News update for the 2nd Advanced Class, Summarized by: -[KepneR]-

-[Table of Contents]-

-[Chapter 1: To become an Advanced 2nd Job]-
-[Chapter 2: Lord Knight]-
-[Chapter 3: Assassin Cross]-
-[Chapter 4: Sniper]-
-[Chapter 5: High Priest]-
-[Chapter 6: High Wizard]-
-[Chapter 7: Whitesmith]-
-[Chapter 8: Paladin]-
-[Chapter 9: Stalker]-
-[Chapter 10: Clown / Gypsy]-
-[Chapter 11: Champion]-
-[Chapter 12: Creator]-
-[Chapter 13: Professor]-
-[Chapter 14: Final Words]-


-[Chapter 1: To become an Advanced 2nd Job]-


Everything about Advanced 2nd Job:
1) You must be in a 2nd class.
2) You must be on Base LV 99.
3) Obviously, your Job LV must be 50.

Question: What's good about becoming an Advanced 2nd Job?
- When you do, you get approximately 30% increase in your HP/SP. Advanced 2nd jobs have their own HP/SP.

Question: What happens if you apply for Advanced 2nd Job?
- You will become a Novice again. All your stats will disappear as well as all your skills (except Basic Function skill). This includes quest-gained skills such as Holy Light.

Your stats will be reset to 1, and will be given 100 points to start out with (instead of normal 60).

Change to 1st job as you would do normally.

If you were a Wizard before applying for Advanced 2nd Job, you have to become a Wizard again. However, you can become a different class but you will be penalized for doing so.

When you do job change, you will regain all the lost quest skill back, so don't worry too much about trying to re-learn all the quest-gained skills.

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Lord Knights, the final evolutionary point from the Knights, have amazing attack power coupled with powerful skills to destroy enemy's defense. Just like Knights, this class focuses usage of two-handed swords, while giving you good balance between attack and defense overall. In the past, they were used mostly for killing, but now with defensive skills and "desperation" maneuvers.

-[Chapter 2: Lord Knight]-

Aura Blade
(Active Skill), LV5
Requirement:
- Bash LV5, Magnum Break LV3, TwoHand-Sword Mastery LV5
Effect:
- Add a special aura to your weapon, and add special damage that ignores enemy defense (like Sword Masteries do).

Parrying (Active Skill), LV 10
Requirement:
- TwoHand-Sword Mastery LV10, Provoke LV5, TwoHand-Quicken LV 3
Effect:
-
If you have a two-handed sword, you automatically block some of the attacks randomly. This allows you to auto-guard attacks with your two-handed sword.

Concentration (Active Skill), LV 5
Requirement:
- Spear Mastery LV 5, Riding LV 1, HP Recovery LV 1
Effect:
- Only works for spear-type weapons. If you use it, your HIT rate and damage will receive a huge increase, but all your defense based upon equipment and stats will decrease a bit. While this skill is on, you will also have free Endure-effect until the skill goes out.

Tension Relax (Active Skill), LV 1
Requirement:
- Provoke LV 5, HP Recovery LV 10, Endure LV 3
Effect:
-
Just like the skill's name says, relaxes your muscles and temporarily increase your HP recovery speed. You have to be sitting to use this skill (even just standing won't work). When this skill is in use, you will see the icon that shows that you are using this skill. It will automatically cancel when you get attacked, if you stand to attack, or use an item. Every 10 seconds, it'll take 15 SP and gives you up to x2 HP regeneration speed.

Berserk
(Active Skill), LV 1
Requirement:
- Spear Mastery LV 7, Pierce LV 5, Riding LV 1, Spear Boomerang LV 2, Brandish Spear LV 5
Effect:
- Truly scary skill, rendering the user bloodthirsty... Upon usage, you can't use any items and can't even receive Heal! However, your HP will jump by large as well as receiving very nice attack / ASPD upgrade.


Spiral Pierce (Active Skill), LV 5
Requirement:
- ??
Effect:
- Extend your spear, and spin it in a spiral fashion to increase overall damage and ability to pierce. It attacks multiple times. Heavier your weapon is, the better your damage will be, and will leave target stunned for 3 seconds. Although damage will increase with better skill level, so will the skill delay / after skill use delay.
LV | SP Used
1 - 13
2 - 15
3 - 17
4 - 19
5 - 20


Head Crusher (Active Skill), LV 5
Requirement:
- ??
Effect:
- Cause a strong hit against a single enemy, and cause external bleeding randomly. For enemies that suffers from external bleeding, they will lose HP periodically.
LV | Skill STR
1 - 120%
2 - 140%
3 - 160%
4 - 180%
5 - 200%
SP: Fixed at 23


Joint Beat (Active Skill), LV 10
Requirements:
- ??
Effect:
- You can only use this skill with a Spear-type weapon. You will strike at joints of the enemy's body, causing various status ailments as well as damage. Higher level increases the damage and chance to cause status ailment to the enemy.
LV | SP Used

1 - 22
2 - 24
3 - 26
4 - 28
5 - 30
6 - 32
7 - 34
8 - 36
9 - 38
10 - 40

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Assassin Cross brings chaos to the enemies, assassiate at will, and be able to enter and run around the enemy territory freely. They are more like an assassin, than a previous Assassin class. They have greater attack skills as well as poison-related skills.

-[Chapter 3: Assassin Cross]-

Hallucination Walk (Active Skill), LV 10
Requirement:
- Increase Dodge LV 5, Cloaking LV 5
Effect:
-
Create a hallucination of yourself, and you will cloak. Monsters will attack the 'fake' you, allowing you to escape easily.

Advanced Enchant Poison (Active Skill), LV 5
Requirement:
- Enchant Poison LV 5, Envenom LV 5
Effect:
-
This is much more advanced version of old Enchant Poison. This doesn't change your weapon's elemental to Poison, but instead it does dual-property damage of the weapon's (elemental, if there's any) damage + Poison LV 1 damage! Also, it randomly makes enemy poisoned. Obviously, this doesn't work for Undead type monsters.

Advanced Katar Research (Passive Skill), LV 5
Requirement:
- Double Attack LV 5, Katar Mastery LV 7
Effect:
- Increase damage of Katar-related attacks by percentage (instead of set rate). Only affects Katar-type weapons.

Soul Breaker (Active Skill), LV 10
Requirement:
- Double Attack LV 5, Envenom LV 5, Cloaking LV 3, Enchant Poison LV 6
Effect:
- Causes nasty physical damage + magical damage to the target. To protect against the final damage calculation, one must have high physical defense AND magical defense.
Due to the patch, the overall damage of this skill decreased.

Meteor Assault (Active Skill), LV 10
Requirements:
- ??
Effect:
-
Same skill that Loki in Ragnarok manga uses. It causes mass damage to all enemies within 5 cells around you. Any enemies hit by this skill will receive Stun, Darkness, or external bleeding status ailment randomly.
LV | ATK Power | SP Used
1 - 80% - 25
2 - 120% - 30
3 - 160% - 35
4 - 200% - 40
5 - 240% - 45
6 - 280% - 50
7 - 320% - 55
8 - 360% - 60
9 - 400% - 65
10 - 450% - 70

Create Deadly Poison (Active Skill), LV 1
Requirements:
- ??
Effect:
- Combine some items to create very strong, and deadly poison. Collect Poison Needle, Cactus's Needle, Bee's Sting, Poison Spore, Karvodil, Berserk Potion, and an Empry Bottle.
DEX and LUK will help you succeessfully create this item, and upon failure, it reduces your HP by 25% of your MaxHP. If an Assassin Cross drinks this item, they will be poisoned, but upgrade their ASPD. If any other character drinks this item, they will die on the spot.
SP Used: 50


Enchant Deadly Poison (Active Skill), LV 5
Requirements:
- ??
Effect:
- Use the Deadly Poison Bottle you created with the previous skill I listed, to enchant your weapon. Enemies that got hit by weapon enchanted by deadly weapon will randomly receive poison status ailment, and HP will be reduced very quickly.
LV | SP Used
1 - 40 ( Provides approx 3x the normal damage )
2 - 50
3 - 60
4 - 70
5 - 80 ( Provides approx 5x the normal damage )
Note: that this skill is NOT a poison-elemental attack. Wearing Argiope armor doesn't do anything against this.
Example damage (as shown in kRO screenshots)
Normal Attack would do 327 right / 68 left.
LV 1 would do 992 right / 208 left.
LV 5 would do 1667 right / 355 left.
Lasting Time - 1 Minute

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One shot, never miss! This is the character that specializes in the bow weapons, while giving nearly life-threatening damage per shot.

-[Chapter 4: Snipers]-

True Sight (Active Skill), LV 10
Requirement:
- Increase Concentration LV 10, Owl's Eye LV 10, Vulture's Eye LV 10, Falconry Mastery LV 1
Effect:
-
Increase all your stats by +5 for a bit. When you do use, it also increases your HIT rate, damage, and CRIT rate. You can use lower level of this skill, and can be used together with Increase Concentration.


Falcon Assault (Active Skill), LV 5
Requirement:
- Vulture's Eye LV5, Falconry Mastery LV 1, Blitz Beat LV5, Steel Crow LV3
Effect:
-
Uses your falcon to attack a single target, non-splash damage for massive damage.


Sharp Shooting (Active Skill), LV 5
Requirement:
- Double Strafing LV 5, Increase Concentration LV 10
Effect:
-
Attack a single target to cause a critical damage per shot! Every attack brings you 50% chance of CRIT rate.


Wind Walk (Active Skill), LV 10
Requirement:
- Increase Concentration LV 9
Effect:
-
You and your party will receive FLEE and movement speed upgrade! However, if the party or yourself already have a skill that upgrades your FLEE or movement rate due to items or skills, this does nothing. Also, when you receive skills / items that give said effects will cancel Wind Walk. Quagmire will also cancel this skill out.
Due to the patch, SP usage has been decreased. Also, when you receive AGI Up while under this skill, you still retain the FLEE bonus given by this skill.

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High Priests are equipped with great skills that help friends in need, while having skills that lowers enemy morales.

-[Chapter 5: High Priest]-

Assumptio (Active Skill), LV 5
Requirement:
- Angelus LV 1, SP Recovery LV 3, Imposito Manus LV 3
Effect:
-
By the blessing of Virgin Mary, the persons who received this skill will receive all damage reduced by 1/2 for a limited time. Casting Kyrie Eleison on this character will cancel this skill out however.
Due to the patch change, this skill now affects people around you, and takes in less SP. It also shows different effect.
LV | SP Used
1 - 35
2 - 45
3 - 55
4 - 65
5 - 75

Basilica (Active Skill), LV 5
Requirement:
- Gloria LV 2, SP Recovery LV 1, Kyrie Eleison LV 3
Effect:
- Skill whose meaning means Magnificent Holy Ground...
It creates absolutely perfect defense zone by 5x5 cells around you that blocks ALL type of attacks from harming people within this zone. Anyone can come in, but people who are in here cannot attack either. Also, until the skill is done, the Priest shouldn't move as well. If the Priest moves, or uses another skill, this defense zone will disappear at once. You cannot stack two of these at once (doing so doesn't give you any additional bonus because it then ignores the past Basilica area).
You will need Blue Gemstone, Yellow Gemstone, and a Red Gemstone. Also, bring one Holy Water with you to use this skill.
Due to the patch, you can now cancel this by using the skill again (while the skill is already active).


Meditatio (Passive Skill), LV 10
Requirement:
- SP Recovery LV 5, Lex Divina LV 5, Aspercio LV 3
Effect:
-
Like it says, through meditation, you will receive better SP recovery rate as well as increase your max SP.

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By adding additional technique to their skills, Wizards have become more powerful than ever! With high level magic, they will be more than ready to take on the tough monsters, killing them effortlessly.

-[Chapter 6: High Wizard]-

Soul Drain (Passive Skill), LV 10
Requirement:
- SP Recovery LV 5, Soul Strike LV 7
Effect:
-
Every time you kill an enemy, you will receive certain set amount of SP (calculated relating to the enemy's LV) back. However, large area magic such as Storm Gust are not affected by this skill, so you must use targeted magic to reap the benefits of this skill. You will not drain SP if the SP draining would put your SP beyond the limits. This skill also have another effect - it increases your max SP.


Magic Crasher (Active Skill), LV 1
Requirement:
-
SP Recovery LV 1
Effect:
-
Very strange skill. This non-elemental attack calculates like this: The damage will be based on your magic attack, but it CAN miss - which means it depends on your DEX for success rate. Once it hits the enemy, your damage is reduced by enemy's PHYSICAL defense, not magical defense.


Amplify (but they say Amplification) Magic Power (Passive Skill), LV 10
Requirement:
- None, you receive this skill automatically upon becoming a High Wizard.
Effect:
-
Increase your magical attack damage once after you cast a spell. Works sort of like how magical rods give you 15% magical attack bonus.


Napalm Vulcan (Active Skill), LV 5
Requirement:
- ??
Effect:
- Use powers of kinesis to cause multiple hits to a single enemy. Higher skill level allows you to hit more.
LV | SP Used
1 - 50
2 - 60
3 - 70
4 - 80
5 - 90

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No more meddling with lifeless iron and steel! Now, you can give life to the elements... Specialized in fire, mace and axe type weapons.

-[Chapter 7: Whitesmith]-

Melt Down (Active Skill), LV 10
Requirement:
- Skin Tempering LV 3, Hilt Binding LV 1, Weapon Research LV 5, Overthrust LV 3
Effect:
-
This is self-usage skill (like Overthrust). During the skill's lasting time, every time you hit an enemy, they will have their equipment randomly destroyed. In case of a monster, their attack power/defense rate will go down. This skill will stop working after the target has no more equipments on, disappear, or die.

Coin Create (Active Skill), LV 3
Requirement:
- Iron Refine LV 5, Steel Refine LV 5, Elemental Refine LV 3, Oridecon Research LV 2
Effect:
-
Create a coin that gives you random Zeny when you double click. You can receive many different coins depending on the item you use to create. Sometimes, you can even receive a Money Pouch!

Nugget Create (Active Skill), LV 3
Requirement:
- Oridecon Research LV 3, Find Ore LV 1, Weapn Research LV 5
Effect:
-
Create a gold piece (using iron ore, gold ore, or silver ore), then combine it to create a nugget. This nugget will be used to create specific weapons, sell it to NPCs for high price, or to create coins with.

Cart Boost (Active Skill), LV 1
Requirement:
- Push Cart LV 5, Cart Revolution, Cart Change, Hilt Binding LV 1
Effect:
- Use the cart to temporarily increase your movement speed. Doesn't affect any of your normal stats however. You have to have your cart to use this skill, and when you do, you will move 20% faster than normal for 30 seconds. If you have status ailment Curse, or receive AGI Down skill, this skill will cancel out, and using this skill doesn't cancel those ailments either. This means, you can only use this skill if there's nothing wrong with your character status-wise. It takes about 20 SP, lasts 30 seconds.


AAS (Auto Attack System) Create (Active Skill), LV 1
Requirement:
- Weapon Research LV 10, Weapon Perfection LV 3
Effect:
- Create a small tower that attacks enemy for you. You can install up to 5, and even if they didn't do any attack, they will disappear eventually. It has auto-Detect skill, and it will automatically attack all enemies within range.

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Do you believe in God?
When you see their power, you will see yourself on the ground, amazed at the power of God. Truly, these paladins live to serve you, while protecting himself via many new skills, and focusing on helping allies.

-[Chapter 8: Paladin]-

Pressure (Active Skill), LV 5
Requirement:
- Endure LV 5, Trust LV 5, Shield Charge LV 2
Effect:
- (Monty Python reference) Calls upon a huge feet from the sky, and crush your enemy. Enemies that has been attacked by this giant foot will either be stunned for a bit, or have their life sapped out as time passed for a bit. This is a one-person area attack, and Magic Rod skill will not be able to cancel out this skill. Reflect Shield also won't protect against this skill. This skill is an attack by the holy God himself, therefore it ignores all enemy defense.

Sacrifice (Active Skill), LV 5
Requirement:
- Endure LV 1, Trust LV 5, Devotion LV 3
Effect:
- Sacrifice some of your HP to cause massive damage against an enemy. You will sacrifice up to 9% of your max HP, and can cause up to x1.65 damage of sacrificed HP. However, this skill will NOT consider your current HP state. Continued usage of this skill WILL eventually lead you to your death if you don't pay close attention to your HP gauge! This skill has no effect against Boss monsters.


Gospel (Active Skill), LV 10
Requirement:
- Trust LV 8, Divine Protection LV 3, Demonbane LV 5
Effect:
- Through gospel, you deal damage to enemies while at the same time, give your allies special attribute bonus. When a Paladin uses this skill, it will affect all enemies/allies within 7x7 cell around you. Even if you take damage, this skill will continue to work.
Note by using this skill, people within can't use potions; but you can receive healing type magic (Heal and Sanctuary). If an enemy uses Lex Divina against Paladin who's using this skill, Gospel will cancel.
You cannot overlap this skill with other skills. For example, if you were using Devotion, using Gospel will cancel it out. It also cancels out Auto-Guard and Reflect Shield, and doesn't work under Gospel area. Worse, all enchanting magic (commonly referred as buffs, such as Blessing, AGI Up) will cancel out too! However, it also kills off all negative status ailments such as Dark, Poison, etc. But, obviously, if you were Silenced, you can't use skills anyway in the first place.
That thing above, only affects the Paladin doing this skill. Rest will be left fine.
While using Gospel, it will periodically take some of the Paladin's HP and SP.
This skill affects only party members, not guild members.

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Chase and make others miserable...
Those who do that, are right here - the Stalkers. They are very skilled at spying, to a point where a flower growing on a deer's horn has a better chance than trying to escape from his eyes and ears. This class, definitely do what they do best - spy, annoy, chase, and disappear all of sudden.

-[Chapter 9: Stalker]-

Chase Walk (Active Skill), LV 5
Requirement:
- Hiding LV 5, Tunnel Drive LV 3
Effect:
- Walk toward your target, while Hiding. All those detecting skills such as Sight, Ruwach, Increase Concentration, etc. will NOT be able to detect Stalkers in this mode. Only if the Stalker decides to show himself will you be able to see him.
However, he's not invincible. Any large-range area magic will damage him. If SP is 0, he will be forced to show himself even. Also, in this mode, Stalker can't attack.
You can't use this skill in Guild Sieges (in castles).
If you look closely at the ground, you will see rather faint shoeprints on the ground...


Sword Reject (Active Skill), LV 5
Requirement:
- Strip Weapon LV 1
Effect:
- If the enemy has a dagger, one hand sword, or a two hand sword, you will randomly reflect the attack for a reduced damage. For 3 times, you will only receive half the damage. Same goes for the monsters as well.

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Bard -> Clown
- Anywhere there's singing, there's bound to be something magical! Listen to his songs, for his songs will give you courage even at the worst situations.

Dancer -> Gypsy
- Don't look at her dancing, for moment you do, you will lose track of everything, and only focus on her... even not noticing that an enemy has a sword through your heart...


-[Chapter 10: Clown / Gypsy]-

Arrow Vulcan (Active Skill), LV 10
Requirement:
- Double Strafing LV 5, Arrow Shower LV 5, Musical Strike LV 1 / Throw Arrow LV 1
Effect:
- Attack a single target with massive amounts of arrow. Basically, think of machine guns, but with bow and arrow. Regardless of the skill level, you will shoot 9 arrows quickly. You must have the Musical Instrument / Whip to have this skill working.

A Moonlit Water Mill, a Falling Petal (Active Skill), LV 5
Requirement:
- Increase Concentration LV 5, Musical Lesson LV 7 / Dancing Lesson LV 7
Effect:
- This is Clown/Gypsy combination skill. It creates 3x3 cell around the Clown/Gypsy that NO ONE can enter. However, it just prevents entry, and doesn't protect against ranged attacks or magic. Once this skill is being used, SP of both Clown and Gypsy will go down, just like any other good combination skill does.


Marionette Control (Active Skill), LV 1
Requirement:
- Increase Concentration LV10, Musical Lesson LV5 / Dancing Lesson LV5
Effect:
- Target a party member with this skill, and half of your stats will be given to that character as a bonus points (like 10+60 DEX), while rendering you stuck on the ground, unable to move.
However, the normal stat/stat bonus/etc. cannot go beyond 99, as if it does, the overflow points will simply not affect that character (so no use for Wizards and Priests who already have over 99 INT, DEX/VIT).
There's a restriction to item/skill usage, and only skill you can use is Marionette Control. Using it again breaks the link between you and that character, and you will be free to move around, mess around, do whatever, while that character will lose the bonus stat points gained from you.
A character cannot receive more than one Marionette Control session, and doesn't affect other Clown/Gypsy. This skill will only work if that character under this skill is within 7 cells around you, and if this character goes beyond that, the skill will automatically cancel. Also, if the character target's LV is + or - 5 levels from you, and this character must be in your party.

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Protectors are beautiful, no matter what they protect...
With strong fists, they brought God's wrath upon those who sin... and now, what are they seeking?

-[Chapter 11: Champion]-

Palm Push Strike (Active Skill), LV 5
Requirement:
- Iron Palm LV 7, Spirit Sphere LV 5
Effect:
-
Attack an enemy with your palm. The target will receive nasty damage, and will be pushed back about 3 cells. You can only do this while Critical Explosion.

Tiger Knuckle Fist (Active Skill), LV 5
Requirement:
- Iron Palm LV 5, Triple Blows LV 5, Spirit Sphere LV 5, The Way of the Dragon LV 3
Effect:
- This skill is to be used as a part of the combination skill of Triple Blows Quadruple Blows The Way of the Dragon. When you use this skill, you'll run up to the pushed enemy, and hit them. That enemy will be stunned for a brief amount of time. This skill takes one sphere, so if you don't have any left, you can't use this skill.

Chain Crush Combo (Active Skill), LV 10
Requirement:
- Iron Palm LV 5, Spirit Sphere LV 5, Tiger Knuckle Fist LV 2
Effect:
- Also part of that combination skill, after usage of Tiger Knuckle Fist, use this skill to attack an enemy mercilessly. As you level this skill up, amount of hits you'll do, as well as overall damage, will increase. It takes 2 spheres.
Note: Overall, Champions will show much better, stylish combo attacks than the Monks.


Hyper Spirit Sphere (Active Skill), LV 1
Requirements:
- ??
Effect:
- Attempts to summon all 5 Spirit Spheres at once. There is a penalty associated with this, but it is not implemented.
SP Used: 20

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The master of all things related to creation...
They believe, if they can't create something... no one can. They are that powerful. They are the Creator.

-[Chapter 12: Creator]-

Alchemy (Active Skill), LV 5
Requirement:
- Pharmacy LV 5
Effect:
- You can create many items that are used for Pharmacy skill. You can easily create Empty Bottles, Empty Potion Bottles, and Test Tubes to help you with other skills that require those items.


Potion Synthesis (Active Skill), LV 5
Requirement:
- Pharmacy LV 6, Alchemy LV 2
Effect:
- Combine many different potions to create new potions. There are already set rules to what can be mixed, and the problem is the success rate. You can create potions that weigh less, but perform the same... or create heavier potions that heal for far more. For potions that summon creatures to attack, they might have better attack rate, or have a new skill to use.

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From a mere scholar, to a professor. They now posess knowledge of almost everything. If you spend even 5 minutes with them, you'll find yourself crying over fact you are not as smart as they are... because, after all, they are the professors...

-[Chapter 13: Professor]-

Soul Drain (Passive Skill), LV 10
Requirement:
- ??
Effect:
- Same as the High Wizard's Soul Drain. No additional information.

HP Conversion (Active Skill), LV 5
Requirement:
- SP Recovery LV 1, Magic Rod LV 1
Effect:
- Transform some of your HP to SP. As you increase level of this skill, efficiency increases as well.
Due to the patch, this increased the after-skill usage effect.

Soul Change (Active Skill), LV 1
Requirement:
- Magic Rod LV 3, Spell Breaker LV 2
Effect:
- Exchange SP of the target with your SP. You can use this for party members in normal maps, and for anyone in PvP. If any leftover SP remains, they will be ignored (for example, a Knight with 200 SP will not have any more than max SP of 200 even if the Professor had 1000 SP). If a magic caster gets SP switched, and his or her SP doesn't fulfill the requirement for magic he or she was casting, the magic will do absolutely nothing.
It takes 3 seconds to cast, and takes 5 SP. There's also nasty 5 second after-skill delay. If you use this on a monster, you regain 3% of your SP. You can't use this skill on a monster again that already had Soul Change.

Soul Burn (Active Skill), LV 5
Requirement:
- Cast Cancel LV 5, Magic Rod LV 3, Dispel LV 3
Effect:
- This skill will render the target's SP to 0, and cause damage at the same time (at LV 5, [SP removed to achieve 0] x 2). Since this is a damage done to mental system, the damage will be decreased by target's MDEF.
Sounds awesome, right? Not until you hear this penalty:
If you fail to do so (yes, there's a chance of failure), YOUR SP will become 0, and YOU will also take the damage!
In other words, this skill is purely a luck of the draw. Since monsters do not have SP, it doesn't work on them, and only works in PvP / Guild Siege.

Mind Breaker (Active Skill), LV 5
Requirements:
- ??
Effect:
-
Attack the mind of the enemy to cause mental breakdown. This decreases enemy's MDEF, but it ups their MATK. Success rate goes up when you level this skill up.
This is basically Provoke for Magicians.
LV | Effect | SP Used
1 - MATK +2% MDEF -6% - 12
2 - MATK +4% MDEF -12% - 15
3 - MATK +6% MDEF -18% - 18
4 - MATK +8% MDEF -24% - 21
5 - MATK +10% MDEF -30% - 24

Memorize (Active Skill), LV 1
Requirements:
- ??
Effect:
- It cuts casting time to half for any single skill for 3 times. This effect will last as long as you don't use that skill, but will lose effect of this skill upon your death. Memorize's casting time is 8 seconds regardless of DEX.
SP Used: 1

Wall of Fog (Active Skill), LV 1
Requirements:
- ??
Effect:
- Makes a wall of fog around 5 x 3 cells on where you click on. It causes Dark status ailment for players or enemies, and it makes it difficult for enemies to attack you. Any players in this fog attempting to do ranged attacks or magical attacks, there will be less damage as well as chance to miss.
In normal fields, this only affects monsters. In PvP zone, it works for players.
SP Used: 25


Spider Web (Active Skill), LV 1
Requirements:
- ??
Effect:
- Summon the spider web on a single target to make them unable to move. This skill lasts for 8 seconds. If this web is hit by Alchemist's Demonstration skill, then the web will burn away, and cause 2.5x more damage than what Demonstration itself alone would have done.
SP Used: 50

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-[Chapter 14: Final Words]-


First thing first, I didnt translate this advanced skills... I forgot who does.
As Gravity have noted, this isn't all of the skills. More will be released, and you can bet I'll get the closest possible translation for you all.

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~:-Kepner-:~
Level: 95/50 - UltimaRO Server