For everyone who didn't see it yet...

<img src=“http://www.rpgclassics.com/staff/tenchimaru/td.gif”> The skills of all the new classes:

Monk Skills

1.Iron Palm (10)
*Passive
*Increase damage of knuckle class weapons and the amount of damage dealt with bare hands.
2.Spiritual Relaxation (5)
*Passive
*Restore Extra HP/SP per 10 seconds while sitting.
When the weight is over 50%, it goes per 20 seconds.
Total amount of restoration equals to the HP recovery of swordman and
the SP recovery of Mage.
Also affected by VIT and INT
3. Spirit Sphere
*Active
*Accumulate Spiritual energy into visualized ball.
Spirit Sphere follows the caster and aid in battles while using spells.
The numbers of Spirit Spheres are affected by skill level.
4. Inhale Spirit Sphere
*Active
*Inhale spirit spheres and restore SP from them.
1 spirit sphere restores 10 SP.
When used against another monk player in the PvP zone,
This skill removes the person¡¯s spirit spheres and restore
SP from them.
5.Triple Blows (10)
*Passive
*Deliver 3 blows attack by chance.
The maximum damage is 400% of normal damage,
It occurs a delay time after the activation.
DEX and AGI reduce the delay time.
6.Quadruple Blows (5)
*Active
*Only usable during the delay time occurred by Triple blows.
Swings an enemy while showering 4 blows.
Also occurs a delay time.
7. The way of the dragon(5)
*Active
*Only usable during the delay time occurred by Quadruple blows.
With a big Boom effect, the target is forced back
and taken damage at the same time. Also occurs a delay time.
1 [Spirit Sphere> needed
8. Dash like a bullet (1)
*Active Skill
*Teleport to a choseb cell.
Cannot be used in case of any red cell or a higher ground in a straight line
between the destination cell and the cell the caster¡¯s standing.
9. Falling Pear Petals (10)
*Passive
*Flee attacks from an enemy. Increase flee rate at 20 for the maximum.
10. Manipulate Spirit Sphere(5)
*Active
*Throw Spirit Spheres to an enemy in a distance.
Numbers of spirit spheres which can be thrown at a time is determined
by skill level.
11. Psychic Wave (5)
*Active
*Give a great impact inside the body of target using
psychic power. When the target possesses more Defense,
it does more damages.
1 [Spirit Sphere> needed
12.Dilema
*Active
*When used, both the caster and the attacker cannot move for a skill duration.
It is canceled either one of those died.
13.Critical Explosion
*Active
*Increase Critical rate
5 [Spirit Sphere> needed, SP can not be naturally restored for a skill duration.
14. Physical Immune
*Active

  • For a skill duration, caster takes only 1 amount of damage done by enemies.
    (applicable for all physical/magical attacks, but bosses are not affected
    by the skill.)However for the duration caster cannot use any skills,
    attack speed is reduced by 75%.
    (Passive skills are still activated but active skills are not usable.)
    Besides monsters except bosses cannot recognize the caster.
    5 [Spirit Sphere> needed
    15.Asura Strike (5)
    *Active Skill
    *Only usable during the [Critical Explosion> status.
    Spend all remained SP to give a huge damage to a target.
    Critical Explosion status is canceled immediately after the skill.
    The most powerful skill of Monk.
    5 [Spirit Sphere> needed.
    After Asura Strike, SP cannot be naturally restored for 5 minutes.
    Also blessing skills for restoring SP is not applicable for the duration,
    Only items are usable.

Thank you.

iRO GM Team,
Gravity Interactive LLC.

=====

Hello this is iRO GM Team.
Following information are related to one of 2-2 job classes, Sage.

Sage Skills

  1. Advanced Book (10)
    *Passive
    *Increase physical damage of book type weapons
    2. Cast Cancel (5)
    *Active
    *Usable only during casting a spell.
    It allows its caster to cancel a spell immediately while casting.
    Even though the spell still consumes SP after being canceled,
    That SP consumption is reduced by Cast cancel skill level.
  2. Magic Rod (5)
    *Active Skill
    *Gain SP as much as the SP consumption of the magic spells used to
    attack the caster by chance. Also when succeeded, the caster can do perfect dodge of the magic spell aimed the one.
    All ground-targeted magic spells are not applicable.
    *If an enemy uses [Break Spell> skill to attack the caster,
    and the caster counters the spell with this Magic Rod,
    The enemy will be taken damages on the SP by 20%.
    4.Break Spell (5)
    *Active
    *When used onto an enemy who is casting a magic spell,
    this skill cancels the casting and gain SP as much as the magic spell¡¯s needed.
    It ignores the effect of Phen Card which blocks its user to be dispelled.
    *If the target counter this skill using ¡°Magic Rod¡±,
    Caster will be taken damage onto SP by 20%.
    5. Freedom of Casting (10)
    *Passive Skill
    *Enables its caster to move or attack while casting spells.
    Moving speed and attack speed are affected by skill level.
    6. Auto Casting(10)
    *Active skill
    *When Select one skill from skills the caster has been learned,
    caster can use the skill without casting while physically attacking enemies.
    Also the skill consumes 2/3 SP of normal casting consumption.
    When run out of SP, cannot be activated.
  3. Blaze Launcher (5)
    *Active
    *Enchant a targeted weapon with the fire property for a kill duration.
    There is possibilities to be failed following the skill level,
    when failed the weapon is destroyed.
    [Red Blood> needed.
  4. Frost Weapon (5)
    *Active
    *Enchant a targeted weapon with the water property for a skill duration.
    There is possibilities to be failed following the skill level,
    when failed the weapon is destroyed.
    [Crystal Blue> needed.
    9.Lightening Loader (5)
    *Active Skill
    *Enchant a targeted weapon with the wind property.
    There is possibilities to be failed following the skill level,
    when failed the weapon is destroyed.
    [Wind of Verdure> needed.
    10.Seismic Weapon (5)
    *Active
    *Enchant a targeted weapon with the earth property.
    There is possibilities to be failed following the skill level,
    when failed the weapon is destroyed.
    [Green Live> needed.
    11.Dragonology (5)
    *Passive
    *Through the study of the dragon, increase the attack strength
    and the resist to the dragons.
    12.Volcano (5)
    *Active
    *Make a chosen cell increase attack strength of the fire property.
    While onto the cell, ATK of every character of fire property increases.
    Ice wall is not activated onto the chosen cell.
    [Yellow Gemstone> needed.
    Double cast is impossible on the cell, cannot be overlapped with any other
    Ground-targeted spells.
    13.Deluge (5)
    *Active Skill
    *Make a chosen cell increase attack strength of the water property.
    While onto the cell, MHP of every character of the water property increases.
    Also while onto the cell, all possible water-required spells(Water ball,
    Aqua Benedicta) can be activated without restriction.
    [Yellow Gemstone> needed, double cast is impossible on the cell,
    cannot be overlapped with any other Ground-targeted spells.
  5. Violent Gale (5)
    *Active Skill
    *Make a chosen cell increase attack strength of the wind property.
    While onto the cell, flee rate of every character of the wind property
    increases.
    Also the duration of fire wall onto the cell is increased.
    [Yellow Gemstone> needed, double cast is impossible on the cell,
    cannot be overlapped with any other Ground-targeted spells.
  6. Land Protector (5)
    *Active Skill
    *Shield an area from all magic spells.
    Also this spell removes all ground-targeted spells already set on the desired
    area.[Blue Gemstone>+[Yellow Gemstone> needed
    16.Dispell (5)
    *Active
    *Cancel all magical effects on a target by chance.
    2 [Yellow Gemstone> needed
    17.Abracadabra (10)
    *Active
    *Activate a random skill of the caster.
    Skill level affects on the numbers of skills
    the caster can activates with the skill.
    2 [Yellow Gemstone> needed
    18.Earth Spike (5)
    *Same skill of Wizard
    19.Heaven¡¯s Drive
    *Same skill of Wizard
    20.Sense (1)
    *Same skill of Wizard
    21.Sword Mastery (10)
    *Passive

Thank you.
iRO GM Team,
Gravity Interactive LLC.

====

Hello this is iRO GM Team.
Following information are related to ones of 2-2 job classes, Bard and Dancer.

Ensemble skills of Bard and Dancer

  1. Notion of Ensemble skills
    -Ensemble skills need at least 1 bard and 1 dancer in a party to be activated.
    -For playing ensemble skills, both bard and dancer must have learned
    pertinent skills.
    -Ensemble skill goes the average skill level of both casters¡¯ skill levels.
    For instance in case of ensemble skill activated by a Bard at skill level 5
    and a dancer at skill level 1, the level of the skill becomes 3 level.
    -If a person(whoever the dancer or the bard in a party trying to use a ensemble skill) starts a ensemble skill first, both players¡¯ status turn into the ensemble skill status, they cannot move for the still duration.
  2. Ensemble skills
    1)Lullaby (1)
    *Ensemble Skill
    *Curse sleep on the targets in a range by chance.
    Starts 1 time cursing and keep cursing targets per 6 seconds,
    Totally curse sleep for 11 times.
    Bosses are not applicable.
    2)Get the party started (5)
    *Ensemble skill
    *Increase EXP obtained by killing monsters for players in a range
    3)Eternal Chaos (1)
    *Ensemble skill
    *Makes the defense of all characters including players into 0 without condition
  1. Drum signal in the battle field (5)
    *Ensemble skill
    *Increase ATK and DEF of party members in a range
    5)The ring of Nubelungen (5)
    *Ensemble skill
    *Increase Level 4 Weapon damages of party members in a range
  2. Wailing Loki (1)
    *Ensemble Skill
    *Block all skills including magic ones of characters
    including players in a range.
    Bosses are not applicable.
  3. Into the abyss (1)
    *Ensemble skill
    *Enables party members to use certain skills which needs gemstones
    or traps without them.
  4. Invulnerable Siegfried (5)
    *Ensemble Skill
    *Increase resistance to the Fire and the Water of party members in a range
  5. Ragnarok (1)
    *Ensemble skill
    *Activate the most powerful skills of all classes randomly.
    Only ground-targeted skills are applicable,
    Skills affects onto all characters including
    Players without condition.
    Starts with 1 time attack and keep activating per 2 seconds,
    Totally 31 times attacks are activated for a skill duration.
    *Applicable skills : Lord of Vermilion, Storm Gust, Meteor Storm,
    Heaven¡¯s Drive , Fire wall, Magnus Exorcismus,
    Safety wall, Pnuma, Sanctuary, Poison Dust ,
    Grand Cross, Land Protector
    *Never be dispelled. Even the caster dies, this skill is in activation to the end.

Thank you.

iRO GM Team,
Gravity Interactive LLC.

====

Hello this is iRO GM Team.
Following information are related to ones of 2-2 job classes, Bard and Dancer.

Dancer Skills

1.Dance Lesson (10)
*Passive
*Increase Physical damage of whip class weapons
and the value of dancing skills
2. Arrow Whipping (5)
*Active
*Wind arrows with a whip and shoot the arrows with might.
Usable for another musical skill duration.
Usable only with whip class weapons,
Attack property is affected by the arrows the caster equips.
3.Wacky Dance (5)
*Dancing Skill
*Does regular damages onto the SP of targets in a range
for a skill duration . Starts with 1 time damage, and keep doing damages
per 3 seconds, totally does 11 time damages for a skill duration.
Overlapped wacky dance doesn¡¯t have any duration, its skill level is
fixed at 1, and reduces 10 SP of targets.
4.Scream (5)
*Active
*Stun all characters including players in a range by skill level.
5.Humming (10)
*Dancing Skill
*Increase Accuracy of players in a range
6.Forget Me Not (10)
*Dancing Skill
*Decrease moving speed and attack speed of enemies in a range.
It speed down movement and attack speed by -1 step,
All blessing skills will be canceled by this skill.
7. Lady Luck (10)
*Dancing Skill
*Increase Critical Rate of players in a range
8.Only You (10)
*Dancing Skill
*Increase maximum amount of SP of players in a range for a skill duarion,
also reduce the consumption of skills at the same time.

Thank you.

iRO GM Team,
Gravity Interactive LLC.

====

Hello this is iRO GM Team.
Following information are related to ones of 2-2 job classes, Bard and Dancer.

Bard Skills
1.(Music Lesson) (10)
*Passive
*Increase Physical damage of musical instrument weapons,
and the value of Play skills.
2.Melody Strike (5)
*Active
*Shoot Powerful arrow using musical instrument weapons.
It can be even usable with other play skills.
Only usable with musical instrument weapons.
Melody arrow gets affected by the property of arrows the caster equips.
3. Dissonance (5)
*Play skill
*Does regular damage to enemies in a range per certain time.
It starts with 1 time damage and keep doing damage per 3 seconds,
Attacks enemies total 11 times for a skill duration.
It is neutral attack and pierce the defense of enemies.
In case of [Discord> occurred by same play skill overlapping doesn¡¯t have
Skill duration, the skill level is 1 doing 40 damage without condition.
4. Dumb Joke (5)
*Active skill
*Curse frozen onto all targets including players in a range.
5.Whistle tune (10)
*Play Skill
*Increase Flee Rate and perfect dodge rate of all players in a range
6. Assassin Cross in the sunset (10)
*Play skill
*Increase attack speed of all players in a range
Attack speed equals to skills as Two-Hand Quicken or Adrenalin Rush,
But this skill cannot be used for players
who are already in Two-Hand Quicken or Adrenalin Rush status.
7.A Poem of Bragi (10)
*Play Skill
*Reduce the magic casting time and the delay of tjose ksills.
It adds the casting time reduction for [Suffragium>the skill of priest.
8. The Apple of Idun (10)
*Play Skill
*Increase HP of all party/guildsmen in a range and also restore certain amount of HP
per 6 seconds. This skill restores HP immediately it¡¯s activated and restores
HP per 6 seconds, so total amount of HP restoration occurred by the skill will be
31 times.
*Never does damages on the Undead.

Thank you.

iRO GM Team,
Gravity Interactive LLC.

====

Hello this is iRO GM Team.
Following information are related to ones of 2-2 job classes, Bard and Dancer.

Basic Notion of Bard/Dancer

1.Distinctive Feature of Bard/Dancer Job
-DEX affects on the weapon damage of Bard/Dancer just like archer and hunter.
-Double Strafe is applicable on the damage of musical instruments or whips,
but the range of those weapons are limited unlike bows.
-Arrow Shower is not applicable for musical instruments or whips unlike bows.
2. Distinctive Feature of musical skills
*What is musical skills?
-Musical skills are distinguished into [Play skills> of Bard
and [Dancing skills> of dancer.
-Due to the characteristic, same kind of skills(play, dancing skills) cannot be
overlapped.
For instance, when try a B type play skill on the cell which a A type
play skill is already installed, the musically overlapped cell occurs
[Discord> effect. However Play skills and Dancing skills can
be used together.
3.Common characteristic of musical skills
-During the musical skill duration , other skills except some special ones
Can not be used. (Quick Wits , Adlib , Melody Strike)
-During the musical skill duration , moving speed reduced into ¨ù of
normal speed.
-Musical skills cannot be stopped for 5 seconds after the activation,
even by the [Quick Wits>.
-It cannot be dispelled even while the caster¡¯s being hit.
However when the caster takes certain amount of damages more than
¨ù of maximum HP , those musical skills are canceled.
-Those skills are only usable with musical instruments weapons.
-Dancing skills are only usable with Whip weapons.
-Skills are canceled when the caster turns into any kind of abnormal status
as Frozen, Stone Curst or stun.

Thank you.

iRO GM Team,
Gravity Interactive LLC.

yes they are cheap right now but they havnt been implemented yet, not even in the korean test server, so noone knows what the requirements are or even the actual damage or hit rate for most of these skills. K I just had to say that cause of the large amount of cheapness talk that has been circulating about these classes… fucking cheap bastards LUZER CLASSES

<img src=“http://www.rpgclassics.com/staff/tenchimaru/td.gif”> Err, actually, the skills of the Alchemist, Rogue and Crusader aren’t in there. The place I copied this from didn’t have it, and for some reason, it’s impossible to c/p from the official site.

Yeah, they’ve disabled Right Click too. However, in Mozilla the No-Select doesn’t work, so you can c/p.

Well, one of the qualms I have is this:

2.Spiritual Relaxation (5)
*Passive
*Restore Extra HP/SP per 10 seconds while sitting.
When the weight is over 50%, it goes per 20 seconds.
Total amount of restoration equals to the HP recovery of swordman and
the SP recovery of Mage.
Also affected by VIT and INT

Dah, what the hell? I mean really, that’s combining two of the most useful skills in the game into one. Half the job levels to do it too. Even if it isn’t as powerful as either one fully charged, still, that’s a bit absurd in my mind. Guh.

Not to mention Vit and Int impact it.

The only catch is you have to be sitting; for a mage you can be standing in one spot casting spells and it’s coming back.

<img src=“http://www.rpgclassics.com/staff/tenchimaru/td.gif”> The recovery is as much as that of the swordman and the mage. And Xelo, that’s not a very big difference. Only when you’re snipping does it affect anything. Otherwise, you won’t stand still for 10 seconds :stuck_out_tongue: (well, when you’re a wizard and cast those 70 second spells, yeah, but whatever)

Why would a monk want to put too much into Int anyway? It’s not like they depend heavily on spells, so the SP rec probably won’t be as effective.

if they have low INT then its more effective since they cant rely on normal recovery and it theyd still heal 50 per 10 secs no matter their INT

Assuming that they want to spend 10 job points pumping it, of course.

Edit: Oh, the HP and SP are not separate. Nevermind.

Monks are a subclass of acolytes so they’ll most likely have SOME Int since they were mainly spellcasters at one point.

Classes are horribly disbalanced right now alright. And yeup, a sane aco(Unless he’s an Undead Busting acolyte) usualy put a good amount of point into INT to raise the amount of points that Heal restore. Because you see, an Aco without Heal is like a Swordie without HP Regen: It’s dosent work.

<img src=“http://www.rpgclassics.com/staff/tenchimaru/td.gif”> Or a mage without SP regen, RIGHT BOOKEN?

Booken has it at level 6 you fuel :stuck_out_tongue:

DN has it at level 9 with only level 1 Cold Bolt otherwise :stuck_out_tongue:

Heh, level 6 SP recovery still isn’t nearly as helpful as level 10. Plus look at his spell list =P

Dude, I got like 400 MP. My spells use 22 MP each. I regenerate my MP by 15 on 10 seconds. That enough to stay for an hour without any need to sit down.
Boosting it all at first is a waste of point. Go on it slowly. You don’t need that much at first.
I expect it to have it on 10 when I reach job lvl 50. And that it.

Seriously, I enjoy the additional points I have on Frost Driver and other spells. It helps. Now, be quiet before talking of something you don’t know that much.

(And yeah, you where right, INT only is the way. In RO, mages are kill or be Killed. No much need for Agility or Dex. But I’m still happy I have some Agility.))

Dex is accuracy, so I assume you meant Vit instead :stuck_out_tongue:

Book, your spells are way too spread out. You should focus on something. One powerful attack is better than 10 mediocre ones. Since it comes faster and consumes less SP generally, and it deals a lot without the enemy agressing right away.

Yeah, no need for reduced casting time or anything.