Post by GM Donald on Mar 14, 2016 3:29:22 GMT
Hello EXPRO! Donald Here
Races, such as Saphas, Elves, Drarves, Jotunns, Orcs, etc. and even us Normans originally have their own specialty of wielding weapons. Yeah you bet, it might be just an old story from our elders. Since Normans have found a miracle to transform into other race they call as 'Reborn', they are yet still continuing their research as their curiosity has no limit. Unbelievably, once again they have found another miracle. What their elders said becomes reality! By infusing and concentrating the power of Race into the weapons Normans are using, they are able to unleash a hidden power from history!! Normans call this phenomenon, 'Fusion'.
Fusion Combination: (Note: Red font =Not implemented yet)
[Onslaught+]
Fire Sprite : STR +10, INT +15, STR +1 for every 10 Base INT
Aqua Force : Max HP -5%, Aftercast Delay +5%
Holy Seraphim : Reduces damage from any monsters (Race) by 5%
Arch Mage : Increases Magic damage against Boss monsters by 100%
Brawler : ASPD +8, Increases Long-Ranged attack power by 8%
War Hammer : Able to use level 1 Hiding (only if WI is also maximum)
Feral Wolf : DEF +75, MDEF +75
Blood Seeker : ATK +10%, CRIT+10 (CRIT +20)
Fallen Seraphim : Max SP +50% (only if WI is also maximum)
Ethereal : Shadow Element on Physical attacks, Aftercast Delay -15%
Sky Fairy : ATK +15%, Physical Melee attacks has 3% chance to Auto cast level 48 Decrease AGI skill, ASPD +10%
[Swiftness+]
Fire Sprite : HIT +200, CRIT -25
Aqua Force : Aftercast Delay -20%, Variable Cast time +30%
Holy Seraphim : Holy element on Physical attack, able to use level 1 Energy Coat (only if WI is also maximum)
Arch Mage : MATK +20%, MATK +100
Brawler : ATK +30%, HIT -100, Attacks will be miss against Water element monsters (Frozen status opponent)
War Hammer : Super Fast movement speed, ATK +10%
Feral Wolf : Reduces damage from Magical attacks by 30%, MDEF +55
Blood Seeker : Physical Melee attacks has 20% chance to autocast level 1 Tarot Card of Fate. ASPD -12
Fallen Seraphim : Reduce Critical Damage inflicted to you by 25%
Ethereal : Increases resistance from Player by 7%, increase damage to Player by 15% (only if WI is also maximum)
Sky Fairy : Max Base HP +1300 for every 10 Base AGI, Able to use Level 2 Auto Guard skill (The character must be level 99 or more)
[Safeguard+]
Fire Sprite : VIT -5, DEF-50, MDEF-50, Aftercast Delay -15%
Aqua Force : AGI +10, FLEE +20, Increases damage inflicted from Wind and Shadow element attacks by 9%
Holy Seraphim : Increases Healing Skills and Healing to yourself by 40%, reduces damage from Long-Ranged attacks by 4%
Arch Mage : Able to use level 1 Improve Concentration (only if WI is also maximum)
Brawler : Cannot be knocked back, Max HP +9% (no need WI is also maximum)
War Hammer : STR +5, FLEE -100, Perfect Dodge -20
Feral Wolf : Normal movement speed
Blood Seeker : HP Regeneration +100%, VIT +10, Able to use level 10 Magnum Break skill
Fallen Seraphim : Increases damage from Neutral element and Long-Ranged attacks by 10%
Ethereal : ASPD +10, SP +5 with each attack (no need WI is also maximum)
Sky Fairy : Reduces incoming damage from Water property monsters by 10%, Aftercast Delay -15% (only if WI is also maximum)
[Ranged+]
Fire Sprite : Nullify the forced Fire element on Neutral element physical attacks (removed), DEX +1 for every 10 Base LUK
Aqua Force : ATK +15%, Aftercast Delay -15% (only if WI is also maximum), VIT -10, Increase magic damage inflicted from Demi Human by 12%
Holy Seraphim : Max HP +50%, Increase damage inflicted from Shadow element attacks by 20% (no need if WI is also maximum, replaced by Increase damage inflicted from all elements by 20%)
Arch Mage : Reduces damage from Long-Ranged attacks by 10%, INT +10
Brawler : HIT +200, SP -2 for each attacks
War Hammer : Max HP +10%, VIT +5
Feral Wolf : HIT -229, Reduces Long-Range attack power by 17%
Blood Seeker : Able to use level 1 Cicada Skin Shed, Aftercast delay +30% (only if WI is also maximum)
Fallen seraphim : Immune to Frozen status
Ethereal : ASPD -10, Able to use level 1 Quagmire
Sky Fairy : Weight Limit +1500, Fix Casting Time -40%, DEX -15
[Mystical+]
Fire Sprite : Able to use level 1 Lex Aeterna skill (only if WI is also maximum)
Aqua Force : MATK +10%, DEX +10
Holy Seraphim : SP Regeneration -50%, VIT +1 for every 7 Base INT
Arch Mage : INT -12, VIT -3, AGI +12, Perfect Dodge +13
Brawler : Reduces damage from Demi-Human 35% when using Two-Handed Staff weapon
War Hammer : Able to use level 1 Clearance, INT +5
Feral Wolf : Reduces Variable Casting Time by 50% (only if WI is also maximum)
Blood Seeker : MDEF +50, reduces SP cost of all skills by 50%
Fallen Seraphim : Removes Intravision effect from the race, Max SP -15%
Ethereal : ATK +15%, MATK -10%, ASPD +18
Sky Fairy : Increases Physical and Magical damage to and from Ghost Property monsters by 30%, STR +20
Use @fusioninfo/@fi command to check the hidden power you're currently wearing!
Here are some additional report from 'Fusion' research:
1. There are some situations that the power of weapon is greatly weakened instead of strengthened. It depends on its race ancestors's natural ability of wielding certain type of weapons.
2. There are also some cases that the power of races can't be infused with the weapons. It's because you need to master the Weapon Mastery first before able to unleash its hidden power.
3. As a toll from this research, transforming into other races and transforming back to Norman drain Normans's Spiritual Power. (this is why Switching/Unequipping Race decreases the Current SP by 50%)
Try to find your own best combination for your own build!
And make sure to use these Powers wisely!!
Happy EXPRO! ^^
What we expect to see:
Races, such as Saphas, Elves, Drarves, Jotunns, Orcs, etc. and even us Normans originally have their own specialty of wielding weapons. Yeah you bet, it might be just an old story from our elders. Since Normans have found a miracle to transform into other race they call as 'Reborn', they are yet still continuing their research as their curiosity has no limit. Unbelievably, once again they have found another miracle. What their elders said becomes reality! By infusing and concentrating the power of Race into the weapons Normans are using, they are able to unleash a hidden power from history!! Normans call this phenomenon, 'Fusion'.
Fusion Combination: (Note: Red font =Not implemented yet)
[Onslaught+]
Fire Sprite : STR +10, INT +15, STR +1 for every 10 Base INT
Aqua Force : Max HP -5%, Aftercast Delay +5%
Holy Seraphim : Reduces damage from any monsters (Race) by 5%
Arch Mage : Increases Magic damage against Boss monsters by 100%
Brawler : ASPD +8, Increases Long-Ranged attack power by 8%
War Hammer : Able to use level 1 Hiding (only if WI is also maximum)
Feral Wolf : DEF +75, MDEF +75
Blood Seeker : ATK +10%, CRIT+10 (CRIT +20)
Fallen Seraphim : Max SP +50% (only if WI is also maximum)
Ethereal : Shadow Element on Physical attacks, Aftercast Delay -15%
Sky Fairy : ATK +15%, Physical Melee attacks has 3% chance to Auto cast level 48 Decrease AGI skill, ASPD +10%
[Swiftness+]
Fire Sprite : HIT +200, CRIT -25
Aqua Force : Aftercast Delay -20%, Variable Cast time +30%
Holy Seraphim : Holy element on Physical attack, able to use level 1 Energy Coat (only if WI is also maximum)
Arch Mage : MATK +20%, MATK +100
Brawler : ATK +30%, HIT -100, Attacks will be miss against Water element monsters (Frozen status opponent)
War Hammer : Super Fast movement speed, ATK +10%
Feral Wolf : Reduces damage from Magical attacks by 30%, MDEF +55
Blood Seeker : Physical Melee attacks has 20% chance to autocast level 1 Tarot Card of Fate. ASPD -12
Fallen Seraphim : Reduce Critical Damage inflicted to you by 25%
Ethereal : Increases resistance from Player by 7%, increase damage to Player by 15% (only if WI is also maximum)
Sky Fairy : Max Base HP +1300 for every 10 Base AGI, Able to use Level 2 Auto Guard skill (The character must be level 99 or more)
[Safeguard+]
Fire Sprite : VIT -5, DEF-50, MDEF-50, Aftercast Delay -15%
Aqua Force : AGI +10, FLEE +20, Increases damage inflicted from Wind and Shadow element attacks by 9%
Holy Seraphim : Increases Healing Skills and Healing to yourself by 40%, reduces damage from Long-Ranged attacks by 4%
Arch Mage : Able to use level 1 Improve Concentration (only if WI is also maximum)
Brawler : Cannot be knocked back, Max HP +9% (no need WI is also maximum)
War Hammer : STR +5, FLEE -100, Perfect Dodge -20
Feral Wolf : Normal movement speed
Blood Seeker : HP Regeneration +100%, VIT +10, Able to use level 10 Magnum Break skill
Fallen Seraphim : Increases damage from Neutral element and Long-Ranged attacks by 10%
Ethereal : ASPD +10, SP +5 with each attack (no need WI is also maximum)
Sky Fairy : Reduces incoming damage from Water property monsters by 10%, Aftercast Delay -15% (only if WI is also maximum)
[Ranged+]
Fire Sprite : Nullify the forced Fire element on Neutral element physical attacks (removed), DEX +1 for every 10 Base LUK
Aqua Force : ATK +15%, Aftercast Delay -15% (only if WI is also maximum), VIT -10, Increase magic damage inflicted from Demi Human by 12%
Holy Seraphim : Max HP +50%, Increase damage inflicted from Shadow element attacks by 20% (no need if WI is also maximum, replaced by Increase damage inflicted from all elements by 20%)
Arch Mage : Reduces damage from Long-Ranged attacks by 10%, INT +10
Brawler : HIT +200, SP -2 for each attacks
War Hammer : Max HP +10%, VIT +5
Feral Wolf : HIT -229, Reduces Long-Range attack power by 17%
Blood Seeker : Able to use level 1 Cicada Skin Shed, Aftercast delay +30% (only if WI is also maximum)
Fallen seraphim : Immune to Frozen status
Ethereal : ASPD -10, Able to use level 1 Quagmire
Sky Fairy : Weight Limit +1500, Fix Casting Time -40%, DEX -15
[Mystical+]
Fire Sprite : Able to use level 1 Lex Aeterna skill (only if WI is also maximum)
Aqua Force : MATK +10%, DEX +10
Holy Seraphim : SP Regeneration -50%, VIT +1 for every 7 Base INT
Arch Mage : INT -12, VIT -3, AGI +12, Perfect Dodge +13
Brawler : Reduces damage from Demi-Human 35% when using Two-Handed Staff weapon
War Hammer : Able to use level 1 Clearance, INT +5
Feral Wolf : Reduces Variable Casting Time by 50% (only if WI is also maximum)
Blood Seeker : MDEF +50, reduces SP cost of all skills by 50%
Fallen Seraphim : Removes Intravision effect from the race, Max SP -15%
Ethereal : ATK +15%, MATK -10%, ASPD +18
Sky Fairy : Increases Physical and Magical damage to and from Ghost Property monsters by 30%, STR +20
Use @fusioninfo/@fi command to check the hidden power you're currently wearing!
Here are some additional report from 'Fusion' research:
1. There are some situations that the power of weapon is greatly weakened instead of strengthened. It depends on its race ancestors's natural ability of wielding certain type of weapons.
Spoiler 1: "Feral Wolves were unable to aim accurately due to their lack of focus."
Ranged + Feral Wolf = HIT -229, Reduces Long-Range attack power by 17%
Ranged + Feral Wolf = HIT -229, Reduces Long-Range attack power by 17%
Spoiler 2: "Fire Sprites were having difficulties of controlling their magic, since their natural gift of magic ability was just too strong."
Mystical + Fire Sprite = Able to use level 1 Lex Aeterna (only if WI is also maximum)
Mystical + Fire Sprite = Able to use level 1 Lex Aeterna (only if WI is also maximum)
Try to find your own best combination for your own build!
And make sure to use these Powers wisely!!
Happy EXPRO! ^^
What we expect to see: