Old 11-16-2006, 10:33 PM   #1 (permalink)
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Arrow Guides for some types

-The Girl of the Power Class, the bunny
The bunny is a 1vs1 specialist class and has some of the strongest physical attacks in the game. The bunny is, without a doubt, the easiest class to play. The bunny gets various buffs, and speed upgrades (although it might be less useful once MyStore comes out). Fastest and physically stronger, whats not to like about the bunny?

-Stat Builds
Stat builds are what stats you begin the game with and end the game with. Once you input your stats, they stick with you and will make you strong or weak, so choose wisely. They go in this order; P/M/S/C (Power Magic Sense Charm). Bunnies will always have a 4 in power, and should always have a 1 in magic.

4114- This is the most basic and simple build, yet one of the best and, most likely the most popular. More defense, evasion, and HP are gained by having a 4 in Charm.
Pros- More HP, Defense, Evasion; Less chance of dying
Cons- Less carrying capacity and crit. hits
My thoughts- This is my current build, and I have no problems with it. You'll have to learn to not loot all the items you can find though. Its the ideal build for a Bunny 10/10

4123- This is a popular build also, in the eTrickster community. While the previous build gave you more defensive stats, this build gives you more Crit hits and carrying capacity. Sense isn't needed for a Power, but alot of people seem to like the idea of it
Pros- More carrying capacity, more critical hits
Cons- Less defensive stats, not really needed for a frontliner like the Bunny
My thoughts- I never thought much of this build. Its useful I suppose, but I have a firm commitment against altering builds for more critical hits. But this is overall a good build.
8/10

4132- This is a much less popular build, and with good reason also. If you really want criticals and more carrying capacity, this is for you. I see no reason to follow this build, its not good as a mule (Since sense characters are best for mule), it has much less HP/defense/evasion...but you can do it if you want.
Pros- Much more carrying capacity and Critical hits than most builds
Cons- Much less defensive stats, you'll die often
My thoughts- I never saw the point of this build. I never will. 6/10

4141- This is a interesting build. It sacrifices all defensive stats for a full offensive, in a way. You'll have a large amount of critical hits and carrying capacity, but your HP will be extremely lame. Lame and low.
Pros- Critical heaven, carrying capacity galore
Cons- You'll die often, very often
My thoughts- You want to be a full offensive, eh? Better get to know some charm types to tank. This build, unlike 4132, sacrifices all defense instead of having a tiny bit defense, so I think its better. 7/10

Bonus Points (Credit to Sheep for reminding me)- Bonus Points are, in many ways, more important than your Stat Build. While Stat Build starts you off, Bonus points is what will make you worry most. When you level up, you gain 4 bonus points. For some stats you only need 4 points to level it, and for some you need 16. All different, but its because they're formulated differently. Anyhoo. For a Bunny, you really only have to worry about Power. Don't worry about Hit Rate or Delay, you won't need those as much as you'd need Power. Since the bunny is one of the strongest people upfront, during 10-20 you'll be one of the best choices for a party. When you max Power, then you can worry about the rest of the stats.
(Sheep's thoughts- it is suggested to put the majority into attack power, with some into defense or hit rate when needed.)

-Partying
There are different kind of parties. In Trickster, if you don't like to party, the game probably isn't for you :P In the game, you'll learn to party alot and who to party with if you want godly EXP. Remember, in a ideal party, there should be at least 2 long rangers, 1 tanker, and 1 or 2 frontliners. Well..thats my ideal party. o_O. If you want more information on parties, check out the party guides.

-Skill builds
(I'm not going to list all the skills, their cool down rate and MP cost, etc. If you're looking for those, check Minty's guide)
Bunnies have several attack skills. Your 1st job will revolve around Double Attack (DA), Hard Attack (HA), and Triple Attack (TA). These are the main attack skills. 2nd job bunny revolves around two attacks, Spin Roll and Uppercut. Which is stronger? With a power up from the skill Counterattack, Uppercut is stronger in the end. Spin Roll is stronger initially though. You can choose to get all 1st job attacks if you want, but it isn't wise. I'm not going to list skill builds, i'm going to list the three most important choices for your skills.
DA+HA
Double Attack and Hard Attack is a good build. With it, you can get Spin Roll, but not Uppercut, because TA is missing. 9/10
DA+TA
Double attack and Triple attack is the most ideal for perfection in the end. With it, you can get Spin Roll and Uppercut. Your main attack will probably be DA though. TA=slow. You can choose the rest of the skills yourself, some skills will seem relatively useless but its those that tend to be the best in the end. This is what I do. 10/10
HA+TA
Hard attack and Triple attack. This isn't done often, if its done at all. You can't get Spin roll if you do this, and you'll have to use HA and TA throughout 1st job. 7/10

-Tutorial You should do the tutorial first for the EXP and items you gain. The training places I will list will start off from when you get off of the Tutorial :P

-How to get to different towns: There are transporter ladies in the towns. They're NPCs, by talking to them you should get a list of areas to travel to. Since this is e trickster I'm talking about, you shouldn't have any trouble getting to the right area. I'm saying this because my guide will take you to several towns.

~Training Guide~
NOTE: Since there is no area names, I'll do my best to describe the route to the areas i'm talking about.
Level 4/5-8- Stay in the beach/desert town areas and kill Octopus. You can also hunt Lobsters, but they aren't as good for EXP. I used about 5-10 pots during these levels only by lying down for HP instead of wasting pots

Level 8-13- By now you probably know where the Beach town is. Take the left portal and go to the northwest portal, then go towards the northwest again to reach a little area with level 10-13 monsters. I leveled pretty quickly here :x If you get lost, its the area with a volleyball net

Level 13-17 You have a choice here, you can go to the Desert town and hunt Sand monsters and Lobsters, or you can go to the northeast portal from the Beach area and hunt Beavers and Penguins. I did Beavers and Penguins till level 17, but I hadn't discovered the sand monsters/lobsters, so its up to you. NOTE, if you do not have a party, you can stay at the volleyball net area and solo until 15 if you want to kill faster

Level 17-22 Stalagmite caves, 2nd area. If you haven't been exploring lately, the Stalagmite caves are a long series of caves which connect towns. They also have monsters in them, and most of them aggressive. If you don't know how to get to the stalagmite caves, explore the sand area until you see it. Go to the left bottom portal (or is it right? I don't remember) and explore until you see the entrance to the cave. Enter the cave and go deeper in 1 map. You'll find level 20 Manhorse thingies and Level 30 boxing turtles. Pretty much empty area also, not many people train there.

Level 22-30 More choices here. Southeast of Megapolis or Ghost Blue. I did a little bit of both, they both have level 30ish monsters in them. If you go deeper in Ghost Blue you'll encounter harder monsters, up to level 50, as with Megapolis. So don't go deeper, stick to the areas right outside/a few maps outside of the city.

Level 31-40 These levels might be a little more difficult for you. Stick to ghost blue, it'll be a bit annoying, but do it x_x. Once you start nearing 40 you can move on to Pirates and Mermaids

Level 40-60 For these levels, you can also do several things. You can choose to stay in ghost blue and hunt the mermaid/pirates for a bit, until like 47-50ish, then move on to Caballa Relics and hunt whatever suits you until 60.

After level 60, if you can't find places to train, I pity you. There are tons of different places to train, but this is just what I did. Lah. Maybe i'll edit it later and add some places if people can't find spots to train at

-Some tips:
-Never good to let monsters mob you. Unless you're leading them to a AoEr or something.
-You should evaluate the monsters when you decide where to train. Some will be aggressive, as in attack you without being provoked
-Pots are NOT spammable. Don't go into a dangerous situation with low HP. They are spammable, but its slow. 1 second rest in between repots, and you can't pot while using skills, so know when to use skills
-Party often. Trickster is boring when you don't. Check out the party guides if you need help on learning what kind of parties there are
-I don't know why people think this..but Bunnies don't use boxing gloves. They use sword and glove.
-Bunnies should always tank when a Charm can't be found to tank. Protect the long rangers at any cost!
-Some pots cost cheaper in towns then they do in others. I'm a cheap, so I go to the cheaper towns. If you're low on money, just buy from cheaper shops
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Buffalo

Power
* Attack: Determines the amount of damage done to enemies
* Hit Rate: Determines accuracy of attacks
* Delay: Time between attacks. This is the only skill that decreases in value

Power
Roll: 4114 or 4132
Stats: Attack

Basic Skill Builds

BASIC (1ST JO
1. Hard Attack - 1
2. Double Attack - Max
3. Brave Heart - 10
4. Hard Attack - Max
5. Bull's Eye - 10

PRIMARY (2ND JO
1. Knockdown - Max
2. Brave Heart - Max
3. Stray Toss Ray - Max
4. Blade Fourth - Max
5. Quick Action - 10
6. Sonic Beat - 1
7. Shinobikonbo - Max
8. Bar Sark - 2
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JOB ADVANCEMENT IS LVL 60 TMLVL 50

Buffalo 2nd Job Skills/Defferent Skill Builds
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Knockdown - a low chance to paralyze an enemy (passive) prerequisite: Hard Attack Lvl 1
Stray Toss Ray - Range Attack by throwing swords (active)
Water Enchant Toss Ray - water attribute increases Stray Toss Ray (active) prerequisite: Stray Toss Ray Lvl 10
Bar Sark - sacrifices HP + MP to increase attack dmg for a period of time (active)
Blade Forth - A finishing blow *powerful* (active)
Sonic Beat - increases attack speed for a period of time
Sonic Combo

Double Attack & Hard Attack Build
1. Hard attack Lv 1
2. Bull's Eye Lv 1
3. Max Double Attack
4. Braveheart Lv 10
5. Max Hard Attack
6. Break Down Lv 8
7. Knock Down (Hard Attack as a prerequisite, passive skill, chance to stun enemies if Hard Attack is used, works on bosses)
8. Max Break Down
9. Bull's Eye Lv 10
10. Max Blade Fourth (No prerequisite, converts air to shoot at enemy, the only TM level 85 skill)
11. Quick Action Lv 10
12. Sonic Beat Lv 1 (prerequisite Quick action level 10)
13. I 'm not sure of it's English name but it is the only TM level 120 skill and it is used in conjunction with Sonic Beat with a prerequisite of Lv 1 Sonic Beat.

Double Attack & Stray Toss Ray Build
1. Max Double
2. Max Braveheart
3. Max Break Down
4. Max Stray Toss Ray (allows you to throw a sword, no prerequisite)
5. Max Blade Fourth (See step 10 of DA+HA build for description)
6. Brain Noise Lv 10
7. Quick Action Lv 10
8. Sonic Beat Lv 1 (prerequisite Quick action level 10)
9. I 'm not sure of it's English name but it is the only TM level 120 skill and it is used in conjunction with Sonic Beat with a prerequisite of Lv 1 Sonic Beat.

Double Attack & Bark Sark Build
1. Max Double Attack
2. Max Braveheart
3. Max Bull's Eye
4. Max Bar Sark (takes away hp and mp to increase your damage, prerequisite is Lv 7 Braveheart)
5. Quick Action Lv 10
6. Sonic Beat Lv 1 (prerequisite Quick action level 10)
7. I 'm not sure of it's English name but it is the only TM level 120 skill and it is used in conjunction with Sonic Beat with a prerequisite of Lv 1 Sonic Beat.

Enjoy guys.

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

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

Table INFORMATION from jtrickster wiki, notes are from my brain

(ooo colors are fun, I should use them)

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

The Five Sheep Elements.

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

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

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

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

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

COPYRIGHT MINT VANASHIER JULY2006

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

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

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

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

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

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

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

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

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

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

All credits goes to www.MyTrickster.net, I hope you guys become strong trickster players.
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