Roxinity Ragnarok Online - Forums
Would you like to react to this message? Create an account in a few clicks or log in to continue.


Roxinity Ro - a Free Private server for all ragnarok players
 
HomeHome  PortalPortal  SearchSearch  Latest imagesLatest images  RegisterRegister  Log inLog in  Server StatusServer Status  
Our Forum Has Been Shifted to A new One Visit http://roxinityro.co.nr

 

 Ragnarok 3rd Job Class Info

Go down 
3 posters
AuthorMessage
chaos

chaos


Posts : 37
Join date : 2009-06-21
Age : 30
Location : Under your bed

Ragnarok 3rd Job Class Info Empty
PostSubject: Ragnarok 3rd Job Class Info   Ragnarok 3rd Job Class Info EmptySat Jun 27, 2009 12:44 am

Heres the info i got through googling so far

Sniper > Ranger (7/7 skills shown here)
================
--------------------------------------------------------------------------------------------
Farsight
Passive Skill
Perfectly trained hearing and sight skills will allow the marksman to see enemies further away then others.
Level 1: Enables Farsight
(Skill will allow the player to 'Zoom' further out then normal so that they may see more
of the map around them. But also, where other clients with 'Zoom hacks' would be able to do
this, the Farsight skill will allow the player to actually see monsters that are further
away from him, which a 'Zoom hack' could not do)

Marksmanship
Passive Skill
With the extensive training and experience a Marksman has, he/she is much more accurate
and deadly with the bow. Marksmanship stacks with all other skills, including Vultures Eye,
Owls Eye, Improve Concentration, and all buffs.
NOTE: Skill only works with a bow equipped.
Level 1: +1 Range, +2% Accuracy, +5 Damage
Level 2: +1 Range, +4% Accuracy, +10 Damage
Level 3: +2 Range, +6% Accuracy, +15 Damage
Level 4: +2 Range, +8% Accuracy, +20 Damage
Level 5: +3 Range, +10% Accuracy, +25 Damage
Level 6: +3 Range, +12% Accuracy, +30 Damage
Level 7: +4 Range, +14% Accuracy, +35 Damage
Level 8: +4 Range, +16% Accuracy, +40 Damage
Level 9: +5 Range, +18% Accuracy, +45 Damage
Level 10: +5 Range, +20% Accuracy, +50 Damage
(Skill buffs stack with all other equip/skill/blessing bonuses)

Headshot
Active Skill
Consumes 35SP and 1 Arrow
Requires Level 10 Marksmanship
With a single, precisely aimed shot, a Ranger can fire a single arrow into the skull
of an enemy, dealing fatal damage.
Level 1: 35% Chance to hit, 1000% Damage
Level 2: 45% Chance to hit, 1000% Damage
Level 3: 55% Chance to hit, 1000% Damage
Level 4: 65% Chance to hit, 1000% Damage
Level 5: 75% Chance to hit, 1000% Damage
Level 6: 85% Chance to hit, 1000% Damage
Level 7: 85% Chance to hit, 1100% Damage
Level 8: 85% Chance to hit, 1200% Damage
Level 9: 85% Chance to hit, 1300% Damage
Level 10: 85% Chance to hit, 1400% Damage
(Skill has a slight delay which lessens the greater DEX the user has, with 99DEX
the delay is 1.5 seconds)

Hide
Active Skill
Consumes 10SP and continually drains SP while hiding
A Ranger can blend in with his/her surroundings and become invisible for a time.
Level 1: 30 Sec Duration, 1SP per 5 seconds
Level 2: 60 Sec Duration, 1SP per 6 seconds
Level 3: 90 Sec Duration, 1SP per 7 seconds
Level 4: 120 Sec Duration, 1SP per 8 seconds
Level 5: 150 Sec Duration, 1SP per 9 seconds
(Skill is the same as the theifs 'Hiding' skill)

Sniper Shot
Active Skill
Consumes 50SP and 1 Arrow
Requires Level 1 Hide
A hidden Ranger can surprise an enemy by firing from a concealed position. Skill will
reveal the user immediatly from his position.
Level 1: 300% Hit, 150% Damage, 6% Chance to Stun an Enemy
Level 2: 300% Hit, 150% Damage, 12% Chance to Stun an Enemy
Level 3: 300% Hit, 150% Damage, 18% Chance to Stun an Enemy
Level 4: 300% Hit, 150% Damage, 24% Chance to Stun an Enemy
Level 5: 300% Hit, 150% Damage, 30% Chance to Stun an Enemy
Level 6: 300% Hit, 150% Damage, 36% Chance to Stun an Enemy
Level 7: 300% Hit, 150% Damage, 42% Chance to Stun an Enemy
Level 8: 300% Hit, 150% Damage, 48% Chance to Stun an Enemy
Level 9: 300% Hit, 150% Damage, 54% Chance to Stun an Enemy
Level 10: 300% Hit, 150% Damage, 60% Chance to Stun an Enemy
(Skill removes Hidden Status. Stun chance against MVPs is halved.)

Phantom Arrow Rain
Active Skill
Consumes 12SP
Requires Level 10 Sniper Shot
A hidden Ranger can surprise an enemy by firing from a concealed position. Skill will
reveal the user immediatly from his/her position. Uses no arrows,
7x7 cell range, 9 hits.
Level 1: 300% Hit, 1000% Damage, 6% Chance to Stun an Enemy
Level 2: 300% Hit, 1100% Damage, 12% Chance to Stun an Enemy
Level 3: 300% Hit, 1200% Damage, 18% Chance to Stun an Enemy
Level 4: 300% Hit, 1300% Damage, 24% Chance to Stun an Enemy
Level 5: 300% Hit, 1400% Damage, 30% Chance to Stun an Enemy
Level 6: 300% Hit, 1500% Damage, 36% Chance to Stun an Enemy
Level 7: 300% Hit, 1600% Damage, 42% Chance to Stun an Enemy
Level 8: 300% Hit, 1700% Damage, 48% Chance to Stun an Enemy
Level 9: 300% Hit, 1800% Damage, 54% Chance to Stun an Enemy
Level 10: 300% Hit, 1900% Damage, 60% Chance to Stun an Enemy
(Skill removes Hidden Status. Stun chance against MVPs is halved.)

--------------------------------------------------------------------

High Wiz > Warlock (3/9 Skills shown here)
Channel Orb
Passive Skill
This skill enables the use of the Sorcerer-only weapon Orbs, a powerful magical
weapon.
Level 1: Enables the use of Orbs

Shockwave
Active Skill
SP Cost Varies
Sorcerers may channel a great deal of electrical energy to damage and repel his/her enemies.
Level 1: 100SP Cost, Damage of One Thunderbolt
Level 2: 95SP Cost, Damage of Two Thunderbolt
Level 3: 90SP Cost, Damage of Three Thunderbolt
Level 4: 85SP Cost, Damage of Four Thunderbolt
Level 5: 80SP Cost, Damage of Five Thunderbolt
Level 6: 75SP Cost, Damage of Six Thunderbolt
Level 7: 70SP Cost, Damage of Seven Thunderbolt
Level 8: 65SP Cost, Damage of Eight Thunderbolt
Level 9: 60SP Cost, Damage of Nine Thunderbolt
Level 10: 55SP Cost, Damage of Ten Thunderbolt

Magic Destruction
Active Skill
SP Cost Varies
Sorcerers may channel a great deal of electrical energy to damage and repel his/her enemies
enemies.
Much like Magic Crasher, can be affected by element of the rod, attack size and race attack cards.
Level 1: 100SP Cost, Damage of 3 Thunderbolt, +300% MATK,
2 meteors
Level 2: 95SP Cost, Damage of 4 Thunderbolt, +450% MATK
3 meteors
Level 3: 90SP Cost, Damage of 5 Thunderbolt, +600% MATK
3 meteors
Level 4: 85SP Cost, Damage of 6 Thunderbolt, +750% MATK
4 meteors
Level 5: 80SP Cost, Damage of 7 Thunderbolt, +900% MATK
4 meteors
Level 6: 75SP Cost, Damage of 8 Thunderbolt, +1050% MATK
5 meteors
Level 7: 70SP Cost, Damage of 9 Thunderbolt, +1200% MATK
5 meteors
Level 8: 65SP Cost, Damage of 10 Thunderbolt, +1350% MATK
6 meteors
Level 9: 60SP Cost, Damage of 11 Thunderbolt, +1500% MATK
6 meteors
Level 10: 55SP Cost, Damage of 12 Thunderbolt, +1650% MATK
7 meteors
(Skill casts and hits all enemies in a 14x14 radius, and pushes them outside of the 14x14
area surrounding the caster, just as fire wall would. But the skill does not last, hits only many,
and will only repel all enemies a single time.)

Bleeding Massacre
Active Skill
SP Cost Varies
The most feared power of the Sorcerer is his/her ability to cast magic that is the exact
opposite of a priests Heal spell. This spell is the same as heal in SP costs as well as
the amount healed. But instead of healing all and damaging the undead...the undead are healed
and all others are damaged.
Level 1: Same as heal
Level 2: Same as heal
Level 3: Same as heal
Level 4: Same as heal
Level 5: Same as heal
Level 6: Same as heal
Level 7: Same as heal
Level 8: Same as heal
Level 9: Same as heal
Level 10: Same as heal
(Skill works exactly the same way as heal. Same cast time, same SP cost, same amount healed.
All except the undead property or those with undead armor take damage, and the undead are healed.
This spell will do the same damage upon anything, MDEF does not protect one, the only way
to protect against it is to wear Undead armor.)

---------------------------------------------------------

High Priest > Archbishop (3/9 Skills shown here)

Holy Vitality
Passive Skill
A cleric can be protected through supernatural means, an aura surround him/her and
giving them great vitality.
Level 1: 5% Protection against Status, +4% Max HP
Level 2: 10% Protection against Status, +8% Max HP
Level 3: 15% Protection against Status, +12% Max HP
Level 4: 20% Protection against Status, +16% Max HP
Level 5: 25% Protection against Status, +20% Max HP
(Status protection works on ALL negative effects. Protection % is added to normal
protection through vitality. Example: If through Vitality Bonuses a stun effect
from Hammerfall would normally have a 50% chance of stunning the Cleric, with Level
5 Holy Vitality added, it would increase the effectiveness of his/her Vitality to 125%,
making the final chance of being stunned 62%.)

Greater Turn Undead
Active Skill
35SP Consumed
With holy magic far stronger then that of a Priests, Greater Turn Undead works just
the same as Turn Undead, except that it effects all Undead monsters in a 14x14 radius
surrounding the caster.
Level 1: Same as Turn Undead Level 1, hits all monsters.
Level 2: Same as Turn Undead Level 2, hits all monsters.
Level 3: Same as Turn Undead Level 3, hits all monsters.
Level 4: Same as Turn Undead Level 4, hits all monsters.
Level 5: Same as Turn Undead Level 5, hits all monsters.
Level 6: Same as Turn Undead Level 6, hits all monsters.
Level 7: Same as Turn Undead Level 7, hits all monsters.
Level 8: Same as Turn Undead Level 8, hits all monsters.
Level 9: Same as Turn Undead Level 9, hits all monsters.
Level 10: Same as Turn Undead Level 10, hits all monsters.
(Success chance formula is the same as Turn Undead.)

Divine Heal
Active Skill
75SP Consumed
Calling upon the powers of the light, a Cleric may cast powerful healing magic to
fully heal a target as well as cure all bad status effects. It has
the chance of instant death against Undead Property, won't work on bosses but deal huge amounts
of damage
Level 1: Divine Heal
(Skill has a very small cast time. With 70+ DEX, the cast time is insant)

---------------------------------------------------------------

Sin Cross > Guillotine Cross (4/8 Skills shown here)

Small Arms Mastery
Passive Skill
After years of training, a Guillotine Cross may recieve profeciency bonuses for the dagger and
surigum weapon types.
Level 1: +10 ATK
Level 2: +20 ATK
Level 3: +30 ATK
Level 4: +40 ATK
Level 5: +50 ATK
Level 6: +60 ATK
Level 7: +70 ATK
Level 8: +80 ATK
Level 9: +90 ATK
Level 10: +100 ATK
(Skill stacks with all other bonuses, and adds an ATK value that ignores DEF)

Stab and Twist
Active Skill
Consumes 30SP
With either a surigum or a dagger, the Guillotine Cross may forcefully stab an enemy, causing
massive damage.
Level 1: 200% AtK
Level 2: 300% ATK
Level 3: 500% ATK
Level 4: 700% ATK
Level 5: 900% ATK
(Skill has a delay at the end, with 99DEX+ the skill delay is removed)

Black Shadow
Active Skill
Consumes 35SP
Using the dark powers within the body of every Guillotine Cross, he/she may become perfectly
hidden.
When Black Shadow is used, the Guillotine Cross may walk freely and be invisible from every
form
of Sight and Ruwach, undetectable until the skill runs out or the Shadow uses a skill/attacks.
Level 1: 30 Second Perfect Hide
Level 2: 50 Second Perfect Hide
Level 3: 70 Second Perfect Hide
Level 4: 90 Second Perfect Hide
Level 5: 120 Second Perfect Hide

Slit Throat
Active Skill
Consumes 55SP
Using a dagger or a surigum, the Guillotine Cross may cut the throat of a weakened opponent,
killing
them instantly. Skill always has a 2 second cast time.
Level 1: Enemy must have 10%HP, 50% Chance of Success
Level 2: Enemy must have 12%HP, 55% Chance of Success
Level 3: Enemy must have 14%HP, 60% Chance of Success
Level 4: Enemy must have 16%HP, 65% Chance of Success
Level 5: Enemy must have 18%HP, 70% Chance of Success
Level 6: Enemy must have 20%HP, 75% Chance of Success
Level 7: Enemy must have 22%HP, 80% Chance of Success
Level 8: Enemy must have 24%HP, 80% Chance of Success
Level 9: Enemy must have 26%HP, 80% Chance of Success
Level 10: Enemy must have 30%HP, 80% Chance of Success

-------------------------------------------------------------

Lord Knight > Rune Knight (4/7 Skills shown here)

Two-Handed Sword and Spear Perfection
Passive Skill
Through years of perfection, the Rune Knight may perfect his/her Two-handed swordsmenship.
Level 1: +15 ATK, +4% MHP, +5% HP RecoveryP, +200 MHP
Level 2: +30 ATK, +8% MHP, +10% HP Recovery, +400 MHP
Level 3: +45 ATK, +12% MHP, +15% HP Recovery, +600 MHP
Level 4: +60 ATK, +16% MHP, +20% HP Recovery, +800 MHP
Level 5: +75 ATK, +20% MHP, +25% HP Recovery, +1000 MHP
Level 6: +90 ATK, +24% MHP, +30% HP Recovery, +1200 MHP
Level 7: +105 ATK, +28% MHP, +35% HP Recovery, +1400 MHP
Level 8: +120 ATK, +32% MHP, +40% HP Recovery, +1600 MHP
Level 9: +135 ATK, +36% MHP, +45% HP Recovery, +1800 MHP
Level 10: +150 ATK, +40% MHP, +50% HP Recovery, +2000 MHP
(Skill is the same as all other mastery skills)

War Leadership
Passive Skill
A Baron is a natural leader. With this skill, when a Baron leads his party to battle,
the parties moral will be boosted.
Level 1: +5% Bonus to all stats of each party member but the Baron
Level 2: +10% Bonus to all stats of each party member but the Baron
Level 3: +15% Bonus to all stats of each party member but the Baron
Level 4: +20% Bonus to all stats of each party member but the Baron
Level 5: +25% Bonus to all stats of each party member but the Baron
(Baron must be on the map for this to take effect. All stats are effected. Does not
work on other barons in the party. If the Rune Knight leads a party and there are 3 members
in it on the same map and all have 100 of each stat, and the Barons Leadership is
level 5, the stats will be boosted to 125 each. Base stat only.)

Battle Cry
Active Skill
55SP per use
The Baron may motivate himself and his fellow party members by letting out a
cry before going into battle.
Level 1: +5% ASPD, +5% Damage, +5% Perfect Flee, Lasts 25 seconds
Level 2: +10% ASPD, +10% Damage, +10% Perfect Flee, Lasts 35 seconds
Level 3: +15% ASPD, +15% Damage, +15% Perfect Flee, Lasts 45 seconds
Level 4: +20% ASPD, +20% Damage, +20% Perfect Flee, Lasts 55 seconds
Level 5: +25% ASPD, +25% Damage, +25% Perfect Flee, Lasts 60 seconds
(Skill is 'Adrenaline Rush' on steroids. Works the same way, wih better boosts.)

Pain for Zeny
Passive Skill
A Baron can gain the ability to convert a bit of the damage he does per attack into zeny.
Level 1: 5% of Damage done to zeny
Level 2: 10% of Damage done to zeny
Level 3: 15% of Damage done to zeny
Level 4: 25% of Damage done to zeny
Level 5: 35% of Damage done to zeny
(Skill does not add damage or reduce damage, merely adds every hit to zeny. At level 5,
if the Baron hits an enemy and deals 1000 damage, the Baron will be given 350 zeny
automatically. Always works, but not on players.)

These are some of the possible skills

Other informations

--- Max Base Level: 999 (you must get a quest to pay 2 billion zeny)
--- Max Job Level: 50 (Normal), 70 (Trans), 99 (Advent),
--- New Class-Specific items: Orbs (for Archmage Classes Only)
--- Max Starting Normal Weight: 4000
--- Max Vend Weight: 10000
--- Max Items in Inventory: 255
--- Max Storage: 600
--- Max Guild Storage: 2000
--- Max Stockable: 100000 (you can buy 100000 arrows)
--- New 30+ hairstyles and 50+ hair colors
--- Max Slots to 8: 5x for quintuple carded, 6x for sextuple carded, 7x for septuple carded and 8x
for octuple carded
--- New Weapon Levels: Up to level 8 (you must get godly items
to get that weapon
Refine Weapons - LV 1: 7 (2+), LV 2: 6 (3+), LV 3: 5 (5+), LV 4-8: 4 (+7)
(LV 5 [+10], LV 6 [+13], LV 7 [+15], LV 8 [+20]
--- Refine Weapons Requirement: Phracon For Level 1 Weapon [Weapon Level +7], Emveratarcon
For Level 2 [Weapon Level+ 6], Oridecon For Level 3 & 4 [Weapon Level +5 and +4], Emperium
For Level 5 & 8 [Weapon Level +4],
Not yet confirmed by Gravity yet. To be implemented in the future.

Credits for the author...
Back to top Go down
chaos

chaos


Posts : 37
Join date : 2009-06-21
Age : 30
Location : Under your bed

Ragnarok 3rd Job Class Info Empty
PostSubject: Re: Ragnarok 3rd Job Class Info   Ragnarok 3rd Job Class Info EmptySat Jun 27, 2009 12:45 am

Well, whats ur opinion for this ?
Mine is, that with this Guillotine Cross is wayyyyyyy imba with the Stab and Twist skill, not to mention if its combo'ed with the Slit Throat.. the Stab and Twist skill, is like an asura, but without the massive sp consumption and prerequisite to cast it... plus the Rune Knight's buff on all party member is rather unique and could be the very deciding factors in WoE and PvP.. and wtf ? 8 slotted equipments ? that's ludicrous...
Back to top Go down
MetalHead
Admin
MetalHead


Posts : 78
Join date : 2009-06-04

Ragnarok 3rd Job Class Info Empty
PostSubject: Re: Ragnarok 3rd Job Class Info   Ragnarok 3rd Job Class Info EmptySun Jul 05, 2009 4:33 pm

Interesting. Thanks for this.
Back to top Go down
daricbeckham

daricbeckham


Posts : 2
Join date : 2009-08-11
Age : 40
Location : Selangor

Ragnarok 3rd Job Class Info Empty
PostSubject: Re: Ragnarok 3rd Job Class Info   Ragnarok 3rd Job Class Info EmptyWed Aug 12, 2009 1:15 am

By the way I still chose back my own character that I use it for so many years which is Wizard de Warlock
Back to top Go down
Sponsored content





Ragnarok 3rd Job Class Info Empty
PostSubject: Re: Ragnarok 3rd Job Class Info   Ragnarok 3rd Job Class Info Empty

Back to top Go down
 
Ragnarok 3rd Job Class Info
Back to top 
Page 1 of 1
 Similar topics
-
» Ragnarok Mage Leveling Guide

Permissions in this forum:You cannot reply to topics in this forum
Roxinity Ragnarok Online - Forums :: General Discussion-
Jump to: