Monday, June 6, 2011

Some issues nexon should deal with

Lately on Maplestory many users have experienced a HUGE flurry of exploiters attacking the game.
This being said many people may ponder as to what Nexon is doing at the moment. The only answer to this question can be summed up in a recent quote by Hime posted on the Nexon forums:

"Please be patient, we are doing everything in our power to solve individual player complaint issues at the moment. Due to our backlog and current log of requests future complaints will be handled at a later date. Please stay up to date for furture information regarding this matter."

Now, taking in the above message, one might be compelled to see through the (BS) and confidently say that Nexon is currently doing NOTHING to solve issues regarding Maplestory atm.

Well NEXON here is currently what us happening to YOUR beloved game. MESO duping, Enhancement hacks, and item duping on a mass scale.

Not convinced? Heres some proof for ya.







So what do you users think?
Think all this duping and exploiting warrants quick and decisive action by Nexon?

Sunday, June 5, 2011

Hackers on a FREE game.

Seriously why ruin it for everyone.
There really is no logic for ruining a free 2-D game just to make a couple of bucks here and there.

Traits to look for.

Remind you that a TYPICAL hacker is:
-a Warrior
-Got low lvled equips (such as; lv 35 overall, low lvled sword etc.)
-Low fame
-NX-less

Perfect Ex:


So this is how it work kids.
Even if a guy choose to be all that kind of stuff mention above, doesnt mean that hes a hacker.

NX-less, well sir. What if iam not a NX-hoar?

Low fame, well sir. What if i lvl fast or aint interested in having high fame.
This noob that called me a hacker had 90 fame and was lv 45..well not all of us uses 3 months to get to lv 45.. jerk.

Low lvled equips: Well, heard of dexless/low dex? Iam quite sure.
So i guess...all the lukless mages that uses lv 0 clothes are hackers?
Alright, so iam a warrior, we only need str for equips. But hey, i need the 4 extra dex from the overall nibsauce.

Random cute Maplestory videos.

Saint Saver?

Courtesy of Spadow from Spadow Blog.

As a Saint Saver I have been given rewards for doing my duties. I got the last reward today.
If you don’t know what the Saint Saver event is, click here.
I purified more than 500 monsters and I got a stamp in my Attendance Book.
 If you get a stamp each day, starting from the 3rd day then you get a reward.
The last reward you can get is the Saint Saver Earring.
+3 to STR, DEX, INT and LUK
+200 MaxHP and MaxMP
+80 Magic Defense
+100 Accuracy and Avoidability
+10 Speed
+10 Jump
Number of upgrades available: 7
It is an untradeable item but it is possible to make it tradeable to your other characters with the new cash item ‘Share Name Tag‘.
The Share Name Tag has yet to be released, but it is sort of a Scissor of Karma.
It can only make items tradeable if the item says it can through the Share Name Tag.
So far you can only use it on the Saint Saver earring. Knowing Nexon’s interest in money, they will probably make a lot of use from this cash item.
Equip the Saint Saver earring and your Craft, Charisma, Insight, Will, Sense and Magic experience will increase by +40.
Finally my Sense leveled up to 2. Hahaha~
Yesterday, the test server has been updated with a new Adventurer Pirate class, the Cannon Shooter.
I only tried some skills at level 10 because I experienced lag yesterday.
While I was searching topics about the Cannon Shooter on insoya, I came across this topic that said something about the artwork of the Pirate class.
Ever since this piece of artwork was released since the release of the Pirate class in 2007, I always thought that the Infighter on the right side, was wearing a bag.
My thought about that bag has now changed with the appearance of the Cannon Shooter class.
I think what’s inside the bag is the hand cannon.
I guess Nexon had the idea of using a cannon for a new Pirate class in mind since 2007…?
Also, PvP is disabled in the test server. An NPC says that it is coming soon.

Scrolling items in Maplestory. Making the right decision.


Definition of a Scroll Outcome

There are two possible outcomes of a scroll: success or failure. For Dark (Cursed) Scrolls, there is a subdivision of outcomes for the failure outcome: destruction or no destruction. The outcomes of scrolls can be described as statistical events.
Events are independent for scrolls, meaning that the outcome of one scroll does not effect the outcome of any other scroll.

Parameters of Calculations
These calculations and probabilities are based on statistics, and thus we assume inferential conditions when we perform calculations. Therefore, when we come to conclusions using this guide, we must assume that the population, N, is large, among other conditions. Unfortunately, these conditions are not always true for certain scrolls, as they are just too rare. However, for our purposes, insufficient conditions do not have a large effect on our inferences.
Furthermore, there is debate whether or not scrolls in MapleStory are randomized. After all, MapleStory uses computerized randomization, which can never be truly random.
iAstronomy: In real life, this may be the case, but as you all may know, MapleStory is programmed, and thus, made with a computer. Likewise, a computer cannot really be random, because it uses seeds to determine probability, and changes seeds every time the quota is full.

Using the same methods of randomization we assume MapleStory to use, I have written a scrolling simulation program in C and found that as the number of scrolls I used increased, the closer the ratio of successes to scrolls used came to the true ratio, consistent with the Law of Large Numbers. This means that, for our purposes, computer randomization is sufficiently random to use the following statistical analyses.
(PM me for source code or an executable to the command line based scrolling simulator.)

Probabilities of Single Events


The following are percentages (proportions) on scroll successes and failures of 1 event.

100% Scroll
Probability of success, 1 event: 1.0, 100%
Probability of failure, no destruction, 1 event: 0.0, 0%
Probability of failure, destruction, 1 event: 0.0, 0%

90% Scroll - 60% used with Vega's Spell
Probability of success, 1 event: 0.9, 90%
Probability of failure, no destruction, 1 event: 0.1, 10%
Probability of failure, destruction, 1 event: 0.0, 0%

70% Scroll
Probability of success, 1 event: 0.7, 70%
Probability of failure, no destruction, 1 event: 0.15, 15%
Probability of failure, destruction, 1 event: 0.15, 15%

60% Scroll
Probability of success, 1 event: 0.6, 60%
Probability of failure, no destruction, 1 event: 0.4, 40%
Probability of failure, destruction, 1 event: 0.0, 0%

50% Scroll
Probability of success, 1 event: 0.5, 50%
Probability of failure, no destruction, 1 event: 0.50, 50%
Probability of failure, destruction, 1 event: 0.0, 0%

30% Scroll
Probability of success, 1 event: 0.3, 30%
Probability of failure, no destruction, 1 event: 0.35, 35%
Probability of failure, destruction, 1 event: 0.35, 35%

30% Scroll - 10% used with Vega's Spell
Probability of success, 1 event: 0.3, 30%
Probability of failure, no destruction, 1 event: 0.7, 70%
Probability of failure, destruction, 1 event: 0.0, 0%

10% Scroll
Probability of success, 1 event: 0.1, 10%
Probability of failure, no destruction, 1 event: 0.9, 90%
Probability of failure, destruction, 1 event: 0.0, 0%

Apparently, there is some confusion on the destruction probabilities for Dark (Cursed) Scrolls:

"Every time I use a dark scroll, there is a 50% chance that the item will break."
Incorrect. This misconception is probably due to the unclear wording in the description of the scroll. In truth, there is a 50% chance that the item breaks if the scroll fails. For example, a 30% scroll has a 70% chance of failure (1 - 0.3 = 0.7). 50% of the time it fails, which is 70% of the time, the item breaks. Thus we conclude that each time you use a 30% scroll, there is a 35% chance the item will break (0.7 / 2 = 0.35). Likewise, each time you use a 70% scroll, there is a 15% chance the item will break (0.3 / 2 = 0.15).

"Every time my dark scroll fails, my item is destroyed by 50%."
Incorrect. Again, this misconception is due to the unclear wording in the description of the scroll. Item breakage is an event, thus it is caused by one scrolling event. Also see above explanation.

Probabilities of Multiple Events


Multiple Events in Succession
To find out your chances of a certain grouping of events in a row, use the following method.
(probability)^n or (prob.)(prob.)(prob.), etc.

For example:
• What is the probability I will get 3 60% scrolls to work (in a row) ?
0.6 ^ 3, which equals 0.216.
There is a 21.6% chance that 3 consecutive 60% scrolls will work.

• What is the probability that I will get 1 30% and 2 70% scrolls to work (in a row) ?
0.3 x 0.7 ^ 2, which equals 0.147.
There is a 14.7% chance that 1 30% and 2 70% scrolls will work consecutively.

Table of Multiple, Consecutive Events; Success

100% Scroll
It will always work! Go figure.

90% Scroll - 60% used with Vega's Spell
n = Number of scrolls used.
Decimal
Percentual

70% Scroll
1 consecutive success: 0.7, 70%
2 consecutive success: 0.49, 49%
3 consecutive success: 0.343, 34.3%
4 consecutive success: 0.2401, 24.01%
5 consecutive success: 0.16807, 16.807%
6 consecutive success: 0.117649, 11.7649%
7 consecutive success: 0.0823543, 8.23543%
8 consecutive success: 0.05764801, 5.764801%
9 consecutive success: 0.040353607, 4.0353607%
10 consecutive success: 0.0282475249, 2.82475249%

60% Scroll
1 consecutive success: 0.6, 60%
2 consecutive success: 0.36, 36%
3 consecutive success: 0.216, 21.6%
4 consecutive success: 0.1296, 12.96%
5 consecutive success: 0.07776, 7.776%
6 consecutive success: 0.046656, 4.6656%
7 consecutive success: 0.0279936, 2.79936%
8 consecutive success: 0.01679616, 1.679616%
9 consecutive success: 0.010077696, 1.0077696%
10 consecutive success: 0.0060466176, 0.60466176%

50% Scroll
n = Number of scrolls used.
Decimal
Percentual

30% Scroll
1 consecutive success: 0.3, 30%
2 consecutive success: 0.09, 9%
3 consecutive success: 0.027, 2.7%
4 consecutive success: 0.0081, 0.81%
5 consecutive success: 0.00243, 0.243%
6 consecutive success: 0.000729, 0.0729%
7 consecutive success: 0.0002187, 0.02187%
8 consecutive success: 0.00006561, 0.006561%
9 consecutive success: 0.000019683, 0.0019683%
10 consecutive success: 0.0000059049, 0.00059049%

20% Scroll
n = Number of scrolls used.
Decimal
Percentual

10% Scroll
1 consecutive success: 0.1, 10%
2 consecutive success: 0.01, 1%
3 consecutive success: 0.001, 0.1%
4 consecutive success: 0.0001, 0.01%
5 consecutive success: 0.00001, 0.001%
6 consecutive success: 0.000001, 0.0001%
7 consecutive success: 0.0000001, 0.00001%
8 consecutive success: 0.00000001, 0.000001%
9 consecutive success: 0.000000001, 0.0000001%
10 consecutive success: 0.0000000001, 0.00000001% (Yikes!)

5% Scroll
n = Number of scrolls used.
Decimal
Percentual

3% Scroll
n = Number of scrolls used.
Decimal
Percentual

1% Scroll
n = Number of scrolls used.
Decimal
Percentual

Table of Multiple, Consecutive Events; Failure

100% Scroll
It will never fail! Go figure.

90% Scroll - 60% used with Vega's Spell
n = Number of scrolls used.
Decimal
Percentual

70% Scroll
1 consecutive failure: 0.3, 30%
2 consecutive failure: 0.09, 9%
3 consecutive failure: 0.027, 2.7%
4 consecutive failure: 0.0081, 0.81%
5 consecutive failure: 0.00243, 0.243%
6 consecutive failure: 0.000729, 0.0729%
7 consecutive failure: 0.0002187, 0.02187%
8 consecutive failure: 0.00006561, 0.006561%
9 consecutive failure: 0.000019683, 0.0019683%
10 consecutive failure: 0.0000059049, 0.00059049%

60% Scroll
1 consecutive failure: 0.4, 40%
2 consecutive failure: 0.16, 16%
3 consecutive failure: 0.064, 6.4%
4 consecutive failure: 0.0256, 2.56%
5 consecutive failure: 0.01024, 1.024%
6 consecutive failure: 0.004096, 0.4096%
7 consecutive failure: 0.0016384, 0.16384%
8 consecutive failure: 0.00065536, 0.065536%
9 consecutive failure: 0.000262144, 0.0262144%
10 consecutive failure: 0.0001048576, 0.01048576%

30% Scroll
1 consecutive failure: 0.7, 70%
2 consecutive failure: 0.49, 49%
3 consecutive failure: 0.343, 34.3%
4 consecutive failure: 0.2401, 24.01%
5 consecutive failure: 0.16807, 16.807%
6 consecutive failure: 0.117649, 11.7649%
7 consecutive failure: 0.0823543, 8.23543%
8 consecutive failure: 0.05764801, 5.764801%
9 consecutive failure: 0.040353607, 4.0353607%
10 consecutive failure: 0.0282475249, 2.82475249%

20% Scroll
n = Number of scrolls used.
Decimal
Percentual

10% Scroll
1 consecutive failure: 0.9, 90%
2 consecutive failure: 0.81, 81%
3 consecutive failure: 0.729, 72.9%
4 consecutive failure: 0.6561, 65.61%
5 consecutive failure: 0.59049, 59.049%
6 consecutive failure: 0.531441, 53.1441%
7 consecutive failure: 0.4782969, 47.82969%
8 consecutive failure: 0.43046721, 43.046721%
9 consecutive failure: 0.387420489, 38.7420489%
10 consecutive failure: 0.3486784401, 34.86784401%

5% Scroll
n = Number of scrolls used.
Decimal
Percentual

3% Scroll
n = Number of scrolls used.
Decimal
Percentual

1% Scroll
n = Number of scrolls used.
Decimal
Percentual

Multiple Events not in Succession
This is the most important statistical tool in determining scroll outcomes over a span of multiple scrolls. From this, we can determine the probability of x number of successes or failures out of n total, the expected outcome, and the expected yield. The equation to find this is complicated, and for one thing, I can't write it with correct notation here on the Basil forums because of the lack of a mathematics key set. However, if you own a TI-83 or higher model calculator, you can find these statistics using binompdf(n,prob.,x) (Credits to yoshidude65)

To find out your chances of a number of successes or fails from a group of scrolls, use the following method.
[n! / ((n-k)!k!)] x p^k x (1-p)^(n-k); whereas n represents the total scrolls used, k represents the number of successes or failures being questioned, and p represents the probability of the success or failure.

For example:
• What is the probability I will get 3 60% scrolls to work out of 5 total 60% scrolls?
[5! / ((5-3)!3!)] x (0.6)^3 x (0.4)^2, or binompdf(5,0.6,3) on your TI-83+ calculator.
There is a 34.56% chance that 3 60% scrolls will work out of 5 total 60% scrolls.

• What is the probability that I will get 1 10% scroll to work out of 7 total 10% scrolls?
[7! / ((7-1)!1!)] x (0.1)^1 x (0.9)^6, or binompdf(7,0.1,1) on your TI-83+ calculator.
There is a 37.2% chance that 1 10% scroll will work out of 7 total 10% scrolls.

Table of Multiple Events, k successes out of n trials

I realize that only some of the scroll percent types are listed below - they are the most popular. If you would like to find the probability of another set of occurrences, please use this tool.

70% Scroll
1 success out of 2 trials: 0.42, 42%
1 success out of 3 trials: 0.189, 18.9%
1 success out of 4 trials: 0.0756, 7.56%
1 success out of 5 trials: 0.02835, 2.835%
1 success out of 6 trials: 0.010206, 1.0206%
1 success out of 7 trials: 0.0035721, 0.35721%
1 success out of 8 trials: 0.00122472, 0.122472%
1 success out of 9 trials: 0.000413343, 0.0413343%
1 success out of 10 trials: 0.000137781, 0.0137781%
2 success out of 3 trials: 0.441, 44.1%
2 success out of 4 trials: 0.2646, 26.46%
2 success out of 5 trials: 0.1323, 13.23%
2 success out of 6 trials: 0.059535, 5.9535%
2 success out of 7 trials: 0.0250047, 2.50047%
2 success out of 8 trials: 0.01000188, 1.000188%
2 success out of 9 trials: 0.003857868, 0.3857868%
2 success out of 10 trials: 0.0014467005, 0.14467005%
3 success out of 4 trials: 0.4116, 41.16%
3 success out of 5 trials: 0.3087, 30.87%
3 success out of 6 trials: 0.18522, 18.522%
3 success out of 7 trials: 0.0972405, 9.72405%
3 success out of 8 trials: 0.04667544, 4.667544%
3 success out of 9 trials: 0.021003948, 2.1003948%
3 success out of 10 trials: 0.009001692, 0.9001692%
4 success out of 5 trials: 0.36015, 36.015%
4 success out of 6 trials: 0.324135, 32.4135%
4 success out of 7 trials: 0.2268945, 22.68945%
4 success out of 8 trials: 0.1361367, 13.61367%
4 success out of 9 trials: 0.073513818, 7.3513818%
4 success out of 10 trials: 0.036756909, 3.675690%
5 success out of 6 trials: 0.302526, 30.2526%
5 success out of 7 trials: 0.3176523, 31.76523%
5 success out of 8 trials: 0.25412184, 25.412184%
5 success out of 9 trials: 0.171532242, 17.1532242%
5 success out of 10 trials: 0.1029193542, 10.29193542%
6 success out of 7 trials: 0.2470629, 24.70629%
6 success out of 8 trials: 0.29647548, 29.647548%
6 success out of 9 trials: 0.266827932, 26.6827932%
6 success out of 10 trials: 0.200120949, 20.0120949%
7 success out of 8 trials: 0.19765032, 19.765032%
7 success out of 9 trials: 0.266827932, 26.6827932%
7 success out of 10 trials: 0.266827932, 26.6827932%
8 success out of 9 trials: 0.155649627, 15.5649627%
8 success out of 10 trials: 0.2334744405, 23.34744405%
9 success out of 10 trials: 0.121060821, 12.1060821%

60% Scroll
1 success out of 2 trials: 0.48, 48%
1 success out of 3 trials: 0.288, 28.8%
1 success out of 4 trials: 0.1536, 15.36%
1 success out of 5 trials: 0.0768, 7.68%
1 success out of 6 trials: 0.036864, 3.6864%
1 success out of 7 trials: 0.0172032, 1.72032%
1 success out of 8 trials: 0.00786432, 0.786432%
1 success out of 9 trials: 0.003538944, 0.3538944%
1 success out of 10 trials: 0.001572864, 0.1572864%
2 success out of 3 trials: 0.432, 43.2%
2 success out of 4 trials: 0.3456, 34.56%
2 success out of 5 trials: 0.2304, 23.04%
2 success out of 6 trials: 0.13824, 13.824%
2 success out of 7 trials: 0.0774144, 7.74144%
2 success out of 8 trials: 0.04128768, 4.128768%
2 success out of 9 trials: 0.021233664, 2.1233664%
2 success out of 10 trials: 0.010616832, 1.0616832%
3 success out of 4 trials: 0.3456, 34.56%
3 success out of 5 trials: 0.3456, 34.56%
3 success out of 6 trials: 0.27648, 27.648%
3 success out of 7 trials: 0.193536, 19.3536%
3 success out of 8 trials: 0.12386304, 12.386304%
3 success out of 9 trials: 0.074317824, 7.4317824%
3 success out of 10 trials: 0.042467328, 4.2467328%
4 success out of 5 trials: 0.2592, 25.92%
4 success out of 6 trials: 0.31104, 31.104%
4 success out of 7 trials: 0.290304, 29.0304%
4 success out of 8 trials: 0.2322432, 23.22432%
4 success out of 9 trials: 0.167215104, 16.7215104%
4 success out of 10 trials: 0.111476736, 11.1476736%
5 success out of 6 trials: 0.186624, 18.6624%
5 success out of 7 trials: 0.2612736, 26.12736%
5 success out of 8 trials: 0.27869184, 27.869184%
5 success out of 9 trials: 0.250822656, 25.0822656%
5 success out of 10 trials: 0.2006581248, 20.06581248%
6 success out of 7 trials: 0.1306368, 13.06368%
6 success out of 8 trials: 0.20901888, 20.901888%
6 success out of 9 trials: 0.250822656, 25.0822656%
6 success out of 10 trials: 0.250822656, 25.0822656%
7 success out of 8 trials: 0.08957952, 8.957952%
7 success out of 9 trials: 0.161243136, 16.1243136%
7 success out of 10 trials: 0.214990848, 21.4990848%
8 success out of 9 trials: 0.060466176, 6.0466176%
8 success out of 10 trials: 0.120932352, 12.0932352%
9 success out of 10 trials: 0.040310784, 4.0310784%

30% Scroll
1 success out of 2 trials: 0.42, 42%
1 success out of 3 trials: 0.441, 44.1%
1 success out of 4 trials: 0.4116, 41.16%
1 success out of 5 trials: 0.36015, 36.015%
1 success out of 6 trials: 0.302526, 30.2526%
1 success out of 7 trials: 0.2470629, 24.70629%
1 success out of 8 trials: 0.19765032, 19.765032%
1 success out of 9 trials: 0.155649627, 15.5649627%
1 success out of 10 trials: 0.121060821, 12.1060821%
2 success out of 3 trials: 0.189, 18.9%
2 success out of 4 trials: 0.2646, 26.46%
2 success out of 5 trials: 0.3087, 30.87%
2 success out of 6 trials: 0.324135, 32.4135%
2 success out of 7 trials: 0.3176523, 31.76523%
2 success out of 8 trials: 0.29647548, 29.647548%
2 success out of 9 trials: 0.266827932, 26.6827932%
2 success out of 10 trials: 0.2334744405, 23.34744405%
3 success out of 4 trials: 0.0759, 7.59%
3 success out of 5 trials: 0.1323, 13.23%
3 success out of 6 trials: 0.18522, 18.522%
3 success out of 7 trials: 0.2268945, 22.68945%
3 success out of 8 trials: 0.25412184, 25.412184%
3 success out of 9 trials: 0.266827932, 26.6827932%
3 success out of 10 trials: 0.266827932, 26.6827932%
4 success out of 5 trials: 0.02835, 2.835%
4 success out of 6 trials: 0.059535, 5.9535%
4 success out of 7 trials: 0.0972405, 9.72405%
4 success out of 8 trials: 0.1361367, 13.61367%
4 success out of 9 trials: 0.171532242, 17.1532242%
4 success out of 10 trials: 0.200120949, 20.0120949%
5 success out of 6 trials: 0.010206, 1.0206%
5 success out of 7 trials: 0.0250047, 2.50047%
5 success out of 8 trials: 0.04667544, 4.667544%
5 success out of 9 trials: 0.073513818, 7.3513818%
5 success out of 10 trials: 0.1029193452, 10.29193452%
6 success out of 7 trials: 0.0035721, 0.35721%
6 success out of 8 trials: 0.01000188, 1.000188%
6 success out of 9 trials: 0.021003948, 2.1003948%
6 success out of 10 trials: 0.036756909, 3.6756909%
7 success out of 8 trials: 0.00122472, 0.122472%
7 success out of 9 trials: 0.003857868, 0.3857868%
7 success out of 10 trials: 0.009001692, 0.9001692%
8 success out of 9 trials: 0.000413343, 0.0413343%
8 success out of 10 trials: 0.0014467005, 0.14467005%
9 success out of 10 trials: 0.000137781, 0.0137781%

10% Scroll
1 success out of 2 trials: 0.18, 18%
1 success out of 3 trials: 0.243, 24.3%
1 success out of 4 trials: 0.2916, 29.16%
1 success out of 5 trials: 0.32805, 32.805%
1 success out of 6 trials: 0.354294, 35.4294%
1 success out of 7 trials: 0.3720087, 37.20087%
1 success out of 8 trials: 0.38263752, 38.263752%
1 success out of 9 trials: 0.387420489, 38.7420489%
1 success out of 10 trials: 0.387420489, 38.7420489%
2 success out of 3 trials: 0.027, 2.7%
2 success out of 4 trials: 0.0486, 4.86%
2 success out of 5 trials: 0.0729, 7.29%
2 success out of 6 trials: 0.098415, 9.8415%
2 success out of 7 trials: 0.1240029, 12.40029%
2 success out of 8 trials: 0.14880348, 14.880348%
2 success out of 9 trials: 0.172186884, 17.2186884%
2 success out of 10 trials: 0.1937102445, 19.37102445%
3 success out of 4 trials: 0.0036, 0.36%
3 success out of 5 trials: 0.0081, 0.81%
3 success out of 6 trials: 0.01458, 1.458%
3 success out of 7 trials: 0.0229635, 2.29635%
3 success out of 8 trials: 0.03306744, 3.306744%
3 success out of 9 trials: 0.044641044, 4.4641044%
3 success out of 10 trials: 0.057395628, 5.7395628%
4 success out of 5 trials: 0.00045, 0.045%
4 success out of 6 trials: 0.001215, 0.1215%
4 success out of 7 trials: 0.0025515, 0.25515%
4 success out of 8 trials: 0.0045927, 0.45927%
4 success out of 9 trials: 0.007440174, 0.7440174%
4 success out of 10 trials: 0.011160261, 1.1160261%
5 success out of 6 trials: 0.000054, 0.0054%
5 success out of 7 trials: 0.0001701, 0.01701%
5 success out of 8 trials: 0.00040824, 0.040824%
5 success out of 9 trials: 0.000826686, 0.0826686%
5 success out of 10 trials: 0.0014880348, 0.14880348%
6 success out of 7 trials: 0.0000063, 0.00063%
6 success out of 8 trials: 0.00002268, 0.002268%
6 success out of 9 trials: 0.000061236, 0.0061236%
6 success out of 10 trials: 0.000137781, 0.0137781%
7 success out of 8 trials: 0.00000072, 0.000072%
7 success out of 9 trials: 0.000002916, 0.0002916%
7 success out of 10 trials: 0.000008748, 0.0008748%
8 success out of 9 trials: 0.000000081, 0.0000081%
8 success out of 10 trials: 0.0000003645, 0.00003645%
9 success out of 10 trials: 0.000000009, 0.0000009% (Good luck!)


Expected Yield

'Expected value' is synonymous with the word mean, or average. The expected yield of a scroll is the approximate mean outcome of multiple scrolls in terms of payout from the scroll (i.e. Weapon Attack, or DEX).

To find the expected yield of a grouping of scrolls, use the following method.
Find the probability of k successes out of n trials for each possible k. Then multiply each of these probabilities by the payout of the scroll multiplied by k. Add each of these permutations.

For example:
• What's the expected yield from using 5 60% Glove Att. scrolls?
[((5!/0!) x (0.6)^0 x (0.4)^5)0] + [((5!/1!) x (0.6)^1 x (0.4)^4)2] + [((5!/2!) x (0.6)^2 x (0.4)^3)4] + [((5!/3!) x (0.6)^3 x (0.4)^2)6] + [((5!/4!) x (0.6)^4 x (0.4)^1)8] + [((5!/5!) x (0.6)^5 x (0.4)^0)10]
The expected yield of 5 60% Glove Att. scrolls is +6 W. Attack. (Yes all those numbers add up to 6 .)

Table of Expected Yields for 7 Slots; Common Weapon Scrolls
Warning: the expected yield counts for Dark (Cursed) Scrolls do not factor in breakage. Also, these are in no way a guaruntee, nor a limit.

Warrior Weapons
Expected yield of 7 70%: +9.8 Attack, +4.9 STR
Expected yield of 7 60%: +8.4 Attack, +4.2 STR
Expected yield of 7 30%: +10.5 Attack, +6.3 STR, +2.1 W. Def.
Expected yield of 7 10%: +3.5 Attack, +2.1 STR, +0.7 W. Def.

Magician Weapons
Expected yield of 7 70%: +9.8 M. Attack, +4.9 INT
Expected yield of 7 60%: +8.4 M. Attack, +4.2 INT
Expected yield of 7 30%: +10.5 M. Attack, +6.3 INT, +2.1 M. Def.
Expected yield of 7 10%: +3.5 M.Attack, +2.1 INT, +0.7 M. Def.

Bowman Weapons
Expected yield of 7 70%: +9.8 Attack, +4.9 ACC
Expected yield of 7 60%: +8.4 Attack, +4.2 ACC
Expected yield of 7 30%: +10.5 Attack, +6.3 ACC, +2.1 DEX.
Expected yield of 7 10%: +3.5 Attack, +2.1 ACC, +0.7 DEX.

Daggers
Expected yield of 7 70%: +9.8 Attack, +4.9 LUK
Expected yield of 7 60%: +8.4 Attack, +4.2 LUK
Expected yield of 7 30%: +10.5 Attack, +6.3 LUK, +2.1 W. Def.
Expected yield of 7 10%: +3.5 Attack, +2.1 LUK, +0.7 W. Def.

Claws
Expected yield of 7 70%: +9.8 Attack, +4.9 ACC
Expected yield of 7 60%: +8.4 Attack, +4.2 ACC
Expected yield of 7 30%: +10.5 Attack, +6.3 ACC, +2.1 LUK.
Expected yield of 7 10%: +3.5 Attack, +2.1 ACC, +0.7 LUK.

Is scrolling this worth my money?

This is a common question among Maplers, yet many don't know how to go about finding out. With scroll prices through the ceiling (especially Claw Scrolls), it is imperative that you know when to use scrolls, where to use scrolls, and if to use scrolls. How do we go about finding this out? By using expected yield!

When to Scroll
As aforementioned, scrolling takes funding, and placing your hard-earned mesos in the hands of pure chance can be grueling. That being said, here are a few tips on how to know when to scroll:
• Do not attempt scrolling unless you have sufficient funding to prepare for the worst. Say for example I have 14 mil. and I buy 7 60% Staff Scrolls for 2 mil. each. If you end up with only 0-2 working, you would have financial instability. This is why it is important to never engage in scrolling unless you have mesos to spare after the scrolling.
• Attempt scrolling your weapon when you have sufficient funding. The weapon should be the first item upgraded for your set of equipments. They give the highest expected yield for the amount of mesos they cost.
• Attempt scrolling your other equips (determine some order of importance or worth) when you have over-sufficient funding, or in other words, mesos to blow .
• Attempt scrolling when training gets slow - if there's no way to make the experience better from changing griding monsters, you can kill faster with the addition of these wonderful scrolls. Don't limit yourself to just power scrolls, though - Speed, Jump, Avoidability, and Accuracy are all important factors in increasing your killing speed.
• Attempt scrolling when you have over-sufficient funding and you're bored. Seriously, it's pretty fun.

Where to Scroll (and if!)
No, this section doesn't tell you that you should use your scrolls in Channel 6 at some exact location on a Tuesday night from 6 to 7 PM. The objective of this section is to show the reader which equipments to scroll based on their mesos.

After determining that it's time to scroll from a reason in the above section, there is a method of finding which scrolls will give you the best chance of getting the highest yield; use as follows.
Find the expected yields for all of the scroll groupings being questioned, then find the price of each and divide the yields by that price.

For example:
• Which will give me the most DEX per meso: 5 60% Glove DEX, 5 60% Overall DEX, or 5 70% Earring DEX?
Expected yield of 60% Glove DEX: +3 DEX / 500,000 mesos = 0.000006
Expected yield of 60% Overall DEX: +6 DEX / 3,500,000 mesos = 0.000001714
Expected yield of 70% Earring DEX: +6 DEX / 6,000,000 mesos = 0.000001
60% Glove DEX will give about 0.6 DEX per 100,000 mesos,
60% Overall DEX will give about 0.17 DEX per 100,000 mesos,
and 70% Earring DEX will give about 0.1 DEX per 100,000 mesos.

The above method and example were on a fixed n, or number of scrolls used. But what if you have a fixed amount of mesos to spend? Use the following method.
Find the amount of mesos you are using to scroll, then find how many scrolls you can buy using that money - group by similarity. Then use the expected yield calculation. (You won't need to divide by the amount of mesos used unless you don't use all of the mesos set aside for scrolling for a certain group of scrolls)

For example:
• I have 10 mil. to scroll. What will give me the most Magic Attack for my money?
With 10 mil. I can buy 5 60% Earring INT Scrolls, 3 60% Cape INT Scrolls, or 2 60% Overall INT Scrolls.
Expected yield of 5 60% Earring INT: +9 Magic Attack (combined INT and Magic Attack)
Expected yield of 3 60% Cape INT: +3.6 Magic Attack
Expected yield of 2 60% Overall INT: +2.4 Magic Attack
Therefore, from these prices (they will vary), 60% Earring INT will give the most yield for 10 mil.

Disproving Popular Scrolling "Strategies"


Dummy Scrolling
Many people claim to have had astounding luck with this method - so lucky that 'dummy scrolling' must've been a way for them to increase their scrolling probabilities, right? Wrong!
Dummy Scrolling is using cheap scrolls on cheap items with the intention of failing them in order to raise the probability of the following scroll on the real item. Obviously, the maker of this strategy phenomenum forgot that scroll outcomes are INDEPENDENT events, thus the outcome of one individual scroll does not affect the outcome of another. This method is very similar to the Law of Averages that some people quote heartedly, though the Law of Averages actually does not exist and is false! Due to the "Law of Averages," if you toss 6 coins and they all end up heads, your next coin toss is probably going to be a tails - wrong! The toss is still 50% because the events are independent. Likewise, you cannot use dummy scrolling and a combination of the Law of Averages to assume that you can raise your probabilities.

Ritualistic Scrolling
Now, I admit; I use scrolling rituals. They're fun in a way, but in reality: they are false. Lots of people have special scrolling spots, channels, and rituals, but I'm here to break it to you: it doesn't make a bit of difference. Nowhere is exempt to the rules of statistics, thus wherever and whenever you scroll, you always have the same probability. Recall the 'Bob the snail' and Red Skullcap phenomena - those, too, are false for the reason shown above.

Gamblers' Fallacy
I suppose it's a stretch to call this a "strategy," but here we go. Gamblers' Fallacy, which plays hand in hand with the Law of Averages, is when the gambler, or scroller in this case, uses the Law of Averages to assume the next outcomes. For instance, say I used 4 60% Overall LUK Scrolls on my bathrobe and they all failed . Gamblers' Fallacy is assuming that the next one will work because it's due to occur. This is false and by assuming this, you will only be disappointed.

Legendary Spirit (pointed out by Kazoothebat)
Legengary Spirit is a skill attained by a quest that allows people of any job or level to scroll any item. It has come to my attention that some people think that using this skill gives them a greater success rate, however, this is completely false. Though having this skill allows you to scroll, for example, a level 80 thief shoe if you're a level 40 wizard, it will not increase the probability of success of the scroll you are using.

Addendum


White Scrolls

This section is for those of you who are looking to "BSUCLA" your equipment using White Scrolls. I am assuming that if you have this much mesos to go through with this endeavor then you will be using 10% scrolls.

5 Slot Item
(0.1)(10) = 1 success. (10)(5) = 5 success.
The expected number of 10% Scroll / White Scroll combinations that will need to be used to fill up a 5 slot item is 50.

7 Slot Item
(0.1)(10) = 1 success. (10)(7) = 7 success.
The expected number of 10% Scroll / White Scroll combinations that will need to be used to fill up a 7 slot item is 70.

10 Slot Item
(0.1)(10) = 1 success. (10)(10) = 10 success.
The expected number of 10% Scroll / White Scroll combinations that will need to be used to fill up a 10 slot item is 100.

Clean Slate Scrolls

Clean slate scrolls are an addition to the variety of scrolls in Patch 0.56. With a small success rate, they regain lost slots.

Probability of the Clean Slate Scroll as a Single Event
1% Clean Slate Scroll
Probability of success, 1 event: 0.01, 1%
Probability of failure, no destruction, 1 event: 0.97, 97%
Probability of failure, destruction, 1 event: 0.02, 2%

3% Clean Slate Scroll
Probability of success, 1 event: 0.03, 3%
Probability of failure, no destruction, 1 event: 0.91, 91%
Probability of failure, destruction, 1 event: 0.06, 6%

5% Clean Slate Scroll
Probability of success, 1 event: 0.05, 5%
Probability of failure, no destruction, 1 event: 0.85, 85%
Probability of failure, destruction, 1 event: 0.1, 10%

20% Clean Slate Scroll
Probability of success, 1 event: 0.2, 20%
Probability of failure, no destruction, 1 event: 0.4, 40%
Probability of failure, destruction, 1 event: 0.4, 40%

Probability of the Clean Slate Scroll as Multiple Events
1% Clean Slate Scroll
1 consecutive success: 0.01, 1%
2 consecutive success: 0.0001, 0.01%
3 consecutive success: 0.000001, 0.0001%
4 consecutive success: 0.00000001, 0.000001%
5 consecutive success: 0.0000000001, 0.00000001%
6 consecutive success: 0.000000000001, 0.0000000001%
7 consecutive success: 0.00000000000001, 0.000000000001%
8 consecutive success: 0.0000000000000001, 0.00000000000001%
9 consecutive success: 0.000000000000000001, 0.0000000000000001%
10 consecutive success: 0.00000000000000000001, 0.000000000000000001%

The following are probabilities for consecutive failure with NO destruction.
1 consecutive failure: 0.97, 97%
2 consecutive failure: 0.9409, 94.09%
3 consecutive failure: 0.912673, 91.2673%
4 consecutive failure: 0.88529281, 88.529281%
5 consecutive failure: 0.8587340257, 85.87340257%
6 consecutive failure: 0.8329720049, 83.29720049%
7 consecutive failure: 0.8079828448, 80.79828448%
8 consecutive failure: 0.7837433594, 78.37433594%
9 consecutive failure: 0.7602310587, 76.02310587%
10 consecutive failure: 0.7374241269, 73.74241269%

3% Clean Slate Scroll
1 consecutive success: 0.03, 3%
2 consecutive success: 0.0009, 0.09%
3 consecutive success: 0.000027, 0.0027%
4 consecutive success: 0.00000081, 0.000081%
5 consecutive success: 0.0000000243, 0.00000243%
6 consecutive success: 0.000000000729, 0.0000000729%
7 consecutive success: 0.00000000002187, 0.000000002187%
8 consecutive success: 0.0000000000006561, 0.00000000006561%
9 consecutive success: 0.000000000000019683, 0.0000000000019683%
10 consecutive success: 0.00000000000000059049, 0.000000000000059049%

The following are probabilities for consecutive failure with NO destruction.
1 consecutive failure: 0.91, 91%
2 consecutive failure: 0.8281, 82.81%
3 consecutive failure: 0.753571, 75.3571%
4 consecutive failure: 0.68574961, 68.574961%
5 consecutive failure: 0.6240321451, 62.40321451%
6 consecutive failure: 0.567869252, 56.7869252%
7 consecutive failure: 0.5167610194, 51.67610194%
8 consecutive failure: 0.4702525276, 47.02525276%
9 consecutive failure: 0.4279298001, 42.79298001%
10 consecutive failure: 0.3894161181, 38.94161181%

5% Clean Slate Scroll
1 consecutive success: 0.05, 5%
2 consecutive success: 0.0025, 0.25%
3 consecutive success: 0.000125, 0.0125%
4 consecutive success: 0.00000625, 0.00625%
5 consecutive success: 0.0000003125, 0.0003125%
6 consecutive success: 0.000000015625, 0.0000015626%
7 consecutive success: 0.00000000078125, 0.000000078125%
8 consecutive success: 0.0000000000390625, 0.00000000390625%
9 consecutive success: 0.000000000001953125, 0.0000000001953125%
10 consecutive success: 0.00000000000009765625, 0.000000000009765625%

The following are probabilities for consecutive failure with NO destruction.
1 consecutive failure: 0.85, 85%
2 consecutive failure: 0.7225, 72.25%
3 consecutive failure: 0.614125, 61.4125%
4 consecutive failure: 0.52200625, 52.200625%
5 consecutive failure: 0.4437053125, 44.37053125%
6 consecutive failure: 0.3771495156, 37.71495156%
7 consecutive failure: 0.3205770883, 32.05770883%
8 consecutive failure: 0.272490525, 27.2490525%
9 consecutive failure: 0.2316169463, 23.16169463%
10 consecutive failure: 0.1968744043, 19.68744043%

20% Clean Slate Scroll
1 consecutive success: 0.2, 20%
2 consecutive success: 0.04, 4%
3 consecutive success: 0.008, 0.8%
4 consecutive success: 0.0016, 0.16%
5 consecutive success: 0.00032, 0.032%
6 consecutive success: 0.000064, 0.0064%
7 consecutive success: 0.0000128, 0.00128%
8 consecutive success: 0.00000256, 0.000256%
9 consecutive success: 0.000000512, 0.0000512%
10 consecutive success: 0.0000001024, 0.00001024%

The following are probabilities for consecutive failure with or without destruction.
1 consecutive failure: 0.4, 40%
2 consecutive failure: 0.16, 16%
3 consecutive failure: 0.064, 6.4%
4 consecutive failure: 0.0256, 2.56%
5 consecutive failure: 0.01024, 1.024%
6 consecutive failure: 0.004096, 0.4096%
7 consecutive failure: 0.0016384, 0.16384%
8 consecutive failure: 0.00065536, 0.065536%
9 consecutive failure: 0.000262144, 0.0262144%
10 consecutive failure: 0.0001048576, 0.01048576%

I realize that there potentially could be an infinite number of Clean Slate scrolls used on an item since they do not consume a slot. However, I am stopping the tables at 10 consecutive due to the low odds of 10 consecutive successes or failures and due to the sheer length of the table. Nonetheless, it is plausible that someone uses more than 10 Clean Slate scrolls, and in order to find consecutive probabilities for those, as aforementioned in the section entitled 'Multiple Events in Succession,' link, take the probability of the scroll's success and raise it to the power of the number of scrolls you are using.

Chaos Scrolls


Probability of the Chaos Scroll as a Single Event
Probability of success, (Any change), 1 event: 0.6, 60%
Probability of success, Net (overall) Positive change, 1 event: 0.3, 30%
• Probability of success, +5 stat points, 1 event: 0.06, 6%
• Probability of success, +4 stat points, 1 event: 0.06, 6%
• Probability of success, +3 stat points, 1 event: 0.06, 6%
• Probability of success, +2 stat points, 1 event: 0.06, 6%
• Probability of success, +1 stat points, 1 event: 0.06, 6%
Probability of success, Net (overall) Negative change, 1 event: 0.3, 30%
• Probability of success, -5 stat points, 1 event: 0.06, 6%
• Probability of success, -4 stat points, 1 event: 0.06, 6%
• Probability of success, -3 stat points, 1 event: 0.06, 6%
• Probability of success, -2 stat points, 1 event: 0.06, 6%
• Probability of success, -1 stat points, 1 event: 0.06, 6%
Probability of failure, destruction, 1 event: 0.4, 40%

Deviations of Success Effects
The distribution of effects upon scroll success are integers from -5 to 5, excluding 0, which is a failure and subsequent destruction.
Assuming that each deviation has an equal probability of occurrence, each deviation has a probability of 0.06, 6%, meaning that your Chaos Scroll has a 30% chance of adding or subtracting stat points on an overall basis. (See above)

Saturday, June 4, 2011

Merchanting success in Maplestory.

Merchanting is the process of getting things in Maplestory and selling them for a profit. It’s the best way to get rich in the game.

Anyways, I decided to write this merchanting guide when I realized something: people really hate reading guides. I sure know I do. When I see a really, really, really long guide on Basilmarket, I’m like... “damn.” Often, it’s so long that many people don’t even bother reading it.

I then realized that a lot of my guides are really, really, really long. So now I’ve written my third meso-making guide. Except this time, I’m making it extra simple. I’ve condensed my merchanting knowledge so that you only have to read the bolded parts (including headers). However, if you decide to only read the bolded parts, some guesswork will be involved while performing a lot of the steps in this guide.

Note: Due to various reasons, the method described this guide will only work in GMS. And since prices of items vary from server to server, feel free to experiment with prices

Smartguy’s Six-Step Process to Becoming a Merchant
If you don’t even want to read the bolded parts of my guide, the table of contents here pretty much outlines the entire process, except without the details.

Step 1: Get some money to start with
-Do the quest “Subani’s Legacy”
-Kill monsters that drop a lot of mesos and valuable etc. items
Step 2: Get a store
-Open the store in a Channel 1 FM room with a low number
-Sell items for 10-50% higher than Basilmarket price
Step 3: Make money by selling stuff from NPCs
-Make and sell WGs
-Buy and sell bathrobes
Step 4: Learn the prices of items
Step 5: Buy and sell stuff from other players
-Buy from stores in the FM
-Buy from people selling in the FM entrance
Step 6: Congrats, you’re a merchant
So you don’t like this method? Too bad.
Useful Links

Step 1: Get some money to start with
You need money to make money. Nobody literally starts merchanting from zero mesos; people need at least a couple hundred thousand mesos to begin with. I personally recommend you have at least 1 million mesos and a store (we’ll discuss that in Step 2). How to get that money:

Do the quest Subani’s Legacy. It’s the easiest quest in Maplestory to give a good reward EVERY time. This quest will give you a glove attack 60% scroll, worth at least a couple million mesos on Basilmarket (depending on the inflation). That’s enough to skip the next part of this step, if you want. If not, then:

Kill monsters that drop a lot of mesos and valuable etc. items. My recommendations:
• Leprechauns- They’re located in the Phantom Forest, spawning as meso bags, and should be easy to kill for anyone above level 40. They drop 800-2000 mesos every time you kill one, which is more than 10 times more than other monster their level. The best place to find Leprechauns is in the map Creeping Evil, but that’s really hard to reach, so just kill them in the maps around the Haunted Mansion.

• Sakura Cellions- These are for people who can’t kill Leprechauns. Sakura Cellions are best for people between level 30 and 40. They drop 200-300 mesos and Cellion Tails, which can be sold for 400+ mesos each in a store (Step 2!), or about half as much on Basilmarket.

• Miner Zombies- They’re located in the Dead Mine. Miner Zombies are generally for people above level 50, since you can’t even access the Dead Mine until then. They drop Zombie’s Lost Gold Teeth, which sell for 100-200k each in a store. They also drop regular Zombie Teeth, which sell for 500+ mesos each in a store, or about half as much on Basilmarket.

Step 2: Get a store
Buy a Regular Store Permit from the NX Cash Shop for 1800 NX Cash.

You need a store to sell thing efficiently at a reasonable profit. Merchanting from Basilmarket takes too long and doesn’t guarantee profits. Selling things in the FM Entrance takes forever if you want to get a good price (though it’s faster than Basilmarket). In a store, you can sell things for noticeably more than Basilmarket. Usually, the prices are 10-50% higher. The more expensive an item is, the lower the percentage becomes. For example, an item worth 1 million mesos on Basilmarket can be sold for 1.5 million in a store, but an item worth 100 million mesos on Basilmarket can only be sold for 110 million mesos in a store.

If you can’t get NX from your parents, you have two options:

1. Get free NX from Nexon. On their official website, Nexon offers free NX credit if you complete certain offers (i.e. surveys, promotions, etc.) provided by rewards sites. The amount of NX rewarded varies, but you should be able to get enough NX for a store within 30 minutes. You should use a junk email account and fake personal information when completing the offer. Also, this method doesn’t really work outside of the U.S.

2. Sell things in the MTS. The meso:NX conversion ratio varies, but you’ll probably have to sell at least 20 million mesos worth of items for a store.

You should aim to open a store in the rooms of the Channel 1 FM. The lower the number of the room you’re in, the better. In more crowded servers, try to avoid opening shop in the bottom row (especially FM 1-3), since merchanting guilds tend to harass casual merchants there. Speed helps newbies get good store spots, so copy-paste your store title and boost your speed with speed equips, speed potions, and skills like Haste when looking. If you can’t find a spot on your first try, don’t give up. Just come back a few minutes later and try again.

Step 3: Make money by selling stuff from NPCs
A lot of rich people are willing to buy common items from stores for greatly inflated prices instead of actually getting the stuff themselves, simply because it’s more convenient. Getting these things costs little money and reselling them in your store is a good way to start merchanting. What you should buy and resell:

Make Work Gloves and resell them for 200k+ each in your store. To make a Work Glove, you need to give 15 leathers and 1k to “JM From tha Streetz” in Kerning City. You can buy leathers for 1-5k mesos each by spamming “B>Leathers” in the FM Entrance, Henesys, Kerning City, and other places. However, this may not always work. An alternative method is to kill monsters that drop leathers.

Buy bathrobes from the Showa Bathhouse and resell them for 100k+ each in your store. This is probably the easiest method available, assuming you’re level 50 or above. Otherwise, you’ll risk dying on the trip to Showa. The Bathrobes cost 30k each at the Showa Bathhouse, so assuming you have an empty equipment inventory, you can nearly 1 million mesos per run.

You can also try alternatives, such as reselling Summoning Rocks and All-cure Potions from Alcaster of El Nath, or Icicles and All-cure Potions from Mo of the Phantom Forest. However, both of these options involve doing a long series of pre-quests, which may not be worth the effort.

Step 4: Learn the prices of items
You need to notice deals when you see them. Knowing the specific price of every item isn’t necessary; all you need to remember is the general price range of popular items. For example, you don’t need to know that a GFA (scroll for glove for attack) is worth exactly 6 million mesos in the FM. You just need to be able to recognize that a GFA being sold for 4 million mesos is a good deal.

If you’re having problems remembering prices, merchant in Windowed Mode and keep your browser open at all times. This way, you can check Basilmarket any time you need help. Basilmarket is a great way to find out what prices you should be buying and selling at. However, don’t check Basilmarket while in the middle of a trade- check beforehand.

If you can’t/don’t want to always be checking Basilmarket, you can write down a list of prices of important items on a piece of paper and refer to that instead. This is faster than checking Basilmarket, so it’s good for making quick decisions in the FM. However, it requires a lot of updating, since inflation and deflation can totally screw up prices in less than a week. And, of course, you won’t be able to cover every item.

Step 5: Buy and sell stuff from other players
Once you get a comfortable amount of money, practice normal merchanting. Normal merchanting involves buying items from other players for low prices and selling them for higher prices in your store. Or, to put it simply, buy low and sell high.

Most guides recommend spamming “B>Scrolls” in the FM Entrance, but I can assure you, spamming is total bullcrap. Newbie merchants can no longer compete with professional spammers, who use bots to spam on multiple accounts at a time. Instead, you should look for alternative methods of finding deals. You can:

Browse through stores in the FM. Though most stores in the FM sell things overpriced, every once in a while, you will pass buy a store that sells things at a reasonable price. It won’t necessarily be a cheap price, but that doesn’t matter; an average price on Basilmarket is a low price in the FM. For example, if the Basil price of a GFA is 6 million mesos and you see a store in the FM selling one for that much, then it’s a good deal because you can sell it in your store for more.

The best stores to search are usually in the 3rd, 4th, and sometimes 2nd row of the Channel 1 FM. The bottom row is almost always overpriced.

Hang around the FM entrance and wait for deals. Most good deals come from you trading other people, rather than having other people trade you. The moment you see someone in the FM Entrance selling an item, trade him and ask him to offer his price. It’s ideal that he offers first, to see how much room you have to negotiate. If he offers a slightly too-high price, try convincing him to lower it to the Basilmarket price (at most). If he offers a total ripoff price, well, it’s still worth a shot to try to haggle it down. If he offers a very good price, then it’s your call whether you want to risk haggling.

If you have to offer, try offering a moderately low price (maybe half or two-thirds Basilmarket price). Don’t worry about rejection. You’ll get better over time. Besides, it’s the internet. Who cares?

Step 6: Congrats, you’re a merchant.
Pop that champagne. Well, you’re probably not old enough to drink in the United States.

Anyways, that’s basically it. There’s no big secret to becoming a merchant; all it requires is time and hard work (sort of). There are more ways to make money and many other tricks to learn, but once you get the hang of Step 5, you’ve pretty much learned the basic form of merchanting. Just lather, rinse, and repeat.

Merchanting requires PRACTICE. Don’t be down on yourself when you only make 1-2 million mesos in an hour. You’ll get better once you get more practice. You’re not going to make 50 million mesos in an hour on your first try. In fact, the only reason the “pro” merchants can make so much money is because they’re already made a crapload of money before. It’s a hell of a lot easier to make 50 million mesos when you have one billion mesos to invest. With that much money, you barely even need a 5% profit margin to make 99% of Basilmarket jealous.

So you don’t like this method? Too bad.
Like I said earlier, this is a SIMPLE guide. I’m not going to cover every single merchanting tip or method out there. This guide just highlights what I think is the best way to become a merchant in Maplestory. If you have any constructive criticism or helpful advice, feel free to post. By the way, flaming is not constructive.

Good lawd another new class

KMST v.1.2.384 ~ Cannon Shooter!!!

A new pirate job came out to KMST!!! I already told you about the hints given here, and now it’s actually out!
I did make a mistake, though. The archer hero (dual bow) is not out yet. I’m going to guess again and say that it’s coming out next time~
Anyway, this new job is coming out to KMS on June 6th, by this event picture I found:
As you will see by this guide, the job, unlike any other jobs previously released, is complete even though it’s not in the server yet. So I’m not surprised it’s coming so soon^^ SO EXCITED, I’m definitely making one! See why…

Animations and skill builds will come soon!

Background

What you need to know before I get into everything is what the job actually is. First off, I’d like to start with saying that it’s a PIRATE. Although you think it will be a gunslinger because it’s a cannon, and cannons are more closely related to gun, STR is the primary stat. Dex is the secondary.
The whole job is based on your character’s Monkey:

It’s very similar to Evans. Every skill is being done by the monkey (kind of).
This job also uses a different weapon, a new weapon type called Cannons, which I’ll show as we go on.
And right now, there’s no special map for their beginning YET. I think there will be one, they added monkey NPC’s so I’m guessing there’s a storyline to meeting your monkey, just like Evans. Gotta wait till it comes to KMS to find that out, though.
Since Natilus Harbor was changed, they changed it again now (picture coming soon)!
Lastly, they start out as job ID “001″. Don’t worry about it, it’s almost the same as a normal beginner. Nothing special. Their advanc’er though is no Kyrin. It’s a new NPC that was added when they changed Natilus Harbor, our very own Rising Star Valerie.

The Cannons

Below are all the cannons that are currently available for Cannon Shooters to use. Everything is translated~
Novice Cannon
Level: 10
+32 Weapon Attack
+8 Weapon DEF
Number of upgrades available: 7
Speed: Slow

Plain Cannon
Level: 15
Req STR: 20
Req DEX: 15
+37 Weapon Attack
+12 Weapon DEF
Number of upgrades available: 7
Speed: Slow

Iron Bomber
Level: 20
Req STR: 30
Req DEX: 20
+42 Weapon Attack
+16 Weapon DEF
Number of upgrades available: 7
Speed: Slow

Style Bomber
Level: 25
Req STR: 45
Req DEX: 25
+47 Weapon Attack
+20 Weapon DEF
Number of upgrades available: 7
Speed: Slow

Artillery
Level: 30
Req STR: 60
Req DEX: 30
+52 Weapon Attack
+24 Weapon DEF
Number of upgrades available: 7
Speed: Slow

T-Titan
Level: 35
Req STR: 75
Req DEX: 35
+57 Weapon Attack
+28 Weapon DEF
Number of upgrades available: 7
Speed: Slow

Range Rover
Level: 40
Req STR: 90
Req DEX: 40
+62 Weapon Attack
+32 Weapon DEF
Number of upgrades available: 7
Speed: Slow

Dreadnought
Level: 50
Req STR: 120
Req DEX: 50
+72 Weapon Attack
+36 Weapon DEF
Number of upgrades available: 7
Speed: Slow

Flammenwerfer 41
Level: 60
Req STR: 150
Req DEX: 60
+82 Weapon Attack
+40 Weapon DEF
Number of upgrades available: 7
Speed: Slow

Hellcrasher
Level: 70
Req STR: 180
Req DEX: 70
+87 Weapon Attack
+42 Weapon DEF
Number of upgrades available: 7
Speed: Slow

Rhino
Level: 80
Req STR: 210
Req DEX: 80
+92 Weapon Attack
+45 Weapon DEF
Number of upgrades available: 7
Speed: Slow

Alvaro
Level: 90
Req STR: 240
Req DEX: 90
+97 Weapon Attack
+51 Weapon DEF
Number of upgrades available: 7
Speed: Slow

Crusis
Level: 100
Req STR: 270
Req DEX: 100
+102 Weapon Attack
+56 Weapon DEF
Number of upgrades available: 7
Speed: Slow

Fiatoo Soutache
Level: 105
Req STR: 285
Req DEX: 105
+105 Weapon Attack
+61 Weapon DEF
Number of upgrades available: 7
Speed: Slow

Dragon Hertz
Level: 110
Req STR: 300
Req DEX: 110
+107 Weapon Attack
+62 Weapon DEF
Number of upgrades available: 7
Speed: Slow

Timeless Salvation
Level: 120
Req STR: 330
Req DEX: 120
+114 Weapon Attack
+90 Weapon DEF
+90 Charm EXP
Number of upgrades available: 7
Speed: Slow
Cannon Bazooka +1

Reverse Salvation
Level: 120
Req STR: 330
Req DEX: 120
+112 Weapon Attack
+88 Weapon DEF
+90 Charm EXP
Number of upgrades available: 7
Speed: Slow
Cannon Bazooka +1

Varnish Bearwolf Executive
Level: 130
Req STR: 400
Req DEX: 160
+8 STR
+4 DEX
+50 Accuracy
+106 Weapon Attack
+5% PVP Damage
+90 Charm EXP
Number of upgrades available: 7
Speed: Slow
Premium Scissors of Karma may be used.

Shark Tooth Flam
Level: 140
Req STR: 420
Req DEX: 170
+35 STR
+20 DEX
+100 Accuracy
+122 Weapon Attack
+5% PVP Damage
+90 Charm EXP
Number of upgrades available: 7
Speed: Slow
Premium Scissors of Karma may be used.

Cora Von Leon Siege Gun
Untradeable
Level: 120
Req STR: 330
Req DEX: 120
+117 Weapon Attack
+92 Weapon DEF
+80 Charm EXP
Number of upgrades available: 7
Speed: Slow
Premium Scissors of Karma may be used.

King Pepe Artillery
Untradeable
Level: 35
Req STR: 75
Req DEX: 35
+62 Weapon Attack
+32 Weapon DEF
Number of upgrades available: 7
Speed: Slow
Scissors of Karma may be used.

Xerxes’s Hellcrasher
Untradeable
Level: 70
Req STR: 180
Req DEX: 70
+91 Weapon Attack
+45 Weapon DEF
Number of upgrades available: 7
Speed: Slow
Scissors of Karma may be used.

Balrog’s Rhino
Untradeable
Level: 80
Req STR: 210
Req DEX: 80
+89 Weapon Attack
+42 Weapon DEF
Number of upgrades available: 8
Speed: Slow
Scissors of Karma may be used.

Balrog’s Alvaro
Untradeable
Level: 90
Req STR: 240
Req DEX: 90
+94 Weapon Attack
+45 Weapon DEF
Number of upgrades available: 8
Speed: Slow
Scissors of Karma may be used.

Artillery [PC Room Item]
[Expires on Logout]
Untradeable
One-of-a-kind
Level: 20
Req STR: 30
Req DEX: 20
+52 Weapon Attack
+24 Weapon DEF
Speed: Slow

Dreadnought [PC Room Item]
[Expires on Logout]
Untradeable
One-of-a-kind
Level: 35
Req STR: 75
Req DEX: 35
+72 Weapon Attack
+36 Weapon DEF
Speed: Slow

Flammenwerfer 41 [PC Room Item]
[Expires on Logout]
Untradeable
One-of-a-kind
Level: 50
Req STR: 120
Req DEX: 50
+82 Weapon Attack
+40 Weapon DEF
Speed: Slow

Hellcrasher [PC Room Item]
[Expires on Logout]
Untradeable
One-of-a-kind
Level: 60
Req STR: 150
Req DEX: 60
+87 Weapon Attack
+42 Weapon DEF
Speed: Slow

Rhino [PC Room Item]
[Expires on Logout]
Untradeable
One-of-a-kind
Level: 70
Req STR: 180
Req DEX: 70
+92 Weapon Attack
+45 Weapon DEF
Speed: Slow

Chaos Artillery [PC Room Item]
[Expires on Logout]
Untradeable
One-of-a-kind
Level: 35
Req STR: 60
Req DEX: 30
+71 Weapon Attack
+5% PVP Damage
Speed: Normal

Chaos Flammenwerfer 41 [PC Room Item]
[Expires on Logout]
Untradeable
One-of-a-kind
Level: 65
Req STR: 150
Req DEX: 60
+85 Weapon Attack
+5% PVP Damage
Speed: Normal

Chaos Alvaro
[Expires on Logout]
Untradeable
One-of-a-kind
Level: 95
Req STR: 240
Req DEX: 90
+99 Weapon Attack
+5% PVP Damage
Speed: Normal

1st Job

Pirate Introduction
There are no videos of this job yet… No worries, I’ll upload my own when it’s released. Till then, check it out!

Skills

Build Up Cannon
Description: Permanently improves the defense and attack of your cannon.
Level 1: Attack +2, Physical Defense +25, Magic Defense +25.
Level 2: Attack +4, Physical Defense +50, Magic Defense +50.
Level 3: Attack +6, Physical Defense +75, Magic Defense +75.
Level 4: Attack +8, Physical Defense +100, Magic Defense +100.
Level 5: Attack +10, Physical Defense +125, Magic Defense +125.
Level 6: Attack +12, Physical Defense +150, Magic Defense +150.
Level 7: Attack +14, Physical Defense +175, Magic Defense +175.
Level 8: Attack +16, Physical Defense +200, Magic Defense +200.
Level 9: Attack +18, Physical Defense +225, Magic Defense +225.
Level 10: Attack +20, Physical Defense +250, Magic Defense +250.
Cannon Splash
Description: Launch flame attacks and attack up to 3 enemies. For a period of time, the enemy will suffer continuous damage.
Level 1: MP Cost: 7, Damage: 169%, Attacks up to 3 monsters, Damage Over Time: 40% for 2 seconds every 1 second.
Level 2: MP Cost: 7, Damage: 173%, Attacks up to 3 monsters, Damage Over Time: 41% for 2 seconds every 1 second.
Level 3: MP Cost: 7, Damage: 177%, Attacks up to 3 monsters, Damage Over Time: 41% for 2 seconds every 1 second.
Level 4: MP Cost: 7, Damage: 181%, Attacks up to 3 monsters, Damage Over Time: 42% for 2 seconds every 1 second.
Level 5: MP Cost: 8, Damage: 185%, Attacks up to 3 monsters, Damage Over Time: 42% for 2 seconds every 1 second.
Level 6: MP Cost: 8, Damage: 189%, Attacks up to 3 monsters, Damage Over Time: 43% for 2 seconds every 1 second.
Level 7: MP Cost: 8, Damage: 193%, Attacks up to 3 monsters, Damage Over Time: 43% for 2 seconds every 1 second.
Level 8: MP Cost: 8, Damage: 197%, Attacks up to 3 monsters, Damage Over Time: 44% for 2 seconds every 1 second.
Level 9: MP Cost: 9, Damage: 201%, Attacks up to 3 monsters, Damage Over Time: 44% for 2 seconds every 1 second.
Level 10: MP Cost: 9, Damage: 205%, Attacks up to 3 monsters, Damage Over Time: 45% for 3 seconds every 1 second.
Punching Cannon
Description: Cannon can punch and knockback the neareast enemies.
Level 1: MP Cost: 12, Damage: 60%, Attacks up to 6 monsters 2 times, 57% chance to knockback.
Level 2: MP Cost: 12, Damage: 62%, Attacks up to 6 monsters 2 times, 59% chance to knockback.
Level 3: MP Cost: 12, Damage: 64%, Attacks up to 6 monsters 2 times, 61% chance to knockback.
Level 4: MP Cost: 12, Damage: 66%, Attacks up to 6 monsters 2 times, 63% chance to knockback.
Level 5: MP Cost: 12, Damage: 68%, Attacks up to 6 monsters 2 times, 65% chance to knockback.
Level 6: MP Cost: 14, Damage: 70%, Attacks up to 6 monsters 2 times, 67% chance to knockback.
Level 7: MP Cost: 14, Damage: 72%, Attacks up to 6 monsters 2 times, 69% chance to knockback.
Level 8: MP Cost: 14, Damage: 74%, Attacks up to 6 monsters 2 times, 71% chance to knockback.
Level 9: MP Cost: 14, Damage: 76%, Attacks up to 6 monsters 2 times, 73% chance to knockback.
Level 10: MP Cost: 14, Damage: 78%, Attacks up to 6 monsters 2 times, 75% chance to knockback.
Level 11: MP Cost: 16, Damage: 80%, Attacks up to 6 monsters 2 times, 77% chance to knockback.
Level 12: MP Cost: 16, Damage: 82%, Attacks up to 6 monsters 2 times, 79% chance to knockback.
Level 13: MP Cost: 16, Damage: 84%, Attacks up to 6 monsters 2 times, 81% chance to knockback.
Level 14: MP Cost: 16, Damage: 86%, Attacks up to 6 monsters 2 times, 83% chance to knockback.
Level 15: MP Cost: 16, Damage: 88%, Attacks up to 6 monsters 2 times, 85% chance to knockback.
Level 16: MP Cost: 18, Damage: 90%, Attacks up to 6 monsters 2 times, 87% chance to knockback.
Level 17: MP Cost: 18, Damage: 92%, Attacks up to 6 monsters 2 times, 89% chance to knockback.
Level 18: MP Cost: 18, Damage: 94%, Attacks up to 6 monsters 2 times, 91% chance to knockback.
Level 19: MP Cost: 18, Damage: 96%, Attacks up to 6 monsters 2 times, 93% chance to knockback.
Level 20: MP Cost: 18, Damage: 98%, Attacks up to 6 monsters 2 times, 95% chance to knockback.
Gigantic Backstab
Description: During the state of emergency, avoid the enemy’s attack by firing your cannon backwards. Once attacked, there’s a chance that the enemy’s speed will be lowered.
Level 1: MP Cost: 45, Damage: 154%, Attacks up to 3 monsters, 28% chance to slow down the enemy to -18 speed for 2 seconds.
Level 2: MP Cost: 45, Damage: 158%, Attacks up to 3 monsters, 31% chance to slow down the enemy to -21 speed for 2 seconds.
Level 3: MP Cost: 40, Damage: 162%, Attacks up to 3 monsters, 34% chance to slow down the enemy to -24 speed for 2 seconds.
Level 4: MP Cost: 40, Damage: 166%, Attacks up to 3 monsters, 37% chance to slow down the enemy to -27 speed for 2 seconds.
Level 5: MP Cost: 40, Damage: 170%, Attacks up to 3 monsters, 40% chance to slow down the enemy to -30 speed for 3 seconds.
Level 6: MP Cost: 35, Damage: 174%, Attacks up to 3 monsters, 43% chance to slow down the enemy to -33 speed for 3 seconds.
Level 7: MP Cost: 35, Damage: 178%, Attacks up to 3 monsters, 46% chance to slow down the enemy to -36 speed for 3 seconds.
Level 8: MP Cost: 35, Damage: 182%, Attacks up to 3 monsters, 49% chance to slow down the enemy to -39 speed for 3 seconds.
Level 9: MP Cost: 30, Damage: 186%, Attacks up to 3 monsters, 52% chance to slow down the enemy to -42 speed for 3 seconds.
Level 10: MP Cost: 30, Damage: 190%, Attacks up to 3 monsters, 55% chance to slow down the enemy to -45 speed for 4 seconds.
Level 11: MP Cost: 30, Damage: 194%, Attacks up to 3 monsters, 58% chance to slow down the enemy to -48 speed for 4 seconds.
Level 12: MP Cost: 25, Damage: 198%, Attacks up to 3 monsters, 61% chance to slow down the enemy to -51 speed for 4 seconds.
Level 13: MP Cost: 25, Damage: 202%, Attacks up to 3 monsters, 64% chance to slow down the enemy to -54 speed for 4 seconds.
Level 14: MP Cost: 25, Damage: 206%, Attacks up to 3 monsters, 67% chance to slow down the enemy to -57 speed for 4 seconds.
Level 15: MP Cost: 20, Damage: 210%, Attacks up to 3 monsters, 70% chance to slow down the enemy to -60 speed for 5 seconds.

2nd Job

Cannon Shooter’s Guide
Credits to wajknight of YouTube.

Skills

Critical Fire
Description: Permanently increases your critical rate and critical minimum damage.
Level 1: Critical Damage +6%, Minimum Critical Damage +6%.
Level 2: Critical Damage +7%, Minimum Critical Damage +6%.
Level 3: Critical Damage +8%, Minimum Critical Damage +6%.
Level 4: Critical Damage +9%, Minimum Critical Damage +7%.
Level 5: Critical Damage +10%, Minimum Critical Damage +7%.
Level 6: Critical Damage +11%, Minimum Critical Damage +7%.
Level 7: Critical Damage +12%, Minimum Critical Damage +8%.
Level 8: Critical Damage +13%, Minimum Critical Damage +8%.
Level 9: Critical Damage +14%, Minimum Critical Damage +8%.
Level 10: Critical Damage +15%, Minimum Critical Damage +9%.
Level 11: Critical Damage +16%, Minimum Critical Damage +9%.
Level 12: Critical Damage +17%, Minimum Critical Damage +9%.
Level 13: Critical Damage +18%, Minimum Critical Damage +10%.
Level 14: Critical Damage +19%, Minimum Critical Damage +10%.
Level 15: Critical Damage +20%, Minimum Critical Damage +10%.
Cannon Mastery
Description: Increases the cannon mastery and accuracy.
Level 1: Cannon Mastery +12%, Accuracy +6.
Level 2: Cannon Mastery +14%, Accuracy +12.
Level 3: Cannon Mastery +16%, Accuracy +18.
Level 4: Cannon Mastery +18%, Accuracy +24.
Level 5: Cannon Mastery +20%, Accuracy +30.
Level 6: Cannon Mastery +22%, Accuracy +36.
Level 7: Cannon Mastery +24%, Accuracy +42.
Level 8: Cannon Mastery +26%, Accuracy +48.
Level 9: Cannon Mastery +28%, Accuracy +54.
Level 10: Cannon Mastery +30%, Accuracy +60.
Level 11: Cannon Mastery +32%, Accuracy +66.
Level 12: Cannon Mastery +34%, Accuracy +72.
Level 13: Cannon Mastery +36%, Accuracy +78.
Level 14: Cannon Mastery +38%, Accuracy +84.
Level 15: Cannon Mastery +40%, Accuracy +90.
Level 16: Cannon Mastery +42%, Accuracy +96.
Level 17: Cannon Mastery +44%, Accuracy +102.
Level 18: Cannon Mastery +46%, Accuracy +108.
Level 19: Cannon Mastery +48%, Accuracy +114.
Level 20: Cannon Mastery +50%, Accuracy +120.
Pirate Training
Description: Follow the pirates’ secret training to improve strength and dexterity.
Level 1: STR +3, DEX +3.
Level 2: STR +6, DEX +6.
Level 3: STR +9, DEX +9.
Level 4: STR +12, DEX +12.
Level 5: STR +15, DEX +15.
Level 6: STR +18, DEX +18.
Level 7: STR +21, DEX +21.
Level 8: STR +24, DEX +24.
Level 9: STR +27, DEX +27.
Level 10: STR +30, DEX +30.
Slug Shot
Description: Fires a small number of shells at the same time for several feet to attack the enemies.
Level 1: MP Cost: 16, Damage: 163%, Attacks up to 4 monsters 2 times.
Level 2: MP Cost: 16, Damage: 166%, Attacks up to 4 monsters 2 times.
Level 3: MP Cost: 16, Damage: 169%, Attacks up to 4 monsters 2 times.
Level 4: MP Cost: 16, Damage: 172%, Attacks up to 4 monsters 2 times.
Level 5: MP Cost: 18, Damage: 175%, Attacks up to 4 monsters 2 times.
Level 6: MP Cost: 18, Damage: 178%, Attacks up to 4 monsters 2 times.
Level 7: MP Cost: 18, Damage: 181%, Attacks up to 4 monsters 2 times.
Level 8: MP Cost: 18, Damage: 184%, Attacks up to 4 monsters 2 times.
Level 9: MP Cost: 18, Damage: 187%, Attacks up to 4 monsters 2 times.
Level 10: MP Cost: 20, Damage: 190%, Attacks up to 4 monsters 2 times.
Level 11: MP Cost: 20, Damage: 193%, Attacks up to 4 monsters 2 times.
Level 12: MP Cost: 20, Damage: 196%, Attacks up to 4 monsters 2 times.
Level 13: MP Cost: 20, Damage: 199%, Attacks up to 4 monsters 2 times.
Level 14: MP Cost: 20, Damage: 202%, Attacks up to 4 monsters 2 times.
Level 15: MP Cost: 22, Damage: 205%, Attacks up to 4 monsters 2 times.
Level 16: MP Cost: 22, Damage: 208%, Attacks up to 4 monsters 2 times.
Level 17: MP Cost: 22, Damage: 211%, Attacks up to 4 monsters 2 times.
Level 18: MP Cost: 22, Damage: 214%, Attacks up to 4 monsters 2 times.
Level 19: MP Cost: 22, Damage: 217%, Attacks up to 4 monsters 2 times.
Level 20: MP Cost: 24, Damage: 220%, Attacks up to 4 monsters 2 times.
Monkey Boom Rush
Description: Roll the bomb-filled barrels. Barrels will explode the enemies and push them a certain distance.
Level 1: MP Cost: 20, Damage: 31%, Attacks up to 8 monsters 3 times, Push the monsters and deal 293% damage once it explodes.
Level 2: MP Cost: 20, Damage: 32%, Attacks up to 8 monsters 3 times, Push the monsters and deal 296% damage once it explodes.
Level 3: MP Cost: 20, Damage: 33%, Attacks up to 8 monsters 3 times, Push the monsters and deal 299% damage once it explodes.
Level 4: MP Cost: 20, Damage: 34%, Attacks up to 8 monsters 3 times, Push the monsters and deal 302% damage once it explodes.
Level 5: MP Cost: 22, Damage: 35%, Attacks up to 8 monsters 3 times, Push the monsters and deal 305% damage once it explodes.
Level 6: MP Cost: 22, Damage: 36%, Attacks up to 8 monsters 3 times, Push the monsters and deal 308% damage once it explodes.
Level 7: MP Cost: 22, Damage: 37%, Attacks up to 8 monsters 3 times, Push the monsters and deal 311% damage once it explodes.
Level 8: MP Cost: 22, Damage: 38%, Attacks up to 8 monsters 3 times, Push the monsters and deal 314% damage once it explodes.
Level 9: MP Cost: 22, Damage: 39%, Attacks up to 8 monsters 3 times, Push the monsters and deal 317% damage once it explodes.
Level 10: MP Cost: 24, Damage: 40%, Attacks up to 8 monsters 3 times, Push the monsters and deal 320% damage once it explodes.
Level 11: MP Cost: 24, Damage: 41%, Attacks up to 8 monsters 3 times, Push the monsters and deal 323% damage once it explodes.
Level 12: MP Cost: 24, Damage: 42%, Attacks up to 8 monsters 3 times, Push the monsters and deal 326% damage once it explodes.
Level 13: MP Cost: 24, Damage: 43%, Attacks up to 8 monsters 3 times, Push the monsters and deal 329% damage once it explodes.
Level 14: MP Cost: 24, Damage: 44%, Attacks up to 8 monsters 3 times, Push the monsters and deal 332% damage once it explodes.
Level 15: MP Cost: 26, Damage: 45%, Attacks up to 8 monsters 3 times, Push the monsters and deal 335% damage once it explodes.
Level 16: MP Cost: 26, Damage: 46%, Attacks up to 8 monsters 3 times, Push the monsters and deal 338% damage once it explodes.
Level 17: MP Cost: 26, Damage: 47%, Attacks up to 8 monsters 3 times, Push the monsters and deal 341% damage once it explodes.
Level 18: MP Cost: 26, Damage: 48%, Attacks up to 8 monsters 3 times, Push the monsters and deal 344% damage once it explodes.
Level 19: MP Cost: 26, Damage: 49%, Attacks up to 8 monsters 3 times, Push the monsters and deal 347% damage once it explodes.
Level 20: MP Cost: 28, Damage: 50%, Attacks up to 8 monsters 3 times, Push the monsters and deal 350% damage once it explodes.
Cannon Booster
Description: Use HP to double the attack speed of your cannon. Must have a cannon equipped.
Required Skill: Cannon Mastery lv. 5

Level 1: MP Cost: 30, Duration: 10 seconds.
Level 2: MP Cost: 29, Duration: 20 seconds.
Level 3: MP Cost: 28, Duration: 30 seconds.
Level 4: MP Cost: 27, Duration: 40 seconds.
Level 5: MP Cost: 26, Duration: 50 seconds.
Level 6: MP Cost: 25, Duration: 60 seconds.
Level 7: MP Cost: 24, Duration: 70 seconds.
Level 8: MP Cost: 23, Duration: 80 seconds.
Level 9: MP Cost: 22, Duration: 90 seconds.
Level 10: MP Cost: 21, Duration: 100 seconds.
Level 11: MP Cost: 20, Duration: 110 seconds.
Level 12: MP Cost: 19, Duration: 120 seconds.
Level 13: MP Cost: 18, Duration: 130 seconds.
Level 14: MP Cost: 17, Duration: 140 seconds.
Level 15: MP Cost: 16, Duration: 150 seconds.
Level 16: MP Cost: 15, Duration: 160 seconds.
Level 17: MP Cost: 14, Duration: 170 seconds.
Level 18: MP Cost: 13, Duration: 180 seconds.
Level 19: MP Cost: 12, Duration: 190 seconds.
Level 20: MP Cost: 11, Duration: 200 seconds.
Monkey Magic
Description: Use your monkey’s magic to increase your party members’ HP, MP, all stats, speed, jump, accuracy, and avoidability for a short period of time. This buff can be used with any other buffs.
Level 1: MP Cost: 30, Duration: 15 seconds, MaxHP +15, MaxMP +15, All Stats +1, Speed +1, Jump +1, Accuracy +8, Avoidability +8.
Level 2: MP Cost: 30, Duration: 30 seconds, MaxHP +30, MaxMP +30, All Stats +2, Speed +1, Jump +1, Accuracy +16, Avoidability +16.
Level 3: MP Cost: 30, Duration: 45 seconds, MaxHP +45, MaxMP +45, All Stats +3, Speed +2, Jump +1, Accuracy +24, Avoidability +24.
Level 4: MP Cost: 35, Duration: 60 seconds, MaxHP +60, MaxMP +60, All Stats +4, Speed +2, Jump +1, Accuracy +32, Avoidability +32.
Level 5: MP Cost: 35, Duration: 75 seconds, MaxHP +75, MaxMP +75, All Stats +5, Speed +3, Jump +2, Accuracy +40, Avoidability +40.
Level 6: MP Cost: 35, Duration: 90 seconds, MaxHP +90, MaxMP +90, All Stats +6, Speed +3, Jump +2, Accuracy +48, Avoidability +48.
Level 7: MP Cost: 35, Duration: 105 seconds, MaxHP +105, MaxMP +105, All Stats +7, Speed +4, Jump +2, Accuracy +56, Avoidability +56.
Level 8: MP Cost: 40, Duration: 120 seconds, MaxHP +120, MaxMP +120, All Stats +8, Speed +4, Jump +2, Accuracy +64, Avoidability +64.
Level 9: MP Cost: 40, Duration: 135 seconds, MaxHP +135, MaxMP +135, All Stats +9, Speed +5, Jump +3, Accuracy +72, Avoidability +72.
Level 10: MP Cost: 40, Duration: 150 seconds, MaxHP +150, MaxMP +150, All Stats +10, Speed +5, Jump +3, Accuracy +80, Avoidability +80.
Level 11: MP Cost: 40, Duration: 165 seconds, MaxHP +165, MaxMP +165, All Stats +11, Speed +6, Jump +3, Accuracy +88, Avoidability +88.
Level 12: MP Cost: 45, Duration: 180 seconds, MaxHP +180, MaxMP +180, All Stats +12, Speed +6, Jump +3, Accuracy +96, Avoidability +96.
Level 13: MP Cost: 45, Duration: 195 seconds, MaxHP +195, MaxMP +195, All Stats +13, Speed +7, Jump +4, Accuracy +104, Avoidability +104.
Level 14: MP Cost: 45, Duration: 210 seconds, MaxHP +210, MaxMP +210, All Stats +14, Speed +7, Jump +4, Accuracy +112, Avoidability +112.
Level 15: MP Cost: 45, Duration: 225 seconds, MaxHP +225, MaxMP +225, All Stats +15, Speed +8, Jump +4, Accuracy +120, Avoidability +120.
Level 16: MP Cost: 50, Duration: 240 seconds, MaxHP +240, MaxMP +240, All Stats +16, Speed +8, Jump +4, Accuracy +128, Avoidability +128.
Level 17: MP Cost: 50, Duration: 255 seconds, MaxHP +255, MaxMP +255, All Stats +17, Speed +9, Jump +5, Accuracy +136, Avoidability +136.
Level 18: MP Cost: 50, Duration: 270 seconds, MaxHP +270, MaxMP +270, All Stats +18, Speed +9, Jump +5, Accuracy +144, Avoidability +144.
Level 19: MP Cost: 50, Duration: 285 seconds, MaxHP +285, MaxMP +285, All Stats +19, Speed +10, Jump +5, Accuracy +152, Avoidability +152.
Level 20: MP Cost: 55, Duration: 300 seconds, MaxHP +300, MaxMP +300, All Stats +20, Speed +10, Jump +5, Accuracy +160, Avoidability +160.

3rd Job

Cannon Blaster’s Path
Credits to wajknight of YouTube.

Skills

Cannon Reinforcement
Description: Permanently imporces the damage and attack speed of your cannon.
Level 1: Permanently increases your damage by 2, Attack speed increased by 1.
Level 2: Permanently increases your damage by 4, Attack speed increased by 1.
Level 3: Permanently increases your damage by 6, Attack speed increased by 1.
Level 4: Permanently increases your damage by 8, Attack speed increased by 1.
Level 5: Permanently increases your damage by 10, Attack speed increased by 1.
Level 6: Permanently increases your damage by 12, Attack speed increased by 1.
Level 7: Permanently increases your damage by 14, Attack speed increased by 1.
Level 8: Permanently increases your damage by 16, Attack speed increased by 1.
Level 9: Permanently increases your damage by 18, Attack speed increased by 1.
Level 10: Permanently increases your damage by 20, Attack speed increased by 1.
Level 11: Permanently increases your damage by 22, Attack speed increased by 1.
Level 12: Permanently increases your damage by 24, Attack speed increased by 1.
Level 13: Permanently increases your damage by 26, Attack speed increased by 1.
Level 14: Permanently increases your damage by 28, Attack speed increased by 1.
Level 15: Permanently increases your damage by 30, Attack speed increased by 1.
Extremely Vital
Description: Permanently enhances your cannon.
Level 1: MaxHP: +6%, Weapon DEF: +5%, Abnormal Status Resistance: +1%.
Level 2: MaxHP: +7%, Weapon DEF: +10%, Abnormal Status Resistance: +2%.
Level 3: MaxHP: +8%, Weapon DEF: +15%, Abnormal Status Resistance: +3%.
Level 4: MaxHP: +9%, Weapon DEF: +20%, Abnormal Status Resistance: +4%.
Level 5: MaxHP: +10%, Weapon DEF: +25%, Abnormal Status Resistance: +5%.
Level 6: MaxHP: +11%, Weapon DEF: +30%, Abnormal Status Resistance: +6%.
Level 7: MaxHP: +12%, Weapon DEF: +35%, Abnormal Status Resistance: +7%.
Level 8: MaxHP: +13%, Weapon DEF: +40%, Abnormal Status Resistance: +8%.
Level 9: MaxHP: +14%, Weapon DEF: +45%, Abnormal Status Resistance: +9%.
Level 10: MaxHP: +15%, Weapon DEF: +50%, Abnormal Status Resistance: +10%.
Level 11: MaxHP: +16%, Weapon DEF: +55%, Abnormal Status Resistance: +11%.
Level 12: MaxHP: +17%, Weapon DEF: +60%, Abnormal Status Resistance: +12%.
Level 13: MaxHP: +18%, Weapon DEF: +65%, Abnormal Status Resistance: +13%.
Level 14: MaxHP: +19%, Weapon DEF: +70%, Abnormal Status Resistance: +14%.
Level 15: MaxHP: +20%, Weapon DEF: +75%, Abnormal Status Resistance: +15%.
Level 16: MaxHP: +21%, Weapon DEF: +80%, Abnormal Status Resistance: +16%.
Level 17: MaxHP: +22%, Weapon DEF: +85%, Abnormal Status Resistance: +17%.
Level 18: MaxHP: +23%, Weapon DEF: +90%, Abnormal Status Resistance: +18%.
Level 19: MaxHP: +24%, Weapon DEF: +95%, Abnormal Status Resistance: +19%.
Level 20: MaxHP: +25%, Weapon DEF: +100%, Abnormal Status Resistance: +20%.
Counterattack’s Shooter
Description: Grants a chance to deal additional damage after an attack.
Level 1: Proc Rate: 6%, Damage: 104%.
Level 2: Proc Rate: 7%, Damage: 108%.
Level 3: Proc Rate: 8%, Damage: 112%.
Level 4: Proc Rate: 9%, Damage: 116%.
Level 5: Proc Rate: 10%, Damage: 120%.
Level 6: Proc Rate: 11%, Damage: 124%.
Level 7: Proc Rate: 12%, Damage: 128%.
Level 8: Proc Rate: 13%, Damage: 132%.
Level 9: Proc Rate: 14%, Damage: 136%.
Level 10: Proc Rate: 15%, Damage: 140%.
Level 11: Proc Rate: 16%, Damage: 144%.
Level 12: Proc Rate: 17%, Damage: 148%.
Level 13: Proc Rate: 18%, Damage: 152%.
Level 14: Proc Rate: 19%, Damage: 156%.
Level 15: Proc Rate: 20%, Damage: 160%.
Cannon Spike
Description: Point your cannon at your enemies and a shell will be fired to attack them.
Level 1: MP Cost: 28, Damage: 242%, Attacks up to 6 monsters 3 times.
Level 2: MP Cost: 28, Damage: 244%, Attacks up to 6 monsters 3 times.
Level 3: MP Cost: 28, Damage: 246%, Attacks up to 6 monsters 3 times.
Level 4: MP Cost: 28, Damage: 248%, Attacks up to 6 monsters 3 times.
Level 5: MP Cost: 30, Damage: 250%, Attacks up to 6 monsters 3 times.
Level 6: MP Cost: 30, Damage: 252%, Attacks up to 6 monsters 3 times.
Level 7: MP Cost: 30, Damage: 254%, Attacks up to 6 monsters 3 times.
Level 8: MP Cost: 30, Damage: 256%, Attacks up to 6 monsters 3 times.
Level 9: MP Cost: 30, Damage: 258%, Attacks up to 6 monsters 3 times.
Level 10: MP Cost: 32, Damage: 260%, Attacks up to 6 monsters 3 times.
Level 11: MP Cost: 32, Damage: 262%, Attacks up to 6 monsters 3 times.
Level 12: MP Cost: 32, Damage: 264%, Attacks up to 6 monsters 3 times.
Level 13: MP Cost: 32, Damage: 266%, Attacks up to 6 monsters 3 times.
Level 14: MP Cost: 32, Damage: 268%, Attacks up to 6 monsters 3 times.
Level 15: MP Cost: 34, Damage: 270%, Attacks up to 6 monsters 3 times.
Level 16: MP Cost: 34, Damage: 272%, Attacks up to 6 monsters 3 times.
Level 17: MP Cost: 34, Damage: 274%, Attacks up to 6 monsters 3 times.
Level 18: MP Cost: 34, Damage: 276%, Attacks up to 6 monsters 3 times.
Level 19: MP Cost: 34, Damage: 278%, Attacks up to 6 monsters 3 times.
Level 20: MP Cost: 36, Damage: 280%, Attacks up to 6 monsters 3 times.
Monkey Power Boom
Description: Plant a special bomb that will attack many enemies at the same time and stun them for a short period of time. In addition, the damage of Monkey Boom Rush will permanently increase.
Required Skill: Monkey Boom Rush lv.20

Level 1: Active Effects: MP Cost: 30, Damage: 123%, Attacks up to 8 monsters 4 time, 45% chance to stun the enemy for 1 seconds.
Passive Effects: Permanently increases the damage of Monkey Boom Rush by 3%.
Level 2: Active Effects: MP Cost: 30, Damage: 126%, Attacks up to 8 monsters 4 time, 50% chance to stun the enemy for 2 seconds.
Passive Effects: Permanently increases the damage of Monkey Boom Rush by 3%.
Level 3: Active Effects: MP Cost: 30, Damage: 129%, Attacks up to 8 monsters 4 time, 50% chance to stun the enemy for 3 seconds.
Passive Effects: Permanently increases the damage of Monkey Boom Rush by 6%.
Level 4: Active Effects: MP Cost: 30, Damage: 132%, Attacks up to 8 monsters 4 time, 55% chance to stun the enemy for 4 seconds.
Passive Effects: Permanently increases the damage of Monkey Boom Rush by 6%.
Level 5: Active Effects: MP Cost: 34, Damage: 135%, Attacks up to 8 monsters 4 time, 55% chance to stun the enemy for 5 seconds.
Passive Effects: Permanently increases the damage of Monkey Boom Rush by 9%.
Level 6: Active Effects: MP Cost: 34, Damage: 138%, Attacks up to 8 monsters 4 time, 60% chance to stun the enemy for 6 seconds.
Passive Effects: Permanently increases the damage of Monkey Boom Rush by 9%.
Level 7: Active Effects: MP Cost: 34, Damage: 141%, Attacks up to 8 monsters 4 time, 60% chance to stun the enemy for 7 seconds.
Passive Effects: Permanently increases the damage of Monkey Boom Rush by 12%.
Level 8: Active Effects: MP Cost: 34, Damage: 144%, Attacks up to 8 monsters 4 time, 65% chance to stun the enemy for 8 seconds.
Passive Effects: Permanently increases the damage of Monkey Boom Rush by 12%.
Level 9: Active Effects: MP Cost: 34, Damage: 147%, Attacks up to 8 monsters 4 time, 65% chance to stun the enemy for 9 seconds.
Passive Effects: Permanently increases the damage of Monkey Boom Rush by 15%.
Level 10: Active Effects: MP Cost: 38, Damage: 150%, Attacks up to 8 monsters 4 time, 70% chance to stun the enemy for 10 seconds.
Passive Effects: Permanently increases the damage of Monkey Boom Rush by 15%.
Level 11: Active Effects: MP Cost: 38, Damage: 153%, Attacks up to 8 monsters 4 time, 70% chance to stun the enemy for 11 seconds.
Passive Effects: Permanently increases the damage of Monkey Boom Rush by 18%.
Level 12: Active Effects: MP Cost: 38, Damage: 156%, Attacks up to 8 monsters 4 time, 75% chance to stun the enemy for 12 seconds.
Passive Effects: Permanently increases the damage of Monkey Boom Rush by 18%.
Level 13: Active Effects: MP Cost: 38, Damage: 159%, Attacks up to 8 monsters 4 time, 75% chance to stun the enemy for 13 seconds.
Passive Effects: Permanently increases the damage of Monkey Boom Rush by 21%.
Level 14: Active Effects: MP Cost: 38, Damage: 162%, Attacks up to 8 monsters 4 time, 80% chance to stun the enemy for 14 seconds.
Passive Effects: Permanently increases the damage of Monkey Boom Rush by 21%.
Level 15: Active Effects: MP Cost: 42, Damage: 165%, Attacks up to 8 monsters 4 time, 80% chance to stun the enemy for 15 seconds.
Passive Effects: Permanently increases the damage of Monkey Boom Rush by 24%.
Level 16: Active Effects: MP Cost: 42, Damage: 168%, Attacks up to 8 monsters 4 time, 85% chance to stun the enemy for 16 seconds.
Passive Effects: Permanently increases the damage of Monkey Boom Rush by 24%.
Level 17: Active Effects: MP Cost: 42, Damage: 171%, Attacks up to 8 monsters 4 time, 85% chance to stun the enemy for 17 seconds.
Passive Effects: Permanently increases the damage of Monkey Boom Rush by 27%.
Level 18: Active Effects: MP Cost: 42, Damage: 174%, Attacks up to 8 monsters 4 time, 90% chance to stun the enemy for 18 seconds.
Passive Effects: Permanently increases the damage of Monkey Boom Rush by 27%.
Level 19: Active Effects: MP Cost: 42, Damage: 177%, Attacks up to 8 monsters 4 time, 90% chance to stun the enemy for 19 seconds.
Passive Effects: Permanently increases the damage of Monkey Boom Rush by 30%.
Level 20: Active Effects: MP Cost: 46, Damage: 180%, Attacks up to 8 monsters 4 time, 95% chance to stun the enemy for 20 seconds.
Passive Effects: Permanently increases the damage of Monkey Boom Rush by 30%.
Monkey Wave
Description: Get your monkey’s noise up and attack surrounding enemies. As you collect power, your monkey will be able to create a big noise that will be heard for a wide range, and if the maximum possible output is done, there’s a chance to hit a critical attack.
Level 1: MP Cost: 35, Damage: 620%, 45% chance to stun, 50% chance to hit a critical attack when the maximum possible output is done.
Level 2: MP Cost: 35, Damage: 640%, 50% chance to stun, 55% chance to hit a critical attack when the maximum possible output is done.
Level 3: MP Cost: 35, Damage: 660%, 50% chance to stun, 55% chance to hit a critical attack when the maximum possible output is done.
Level 4: MP Cost: 35, Damage: 680%, 55% chance to stun, 60% chance to hit a critical attack when the maximum possible output is done.
Level 5: MP Cost: 40, Damage: 700%, 55% chance to stun, 60% chance to hit a critical attack when the maximum possible output is done.
Level 6: MP Cost: 40, Damage: 720%, 60% chance to stun, 65% chance to hit a critical attack when the maximum possible output is done.
Level 7: MP Cost: 40, Damage: 740%, 60% chance to stun, 65% chance to hit a critical attack when the maximum possible output is done.
Level 8: MP Cost: 40, Damage: 760%, 65% chance to stun, 70% chance to hit a critical attack when the maximum possible output is done.
Level 9: MP Cost: 40, Damage: 780%, 65% chance to stun, 70% chance to hit a critical attack when the maximum possible output is done.
Level 10: MP Cost: 45, Damage: 800%, 70% chance to stun, 75% chance to hit a critical attack when the maximum possible output is done.
Level 11: MP Cost: 45, Damage: 820%, 70% chance to stun, 75% chance to hit a critical attack when the maximum possible output is done.
Level 12: MP Cost: 45, Damage: 840%, 75% chance to stun, 80% chance to hit a critical attack when the maximum possible output is done.
Level 13: MP Cost: 45, Damage: 860%, 75% chance to stun, 80% chance to hit a critical attack when the maximum possible output is done.
Level 14: MP Cost: 45, Damage: 880%, 80% chance to stun, 85% chance to hit a critical attack when the maximum possible output is done.
Level 15: MP Cost: 50, Damage: 900%, 80% chance to stun, 85% chance to hit a critical attack when the maximum possible output is done.
Level 16: MP Cost: 50, Damage: 920%, 85% chance to stun, 90% chance to hit a critical attack when the maximum possible output is done.
Level 17: MP Cost: 50, Damage: 940%, 85% chance to stun, 90% chance to hit a critical attack when the maximum possible output is done.
Level 18: MP Cost: 50, Damage: 960%, 90% chance to stun, 95% chance to hit a critical attack when the maximum possible output is done.
Level 19: MP Cost: 50, Damage: 980%, 90% chance to stun, 95% chance to hit a critical attack when the maximum possible output is done.
Level 20: MP Cost: 55, Damage: 1000%, 95% chance to stun, 100% chance to hit a critical attack when the maximum possible output is done.
Cannon Jump
Description: Launch your cannon from the ground and jump high and recoil. Jumping off the ground also damages the enemy.
Level 1: MP Cost: 60, Damage: 168%, Jumps over a maximum of 6 monsters and damages them.
Level 2: MP Cost: 60, Damage: 171%, Jumps over a maximum of 6 monsters and damages them.
Level 3: MP Cost: 55, Damage: 174%, Jumps over a maximum of 6 monsters and damages them.
Level 4: MP Cost: 55, Damage: 177%, Jumps over a maximum of 6 monsters and damages them.
Level 5: MP Cost: 55, Damage: 180%, Jumps over a maximum of 6 monsters and damages them.
Level 6: MP Cost: 50, Damage: 183%, Jumps over a maximum of 6 monsters and damages them.
Level 7: MP Cost: 50, Damage: 186%, Jumps over a maximum of 6 monsters and damages them.
Level 8: MP Cost: 50, Damage: 189%, Jumps over a maximum of 6 monsters and damages them.
Level 9: MP Cost: 45, Damage: 192%, Jumps over a maximum of 6 monsters and damages them.
Level 10: MP Cost: 45, Damage: 195%, Jumps over a maximum of 6 monsters and damages them.
Level 11: MP Cost: 45, Damage: 198%, Jumps over a maximum of 6 monsters and damages them.
Level 12: MP Cost: 40, Damage: 201%, Jumps over a maximum of 6 monsters and damages them.
Level 13: MP Cost: 40, Damage: 204%, Jumps over a maximum of 6 monsters and damages them.
Level 14: MP Cost: 40, Damage: 207%, Jumps over a maximum of 6 monsters and damages them.
Level 15: MP Cost: 35, Damage: 210%, Jumps over a maximum of 6 monsters and damages them.
Oak Barrel Roulette
Description: Detonate oak barrels and get a random buff. The buffs have a chance to curse your enemy for a short period of time.
Level 1: MP Cost: 35, Buff Duration: 186 seconds. Has a 3% chance to curse your enemies with darkness, stun, freeze, or slow for 3 seconds.
Cooltime: 57 seconds.
Level 2: MP Cost: 40, Buff Duration: 192 seconds. Has a 6% chance to curse your enemies with darkness, stun, freeze, or slow for 3 seconds.
Cooltime: 54 seconds.
Level 3: MP Cost: 40, Buff Duration: 198 seconds. Has a 9% chance to curse your enemies with darkness, stun, freeze, or slow for 3 seconds.
Cooltime: 51 seconds.
Level 4: MP Cost: 45, Buff Duration: 204 seconds. Has a 12% chance to curse your enemies with darkness, stun, freeze, or slow for 3 seconds.
Cooltime: 48 seconds.
Level 5: MP Cost: 45, Buff Duration: 210 seconds. Has a 15% chance to curse your enemies with darkness, stun, freeze, or slow for 4 seconds.
Cooltime: 45 seconds.
Level 6: MP Cost: 50, Buff Duration: 216 seconds. Has a 18% chance to curse your enemies with darkness, stun, freeze, or slow for 4 seconds.
Cooltime: 42 seconds.
Level 7: MP Cost: 50, Buff Duration: 222 seconds. Has a 21% chance to curse your enemies with darkness, stun, freeze, or slow for 4 seconds.
Cooltime: 39 seconds.
Level 8: MP Cost: 55, Buff Duration: 228 seconds. Has a 24% chance to curse your enemies with darkness, stun, freeze, or slow for 4 seconds.
Cooltime: 36 seconds.
Level 9: MP Cost: 55, Buff Duration: 234 seconds. Has a 27% chance to curse your enemies with darkness, stun, freeze, or slow for 4 seconds.
Cooltime: 33 seconds.
Level 10: MP Cost: 60, Buff Duration: 240 seconds. Has a 30% chance to curse your enemies with darkness, stun, freeze, or slow for 5 seconds.
Cooltime: 30 seconds.
The Buffs:
Freeze:
Stun:
Slow:
Darkness:
Roll of the Dice
Description: Test your luck! Roll a dice to get a random buff. Roll 1: nothing, Roll 2: +30% physical defense, Roll 3: +20% hp and mp, Roll 4: +15% critical rate, Roll 5: +20% damage, and Roll 6: +30% experience.
Level 1: MP Cost: 40, Duration: 66 seconds.
Cooltime: 500 seconds.
Level 2: MP Cost: 40, Duration: 72 seconds.
Cooltime: 470 seconds.
Level 3: MP Cost: 40, Duration: 78 seconds.
Cooltime: 470 seconds.
Level 4: MP Cost: 40, Duration: 84 seconds.
Cooltime: 440 seconds.
Level 5: MP Cost: 45, Duration: 90 seconds.
Cooltime: 440 seconds.
Level 6: MP Cost: 45, Duration: 96 seconds.
Cooltime: 410 seconds.
Level 7: MP Cost: 45, Duration: 102 seconds.
Cooltime: 410 seconds.
Level 8: MP Cost: 45, Duration: 108 seconds.
Cooltime: 380 seconds.
Level 9: MP Cost: 45, Duration: 114 seconds.
Cooltime: 380 seconds.
Level 10: MP Cost: 50, Duration: 120 seconds.
Cooltime: 350 seconds.
Level 11: MP Cost: 50, Duration: 126 seconds.
Cooltime: 350 seconds.
Level 12: MP Cost: 50, Duration: 132 seconds.
Cooltime: 320 seconds.
Level 13: MP Cost: 50, Duration: 138 seconds.
Cooltime: 320 seconds.
Level 14: MP Cost: 50, Duration: 144 seconds.
Cooltime: 290 seconds.
Level 15: MP Cost: 55, Duration: 150 seconds.
Cooltime: 290 seconds.
Level 16: MP Cost: 55, Duration: 156 seconds.
Cooltime: 260 seconds.
Level 17: MP Cost: 55, Duration: 162 seconds.
Cooltime: 260 seconds.
Level 18: MP Cost: 55, Duration: 168 seconds.
Cooltime: 230 seconds.
Level 19: MP Cost: 55, Duration: 174 seconds.
Cooltime: 230 seconds.
Level 20: MP Cost: 60, Duration: 180 seconds.
Cooltime: 200 seconds.

4th Job

The Completion of the Cannon Master
Credits to wajknight of YouTube.

Skills

Double Lucky Dice
Description: Test your luck! Roll 2 dice at once to get a special buff. If you roll two of the same numbers, a more powerful buff will be applied.
Required Skill: Roll of the Dice lv. 20

Level 1: MP Cost: 60, Buff Duration: 184 seconds.
Cooltime: 200 seconds.
Level 2: MP Cost: 60, Buff Duration: 188 seconds.
Cooltime: 200 seconds.
Level 3: MP Cost: 60, Buff Duration: 192 seconds.
Cooltime: 200 seconds.
Level 4: MP Cost: 60, Buff Duration: 196 seconds.
Cooltime: 200 seconds.
Level 5: MP Cost: 60, Buff Duration: 200 seconds.
Cooltime: 200 seconds.
Hyper Monkey Spell
Description: Enhances the Monkey Magic skill.
Required skill: Monkey Magic lv. 20

Level 1: MP Cost: 60, Duration: 300 seconds, MaxHP +323, MaxMP +323, All Stats +25, Speed +11, Jump +6, Accuracy +163, Avoidability +163.
Level 2: MP Cost: 60, Duration: 300 seconds, MaxHP +336, MaxMP +336, All Stats +26, Speed +11, Jump +6, Accuracy +166, Avoidability +166.
Level 3: MP Cost: 60, Duration: 300 seconds, MaxHP +349, MaxMP +349, All Stats +26, Speed +11, Jump +6, Accuracy +169, Avoidability +169.
Level 4: MP Cost: 60, Duration: 300 seconds, MaxHP +362, MaxMP +362, All Stats +27, Speed +11, Jump +6, Accuracy +172, Avoidability +172.
Level 5: MP Cost: 60, Duration: 300 seconds, MaxHP +375, MaxMP +375, All Stats +27, Speed +11, Jump +6, Accuracy +175, Avoidability +175.
Level 6: MP Cost: 60, Duration: 300 seconds, MaxHP +388, MaxMP +388, All Stats +28, Speed +11, Jump +6, Accuracy +178, Avoidability +178.
Level 7: MP Cost: 65, Duration: 300 seconds, MaxHP +401, MaxMP +401, All Stats +28, Speed +12, Jump +7, Accuracy +181, Avoidability +181.
Level 8: MP Cost: 65, Duration: 300 seconds, MaxHP +414, MaxMP +414, All Stats +29, Speed +12, Jump +7, Accuracy +184, Avoidability +184.
Level 9: MP Cost: 65, Duration: 300 seconds, MaxHP +427, MaxMP +427, All Stats +29, Speed +12, Jump +7, Accuracy +187, Avoidability +187.
Level 10: MP Cost: 65, Duration: 300 seconds, MaxHP +440, MaxMP +440, All Stats +30, Speed +12, Jump +7, Accuracy +190, Avoidability +190.
Level 11: MP Cost: 65, Duration: 300 seconds, MaxHP +453, MaxMP +453, All Stats +30, Speed +12, Jump +7, Accuracy +193, Avoidability +193.
Level 12: MP Cost: 65, Duration: 300 seconds, MaxHP +466, MaxMP +466, All Stats +31, Speed +12, Jump +7, Accuracy +196, Avoidability +196.
Level 13: MP Cost: 70, Duration: 300 seconds, MaxHP +479, MaxMP +479, All Stats +31, Speed +13, Jump +8, Accuracy +199, Avoidability +199.
Level 14: MP Cost: 70, Duration: 300 seconds, MaxHP +492, MaxMP +492, All Stats +32, Speed +13, Jump +8, Accuracy +202, Avoidability +202.
Level 15: MP Cost: 70, Duration: 300 seconds, MaxHP +505, MaxMP +505, All Stats +32, Speed +13, Jump +8, Accuracy +205, Avoidability +205.
Level 16: MP Cost: 70, Duration: 300 seconds, MaxHP +518, MaxMP +518, All Stats +33, Speed +13, Jump +8, Accuracy +208, Avoidability +208.
Level 17: MP Cost: 70, Duration: 300 seconds, MaxHP +531, MaxMP +531, All Stats +33, Speed +13, Jump +8, Accuracy +211, Avoidability +211.
Level 18: MP Cost: 70, Duration: 300 seconds, MaxHP +544, MaxMP +544, All Stats +34, Speed +13, Jump +8, Accuracy +214, Avoidability +214.
Level 19: MP Cost: 75, Duration: 300 seconds, MaxHP +557, MaxMP +557, All Stats +34, Speed +14, Jump +9, Accuracy +217, Avoidability +217.
Level 20: MP Cost: 75, Duration: 300 seconds, MaxHP +570, MaxMP +570, All Stats +35, Speed +14, Jump +9, Accuracy +220, Avoidability +220.
Level 21: MP Cost: 75, Duration: 300 seconds, MaxHP +583, MaxMP +583, All Stats +35, Speed +14, Jump +9, Accuracy +223, Avoidability +223.
Level 22: MP Cost: 75, Duration: 300 seconds, MaxHP +596, MaxMP +596, All Stats +36, Speed +14, Jump +9, Accuracy +226, Avoidability +226.
Level 23: MP Cost: 75, Duration: 300 seconds, MaxHP +609, MaxMP +609, All Stats +36, Speed +14, Jump +9, Accuracy +229, Avoidability +229.
Level 24: MP Cost: 75, Duration: 300 seconds, MaxHP +622, MaxMP +622, All Stats +37, Speed +14, Jump +9, Accuracy +232, Avoidability +232.
Level 25: MP Cost: 80, Duration: 300 seconds, MaxHP +635, MaxMP +635, All Stats +37, Speed +15, Jump +10, Accuracy +235, Avoidability +235.
Level 26: MP Cost: 80, Duration: 300 seconds, MaxHP +648, MaxMP +648, All Stats +38, Speed +15, Jump +10, Accuracy +238, Avoidability +238.
Level 27: MP Cost: 80, Duration: 300 seconds, MaxHP +661, MaxMP +661, All Stats +38, Speed +15, Jump +10, Accuracy +241, Avoidability +241.
Level 28: MP Cost: 80, Duration: 300 seconds, MaxHP +674, MaxMP +674, All Stats +39, Speed +15, Jump +10, Accuracy +244, Avoidability +244.
Level 29: MP Cost: 80, Duration: 300 seconds, MaxHP +687, MaxMP +687, All Stats +39, Speed +15, Jump +10, Accuracy +247, Avoidability +247.
Level 30: MP Cost: 80, Duration: 300 seconds, MaxHP +700, MaxMP +700, All Stats +40, Speed +15, Jump +10, Accuracy +250, Avoidability +250.
Overburning Cannon
Description: Extremely increases your cannon’s performance permanently. In addition, there’s a chance of ignoring the enemy’s defense when attacking.
Level 1: Permanently increases your damage by 11%, Ignores 5% of monster’s DEF.
Level 2: Permanently increases your damage by 12%, Ignores 6% of monster’s DEF.
Level 3: Permanently increases your damage by 13%, Ignores 6% of monster’s DEF.
Level 4: Permanently increases your damage by 14%, Ignores 7% of monster’s DEF.
Level 5: Permanently increases your damage by 15%, Ignores 7% of monster’s DEF.
Level 6: Permanently increases your damage by 16%, Ignores 8% of monster’s DEF.
Level 7: Permanently increases your damage by 17%, Ignores 8% of monster’s DEF.
Level 8: Permanently increases your damage by 18%, Ignores 9% of monster’s DEF.
Level 9: Permanently increases your damage by 19%, Ignores 9% of monster’s DEF.
Level 10: Permanently increases your damage by 20%, Ignores 10% of monster’s DEF.
Level 11: Permanently increases your damage by 21%, Ignores 10% of monster’s DEF.
Level 12: Permanently increases your damage by 22%, Ignores 11% of monster’s DEF.
Level 13: Permanently increases your damage by 23%, Ignores 11% of monster’s DEF.
Level 14: Permanently increases your damage by 24%, Ignores 12% of monster’s DEF.
Level 15: Permanently increases your damage by 25%, Ignores 12% of monster’s DEF.
Level 16: Permanently increases your damage by 26%, Ignores 13% of monster’s DEF.
Level 17: Permanently increases your damage by 27%, Ignores 13% of monster’s DEF.
Level 18: Permanently increases your damage by 28%, Ignores 14% of monster’s DEF.
Level 19: Permanently increases your damage by 29%, Ignores 14% of monster’s DEF.
Level 20: Permanently increases your damage by 30%, Ignores 15% of monster’s DEF.
Level 21: Permanently increases your damage by 31%, Ignores 15% of monster’s DEF.
Level 22: Permanently increases your damage by 32%, Ignores 16% of monster’s DEF.
Level 23: Permanently increases your damage by 33%, Ignores 16% of monster’s DEF.
Level 24: Permanently increases your damage by 34%, Ignores 17% of monster’s DEF.
Level 25: Permanently increases your damage by 35%, Ignores 17% of monster’s DEF.
Level 26: Permanently increases your damage by 36%, Ignores 18% of monster’s DEF.
Level 27: Permanently increases your damage by 37%, Ignores 18% of monster’s DEF.
Level 28: Permanently increases your damage by 38%, Ignores 19% of monster’s DEF.
Level 29: Permanently increases your damage by 39%, Ignores 19% of monster’s DEF.
Level 30: Permanently increases your damage by 40%, Ignores 20% of monster’s DEF.
Cannon Bazooka
Description: Cannon launches a powerful attack to damage multiple enemies in front of you at once.
Level 1: MP Cost: 35, Damage: 534%, Attacks up to 6 monsters 2 times.
Level 2: MP Cost: 35, Damage: 538%, Attacks up to 6 monsters 2 times.
Level 3: MP Cost: 35, Damage: 542%, Attacks up to 6 monsters 2 times.
Level 4: MP Cost: 35, Damage: 546%, Attacks up to 6 monsters 2 times.
Level 5: MP Cost: 40, Damage: 550%, Attacks up to 6 monsters 2 times.
Level 6: MP Cost: 40, Damage: 554%, Attacks up to 6 monsters 2 times.
Level 7: MP Cost: 40, Damage: 558%, Attacks up to 6 monsters 2 times.
Level 8: MP Cost: 40, Damage: 562%, Attacks up to 6 monsters 2 times.
Level 9: MP Cost: 40, Damage: 566%, Attacks up to 6 monsters 2 times.
Level 10: MP Cost: 45, Damage: 570%, Attacks up to 6 monsters 2 times.
Level 11: MP Cost: 45, Damage: 574%, Attacks up to 6 monsters 2 times.
Level 12: MP Cost: 45, Damage: 578%, Attacks up to 6 monsters 2 times.
Level 13: MP Cost: 45, Damage: 582%, Attacks up to 6 monsters 2 times.
Level 14: MP Cost: 45, Damage: 586%, Attacks up to 6 monsters 2 times.
Level 15: MP Cost: 50, Damage: 590%, Attacks up to 6 monsters 2 times.
Level 16: MP Cost: 50, Damage: 594%, Attacks up to 6 monsters 2 times.
Level 17: MP Cost: 50, Damage: 598%, Attacks up to 6 monsters 2 times.
Level 18: MP Cost: 50, Damage: 602%, Attacks up to 6 monsters 2 times.
Level 19: MP Cost: 50, Damage: 606%, Attacks up to 6 monsters 2 times.
Level 20: MP Cost: 55, Damage: 610%, Attacks up to 6 monsters 2 times.
Level 21: MP Cost: 55, Damage: 614%, Attacks up to 6 monsters 2 times.
Level 22: MP Cost: 55, Damage: 618%, Attacks up to 6 monsters 2 times.
Level 23: MP Cost: 55, Damage: 622%, Attacks up to 6 monsters 2 times.
Level 24: MP Cost: 55, Damage: 626%, Attacks up to 6 monsters 2 times.
Level 25: MP Cost: 60, Damage: 630%, Attacks up to 6 monsters 2 times.
Level 26: MP Cost: 60, Damage: 634%, Attacks up to 6 monsters 2 times.
Level 27: MP Cost: 60, Damage: 638%, Attacks up to 6 monsters 2 times.
Level 28: MP Cost: 60, Damage: 642%, Attacks up to 6 monsters 2 times.
Level 29: MP Cost: 60, Damage: 646%, Attacks up to 6 monsters 2 times.
Level 30: MP Cost: 65, Damage: 650%, Attacks up to 6 monsters 2 times.
Natilus Battleship
Description: Call the battleship of Natilus to attack multiple enemies at once a number of times.
Level 1: MP Cost: 350, Damage: 455%, Attacks up to 15 monsters 3 times.
Cooltime: 60 seconds.
Level 2: MP Cost: 350, Damage: 460%, Attacks up to 15 monsters 3 times.
Cooltime: 58 seconds.
Level 3: MP Cost: 350, Damage: 465%, Attacks up to 15 monsters 3 times.
Cooltime: 58 seconds.
Level 4: MP Cost: 350, Damage: 470%, Attacks up to 15 monsters 3 times.
Cooltime: 56 seconds.
Level 5: MP Cost: 350, Damage: 475%, Attacks up to 15 monsters 3 times.
Cooltime: 56 seconds.
Level 6: MP Cost: 350, Damage: 480%, Attacks up to 15 monsters 3 times.
Cooltime: 54 seconds.
Level 7: MP Cost: 350, Damage: 485%, Attacks up to 15 monsters 3 times.
Cooltime: 54 seconds.
Level 8: MP Cost: 350, Damage: 490%, Attacks up to 15 monsters 3 times.
Cooltime: 52 seconds.
Level 9: MP Cost: 350, Damage: 495%, Attacks up to 15 monsters 3 times.
Cooltime: 52 seconds.
Level 10: MP Cost: 350, Damage: 500%, Attacks up to 15 monsters 3 times.
Cooltime: 50 seconds.
Level 11: MP Cost: 350, Damage: 505%, Attacks up to 15 monsters 3 times.
Cooltime: 50 seconds.
Level 12: MP Cost: 350, Damage: 510%, Attacks up to 15 monsters 3 times.
Cooltime: 48 seconds.
Level 13: MP Cost: 350, Damage: 515%, Attacks up to 15 monsters 3 times.
Cooltime: 48 seconds.
Level 14: MP Cost: 350, Damage: 520%, Attacks up to 15 monsters 3 times.
Cooltime: 46 seconds.
Level 15: MP Cost: 350, Damage: 525%, Attacks up to 15 monsters 3 times.
Cooltime: 46 seconds.
Level 16: MP Cost: 350, Damage: 530%, Attacks up to 15 monsters 3 times.
Cooltime: 44 seconds.
Level 17: MP Cost: 350, Damage: 535%, Attacks up to 15 monsters 3 times.
Cooltime: 44 seconds.
Level 18: MP Cost: 350, Damage: 540%, Attacks up to 15 monsters 3 times.
Cooltime: 42 seconds.
Level 19: MP Cost: 350, Damage: 545%, Attacks up to 15 monsters 3 times.
Cooltime: 42 seconds.
Level 20: MP Cost: 350, Damage: 550%, Attacks up to 15 monsters 3 times.
Cooltime: 40 seconds.
Level 21: MP Cost: 350, Damage: 555%, Attacks up to 15 monsters 3 times.
Cooltime: 40 seconds.
Level 22: MP Cost: 350, Damage: 560%, Attacks up to 15 monsters 3 times.
Cooltime: 38 seconds.
Level 23: MP Cost: 350, Damage: 565%, Attacks up to 15 monsters 3 times.
Cooltime: 38 seconds.
Level 24: MP Cost: 350, Damage: 570%, Attacks up to 15 monsters 3 times.
Cooltime: 36 seconds.
Level 25: MP Cost: 350, Damage: 575%, Attacks up to 15 monsters 3 times.
Cooltime: 36 seconds.
Level 26: MP Cost: 350, Damage: 580%, Attacks up to 15 monsters 3 times.
Cooltime: 34 seconds.
Level 27: MP Cost: 350, Damage: 585%, Attacks up to 15 monsters 3 times.
Cooltime: 34 seconds.
Level 28: MP Cost: 350, Damage: 590%, Attacks up to 15 monsters 3 times.
Cooltime: 32 seconds.
Level 29: MP Cost: 350, Damage: 595%, Attacks up to 15 monsters 3 times.
Cooltime: 32 seconds.
Level 30: MP Cost: 350, Damage: 600%, Attacks up to 15 monsters 3 times.
Cooltime: 30 seconds.
Magnetic Anchor
Description: Install anchors to generate a strong magnetic field. The magnetic field formed will consistently attack monsters in between the anchors. In addition, the anchors will blow and deal fatal damage.
Level 1: MP Cost: 62, Duration: 6, Constant damage: 220%. When the anchors self-destruct, deals 508% damage.
Level 2: MP Cost: 62, Duration: 7, Constant damage: 240%. When the anchors self-destruct, deals 516% damage.
Level 3: MP Cost: 62, Duration: 8, Constant damage: 260%. When the anchors self-destruct, deals 524% damage.
Level 4: MP Cost: 62, Duration: 9, Constant damage: 280%. When the anchors self-destruct, deals 532% damage.
Level 5: MP Cost: 62, Duration: 10, Constant damage: 300%. When the anchors self-destruct, deals 540% damage.
Level 6: MP Cost: 74, Duration: 11, Constant damage: 320%. When the anchors self-destruct, deals 548% damage.
Level 7: MP Cost: 74, Duration: 12, Constant damage: 340%. When the anchors self-destruct, deals 556% damage.
Level 8: MP Cost: 74, Duration: 13, Constant damage: 360%. When the anchors self-destruct, deals 564% damage.
Level 9: MP Cost: 74, Duration: 14, Constant damage: 380%. When the anchors self-destruct, deals 572% damage.
Level 10: MP Cost: 74, Duration: 15, Constant damage: 400%. When the anchors self-destruct, deals 580% damage.
Level 11: MP Cost: 86, Duration: 16, Constant damage: 420%. When the anchors self-destruct, deals 588% damage.
Level 12: MP Cost: 86, Duration: 17, Constant damage: 440%. When the anchors self-destruct, deals 596% damage.
Level 13: MP Cost: 86, Duration: 18, Constant damage: 460%. When the anchors self-destruct, deals 604% damage.
Level 14: MP Cost: 86, Duration: 19, Constant damage: 480%. When the anchors self-destruct, deals 612% damage.
Level 15: MP Cost: 86, Duration: 20, Constant damage: 500%. When the anchors self-destruct, deals 620% damage.
Supporting Monkey Twin
Description: Summon your monkey’s elite twin to help in fighting enemies.
Level 1: MP Cost: 50, Duration: 96, Damage: 144%, Attacks up to 3 monsters.
Level 2: MP Cost: 50, Duration: 102, Damage: 148%, Attacks up to 3 monsters.
Level 3: MP Cost: 50, Duration: 108, Damage: 152%, Attacks up to 3 monsters.
Level 4: MP Cost: 50, Duration: 114, Damage: 156%, Attacks up to 3 monsters.
Level 5: MP Cost: 65, Duration: 120, Damage: 160%, Attacks up to 3 monsters.
Level 6: MP Cost: 65, Duration: 126, Damage: 164%, Attacks up to 3 monsters.
Level 7: MP Cost: 65, Duration: 132, Damage: 168%, Attacks up to 3 monsters.
Level 8: MP Cost: 65, Duration: 138, Damage: 172%, Attacks up to 3 monsters.
Level 9: MP Cost: 65, Duration: 144, Damage: 176%, Attacks up to 3 monsters.
Level 10: MP Cost: 80, Duration: 150, Damage: 180%, Attacks up to 3 monsters.
Level 11: MP Cost: 80, Duration: 156, Damage: 184%, Attacks up to 3 monsters.
Level 12: MP Cost: 80, Duration: 162, Damage: 188%, Attacks up to 3 monsters.
Level 13: MP Cost: 80, Duration: 168, Damage: 192%, Attacks up to 3 monsters.
Level 14: MP Cost: 80, Duration: 174, Damage: 196%, Attacks up to 3 monsters.
Level 15: MP Cost: 95, Duration: 180, Damage: 200%, Attacks up to 3 monsters.
Maple Warrior
Description: Increases the stats of all party members.
Level 1: MP Cost: 10, All Stats: +1%, Duration: 30 sec.
Level 2: MP Cost: 10, All Stats: +1%, Duration: 60 sec.
Level 3: MP Cost: 10, All Stats: +2%, Duration: 90 sec.
Level 4: MP Cost: 10, All Stats: +2%, Duration: 120 sec.
Level 5: MP Cost: 20, All Stats: +3%, Duration: 150 sec.
Level 6: MP Cost: 20, All Stats: +3%, Duration: 180 sec.
Level 7: MP Cost: 20, All Stats: +4%, Duration: 210 sec.
Level 8: MP Cost: 20, All Stats: +4%, Duration: 240 sec.
Level 9: MP Cost: 20, All Stats: +5%, Duration: 270 sec.
Level 10: MP Cost: 30, All Stats: +5%, Duration: 300 sec.
Level 11: MP Cost: 30, All Stats: +6%, Duration: 330 sec.
Level 12: MP Cost: 30, All Stats: +6%, Duration: 360 sec.
Level 13: MP Cost: 30, All Stats: +7%, Duration: 390 sec.
Level 14: MP Cost: 30, All Stats: +7%, Duration: 420 sec.
Level 15: MP Cost: 40, All Stats: +8%, Duration: 450 sec.
Level 16: MP Cost: 40, All Stats: +8%, Duration: 480 sec.
Level 17: MP Cost: 40, All Stats: +9%, Duration: 510 sec.
Level 18: MP Cost: 40, All Stats: +9%, Duration: 540 sec.
Level 19: MP Cost: 40, All Stats: +10%, Duration: 570 sec.
Level 20: MP Cost: 50, All Stats: +10%, Duration: 600 sec.
Level 21: MP Cost: 50, All Stats: +11%, Duration: 630 sec.
Level 22: MP Cost: 50, All Stats: +11%, Duration: 660 sec.
Level 23: MP Cost: 50, All Stats: +12%, Duration: 690 sec.
Level 24: MP Cost: 50, All Stats: +12%, Duration: 720 sec.
Level 25: MP Cost: 60, All Stats: +13%, Duration: 750 sec.
Level 26: MP Cost: 60, All Stats: +13%, Duration: 780 sec.
Level 27: MP Cost: 60, All Stats: +14%, Duration: 810 sec.
Level 28: MP Cost: 60, All Stats: +14%, Duration: 840 sec.
Level 29: MP Cost: 60, All Stats: +15%, Duration: 870 sec.
Level 30: MP Cost: 70, All Stats: +15%, Duration: 900 sec.
Hero’s Will”
Description: Cures you from being Seduced. The cooldown decreases as the skill level increases.
Level 1: MP Cost: 30, Cooldown: 600 sec.
Level 2: MP Cost: 30, Cooldown: 540 sec.
Level 3: MP Cost: 30, Cooldown: 480 sec.
Level 4: MP Cost: 30, Cooldown: 420 sec.
Level 5: MP Cost: 30, Cooldown: 360 sec.
Pirate Spirit
Description: Permanently increases the chance of granting addition damage after an attack. Also, when using this skill, the enemies’ attacks will not hold you back.
Level 1: Active Effects: MP Cost 30, Duration: 10, 22% chance to not get knocked back by the enemy’s attack.
Passive Effects: Permanent 1% chance of granting additional damage after attacking.
Level 2: Active Effects: MP Cost 30, Duration: 20, 24% chance to not get knocked back by the enemy’s attack.
Passive Effects: Permanent 1% chance of granting additional damage after attacking.
Level 3: Active Effects: MP Cost 30, Duration: 30, 26% chance to not get knocked back by the enemy’s attack.
Passive Effects: Permanent 2% chance of granting additional damage after attacking.
Level 4: Active Effects: MP Cost 30, Duration: 40, 28% chance to not get knocked back by the enemy’s attack.
Passive Effects: Permanent 2% chance of granting additional damage after attacking.
Level 5: Active Effects: MP Cost 35, Duration: 50, 30% chance to not get knocked back by the enemy’s attack.
Passive Effects: Permanent 3% chance of granting additional damage after attacking.
Level 6: Active Effects: MP Cost 35, Duration: 60, 32% chance to not get knocked back by the enemy’s attack.
Passive Effects: Permanent 3% chance of granting additional damage after attacking.
Level 7: Active Effects: MP Cost 35, Duration: 70, 34% chance to not get knocked back by the enemy’s attack.
Passive Effects: Permanent 4% chance of granting additional damage after attacking.
Level 8: Active Effects: MP Cost 35, Duration: 80, 36% chance to not get knocked back by the enemy’s attack.
Passive Effects: Permanent 4% chance of granting additional damage after attacking.
Level 9: Active Effects: MP Cost 35, Duration: 90, 38% chance to not get knocked back by the enemy’s attack.
Passive Effects: Permanent 5% chance of granting additional damage after attacking.
Level 10: Active Effects: MP Cost 40, Duration: 100, 40% chance to not get knocked back by the enemy’s attack.
Passive Effects: Permanent 5% chance of granting additional damage after attacking.
Level 11: Active Effects: MP Cost 40, Duration: 110, 42% chance to not get knocked back by the enemy’s attack.
Passive Effects: Permanent 6% chance of granting additional damage after attacking.
Level 12: Active Effects: MP Cost 40, Duration: 120, 44% chance to not get knocked back by the enemy’s attack.
Passive Effects: Permanent 6% chance of granting additional damage after attacking.
Level 13: Active Effects: MP Cost 40, Duration: 130, 46% chance to not get knocked back by the enemy’s attack.
Passive Effects: Permanent 7% chance of granting additional damage after attacking.
Level 14: Active Effects: MP Cost 40, Duration: 140, 48% chance to not get knocked back by the enemy’s attack.
Passive Effects: Permanent 7% chance of granting additional damage after attacking.
Level 15: Active Effects: MP Cost 45, Duration: 150, 50% chance to not get knocked back by the enemy’s attack.
Passive Effects: Permanent 8% chance of granting additional damage after attacking.
Level 16: Active Effects: MP Cost 45, Duration: 160, 52% chance to not get knocked back by the enemy’s attack.
Passive Effects: Permanent 8% chance of granting additional damage after attacking.
Level 17: Active Effects: MP Cost 45, Duration: 170, 54% chance to not get knocked back by the enemy’s attack.
Passive Effects: Permanent 9% chance of granting additional damage after attacking.
Level 18: Active Effects: MP Cost 45, Duration: 180, 56% chance to not get knocked back by the enemy’s attack.
Passive Effects: Permanent 9% chance of granting additional damage after attacking.
Level 19: Active Effects: MP Cost 45, Duration: 190, 58% chance to not get knocked back by the enemy’s attack.
Passive Effects: Permanent 10% chance of granting additional damage after attacking.
Level 20: Active Effects: MP Cost 50, Duration: 200, 60% chance to not get knocked back by the enemy’s attack.
Passive Effects: Permanent 10% chance of granting additional damage after attacking.
Level 21: Active Effects: MP Cost 50, Duration: 210, 62% chance to not get knocked back by the enemy’s attack.
Passive Effects: Permanent 11% chance of granting additional damage after attacking.
Level 22: Active Effects: MP Cost 50, Duration: 220, 64% chance to not get knocked back by the enemy’s attack.
Passive Effects: Permanent 11% chance of granting additional damage after attacking.
Level 23: Active Effects: MP Cost 50, Duration: 230, 66% chance to not get knocked back by the enemy’s attack.
Passive Effects: Permanent 12% chance of granting additional damage after attacking.
Level 24: Active Effects: MP Cost 50, Duration: 240, 68% chance to not get knocked back by the enemy’s attack.
Passive Effects: Permanent 12% chance of granting additional damage after attacking.
Level 25: Active Effects: MP Cost 55, Duration: 250, 70% chance to not get knocked back by the enemy’s attack.
Passive Effects: Permanent 13% chance of granting additional damage after attacking.
Level 26: Active Effects: MP Cost 55, Duration: 260, 72% chance to not get knocked back by the enemy’s attack.
Passive Effects: Permanent 13% chance of granting additional damage after attacking.
Level 27: Active Effects: MP Cost 55, Duration: 270, 74% chance to not get knocked back by the enemy’s attack.
Passive Effects: Permanent 14% chance of granting additional damage after attacking.
Level 28: Active Effects: MP Cost 55, Duration: 280, 76% chance to not get knocked back by the enemy’s attack.
Passive Effects: Permanent 14% chance of granting additional damage after attacking.
Level 29: Active Effects: MP Cost 55, Duration: 290, 78% chance to not get knocked back by the enemy’s attack.
Passive Effects: Permanent 15% chance of granting additional damage after attacking.
Level 30: Active Effects: MP Cost 60, Duration: 300, 80% chance to not get knocked back by the enemy’s attack.
Passive Effects: Permanent 15% chance of granting additional damage after attacking.
Cannon Buster
Description: Fires the enemies in front of you.
Level 1: MP Cost: 35, Damage: 262%, Attacks up to 3 monsters 3 times.
Level 2: MP Cost: 35, Damage: 264%, Attacks up to 3 monsters 3 times.
Level 3: MP Cost: 35, Damage: 266%, Attacks up to 3 monsters 3 times.
Level 4: MP Cost: 35, Damage: 268%, Attacks up to 3 monsters 3 times.
Level 5: MP Cost: 38, Damage: 270%, Attacks up to 3 monsters 3 times.
Level 6: MP Cost: 38, Damage: 272%, Attacks up to 3 monsters 3 times.
Level 7: MP Cost: 38, Damage: 274%, Attacks up to 3 monsters 3 times.
Level 8: MP Cost: 38, Damage: 276%, Attacks up to 3 monsters 3 times.
Level 9: MP Cost: 38, Damage: 278%, Attacks up to 3 monsters 3 times.
Level 10: MP Cost: 41, Damage: 280%, Attacks up to 3 monsters 3 times.
Level 11: MP Cost: 41, Damage: 282%, Attacks up to 3 monsters 3 times.
Level 12: MP Cost: 41, Damage: 284%, Attacks up to 3 monsters 3 times.
Level 13: MP Cost: 41, Damage: 286%, Attacks up to 3 monsters 3 times.
Level 14: MP Cost: 41, Damage: 288%, Attacks up to 3 monsters 3 times.
Level 15: MP Cost: 44, Damage: 290%, Attacks up to 3 monsters 3 times.
Level 16: MP Cost: 44, Damage: 292%, Attacks up to 3 monsters 3 times.
Level 17: MP Cost: 44, Damage: 294%, Attacks up to 3 monsters 3 times.
Level 18: MP Cost: 44, Damage: 296%, Attacks up to 3 monsters 3 times.
Level 19: MP Cost: 44, Damage: 298%, Attacks up to 3 monsters 3 times.
Level 20: MP Cost: 47, Damage: 300%, Attacks up to 3 monsters 3 times.
Level 21: MP Cost: 47, Damage: 302%, Attacks up to 3 monsters 3 times.
Level 22: MP Cost: 47, Damage: 304%, Attacks up to 3 monsters 3 times.
Level 23: MP Cost: 47, Damage: 306%, Attacks up to 3 monsters 3 times.
Level 24: MP Cost: 47, Damage: 308%, Attacks up to 3 monsters 3 times.
Level 25: MP Cost: 50, Damage: 310%, Attacks up to 3 monsters 3 times.
Level 26: MP Cost: 50, Damage: 312%, Attacks up to 3 monsters 3 times.
Level 27: MP Cost: 50, Damage: 314%, Attacks up to 3 monsters 3 times.
Level 28: MP Cost: 50, Damage: 316%, Attacks up to 3 monsters 3 times.
Level 29: MP Cost: 50, Damage: 318%, Attacks up to 3 monsters 3 times.
Level 30: MP Cost: 53, Damage: 320%, Attacks up to 3 monsters 3 times.