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Ultimate "Class" Guide (discontinued)

Discussion in 'Toram Online Game Guides' started by Red_Fox, May 22, 2017.

  1. Red_Fox

    Red_Fox Internet Pirate Super Likable Elite Member Epic Member

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    Ultimate "Class" Guide =(^.^)=
    Unlike many other games, Toram Online does not use a traditional class system.
    Instead of selecting from predefined job classes, you can design your very own unique profession with weapons, stats and skills of your choice.


    Choose your weapons!
    The first step is the selection of your weapon, which will determine your combat style.
    Note that the weapon does not define your class, it's just the style of combat.
    The weapon you select will define your first learned skill, so make sure to pick the right one. ;)

    You can choose from the 6 basic weapon categories (but there are 9 weapon types in the game, so this is not yet the final choice).
    Sword - power increases with Strength, easy to use with strong attacks
    Bow - power increases with Dexterity, attack from a distance
    Staff - magic power increases with Intelligence, efficiently cast magic from afar
    Knuckle - power increases with Agility, very fast and well balanced, but initial power is lower
    Halberd - power increases with Strength, very strong attacks at mid range, but movements are slow
    Katana - power increases with Dexterity, strategic attacker with high mobility, weapon power is low but can use strong skills

    You will get a basic training weapon and your first attack skill.
    3 of the 6 categories have different types of weapons, so you may change your weapon type once, if possible.

    1-Handed Sword
    1h Swords have a well balanced stat growth, so they can be used for anything.
    Attack stats of 1h Swords are medicore, but they often have strong supportive stats like speed, defense or magic.
    You can buff your character by equipping a sub weapon that matches your style. All sub weapons are availabe and you can even fight with 2 swords.

    2-Handed Sword

    2h Swords are bigger and stronger than 1h Swords and mostly focus on strength and critical hits.
    You cannot equip sub weapons, but the weapon attack is very high.
    The style of 2h Swords is more offensive, but defensive play style is also supported.

    Bow
    Bows are not very strong on their own, but you can equip Arrows to greatly boost your attack, stability and other stats.
    Or you can use a Katana as sub weapon instead. This does not weaken your defences and allows to fight in close combat as well.

    Bowgun
    Bowguns (or sometimes actual guns) are like Bows for 1 hand.
    Arrows are only half as effective as for Bows, but you can equip all other sub weapons.
    Unique to Bowguns is their stat growth: they gain all their attack power from DEX only, which gives you more freedom to use other stats to buff speed and defense.
    (While STR does not raise attack, like it does for Bows, it still increases Stability and Critical Damage.)
    Some Bowguns boost short range damage, which allows you to mix in some martial arts and fight efficiently in every position.

    Staff
    Staffs are strong physical weapons similar to 2h Swords, they can even equip sub weapons, but their stability is low.
    The main purpose of Staffs is efficient casting of magic. They have a strong magic power growth and can recover MP quickly through charging.
    You can equip most sub weapons to buff your abilities or use martial arts or even throw knifes and arrows.

    Magic Device
    Magic Devices are advanced magic weapons with well balanced stat growth and strong magic power and physical attack.
    You cannot equip sub weapons, but attack, magic power and speed are strong.
    MP recovery is pretty fast with normal attacks and charging.

    Knuckle

    Knuckles are allrounder weapons.
    Their physical attack growth is lower, but their magic power growth is higher.
    Since they raise attack with Agility, they are the fastest of all weapons and very good at dodging attacks.
    You can equip all sub weapons to support your desired play style.

    Halberd
    Halberds are the strongest physical weapons, they have higher attack and longer range than 2h Swords.
    Since they do not gain attack from Dexterity their accuracy is low, but they have various abilities to land critical hits, which can't miss.
    You can equip Daggers and Arrows, but other sub weapons are not available.

    Katana
    Katanas have the lowest weapon attack, but their abilities are very powerful.
    You can only use Daggers as sub weapon, or none at all. There is a skill that greatly boosts the Katanas power if no sub weapon is equipped.
    All attacks and most skills of Katanas are Unsheathe Attacks.
    Magic Attack growth is greatly lowered, but movement is enhanced.

    Shield
    Shields can be equipped to all 1-handed weapons, they act as an additional piece of armor and raise your defences.
    Wearing a Shield reduces your attack speed by 50%, but you can perform Guard to reduce damage taken.

    Dagger
    Daggers can be equipped to all 1-handed weapons and Halberds.
    They do not raise your attack or stability, but they have other useful stats on them,
    and they are the only sub weapon without initial drawbacks.

    Arrow
    Arrows can be equipped to all 1-handed weapons, Halberds and Bows.
    The attack and stability of Arrows is directly added to Bows, Bowguns only gain 50% of it and other weapons don't.
    Other stats on the Arrow apply to all weapons, unless they are restricted.
    Wearing an Arrow reduces your defences by 25%, but you can use Shot Skills even without a Bow or Bowgun.

    Magic Device (sub)
    Magic Devices can also be equipped as sub weapon to all 1-handed weapons.
    Their attack, stability and other stats will not be applied, but you get their weapon bonus for Magic Skills and Holy Light.
    Wearing a MD(sub) reduces your attack by 15%, also the weapon bonus is NOT applied if your main weapon is a Staff.

    Knuckle (sub)
    Knuckles can also be equipped as sub weapon to all 1-handed weapons.
    Their attack, stability and other stats will not be applied, but you get their weapon bonus for Martial Skills and Holy Fist.
    Wearing a Knuckle(sub) reduces your magic attack by 15%.

    1h Sword (sub)
    1h Swords can also be equipped as sub weapon to 1h Swords after learning the Dual Sword Mastery Skill.
    When 2 1h Swords are equipped, your weapon changes to Dual Swords.
    You will have separate attack stats for both swords, but the stat screen only shows your average attack power.
    Attack of the main sword is increased the same way as usual, attack of the sub sword increases with STR and AGI.
    For weapon attacks and Dual Sword Skills, the attack, stability and element of the sub sword will be applied, other stats of the sub sword are not applied.
    Attack Speed and critical rate is decreased, but learning Dual Sword Mastery restores it.

    Katana (sub)
    Katanas as sub weapon are only available to Bows.
    Their attack, stability and other stats will not be applied, but you get their weapon bonus for Mononofu Skills.

    Learn new Skills! - at the Library
    Rather than learning many skills at once, you should learn one skill at a time.
    The effect of skills is weakened if the the skill is not mastered, but the MP cost is not lowered.
    That's why you should always master a weapon skill as soon as possible.
    This is different for passive skills, since they do not consume MP.

    Master your Weapon!
    Weapon Skills are the essential skills for each weapon.
    Most of them require you to have their respective weapon equipped, but some can be used with any weapon.
    Skills with "no limit" can be used with any weapon, but only some weapons will get a weapon bonus for that skill.
    It is recommended to learn skills for your weapon first before learning others, and you should not learn skills that you cannot use with your weapon.
    Changing weapons in combat is not possible, so you can't use more than one weapon type.

    Blade Skills
    Blade Skills can be used with 1h and 2h Swords.
    Most of them deal damage and apply a buff to the user, boosting critical hits or MP recovery.
    The passive skills increase attack and speed of swords and damage dealt by Blade Skills.
    War Cry raises the attack of the entire party and removes Fear.

    Shot Skills
    Shot Skills can be used with Bows, Bowguns and Arrows, but only Bows and Bowguns get a weapon bonus.
    Half of the skills apply status ailments to the target and buffs to the user boosting attack or accuracy.
    The passive skills increase damage dealt by long range skills and recover mp after using skills.

    Martial Skills
    Martial Skills can be used with any weapon, but only Knuckles get a weapon bonus.
    The punching skills break down the targets defences, while the kicking skills restrict the targets movement or deal heavy damage.
    The passive skills are exclusive to Knuckles (main weapon) and add additional effects to weapon attacks.

    Magic Skills
    Magic Skills can be used with any weapon, but only Staffs and MDs get a weapon bonus.
    Magic Skills are strong, but most of them have a cast time and may fail if you get hit while casting.
    The passive skills speed up magic casting and add extra range to weapon attacks.

    Halberd Skills
    Halberd Skills can be used with Halberds and half the skills can also be used with 1h Swords.
    There are various stabbing skills at different levels and even throwing and jumping skills.
    You can even use magic to increase attack speed and raise the critical hit chance of the next skill.
    The passive skills increase critical hit rate and there is a skill to quickly recover mp in dire situations.

    Mononofu Skills
    Mononofu (Warrior) Skills can be used with Katanas.
    The passive abilities are also availabe for any other weapon, but they are most effective with a Katana equipped.
    Unlike other Mastery skills, Bushido (Mononofu Mastery) applies to all weapons. The attack boost only applies to Katana (main weapon), but it raises HP, MP and Accuracy.
    Both Hands raises weapon attack, stability and critical rate if no sub weapon is equipped, and gives a great power boost to the Katana's Critical Hits.
    Other skills allow enhanced movement or greatly boost Critical Hit Rate at the cost of defence.
    Attack Skills have various side effects that either raise their own power, prepare for the next attack or even negate and/or counter the enemies attacks.

    Dual Sword Skills
    Dual Sword Skills are required to use Dual Swords and make use of Dual Swords special attack stats.
    Most skills include some form of movement or counter-attack to evade/block incoming attacks.
    The passive skills enhance speed and power of Dual Swords, and there are buff skills that greatly boost Evasion and counter-attacks.

    Use your Armor and Accessories!
    Buff Skills are extra skills to make use of your Daggers, Shields and Arrows, improve your Armor or obtain other helpful abilities.
    Like Weapon Skills most of these require certain weapons but there are also skills with "no limit".

    Dagger Skills

    Dagger Skills make use of the Dagger's attack stat.
    You can throw the dagger to deal damage and inflict status ailments, or you can add additional damage to your weapon attacks.
    The final skills on the tree give you a chance to double the number of hits on your dagger attacks.

    Shield Skills
    Shield Skills upgrade your Shield by raising attack speed, defence and HP.
    You can shift the party's resistances with magical barriers.
    And you can even attack with the Shield to stun enemies or counter-attack when you guard.

    Guard Skills
    Guard Skills improve remodelled Armors.
    You can remodel each Armor once at the Blacksmith.
    Light Armor boosts speed and dodge (AGI) at the cost of defence and allows you to perform Evasion (but not Guard).
    Heavy Armor boosts defence and magic defence (VIT, INT) at the cost of speed and dodge and allows you to perform Guard (but not Evasion).
    The Armor Mastery skills increase the Evasion- or Guard Rates of remodelled Armors.

    Priest Skills
    Priest Skills let you use holy magic to heal and protect the party and to attack with the Light element.
    Healing power increases with magic attack, but the skill Holy Fist uses both, attack and magic attack.
    All skills can be used with any weapon, but only Staffs get a weapon bonus for every skill.

    Knight Skills
    Knight Skills generate more aggro than other skills, so you can protect your party members by directing attacks to yourself.
    Of course there are also skills to guard yourself ;)
    Most Knight Skills require a sword or shield, but some can be used with any weapon.
    Shields increase the power of Knight Skills.

    Hunter Skills
    Hunter Skills are special attacks for Bows and Bowguns, but you can also set up traps, which can be done with any weapon.
    All Hunter Skills get a weapon bonus for Arrows.
    The traps activate when a monster steps near them, but they can also be destroyed by area attacks.
    When a trap was activated successfully, you recover MP.

    Train your Body and Mind!
    Assist Skills are helpful extra abilities to enhance yourself or your party members.
    They don't have any requirements but most are not very strong either.

    Survival Skills
    Survival Skills are a set of helpful passive skills that shorten Revive Time, speed up Regeneration and raise your MaxHP and MaxMP.

    Support Skills
    Support Skills are healing and buff skills that can be used with any weapon and are independent of your stats.
    You can heal and revive others, remove status ailments and raise attack or defence.
    Many skills have unlimited duration, but their effect ends when the caster takes damage.

    Battle Skills
    Battle Skills are another set of passive skills that raise your stats.
    They are helpful to break the limits when your stats reach the maximum.
     
    Last edited: Mar 4, 2018
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  2. Red_Fox

    Red_Fox Internet Pirate Super Likable Elite Member Epic Member

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    Ok, time for an example =(^.^)=
    The Priest class is something that many players asked for, so here we go:


    Unfortunately quite many people interpret each individual skill tree as a "job class" and complain that the "Priest" is only a secondary class and inferior to the "Swordsman", "Mage" and "Sniper".
    THAT IS ALL WRONG !!!


    Like I explained earlier, in Toram you DO NOT have pre-designed job classes and professions available, but instead design your very own class by combining weapons, stats and skills.
    Of course the Priest Skill tree is essential for most of those, it is not required for all of the possible "Priest" designs.

    The first step in creating a character class is to define it's purpose:

    A Priest is able to heal and/or buff party members and/or fight evil monsters with divine power.
    That is very generic on purpose, because there are many variations that can accomplish that ;)

    Priest Skills include regeneration magic, a defence buff, holy attacks and spell support.
    Support Skills also include healing magic, purifying magic, barrier magic and various stat buffs.
    Shield Skills can also cast defensive barriers.
    Some of them require a Shield, or depend on your magic power and others are completely independent.

    Which and how many skills are used strongly depends on the build, so let's look at the armor first:
    Most important is a large MP pool and quick regeneration, as well as not creating too much unwanted attention.
    That's why MP and negative Aggro should be your first priority when selecting your equipment.

    And now about the weapon choice:
    Weapons decide your preferred stats and the skills you can use.
    All Priest Skills get a bonus for Staffs, but can also be used with any other weapon.
    Holy Fist also has a bonus for Knuckles and Holy Light for MDs.
    Staffs and Knuckles can also equip Shields, which are required for Shield Skills.
    Support Skills do not have any requirements, but rely on casting speed, or your ability to avoid being targeted.

    Considering all this, the "Priest" class can be anything, ranging from the classic White Mage over the fan-favourites Paladin to a rampaging Berserk Healer.
    And lastly to give at least one detailed example, I present you: The Shrine Priestess =(^.^)=


    I picked this one, because it is most interesting and unique, if not "never seen before" ;)

    Weapons: Bow + Arrow
    Skills: Shot, Hunter and Priest Skills
    Stats: DEX, INT, STR
    Features: Regeneration, Armor Boost, Disable, Traps, Enchant
    This design is based on Kikyo (and Kagome) from Inuyasha :p

    From the Shot Skills you only need the passives and the status attacks. Power Shot causes Tumble and has an increased critical rate if the target was hit by Moeba Shot before, Paralysis Shot slows down the targets attacks and buffs your own, Smoke Dust inflicts Blind to lower the targets Accuracy and raises your own.
    Quick Draw may recover some MP after consuming it, so you can use even more abilities.

    From the Priest Skills you need Bless, Gloria and the skill after it, which enhances Bless.
    Bless gradually recovers health to all party members, the effect increases with your magic power.
    Gloria greatly boosts the parties defence and magic defence and also the Guard Rate of Shield users.

    From the Hunter Skills you need everything.
    Kickback is a close range attack to push the target back if gets too close, it also cancels or re-locates self-centered AoE attacks.
    Sleep Trap, Bear Trap and Landmine deal magic damage and inflict Sleep, Stop and Ignite if an enemy steps on them.
    Sunrise Arrow is a piercing shot that hits everything between you and the target and deals double damage to sleeping targets.
    Enchanted Arrows raises you attack power according to your magic power and also boosts Attack MP Recovery.

    The stats to raise are DEX, INT and STR.
    DEX increases attack, cast speed, accuracy, magic attack and stability.
    INT increases magic attack, magic defense and MP.
    STR increases attack, critical damage and stability.

    In the beginning you can raise DEX and STR, since you are dealing physical damage.
    When you learn Bless you can raise INT and when you get to Enchanted Arrows and Landmine, you definitely need INT.
    For equipment, look out for negative Aggro, MP and MP Regen.
    The Survival Skill Sober Analysis recovers MP during combat based on your Natural MP Regen.
     
    Last edited: Jan 7, 2018
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  3. Red_Fox

    Red_Fox Internet Pirate Super Likable Elite Member Epic Member

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    this chapter will be less specific, as it is not about a single build type, but rather a whole class of build types:
    yes, this all about Swords & Sorcery =(^.^)=


    actually, the "swords" part can be replaced with any other weapon, but that should be clear if you get the basic concept of the system (explained in the very 1st post).
    to keep it as simple as possible, this is just about Blade and Magic Skills.
    naturally i will not provide detailed builds with stats and skills and everything. if you can't figure it out for yourself, then this class is probably not suited for you :p


    both, 1h and 2h swords, raise their attack with STR and DEX.
    and magic power comes from INT and DEX.
    so, regardless of which variation you build, the stats to use are STR, DEX and INT.

    1h Swords can equip a Magic Device as sub weapon to gain it's bonus effect for magic skills, but the cost for this power is a -15% reduction of your atk stat.
    but if you like strong stats more than strong skill boni, you can also use a Dagger or Shield instead.
    2h swords will always have to go without sub weapons, but they are very strong with their Blade Skills.
    depending on which weapons you choose, you could call it a Magic Swordsman, Magiknight, Spellblade, Enchanter, ect...
    but the basic principle is always the same:
    it's all about using the full potential of your attacks by utilizing the poration and additional effects.

    Blade Skills are mostly the same for all variants.
    (note that Sword Tempest, despite being a physical skill, applies magic poration.)
    Trigger Slash is a very important skill, for it's Attack MP Recovery boost.
    it also unlocks Rampage ;)
    while it's a risky skill that trades all your defense and dodge for attack power, it also raises AMPR by large amount.
    if you finish all 10 attacks, you will have recovered the entire MP cost of the skill and execute a strong 3-Hit-combo for free =(^.^)=
    by raising your critical rate with Astute and using some magic before the final hit, you can greatly boost the damage to 20x your attack power.
    (note that Rampage replaces the effect of Power Wave while it's active, so it's not recommended for builds with MD sub weapon.)
    Sword Tempest is an alternative for Power Wave users.
    War Cry is a useful party buff and makes a good 'save' skill, especially Rampage is not available.

    the choice of Magic Skills differs build by build.
    MP Charge takes too long to be used in battle, so it's usually better to focus on Attack MP Recovery instead.
    this is different for MD builds, as they have a reduced charge time and need it to unlock other beneficial skills.
    MP Regeneration is equally useful for every build.
    (note that Sober Analysis doesn't have it's own effect, but uses a fraction of your Natural MP Regen. maxing Short Rest is strongly recommended.)

    Magic Javelin activates immediately, which makes it very handy to use in combos with Blade Skills.
    Magic Lances is required to unlock Magic Impact, it's higher cost makes it useful for 'save' combos.
    Magic Impact is strongly recommended for MD builds, non MD builds can also do well without it.

    Magic Wall should not be used with 2h builds, since it's attack range is shorter than the sword.
    Chain Cast is helpful for builds that include Magic Blast, but not really necessary if you don't plan to get Power Wave.
    Power Wave is a must-have for MD builds since it greatly boosts their normal attacks, but non-MD builds with Rampage should not use it at all.

    and lastly, about the equipment:

    there are few "magic swords", dropped by bosses or crafted from rare boss materials.
    1h Swords get them from lv40, 2h Swords have to wait until lv100.
    it is recommended to use 2h Swords with Guard and/or HP stats.
    for armors, there are those with attack AND magic boosting stats starting from lv50.
    before that, armors that raise MaxMP and MaxHP are well-suited.
    Add. Gear and Rings can be anything that has the stats that you want/need.
    on higher levels "Additional Magic" can be found on some of those, it's a nice little damage bonus to your normal attacks.

    if you feel like you need more defense, and especially if you use 2h swords, it is recommended to remodel your armor to 'Heavy' and learn the corresponding Armor Mastery skill.
    without a shield, you will have 25% Guard Power and 10% Guard Rate, which is increased by up to 30% with basic and advanced Armor Mastery.
    additional Guard Rate/Power can be obtained through equipment, like some 2h swords or the Parrying Dagger.
    if your build uses a Shield, you don't need remodelled armor. it is recommended to learn Shield Mastery instead.

    that's it =(^.^)=
     
    Last edited: Mar 4, 2018
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  4. Red_Fox

    Red_Fox Internet Pirate Super Likable Elite Member Epic Member

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    reserved =(^.^)=
     
    Last edited: Apr 6, 2018
  5. Red_Fox

    Red_Fox Internet Pirate Super Likable Elite Member Epic Member

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    reserved =(^.^)=
     
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  6. Ana-

    Ana- New Member

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    Thank you for the amazing post :D:D
     
  7. mamattew

    mamattew 桃井 日奈 Elite Member

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    great work nyan :D:oops::rolleyes:
     
  8. Red_Fox

    Red_Fox Internet Pirate Super Likable Elite Member Epic Member

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    duuuh...
    i wanted to explain the possibilities of making a priest class, since so many people were asking for it, but i didn't find the time and will to write everything yet...
    by now i almost forgot about it, but i will resume my work on this soon ;)
     
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  9. Red_Fox

    Red_Fox Internet Pirate Super Likable Elite Member Epic Member

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    *bump*

    an example class was added: Shrine Priestess
     
  10. Neo Frame

    Neo Frame Well-Known Member

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    Priest class with protect/aegis and advanced bless, hell yeah make some!
     
  11. Red_Fox

    Red_Fox Internet Pirate Super Likable Elite Member Epic Member

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    *bump*

    added a chapter about "Magic Swordsman" type builds =(^.^)=
     
  12. Red_Fox

    Red_Fox Internet Pirate Super Likable Elite Member Epic Member

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    *bump*

    added Katana weapon and Mononofu Skills
     
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  13. BLVCKELIXIR

    BLVCKELIXIR Active Member

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    Greatly appreciated Fox, Priest-variant classes are hard to come by in Toram nowadays ever since the Mononofu came out, hopefully the new skills for 150 Level cap will go handy with it, maybe we'll get a rise in paladins in Toram :rolleyes:.
     
  14. BeefKZ

    BeefKZ Member

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    Whats the level 40 magic 1h sword?
     
  15. Red_Fox

    Red_Fox Internet Pirate Super Likable Elite Member Epic Member

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    *bump*

    - fixed some leftover typos
    - adjusted the part about the Magic Swordsman
     
  16. RaeYoon

    RaeYoon Active Member

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    Thank you for this wonderful thread. Things are much clearer in my head^^
     
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  17. goldennut

    goldennut New Member

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    I love the way you explain everything into details. Keep it up!!!;)

    Btw, have u write anything about combination skills. sure want to look up if do.
     
  18. Red_Fox

    Red_Fox Internet Pirate Super Likable Elite Member Epic Member

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    will add that to the next update of the Complete Stats Guide ;)
     
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  19. goldennut

    goldennut New Member

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    I'll be looking forward for. ty in advance :)
     
  20. Astrocyte

    Astrocyte Active Member

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    what about evasive dual sword?
     

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