. There have been times when those around her became dragged into fighting because of her.

Other
■It is said that Ley is Edna reincarnated. This record is only from translations, however.
■Ley has a butler named Jeeves. Being one of her faithful servants, Jeeves may sometimes fight for Ley instead.
■Ley's play-style is similar to Dio's and Zero's; the use of Action Points, five different abilities, and the Skill Tree.




Edna is a demon, much like Dio, Ley, Void, and Zero. It is stated that she is an ally to Void and possibly love interest, and the one who saved Void from his death by sacrificing her own life.

It is also stated that Ley is the reincarnation of Edna.



According to a Brazilian Article, Edna suffered from a disease and her father searched for Oz, who was the only one who could cure her. Oz infused a magical item into Edna, leading to her rebirth.
■However, the trailer shows that she died during the demon wars to save Void from death.
■Further evidence that Ley is the reincarnation of Edna can be seen in their appearance: both have the same colored eyes, hair, outfit, and even the same horns in the same position.



1st Job: Summoner - Skill Tree


2nd Job: Harbinger - Skill Tree

3rd Job: Unknown - Skill Tree (Unreleased)

4th Job: Unknown - Skill Tree (Unreleased)

How to unlock Ley!

■Slay King Guang at King Guang's Fen and collect 50 fragments of Ley's Lesser Orb on Hard difficulty.
■Slay Audrey at Primeval Island and collect 50 fragments of Ley's Greater Orb on Hard difficulty.

Quest Rewards
■The Summoner, Ley

RUFUS

Name: Rufus Wild

Age: Unknown

Favorite Activities: Unknown

Pet Peeves: Unknown

Rufus (or Lupus) is the 14th character in Grand Chase. It is also revealed from Rufus's release video that he will be released with all four jobs at once.

Rufus wields a variety of weapons. He uses dual handguns and also uses what seems to be a minigun and a dagger.

Facts
■Rufus is known to be Lass's half brother and rival. It is currently unknown why or from which parent [mother or father] he came from.
■Rufus is considered to be a demon, but Lass is human. This reveals that Rufus has a demon father or a demon mother.
■Rufus has made an appearance in the new version of Nightmare Circus. He seems to kill the Ring Master by shooting him with one of his dual shotguns.
■Rufus is the first character to release with all 4 of his jobs. However, he only released with his 1st job in NAGC.
■In KGC Rufus is known as Lupus and in GCPH he is known as Luxus.
■It seems that with every job released Rufus' dash speed increases.
■Unlike Dio, another AP character who uses various weapons, Rufus' other weapons are labeled as support weapons.


1st Job: Bounty Hunter - Skill Tree


2nd Job: Soul Stalker - Skill Tree


3rd Job: Executioner - Skill Tree


4th Job: Arbiter - Skill Tree


Last edited by Aybrie on Tue Mar 06, 2012 10:14 pm; edited 2 times in total

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RIN

Post  Aybrie on Tue Mar 06, 2012 10:02 pm

There isn't really a bunch of info about Rin currently. :c I'll look hard to find stuff about her and yada yada. But I will say she's going to be my second main. o_o She's awesome!


RIN


Age: 15
Favorite Activities: UNKNOWN
Pet Peeves: UNKNOWN
Type: Starter Character



Darkness overwhelms the world during a total eclipse. Can you understand why? This is a story of a goddess who sacrificed herself to save the world. Pure evil has always been a fact of existence. Once the Malevolent Horde was awakened, its black flame began to consume everything...

The strength of the Malevolent Horde was so great, even the gods were rendered helpless. With the destruction of existence at hand, only the sounds of suffering could be heard. Agnesia, the goddess of life and purity, was traveling eastward when she came to battle with the Malevolent Horde. Realizing that evil can never truly be expunged, she sacrificed herself by sealing the Malevolent Horde within her body.

Agnesia succeeded in saving the world, but at the cost of her immortality as a goddess.

Agnesia chose to continuously die and be reborn in an effort to keep the Malevolent Horde sealed away. As Agnesia's body weakens, the Malevolent Horde regains its strength, and the world will be covered in darkness once again.

Seizing this opportunity, the Malevolent Horde conspires to flex its powers. As the world is overwhelmed by darkness, evil beings to torment Agnesia's body.


Once the eclipse passes, Another girl child will be born, carrying within her an immense sadness. Will this cursed chain ever be broken?



Special Abilities

Glyph System

Rin has a new style of combat where you press X and perform different attacks while dashing, jumping, or proforming a combo. These attacks require one glyph. the max you may have 5 glyphs and they recharge slowly, or faster when you go idle.

"Rage" System

Rin has her own Rage System, which like Sieghart, her attack increases greatly when her HP reaches a certain ammount .

Medium Range

Rin uses magic attacks, but unlike traditional magic type characters, she can be moved by running and dashing. In addition, techniques and special moves are available to a variety of linked combos.

Starter Character

Rin is a free character, which means that she is a starter character in the game along with Elesis, Lire, and Arme.

Trivia
Rin may have came from Kounat or be related to Mari.
Rin, when idle, can charge "Magic stones" similar to Arme's Holy light.
Rin was the first character made by Brazil.
It is a common misconception that Rin is actually Nina, a fan-created character from years ago.
Rin's Wind Balls are similar to Jin's Rama's Chi Ball. (Same Initials Too)
So far, Rin has no skill tree similar to Mari.
Rin has a hidden 3rd tier skill, that she can only use while in fatal.





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Re: [Uncompleted] Character Guide

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