最后附上英文原本(给有需要的朋友或是某些英语达人,不屑于我们翻译的人)
The way you could get these quest skills is by first getting your second class character to job 50 (maxed out), after which you must report to an NPC (class specific) who gives you a list of three quest skills. Each character can then choose ONE quest skill, after which he has to hand the NPC some gathered items in order to get that skill.
~KNIGHT~
Defensive stance:
Skilltype: Active (lasts until knight moves, no SP cost)
Quest items: 1 pair of boots, 25 steel, 25.000 zeny
A knight that activates this skill gains 6 defense and cannot be knocked back by any skills or spells. However, the skill deactivates when the knight moves, so it only works when standing perfectly still.
Swordplay:
Skilltype: passive
Quest items: 1 glove (non slotted), 1 sword (storebought), 25.000 zeny
A passive skill that increases the knights chance to do a critical attack when he uses a sword (two handed/one handed). It adds 12% crit.
Impale:
Skilltype: active
Quest items: 100 bamboo, 1 storebought javelin, 25.000 zeny
An active melee skill that pierces the defence of the enemy you attack. If it hits, the enemy is slowed by 50% for a duration of 5 seconds.
~ASSASSIN~
Cloak of shadows:
Skilltype: Active (requires 1 red gem per use and uses 5 sp per second.
Quest items: Manteau (storebought), 1 crystal mirror, 25.ooo zeny
An assassin with this skill can create a small safe haven for his allies. As long as the assassin stands still, any allies in a 3x3 range around the assassin will be invisible to unfriendly eyes. The cloak cancels if:
- someone inside it uses a skill or attacks
- the assassin moves or runs out of sp
-anyone inside the cloak gets damaged or revealed by a spell.
Illusion blades:
Skilltype: Self enchant (lasts 10 seconds, costs 32 SP)
Quest items: 1 jur (storebought), 100 ectoplasma, 25.000 zeny
When the assassin enchants it's weapon with this skill, all damage done to his enemies will go to their SP instead of their HP. Critical balloons will look blue instead of red when a crit is made while this skill is active.
Target studying:
Skilltype: Active (ranged like taunt, costs 10 sp, lasts 3 minutes)
Quest items: Book (2 slotted), bookclip in memory, 25.000 zeny
This skill lets the assassin select an enemy. Then, for the following 3 minutes, the assassin and his party members will have a 20% damage bonus against the race of that enemy, and a 10% damage reduce bonus from that enemies' race.
~PRIEST~
Aureola:
Skilltype: party member buff (50 sp, lasts 60 seconds)
Quest items: 1 Heaven ring, 50 holy water, 25.000 zeny
When a priest casts this buff on a party member or himself, any person that uses a targetted skill on that person will recieve 100% reflected damage and Aureola will wear off. In other words, the person that had aureola will still recieve the damage, but the person that attacked him with a targetted skill will recieve the same damage returned.
People with aureola active can be told apart by the glowing ring over their heads. Aureola can be cancelled by casting Lex Aeterna on them (double damage).
Devine Wrath:
Skilltype: self buff (costs 80 sp to activate and requires 1 holy water per use, lasts 2 minutes)
Quest items: 1 Hand of God, 50 holy water, 25.000 zeny
When a priest activates this skill, he will recieve a 20% aspd increase and a 25% damage bonus.
Greater Understanding:
Skilltype: Party buff (costs 75 sp, lasts 3 minutes )
Quest items: Bible (2 slots), rosary (non slotted), 25.000 zeny
This skill is very similar to Angelus, however, instead of doubling Vit def, it doubles Int Mdef.
~MONK~
Uppercut:
Skilltype: combo (cost: 25 sp)
Quest items: Knuckle, 200 rotten bandage, 25.000 zeny
This skill is executed after the monk does a quadrouple punch (skillname eludes me at the moment).. It does 250% damage and since the uppercut is made at the opponents jaw, it has a 50% chance to silence the target (before reductions).
Bladestop:
Skilltype: Active (cost: 25 sp, standby time 1 second)
Quest items: Blade (storebought), glove (non slotted), 25.000 zeny
A counter attack like skill that works somewhat like root, but can be much more devistating. It only works when the monk is attacked with a bladed weapon, and has a chance to fail as well. If it fails, nothing will happen and the monk will take damage as usual. If it succeeds, the monk will snap the blade of the opponents weapon and will stab him with it for 400% the damage he would do normally. The opponents weapon is then broken (but can be repaired).
Succes rate relies on the agi and baselevel of the monk compared to the agi and baselevel of the opponent.
Spiritual Saviour:
Skilltype: active
Quest items: 1 Monk hat, 200 blue herbs, 25.000 zeny
If you have any spirit spheres around you, using this skill on an ally will send your spirit spheres to him, restoring his SP. Each spirit sphere will restore 4% of his maximum SP (thus up to 20% for 5 spirit spheres).
[This skill is a reworked version of Saitorashi's original idea]
Fetch!:
Skilltype: Active (Cost: 5 SP, ranged skill)
Quest items: 1 Earthworm the dude, 1 monocle, 25.000 zeny
The hunter signals his falcon to go and grab an item that is lying on the floor. This item is then added to the hunters inventory. The hunter cannot fetch items that he doesn't have loot priority on (so no (MVP) looting, or stealing other peoples cards, etc). Also, this skill cannot be used if the hunter is over 50% of his maximum weight.
Quiver:
Skilltype: Passive
Quest items: 500 trunks, 50 fabric, 25.000 zeny
The hunter gains an extra screen (ala cart) which is enabled from the character equipment tab. On this screen the hunter can add a maximum of 2500 arrows to carry, which will not add up to his weight (leaving more room for other items (blue pots etc.).
Scout:
Skilltype: Active (SP cost: 25)
Quest items: 1 Fat chubby earthworm, 25.000 zeny
The hunter sends his falcon up in the air to scout for enemy movement. After the falcon returns to the hunter, all enemies within a 50x50 cell radius (that are not hidden) will be shown on the hunters minimap as white dots.
~ROGUE~
Gamble:
Skilltype: active (Cost: 1 SP)
Quest items: 25 poring cards, 25.000 zeny
When you use this skill on a monster, a pair of dice rolls over their heads. The skill has a 50% chance to succeed, and a 50% chance to fail, however you never know whether the skill failed or succeeded.
When the skill succeeds, the monster will have it's droprate doubled. So in essence, this skill gives rogues an effective 150% droprate, if they cast it on every monster they fight ofcourse..
This skill has a reduced effect on Boss (MVP) monsters. In that case it will only have a 5% chance of succes.
Flash powder:
Skilltype: active (Cost: 20 SP)
Quest items: 20 alcohol, 50 star dust, 25.000 zeny
A closerange skill that does 150% damage. When the flash hits, you have a 25% chance to flash the opponent, which is allmost similar to being blinded (same visual effects, reduction, lasting time, etc.). An opponent that has been succesfully flashed can be backstabbed from any direction.
Jackhammer:
Skilltype: Passive
Quest items: 25 steel, 75 iron, 25.000 zeny
A passive skill that increases the speed at which a rogue can tunnel drive.
When the tunnel drive skill is maxed, the rogue with 'Jackhammer' will move at regular walking speed while tunnel driving.
Potion booster:
Skilltype: passive
Quest items: 50 white herbs, 50 yellow herbs, 50 red herbs, 25.000z
An alchemist with this skill has such a refined understanding of how to create potions that he can maximize the effect of these potions. All healing potions made by this alchemist will have the prefix <alchemist's> boosted potion. Regular potions will heal 150% of normal, and slim potions will even heal 200% of normal!
Magic Elixir:
Skilltype: active
Quest items: 1 Old magic book, 100 star dust, 25.000z
An alchemist with this skill manages to mix his alchemy with arcane magic powers. When an alchemist uses this skill, he'll create a potion (succes relies on dex-int-luk) which needs the following ingredients:
-Empty potion bottle
-Medicine bowl
-3 blue herbs
-Yellow gem (not needed when in Power Chord or wearing Missy sunnies)
When the potion is succesfully created, it will randomly contain any active/non-forging skill in the game, ala Hocus Pocus (but not the hocus pocus special skills (summon mvp/monster, etc)). Which skill the potion contains can be seen by the name, which will be <alchemist's> <skillname> elixir. Using such an elixir will let any character do any skill (the skills in these potions are allways the maximum level of that skill).
Good luck mixing blessing and agi up potions (or cloaking... whoa).
<reserved>
Skill reserved for when alchemists get their Homunculus
~BLACKSMITH~
Axe Boomerang:
Skilltype: Active (can only be used with an Axe weapon)
Quest items: 2 handed axe (storebought), 10 steel, 25.000 zeny
Experienced blacksmiths have built up enough strenght to be able to fling their axe at opponents who dare bother them from a distance. This skill does 200% damage, but suffers a -10 hit penalty.
Hurricane:
Skilltype: Active (can only be used with an Axe weapon)
Quest items: 2 handed axe (storebought), 10 steel, 25.000 zeny
An whirlwind attack that targets every target in a 5x5 area around the blacksmith. All enemies that are hit by this skill are knocked back 3 cells and take 250% damage.
Unrefine:
Skilltype: Active
Quest items: 1 Hammer of blacksmith, 1 anvil, 25.000 zeny
The blacksmith can use this skill on armors and weapons to break them up in their original components. Each item has set chances to produce:
-Phracon
-Emveterarcon
-Iron
-Steel
-Oridecon
-Elenium
-Bronze
-Silver
-Gold
-Platinum
-Mythril
-Emperium
Expensive items have a high chance to produce elenium for example, but a lowly knife may at best produce a phracon or two.
~WIZARD~
As an exception to the rule, sages and wizards have four skills to choose from instead of three. One for each primary element.
Keep in mind that as with the other classes, wizards can only choose one of these skills, so they have to specialise.
Aura of Mist:
Skilltype: Active (selfbuff)
Quest Items: 1 frozen rose, 10 mystic frozen, 25.000 zeny
This skill grants the wizard the power of water. When he uses it, it will automatically cast on himself. Some of this skills properties may overwrite properties the wizard gains from equipment (elemental armors).
Effects:
- Wizards element turns to level 1 Water
- Water element skills cast by the wizard will do 25% more damage
- Wizard gains 30 flee
- SP regeneration is doubled (Mag-like effect).
- When you cast this skill, all enemies around you (7x7) have a 75% chance to be frozen.
Blazing Aura:
Skilltype: Active (selfbuff)
Quest Items: 1 matchstick, 10 flaming hearts, 25.000 zeny
This skill grants the wizard the power of fire. When he uses it, it will automatically cast on himself. Some of this skills properties may overwrite properties the wizard gains from equipment (elemental armors).
Effects:
- Wizards element turns to level 1 Fire
- Fire elemental skills cast by the wizard do 25% more damage
- Wizards cast delay and cast time are lowered by 10%.
- Cannot be frozen
- When you cast this skill, all hidden enemies in a 15x15 area will be revealed.
Obsidian Aura:
Skilltype: Active (selfbuff)
Quest Items: 50 mudlumps, 10 great natures, 25.000 zeny
This skill grants the wizard the power of earth. When he uses it, it will automatically cast on himself. Some of this skills properties may overwrite properties the wizard gains from equipment (elemental armors).
Effects:
- Wizards element turns to level 1 Earth
- Earth element skills cast by the wizard will do 25% more damage
- Wizard gains 10 defense and magic defense
- Wizard gains 500 HP
- 30% defense against stone curse/stun/blind.
Aura of Lightning:
Skilltype: Active (selfbuff)
Quest Items: 1 topaz, 10 rough wind, 25.000 zeny
This skill grants the wizard the power of wind. When he uses it, it will automatically cast on himself. Some of this skills properties may overwrite properties the wizard gains from equipment (elemental armors).
Effects:
- Wizards element turns to level 1 Wind
- Wind element skills cast by the wizard will do 25% more damage
- Wizard gains 10% enhanced movement speed
- Wizard gains a 5% MATK bonus
- When the wizard casts this skill, all enemies around him (5x5) will be knocked back 5 cells.
~SAGE~
As an exception to the rule, sages and wizards have four skills to choose from instead of three. One for each primary element.
ThunderClap:
Skilltype: Active (casted on enemy targets, like Lex)
Quest items: TBA
This skill is targetted at enemies. When an enemy with this 'curse' is hit by a lightning attack, that attack will do double damage and will splash to everyone near the afflicted person. The person will also be stunned (100% chance, vit will only reduce the stun time).
This skill is stackable with Lex Ataerna.
Aftershock:
Skilltype: Active (casted on enemy targets, like Lex)
Quest items: TBA
This skill is targetted at enemies. When an enemy with this 'curse' is hit by an earth attack, that attack will do double damage and will splash to everyone near the afflicted person. The person will also have the bleed status inflicted on him (100% chance).
This skill is stackable with Lex Ataerna.
Frostbite:
Skilltype: Active (casted on enemy targets, like Lex)
Quest items: TBA
This skill is targetted at enemies. When an enemy with this 'curse' is hit by a water attack, that attack will do double damage and will splash to everyone near the afflicted person. The person will also move at only 50% speed for 10 seconds.
This skill is stackable with Lex Ataerna.
Explosion:
Skilltype: Active (casted on enemy targets, like Lex)
Quest items: TBA
This skill is targetted at enemies. When an enemy with this 'curse' is hit by a fire attack, that attack will do double damage and will splash to everyone near the afflicted person. The person will also be silenced (100% chance, vit only reduces time).
This skill is stackable with Lex Ataerna.作者: 恶→莉莉丝 时间: 2005-7-1 15:41