At a glance
How it plays
What it is
- Quick punch combos that build stacks, and the first casting skills in the tree.
- Tanky and flexible in how you build it, with real survivability for a first job.
- The cost is an enormous SP sink. You can make it move fast, but speed eats your bar.
- Designed by Ornstein, themed by Metta, commissioned specifically for this server.
The job change quest
- Start
- Pit Boss Brann, Geneticist Lab
job3_gen01 23,63 - Required
- Orphan Job Level exactly 10
- No skill points left unspent
- What you do
- Enrol with Brann. He will not take you at Job Level 9 or 11, and he will not take you with a skill point in hand.
- Ask Gatekeeper Holt what the work is, if you want the reason behind the drill.
- Drillmaster Rook calls a direction every few seconds. Touch the matching plaque before his next call.
- A right plaque is 1 point and a wrong one is minus 2. The score never falls below zero, so a bad run costs time and nothing else.
- Reach 10 points and go back to Brann.
- What you get
- The Bouncer job
The lab is through the warp at lighthalzen 52,132.
Skills
All 11 of them, in the order the game lets you learn them, with the words and the pictures the game itself uses. Damage, cost and cooldown move when the game is balanced, so they are not printed here: every card links to the database, which is rebuilt when they change.
Active6
-
Direct Jab
ActiveOne enemy
Lv 10
Consumes extra 5% Max SP
Directly hits an enemy's opening
Damage is 100+5% per level
Rapid Chain and Triple Threat auto-target enemy if not used in repetition, but alternating
Base Starting Cooldown is 5 seconds.
Skill activates Combo Ready for 5s
The numbers (opens the database, another site) -
Rapid Chain
ActiveOne enemy
Lv 5
Consumes extra 5% Max SP
Strikes an exposed enemy quickly
Damage is 125+10% per level, 2 hits
Extra 1% per VIT during Combo Ready
Grants 1 Combo Stack on hit (max 5).
Each Combo Stack adds 5% damage.
Base Starting Cooldown is 0.5 seconds.
Learn firstDirect Jab Lv 1
The numbers (opens the database, another site) -
Smashing Uppercut
ActiveOne enemy
Lv 5
Consumes extra 7% Max SP
Deals a finishing blow
Damage is 200+10% per level
Extra 25% +1% per VIT for each Combo Stack.
Hits once per Combo Stack.
Consumes all Combo Stacks.
At 5 Combo Stacks, also stuns the target for 2 seconds.
Can deal critical hits with Ruthless Mastery maxed.
Base Starting Cooldown is 5 seconds.
Fixed cast time is 1s and cannot be interrupted.
Learn firstRapid Chain Lv 1
The numbers (opens the database, another site) -
Triple Threat
ActiveOne enemy
Lv 5
Consumes extra 7% Max SP
Beats down an enemy further
Damage is 125+10% per level, 3 hits
Extra 1% per AGI during Combo Ready
Grants 1 Combo Stack on hit (max 5).
Each Combo Stack adds 5% damage.
Base Starting Cooldown is 0.5 seconds.
Learn firstRapid Chain Lv 1
The numbers (opens the database, another site) -
Heroic Landing
ActiveSeveral enemies
Lv 5
Dashes up to 7 cells and smashes all enemies around.
Damage is 200+10% per level +2% per VIT
Damage doubled if enemies are at full health
Deals damage on 7x7 around target cell
Variable cast time is 2s
Base Starting Cooldown is 5 seconds
Learn firstTriple Threat Lv 1Smashing Uppercut Lv 1
The numbers (opens the database, another site) -
Scatterbrain
ActiveOne enemy
Lv 10
Delivers a prepared strong hit
Damage is 200+20% per level +4% per Luk
Skill can be critical
Fixed cast time is 1.5s
Base Starting Cooldown is 3 seconds.
50% extra damage vs enemies under half health
125% extra damage vs enemies under 25% health
Learn firstHeroic Landing Lv 1
The numbers (opens the database, another site)
Supportive2
-
Cover
SupportiveOne ally
Lv 5
Protects a party member by receiving all damage intended for the targeted ally. Cover only works when level difference between caster and party member is less than 15. The skill's effect is canceled when the party member moves out of the skill's range or dies.
Reduces Damage taken by 75% while active
Range is 2+1 cells per level
Base Starting Cooldown is 15 seconds
Requires Cooldown reduction to use on multiple players
Learn firstShield Mastery Lv 1
The numbers (opens the database, another site) -
Prestige
SupportiveYourself
Lv 5
Adds a chance to completely evade damage from magic attacks while increasing physical defense. The evasion rate depends on your Luck
Duration is 30+15 seconds per level.
Variable cast time is 1s
Fixed cast time is 0.5s
Base Starting Cooldown is 60 seconds.
Base DEF Increased: 15+5 per Improve Defense level
Magic Evasion Chance: 1% per 10 LUK
+1% per Improve Dodge level
The numbers (opens the database, another site)
Passive3
-
Discipline
Passive
Lv 5
Increase punches power
Regular starter and rotation combos boosted by 10% per level
Smashing Uppercut damage boosted by 20% per level
Using a punch different from the previous one reduces its cost by 4% per level
The numbers (opens the database, another site) -
Improve Defense
Passive
Lv 10
Increase Max HP
Bonus is 2 HP per skill level, per Base Level
The numbers (opens the database, another site) -
Improve Dodge
Passive
Lv 10
Increase flee rate
Bonus is 4 flee per level (40 at Lv10)
The numbers (opens the database, another site)
This job is new in the Refuge, so there is no inherited documentation for it. Everything here comes from the designer's own posts.