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//==Guardian==\\
**Attack**
**Defense**
**Other**
//==Samurai==\\
**Attack**
**Support**
//==Monk==\\
**Attack**
**Defense**
**Other**
//==Cleric==\\
//==Druid==\\
**Recovery**
**Other**
//==Kannagi==\\
**Damage Interception**
//==Medicine Man==\\
//==Assassin==\\
//==Swashbuckler==\\
**Attack**
**Other**
//==Bard==\\
**Attack**
**Curse**
**Cover Songs**
**Other**
//==Sorcerer==\\
//==Summoner==\\
**Summons**
**Other**
//==Enchanter==\\
//==Racial Skills==\\
Race of Ritual
//==Guardian==\\
Link: http://ncode.syosetu.com/n5313bu/3/
Sample Builds:
Fortress - The True Shield Role
● The standard one-handed sword and large shield style of Guardians in Elder Tale.
● Standing at the front of the first raising Hate with <Anchor Howl> and <Taunting Shout>
to gather enemies to you, it allows allies to move about the battlefield freely but
increases the physical strength of enemies. <Cross Slash> is often used as a basic
attack technique.
● Damage from enemies is kept to minimum from the high defensive capabilities of the
shield, further reinforced by the ability <Shield Mastery> and thick armor, reinforced by
<Iron Bounce>. In addition, movement can be sacrificed to increase defense even more
with <Fortress Stance> and <Heavy Anchor Stance>, granting great detention
capabilities. Of course it is impossible to take hits from the enemies forever, but they can
maintain the front with recovery and protection from allies even if they can't kill monsters.
● However, you don't just sit there and take attacks. <Shield Smash> also plays an
important role, as it can interrupt enemies. Therefore, it is important to know the "attack
you can't let happen" and be prepared to interrupt it.
**Attack**
Cross Slash (クロス・スラッシュ)
Pooling your power into your brandished weapon, strike twice in a shape of an X, a
starting skill for Guardians. Because this skill can be used regardless of the weapon,
many Guardians know and love it.
**Defense**
Anchor Howl (アンカー・ハウル) -- Hate Control Skill
Establish yourself as a threat to the enemy by raising a loud cry, a powerful Guardian
provocation skill that instantaneously raises your own Hate. Since you are taking the
brunt of the enemy's attacks, you gain a DEF boost for a short while, a reason why
Guardians are good on the front lines. While defense is increased, the Guardian's armor
glows. (TL: This actually doesn't mention the counterattack that Guardians can deal in
case an opponent attempts to ignore the taunt.)
Covering (カバーリング)
Before enemies can get too close, stand in their way to defend another member of your
team and take the damage for them, another signature skill of the Guardian class.
Because you have to be in position before activating the skill, the party's formation is
important.
Counter Break (カウンターブレイク) -- Special Skill
Offset the power of an enemy's attack with your own. There is a popular charm in the
flashy effects when an attack is successfully canceled. Because the amount of damage
reduced depends on attack power, it is said that a two-handed weapon-wielding
Guardian can offset even a Samurai's trump card. Because this skill has a long
cooldown time, it is important to have good timing.
**Other**
Resilience (レジリアンス) -- Recovery Skill
Showing the durability of a Guardian's strong body, recover HP during battle as if you
were resting. HP is gradually recovered, but not at the rate of a Druid's heal-over-time
spells. It is useful for continuing long battles, though.
Sample Builds:
Sword Samurai - Standard Katana Samurai
● It can be said that this build and style is a popular class in Elder Tale as a faithful
aggressive front-line guard, with its two-handed katana and Samurai-themed armor.
● After getting the attention of the enemy using <Samurai's Challenge>, getting first hit by
using <Kabuto-Wari> which increases first hit damage, lowering the enemy's resistance.
The standard strategy is to use <Kodama Kaeshi> to increase your damage output with
counterattacks.
● Needless to say, you will die immediately if it keeps up. Damage can be offset by using
<Parry> and <Kirikaeshi> but when you take their cooldown into consideration, you will
need to use <Setsuna no Mikiri> and <Murakumo no Tachi> to avoid attacks. In a
situation where a strong enemy appears, using <Ikkikasei> to reset your timers is a valid
option for continuous defense. It takes an experienced player to know when and where
to use this trump card.
● Two-handed grip is the basic style, but some dual-wield as a second choice. A katana
held in one hand loses power in comparison to one held in two hands, but it is
compensated by the fencing style of having a sword in each hand. Because the
dual-wield style increases the number of hits the overall damage has a chance to be
increase, due to the fact that abilities on the swords will have more chances to activate.
<Shunsen> can increase the number of moves used by increasing attack speed. A
problem is that you must prepare enough funds, as repair costs are doubled and you
have to get multiple weapons.
Kasha no Tachi
Named after the ghoul in the Yamato legends that sent the dead to the afterworld.
Imbues weapon with strong desire to defeat enemy and, as if drawing the a circle around
the enemy, attacks with continuous strikes. When against multiple enemies, it can be
used to split up enemies or as a hate skill. When against a single enemy, it can deal
massive damage.
**Support**
Shunsen/Fast Break -- Attack Skill
Launches a swift attack. Temporarily increases attack speed, shortens interval between
attacks, makes continuous strikes possible. DPS increases as enemy numbers increase.
Go no Sen
Intentionally allow enemy to have the initiative to allow yourself to take advantage of a
flaw in the opponent's attack, then launch a continuous counterattack. Samurai who use
this skill take the interception stance. Samurai in interception mode will automatically
counterattack. "Iai Stance" and such counterattack skills can also be used in conjunction
with this skill, counter builds with a combination of these counterattacks are staple battle
tactics of Samurai.
**Defense**
Parry/Cool Defense
Calm and firm defense regardless what the situation is. While in effect, cuts a
percentage of damage received. Percentage increases as damage received increases.
Continuous MP cost over time. Typically used over a short period of time to tank a
high-damage attack.
Special skills
Ittoryodan Literally cuts enemy in half by letting out one extremely intense attack.
(Cut in Two) Capable of dealing a large amount of damage. Cooldown one use a day.
Only a single hit with a moment of explosive DPS, cannot continuously
deal out large amounts of damage like the Assassin.
Kirikaeshi Can offset the power of attacks aimed at myself, by landing my own hit.
(Returning Slash) If offsetting is successful, weapon gains a shining effect. This skill is also
[Counter Break] popular for looking fancy. Amount of damage that can be reduced
depends on attack power so for offensive Samurai, this skill can be
called a trump card. Because it has a long cooldown and cannot be used
in succession, there is technical aspect of the user's skill.
Setsuna no Mikiri Can completely avoid any and all attacks, evasion success rate occurs
(A Moment's in a flash. Extremely short time of effect, starts at 2 seconds and with the
Jettison) utmost training can reach 8 seconds. While active, can reach 100%
evasion rate, becomes practically invincible during this duration. This is
essentially the Samurai's version of the Guardian Skill "Castle of Stone".
Murakamo no Katana skill. Just like the legend of Ame no Murakamo who extinguished
Tachi a burning wildfire with a single swing, the Samurai cancels attacks by
(Murakamo's slicing and cutting through each attack. Extremely short duration but
Tachi) enemy's attacks are completely nullified. Thanks to the long range of
Murakamo no Tachi, it not only protects the Samurai, but covers allies as
well. Sometimes this skill will make or break a raid boss fight.
Ikkikasei Auxiliary skill. Allows Samurai to use any skill and ignores cooldown.
(In One Breath) Duration is exceptionally short but still possible to mount a continuous
barrage of powerful attacks. However this skill expends many resources
at once, "In One Breath" itself consumes over 3000 MP and other skills
MP costs are increased. This skill is a double-edged sword where
slightly improper timing will instantly deplete all resources for nothing.
Miscellaneous skills
**Attack**
Lightning Straight (ライトニング・ストレート)
Bluish-white lightning envelops your fist as you punch the enemy. Because it deals
lightning magic damage, it is effective against enemies with high physical defense with
tough armor and skin. While Elder Tale was a game, you used a straight punch when
you activated this skill. After the Catastrophe, though, you can use this skill with any kind
of punch.
Backhand (バックハンド)
**Defense**
Long-Range Cover (ロングレンジカバー) --
**Other**
Rafting Taunt (ラフティングタウント) -- Hate Control
Phantom Step (ファントムステップ) -- Movement Skill
Resilience (レジリアンス) -- Recovery Support Skill
Indomitable (インドミタブル) -- Recovery Skill, Special Skill, Revival
Monkey Step (モンキーステップ) -- Hate Control, Movement Skill
Breath Control (ブレスコントロール) -- Recovery Skill
Sample Builds:
Armor Cleric - Heavy Armored Type
● Wearing plate armor and shields, wielding weapons like maces and swords, this
"Combat Priest" is common.
● At first glance it may seem dangerous for a Cleric to fight on the front lines, but if the
frontliners near them are the ones who require recovery frequently, they can support
appropriately from that location. This is due to the limited range of the magic, it will not
work if you are not at the front.
● Also, by contributing in dealing damage, the time it takes to kill a monster is lowered,
reducing the damage taken by the party.
● Many "Combat Priest" place great importance in self-reinforcement and skills such as
<Divine Might>, <Holy Shield>, <Holy Hit> and <Faithful Blade>. Above all, <Healing
Forge> is an excellent skill that serves as an attack for enemies and recovery for allies, it
is known as a classic "Combat Priest" skill.
● Needless to say, <Reactive Heal> is important to "Combat Priest" as well. The party can
concentrate on fighting with no worries so long as the "Combat Priest" is still standing
and fighting, while using their self-recovery. In addition, this build is popular even among
solo players because it has good balance between attack skills and recovery skills.
● Coppelia of Gaiden uses this Armor Cleric build. She uses a shield in each hand,
creating a dual-shield build, it is highly effective with <Holy Shield>'s assault attack and
her recovery.
Restoration magic
Reactive Heal [Reactive Activation Recovery] The Cleric's starting restorative skill and regarded as the
Cleric's signature skill. Unlike Heal that immediately restores hit points at once,
Reactive Heal requires the target to receive damage to trigger this skill's effect.
Reactive Heal's effectiveness in combat relies on the caster's level and the level of the
skill itself, but it does not require the Cleric to focus on a single ally like in Heal, allowing
the "Heal Walk" tactic to be employed. When activated, the ally becomes wrapped with
a warm orange light as a visual effect.
Heal The most fundamental HP recovery magic of the Cleric and the root of all restorative
skills of the Cleric. Although it grants a very high amount of HP, it is known for its long
casting time and poor mana efficiency compared to other healing skills, barrier skills
and reactive activation skills, thus putting this on low priority amongst Cleric skills.
Beginners often look at Clerics based on how much HP this skill heals, causing some to
be called second-rate or third-rate healers. That said, truly useless healers are out of
the question, since most healers are at least competent in using restorative magic.
When this skill is used, the caster is surrounded by a hazy warm light, and the chosen
target is showered down with particles of light.
Cure A basic cure magic that removes negative status effects from a single ally. It consumes
little MP and has the ability to remove negative status effects regardless of type, but
higher skill ranks allow shorter casting times for this skill. Its effect is a pale blue light
similar to that of Heal. The effectiveness of its cure effect may vary based on the level
of the skill and the gap between the level of the user and the level of the monster which
gave the status effect.
Healing Light Heals injuries by shooting a white light with a hexagram shape from one's fingertips.
The amount of HP it heals is small compared to Heal, but it generates minimal Hate
and only consumes a small amount of MP, as well as having short casting and
cooldown times. It can be used to heal minor wounds and emergency healing, and is
often used alongside primary restoration spells to supplement one's healing
capabilities. In large-scale battles where many Clerics are organized, Healing Light can
be "showered" on a single tank. Because of its utility, players regardless of level are
dependent on the use of this skill. Among its popular nicknames are "Do Your Best
Heal" and "Crossroad Heal".
Reactive Area [Reactive Activation Recovery] A reactive activation recovery skill that instantly heals
Heal allies within an area. Like Reactive Heal, it requires allies to receive damage to
activate. While useful in battle, its long cooldown prevents the user from using it in
quick succession. Its appearance is similar to that of Reactive Heal.
Resurrection [Resurrection] A fundamental resurrection magic for low level healing classes. A Player
is transported to a nearby Cathedral when its HP becomes 0, but can be revived before
this could happen. Resurrection has a long casting time, consumes a lot of MP, and the
target must not make contact with anything else during casting, making this skill very
difficult to use during combat. Aside from this, it shares cooldown times with superior
resurrection skills, narrowing down its usefulness in battle even more, causing many
players to refrain from using this skill.
Soul Revive [Resurrection] The Cleric's superior resurrection magic skill. It resembles the
fundamental skill Resurrection, but has a quicker casting time and a longer range. Also,
it recovers HP over time, making it an indispensable skill to use in combat. One could
say that it is required in rebuilding the collapsing war fronts in battle. Higher skill levels
for Soul Revive decreases cooldown times, so raiding players often rely on many
Clerics with Esoteric Skill Scrolls to increase the chances of reviving. For this reason,
the demand of Esoteric Skill Scrolls is in a steep climb.
Aurora Heal [Special] The most powerful area restoration skill of the Cleric, boasting a range that
exceeds that of normal Area Heal. When cast, it covers the effective area with the
seven colors of the rainbow, similar to an aurora. It has demonstrated its effectiveness
on raids by healing dozens of units at a time, but its ability to generate Hate makes it a
risky skill to use in combat. Clerics consider this skill to be their trump card, but cannot
be used every time due to its long cooldown. Aside from this, the Cleric must know how
proper positioning to bring the true potential of this skill.
Divine Favor A skill that temporarily removes all negative status effects on the user. Take note that
this does not remove one's negative status effects, and can be called "damage
postponement" of sorts. Although Clerics have the ability to clear oneself of all negative
status effects in battle, it may put the rest of the party in imminent danger. It is for this
reason that this skill is important for Clerics, particularly healers. Take note that this skill
only affects status effects that are active on the user at the time of casting.
Healing Forge [Attack Skill - Restoration Skill] A skill that releases a soothing magic on allies and
attacks enemies at the same time. When hitting enemies using one's weapon, light
green rings emanate from it, granting a minor heal on allies that make contact with
those rings. This skill is part of the Battle Cleric Build, which uses mostly battle-type
skills and offensive skills, and is popular for being relatively easy to use. It is also widely
used by Solo Battle Clerics who want to attack and heal at the same time. One
disadvantage of this skill is that its healing value is unchanged regardless of damage
received, and can be untrustworthy in some occasions. Also, its healing can be
considered as insignificant compared to other healing skills. This, however, can be
boosted by increasing one's attack speed, so using weapons that has this effect is
necessary. When this skill is active, each hit makes a clear sound like a hammer on
metal.
Offensive magic
Holy Light A single-target skill that fires a vengeful ray of white light from one's palms or weapon,
dealing damage of Holy property to an enemy. Monsters of Shadow property will be
dealt defense-piercing damage. This skill is the fundamental offensive skill of the
Cleric, and possesses an average and balanced efficiency. It is available in early
levels, but it loses its usefulness at higher levels. Some high-tier items can strengthen
the effectiveness of Holy Light, and builds that focus on Holy Light are popular amongst
Clerics.
Judgment Ray [Special] Gathers a holy light from within and unleashes it as a ray of Holy property
magic. It deals exceptionally high damage and has the appearance of a shimmering
laser beam that toasts enemies in its path, making it the appropriate one-hit kill ability
of the Cleric. The beam's direction can be changed and can hit up to 2-3 enemies this
way, allowing players to use the "lulling sweep" technique to eliminate enemies.
Another thing of note is that this skill only hits enemies, so ally players within the path
of the Judgment Ray are unharmed. On the other hand, using this skill is severely
taxing to one's mana, so it is considered to be a very impractical skill to use in raids in
other aspects of combat.
Holy Hit [Support] One's weapon is momentarily basked in magic, improving the accuracy of
consecutive attacks using that weapon. Requires a short casting duration and needs
the Cleric to raise the weapon above his head to invoke this skill, and is the type that is
used in between other actions or skills. Along with its low cost and lack of a dramatic
effect, it easily mixes well with other offensive skills.
Argent Chaîne [Status Infliction Attack] Wraps a target enemy with a dazzling silver light that inflicts
damage of Holy property. It is known for its exceptional visual effect, and its
appearance is popular among players. Although it inflicts low damage, it has the ability
to blind an enemy and lower its accuracy within its duration. This skill is also called
"Holy Blinding Sand" and "I can see the goddess! My eyes! My eyes!" among other
things.
Physical techniques
Faithful Blade [Sword-Only Skill] Unleashes a slashing attack empowered by the words of the
Scriptures. In the original game, when this skill is used, the user assumes a stance as
if accumulating one's energy, and one's weapon is covered by a silver aura depending
on the user's charge time. When released, it deals damage and consumes MP
depending on the amount of charge time. At its highest level, it can kill enemies in one
hit using a maximum charge, but due to the varying aspects of real combat, this is a
rare feat, so it is important to judge well the usage of this skill. To most people,
knowing how to regulate the damage of this skill is a commendable feat in itself. On the
other hand, there are some romantic players who take risks to pull off that impossible
one-hit kill. In the original game, the "charging animation" for Faithful Blade consists of
doing a low squat and stirring one's body about. After the Apocalypse, it seems that
only very few people do this action.
Divine Might [Support Skill] A self-buff that converts healing power into destructive might.
Instantaneously increases one's attack power depending on the amount of healing
power of the restorative skill used at the moment of casting. The user's weapon and
palms glow with the same color as of the restorative skill they used.
Holy Shield [Passive - Shield-Only Skill] One's shield glows as bright as the sun and strikes the
enemy. Attack power is low, but gives consistent damage that ignores enemy defense.
Holy Shield's base damage is based on the equipped shield's magic defense, so rare
shields found in raids are recommended for this skill. Its glaring weakness is that this
skill only triggers on melee-range attacks.
Defensive magic
Devotion Swaps with an ally that will be dealt damage and intercepts it with an equipped shield,
protecting the targeted ally in exchange for receiving 100% of the damage (with none
of the negative status effects to be received) to be dealt to that ally. Devotion is known
to be a dangerous skill to misuse as it puts the user in direct confrontation with an
enemy when used.
Sanctuary [Support Magic] A magic square spreads out from the caster, transforming the
surrounding area into sacred ground. Allies that step inside this zone are blessed with
increased physical and magical defense. In order to maintain this zone, the caster is
prohibited from moving away from the point of activation. For this reason, setting up
Sanctuary requires careful planning of battle formations beforehand.
Sacred Wall [Special] Creates a dome of white light on a chosen ally, diminishing incoming damage
towards that ally. The degree of protection given by the skill is dependent on the user's
magical power, so equipment that boosts magical attack is necessary. It is one of the
skills that has a long reuse control time to prevent skill abuse.
Energy Protection A powerful aura-type support skill that creates an area that decreases damage
received by allies from a single property. The aura changes color according to the
chosen property (red for Fire, blue for Water, etc.). The aura lasts for up to five
minutes, and the current status of the aura is updated at fixed intervals throughout the
party. Aside from the boosts it can give in combat, it also has some practical uses,
particularly in laying traps and navigating through terrain.
Special skills
Ethereal Chant [Offensive Magic - Restoration Magic - Special] The Cleric mutters a prayer, followed
(Angel's Whisper) by the appearance of bright sparkling feathers falling from the heavens. These
feathers damage the Cleric's opponents and heals allies. This kind of offense-defense
skill is a powerful kind of magic and is best used while in melee range, but deals a
heavy cost on the user and has a long cooldown.
Parabellum [Miscellaneous Magic - Support Magic - Special] Restores a target's mind and body to
its optimum. The target's cooldowns would be accelerated by 20%-100%. Although a
powerful skill, it can only be used once a day (cooldown lasts for 24 hours). When
cast, it has the appearance of an orange light emanating from the user.
Heaven's Law [Defensive Magic - Special] Summons a rain of bright energy from the heavens that
counterbalances an enemy's might, weakening its offensive capabilities. Also works
on boss monsters. Its drawbacks include a long cooldown time, and the short duration
of this skill's effect. When using this skill, pillars of light descend from the heavens,
pinning down the enemy while chains of red light entwine around the target.
Symbol of [Defensive Magic - Special] Calls forth a complex formation made out of light beneath
Sacrament the user's feet, signifying the miracle of protection. The pattern vanishes into particles
of light that surround nearby allies, protecting their mind and body from certain harm.
Compared to its effective time of three minutes, its cooldown of 24 hours is
exceedingly long, but its ability to render the party immune to negative status effects
more than makes up for it.
Graceful Garden [Restoration Support Magic - Toggle Type] Constructs a round barrier made up of
golden light around the user, dramatically amplifying the healing effects of Reactive
Heal on nearby allies. The skill can be activated and deactivated, but its effect
automatically ends when an offensive skill or a magic skill is used. When Graceful
Garden was added during the release of the expansion pack, it's boosting effect was
the pride of many, and many parties in obstacle quests employed the effects of this
skill, causing it to be later weakened (nerfed), but not after some players are ridiculed
for being "Healbot Gardens". Very few now use this skill in the game.
Miscellaneous skills
Bug's Light [Support Magic - Summoning] A kind of illumination magic that can be learned by all
healing classes. Summons Bug's Lights, a firefly-like familiar, to illuminate the
surrounding area. This familiar summoning skill gives a very simplistic effect that it
seems impossible to control the intensity of light it gives, etc.
//==Druid==\\
Link: http://ncode.syosetu.com/n5313bu/11/
Sample Builds:
Witch Doctor - Recovery Support Type
● Druids specialize in regeneration/Heal over Time
● The main HoT spell is Heartbeat Healing. Rotates multiple healing spells, as well as
instant heals if needed.
● Both Serara and Mikakage use this build; however, Serara isn’t a pure Witch Doctor,
since Minori is also there to support, so she uses quite a bit of her Attack and Summon
skills.
**Recovery**
Heartbeat Healing (ハートビートヒーリング) -- Healing over Time
A skill special to Druids, use the forces of nature to heal a target over time. While this
skill is in effect, there is a pulsating green glow around the target when HP is recovered.
It lasts 70 seconds after being used once, so you can use that time to use another
Healing skill or a Special Attack.
Heal (ヒール)
The most basic HP recovery spell acquired by all recovery classes at lower levels.
Although it grants a very high amount of HP, it is known for its long casting time and poor
mana efficiency compared to other healing skills, barrier skills and reactive activation
skills. Beginners have a tendency to rely on this spell heavily due to the high amount of
recovery, so healers that frequently use this are judged to be second-rate or third-rate
healers. Nevertheless, a healer who does not use it at all is out of the question; the
capability of the healer is determined by their ability to know the appropriate time to use
this spell. When this spell is used, the caster is surrounded by a hazy warm light, and the
chosen target is showered down with particles of light.
**Attack**
Earthquake -- [Attack Magic - Special Magic]
Call Storm -- [Attack Magic - Attack Assistance Magic - Special Magic]
Lightning Fall -- [Attack Magic]
**Other**
Servant Summon: Alraune -- Toggle
Servant Summon: Gray Wolf -- Toggle
Servant Summon: Forest Bear -- Toggle
Servant Summon: Wild Boar -- Toggle
Servant Summon: Myconid -- Toggle
Natural Talk (ナチュラルトーク) -- Passive Skill, Special Skill
//==Kannagi==\\
Sample Builds:
Prayer Shrine Maiden/Priest - Defensive Barrier Type
● Support build, focuses on damage prevention, mixed with offensive spells.
**Damage Interception**
Some people now use the barrier effect of this skill in creative ways, arranging barriers in
various ways and even "drawing" using them.
Mystic Spell of the Three Offerings -- Special Skill, Offensive Magic, Defensive Magic
Inflicts high damage on one enemy and summons a powerful barrier on all members of
the party. It is considered to be one of the best Kannagi skills, but can only be used once
every 24 hours. The durability of the barrier summoned depends on the target enemy's
level and the skill rank, making it effective against weak mobs and raid bosses alike.
However, compared to most damage skills which are ranged, this skill must be cast from
a shorter distance from the enemy, as risk to be considered when using this skill.
When cast, a sacrificial altar appears at the target's feet, and the target's life force seeps
away into the sky as a bluish-white light.
//==Medicine Man==\\
The North American replacement for the Medium/Kannagi class. They use the power of the
earth from totems as well as meditation to heal and defend. Using the power of various spirits,
they also have a wide variety of attacks.
//==Assassin==\\
Fully translated here: http://lh.oksub.me/wiki/Assassin
Sample Builds:
Shadow Blade - The Surprise Attack Build
● The orthodox build of an Assassin, focusing on sneak attack and burst damage.
● Because the large amount of damage easily attracts Hate, it is important to use
movement skills and hate mitigation skills.
● This build leans more towards solo players, giving the nickname “Solo Assassin” and
“Lonely Assassin”.
● Akatsuki uses this build. She specializes in aiming for vital spots using a one-handed,
lightweight dagger. There are other variations of this build that go for mortal blows using
large two-handed weapons.
**Attack**
**Movement**
**Hate Management**
//==Swashbuckler==\\
Link: http://ncode.syosetu.com/n5313bu/17/
**Attack**
Viper's Trash (ヴァイパーストラッシュ) -- Debuff Skill
By attacking the arm tendons and causing bleeding, it causes DOT by bleeding for tens
of seconds and a decrease in accuracy. The enemy will see a hit effect like a snake's
teeth stabbing in and an icon indicating blood loss. Ever since the "Catastrophe" it has
been confirmed that this skill will cause quite a bit of blood to flow, but to date, there
haven’t been any "Death by blood loss" cases confirmed.
Whirlwind (ワールウィンド)
Swipes away enemies surrounding the user with one's weapon. Its cost and damage is
balanced, and is considered as the signature area-of-effect skill of Swashbucklers and a
skill often used by most Swashbucklers.
**Other**
Fencer Style (フェンサー・スタイル) -- Self-reinforcement, Passive
When one hand is not equipped with anything, the attack of the weapon in the other
hand is boosted by 160+% to 220% (depending on skill level). At higher levels increases
attack speed, critical chance and other attributes. There is no need to trigger it as it will
automatically activate when the condition is met. If trained enough, it will not lose to
dual-wielders or two-hand wielders in terms of attack power and even surpass them if
the situation is right. Other classes such as assassins, bards or the warriors have similar
skills.
Sample Builds:
Concertmaster - Support Song Specialization
● Supporting parties in large-scale battles, a Concertmaster uses skills such as <Battle
Conduct>, <War Conductor>, <Curtain Drop>, and other such skills to increase his or
her allies' attack ability. A Concertmaster is not expected to fight on the front lines,
although they can use their auto-attack sometimes.
● Henrietta uses this build.
**Attack**
Maestro Echo (マエストロエコー) -- Attack Support, Special Skill
For approximately 30 seconds, copy a designated ally's magic attack on the same
target. Since equipment bonuses and character stats are not copied over, your attack
will be weaker, but will still deal around 150%-180% damage, especially if you copy a
Sorcerer. When used, this skill creates a guitar-riff-like sound effect and a shining
appearance. The attack will be a beat behind the original.
Because it is necessary to stand in a position where a melee attack can reach the target
when you activate this skill, it is most often used with a tank, but some people take the
chance and use it with a Swashbuckler, who has a higher attack speed. Damage dealt
and duration of this spell depend on skill level, while the probability depends on skill
rank.
**Curse**
Ballad of the Lazy Snail (のろまなカタツムリのバラッド) -- Movement Inhibition, Special
Attack
An offensive curse song that deals minor damage and decreases the speed of the target
and other monsters around it. The damage range is surprisingly large and can trap
groups of 5 or 6. However, this skill garners more Hate, and you can become targeted if
you are too careless with this skill. In situations where this isn't a concern, such as Solo
play or a party without a tank, you can use this to drag enemies around and wear them
down with ranged attacks. It seems there are anecdotes of wearing down a high level
boss with only the ballad. On use a distorted spiral effect will appear around the target.
**Cover Songs**
Have a wide range of effect and last until they are turned off (toggle-type). Bards can play up to
two Cover Songs at a time.
**Other**
War Conductor (ウォーコンダクター) -- Support
Instead of increasing your ally's speed, decrease your own. You can continue to support
them with your songs while they go on ahead. Because it is an auto-attack, incantations
are shortened, and strength increases. It creates an effect of a person waving a baton
overhead.
Performance (パフォーマンス)
Perform on the streets or in taverns to earn money. The amount you make depends on
your skill and Luck.
**Magical Attack**
**Attack Assistance**
Energy Weapon (エナジーウェポン)
**Close-Quarters Combat**
Icicle Impel (アイシクルインペール)
A combined magical and weapon-based skill that enchants your weapon with cold air
magic, wrapping your body in a chilly blue aura. Even after getting hit, the aura
continues wrapping around you for a period of time, increasing your attack evasion rate.
Along with Inferno Strike and Thunderbolt Crush, it is a special melee-fighting skill.
Because it increases attack evasion, many Sorcerers use it as emergency preparation
for an enemy’s special move.
**Defensive**
**Other**
● Blizzard
● Orb of Lava
● Lightning Cage
● Magic Light
● Flare Arrow
● Icicle Blade
● Burned Strike
● Frost Spear
● Serpent Bolt
● Lightning Chamber
● Frigid Wind
● Flash Needle
● Icicle Impale (アイシクルインペール)
● Inferno Strike
● Energy Weapon
● Energy Fraction
● Enhanced Code
● Close Burst
● Thunderbolt Crash
● Singularity
● Super Maximize
● Disintegrate
● Death Cloud
● Dread Weapon
● Force Shield
● Blink
● Lightning Nebula
● Lattice Syntax
● Lamination Syntax
● Rook Slider
● Robust Battery
● Arc Spell
● Impatience Bolt (インパティエンスボルト)
● Orbital Blur
● Offensive Prevention
● Gaseous Form (ガシアスフォーム)
● Cool Cast Style
● Sense Aura
● Turbulence
● Brand Stake (バーンドステイク)
● Frigid Wind (フリジットウィンド)
● Mana Skewer
//==Summoner==\\
Mostly translated here: http://lh.oksub.me/wiki/Summoner
Raw: http://www26.atwiki.jp/loghorizon/pages/67
**Summons**
Amatsutoui (あまつとうい)
An Ice elemental summon. Its powers can be used to refrigerate things.
*Note: In volume 5 chapter 4, since its name literally means “Heavenly Winter Robe,” it
was mistaken for an item in the B-T translation.
Al-Quenje (アル・クィンジェ)
A woman whose expression is masked by a veil and uses a harp.
Kikimora (キキーモラ)
Siren (セイレーン)
A Wind elemental, a beautiful woman with long flowing hair and wings, donning a toga
that always flutters in the wind.
Banshee (バンシー)
An attack summon that curses the opponent with visions of death. It is possible to
instantly kill low-level enemies with it.
Medusa (メデューサ)
Can petrify enemies with its gaze.
Lumiere (リュミエール)
A type of Light spirit that can be used to illuminate areas.
**Other**
//==Racial Skills==\\
Most of these were adapted by the Japanese Wiki from the TRPG.
Ritians
Activation (アクティベーション)
A special skill that forcibly activates your whole body and mind through the powers of a
full-body rune. This allows for the usage of skills or spells in rapid succession.
Overdrive (オーバードライブ)
A natural ability that activates a rune found on Ritians, granting them a vast amount of
magical power for a duration of time. It is the Ritian’s trump card and cannot be used
often.
Talismonger (タリスモンガー)
Grants proficiency in using magical equipment (as in staves, tomes, etc. and not the
equip grade). For the Ritians, who have been created by magic, these items can be used
like extensions of their own bodies.