[ Pobierz całość w formacie PDF ]
skill points amassed. Same as with weapon upgrade, you have to invest your limited
resources (SP) in the right order, to receive better output in the long run. Therefore, check
out your general plan before buying a new skill, to make sure you are going to get long-
term use out of it. The set of priorities for your particular class is oriented on maximizing
your magic power in the first place. So, always go for your strongest nukes first, then the
support spells (such as Corpse Life Drain and Body to Mind) and some key abilities like
Weapon Masteries or Fast Spell Casting (don t forget to learn Sleep as soon as you can!).
You can put off the acquiring of various debuffs and curses (as a fast killing nuker, you are
not going to use them too often). Such skills as Armor Masteries or Fast HP Recovery
should be of lowest priority to you, as they just very slightly improve your defensive
abilities, i.e. their contribution is rather insignificant. Finally, you can refrain from learning
some skills, if you find them not suiting your playing style (Curse Death Link for example)
or simply unnecessary (e.g., Death Spike).
You might also find out that some spells rarely used in PvE can be rather efficient
in PvP, and vice versa.
5.1. Overview
Skills in L2 are subdivided into active and passive. Passive skills come into effect
since the moment they are learned (i.e. their effect is permanent). Active skills require a
player's action to work, and they cause instant or temporary effects. To learn a skill, one
has to match the level requirement and dispose enough SP. Once acquired, a skill cannot
be unlearned, yet it gets automatically deactivated if the player falls 10 levels below the
level required to gain it (note that the Expertise skills disappear as soon as you stop
matching the level requirement, i.e. you lose the D grade masteries at the moment when
you have deleveled from 20 to 19).
There is a selection of spells related to a Spellhowler's profile, these specific spells
can be upgraded regularly till the highest levels, while some other skills can be upgraded
only a few times. And the skills that do not belong to the Spellhowler's area of
specialization simply cannot be upgraded past a certain point anymore, so you can decide
early if you want to learn them at all.
- 53 -
Guide Title
5.2. Skill List
Below you can find the list of all skills available for a Spellhowler, who starts out as
a Dark Mystic, then chooses the path of a Dark Wizard, and finally becomes a Spellhowler
upon completing the second job change quest (see Tables 12, 13, 14). All skills are listed
in accord with the level at which they can be first learned (in the ascending order).
Note: the last column of each tables contains an information on the skill upgrades
(level at which the skill can be learned/upgraded, and its cost in Skill Points). For example,
Wind Strike is given at level 1 free of cost; upon reaching level 7 you can upgrade it at an
expense of 240 skill points, then increase its power once again by spending another 240
SP; upon reaching level 14 you can upgrade it two more times and each time it will cost
1100 SP. To learn Armor Mastery level 1 you have to spend 470 SP (upon reaching level
7), then at level 14 it can be upgraded to Armor Mastery 2 and 3 (it will require 2200 SP in
total). This information will help you plan your character development and spend the
earned skill points according with your priorities (since the available amount of SP is
usually not sufficient enough to buy all the desired skills at once).
5.2.1. Dark Mystic Skills
Table 12. Dark Mystic Skills.
Skill Name Description Level (SP Cost)
Lucky If you die at level 4 or under, you will maintain 1(0)
experience and items.
Magician's Increases attack speed when wearing mystic 1(0)
Movement armor by 20%.
Mana Recovery Increases MP recovery speed when wearing 1(0)
mystic armor by 20%.
Self Heal Recovers one's HP. 1(0)
Spellcraft Doubles the spell casting speed when wearing 1(0)
mystic armor.
Wind Strike Attacks target with a blast of wind. 1(0); 7(2x240);
14(2x1100)
Anti Magic Increases M. Def. 7(2x240); 14(2x1100)
Armor Mastery Increases P. Def. 7(470); 14(2x1100)
Cure Poison Cures poisoning up to Effect 3. 7(470)
Curse:Poison Target takes poison damage every 5 sec for 30 7(470)
sec.
- 54 -
Guide Title
Heal Recovers HP. 7(3x160); 14(3x700)
Ice Bolt Freezing attack that temporarily slows enemy's 7(2x240); 14(2x1100)
Speed by 30%. [ Pobierz całość w formacie PDF ]
zanotowane.pl doc.pisz.pl pdf.pisz.pl exclamation.htw.pl
skill points amassed. Same as with weapon upgrade, you have to invest your limited
resources (SP) in the right order, to receive better output in the long run. Therefore, check
out your general plan before buying a new skill, to make sure you are going to get long-
term use out of it. The set of priorities for your particular class is oriented on maximizing
your magic power in the first place. So, always go for your strongest nukes first, then the
support spells (such as Corpse Life Drain and Body to Mind) and some key abilities like
Weapon Masteries or Fast Spell Casting (don t forget to learn Sleep as soon as you can!).
You can put off the acquiring of various debuffs and curses (as a fast killing nuker, you are
not going to use them too often). Such skills as Armor Masteries or Fast HP Recovery
should be of lowest priority to you, as they just very slightly improve your defensive
abilities, i.e. their contribution is rather insignificant. Finally, you can refrain from learning
some skills, if you find them not suiting your playing style (Curse Death Link for example)
or simply unnecessary (e.g., Death Spike).
You might also find out that some spells rarely used in PvE can be rather efficient
in PvP, and vice versa.
5.1. Overview
Skills in L2 are subdivided into active and passive. Passive skills come into effect
since the moment they are learned (i.e. their effect is permanent). Active skills require a
player's action to work, and they cause instant or temporary effects. To learn a skill, one
has to match the level requirement and dispose enough SP. Once acquired, a skill cannot
be unlearned, yet it gets automatically deactivated if the player falls 10 levels below the
level required to gain it (note that the Expertise skills disappear as soon as you stop
matching the level requirement, i.e. you lose the D grade masteries at the moment when
you have deleveled from 20 to 19).
There is a selection of spells related to a Spellhowler's profile, these specific spells
can be upgraded regularly till the highest levels, while some other skills can be upgraded
only a few times. And the skills that do not belong to the Spellhowler's area of
specialization simply cannot be upgraded past a certain point anymore, so you can decide
early if you want to learn them at all.
- 53 -
Guide Title
5.2. Skill List
Below you can find the list of all skills available for a Spellhowler, who starts out as
a Dark Mystic, then chooses the path of a Dark Wizard, and finally becomes a Spellhowler
upon completing the second job change quest (see Tables 12, 13, 14). All skills are listed
in accord with the level at which they can be first learned (in the ascending order).
Note: the last column of each tables contains an information on the skill upgrades
(level at which the skill can be learned/upgraded, and its cost in Skill Points). For example,
Wind Strike is given at level 1 free of cost; upon reaching level 7 you can upgrade it at an
expense of 240 skill points, then increase its power once again by spending another 240
SP; upon reaching level 14 you can upgrade it two more times and each time it will cost
1100 SP. To learn Armor Mastery level 1 you have to spend 470 SP (upon reaching level
7), then at level 14 it can be upgraded to Armor Mastery 2 and 3 (it will require 2200 SP in
total). This information will help you plan your character development and spend the
earned skill points according with your priorities (since the available amount of SP is
usually not sufficient enough to buy all the desired skills at once).
5.2.1. Dark Mystic Skills
Table 12. Dark Mystic Skills.
Skill Name Description Level (SP Cost)
Lucky If you die at level 4 or under, you will maintain 1(0)
experience and items.
Magician's Increases attack speed when wearing mystic 1(0)
Movement armor by 20%.
Mana Recovery Increases MP recovery speed when wearing 1(0)
mystic armor by 20%.
Self Heal Recovers one's HP. 1(0)
Spellcraft Doubles the spell casting speed when wearing 1(0)
mystic armor.
Wind Strike Attacks target with a blast of wind. 1(0); 7(2x240);
14(2x1100)
Anti Magic Increases M. Def. 7(2x240); 14(2x1100)
Armor Mastery Increases P. Def. 7(470); 14(2x1100)
Cure Poison Cures poisoning up to Effect 3. 7(470)
Curse:Poison Target takes poison damage every 5 sec for 30 7(470)
sec.
- 54 -
Guide Title
Heal Recovers HP. 7(3x160); 14(3x700)
Ice Bolt Freezing attack that temporarily slows enemy's 7(2x240); 14(2x1100)
Speed by 30%. [ Pobierz całość w formacie PDF ]