Prestige Classes

Please note: Information on Prestige Classes is now out-of-date. Stay tuned for development updates and releases, as our staff are busy working away at retooling these exciting custom classes!

Prestige Classes are the hybrid talents in the world of Rune. Their achievements may not be readily apparent, their performances not quite as breathtaking; yet their skills cannot be denied. Though they may never strike as true as a sniper’s bow or walk as silently as the steps of an assassin cross, their abilities are not to be underestimated. Rather than restrict themselves in one particular area of focus, these people attempt to do what many others will not, or even consider - to learn what they have never dealt with before.

These Prestige Classes are a new class advancement in lieu of rebirth (and advanced classes). In total there are eleven unique hybrid classes, each with it’s own unique skillset which blends traditionally separate jobs and roles.

Each prestige class draws from two regular second jobs (knight, crusader, priest, etc…). The prestige class has its own skill tree, equipment options, and so forth.

To explain the prestige process, we’ll use Magi Knight as an example. You first need to train to either Sage or Knight up to job 50; your base level is irrelevant. At that point, you visit the prestige NPC, all of which are located in different areas in Rune depending on the prestige class. The NPC will turn you to job level 1 of the first class for the second job you need to train. So basically, if you had been a base level 75 / job level 50 knight, you would at that point be changed to a base level 75 / job level 1 mage - as you can see your base level remains unchanged during this process. You would then level your mage to job change to sage, and once you achieved base level 95 and job level 50, you may speak to your Prestige NPC again to become a full fledged Magi Knight.

Upon successfully completing these requirements, you will be changed to base level 1/ job level 1 character with all skills and stats reset, and your job set to the prestige class. You do not receive 100 stat points over the normal 48 you get at character creation that rebirthed characters enjoy. You do, however, immediately acquire 9 skill points for Basic Skills.

Prestige classes advance to job level 70, exactly like advanced classes, and follow the same experience scale.

All prestige classes have the equipment options of whatever its base sprite is (that is, the Magi Knight uses equipment that a knight of the same level can), with exceptions noted. Instead of Celestial Weapons, Prestige Classes are able to obtain an accessory called a Mark through means of a quest.

The appropriate NPCs to seek out for these jobs are located throughout the world.
The Magi Knight guildsman is in Geffen.
The Archmagus guildsman is in Gonryun.
The Weapon Master guildsman is in Einbroch.
The Vanguard guildsman is in Umbala.
The Synthblade guildsman is in Lighthalzen.
The Channeler guildsman is in Louyang.
The Inquisitor guildsman is in Prontera.
The Pyromancer guildsman is in Morroc.
The Blackguard guildsman is in Niflheim.
The Duelist guildsman is in Izlude.
The Druid guildsman is in Payon.

Without further ado…

Magi Knight

Prestige Classes!

- advances from Knight and Sage -

Every grizzled knight knows his way around a sword and how to use it, and not to stick their noses in places they have not an inkling of: magic. But what came about this presumption that one could not expand their horizons? Through an arduous amount of training and effort, much like the apprentice learning his first spells or the greenhorn swinging his blade through the air, it is possible to mesh the two together into an entirely new and unique art of combat. The Magi Knights are living proof of this, their spell-slinging blades a rightful surprise to adversaries who believed otherwise.
 
Sprite/Equip: Knight

Job Level stat bonuses (from JLV50-JLV70): +6 STR, +2 AGI, +2 VIT, +6 INT, +2 DEX, +2 LUK

Magi Knight Skill Tree

 
One Handed Sword Mastery (10)
Increase SP Recovery (10)
Sight (1)
Free Cast (10)
*Endow Blaze (5)
*Endow Quake (5)
*Endow Tornado (5)
*Endow Tsunami (5)
Two Handed Sword Mastery (10) [Prerequisites: Lv1 One Handed Sword Mastery]
Aura Blade (5) [Prerequisites: Lv7 Two Handed Sword Mastery]
Two Hand Quicken (10) [Prerequisites: Lv5 Two Handed Sword Mastery]
*Parrying (11) [Prerequisites: Lv3 Two Hand Quicken, Lv5 Aura Blade]
*Hindsight (11) [Prerequisites: Lv5 Free Cast]
Heal (10) [Prerequisites: Lv5 Increase SP Recovery]
Fire Bolt (10) [Prerequisites: Lv1 Endow Blaze]
Earth Spike (5) [Prerequisites: Lv1 Endow Quake]
Lightning Bolt (10) [Prerequisites: Lv1 Endow Tornado]
Cold Bolt (10) [Prerequisites: Lv1 Endow Tsunami]
Fire Wall (10) [Prerequisites: Lv3 Fire Bolt]
Quagmire (5) [Prerequisites: Lv5 Earth Spike]
Thunderstorm (10) [Prerequisites: Lv3 Lightning Bolt]
Frost Diver (10) [Prerequisites: Lv3 Cold Bolt]

Quest Skills: Energy Coat (rewarded at class change)

*Magi Knights have edited versions of the Endow skills which do not require elemental ores.
*Magi Knights have an edited version of Aura Blade which goes to Level 10. Levels above Level 5 add an ATK bonus directly relative to the Magi Knight’s Str stat.
*Magi Knights have an edited version of Parrying that triples the duration at L11.
*Magi Knights have an edited version of Hindsight that raises the maximum autospell level of bolts to L10 and enables Earth Spike (max L5) and Thunderstorm (max L5) at Level 11.

Magi Knights can craft a weapon through a quest, the Runic Blade, usable only by themselves.
Prestige Classes!
It is a two-handed sword of 150 attack power, weapon level 3, contains 1 card slot, and bestows the following effects: Magic Attack +100, enables casting even when hit.

Archmagus

Prestige Classes!

- advances from Wizard and Priest -

It is said that the ways of the arcane and divine contradict each other so strongly so that none would be able to master both. The ways of the Archmagus, an epitome spellcaster, proves them wrong. Whether by sheer force of will or by applying one’s mind in every way possible, they are able to wield spells of seemingly both origins - even if not as profound as their more dedicated counterparts, the mere ability to do is not to be contested.

Sprite/Equip: Wizard
Job Level stat bonuses (from JLV50-JLV70): +0 STR, +4 AGI, +0 VIT, +10 INT, +2 DEX, +4 LUK

Archmagus skill tree

 
Increase SP Recovery (10) [Prerequisites: Lv1 Sight, Lv1 Ruwach]
Sight (1)
Ruwach (1)
*Napalm Vulcan (10) [Prerequisites: Lv1 Increase SP Recovery]
Cold Bolt (10) [Prerequisites: Lv1 Increase SP Recovery]
Fire Bolt (10) [Prerequisites: Lv1 Increase SP Recovery]
Lightning Bolt (10) [Prerequisites: Lv1 Increase SP Recovery]
Cure (1) [Prerequisites: Lv1 Increase SP Recovery]
Heal (5) [Prerequisites: Lv1 Status Recovery]
Blessing (10) [Prerequisites: Lv1 Increase SP Recovery]
Increase Agi (10) [Prerequisites: Lv 4 Warp Portal]
Sense (1) [Prerequisites: Lv1 Increase SP Recovery]
Teleport (2) [Prerequisites: Lv1 Increase SP Recovery]
*Foresight (5) [Prerequisites: Lv1 Sense]
*Deluge (10) [Prerequisites: Lv4 Cold Bolt]
*Volcano (10) [Prerequisites: Lv4 Fire Bolt]
*Whirlwind (10) [Prerequisites: Lv4 Lightning Bolt]
Storm Gust (1) [Prerequisites: Lv5 Deluge]
Meteor Storm (1) [Prerequisites: Lv5 Volcano]
Lord of Vermilion (1) [Prerequisites: Lv5 Whirlwind]
*Warp Portal (4) [Prerequisites: Lv2 Teleport]
Blessing (10) [Prerequisites: Lv5 Heal]
Status Recovery (1) [Prerequisites: Lv1 Cure]
*Resurrection (4) [Prerequisites: Lv1 Status Recovery]
*Magnificat (10) [Prerequisites: Lv5 Blessing]
Kyrie Eleison (10) [Prerequisites: Lv1 Resurrection]
*Magnus Exorcismus (1) [Prerequisites: Lv4 Resurrection]

Quest Skills: Holy Light, Sightblaster (rewarded at class change)

*Archmagi have an edited version of Napalm Vulcan which does no additional damage past Level 5 but casts much more quickly.
*Archmagi have an edited version of Foresight which increases the number of spells that are affected per cast and decreases cast delay and after-cast delay above Level 1.
*Archmagi have edited versions of Deluge, Volcano, and Whirlwind which require no gemstones and bestow their (increased) benefits to all allies within them above Level 5.
*Archmagi have edited versions of Warp Portal, Resurrection, and Magnus Exorcismus which require no gemstones.
*Archmagi have an edited version of Magnificat which significantly increases regeneration rate above Level 5.

Archmagi can craft a weapon through a quest, the Staff of Integration, usable only by themselves.
Staff of Integration
It is a two-handed staff which has 50 attack power, +15% Magic Attack, weapon level 3 and 1 card slot. It also enhances the power of various Archmagus spells (particularly Storm Gust, Meteor Storm, Lord of Vermillion, Heal, and Magnus Exorcismus).

Weapon Master

Prestige Classes!

- advances from Blacksmith and Crusader -

A Weapon Master’s weapon of choice is not merely that, but akin to an extension of his own body. Once forged, fought, and endured through countless trials, he knows all the little details that denote a truly “veteran” fighter. Fighting with all factors in mind - weight, momentum, strength, grace… whatever it demands for, the Weapon Master is keenly familiar with it all, from the construction of his sword itself to its application in combat.

Sprite/Equip: Blacksmith
Job Level stat bonuses (from JLV50-JLV70): +6 STR, +4 AGI, +4 VIT, +2 INT, +2 DEX, +2 LUK

Weapon Master skill tree

 
One Handed Sword Mastery (10)
Mace Mastery (10)
Axe Mastery (10)
Weaponry Research (10)
Concentrate (5)
Raging Triple Blow (10)
*Bowling Bash (11)
Improve Concentration (10) [Prerequisites: Lv3 Concentrate]
Hilt Binding (1) [Prerequisites: Lv1 One Handed Sword Mastery, Lv1 Mace Mastery, Lv1 Axe Mastery]
Weapon Repair (1) [Prerequisites: Lv1 Hilt Binding]
Concentrate (5) [Prerequisites: Lv10 Improve Concentration]
Weapon Perfection (10) [Prerequisites: Lv3 Weaponry Research]
Maximize Power (5) [Prerequisites: Lv3 Weaponry Research]
Power Thrust (5) [Prerequisites: Lv3 Weaponry Research]
*Fury (5) [Prerequisites: Lv1 Weapon Perfection, Lv1 Maximize Power, Lv1 Power Thrust]
One Handed Quicken (1) [Prerequisites: Lv10 One Handed Sword Mastery, Lv5 Bowling Bash]
Adrenaline Rush (5) [Prerequisites: Lv7 Mace Mastery, Lv7 Axe Mastery]
Advanced Adrenaline Rush (1) [Prerequisites: Lv5 Adrenaline Rush, Lv1 One Handed Quicken]
*Maximum Power Thrust (5) [Prerequisites: Lv10 Weaponry Research, Lv5 Power Thrust, Lv1 Advanced Adrenaline Rush]

*Weapon Masters have an edited version of Bowling Bash with greater splash range and deals much more impact damage when an enemy is knocked into a wall or another enemy at Level 11.
*Weapon Masters have an edited version of Maximum Power Thrust which does not cost zeny.
*Weapon Masters have an edited version of Fury which requires no Spirit Spheres.

Vanguard

Prestige Classes!

- advances from Hunter and Rogue -

Ever present yet hidden, scouting ahead only to return back with nary a scratch - the Vanguards are the indispensable leaders of any military unit or adventuring group worth its salt. Skilled with a bow and dagger in quick pinches, they are fleet of foot and know how to stay out of sight of even wary eyes. With familiarity in both austere surroundings and the hustle and bustle of a city, Vanguards apply their sizable array of skills in any environment equally well.

Sprite/Equip: Hunter
Job Level stat bonuses (from JLV50-JLV70): +4 STR, +6 AGI, +2 VIT, +2 INT, +4 DEX, +2 LUK

Vanguard skill tree

 
Owl’s Eye (10)
*One Handed Sword Mastery (11)
Hiding (10)
Flee (10)
Steal (10)
Leap (5)
Improve Dodge (10) [Prerequisites: Lv5 Flee]
Intimidate (10) [Prerequisites: Lv5 Stalk]
Preserve (1) [Prerequisites: Lv10 Intimidate, Lv10 Gank]
Vulture’s Eye (10) [Prerequisites: Lv1 Owl's Eye]
Double Strafe (1) [Prerequisites: Lv5 Owl's Eye, Lv5 Vulture's Eye]
*Beast Strafing (1) [Prerequisites: Lv10 Owl's Eye, Lv10 Vulture's Eye, Lv1 Double Strafe]
Double Attack (10) [Prerequisites: Lv1 One Handed Sword Mastery]
Single Action (10) [Prerequisites: Lv1 Wind Walk, Lv5 Leap]
Stalk (5) [Prerequisites: Lv5 Hiding]
Remove Trap (1) [Prerequisites: Lv3 Steal]
Ankle Snare (5) [Prerequisites: Lv1 Remove Trap]
Gank (10) [Prerequisites: Lv5 Steal]
*Kaupe (5) [Prerequisites: Lv3 Improve Dodge, Lv1 Stalk]
Wind Walk (10) [Prerequisites: Lv7 Flee]

Quest Skills: Backslide, Arrow Crafting (rewarded at class change)

*Vanguards have an edited version of One Handed Sword Mastery which ignores defense with daggers or swords at Level 11.
*Vanguards have an edited version of Beast Strafing which works on any target, regardless of race.
*Vanguards have an edited version of Kaupe which goes to Level 5 and gives an additional dodge for each level past 3.

Synthblade

Prestige Classes!

- advances from Assassin and Alchemist -

Every assassin knows the value of a poisoned blade. But few care to look deeper into the substance that they coat their weapons with, taking it for granted. Not so in the case of the Synthblade. With a thorough knowledge of substances and chemicals that come for their background in alchemy, their results are that much more profound. Able to produce powerful effects with only an ad libbing of materials, one should take care not feel the sting - and far worse - of their blades.

Sprite/Equip: Assassin
Job Level stat bonuses (from JLV50-JLV70): +2 STR, +4 AGI, +4 VIT, +4 INT, +4 DEX, +2 LUK

Synthblade skill tree

 
One Handed Sword Mastery (10)
Improve Dodge (10)
Envenom (10)
Detoxify (1)
*Alchemical Weapon (5)
Potion Research (10)
Improved HP Recovery (10) [Prerequisites: Lv3 Potion Research]
Improved SP Recovery (10) [Prerequisites: Lv3 Improve HP Recovery]
Poison React (10) [Prerequisites: Lv3 Envenom]
Enchant Poison (10) [Prerequisites: Lv1 Alchemical Weapon, Lv1 Envenom]
*Venom Dust (10) [Prerequisites: Lv3 Enchant Poison]
*Venom Splasher (11) [Prerequisites: Lv3 Poison React, Lv1 Venom Dust]
*Acid Terror (5) [Prerequisites: Lv5 Potion Research]
*Bomb (5) [Prerequisites: Lv3 Firewall, Lv3 Venom Dust]
Firewall (10) [Prerequisites: Lv5 Potion Research]
Quagmire (5) [Prerequisites: Lv3 Acid Terror, Lv3 Venom Dust]
*Enchant Deadly Poison (1) [Prerequisites: Lv5 Venom Dust, Lv5 Alchemical Weapon, Lv5 Enchant Poison]
Right Hand Mastery (5) [Prerequisites: Lv1 One Handed Sword Mastery]
Left Hand Mastery (5) [Prerequisites: Lv1 Right Hand Mastery]
Double Attack (10) [Prerequisites: Lv1 Right Hand Mastery, Lv1 Left Hand Mastery]
Katar Mastery (10) [Prerequisites: Lv1 One Handed Sword Mastery]
Advanced Katar Mastery (5) [Prerequisites: Lv10 Katar Mastery]

*Synthblades have edited versions of Alchemical Weapon, Venom Dust, Acid Terror, Bomb and Enchant Deadly Poison that require no items.
*Synthblades have an edited version of Venom Splasher that deals additional damage at Level 11.

Synthblades wield daggers and one-handed swords with a faster ASPD than normal.

Channeler

Prestige Classes!
 
- advances from Monk and Bard/Dancer -

What happens when one is so in tune with everything - the body, the mind, the soul? With both the spiritual understanding that a monk’s training offers, and the interaction and almost-magic that musical counterparts provide, a deep enlightenment is found. Extending ki beyond just the reach of one’s own form, the Channeler weaves these two talents together to create extraordinary effects, able to perform spectacular feats with his almost arcane-like ki.
 
Sprite/Equip: Monk
Job Level stat bonuses (from JLV50-JLV70): +4 STR, +4 AGI, +0 VIT, +8 INT, +2 DEX, +2 LUK

Channeler skill tree

 
Iron Fists (10)
Spiritual Cadence (5)
Free Cast (10)
Summon Spirit Sphere (1) [Prerequisites: Lv10 Iron Fists]
Occult Impact (10) [Prerequisites: Lv1 Summon Spirit Sphere]
Throw Spirit Sphere (10) [Prerequisites: Lv1 Summon Spirit Sphere]
Zen (1) [Prerequisites: Lv5 Summon Spirit Sphere, Lv3 Free Cast]
Snap (1) [Prerequisites: Lv1 Summon Spirit Sphere]
Mild Wind (4) [Prerequisites: Lv1 Zen, Lv5 Occult Impact, Lv5 Throw Spirit Sphere]
Improve SP Recovery (10) [Prerequisites: Lv5 Spiritual Cadence]
Mana Recharge (5) [Prerequisites: Lv5 Improve SP Recovery]
Heal (10) [Prerequisites: Lv5 Mana Recharge]
Meditatio (10) [Prerequisites: Lv5 Mana Recharge]
Soul Drain (11) [Prerequisites: Lv1 Mana Recharge]
Kaahi (7) [Prerequisites: Lv5 Mana Recharge]
Soul Exhale (1) [Prerequisites: Lv1 Soul Drain]
Mind Breaker (5) [Prerequisites: Lv3 Soul Drain]
Soul Destroyer (10) [Prerequisites: Lv10 Soul Drain, Lv1 Soul Exhale, Lv5 Mind Breaker]
 
Quest Skills: Ki Translation, Ki Explosion (rewarded at class change)

*Channelers have edited versions of Occult Impact and Throw Spirit Sphere which deal more damage past Level 5.
*Channelers have an edited version of Soul Drain which drains SP off of any kill at Level 11, regardless of the method used.

Channelers wield knuckles with a faster ASPD than normal.

Inquisitor

Prestige Classes!
 
- advances from Priest and Knight -

The world is a breeding ground for the wicked, and it is the Inquisitor who has been given the power to weed out the foul and debased. With the spirit of the servant and the unwavering strength of a leader, Inquisitors alone are granted the fierce power of the heavens and the true ability to wield it. A soul of steel, and with the will to match, they are able to call upon holy blessings to be able to stem the rising tides of sin. Once imbued with the will of heaven itself, their strength of martial training is brought to bear, matching blade for blade the assaults of the wicked.
 
Sprite/Equip: Priest
Job Level stat bonuses (from JLV50-JLV70): +6 STR, +0 AGI, +4 VIT, +4 INT, +2 DEX, +4 LUK

Inquisitor skill tree

 
Mace Mastery (10)
Increase SP Recovery (10)
Ruwach (1)
Teleport (2)
Divine Protection (10)
Demon Bane (10)
Lex Divina (10)
Holy Cross (10)
*Warp Portal (4) [Prerequisites: Lv2 Teleport]
Lex Aeterna (1) [Prerequisites: Lv5 Lex Divina]
*Sanctuary (11) [Prerequisites: Lv5 Lex Divina, Lv7 Angelus, Lv3 Faith]
*B.S. Sacramenti (5) [Prerequisites: Lv5 Increase SP Recovery]
*Resurrect (4) [Prerequisites: Lv3 B.S. Sacramenti]
Grand Cross (10) [Prerequisites: Lv4 Resurrection, Lv1 Faith, Lv1 Impositio Manus]
Angelus (11) [Prerequisites: Lv3 Divine Protection]
Signum Crucis (11) [Prerequisites: Lv3 Demon Bane]
Faith (10) [Prerequisites: Lv7 Divine Protection]
Impositio Manus (10) [Prerequisites: Lv7 Demon Bane]
*Martyr’s Reckoning (10) [Prerequisites: Lv5 Holy Cross, Lv7 Signum Crucis, Lv3 Impositio Manus]
 
Quest Skills: Auto-Berserk, Redemptio (rewarded at class change)
 

*Inquisitors have edited versions of Sanctuary, Resurrection, and Warp Portal that do not require gemstones.
*Inquisitors have an edited version of B.S. Sacramenti which does not require other acolytes nor gemstones.
*Inquisitors have an edited version of Angelus which adds MDef and Int-based MDef in addition to its normal buffs at Level 11.
*Inquisitors have an edited version of Signum Crucis that works on non-demons/undead at Level 11.
*Inquisitors have an edited version of Impositio Manus that goes to Level 10 (increasing both effect and duration).
*Inquisitors have an edited version of Sanctuary which heals more and does not affect monsters at Level 11.
*Inquisitors have an edited version of Martyr’s Reckoning that goes to Level 10 and deals increased damage accordingly.

Pyromancer

Prestige Classes!
 
- advances from Alchemist and Wizard -

It’s said that, within every man, woman, and child, rests a spark, and that this spark is the essence of their existence. Pyromancers specialize in that spark. Reaching deep within, they can draw upon the power living inside all of them to make their will a reality of blazing glory! With various alchemical substances at their side, all it takes is a little spark of fire magic to get the reaction going, and that’s exactly how pyromancers operate. It takes understanding, though, of the basis of fire itself, and a will to master the wild nature of your inner flame. When that is done, the world is at your mercy! From demolitions to entertainment to making dinner, Pyromancers are never at a loss for something to help them survive, make a living, or just plain keep busy.
 
Sprite/Equip: Alchemist
Job Level stat bonuses (from JLV50-JLV70): +2 STR, +2 AGI, +4 VIT, +8 INT, +2 DEX, +2 LUK

 

Pyromancer skill tree

 
*Fire Ball (11)
Increase SP Recovery (10)
*Sight (2)
Enlarge Weight Limit (10)
Blast Mine (5)
*Magnum Break (11)
Skin Tempering (5)
*Volcano (5) [Prerequisites: Lv1 Fire Ball]
Shattering Strike (10) [Prerequisites: Lv5 Skin Tempering]
Pushcart (10) [Prerequisites: Lv5 Increase Weight Capacity]
*Claymore (10) [Prerequisites: Lv5 Blast Mine]
*Sightrasher (11) [Prerequisites: Lv5 Fire Ball, Lv1 Sight]
*Fire Wall (10) [Prerequisites: Lv1 Volcano, Lv3 Claymore]
*Endow Blaze (5) [Prerequisites: Lv3 Volcano, Lv3 Magnum Break, Lv1 Sightrasher]
*Crimson Fire Formation (11) [Prerequisites: Lv10 Firewall, Lv5 Shattering Strike, Lv5 Endow Blaze]
*Summon Marine Sphere (10) [Prerequisites: Lv7 Magnum Break, Lv7 Shattering Strike, Lv5 Claymore, Lv3 Pushcart]
 
Quest Skills: Change Cart, Cart Revolution, Earth Converter (rewarded at class change)
 
*Pyromancers have an edited version of Sight that goes to Level 2, which lasts for 180 seconds.
*Pyromancers have edited versions of Blast Mine, Claymore, Endow Blaze, Crimson Fire Formation, Summon Marine Sphere, and Earth Converter which require no items.
*Pyromancers has an edited version of Claymore which goes to Level 10 and deals increasing damage accordingly.
*Pyromancers have edited versions of Fire Ball, Magnum Break, Sightrasher, and Crimson Fire Formation which all deal an increased amount of damage and range at Level 11.
*Pyromancers have an edited version of Summon Marine Sphere which goes to Level 10 and produces higher-HP marine spheres.

Blackguard

Prestige Classes!
 
- advances from Crusader and Assassin -

Not all operations require the foolishness of a head-on assault. Much the same, cloak and dagger will hardly see you through to the end of all journeys. It is the joining of the two that sees the birth of a truly skilled combatant, and one to be feared in the light of day, and by the dark of night. Blackguards are those warriors. They walk the line of gray between the seen and unseen, and are practitioners of both. Through them, the mightiest of men might see their demise. Life is a privilege Blackguards are skilled in taking at whim. Most importantly, they will do anything to see through a given goal; whether the ends justify the means is not a concern for a Blackguard, only that the ends are achieved, and efficiently.
 
Sprite/Equip: Crusader
Job Level stat bonuses (from JLV50-JLV70): +6 STR, +2 AGI, +4 VIT, +4 INT, +4 DEX, +0 LUK

Blackguard skill tree

 
Improve HP Recovery (10)
Endure (10)
Envenom (10)
*Decrease Agi (11)
Spear Mastery (10)
Shadow Jump (5)
Hilt Binding (1)
Vanishing Slash (10) [Prerequisites: Lv1 Shadow Jump]
Stalk (5) [Prerequisites: Lv1 Vanishing Slash]
Power Thrust (5) [Prerequisites: Lv5 Endure]
Vital Strike (10) [Prerequisites: Lv5 Envenom]
Enchant Poison (10) [Prerequisites: Lv7 Envenom]
Spear Quicken (10) [Prerequisites: Lv10 Spear Mastery]
*Spear Stab (11) [Prerequisites: Lv5 Vital Strike]
*Spear Boomerang (10) [Prerequisites: Lv5 Spear Stab]
*Shadow Slash (10) [Prerequisites: Lv10 Vanishing Slash, Lv10 Spear Stab]
*Meteor Assault (11) [Prerequisites: Lv10 Vital Strike, Lv5 Power Thrust, Lv5 Decrease Agi]
 
Quest Skills: Moving HP-Recovery, Charge Attack, Throw Venom Knife (rewarded at class change)
 
*Blackguards have an edited version of Decrease Agi at Level 11 which inflicts silence and curse.
*Blackguards have an edited version of Spear Stab which does more damage and causes much more knockback at Level 11.
*Blackguards have an edited version of Spear Boomerang which hits multiple times past Level 5.
*Blackguards have an edited version of Shadow Slash goes to Level 10 and deals more damage appropriately.
*Blackguards have an edited version of Meteor Assault that deals increased damage, has a greater splash radius, and inflicts more status at a much higher rate at Level 11.

Duelist

Prestige Classes!
 
- advances from Rogue and Monk -

Duelists are warriors with a special respect for their art. They know the way of the martial warrior to be more than the thrust of a blade or palm; it is to perfect the form of combat. On the battlefield, to see a Duelist in motion is to view a deadly dance of harmony and grace, comprised of quick feet and deft hands. A master of defense and offense towards a single foe, Duelists are without peer in martial combat. It is not weaponry nor armor they are concerned about; it is their form. They move without thought, feet moving like shifting sands as strikes flash as lightning in a storm, driving their enemies off balance without passion or blind rage, but certainty and elegance. To know the grace of a true martial artist’s form requires being one with yourself. You must not possess any imbalance within, or it will serve as your downfall when dancing the delicate yet dangerous tête-à-tête.
 
Sprite/Equip: Rogue
Job Level stat bonuses (from JLV50-JLV70): +2 STR, +6 AGI, +2 VIT, +2 INT, +4 DEX, +4 LUK

Duelist skill tree

 
Improve Dodge (10)
One Handed Sword Mastery (10)
*Traumatic Blow (10)
Improve Concentration (10)
Divest Weapon (5)
Raging Trifecta Blow (10)
Sprint (10)
*Provoke (11)
*Double Attack (11) [Prerequisites: Lv5 One Handed Sword Mastery, Lv10 Raging Trifecta Blow]
*Counter Attack (10) [Prerequisites: Lv5 Provoke, Lv5 Counter Instinct]
*Counter Instinct (10) [Prerequisites: Lv5 Divest Weapon]
Weapon Perfection (5) [Prerequisites: Lv5 Counter Instinct, Lv1 Raging Thrust]
*Raging Quadruple Blow (5) [Prerequisites: Lv1 Raging Trifecta Blow]
*Raging Thrust (5) [Prerequisites: Lv5 Traumatic Blow, Lv5 Raging Quadruple Blow]
Guard (10) [Prerequisites: Lv5 Improve Dodge]
Increase Agility (10) [Prerequisites: Lv5 Sprint, Lv5 Improve Concentration]
 

*Duelists have edited versions of Traumatic Blow and Counter Attack which go to Level 10. Traumatic Blow inflicts blind and stun in addition to bleeding above Level 5, and Counter Attack has a massive damage increase above Level 5.
*Duelists have an edited version of Provoke that goes to Level 11, where it works even on MVP types.
*Duelists have an edited version of Double Attack that works on any weapon at Level 11.
*Duelists have an edited version of Counter Instinct that adds an additional reflected hit per level above 5 and reflects all types of damage.
*Duelists have edited versions of Raging Quadruple Blow and Raging Thrust which requires no spirit spheres.

Druid

Prestige Classes!
 
- advances from Sage and Hunter -

Walking the breadth of knowledge of the world and its component creatures, the Druid is known as supreme protector amidst her lands. Mastering the arcane manipulation of earth and water, and able to call the entities of each at her whim, a practiced Druid is a force to be reckoned with. To be one with the world and see it through eyes possessed of an understanding that challenges modern precepts and progress, Druids bow to none but Nature herself. If such wisdom is your desire, you must bond with the elements that control and surround us all, as well as the innumerable beasts which reside upon earth and sea.
 
Sprite/Equip: Sage
Job Level stat bonuses (from JLV50-JLV70): +2 STR, +2 AGI, +4 VIT, +6 INT, +0 DEX, +6 LUK

Druid skill tree

 
Increase SP Recovery (10)
Beast Bane (10)
Cast Cancel (5)
Dragonology (5)
Cold Bolt (10)
Frost Diver (10)
*Earth Spike (10)
*Stone Curse (10)
*Blitz Beat (10) [Prerequisites: Lv1 Falcon Mastery]
Steel Crow (10) [Prerequisites: Lv1 Blitz Beat]
Detect (4) [Prerequisites: Lv1 Blitz Beat]
Free Cast (10) [Prerequisites: Lv5 Cast Cancel]
Falcon Mastery (1) [Prerequisites: Lv5 Beast Bane]
Quagmire (5) [Prerequisites: Lv5 Stone Curse]
*Heaven’s Drive (10) [Prerequisites: Lv5 Earth Spike]
*Magnetic Earth (5) [Prerequisites: Lv5 Quagmire, Lv10 Heaven's Drive]
*Deluge (5) [Prerequisites: Lv10 Frost Diver]
Frost Nova (11) [Prerequisites: Lv5 Frost Diver, Lv5 Cold Bolt]
Waterball (5) [Prerequisites: Lv10 Frost Nova]
Owl’s Eye (10) [Prerequisites: Lv4 Detect, Lv10 Free Cast]
*Biocannibalize (5) [Prerequisites: Lv10 Beast Bane, Lv5 Dragonology, Lv1 Magnetic Earth]
 
*Druids have edited versions of Stone Curse, Magnetic Earth, and Deluge that do not require gemstones.
*Druids have edited versions of Earth Spike and Heaven’s Drive that go to Level 10.
*Druids have an edited version of Frost Nova that goes to Level 11 and casts much more quickly than norm.
*Druids have an edited version of Blitz Beat that goes to Level 10 and triggers off of spell damage past Level 5.
*Druids have an edited version of Biocannibalize that does not require items and summons stronger monsters.

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