Taiwan Fancy Frontier 21 Cosplay Photos

Here’s some photo of Taiwan Fancy Frontier 21 Cosplay and the standard is good  ~~

There are a few cosplayer which amazed me and especially the one from Gundam UC – Sinanju!!!

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Hope you guys enjoy~~~

TERA ONLINE (NA)& (EU) Free to play – with classes and race guide

So both TERA (NA & EU) decided to go FTP, I am sure that there are lots of new players coming in to the game.

As for the IP Block for NA server I am still not sure about the release but I got some friends from South East Asia playing at the EU server so I think there will be a better choice for SEA players. (They are experiencing some lags and delay as well)

 

Game Review from MMOHUT

 

Game Review from ANGRY JOE

 

Character Classes video from MAHALO VIDEO GAMES

 

TERA Online Classes and Races Choosing Guide by Luciferia

Disclaimer: This is all information that I have acquired from my own experience and from browsing various official and unofficial TERA websites over the past year or more. Some information may be incorrect. This is meant only as a guideline to help choose what class and race might be right for you!

Part 1: About the Classes
Part 2: About the Races
Part 3: About the Hitboxes

Part 1: About the Classes 

This is obviously one of the major things that goes through everyone’s heads – especially when first looking into this and any other game! From game to game there are many deciding factors that determine what race and class we choose. Anywhere from a certain race/class combo being better than another, to the class being what an individual has played for years, and even for pure aesthetic reasons.

In TERA, for a serious gamer, there are many different ways to look at the races and classes of TERA, and the various differences between races makes it harder for some people. The same goes for classes; without an Assassin/Stealth class, some people are at a lot as to what they should play. And this is what I’m here for. I’m here to give you an in-depth look at the races and classes of TERA, and give you information you should take into consideration when you are choosing a race and class.

Let’s start off with classes; this is the slightly less complex of the two subjects.

There are eight classes in TERA, which can be divided into four categories; Tank, Melee DPS, Support, and Ranged DPS.

The first thing I would like to mention to you is damage in TERA. Each class has a damage rating, and a weapon damage rating. There is no distinction between physical damage and magical damage; meaning damage is damage, and you will not need to build a magic resist set like you would in some games. There are resistance stats in TERA, but they cover things such as critical hits, sleep, snare, and knock downs.

It is also worth mentioning that almost every class has the skill known as “Backstep”, but the animation is different for each class andrace. Backstep is the primary dodge skill for all classes who have it. The only classes who do not have Backstep are Priest (replaced by their self-heal) and Mystics.

Let’s start off with the tanks, shall we?

LANCER

Lancers are the primary tanks in TERA, though as with primary tanks in most games, they are far and few between. They wield a large shield and lance, wear heavy armor, and have the second highest HP pool out of all eight classes. Their damage rating is the third lowest (Priest and Mystic having the lowest damage rating), but this is off-set by their survivability. And of course, they have an AoE taunt.

Lancers are not only sturdy, but one of their skills blocks 100% of all damage taken from the front and, partially, the sides. In general, DPS classes will attempt to skirt around behind the Lancer, but a good Lancer can simply re-position his or her shield block. Lancers also have a self-heal, which obviously can be a life saver.

This class also has an excellent technique for getting away (or catching up), which is their forward-charging dash. This skill seems to have a high knock-down rate when it hits, but it is also worth mentioning that this skill causes the Lancer to run faster than mounted players as well. So if someone mounts up to try and get away, the Lancer can chase them down and knock them off their horse. Alternatively, they can use it to get away, or to catch up to ranged classes.

WARRIOR

Warrior is the second and last tank in TERA. Warrior’s wield duel swords, wear light armor, and have the highest HP pool and movement speed out of all eight classes. Furthermore, Warrior attacks are an arc – meaning they are not purely single-target characters. If you and your buddy are in the path of the swinging swords, you will both get hit, instead of just one of you. Warrior’s damage rating is higher than a Lancer, making them third lowest; they are positioned between Sorcerer (lower) and Slayer (higher) on the damage rating.

Warriors are classified as the evasion tanks of TERA. They have fewer taunt options than a Lancer, but their higher DPS, as well as an AoE stun, make them a viable option as a tank. Warriors are a similar play style to rogues and assassins in other MMO’s, but lack the stealth feature. Stealth is a skill that the TERA developers did not want to add to the game for any of the classes, as it is too game-breaking in PvP.

Warriors have a great technique for getting away or catching up to someone, although I personally do not believe it is as good as a Lancer’s. Warrior’s dodge is a great way to get away or chase someone; the simple flaw with this is the animation is different for each race. While a Castanic Female Warrior’s dodge is a fancy leap (which can leap over attacks), other races must suffice with a roll or somersault. Because of this, the majority of Warriors are generally Female Castanics; the smaller hitbox of the female Castanic also plays a role in this, as Warriors are a tank that shouldn’t be getting hit by what they are fighting.

From here, let’s discuss the Melee DPS classes.

BERSERKER

Berserker is the first Melee DPS class I will cover. Berserker’s wield giant axes, wear heavy armor and have the highest weapon damagerating; tied with an Archer. Their damage rating is second only to Archer. Their crit rate is highest; tied with Slayers. Berserkers for some time were mistaken as a third possible tank, due to the fact that they also wear plate armor. This however is certainly not the case, although if pressed a Berserker can tank, it is not a viable options. Berserkers are meant to attack from behind along with the other DPS classes. Despite their heavy armor, they can be blown up pretty quickly whether it’s by a monster or by another player.

Berserkers are the slowest Melee DPS class, with an attack speed of 0.7 which is matched only by Sorcerer. Despite this slow attack speed, Berserkers can crank out a great deal of damage, with their high damage and weapon damage ratings. Their range is only a short three meters, but this is offset by the splash damage effect of their skills, and the spin of their charge-up technique.

Berserkers have become notorious for their ability to one-shot almost every other class, which obviously appeals greatly to many players. Berserkers are quite possibly one of very few classes that can give a Lancer a difficult time, seeing as their heavy armor mitigates much of a Lancer’s already poor DPS, as well as their ability to hit extremely hard.

The splash damage of a Berserker is slightly less than the damage dealt by a full-on hit, but is still absolutely devastating if it crits. As an Archer I personally fought against a Berserker in a 5v5 fight, and was one-shot by the splash damage of a Berserker. This damage hit me for 16,000 which is four thousand HP over what my health would have been if I were at full health. Those who were in the direct path of his hit and were also crit were hit for nearly 20,000 if not higher depending on their armor type.

SLAYER

Slayers are the second and last Melee DPS class of TERA. Slayer’s wield giant swords, wear light armor, and have the third highest damage rating. They are tied for highest critical hit rate with Berserkers. They also have the second-highest weapon damage rating! Slayers were also for some time thought to be a viable option for tanking in TERA, but lack of a proper taunt means they must out-damage the rest of their group while also attempting to dodge the majority of incoming attacks. Due to the complexity of tanking as a Slayer, and their squishiness, they are not a viable option as a tank. As with Berserker and the Ranged DPS classes, they are meant to flank their enemies and attack from behind or the sides where they will hopefully not be hit.

Slayer’s are in the mid-range of attack speed, a 0.6 which they are tied with Priest and Mystic for. While they are rather squishy if caught, they have greater mobility than a Berserker. With self-buffs for run speed, coupled with a ranged sword strike; they are a worthy opponent for the Ranged DPS classes, in some cases considered the counter class for Archers and Sorcerers.

Slayer’s damage out-put is slightly lower than that of a Berserker, but their faster attack speed, ranged attack, and movement speed buffs more than make up for it. While a great majority of Berserkers can be kited in circles, Slayers are extremely difficult to outrange, seeing as their ranged attack has a range of fourteen meters; this is only one meter less than the range of a Archer or Sorcerer’s base attacks, and four meters longer than the range of a Priest or Mystic.

Slayers are said to be the closest to an Assassin or Rogue as you will get. Despite their lack of dual wield, their feel, damage, and the way they play are more similar to an Assassin than any other class.

And now we move on to the Ranged DPS classes!

ARCHER

Archers are what I like to call the snipers of TERA. Their play style is very reminiscent of snipers, seeing as in PvP and boss fights they tend to snipe the primary target with their charge up shots; Penetrating Arrow and Radiant Arrow. As is typical of Archer classes, Archers wield a bow, and wear light armor. But here is where Archers differ from the norm; they do not require ammo. Archers in TERA have unlimited ammunition, which is explained by the developers as the arrows technically being “magic”. Due to this, bows are classified as magical weapons when it comes to crafting.

Archers have the highest damage rating, weapon damage rating, and range (fifteen meters), but have the second lowest HP pool of all eight classes. Despite their low HP pool, they are not quite as fragile as other ranged/support classes due to the fact they wear light armor, and not cloth. Their use of light armor, as well as their dodge skills increases their survivability greatly; but as always in TERA it is up to the player to make proper use of these defenses.

It is worth mentioning that the 15 meter range applies only to their base attack (left click by default). Skills such as Penetrating Arrow have a range of 17-19 meters, and can have their range increased by Glyphs. At maximum, Penetrating Arrow’s range can be increased to roughly 21 meters with Glyphs. That being said, the farther away you are the less damage you deal.

Archers are a single-target DPS class, although they do have a minor Lock-On AoE. In later levels they will have one or two more AoE options, but the majority of their skills are single-target. That being said, their initial charge up skill that they acquire (Penetrating Arrow) can damage multiple targets if they are bunched closely together or are stacked on top of each other. Thus the “Penetrating” in the skill name. Penetrating Arrow is the first of two charge up skills that Archer gets, the second being Radiant Arrow, which is nearly identical but is purely single-target unlike its predecessor. Due to being purely single-target, Radiant Arrow is capable of putting out even more damage than Penetrating Arrow, but its range is slightly shorter as well to compensate.

As in other MMO’s, Archers in TERA have a variety of Traps. Originally, there were four different trap skills available to Archer. However, with the incredible strength of Poison Arrow on their side already, Archer’s poison trap was removed. The first trap an Archer gets is called Cobweb Trap. As you might imagine, this trap is an AoE snare. The second trap that an Archer acquires is called Incendiary Trap. This trap is pretty simple; it does AoE damage, and that’s about it. Our third and last trap, is Concussion Trap; quite possibly my favorite. Concussion Trap is an AoE stun, and with the use of glyphs, the duration of the stun can be increased by 40%.

Archers are a very mobile class due to their ranged nature. Albeit squishy, their ability to kite, dodge, and their high DPS makes them a force to be reckoned with on the battlefield. An Archer’s role both in PvE and PvP are to focus the main target; generally whatever the tank is occupying. Due to their single-target nature, they are very useful for quickly blowing up a single target. Coupled with their debuff (Mark of Velik) which causes the Archer to deal 10% more damage to the marked target, and Sniper’s Eye which increases strength by 50, and adds an additional 25% damage in PvP (though decreases attack speed by 30%) they can increase their damage against the main target by a significant amount.

If there is a Lancer in the Archer’s group, the Lancer can use one of his skills to further decrease the target’s defense. This lethal combination can result in the Archer critical hitting PvP targets for all of their HP. Warrior also has a similar skill known as Combative Strike, which is acquired at LV6.

And of course with Close Quarters (melee-range AoE stun), Backstep (dodge), and Breakaway Bolt (dodge with damage), Archers have a wonderful slew of abilities they can use to outrange or escape their foes.

SORCERER

Sorcerer is the AoE Ranged DPS class of TERA. Although they do have a wide variety of single-target spells, many of their skills are AoE or splash damage, and as such their damage and weapon damage ratings are slightly lower. In fact, a Sorcerer’s base damage rating is only fourth highest (behind Archer, Berserker, and Slayer in that order), and their weapon damage is higher only than a Warrior and a Lancer. Their range however, is fifteen meters.

Sorcerers, surprisingly, have a higher HP pool than Archers, but this is countered by the fact they wear cloth armor. Sorcerers are incredibly squishy, making it imperative that they dodge, outrange, and when necessary; run away. This class is extremely kite-based, and as such they have not only a snare available to them, but also an AoE sleep. This sleep is easy to dodge however, but can be extremely useful in team fights. 1v1 the AoE isn’t as useful, though some people are stupid and can’t dodge.

Despite the fire and ice elements shown in Sorcerer skills, there once again is only one type of damage: Damage. Because of this, there is no need to match certain elements vs. certain enemies. While you would think using a skill like Fireblast against a lava monster would be a bad idea… there is no penalty for using such skills against monsters. There are no elemental attacks or resistances!

Sorcerers start off fairly weak in PvP at the lower levels, but as they get higher in level they become more and more dangerous. Sorcerer only has one truly offensive charge up skill, which is known as Arcane Pulse (formerly named Blastball). While this skill can do a great amount of damage, it is very slow moving and easy to dodge. Because of how easy it is to dodge, it is usually released early in order to catch enemy targets by surprised; still doing a decent amount of damage when released early. Especially since this skill will hit all targets within a twenty-one meter line.

Sorcerer has of course Backstep, as do all classes, but they also have a skill known as Glacial Retreat. Glacial Retreat is similar to an Archer’s Breakaway Bolt, but on top of doing damage, it has a 70% AoE snare as an added effect. This helps greatly with outranging both melee classes and other ranged classes on the battlefield.

Sorcerer also has two traps at its disposal; Painful Trap, which simply does damage, and Lightning Trap, which is an AoE Paralyze.

Last but not least, the Support classes.

PRIEST

Priest is the main healer in TERA. They have the lowest HP pool, lowest damage (tied with Mystic), lowest Critical Hit (tied with Mystic), lowest weapon damage (also tied with Mystic), wield Staffs, and wear cloth armor. Their squishiness of course is offset by the fact they can heal themselves (and of course, others).

Surprisingly, Priests are capable of DPSing as well as healing, although it is advised that unless you are a very skilled Priest you only stick to healing. Priests also have an ability which I personally find pretty broken; Ishara’s Lullaby. Ishara’s Lullaby, quite simply, is a Lock-On sleep. With a cooldown of only thirty-five seconds, this is more than enough time for Priest to use it in order to interrupt an enemy’s charge up skill, heal themselves, then begin damaging their enemy again.

Priest DPS is a combination of ranged (ten meter) and melee-range skills.

Priest has six different heals currently at its disposal. However, only one of these skills is a self-heal. All other heals (except for HoT’s) do not affect the caster. Priest’s self-heal, which is the first heal they acquire, is called Heal Thyself. From here, you get Sanctuary of Regeneration, which creates a circle on the ground in front of you that regenerates the HP of your allies who are on or in the circle. After this, they acquire Focus Heal, which is a lock-on heal for up to two targets (and you cannot lock-on to yourself). And then, you get Regeneration Circle, which also (obviously) creates a circle on the ground; this one however is a HoT. After this comes Healing Circle, which is a small circle on the ground before you, but is a massive heal for those you manage to hit with it; although it is perilous to use it, so you must time it correctly. And finally, there is Blessing of Balder, which is another (weaker) HoT.

Also in Priest’s arsenal of group-friendly skills, are a group summon skill, and a teleport that takes yourself and your group members to the nearest Campfire. As well as these useful teleports, Priest has a non-combat movement speed buff, a strength buff, an endurance (defense) buff, and a buff that increases resistances to harmful effects for your whole group! And of course there is Resurrect, a damage-absorbing shield, and a skill to make knocked-down group members rise to their feet again.

As I said at the beginning of this extremely long article, Priests do not have Backstep. This was replaced by their self-heal. That being said, Priests do have an escape known as Fiery Escape. This is very similar to Sorcerer’s Glacial Retreat; right down to the 70% snare.

A skilled Priest can keep their entire group alive and maintain a good amount of DPS in PvE scenarios. This does of course also rely on your team’s ability to dodge and stay out of AoE skills. If your team is dumb and gets hit by every skill the mob uses, you may want to consider yelling at them or sticking to just healing.

MYSTIC

Mystics are a strange support class; sporting pets, debuffs, heals, and buffs. I consider them to be a sort of hybrid, although in Korean release they have managed to often take the role of main healer in some groups. This is strange seeing as they only have two or three skills that heal. Mystics use Wands, and wear cloth armor. They have the lowest HP pool, lowest damage (tied with Priest), lowest Critical Hit (tied with Priest), lowest weapon damage (also tied with Priest). Their squishiness of course is offset by the fact they can heal themselves, and their teleport skill.

Mystics are a strange class, in a way they are a jack of all trades, but for the most part their skills are unique to themselves. Mystics have four different pets, known as Thralls. The first Thrall they acquire is the Thrall of Protection, which is a tank pet. The cooldown on the Thrall of Protection is ten minutes, and it lasts for ten minutes unless of course it dies. The Thrall of Protection generates quite a bit of threat, and can knock down the enemy it is fighting.
The second is Thrall of Vengeance. This spirit of Lightning is a moderate DPS thrall, with a twenty-two second cooldown.

After this, comes the Thrall of Life. This cute little fairy has the same skills as a Priest as far as heals go; including AoE Heal and AoE Dispel. Meaning, this little fairy can not only heal you, but can also heal your team mates. That being said, it only stays for twelve seconds, and is on a thirty-five second cooldown.
Lastly, is Thrall of Obliteration. This thrall will attack once and disappear, which may seem odd for its ten minute cooldown, but one would assume it does a good amount of damage.

Besides the lovely Thralls, another thing Mystics love about themselves (and everyone else hates), is their escape technique; Teleport Jaunt. This skill has a ten second cooldown, and teleports the Mystic fourteen meters away in the camera direction. Already an annoying skill, Mystics can acquire a Glyph which has a 25% chance to reset the cooldown on Teleport Jaunt after being used. Personally, when fighting a Mystic; the Mystic’s cooldown reset three times in a row and it is next to impossible to guess which direction they are teleporting in.

Also at the disposal of a Mystic, are snares, poisons, debuffs, buffs, Summon Group, Resurrect, and the ability to bestow Vow of Rebirth on allies; which means once the ally dies, they can resurrect automatically.

I spoke a little of one of Mystics “heals”; Thrall of Life. Another option they have for healing is acquired at LV1, and is called Arun’s Vitae. Tis skill is on a 5 second cooldown, and they simply drop red orbs on the ground which allies can pick up to heal themselves. In later levels, they also acquire Arun’s Tear, which is the same concept; except is blue and restores mana.

Part 2: About the Races

Races are the next thing that I’ll discuss with you. There are seven races in TERA, each race/gender combination has its own differenthitbox size. Each race in TERA has its own set of Racial Skills; except for Elin and Popori, who share the same set of Racials due to originally being one race, before some minor changes were made in late 2010.

The first difference in race I shall discuss with you is Racial Skills. I will cover hitboxes later, separated into the categories of Male and Female, since generally people have it set in their mind they want to play either male or female, regardless of which race they choose.

Let’s go alphabetically, shall we?

Amani

“Enslaved by conquering giants and freed by the goddess Kaia with the help of the Castanics, the Amani value freedom above all things. They are naturally watchful and slow to trust, but having earned their trust, you will have it until you prove faithless. You really don’t want to do that.”

The Aman have the following four racial skills;

Last Aman Standing (active) – Your resistance to being knocked down or paralyzed increases by 70% for 30 seconds. Cooldown: 60 minutes.
No Stranger to Pain (Passive) – Decreases damage taken by 10% when your HP is below 30%.
Blood of Dragons (Passive) – Increases resistance to the effects that do Damage Over Time by 10.
Prospector (Passive) – Increases the speed of gathering minerals.

Baraka

“The Baraka are related to giants, but in turning their backs on the giants’ wars of conquest, they avoided their progenitor’s doom on the Day of Flame. Baraka value knowledge of all kinds. They maintain libraries of the accumulated learning of their own people, as well as that of all the world’s races, in every city where they make their homes.”

The Baraka have the following four racial skills;

Ancient Wellspring (Active) – Instantly restores all your HP using the magic of a bygone era. Cooldown 2 hours.
Resistance to Fatigue (Passive) – Your stamina cannot drop below 20%.
Gather No Moss (Passive) – Increases resistance to restraint and movement debuffs by 10.
Time-Lost Techniques (Passive) – Increases the speed of crafting magical weapons by 10%.

Castanics

“Castanics inspire more conflicting emotions than any other race in the world of TERA. Clever and skilled, Castanics are also opportunistic and hot-tempered. A Castanic never forgets a friend and never abandons an ally. They’re also notoriously quick-tempered and have a tendency to decapitate first and accept apologies second.

The clan is famous for the skill of its artisans and crafters. They are also adept merchants—cunning negotiators who love the interplay of bargaining, and strive to come out on top in every deal.

The Castanics have the following four racial skills;

Skirmish Running (Active) – Your speed increases by 35 for 3 minutes, but your resistance to stun is reduced by 20%. The effect ends if you stunned. Skill may be used during combat. Cooldown 30 minutes.
Dirty Fighting (Passive) – Increases the critical value by 1% when attacking from behind.
Weaponforger (Passive) – Increases the speed of crafting with metal weapons in 10%.
Landing Light (Passive) – Decreases falling damage by 50%.

Elin & Popori

“The Elins have one driving goal: if it’s not good for nature, stop it. Older and wiser than they appear, they join with forces of nature and mortal races to sweep their enemies from the battlefield. Their speech is often dark, forthright, and otherworldly, and their sense of humor can border on vicious. Other races find the Elins’ manner and behavior off-putting.”

“The Popori nation is made up of two distinct races. The Elin—small female humanoids—were created by the goddess Elinu out of her own divine essence. The Popori are non-human beasts awakened to sentience by the Elin. Both are small, and accustomed to not being taken seriously. Both are curious, candid, uncompromising, and utterly ferocious. Both are resolute and tenacious defenders of nature. They are quick to learn, and quick to judge. Losing a Popori’s respect means you may never get an opportunity to regain it.”

The Elin and Popori share the following four racial skills;

Soothing Presence (Active) – Monsters do not make pre-emptive strikes, but your movement speed is reduced by 40% for 1 minute. The effect disappears immediately when you use a skill or item , or if you enter combat. Cooldown 60 minutes.
Horizon Run (Active) – Your speed increases by 20 for 3 minutes. Cannot be used in combat. Cooldown 30 minutes.
Botanist (Passive) – Increases the speed of plant collection.
Current Friendly (Passive) – Your swim speed is increased by 50%.

High Elves

The elves once lived lives dedicated to venerating nature and the gods. The “Children of Karas” maintained their forest homes in peace, but that changed when the conflicts of immortals destroyed their civilization and split a proud and powerful race into two factions.

Now, only the “High Elves” remain. After three thousand years of war, they withdrew from the world after a devastating loss against a force of allied races. This century of seclusion ended when the gates of Allemantheia opened to refugees fleeing the argon invasion, and the world took notice when the gates stayed open and produced an army to fight for the lives of all mortal races.

Though the elves bought their seat at the Valkyon Federation table with the blood of soldiers, many do not trust the “New Way,” believing that their walled desert city holds many more secrets, and that the elves never gave up their conquering ways.”

The High Elves have the following four racial skills;

Core Infusion (Active) – instantly completely restores MP through the power of the Core . Cooldown 2 hours.
Call of the Core (Active) – You teleport to Allemantheia. Cooldown 1 hour.
Resilience of Mind (Passive) – When resurrected provides a MP regeneration buff.
Coalescence (Passive) – Increases the speed of collecting essences by 15%.

Humans

“Cursed by their god to wander without a homeland, the humans turned their adversity to advantage by using their long exile as a learning experience. They studied the culture and crafts of other races, and forged their own destiny without guidance from their neglectful deity. Now, as creators of the Valkyon Federation, they are admired and respected by all the nations of the world for their role in bringing together the coalition that will defeat the argons and return the world to peace at last.”

The Humans have the following four racial skills;

Deft Footwork (Active) – For 3 minutes, dramatically decrease the likelihood of being knocked down or paralyzed by another player by 50%. Cooldown 60 minutes.
Indomitable Spirit (Passive) – When your HP is less than 30% receive 10% less damage from other players.
Resilience of Body (Passive) – You heal continuously after resurrection.
Nomadic Crafter (Passive) – Increases the speed of crafting light armor by 10%.

And yes, there is more to consider when thinking about what race you want to roll.


Part 3: About the Hitboxes

Each race and gender combination in TERA has its own specific hitbox. Hitboxes determine not only how easy you are to hit, but also how easy you are to heal. Both enemies and allies are effected by the size of your hitbox! Some races are better suited for certain classes due to this, such as wanting to have a larger hitbox as a Lancer, so that you can Shield Block corridors, and hide your allies behind you while you absorb 100% of the damage thrown your way.

Other classes are better suited to be small; such as Priests, Archers, and so on. There is as such a thing as too small or too large in TERA, but for most people race choice is based purely on aesthetics.

For those far and few between who care about things such as hit box, I will provide you information on the hitbox sizes in TERA.

The general rule of thumb in TERA is that the taller the character, the larger the hitbox. In the case of Castanics, you can ignore their horns here as that is not a factor in their height; same for the ears of Elin. Although I am not 100% sure which has the bigger hitbox than the other; Popori or Elin. They are very close in size, but generally the males of each set have the larger hitbox. In the case of Popori and Elin I am not sure, but do know they are the shortest of all the races.

Here you can see every race and its height, all in a straight line, side-by-side.

[IMG]

From left to right; Aman Male, Aman Female, Baraka, Castanic Female, Castanic Male, High Elf Female, High Elf Male, Human Female, Human Male, Popori, Elin.

As you can see, Baraka are the tallest, followed closely by Aman Males and then Aman Females. The shortest are obviously Popori and Elin, Castanic Females following closely after that.

Now, let us dissect the hitbox differences further, classified by gender.

FEMALES

The tallest of females are clearly Aman. The large hitbox of Aman females makes them ideal Lancers, although you will see the occasional Slayer, Berserker, and even Priest or Sorcerer in some cases. People have begun to shy away from large hitboxes when playing squishy characters, but some people love the look of their favorite race too much to care; which means they must learn even more how to out-play their opponents, due to being so easy to hit right off the bat.

The second tallest females are the High Elves, followed closely by Human Females. Although I have seen a few female Lancers of either race, the majority seem to role Slayer, Berserker, Sorcerer, or Mystic. This is partially due to racial skills, and partially to do with hitbox size. Having a roughly medium size hitbox allows High Elf and Human females to be much easier to target by their group’s Priest, which is a plus for obvious reasons.

The second shortest females are Castanics. They are surprisingly small, and with the common class choices of Warrior, Sorcerer, and Archer they tend to be very slippery little devils; unfortunately sometimes for their own team. Castanic Females can be difficult to heal, especially since the common class choices are constantly moving (or at least should be). Because of this, I recommend that if you play a female Castanic, you should try to be very aware of when your neighborhood Priest is casting his or her heal circles, so that you can maneuver yourself into the circle.

Smallest of the small, are the Elin. Elin hitboxes were adjusted at one point due to Lancers being a popular class choice in Korea…and Priests not being able to heal them because of their size. Lock-on heals would end up going to another nearby ally instead of the Elin, because they were so small and other moving group members made it difficult to target the poor little Elin. Despite their hitbox being adjusted, Elin are still the smallest of the females. Elin are so popular however, that you will pretty much see Elin of any and every class running around, despite their small stature and sub-par racial abilities. So, as with Castanic females, I highly recommend map awareness so that you can maneuver yourself into your Priest’s heals.

MALES

Baraka (although not technically any gender), are the tallest of the tall here in the world of TERA. Despite their large size, the majority of Baraka appear to choose Priest as their class, instead of Lancer or even a DPS class. The enormous size of a Baraka could make them ideal Lancers, able to take hits for their team mates easily. However their racial skills may not be the best choice for a Lancer. On the plus side, they are easier to heal… especially if the Baraka himself is the Priest!

The second tallest males are the Aman, who quite typically are Lancer, Berserker, or Slayer. Their large stature makes them suitable for Shield Blocking corridors as a Lancer, or even blocking as a Berserker, although not quite as effective. Due to their large size, Aman males are both easier to attack and easier to heal.

The next two I am not completely sure as to which has the larger hitbox; High Elf or Human Male. Human males are bulkier, but High Elf males are taller. This could be a case where bulk indicates a larger hitbox, but as I said I am not 100% sure on this pair. While the majority of Human Males I have seen are Lancers, Slayers, Berserkers, and the occasional squishy… The majority of High Elf males I have seen are Priest, Mystic, Archer, and Warrior, along with several other squishy DPS classes. I think it is safe to assume that High Elf male Archers have Legolas syndrome, but at least High Elf is a decent choice. High Elf and Human males (as with the females) are medium-range hitboxes, and are well-suited for most if not all of the classes in TERA. Their medium range hitbox makes them slightly less easy to hit, but also means they are still easy to heal.

Slightly shorter than the Human males, are the Castanic males! Obviously this is not counting the horns. Castanic males appear to pretty popular (hmm, I wonder why *sarcasm*), and as such there is a decent distribution of classes amongst the existing Castanic males. Some of the more common classes are the Melee and Ranged DPS classes, however. Castanic Male Lancers, in most cases,cannot Shield Block a corridor on their own. That being said, their racial skills are quite nice no matter which class it is you choose. Despite being shorter than a Human male, I still consider their hitbox size to be medium range. They are not that hard to heal at all.

And of course, coming in as the shortest of the males; the cute and cuddly Popori. Who doesn’t love pandas, after all? As with the Elin, Popori are rather popular, so there are Popori of many classes running around. But, also as with Elin, they are more difficult to heal due to their smaller size. So, map and heal circle awareness is once again a crucial skill if you decide to play this race.

Dragon Nest SEA Guild Level and Rewards Guide

Dragon Nest SEA Guild Level and Rewards Guide by PrincessYanagi

Features

Joining a Guild

For those without a guild, you can press hot-key (O) for the Community Tab.
Under the Guild Tab you will see 2 tabs, the 1st is the List of Guilds that are recruiting
Highlight any Guild and their introduction will be shown
Max number of requests you can make at a time is 3.
Once their recruitment officers accept you on their part, you will be automatically in.

Recruitment

Guild Rank Permissions

This part has not changed.
As long as this part is ticked, depending on your Guild member Rank settings.
You can invite members or accept member’s requests.

Recruiting Officers Page

This Tab is viewable by ALL members
But it is only editable by members by the Guild Master

Below is the first tab of the Guild Recruiting Tab.
Here you can shortlist who you want to recruit.
Only those that fall in the criteria can see your Guild when they search for it.
You can stop recruitment by clicking the ” Cancel Register ” button at the bottom.

Example(Pic Above): All 5 Classes & Only Level 40s can see the page.
The introduction will be shown to potential members as shown in the first pic

List of Guild Requests

In the second tab, you can see who has applied to join.
Their Class, Level & Name.
As usual, only those with invitational permission can decide to accept or decline them.

Note: Once the Max number of members have been reached, there will be an announcement that recruitment has closed & that your recruitment page will be cancelled.

Leveling the Guild

Guild Level Tab

Required Exp : How much more to level up to the next level
Stage Exp : Given by Stages [ Nest : 150exp | Chaos : 100 Exp | Dungeon : 80 Exp ]
Guild Mission Exp : Given by Guild Achievement (All Party members must be from same Guild)

Note : The limit of daily earning will be reset at 12am(GMT+8) sharp. Although the number won’t be refreshed until you re-log or gain points for it, it is still reset.

Guild Achievement (Pic Below) 

Here you can see the achievements needed to gain Guild Mission Exp & Exp earned
Press Hot-key (L) for Achievements Page.
Number in Yellow is Exp Gained after successfully doing it.

Note : Recommended for fast leveling => 4x Guild Members do Nest
(1 run)
4 x 150 Stage Exp = 600 Stage Exp
4 x 750 Guild Mission Exp = 3000 Guild Mission Exp

Guild Level Bonus

Here you can see the 3rd Tab of Guild Info
Only the bonuses you can’t purchase will be darkened.
Bonuses can only be purchased by the Guild Leader.
Non-Permanent Stuff will only last 30 days.

Guild Title Stats :

Friendly (Lv3)

  • Phys Attack : +10-10
  • Magic Attack : +10-10
  • Str : +5
  • Agi : +5
  • Int : +5
  • Vit : +5

Heart shared (Lv12)

  • Phys Attack : +30-30
  • Magic Attack : +30-30
  • Str : +20
  • Agi : +20
  • Int : +20
  • Vit : +20

Got your back (Lv24)

  • Phys Attack : +50-50
  • Magic Attack : +50-50
  • Str : +40
  • Agi : +40
  • Int : +40
  • Vit : +40

Things to Note

Guild Member Limit:

  • Max 200 Members (Guild Level 24)
  • It will remain the same as the one you had in the Old System until further & better upgrades are purchased

Guild Storage Limit: 

  • Max 150 Slots (Guild Level 25)
  • It will remain the same as the one you had in the Old System until further & better upgrades are purchased

Bonus Purchasing:

  • All Bonuses can only be purchased by the Guild Leader
  • All other items/equipment that can be worn can be purchased by anyone
  • The Older Upgrades will disappear from the list when Better Upgrades(Permanent) are applied

Others:

  • Titles/EQ/Everything will disappear when user leaves Guild
  • Dungeon/Nest Exp Increased does not include Board & Quest Exp
  • EQ Durability reduction bonus does not take effect when user dies or leaves Stage
  • Guild War Exp Increase does not include Guild War Ranking Exp (No idea yet)

Guild Exp (Leveling)

Limit (Daily) :

Level 1 ~ 5 :
– 8,000 Stage Exp
– 3,000 Mission Exp

Level 5 ~ 10 :
– 16,000 Stage Exp
– 8,000 Mission Exp

Level 11 ~ 15 :
– 22,500 Stage Exp
– 16,000 Mission Exp

Level 16 ~ 20 :
– 36,000 Stage Exp
– 24,000 Mission Exp

Level 21 ~ 25 :
– 40,000 Stage Exp
– 30,000 Mission Exp

Experience Required : 
~ Lv 1 : 0
~ Lv 2 : 5,800
~ Lv 3 : 6,200
~ Lv 4 : 13,900
~ Lv 5 : 16,200
~ Lv 6 : 25,550
~ Lv 7 : 32,400
~ Lv 8 : 43,200
~ Lv 9 : 51,800
~ Lv 10 : 66,100
~ Lv 11 : 83,200
~ Lv 12 :102,500
~ Lv 13 : 124,900
~ Lv 14 : 149,900
~ Lv 15 : 157,800
~ Lv 16 : 195,700
~ Lv 17 : 183,400
~ Lv 18 : 246,700
~ Lv 19 : 211,000
~ Lv 20 : 303,100
~ Lv 21 : 240,700
~ Lv 22 : 364,800
~ Lv 23 : 272,500
~ Lv 24 : 432,000
~ Lv 25 : 306,400

Guild Level [Rewards]

Level 1

  • Guild Emblem Creation – 25 Gold

Level 2

  • Increases Guild Members Limit to 30 – 9 Gold 90 Silver
  • Increases Association Points earned by 10% – 34 Gold 10 Silver ( 30 Days )

Level 3

  • Increases Guild Members Limit to 40 – 14 Gold 80 Silver
  • Increases Guild Storage Limit to 10 – 8 Gold 10 Silver
  • Obtain [Friendly] Title – 19 Gold 50 Silver

Level 4

  • Increases Guild Members Limit to 50 – 19 Gold 80 Silver
  • Increases Guild Storage Limit to 20 – 18 Gold
  • Guild Emblem Change – 100 Gold

Level 5

  • Increases Guild Members Limit to 60 – 24 Gold 70 Silver
  • Increases Guild Storage Limit to 30 – 29 Gold 30 Silver
  • Increases Dungeon/Nest Exp by 2% – 68 Gold 25 Silver ( 30 Days )

Level 6

  • Increases Guild Members Limit to 70 – 68 Gold 40 Silver
  • Increases Guild Storage Limit to 40 – 42 Gold 10 Silver
  • Decreases EQ Durability Reduction by 5% – 68 Gold 25 Silver ( 30 Days )

Level 7

  • Increases Guild Members Limit to 80 – 75 Gold 60 Silver
  • Increases Guild Storage Limit to 50 – 56 Gold 70 Silver
  • Increases Guild War Exp by 5% – 102 Gold 35 Silver ( 30 Days )

Level 8

  • Increases Guild Members Limit to 90 – 86 Gold 40 Silver
  • Increases Guild Storage Limit to 60 – 73 Gold 10 Silver
  • Increases Association Points earned by 15% – 102 Gold 35 Silver ( 30 Days )

Level 9

  • Increases Guild Members Limit to 100 – 97 Gold 20 Silver
  • Increases Guild Storage Limit to 70 – 91 Gold 30 Silver
  • Pledge EQ (Gloves) – 10 Gold 50 Silver ( 30 Days )

Level 10

  • Increases Guild Members Limit to 110 – 108 Gold
  • Increases Guild Storage Limit to 80 – 91 Gold 30 Silver
  • Increases Dungeon/Nest Exp by 5% – 136 Gold 50 Silver ( 30 Days )

Level 11 

  • Increases Guild Members Limit to 120 – 185 Gold 60 SIlver
  • Increases Guild Storage Limit to 90 – 134 Gold 10 Silver
  • Decreases EQ Durability Reduction by 10% – 136 Gold 50 Silver ( 30 Days )

Level 12

  • Increases Guild Members Limit to 130 – 185 Gold 60 SIlver
  • Increases Colosseum Exp Earned by 10% – 136 Gold 50 Silver ( 30 Days )
  • Obtain [Heart Shared] Title – 78 Gold

Level 13

  • Increases Guild Members Limit to 140 – 219 Gold 30 SIlver
  • Increases Guild Storage Limit to 100 – 162 Gold 70 Silver
  • Pledge EQ (Shoes) – 10 Gold 50 Silver ( 30 Days )

Level 14

  • Increases Guild Members Limit to 150 – 236 Gold 20 SIlver
  • Increases Guild War Exp by 10% – 170 Gold 60 Silver ( 30 Days )

Level 15

  • Increases Guild Storage Limit to 110 – 195 Gold 50 Silver
  • Obtain Gesture – 85 Gold 30 Silver
  • Increases Dungeon/Nest Exp by 7% – 170 Gold 60 Silver ( 30 Days )

Level 16

  • Increases Guild Members Limit to 160 – 405 Gold
  • Decreases EQ Durability Reduction by 20% – 204 Gold 75 Silver ( 30 Days )
  • Increases Association Points earned by 20% – 204 Gold 75 Silver ( 30 Days )
  • Pledge EQ (Lower Body) – 21 Gold ( 30 Days )

Level 17

  • Increases Guild Storage Limit to 120 – 235 Gold 50 Silver

Level 18

  • Increases Guild Members Limit to 170 – 432 Gold
  • Increases Colosseum Exp Earned by 15% – 204 Gold 75 Silver ( 30 Days )

Level 19

  • Pledge EQ (Upper Body) – 21 Gold ( 30 Days )

Level 20

  • Increases Guild Members Limit to 180 – 459 Gold
  • Increases Guild Storage Limit to 130 – 238 Gold 85 Silver
  • Increases Dungeon/Nest Exp by 10% – 170 Gold 60 Silver ( 30 Days )

Level 21

  • Increases Guild War Exp by 15% – 238 Gold 85 Silver ( 30 Days )
  • Pledge EQ (Main Weapon) – 21 Gold ( 30 Days )

Level 22

  • Increases Guild Members Limit to 190 – 567 Gold
  • Decreases EQ Durability Reduction by 30% – 204 Gold 75 Silver ( 30 Days )
  • Pledge EQ (Hairstyle) – 32 Gold 50 Silver ( 30 Days )

Level 23

  • Increases Guild Storage Limit to 140 – 311 Gold 40 Silver
  • Dawning Star (Mount Accessory) – 77 Gold 20 Silver ( 30 Days )

Level 24

  • Increases Guild Members Limit to 200 (Max) – 598 Gold 50 Silver
  • Increases Colosseum Exp Earned by 20% – 273 Gold ( 30 Days )
  • Obtain [Got your back] Title – 156 Gold ( 30 Days )
  • Pledge EQ (Secondary Weapon) – 63 Gold ( 30 Days )

Level 25

  • Increases Guild Storage Limit to 150 (Max) – 355 Gold 10 Silver
  • Fidelity (Weapon Accessory) – 94 Gold 50 Silver ( 30 Days )
  • Pledge EQ (Flag with Guild Emblem) – 94 Gold 50 Silver ( 30 Days )

Pledge Costume
( I’m just guessing this is what it looks like but this should be it! )

Ragnarok Online 2 Raids and Parties Guide

Ragnarok Online 2 Raids and Parties Guide by 2pid2pid

Greetings guys, just writing this guide out of boredom hope you guys enjoy it. I suggest you guys try the arena out and gain some Battle experience first before you start reading this guides.

Strategies

Main Tank – Lure it and build up Threat. Dodge all the aoes and drag the boss out of the aoe for melee DPS to maximize their burst damage.
Off Tank – Your job is to ensure all the Adds look for you. To do so, (spam Red potion) (reason behind this is, Red Potion > Healing > Threat in terms of luring Adds)
Melee DPS – Be catious about your HPs, if Front doesn’t have LOR, make sure you keep yourself Survive all the time.
Priest – Keep up with Heal/ Aspersio / Ulti heal/ Bubble on Main Tank, 2nd priest are assigned to Heal Sub tank or Off Tank.
Sorceress – LOR depends where your raid leader assign you.( Either Melee or Range Group) DPS when the situation is not critical, Deluge when Everyone hp are below 70% Assist Heal*when prz busy*
Range DPS – Start your burst Damage After 10 seconds (for Main Tank to Build up Threat). Wizard are require to help AOE adds when Off Tank lures it.

^ every single Classes need to learn how to react upon AOEs, Adds. 
^ On circle Aoe, Move out of it (Fire Ring, Ice Ring,Poison Ring, Electric Field, Red Electric Field,Single Wave )
^ On Adds, Leave it to Tanks
^ On AOE like Gearbog, Driller, Pertus, Deluge it.

Basically a standard group that able to down 6/7 of the arena. (as for hardcore you can do w.e form you like)

1 Main Tank (Monk,Knight,BM) 
1 Off Tank (Monk,Knight,BM)
1 Wizard
1 Sorceress
1 Sorceress (Again LOR/Deluge)
1 Priest
1 Priest (Again as in Heal Off tank/Mates)
1 Ranger (buff me please)
^ Standard, enuf say

Last 2 would be,

1 Rogue (MOD, but it only works for rogue T_T, and 2% crit)
1 Assassin (DPS DPS DPS, and 2% crit)
1 Warrior ( Imma Off Tank with AOES, and Battle howl if there is no Knight)

Or W.E you like, suggest a dps ^ as in vador/Giant Driller as a minimum requirement.

Standard HP (to avoid 1 hit ko)

Main Tank for Knight/Monk 6k above, BM 8k above. After buff
Healer/DPS 4.5k above. After buff

*PVE Arena*

1st Boss -Gearbaz-

-Whirlwind AOE – Similiar aoe to Xeno Spider, Giant Driller.
-Spin Attack – Melee Range, 2k~3k. (Usually on Tank)
-Summon Flying Gear – Adds, 1k per hit (not really sure, cuz they die.. too easy)
-Enrage I: Buff overall Damage, is deadly when it buff and Whirlwind, usually wipe out for 4.5k HP below

Strategies – Break into two group

Melee Group
Main Tank make sure it does not face your Range Group
Off Tank Help clear Adds, Stay away from Spin Attack and Dps from Behind/Side of the boss
Melee Dps help clear Adds, Stay away from Spin Attack and Dps from Behind/Side of the boss

Range Group
Priest keep heal, Assumption/ Max heal when Main Tank fall behind 30%
DPS Sorc help DPS, Deluge when Whirlwind AOE
FS Sorc Help Heal, LOR, Deluge When Whirlwind AOE is casted
Ranger DPS boss
Wizard Help Aoe Adds

2nd Boss -Entraion- Enuf say, eat my Wave

-Headbutt Attack : Aoe that hits everyone, 2~3k damage.
-Single Wave : A Single Wave that hit whoever stand behind the main tank.
-Poison Ring : Walk away this Ring to lessen the pressure of a priest healing you ( it doesn’t matter how good you can out-tank the PS, It matters when your priest are unable to out-heal the dmg)
-Summon Bug : 16k hps adds that heal Entraion
-Enrage level 1 : gotta check later.
-Silence level 1: Silence for 5second (usually on Main tank)

Strategies – Break into two group

Melee Group
Dodge Poison Ring
Main Tank make sure boss does not face Range group, Adjust position when Poison Ring is casted
Off Tank Help clear Adds, Stay away from Poison Ring and Dps from Behind/Side of the boss
Melee Dps help clear Adds, Stay away from Poison Ring and Dps from Behind/Side of the boss

Range Group
Priest keep heal, Assumption/ Max heal when Main Tank fall behind 30%
Sorc Dps, Deluge when he cast Aoe, and Deluge beforehand on 10% hp left
Ranger DPS boss
Wizard Help Aoe Adds

3rd Boss -Vador Z, Vador Y- RRRRRRRAGE QUIT 10minutes

-Vador Blue- (vador Y)
-Clamp Attack : a single Stun hit on single target, (usually target on Off Tank)
-Fire Ring : DOT, 1k above, depends on defense
-Summon Vador I: Boss HPs 70% and HPs 30%. 35k hp Adds, 400 per hit.
-Enrage II: When Two Brother got seperate for long period, it will rage. boost overall damage. (50m or more)
-Enrage III: After 10mins, you are dead Meat.

-Vador Red- (Vador Z)
-Machine Gun : a multiple hits on single target, (usually target on main tank)
-Ice Ring : Boss Below 80% hp will cast, Dot, 1k above, depends on defense, It Freeze people whoever stand on it too long.
-Summon Vador II : hp 40% will summon, 80k HP.
– Enrage II: When Two Brother got seperate far for a certain period, it will rage. boost overall damage. (50m or more)
– Enrage III: After 10mins, you are dead Meat.

Overall Process

(P.S, you can do Red 1st only change to Blue) Reason why prefer Blue over Red is, it will add pressure to overall play game when Ice Ring are cast, more pressure.

Down Vador Blue to 70k~40k, then switch target to the Vador Red one.

Down Vador Red ASAP, then change to Vador Y (ish better that Vador Blue left 10k by then)

Never ever seperate those two more than 50m above. or it will Buff Enrage II

or Else, after 10 minutes, prepare to get wiped. This Boss require to maximize damage on the boss.

Strategies – Break into two group

Melee Group
Dodge Fire Ring
Main Tank require to adjust position from Fire Ring/Ice Ring and space for Melee to dps
Off Tank DPS as usual, Stay away from Fire/Ice Ring, Red potion yourself and lure to Range Group to aoe (Vador I), Provoke Vador II and keep it on your side
Melee Dps help clear Adds(vador I), Stay away from fire Ring and Dps

Range Group
Dodge Ice Ring (alert when start hitting Vador Red)
Priest keep heal, Assumption/ Max heal when Main Tank fall behind 30%
Sorc Dps, Deluge when overall Range Group hp fall below 80%
Wizard Help Aoe Adds (vador I), DPS Boss when cleared
Ranger DPS boss

4th Boss -Xeno Spider- Hammer Hammer hammer..

-Mana Suction – usually on main tank
-Hammer Aoe – Hit and stun everyone on boss sign. 4k~4.4k
-Summon Bomber – Adds, deal 1k above on close range.
-Summon Repairer – Below 60% HP, 110k. heals Xeno Spider
-Twins Hammer Aoe – Below 15% hp, will do Hammer Aoe twices. 4k x2, Only cast once.
-Red Electric Field – DOT 1k above

Strategies – Break into two group

Melee Group
Dodge Red Electric Field
Off Tank Help clear Bomber/ Repairer since it move very slow pace, Dps Boss after adds is cleared
Melee Dps help clear bomber / repairer, Dps Boss once adds is down

Range Group
Priest keep heal, Assumption/ Max heal when Main Tank fall behind 30%
DPS Sorc help Dps, Deluge when overall Range Group hp fall below 80%, or after hammer Aoe is casted. Deluge Beforehand when boss reaching 10% hp, Twins Hammer aoe coming.
FS Sorc help heal, Deluge same as DPS Sorc
Wizard Help Aoe Adds (vador I), DPS Boss when cleared
Ranger DPS boss

5th Boss -Giant Driller- the summoner

– Driller EX- Similiar aoe to Gearbog, Giant Driller, Machine, Deluge it (CD around 20 seconds)
– Mid-Range Circle Ring – Deal 2k above damage in Middle Range.
– Summon Golem I: HP 15k, dealing 500 per hit. (spawn more than 8 over time)
– Summon Golem II : HP 50k, dealing 500 per hit. (spawn one at over time)
– Summon Driller : HP 30k, dealing 1k above per hit. (spawn two over time)
– Summon Rat Repairer : Boss below 40% Hp, HP 45k, healing Giant Driller
– Earthquake : DOT 3k Above in aoe, deadly skill
– Enrage III: Similiar to Vador Y,Vador X. It will Rage if your dps are too slow.

Strategies -Split it into two group

Melee Group
Dodge Earthquake
Stick as close as possible, to avoid getting hit by Mid-Range Circle Ring
Main tank got to adjust not too far from the group (save time and distance from luring the adds to Range) (protection Ki,Shield Fortess, Feral Defense on Driller EX)
Off Tank are require to Red potion when Adds spawned, And drag it to Range group for (wiz /soc to aoe it ASAP) (protection Ki,Shield Fortess, Feral Defense on Driller EX)
Melee Dps will help aoe or Hit the boss in Very Very Close Distance

Range Group
Dodge Earthquake (beware)
Priest Heal from far range, not middle range, around 25m away from tank Assumption/Max heal in critical situation
Sorc DPS help LOV, Deluge when Driller EX is casted. 
FS Sorc Help LOR/ Deluge when Driller Ex is casted.
Wizard Help AOE and dps boss after Adds are clear. Frost Nova if adds are hitting Priest
Ranger just dps boss

6th Boss -Pertus- My adds will numb you

– Lazer BEAM! – Randomly target, Single, and deal 2k ~3k depends on your defend.
– Summon Bug I – Bug that have debuff, Slows and maybe skill cd longer
– Summon Bug II – Bug that have debuff, slow, cd, Splash attack + silence. (beware not to lure it to healer)
– Freeze Screen Attack – freeze everyone and aftershock 3k above with a stun 2 seconds (CD roughly 30 seconds) 
– Electric Field – DOT 1k above in aoe

Strategies – Split it into two group

Melee Group
Dodge Poison Ring and Electric Field
Main tank got to adjust alittle far from the group (save time and distance from luring the adds to Range)
Off Tank Deal to two situation,
Situation 1: Bug I spawned,lure it to Range and clear it ASAP
Situation 2: Bug II spawned, lure it to mid range and clear it ASAP (If not cleared, Red Potion it and run a big circle around the Range Group)
Melee Dps will help aoe or DPS the boss

Range Group
Priest Heal, Assumption/Max heal in critical situation (Freeze attack)
Sorc DPS help LOV, Deluge when Freeze Screen Attack is casted. 
FS Sorc Help LOR/ Deluge when Freeze Screen Attack is casted.
Wizard Help AOE and dps boss after Adds are clear. Frost Nova to deal with Situation 2 (refer to Melee Group)
Ranger just dps boss

*Baphomet Garden*

1st Boss Blue Bull

Blue Tornado – DOT 1.5k~2k, Deadly, walk out of it.
Smash Attack – Area that hits 3~3.5k
Summon Small Lizard – 60% normal hits 800~1k
Summon Red Bull – 40% below, 175k hps, normal hits 800~1k

Overall Process

Blue Bull > Blue Tornado > walk of out it
Blue Bull > Smash Attack > out heal the damage
Blue Bull > Summon Red Bull > off-tank taunt it, or Main Tank tank both if geared
Blue Bull > Summon Small Lizard > kill it or leave it

60% will summon small lizard, kill it or not, 50% will spawn an ally lizard to help you out on the battle. (just like killing moonlight bonus attack)
40% will summon red bull, tank it but focus on the Blue Bull until it down, after this kill it.

2nd Boss Red Bull

Red Whirlwind – DOT 1k~2k, the different of this and Blue Tornado is, this much smaller but it chase after people.
Summon Savage babe – 60% normal hits 800~1k
Slow Attack – movement speed decrease, deadly when combo with Red Whirlwind
Summon Blue Bull – 40% below, 175k hps, normal hits 800~1k

Overall Process

Blue Bull > Red whirlwind > walk in 1 direction and never walk back to it.
Blue Bull > Summon Blue Bull > off-tank taunt it, or Main Tank tank both if geared
Blue Bull > Summon Savage Babe > kill it or leave it

60% will summon Savage Babe, kill it or not, 50% will spawn an ally Savage to help you out on the battle. (just like killing moonlight bonus attack)
40% will summon Blue bull, tank it but focus on the Blue Bull until it down, after this kill it.

3rd Boss Humbaba

Hug Attack – 1.5k~3k depends on yout defend
Cursed Black Circle – DOT 1k~2k, Similiar to Ice Ring, will bind when you stay too long
Entrap – Bind the main tank for 5 seconds
Silence Attack – Silence on single target, or sometimes aoe
Red Wave – 4k~6k attack, deadly with humbaba adds buff, main tank are suggest to stay out of it.
Enrage III – buff himself with abnormal attack/defend/skill cooldown. 7~10minutes.
Summon Deviruchi – 16k hp adds with 700~1k damage

Adds on the map

Humbaba Pleasure – no idea.. (just kill this)
Humbaba Fury – Buff the Boss in certain range, within 15m (need more confirmation)
Humbaba Patient – Heal the boss when it dies 

Overall Process

Humbaba > Hug Attack > keep healing main tank
Cursed Black Circle – walk out of it
Entrap > Assumption if main tank is dying
Silence Attack > shield fortress, protection ki, feral defend if healer is silenced
Red Wave > Main Tank make sure the boss always face you, Range group make sure you always face behind the humbaba
Summon Deviruchi – Off Tank, Wizard clear it ASAP
Enrage III > lack of dps, time to change a team i guess? or try other method

Strategies

Main tank Lure the Boss Humbaba to the left corner, make it doesn’t faces your range group. ( Move left or right, so it will Red wave to Side, not to your Range Group)
Healer follow up the Main Tank, Sub healer can heal off tank that tanking the 3 adds.
Dps focus on Humbaba Pleasure, once Pleasure is down, Let the off tank lure to right corner, or more than 20m from the boss to avoid buff.
Dps on Boss humbaba and kill Deviruchi Adds when it spawned (suggest 1 tank that eat red pot and kill it in aoe), ignore Humbaba Fury and humbaba Patients and let the off tank to tank it.
Off tank keep tanking 2 adds (fury +patients) DPS hit boss, or aoe Deviruchi, and Main Tank keep Boss face away from Range Group + dodge skills

Last Boss Baphomet

Scythe Attack – 1k~2k depends on defense
Black Whirlwind – DOT 1.5k ~2k and it last for 10 seconds, Deadly if you got caught in it
Lord of Vermillion (blue aoe) – cast when the hp are below 50%, 4k above damage, Target a single target with a blue lightning circle on it, whoever caught into it will get hit as well.
Summon Baphomet JR – Around 70% hp will summon, 800~1k per hits
Summon Vegence Hollow (forget the nick) – After Baphomet JR, around 60% hp. 1k~2k, move in very slow pace.
Death Scythe Attack – 3.5k~4.3k, Target on the second, third highest threat player, range dps are advice to stay away from healer

Adds in Baphomet area

Red Bull – Aoe slow Skill for 5 second, and 700~1k damage
Blue Bull – 700~1k damage
^ forget which doing slow, i guess is red one since the previous boss that can slow is red one ><

Overall Process

Baphomet > Scythe Attack > just heal main tank
Baphomet > Black Whirlwind > keep running in a big circle for 10 second, i suggest all player stay out of it like 10m to avoid any invinsible Black Whirlwind happens (yes sometimes the BW deceive your eye even it doesn’t reachs you)
Baphomet > Lord of Vermillion > walk away from your comrades and the rest stay ouf of that aoe
Baphomet > Summon Baphomet JR > Clear it ASAP, Off tank /Wizard aoe it (red potion to lure it, Suggest Off tank to do it) healer got to heal off tank, quite painful when it hits together, around 2k plus.
Baphomet > Summon Vegence Hollow > Either Off Tank Kite it or Clear it, Cause this mobs Move in VERY VERY Slow pace, just need to keep provoke it (kite when you got two off tank, as for second wave of Bap jr and 2nd vegence hollow)
Baphomet > Death Scythe Attack > Second /Third Threat, do not stay with your comrades in 10m

Strategies

Main tank Lure Baphomet to the Left and stick around to the wall, building the threat as much as possible
Off tank, (1 or 2) lure the red one to right, and keep the blue on the right (to avoid the red bull slow the main tank)
Main Heal on Main tank, Sub heal on Sub tank (1 or 2)
DPS down Red Bull (since got aoe slow) and then Blue bull next, then Boss will be the last
Once Red/Blue Bull are down, Aim for the boss, beware of the Black Whirlwind and Death Scythe Attack
Summon Baphomet JR on 60% hp, Off Tank are require to Red Potion and tank it, everyone help to clear adds (beware of Black Whirlwind when you clearing it)
Summon Vegence Hollow on 50% hp, kite if got 2 off tank, or just kill it
Summon Baphomet JR on 45% hp below, Same process
Summon Vegence Hollow on 30% hp below, same process
By the time you should be hitting the boss already good luck

*some tips for Humbaba, and Baphomet

For some raid party might prefer luring out the bosses and reset the adds, or luring adds and reset the boss, is up to you guys which path to decide. 
Just make sure if that method does not work on your team, I advice that you to switch your method, but not too often (as actual experience on raid require some times to learn)
And be tolerate with your raid members which method to use. (The main goal is to clear the raid dungeon, not to win an argument which method are better)

*Baphomet Hardmode* 3/4 

1st Boss Blue Bull

Blue Tornado – DOT 2k above, Deadly, walk out of it. (CD are around 20s)
Blue Wave – 4.5k above, sometime freeze when staying too long on the aoe targeted (CD are around 20s)
Lightning Aoe – 4.5k above, target member that have far-est range from the boss (CD are around 25~30)
Summon Bomber (Blue Basilik) – HP 15k, suicide deal 4.5k damage Above on melee (Despawn around 10 second) (CD are around 20s)
Summon Red Bull – 40% below, 175k hps, normal hits 1k above. With Lightning Aoe dealing 2k above (same as the origin boss lightning, aim the far-est)
Freeze Attack – Random Freeze time, 5~15 seconds ( not sure how it work, but just make sure run out of the Blue Wave)
Enrage II – Boost himself with attack and defense, after 7~10 minutes Engage.

Overall Process

Blue Bull > Blue Tornado > walk out of it
Blue Bull > Blue Wave > walk out of the aoe ASAP
Blue Bull > Summon Red Bull > off-tank taunt it, or Main Tank tank both if geared
Blue Bull > Summon Bomber > Everyone got to alert from this spawning, it target on random person and spawn next to you, Just keep running from it (wiz/sor Frost Diver it) kill it ASAP
Blue Bull > Freeze Attack > as long you stay away from Blue Wave ASAP, you won’t get caught by it.. or else eat the wave like a baws
Blue Bull > Lightning Aoe > Off tank with more than 6k hp stay in far-est from boss to tank it

Blue Bull > Enrage II > (DPS got problem) once you get to know how to dodge, make sure your second run full dps ASAP, if not.. you get what i mean..

Red Bull (adds) > Summon Lightning Aoe , similiar to the boss, just make sure your off tank always stay at the far-est point

Strategies

Main Tank are suggest to build threat for 10 second, follow by DPS group
Healer just keep healing and Dodge (Blue Wave, Blue Tornado, Bomber) when it spawned
DPS just dps.. and Dodge (Blue Wave, Blue Tornado, Bomber) For Range Dps, Clear the Bomber to avoid any 1 hit ko happens
Around 40%, Red Bull will spawn. (usually i tank both, it not really hard to tank both since Blue Bull always cast Skill)

1 Off tank Stay at the Far-est to tank the Lightning Aoe all the time. (Off Tank can time the lightning Aoe CD and help abit on dps, or just stay at the entrance tank it)
Suggest the Off Tank stay at entrance all the time when second Bull is spawned. (double lightning Aoe @_@)

*Notes

Just make sure the blue bull going to Cast everytime he do special moves (the blue wave is.. Pattern more than badminton) *msian joke
As long you dodge most of the skill, you are fine to clear it without any problem

2nd Boss Red Bull

Red Whirlwind – DOT 2k above, Deadly, walk out of it. (CD are around 20s)
Red Wave – 4.5k above, sometime it randomly target ._. (CD are around 20s)
Lightning Aoe – 4.5k above, target member that have far-est range from the boss (CD are around 25~30)
Summon Bomber (Boar) – 80% and 10% of boss hp will summon, HP 16k, suicide deal 4.5k damage Above on melee (Despawn around 10 second) (CD are around 20s)
Summon Bear – 70% and 30% hp will summon, Hp 80k, Melee touch deal 2k above. (moving in very slow pace)
Summon Blue Bull – 40% below, 175k hps, normal hits 1k above. With Lightning Aoe dealing 2k above (same as the origin boss lightning, aim the far-est)
Aoe Slow Attack – Slow all group member for 5 seconds ( Deadly when Red Whirlwind is summoned)
Enrage II – Boost himself with attack and defense, after 7~10 minutes Engage.

Overall Process

Red Bull > Red Whirlwind > walk as far as possible, more than 5m
Red Bull > Red Wave > Walk out of the aoe, and stay full hp in case getting wiped (4.5k dmg above)
Red Bull > Summon Red Bull > off-tank taunt it, or Main Tank tank both if geared
Red Bull > Summon Bomber > Everyone got to alert from this spawning, it target on random person and spawn next to you, Just keep running from it (wiz/sor Frost Diver it) kill it ASAP
Red Bull > Summon Bear > Off Tank can provoke it (If dps are good enough just kill it, if not Kite it when you saw bear is coming)
Red Bull > Aoe Slow Attack > Suggest you guys to stay far from Boss like 5m, and seperate stay alert from Bomber/Bear/Red Whirlwind!
Red Bull > Lightning Aoe > Off tank with more than 6k hp stay in far-est from boss to tank it

Red Bull > Enrage II > 7~10minutes (DPS got problem) once you get to know how to dodge, make sure your second run full dps ASAP, if not.. you get what i mean..

Blue Bull (adds) > Summon Lightning Aoe , similiar to the boss, just make sure your off tank always stay at the far-est point

Strategies

Main Tank are suggest to build threat for 10 second, follow by DPS group
Healer just keep healing and Dodge (Red Wave, Red Whirlwind, Bomber, Bear) when it spawned
DPS just dps.. and Dodge (Red Wave, Red Whirlwind, Bomber, Bear) For Range Dps, Clear the Bomber, Bear ASAP to avoid worst thing happen

Around 80% Boar spawned, (for Range DPS , Clear it ASAP)
Around 70% Bear spawned, (for Range Dps , Clear it ASAP) (For Melee Dps, Red potion and kite it) (for the rest, run far from it at least 3m away, Never stick near to it)
Around 40%, Red Bull will spawn. (usually i tank both, it not really hard to tank both since Blue Bull always cast Skill)
Around 30%, Bear spawned again, (Same process)
Around 10%, Boar spawned again, (same process)

1 Off tank Stay at the Far-est to tank the Lightning Aoe all the time. (Off Tank can time the lightning Aoe CD and help abit on dps, or just stay at the entrance tank it)
Suggest the Off Tank stay at entrance all the time when second Bull is spawned. (double lightning Aoe @_@)

*Notes

Just make sure the Red Bull going to Cast everytime he do special moves (Red Wave are much faster than Blue Wave, make sure you get out of it, but sometimes it hit in random target) *i could not explain why it hits randomly ._.
Just dodge and dodge when you need to dodge.

3rd Boss Humbaba

Hug Attack – 1.5k above, depends on yout defense
Cursed Black Circle – DOT 1k~2k, Similiar to Ice Ring, will bind when you stay too long (Extra range for Hard mode)
Entrap – Bind the main tank for 5 seconds
Silence Attack – Silence on single target, or sometimes aoe
Red Wave – 4k~6k attack, deadly with humbaba adds buff, main tank are suggest to stay out of it.
Enrage III – buff himself with abnormal attack/defend/skill cooldown. 7~10minutes.
Summon Deviruchi – 4k hp adds with 500~700 damage
Summon Big Deviruchi – 107k hp adds with 1k damage above. Despawn around 10 second above. Boss Humbaba will get tired and won’t do anything
Self Lightning Aoe – casting a blue light ring upon itself, Huge aoe, dealing 4k above (CD around 30 sec)

Adds on the map

Humbaba Pleasure – HP regen
Humbaba Fury – Buff the Boss in certain range, within 15m (need more confirmation)
Humbaba Patient – Heal the boss when it dies 

Overall Process

Humbaba > Hug Attack > keep healing main tank
Humbaba > Cursed Black Circle – walk out of it, Hardmode have more Range for this, Make sure Range group need to dodge it as well
Humbaba > Entrap > Assumption, Max Heal if main tank is dying
Humbaba > Silence Attack > shield fortress, protection ki, feral defend if healer is silenced
Humbaba > Red Wave > Main Tank make sure the boss always face you, Range group make sure you always face behind the humbaba
Humbaba > Summon Deviruchi > Off Tank, Wizard clear it ASAP
Humbaba > Summon Big Deviruchi > Off Tank tank it or clear it, will despawn after 10 seconds
Humbaba > Self Lightning Aoe > Time this skill every 30 sec, or tank it if everyone have 5k above hp.
Humbaba > Enrage III > lack of dps, time to change a team i guess? make sure you Humbaba Fury stay out of the range to avoid Boss Humbaba get buffed.

Strategies

Main tank Lure the Boss Humbaba to the left corner, make it doesn’t faces your range group.
Healer follow up the Main Tank, Sub healer can heal off tank that tanking the 3 adds.
Dps focus on Humbaba Pleasure, once Pleasure is down, Let the off tank lure to right corner, or more than 20m from the boss to avoid buff.
Dps on Boss humbaba and kill Deviruchi Adds when it spawned (suggest 1 tank that eat red pot and kill it in aoe), ignore Humbaba Fury and humbaba Patients and let the off tank to tank it.
Off tank keep tanking 2 adds (fury +patients) DPS hit boss, or aoe Deviruchi, and Main Tank keep Boss face away from Range Group + dodge skills
Off Off Tank (if you got 3 tank or Warrior), can help clear deviruchi / help lure Big Deviruchi

*notes

Cursed Black Circle have longer range, it might target range group
Self Lightning Aoe is added, Tank it with 5k hp above, or get out of range from the boss
Big Deviruchi Added, just kill it or wait it for despawn

 

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Japan Wonder Festival Cosplay Photos

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HOPE YOU GUYS ENJOY THE PHOTOS !!!!! ALL THE BEST TO OTHER COSPLAYERS 🙂

Ragnarok Online 2 Mineral Farming Guide

Ragnarok Online 2 Mineral Farming Guide by boaayumi

Hi guys, 

I decided to post this as I found that iron ore was so hard to farm as they scattered around the hills and filled with aggro mobs. I spent 1 hour walking around the whole Izurd map and I found the best route to farm iron rock and it gives me 8 levels after 3 hours of non stop farming. 

Why this is the best route? Because they are all focus in 1 spot and NO aggro mobs to waste your pots or time to regen your health 

Please kindly support my post…Forum Mods pls kindly help to pin this topic to serve as the guide for new blacksmith players. 

I will update it in future once I reach new map and explore the best route for farming the rocks !

Lets start

This is the where you will need to go…beside the beach

We start from this place at the right side of the map. This is your first rock / first point…remember the rock is before the bridge !! After you done, go to the rock circle in red, that will be your 2nd rock, after you done, go straight ahead…

This is your 3rd rock, remember it is always before the tree, it will definately spawn nearby and always is before the tree ! After you done, turn left !

This is your 4th rock, the one which is beside the stellaria, you need to becareful as sometimes the violent wildrose will spawn beside it but no worries, most of the time they are not there, and it wont be too hurting to kill it before u continue to farm.

After you done, turn left and the rock in circle is your 5th rock to go !

This is your 5th rock, careful of Rudbecka but most of the time he will be having enough distance from you for farming. After you done, go straight ahead with the rock in circle at front is your 6th rock.

Once you done, go straight ahead for your 7th rock which is in circle…

Once you done, go straight ahead for your 8th rock which is in circle…be aware that ppl might be doing VADOR quest and his minions you should be avoiding, or else it will be safe and peace… 

After you done, turn left and the rock in circle is your 9th rock…careful of the agro mobs on the left and right, you will have enough distance from them and they wont disturb you most of the time…

This is the last rock I mentioned in the picture earlier…once you are done, you are back to step 1 and they will spawn accordingly without error…

I got about 700 small iron rocks, 600 medium iron rock, 400 large iron rock and 200 large copper rock in about 3 hours continuous farming (I forgot the exact numbers but this is the nearest I could remember, I gain 8 level of blacksmith from 24 – 32 )…

Alright, that is all for now…Hopefully I can go to the nxt map asap to come out with the new guide…

PS: If you don’t see the rock which is suppose to spawn at the spot in my pic, that means some nerd just dig it off, wait for 1 min and if it doesnt spawn, continue your journey and do not wait for it…it will spawn back by the nxt cycle…

Thank you guys !! Enjoy crafting !!

Ragnarok Online 2 Class Specific Locked Kharas Guide

Ragnarok Online 2 Class Specific Locked Kharas Guide by Satire

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This is a compilation of the skills required for class specific khara quests.
These appear as a lock until you utilise the skill required once.
All require 30 casts, unless otherwise stated.

Skill name. Title. Title stats.

ACOLYTE
Resurrection. (10 times) Hallelujah! STR 1 VIT 2

THIEF
Dark Illusion. Illusion! INT 1 AGI 1

MAGE
Seal of Water. Regen! STR 1 AGI 1

ARCHER
Concentration. Attention! AGI 1 VIT 2

SWORDSMAN
Aura Strike. Strike! STR 1 INT 1

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MONK
Body of steel. Steel! STR 4 INT 4
Asura Strike. Punch! STR 4 INT 4

PRIEST
Magnus Exorcismus. Exorcismus! INT 4 VIT 7
Archangel. Archangel! INT 4 VIT 7
Ray of Genesis. Genesis! INT 4 VIT 7

ROGUE
Dancing of Moonlight. Combo! INT 4 AGI 4
Crescent Moon. Knockdown! INT 4 AGI 4

ASSASSIN
Shadow Explosion. Explode! STR 4 AGI 4
Shadow Form. Shadow! STR 4 AGI 4

SORCERER
Deluge. Deluge! AGI 4 VIT 7
Soulbind. Revive! AGI 4 VIT 7
Summon Aqua. Summon! AGI 4 VIT 7

WIZARD
Flame Explosion. Arsonist! STR 4 AGI 4
Dragonology. Wisdom! INT 4 VIT 7

BEAST MASTER
Grizzly Form. Grizzly! INT 4 VIT 7
Beast Tornado. Tornado! STR 4 AGI 4
Bear Form. Bear! INT 4 VIT 7

RANGER
Arrow Vulcan. Vulcan! AGI 4 VIT 7
Camouflage. Camo! AGI 4 VIT 7
Wind Walk. Haste! AGI 4 VIT 7

KNIGHT
Shield Charge. Stun! STR 4 VIT 7
Shield Fortress. Unbreakable! STR 4 VIT 7
Concentration. Attack! STR 4 VIT 7

WARRIOR
Berserk. Berserk! STR 4 AGI 4
Endure. Defend! STR 4 AGI 4
Battle Leap. Smash! STR 4 AGI 4

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