Combat
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Nemesis
Consider this. In just thirty seconds, a single Mage or Pagan is capable of inflicting about 60-70,000 damage against an endgame boss, regardless of that boss's resist or the caster's magic attack. While on Potential Motive, spamming this skill is truly devastating on high resist enemies. For those who PvP or kill bosses, this skill is highly recommended. However, it will not be very useful in all other areas of PvE.
Lv1 - Non-elemental magic that deals the player's magic attack power plus 277. The attack has an 85% success rate. (available at lvl 11) costs 4 skill points
Lv2 - Non-elemental magic that deals the player's magic attack power plus 866. The attack has an 85% success rate. (available at lvl 25) costs 4 skill points
Lv3 - Non-elemental magic that deals the player's magic attack power plus 1543. The attack has an 85% success rate. (available at lvl 39) costs 5 skill points
Lv4 - Non-elemental magic that deals the player's magic attack power plus 2180. The attack has an 85% success rate. (available at lvl 53) costs 5 skill points
Lv5 - Non-elemental magic that deals the player's magic attack power plus 2954. The attack has an 85% success rate. (available at lvl 67) costs 6 skill points
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Mana Leech
If you're a Rec-heavy build, you may find use for Mana Slug. It never misses, so it is guaranteed MP every 30 seconds and more than any regular potion bought from an NPC. As with anything though, consider whether or not you can picture yourself in scenarios in which you'll use it before investing into it. If you're a pure damage build, you'll rarely have an opportunity to use it.
Lv1 - Drains 700 MP from target & transfers it to you. Only useable with melee attacks. (available at lvl 13) costs 2 skill points
Lv2 - Drains 1500 MP from target & transfers it to you. Only useable with melee attacks. (available at lvl 26) costs 2 skill points
Lv3 - Drains 2500 MP from target & transfers it to you. Only useable with melee attacks. (available at lvl 39) costs 3 skill points
Lv4 - Drains 3800 MP from target & transfers it to you. Only useable with melee attacks. (available at lvl 52) costs 3 skill points
Lv5 - Drains 4600 MP from target & transfers it to you. Only useable with melee attacks. (available at lvl 65) costs 3 skill points
Lv6 - Drains 5400 MP from target & transfers it to you. Only useable with melee attacks. (available at lvl 78 ) costs 3 skill points
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Stamina Leech
Stamina Slug is useless. Spending MP to gain SP is a step backwards. You're a caster.
Lv1 - Drains 474 SP from an opponent. Only useable with melee attacks. (available at lvl 13) costs 2 skill points
Lv2 - Drains 785 SP from an opponent & transfers it to you. Only useable with melee attacks. (available at lvl 26) costs 2 skill points
Lv3 - Drains 1100 SP from an opponent & transfers it to you. Only useable with melee attacks. (available at lvl 39) costs 3 skill points
Lv4 - Drains 1555 SP from an opponent & transfers it to you. Only useable with melee attacks. (available at lvl 52) costs 3 skill points
Lv5 - Drains 1970 SP from an opponent & transfers it to you. Only useable with melee attacks. (available at lvl 65) costs 3 skill points
Lv6 - Drains 3785 SP from an opponent & transfers it to you. Only useable with melee attacks. (available at lvl 78 ) costs 3 skill points
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Earthquake
Meteor Strike, Earthquake, and Chain Lightning are your first ranged AoEs. One of the first things that I look for when considering a skill is the cast time. In my opinion, anything with more than a 1.5sec cast time isn't effective in any scenario, especially PvP. This makes Meteor Strike an ineffective skill. It takes too long to cast. If you cycle your AoEs, you will not have need for this one anyway. If you really want it, I strongly recommend to leave it at Lv3, just to max the AoE radius of it. You may actually prefer to keep the other two at Lv3 as well for the same reason. These skills are costly in MP and skill points and you have a lot of other AoEs to consider. Earthquake is your only AoE stun and Chain Lightning is one of your two fastest cooldowns on ranged AoE. Both of these skills are recommended. Take them to Lv3 for a conservative skill build and max them if you have extra points.
Lv1 - Earth magic that stuns for 3 seconds and deals the player's magic attack power plus 70. It affects 5 meters around target. Some mobs have immunity. (available at lvl 16) costs 3 skill points
Lv2 - Earth magic that stuns for 3 seconds and deals the player's magic attack power plus 150. It affects 6 meters around target. Some mobs have immunity. (available at lvl 28 ) costs 3 skill points
Lv3 - Earth magic that stuns for 3 seconds and deals the player's magic attack power plus 384. It affects 7 meters around target. Some mobs have immunity. (available at lvl 36) costs 3 skill points
Lv4 - Earth magic that stuns for 3 seconds and deals the player's magic attack power plus 574. It affects 7 meters around target. Some mobs have immunity. (available at lvl 46) costs 4 skill points
Lv5 - Earth magic that stuns for 3 seconds and deals the player's magic attack power plus 738. It affects 7 meters around target. Some mobs have immunity. (available at lvl 56) costs 4 skill points
Lv6 - Earth magic that stuns for 3 seconds and deals the player's magic attack power plus 1318. It affects 7 meters around target. Some mobs have immunity. (available at lvl 66) costs 4 skill points
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Chain Lightning
Meteor Strike, Earthquake, and Chain Lightning are your first ranged AoEs. One of the first things that I look for when considering a skill is the cast time. In my opinion, anything with more than a 1.5sec cast time isn't effective in any scenario, especially PvP. This makes Meteor Strike an ineffective skill. It takes too long to cast. If you cycle your AoEs, you will not have need for this one anyway. If you really want it, I strongly recommend to leave it at Lv3, just to max the AoE radius of it. You may actually prefer to keep the other two at Lv3 as well for the same reason. These skills are costly in MP and skill points and you have a lot of other AoEs to consider. Earthquake is your only AoE stun and Chain Lightning is one of your two fastest cooldowns on ranged AoE. Both of these skills are recommended. Take them to Lv3 for a conservative skill build and max them if you have extra points.
Lv1 - Wind magic that creates Lightning and deals the player's magic attack power plus 35. It affects 5 meters around target and slows target's attack speed by 1 level for 5 seconds. (available at lvl 16) costs 3 skill points
Lv2 - Wind magic that creates Lightning and deals the player's magic attack power plus 75. It affects 6 meters around target and slows target's attack speed by 1 level for 5 seconds. (available at lvl 26) costs 3 skill points
Lv3 - Wind magic that creates Lightning and deals the player's magic attack power plus 192. It affects 7 meters around target and slows target's attack speed by 2 levels for 5 seconds. (available at lvl 36) costs 3 skill points
Lv4 - Wind magic that creates Lightning and deals the player's magic attack power plus 287. It affects 7 meters around target and slows target's attack speed by 2 levels for 5 seconds. (available at lvl 46) costs 4 skill points
Lv5 - Wind magic that creates Lightning and deals the player's magic attack power plus 369. It affects 7 meters around target and slows target's attack speed by 3 levels for 5 seconds. (available at lvl 56) costs 4 skill points
Lv6 - Wind magic that creates Lightning and deals the player's magic attack power plus 659. It affects 7 meters around target and slows target's attack speed by 3 levels for 5 seconds. (available at lvl 66) costs 4 skill points
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Meteor Strike
Meteor Strike, Earthquake, and Chain Lightning are your first ranged AoEs. One of the first things that I look for when considering a skill is the cast time. In my opinion, anything with more than a 1.5sec cast time isn't effective in any scenario, especially PvP. This makes Meteor Strike an ineffective skill. It takes too long to cast. If you cycle your AoEs, you will not have need for this one anyway. If you really want it, I strongly recommend to leave it at Lv3, just to max the AoE radius of it. You may actually prefer to keep the other two at Lv3 as well for the same reason. These skills are costly in MP and skill points and you have a lot of other AoEs to consider. Earthquake is your only AoE stun and Chain Lightning is one of your two fastest cooldowns on ranged AoE. Both of these skills are recommended. Take them to Lv3 for a conservative skill build and max them if you have extra points.
Lv1 - Fire Magic that crashes Meteors 5 meters around the target. It deals the players magic attack power plus 105 damage and an extra 46 damage every 3 seconds for 12 seconds. (available at lvl 16) costs 3 skill points
Lv2 - Fire Magic that crashes Meteors 6 meters around the target. It deals the players magic attack power plus 225 damage and an extra 75 damage every 3 seconds for 12 seconds. (available at lvl 26) costs 3 skill points
Lv3 - Fire Magic that crashes Meteors 7 meters around the target. It deals the players magic attack power plus 575 damage and an extra 114 damage every 3 seconds for 12 seconds. (available at lvl 36) costs 3 skill points
Lv4 - Fire Magic that crashes Meteors 7 meters around the target. It deals the players magic attack power plus 861 damage and an extra 207 damage every 3 seconds for 12 seconds. (available at lvl 46) costs 4 skill points
Lv5 - Fire Magic that crashes Meteors 7 meters around the target. It deals the players magic attack power plus 1108 damage and an extra 315 damage every 3 seconds for 12 seconds. (available at lvl 56) costs 4 skill points
Lv6 - Fire Magic that crashes Meteors 7 meters around the target. It deals the players magic attack power plus 1977 damage and an extra 453 damage every 3 seconds for 12 seconds. (available at lvl 66) costs 4 skill points
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Impending Doom
Lv1 - Powerfull Magic that gradually wounds the target for 180 damage every 3 seconds for 18 seconds (total 1080). (available at lvl 19) costs 3 skill points
Lv2 - Powerfull Magic that gradually wounds the target for 270 damage every 3 seconds for 18 seconds (total 1620). (available at lvl 31) costs 3 skill points
Lv3 - Powerfull Magic that gradually wounds the target for 401 damage every 3 seconds for 18 seconds (total 2406). (available at lvl 43) costs 3 skill points
Lv4 - Powerfull Magic that gradually wounds the target for 555 damage every 3 seconds for 18 seconds (total 3330). (available at lvl 55) costs 3 skill points
Lv5 - Powerfull Magic that gradually wounds the target for 724 damage every 3 seconds for 24 seconds (total 5824). (available at lvl 67) costs 3 skill points
Lv6 - Powerfull Magic that gradually wounds the target for 893 damage every 3 seconds for 24 seconds (total 7144). (available at lvl 79) costs 3 skill points
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Fire Wall
Fire Wall, Storm, and Earth Strike have no range, again making them ideal for tanks and PvPers. If you are a PvE int build, skip all of these skills without thought. Tanks can feel free to get Lv1 of all of them for increased aggro capability, or higher levels if they wish to deal more damage. Just be sure to measure in MP and skill point cost before recklessly learning higher levels of the skills. Also note the cast times. While Storm appears to be the weakest, it will actually inflict the most damage of all three of the skills in a one minute cycle, making it the most useful of the skills over time, while Fire Wall remains the most effective in bursts. Also consider how effective these skills can be on Potential Motive.
Lv1 - Instant cast non-targetted fire attack with a range of 5m around the caster. Hits for base damage plus an additional 44 fire damage. (available at lvl 8 ) costs 2 skill points
Lv2 - Instant cast non-targetted fire attack with a range of 5m around the caster. Hits for base damage plus an additional 173 fire damage. (available at lvl 19) costs 2 skill points
Lv3 - Instant cast non-targetted fire attack with a range of 5m around the caster. Hits for base damage plus an additional 310 fire damage. (available at lvl 30) costs 2 skill points
Lv4 - Instant cast non-targetted fire attack with a range of 5m around the caster. Hits for base damage plus an additional 661 fire damage. (available at lvl 41) costs 3 skill points
Lv5 - Instant cast non-targetted fire attack with a range of 5m around the caster. Hits for base damage plus an additional 992 fire damage. (available at lvl 52) costs 3 skill points
Lv6 - Instant cast non-targetted fire attack with a range of 5m around the caster. Hits for base damage plus an additional 1610 fire damage. (available at lvl 63) costs 3 skill points
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Earth Strike
Fire Wall, Storm, and Earth Strike have no range, again making them ideal for tanks and PvPers. If you are a PvE int build, skip all of these skills without thought. Tanks can feel free to get Lv1 of all of them for increased aggro capability, or higher levels if they wish to deal more damage. Just be sure to measure in MP and skill point cost before recklessly learning higher levels of the skills. Also note the cast times. While Storm appears to be the weakest, it will actually inflict the most damage of all three of the skills in a one minute cycle, making it the most useful of the skills over time, while Fire Wall remains the most effective in bursts. Also consider how effective these skills can be on Potential Motive.
Lv1 - Instant cast non-targetted earth attack with a range of 5m around the caster. Hits for base damage plus an additional 28 earth damage. (available at lvl 8 ) costs 2 skill points
Lv2 - Instant cast non-targetted earth attack with a range of 5m around the caster. Hits for base damage plus an additional 128 earth damage. (available at lvl 19) costs 2 skill points
Lv3 - Instant cast non-targetted earth attack with a range of 5m around the caster. Hits for base damage plus an additional 232 earth damage. (available at lvl 30) costs 2 skill points
Lv4 - Instant cast non-targetted earth attack with a range of 5m around the caster. Hits for base damage plus an additional 506 earth damage. (available at lvl 41) costs 3 skill points
Lv5 - Instant cast non-targetted earth attack with a range of 5m around the caster. Hits for base damage plus an additional 720 earth damage. (available at lvl 52) costs 3 skill points
Lv6 - Instant cast non-targetted earth attack with a range of 5m around the caster. Hits for base damage plus an additional 1206 earth damage. (available at lvl 63) costs 3 skill points
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Storm
Fire Wall, Storm, and Earth Strike have no range, again making them ideal for tanks and PvPers. If you are a PvE int build, skip all of these skills without thought. Tanks can feel free to get Lv1 of all of them for increased aggro capability, or higher levels if they wish to deal more damage. Just be sure to measure in MP and skill point cost before recklessly learning higher levels of the skills. Also note the cast times. While Storm appears to be the weakest, it will actually inflict the most damage of all three of the skills in a one minute cycle, making it the most useful of the skills over time, while Fire Wall remains the most effective in bursts. Also consider how effective these skills can be on Potential Motive.
Lv1 - Instant cast non-targetted wind attack with a range of 5m around the caster. Hits for base damage plus an additional 14 wind damage. (available at lvl 8 ) costs 2 skill points
Lv2 - Instant cast non-targetted wind attack with a range of 5m around the caster. Hits for base damage plus an additional 64 wind damage. (available at lvl 19) costs 2 skill points
Lv3 - Instant cast non-targetted wind attack with a range of 5m around the caster. Hits for base damage plus an additional 116 wind damage. (available at lvl 30) costs 2 skill points
Lv4 - Instant cast non-targetted wind attack with a range of 5m around the caster. Hits for base damage plus an additional 253 wind damage. (available at lvl 41) costs 3 skill points
Lv5 - Instant cast non-targetted wind attack with a range of 5m around the caster. Hits for base damage plus an additional 360 wind damage. (available at lvl 52) costs 3 skill points
Lv6 - Instant cast non-targetted wind attack with a range of 5m around the caster. Hits for base damage plus an additional 603 wind damage. (available at lvl 63) costs 3 skill points
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Fire Thorn
This skill is mostly useful for tanks and PvPers only. If you are a PvE Int build, this skill can even harm you by picking up accidental stray aggro. Note that this skill also does not have an abnormal condition, meaning that it works on all bosses, making it a super magnet for boss aggro for caster tanks. Definitely max this if you're tanking and consider it if you PvP often. You never know. It could pop a Ranger or an Assassin out of Stealth 0.1 seconds before they're able to use their devastating Stealth skills.
Lv1 - Buff that protects with Fire thorns for 15 minutes and wounds any enemy aproaching within 4 meters of the player for 80 dmg per hit. Hits once every 3 seconds. However will aggravate monsters further. (available at lvl 4) costs 2 skill points
Lv2 - Buff that protects with Fire thorns for 15 minutes and wounds any enemy aproaching within 4 meters of the player for 250 dmg per hit. Hits once every 3 seconds. However will aggravate monsters further. (available at lvl 24) costs 2 skill points
Lv3 - Buff that protects with Fire thorns for 15 minutes and wounds any enemy aproaching within 4 meters of the player for 450 dmg per hit. Hits once every 3 seconds. However will aggravate monsters further. (available at lvl 44) costs 2 skill points
Lv4 - Buff that protects with Fire thorns for 15 minutes and wounds any enemy aproaching within 4 meters of the player for 650 dmg per hit. Hits once every 3 seconds. However will aggravate monsters further. (available at lvl 64) costs 2 skill points
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Missile Salvo
As for Missile Salvo, it's a quick casting AoE, but note that it is non elemental and therefore may do considerably less damage than other skills. To save skill points, I would recommend to skip this skill until you have access to elemental weapons. At that point, take it to Lv3 for max AoE range or max it for the extra damage if you have spare points.
Lv1 - Non elemental targetted AoE. Deals magic attack damage +304 to all enemies within 5m of target. (available at lvl 28 ) costs 4 skill points
Lv2 - Non elemental targetted AoE. Deals magic attack damage +587 to all enemies within 6m of target. (available at lvl 37) costs 4 skill points
Lv3 - Non elemental targetted AoE. Deals magic attack damage +811 to all enemies within 7m of target. (available at lvl 46) costs 4 skill points
Lv4 - Non elemental targetted AoE. Deals magic attack damage +1175 to all enemies within 7m of target. (available at lvl 55) costs 5 skill points
Lv5 - Non elemental targetted AoE. Deals magic attack damage +1874 to all enemies within 7m of target. (available at lvl 64) costs 5 skill points
Lv6 - Non elemental targetted AoE. Deals magic attack damage +2573 to all enemies within 7m of target. (available at lvl 73) costs 5 skill points
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Earth Shock
From my experience, Potential Motive most often activates when a Fighter or Warrior uses Stinger to quickly get within melee range of you. These Shocks are all totally devastating on Potential Motive, with Earth Shock's stun being life saving. Get the Earth one if nothing else, but also consider both of the other ones for stacking debuffs and damage. All of these are instant and more powerful than Magic Arrow. Also note that Flame Shock has no abnormal condition, making the strong damage over time effect work on bosses.
Lv1 - Deals earth elemental damage for magic attack +265 and stuns for 2 seconds (available at lvl 32) costs 3 skill points
Lv2 - Deals earth elemental damage for magic attack +685 and stuns for 3 seconds (available at lvl 42) costs 3 skill points
Lv3 - Deals earth elemental damage for magic attack +922 and stuns for 4 seconds (available at lvl 52) costs 4 skill points
Lv4 - Deals earth elemental damage for magic attack +1277 and stuns for 5 seconds (available at lvl 62) costs 4 skill points
Lv5 - Deals earth elemental damage for magic attack +1632 and stuns for 6 seconds (available at lvl 72) costs 4 skill points
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Tempest Shock
From my experience, Potential Motive most often activates when a Fighter or Warrior uses Stinger to quickly get within melee range of you. These Shocks are all totally devastating on Potential Motive, with Earth Shock's stun being life saving. Get the Earth one if nothing else, but also consider both of the other ones for stacking debuffs and damage. All of these are instant and more powerful than Magic Arrow. Also note that Flame Shock has no abnormal condition, making the strong damage over time effect work on bosses.
Lv1 - Deals wind elemental damage for magic attack +250 and slows for 15 seconds (available at lvl 32) costs 3 skill points
Lv2 - Deals wind elemental damage for magic attack +354 and slows for 20 seconds (available at lvl 42) costs 3 skill points
Lv3 - Deals wind elemental damage for magic attack +554 and slows for 25 seconds (available at lvl 52) costs 4 skill points
Lv4 - Deals wind elemental damage for magic attack +828 and slows for 30 seconds (available at lvl 62) costs 4 skill points
Lv5 - Deals wind elemental damage for magic attack +1102 and slows for 30 seconds (available at lvl 72) costs 4 skill points
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Flame Shock
From my experience, Potential Motive most often activates when a Fighter or Warrior uses Stinger to quickly get within melee range of you. These Shocks are all totally devastating on Potential Motive, with Earth Shock's stun being life saving. Get the Earth one if nothing else, but also consider both of the other ones for stacking debuffs and damage. All of these are instant and more powerful than Magic Arrow. Also note that Flame Shock has no abnormal condition, making the strong damage over time effect work on bosses.
Lv1 - Deals fire elemental damage for magic attack power +684 and 255 every 3 seconds for 21 seconds (available at lvl 32) costs 3 skill points
Lv2 - Deals fire elemental damage for magic attack power +950 and 405 every 3 seconds for 21 seconds (available at lvl 42) costs 3 skill points
Lv3 - Deals fire elemental damage for magic attack power +1225 and 521 every 3 seconds for 21 seconds (available at lvl 52) costs 4 skill points
Lv4 - Deals fire elemental damage for magic attack power +1508 and 670 every 3 seconds for 21 seconds (available at lvl 62) costs 4 skill points
Lv5 - Deals fire elemental damage for magic attack power +1791 and 819 every 3 seconds for 21 seconds (available at lvl 72) costs 4 skill points
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Earth Chant
The selling point of the Choirs is that they are Ele II. If you have Ele II weapons, don't even bother. Even if you don't, I would still recommend to skip all three of these skills as they are very costly in both MP and skill points and won't do much more damage than Magic Arrow in the same time frame. The only one that I would consider is Storm Choir, due to being instant cast, but even then, I would only take it if I really had nothing else to spend the points on.
Lv1 - Deals earth II elemental damage to a single target for magic attack +455 (available at lvl 38 ) costs 4 skill points
Lv2 - Deals earth II elemental damage to a single target for magic attack +700. (available at lvl 48 ) costs 4 skill points
Lv3 - Deals earth II elemental damage to a single target for magic attack +1170. (available at lvl 58 ) costs 4 skill points
Lv4 - Deals earth II elemental damage to a single target for magic attack +1550. (available at lvl 68 ) costs 4 skill points
Lv5 - Deals earth II elemental damage to a single target for magic attack +1930. (available at lvl 78 ) costs 4 skill points
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Tempest Howl
The selling point of the Choirs is that they are Ele II. If you have Ele II weapons, don't even bother. Even if you don't, I would still recommend to skip all three of these skills as they are very costly in both MP and skill points and won't do much more damage than Magic Arrow in the same time frame. The only one that I would consider is Storm Choir, due to being instant cast, but even then, I would only take it if I really had nothing else to spend the points on.
Lv1 - Deals wind II elemental damage to a single target for magic attack +240 (available at lvl 38 ) costs 4 skill points
Lv2 - Deals wind II elemental damage to a single target for magic attack +320 (available at lvl 48 ) costs 4 skill points
Lv3 - Deals wind II elemental damage to a single target for magic attack +490 (available at lvl 58 ) costs 4 skill points
Lv4 - Deals wind II elemental damage to a single target for magic attack +810 (available at lvl 68 ) costs 4 skill points
Lv5 - Deals wind II elemental damage to a single target for magic attack +1130 (available at lvl 78 ) costs 4 skill points
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Flame Choir
The selling point of the Choirs is that they are Ele II. If you have Ele II weapons, don't even bother. Even if you don't, I would still recommend to skip all three of these skills as they are very costly in both MP and skill points and won't do much more damage than Magic Arrow in the same time frame. The only one that I would consider is Storm Choir, due to being instant cast, but even then, I would only take it if I really had nothing else to spend the points on.
Lv1 - Deals fire II elemental damage to a single target for magic attack +600 (available at lvl 38 ) costs 4 skill points
Lv2 - Deals fire II elemental damage to a single target for magic attack +950 (available at lvl 48 ) costs 4 skill points
Lv3 - Deals fire II elemental damage to a single target for magic attack +1850 (available at lvl 58 ) costs 4 skill points
Lv4 - Deals fire II elemental damage to a single target for magic attack +2205 (available at lvl 68 ) costs 4 skill points
Lv5 - Deals fire II elemental damage to a single target for magic attack +2560 (available at lvl 78 ) costs 4 skill points
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Arcane Protector
I need to do a bit more experimentation to see whether this skill behaves the same way that Impact Shield does. I'll update this description later.
Lv1 - Increases magic defence by 30% for 10 minutes (available at lvl 74) costs 2 skill points
Lv2 - Increases magic defence by 40% for 10 minutes (available at lvl 77) costs 4 skill points
Lv3 - Increases union's magic defence by 50% for 10 minutes (available at lvl 80) costs 6 skill points