I. Skill Anatomy: picture. Explanation. 1. Skill type: - attack interrupts fake; - block reduces damage from attack; - fake breaks block. 2. Style element - internal strength boosts damage of specific element styles by 16% or 20% (this boost is not displayed in skill tooltip): - Yang & Hard internal strength boost Yang & Hard (Gang) styles damage by 20%, TaJi by 16%; - Yin & Soft internal strength boost Yin & Soft (Rou) styles damage by 20%, TaJi by 16%; - TaJi internal strength boost TaJi styles damage by 20%, Yang & Hard and Yin & Soft skills by 16%. 3. Skill category: - martial skill has a chance to interrupt spell; - certain skills has interrupt immunity buff. 4. Base Skill Damage: - yellow number is the base skill damage (including boost from weapon); - base damage growth is a fixed value and is equal to lv1 skill damage * modifier. - armors and weapons can have several enchantments to boost certain skill damage by 10% each. 5. Skill bonus damage: - skill may have boost from Brawn (red number), Posture (green number) or Breath (blue number); - boost is not 1:1, it vary from 10% to 150% of attribute value; - skill can have boost from several attributes. 6. Damage type: - all skills do either external (physical) or internal (elemental) damage;- external damage does not have element and can be reduced by armor (1000 armor = 10% damage reduction); - gear can have enchantment to ignore certain amount of enemy armor; - internal damage has one of 4 elements (yin/soft/yang/hard), it ignores armor but its damage is reduced by specific element resistance(100 resistance = 10% damage reduction); - certain meridians give specific element resistance, other meridians give attribute to ignore all elements resistance; - example from CN website:" ????????56????(?2?,???29?)" - when you check cn websites that's where and how damage element is displayed, this way you can check if skill damage is external or internal type; cn text says "does 56 points of harddamage (2 hits, 29 damage each)"; - damage elements are following, internal damage: ? - yang, ? - hard, ? - yin, ? - soft; external damage (waigong) is ??; - if skill does not have damage numbers in tooltip - character attributes 'external accuracy' and 'internal accuracy' keeps the name of the last NPC hit by the external/internal type damage - just attack a different NPC and check it. II. Skill styles. 0. Using a skill from specific skill style will apply a global 7s cooldown to all skills from all other skill styles. 1. To get the first school skill style must join the school. 2. To get the second school skill style must finish school and main story quests and be at least lv5 school internal strength. 3. To get the third school skill style must be lv10 internal strength. 4. To get the fourth school skill style must be 3rd neiging lv20 and wait for 4th skill styles to be released (they were released on CN after 6 months since server start). 5. Mini instances drop lv1-3 common skills and lv4-6 cash shop skills. 6. Big instances and random encounters has a chance to drop common skill page or skill itself, those skills has max lv6. 7. Skill level limits: school tier 1-3 max lv7, school tier 4 max lv4, big instance - max lv6, mini instance - max lv3, cash shop - max lv6. 8. Other school skill styles can only be learned from books and are limited to lv4. Red is external, blue is internal and green color is mixed damage type. Bold italic linked videos have skill style info in description. 1. School skill styles. Wudang: first - third, fourth. Elements: 1 2 3 4. Video: Wudang 1-3, Wudang 4. Shaolin: first - third, fourth. Elements: 1 2 3 4. Video: Shaolin 4. Emei: first - third, fourth. Elements: 1 2 3 4. Video: Emei 1-3, Emei 4. Beggar: first - third, fourth. Elements: staff staff fist 4. Video: Beggar 4. Scholar Academy: first - third, fourth. Elements: 1 2 3 4. Video: Scholar 1-3, Scholar 4. Tang: first - third, fourth. Elements: 1 2 3 4. Video: Tang 4. Royal Guard: first - third, fourth. Elements: 1 2 3 4. Video: Royal Guard 1-4. Blissful Valley: first - third, fourth. Elements: 1 2 3 4. Video: Bliss Valley 1-3, Bliss Valley 4. 2. Common skill styles. Yang & Hard styles. 1. Dragon Claw Hand, video. 2. Way of the Dog Beating Staff, video. 3. Cruel Seven Skills, video. 4. Mantis Fist, video. 5. Soul-Stealing Sting of Intrigue, video. 6. Way of the Mad Devil Staff, video. 7. Arhat Fist, video. 8. Iron Head Skill, video. 9. Sunset Sword, video. 10. Dune. video. Yin & Soft styles. 1. Demon Soul-Chasing Knife, video. 2. Flying Snow Palm, video. 3. Green Cloud Palm, video. 4. Way of the Swift Snow Sword, video. 5. Way of the Terrifying Daggers. TaJi styles. 1. TaJi Fist, video. 2. Demon Heart Chain Ring, video. 3. Yangyang Blade, video. 4. Soul Capturing Hook. 5. Mighty Boxing Fist, video. 6. Ten Dragon Slap, video. 7. Way of the Seeking Loose Staff, video. 8. Way of the Flowing Cloud Sword. 9. Thunderstorm Staff, video. 10. Single Solitary Nine Swords. 11. Rainbow Moves, video. 12. Flirting Sword. 13. Way of the United Souls Sword, video. 14. Withered Feathers. III. Character Attributes. One Brawn (??) point give: +1 close range (red number) might, +2 HP, +1 external damage crit chance. One Posture (??) point give: +1 external damage accuracy, +1 all type evasion, +1 long range (green number) might. One Breath (??) point give: +1 internal (blue number) might, +4 MP; One Spirit (??) point give: +1 internal damage accuracy and crit chance, +1 MP, +0.2 internal (elemental) resistance, +0.2 MP recovery; One Stamina (??) point give: +7 HP, +0.5 block energy, +0.25 HP recovery. IV. Internal strengths (NeiGongs) - picture. 1. School internal strengths tier 1-3 have maximum 36 levels, tier 4 has 49 levels. 2. Common internal strengths have maximum 49 levels. 3. Attributes were given at the maximum internal strength level. 4. To get school internal strength must join that school, other school internal strengths are limited to lv30. 5. Common internal strengths will become available together with school 3rd internal strengths. 6. Internal strength belongs to one of 3 element groups: Yang & Hard, Yin & Soft or TaJi; armor is limited to one of the following element groups, if you change to a different internal strength element group - you must also change your armor to match the new element group. 7. Internal strength determine the maximum attribute boost from armor, limit = internal strength attribute * 1.5. Example: internal strength has 32 posture, maximum total posture you can get is: 32 (internal strength) + 32 * 1.5 (enchanted armor) = 80. At maximum level (36 or 49) internal strengths have following extra effects. Wudang 1: 10% chance to absorb 250 damage. Wudang 2: every hit does extra damage equal to 4% of the remaining mana, and has a 20% chance to recover 2% of max mana. Wudang 3: block energy +1808, inner defense (elemental resistance +190), jump height +3; if HP falls below 30% - will recover 30% max hp over 5s, 100s cd. Wudang 4: block energy +4950, attacks have a chance to debuff the target: incoming attacks will cause extra yang damage, if target uses 3 skills - will have forbidden skills and qingong for 3 sec, if target didn't use skills - after debuff ends will have forbidden skills and qingong for 3 secs. Shaolin 1: attacks has a 15% to recover small amount of health. Shaolin 2: attacks deal additional damage to nearby targets, based on brawn. Shaolin 3: inner defense +53, attacks have 30% chance to trigger one of 4 effects for 20s (90s cd) (good side shaolin have 20% chance to have all 4): melee/inner might +191; ignore 13% of enemy block; ignore 13% of defense; +26% crit chance and 50% crit damage. Shaolin 4: block energy +4950, under attack has a chance to reduce incoming damage by 32% and get a buff: when attacked - has a chance to turn some black hp into yellow HP, when buff reaches 4 stacks - turns 50% of yellow HP into red HP. Emei 1: while blocking damage reduction is increased to 90% for internal damage damage and 70% for external damage. Emei 2: every 20s absorbs 300 damage. Emei 3: inner defense +53, can air dash 4 times per jump, after using attack will recover 2% (20% chance to double) of max HP over 5s (0.4% hp per second, does not stack). Emei 4: block energy +5250; attacker skill has a chance to be interrupted and short stunned; under attack you have a chance to remove most of debuffs, recover some block energy, reduce blocked damage by 18% more, and add extra yin damage to attacks for the next 15 secs. Beggar 1: every 8s next attack does 1.5 times more damage and additional yang damage, slows the target for 3s, but surrounding ground targets get 25% speed boost for 25s. Beggar 2: attacking or blocking damage has a chance to give buff, when reached 6 stacks - next attack will knock the target down. Beggar 3: block energy +408, inner defense +53; each attack has a 15% chance to cause extra yang damage to target equal to 10% of target's current HP (up to 983, 10s cd), meditation causes sober. Beggar 4: block energy +4860; when start attacking - have a chance to activate 'wine rain' debuff for 30s: affected targets have reduced external/internal defense by 50%, evasion by 30%, increases chance to receive crit by 16%; under 'wine rain' you will keep receiving 'drunk' buff stacks: attacks deal extra yang damage, but will consume one stack of 'drunk' buff, also under 'drunk' buff have a chance to get another buff for 12s - increased crit chance by 10%. Scholar 1: attacks have a 40% chance to restore some part of MP (recovery is increased with breath). Scholar 2: movement speed is increased by 33%, attacks deal extra damage based on speed and have a chance to knock the target down. Scholar 3: block energy +640, inner defense +53; sword damage +50; using attack has a 15% chance to get buff for 20s - every hit does 5 more damage, every 2 seconds damage is increased by 5, 45s cd. Scholar 4: block energy +5760; attacks have a chance to debuff target, max 3 stacks: do little soft damage, after 6 sec debuff will detonate - interrupt target's skills and give short stun, target and surrounding enemies will take big damage and get debuff for 12 secs - every skill will cost HP. Tang 1: after 5 skills next will recover 5% of max mana and knock the target back. Tang 2: crit damage is increased by 60%, critical hits apply debuff to the target for 8s, stacks 10 times - every hit target takes will cause additional damage based on your posture (110 + 27 per stack). Tang 3: block energy +152, inner defense +53; every attack has a 15% chance to give a stack of toxins, after 3 stacks next attack will release them and cause 39 hp/s yin dot to the target for 8s, when dot ends the target will take 319 yin damage and become slowed by 50% and unable to use qingong for 5s. Tang 4: block energy +4710; every attack has a chance to debuff (stackable) the target for 16s: does little damage, attacks have a chance to blow it up - do damage based on stacks (stacks will not be consumed), after blowing up target will be shortly stunned and loose 30% of yellow HP, speed will be reduced to minimum for 6 secs and forbidden qingong for 4 secs. Royal Guard 1: every skill applies debuff to the target for 20s - does low DoT damage which interrupts using potion. Royal Guard 2: killing an enemy gives a buff - vitality is increased by 5 and close range might (red number) by 3%, stacks 10 times. Royal Guard 3: block energy +640, inner defense +53, double horse sprint time; every skill has a 30% chance to give a buff - increases brawn by 18, stacks 7 times; when 7 stacks are reached - next attack will release them and deal damage equal to 100% of your brawn, if the target is below 30% of max HP - will take damage equal to 8% of lost HP (up to 983). Royal Guard 4: block energy +5490; every 18s you get the 'chase' buff: next 8 attacks will ignore 28% of enemy block and do large extra hard damage, this buff will be gone if you receive direct attack; when you take direct attack - chance to get the 'angry' buff for 32s: reduces incoming damage by 18% and 'chase' buff cannot be interrupted. Bliss Valley 1: every 4th attack does 3 times of weapon damage. Bliss Valley 2: every attack applies debuff to the target, when 10 stacks are reached - they will be released and target will be stunned for 3.5s. Bliss Valley 3: block energy +920, inner defense +53; after 6 attacks next 4 will recover 50% of damage to HP, 25% chance to recover 100% of damage to HP; after team practise will recover qingong energy for 60 min. Bliss Valley 4: block energy +5970; attacks have a chance to get 4 stacks of 'evil face' buff for 15s (crit chance is increased by 30%, critical hit will remove one stack of buff), and 'all evil' buff for 12s (critical hits recover 50% of damage as HP). Sun Tactic: when you attack or are attacked - get CC immunity buff for 2s, 14s cd. Five Elements: every attack reduce target's int/will/con by 1 each and turn them to you as int (+3 int) for 30s, 50% to apply effect twice, max stack 27 (total +81 int). Purple Cloud: (pvp only) each attack does extra yin damage equal to 0.7% of target's lost mana +100. Chimeric Mirage: reduce all damage received by 20% (does not stack (work) with jade cloth 20% damage reduce effect), your attacks does 5% more damage and ignores 10% of enemy internal / external resistances. Evil Power: every attack target didn't block will give you a buff - increase damage dealt by 1.5% for 16s, stacks 13 times; if target blocks - you loose 1 stack of buff; when all stacks are gone there is a chance to get self buff for 12s: all defense boost by 50%, attack does extra rou damage. Sunflower Manual: block energy +4920, internal defense +175; every attack has a chance to steal target's speed, air and ground dash distance (max 6 stacks, lasts for 27s), when stealing - chance to ignore all movement debuffs for some time; every attack has a chance to get buff for 36s - no 1.5s cooldown between skills within one style; every attack has a chance to get a buff for 30s - no 7s cd between different skill styles; when has both buffs - will short ignore stun, knockdown, knockback, knockair and have increased accuracy. Star Absorbing Skill: block energy +3960, internal defense +140; every attack has a chance to debuff the target to keep loosing mana and reduce speed by 60%; has a chance to absorb target - increase self attributes and hp/mp, increase all basic attributes by 10% (max 20 stacks), and ignore all movement debuffs for some time. V. Meridians (Blood Routes) lv144 - picture. 1. When cn server started character could have 4 meridians active at the same time. 2. After 4 months maximum amount of meridians active was increased to 6, current test cn server allows 8 active meridians. 3. Meridians do not require to be active to level up, can lvl up only 1 meridian. 4. Each meridian is related to certain school, order is: emei, bliss valley, beggar, wudang, scholar, tang, royal guard, shaolin. 5. From start meridians have maximum lv9. 6. Reaching internal strength 1-25 (first tier lv25) of specific school allows to lvl up that school meridian to lv36. 7. Reaching internal strength 2-20 allows to lvl up meridian to lv72, gives 1 combo point and allows to activate 5th meridian. 8. Reaching internal strength 3-20 allows to lvl up meridian to lv108, allows to activate 6th meridian and allows to take quest for lv7 school skills. 9. Reaching internal strength 4-30 allows to lvl up meridian to lv144. 10. Leveling meridian is 5 times faster with VIP. 11. Main exp sources for meridians are: doing damage (to NPC or players), spy quest and group training (after certain server update). 12. Treasures can be used to boost certain meridian attributes: emei and wd +334 mana (each), shaolin +500 max hp, wanderers valley +50 spirit, beggar +50 stamina, scholar +50 breath, tang +50 posture, royal guard +50 brawn. |
Comments