The majority of Aran's attacks are activated through key commands.
Aran's way of fighting revolves around her Combo System, which increases based on how many consecutive hits the player has dealt to monsters and applies it to Aran's skills. Many skills focus on creating long combos and utilizing the combos to use special abilities. The combo will decrease by a certain amount over time. There are also skills that will increase the combo count so that some abilities can be used instantaneously. Certain skills can be used either with a key command, or activated by pressing the skill key, the latter of which deals more damage.
Heroes of Maple[]
As of the Heroes of Maple update, Aran's playstyle is changed significantly. While she still uses a Combo System, the Combos are not used to enhance certain attacks or use special abilities. Instead, when Aran reaches 1000 Combos, she will enter Adrenaline Rush, which grants a huge damage boost, an increase in attack count, and extra damage for select skills.
In 4th job, two new attacks are gained while in Adrenaline Boost, one of which deals continuous damage and pulls enemies to you, and the other of which can be held down and released to deal 1500% damage 15 times on a single enemy.
Press any direction key twice to dash. If you use the Jump key or this skill while in mid-air, you will jump once more in the direction headed. Also passively increases your Speed and Max Movement Speed. [Command: Right, Right or press Jump] Right-click to lock Ground Combat Step command.
Level
1
MP Cost: 5, travel a short distance Movement Speed +15, Max Movement Speed +20
Adds your attacks to your Combo Count. Increases Attack Power, Defense, and Movement Speed with every 50 counts, stacking up to 10 times. Also, passively increases your knockback resistance. Level 10 required to learn Advanced Combo Ability. Required Skill: Smash Swing Lv. 10
Level
1
Knockback Resistance +32%, For every 50 Combo Counts, ATT: +2, DEF: +20, Speed: +3, Max Stacks: 1
10
Knockback Resistance +50%, For every 50 Combo Counts, ATT: +2, DEF: +20, Speed: +3, Max Stacks: 10
Calls upon Aran's muscle memory to swing the polearm 3 times in a row, hard. [Command: Tap the Attack Key multiple times] Level 1 required to learn Polearm Mastery and Level 10 required to learn Swing Studies I.
Level
1
MP Cost: 2, Damage: 60%, Attacks Per Swing: 2, Max Enemies Hit: 6
10
MP Cost: 5, Damage: 150%, Attacks Per Swing: 2, Max Enemies Hit: 6
Fires a burst of energy through your polearm to enemies in front. [Command: Down, Right + Attack Key] Command Effect: Increases the range of the projectile. Additional Adrenaline Rush Effect: Increases the number of projectiles. Right-click to lock command
Level
1
MP Cost: 5, Damage: 215%, Max Enemies Hit: 2, Number of Attacks: 1 Cooldown: 3 sec
20
MP Cost: 15, Damage: 500%, Max Enemies Hit: 6, Number of Attacks: 1 Cooldown: 3 sec
Charges forward, quickly knocking back enemies in your path. Can be resisted by some monsters. [Command: Left, Down, Right + Attack Key] Command Effect: Stun Additional Adrenaline Rush Effect: Leaves an ice trail behind you that freezes enemies. Right-click to lock command
Level
1
MP Cost: 17, Damage: 210%, Max Monsters Hit: 5, Use command to stun enemies for 1 sec
10
MP Cost: 32, Damage: 300%, Max Monsters Hit: 10, Use command to stun enemies for 10 sec
Lifts multiple enemies in front of you into the air. Airborne enemies take more damage, including enemies lifted with Judgment Draw and Rolling Spin. Can be resisted by some monsters. [Command: Up + Attack Key] Command Effect: Increases your vertical jump Right-click to lock command
Level
1
MP Cost: 14, Damage: 190%, Max Enemies Hit: 5, Damage to Airborne Enemies: +55%p
10
MP Cost: 30, Damage: 550%, Max Enemies Hit: 10, Damage to Airborne Enemies: +100%p
Uses centrifugal force to spin your polearm in place, lifting nearby enemies. [Command: Down, Up + Attack Key] Command Effect: Stun Right-click to lock command
Level
1
MP Cost: 21, Damage: 285%, Number of Attacks: 3, Max Monsters Hit: 5, Use command to stun enemies for 5 sec
10
MP Cost: 37, Damage: 555%, Number of Attacks: 3, Max Monsters Hit: 10, Use command to stun enemies for 5 sec
Absorbs some of the damage you dealt to the enemies as HP. Permanently increases your Max HP. Can be toggled On/Off Required Skill: Combo Ability Lv. 1
Level
1
Recovers 1% of your Max HP when attacking enemies. Permanently increases Max HP by 1%.
10
Recovers 1% of your Max HP when attacking enemies. Permanently increases Max HP by 10%.
Permanently increases damage and infuses your polearm with the powers of the ice spirit for a short time. Can be toggled On/Off.
Level
1
MP Cost: 24, Enemy Speed: -22 for 5 sec, Damage: +1% when attacking enemies that have had their speed reduced. When used against bosses, the Speed reduction's duration is cut in half. [Passive Effects - Damage: +1%]
10
MP Cost: 33, Enemy Speed: -40 for 20 sec, Damage: +10% when attacking enemies that have had their speed reduced. When used against bosses, the Speed reduction's duration is cut in half. [Passive Effects - Damage: +10%]
Through intense study, you've perfected your polearm swing. Increases swing damage and allows you to move while swinging. Also, you now know how to link Smash Swings with other skills to deal additional damage via a polearm afterimage. Required Skill: Smash Swing Lv. 10 Level 4 required to learn Aero Swing.
Level
1
Smash Swing Damage: +50% points [Final Attack Skills] Creates an afterimage that attacks up to 4 enemies with 70% damage 2 times when you use other direct attack skills after Smash Swing. Increases Speed during swings.
4
Smash Swing Damage: +200% points [Final Attack Skills] Creates an afterimage that attacks up to 4 enemies with 100% damage 2 times when you use other direct attack skills after Smash Swing. Increases Speed during swings.
Chance to deliver an additional hit after a direct attack. Must have a Polearm equipped. Required Skill: Polearm Mastery Lv. 3 Level 20 required to learn Advanced Final Attack.
Level
1
[Final Attack Skills] Has a 2% chance to deal Final Attack damage of 100%.
20
[Final Attack Skills] Has a 40% chance to deal Final Attack damage of 150%.
Masterfully counts up your attacks in a Combo Count. Increases Critical Rate and Attack Power with every 50 counts, stacking up to 10 times. Also passively increases your Knockback Resistance, Attack Power, Abnormal Status Resistance Chance, Critical Rate, and Critical Damage. Required Skill: Combo Ability Lv. 10 Level 10 required to learn Adrenaline Rush.
Allows you to use Smash Swing while airborne. Use Smash Swing while jumping, and Maha will stop you from falling. You'll be able to move around, just like on the ground. Also, passively increase Smash Swing's damage. [Command: Combo Attack Key while jumping] Required Skill: Swing Studies I Lv. 4 Level 10 required to learn Swing Studies II.
Level
1
Can use Smash Swing while airborne, damage increases by 10%p
10
Can use Smash Swing while airborne, damage increases by 100%p
Activate Adrenaline Rush. Can only be used when the skill level of Adrenaline Rush is 1 or higher.
Level
1
Usable for 300 seconds after reaching 1,000 combos. If Adrenaline Rush is not activated during that time, your Adrenaline will begin to diminish, and your combo count will be reduced to 800.
A rush of adrenaline pushes your battle prowess to its maximum. Adrenaline Rush is not affected by buff duration increase effects. Level 20 required to learn Finisher. Passively increases skill damage. Required Skill: Advanced Combo Ability Lv. 10 Lv. 20 required to learn Hyper Skill Adrenaline Generator.
Level
1
After reaching 1000 combos, enter by using Adrenaline Rush Activate within a certain period of time: For 15 sec, Aran's skill damage will increase by 55%p, excluding Finisher/summoning/additional attack skills. Further, Aran's attack count will increase by 1, and the maximum number monsters hit will increase by 1. Skill damage permanently increases by 5%p
20
After reaching 1000 combos, enter by using Adrenaline Rush Activate within a certain period of time: For 15 sec, Aran's skill damage will increase by 150%p, excluding Finisher/summoning/additional attack skills. Further, Aran's attack count will increase by 2, and the maximum number monsters hit will increase by 5. Skill damage permanently increases by 100%p
Swing your polearm around to deal massive damage, ignoring some DEF. Learn this skill to utilize Final Blow as the 3rd hit of Smash Swing. [Command: Down + Attack Key] Command Effect: renders all enemy attacks ineffective. Additional Adrenaline Rush Effect: Shoots shockwaves in front of you. Level 20 required to learn Beyond Blade. Right-click to lock command.
Level
1
MP Cost: 20, Max Enemies Hit: 6, Damage: 190%, Number of Attacks: 5, Ignored Monster DEF: 5% Shoots 1 shockwaves that attack up to 6 enemies with 350% damage 4 times during Adrenaline Rush.
20
MP Cost: 30, Max Enemies Hit: 6, Damage: 285%, Number of Attacks: 5, Ignored Monster DEF: 15% Shoots 1 shockwaves that attack up to 6 enemies with 350% damage 4 times during Adrenaline Rush.
Slams your polearm into the ground with great force, launching nearby enemies into the air. Enemies hit directly by the polearm will be frozen and take damage over time. Can be resisted by some monsters. You can control where the polearm lands. [Command: Up, Down/Up, Right/Up, Left + Attack Key] Command Effect: Freeze Right-click to lock command
Level
1
MP Cost: 20, Damage: 190%, Attack Count: 4, Max Enemies Hit: 5, Freeze Duration: 4 sec, Damage Over Time: 105% damage every 1 sec for 4 sec.
20
MP Cost: 30, Damage: 380%, Attack Count: 4, Max Enemies Hit: 10, Freeze Duration: 10 sec, Damage Over Time: 200% damage every 1 sec for 6 sec.
Uses your polearm blade as a hook to gather nearby enemies in front of you. Command Effect: Can be used while using the skill. [Command: Up, Up + Attack Key] Right-click to lock command.
Level
1
MP Cost: 13, Max Enemies Hit: 10, Damage: 105%, Number of Attacks: 2 Cooldown: 5 sec
14
MP Cost: 20, Max Enemies Hit: 10, Damage: 170%, Number of Attacks: 2 Cooldown: 5 sec
Calls upon all of Aran's might to sweep enemies away with Maha. Damage increases when it is used as a link after using the Final Blow, and while casting, no enemy attack can knock you back. Additional Adrenaline Rush Effect: Shoots out shockwaves in front of you and behind you. Required Skill: Final Blow Lv. 20 Level 30 required to learn Fenrir Crash.
Level
1
MP Cost: 40, Max Enemies Hit: 6, Damage: 205%, Number of Attacks: 5. Deals up to 3 additional hits with consecutive key presses. 2 Hits: Attack 5 times for 221% damage 3 Hits: Attack 5 times for 236% damage. Bonus Critical Rate: 100%, Ignored Monster DEF: 30%, Damage Against Normal Enemies: +8% Damage: +20%p when used by linking with Final Blow. Fires a shockwave that hits up to 6 enemies for 400% damage 5 times if in Adrenaline Rush state.
30
MP Cost: 40, Max Enemies Hit: 6, Damage: 295%, Number of Attacks: 5. Deals up to 3 additional hits with consecutive key presses. 2 Hits: Attack 5 times for 311% damage 3 Hits: Attack 5 times for 326% damage. Bonus Critical Rate: 100%, Ignored Monster DEF: 30%, Damage Against Normal Enemies: +8% Damage: +20%p when used by linking with Final Blow. Fires a shockwave that hits up to 6 enemies for 400% damage 5 times if in Adrenaline Rush state.
Pummel your enemies with a series of swings so quick that your polearm becomes invisible. A whirlwind forms around Aran, sucking in all enemies. Finisher can be activated only once during Adrenaline Rush. Can be resisted by some enemies. [Command: Down, Left, Right + Attack (held down)] Required Skill: Adrenaline Rush Lv. 20
Level
1
MP Cost: 200, Max Enemies Hit: 12, Damage: 215%, Number of Attacks: 1, Max Duration: 10 sec Only one finisher can be triggered per Adrenaline Rush.
30
MP Cost: 200, Max Enemies Hit: 12, Damage: 650%, Number of Attacks: 1, Max Duration: 10 sec Only one finisher can be triggered per Adrenaline Rush.
Charge forward to strike a powerful blow, automatically targeting the boss with the highest Max HP within reach. If no boss is present, or its Max HP is lower than a nearby enemy, the nearest enemy will instead be targeted. If you change directions while charging the skill and there are no enemies in the direction you are facing, you will charge toward the nearest enemy. Charge the skill longer to do more damage. You're invincible while charging. Finisher can be activated only once during Adrenaline Rush. [Command: Down, Right, Down + Attack Key (held down)] Required Skill: Adrenaline Rush Lv. 20
Level
1
MP Cost: 200. Hold key down to charge and use arrow keys to change direction once activated. A Chase Cut that strikes 15 times, dealing 780% to 1 enemies, is activated 7 time(s). Invincible while charging. Damage increases by 100% points for every 1 sec spent charging, up to 500% points. Can charge for up to 5 sec. Only one finisher can be triggered per Adrenaline Rush.
30
MP Cost: 200. Hold key down to charge and use arrow keys to change direction once activated. A Chase Cut that strikes 15 times, dealing 1070% to 1 enemies, is activated 7 time(s). Invincible while charging. Damage increases by 100% points for every 1 sec spent charging, up to 500% points. Can charge for up to 5 sec. Only one finisher can be triggered per Adrenaline Rush.
Temporarily increases the stats of all party members. Does not stack with Maple Warrior, Call of Cygnus, Nova Warrior, Hero of the Flora, President's Orders, Anima Warrior, or Rhinne's Protection.
Level
1
MP Cost: 10, Increases all stats assigned APs by 1% for 30 sec
30
MP Cost: 70, Increases all stats assigned APs by 15% for 900 sec
Hone your resolve to ignore certain abnormal status effects. Immune to most abnormal status effects for 3 sec after use. Certain abnormal status effects and combat orders will still get through.
Through intense study, you've perfected your polearm swing and Smash Swing technique. Increases your speed and damage while swinging. The 2nd and 3rd hits of Smash Swing and Aero Swing become Final Blows. Required Skill: Aero Swing Lv. 10
Level
1
Smash Swing Damage: +50% points [Final Attack Skills] Creates an afterimage that attacks up to 6 enemies with 120% damage 5 times when you use other direct attack skills after Smash Swing. Increases Speed during swings.
5
Smash Swing Damage: +250% points [Final Attack Skills] Creates an afterimage that attacks up to 6 enemies with 280% damage 5 times when you use other direct attack skills after Smash Swing. Increases Speed during swings.
Increases Beyond Blade and Fenrir Crash's number of attacks. (Does not affect the shockwaves and the iceberg's number of attacks triggered by Adrenaline Rush.).
Increases the amount of DEF ignored by Beyond Blade and Fenrir Crash. (Does not affect the amount of DEF ignored by the shockwaves and the iceberg triggered by Adrenaline Rush.).
Summons a sleeping, giant Maha, which drops to the ground, affecting a large area. Deals damage over time to enemies in range. Removes Abnormal Status and restores HP and MP to party members in range. Unaffected by attack reflection.
Level
1
MP Cost: 500, Invincibility Duration: 2 sec., Max Enemies Hit: 15, Damage: 800%, Number of Attacks: 5. Deals 3 attacks, of 500% damage each, to enemies in range for 8 sec. Removes some Abnormal Statuses from party members, and restores 20% HP & MP every second. Cooldown: 90 sec.
Temporarily increases all of your skill levels. Only 4th Job Skills can be increased beyond master level while other skills can only be increased to master level. Exceptions: Some special skills, Beginner Skills, Combat Orders, Decent Combat Orders, Hyper Skills, and 5th Job Skills cannot be increased. Does not stack with Combat Orders.
Level
1
HP Cost: 5% of Max HP, Duration: 183 sec, All Skills: +1 Cooldown: 180 sec [Passive Effect - Abnormal Status Resistance: +1]
25
HP Cost: 5% of Max HP, Duration: 255 sec, All Skills: +1 Cooldown: 180 sec [Passive Effect - Abnormal Status Resistance: +5]
30
HP Cost: 5% of Max HP, Duration: 270 sec, All Skills: +1 Cooldown: 180 sec [Passive Effect - Abnormal Status Resistance: +6]
Teleport to a random location on the map. You can float and move slowly for a fixed time, instead of using Vapor Blade, by holding the key down while in mid-air.
Level
1
HP Cost: 3% of Max HP. Teleport to a random location on the map. Float for up to 3 sec. if you hold the key in the air Cooldown: 20 sec. [Passive Effect - Attack Power & Magic ATT: +1]
25
HP Cost: 3% of Max HP. Teleport to a random location on the map. Float for up to 4.6 sec. if you hold the key in the air Cooldown: 20 sec. [Passive Effect - Attack Power & Magic ATT: +25]
30
HP Cost: 3% of Max HP. Teleport to a random location on the map. Float for up to 5 sec. if you hold the key in the air Cooldown: 20 sec. [Passive Effect - Attack Power & Magic ATT: +30]
Collect Erda from within yourself and from the surrounding area, then detonate it around your enemies. The Erda of attacked enemies will become disrupted, which will bind their movements. Can deal damage to enemies even when they are under Attack Ignore. Also ignores Attack Reflection.
Level
1
HP Cost: 15% of Max HP, Damage: 156%, Max Enemies Hit: 10, Number of Attacks: 5, Bind Duration: 10 sec. Bind Duration increases by up to 100% based on damage inflicted with Erda Nova. Cooldown: 216 sec.
25
HP Cost: 15% of Max HP, Damage: 300%, Max Enemies Hit: 10, Number of Attacks: 5, Bind Duration: 10 sec. Bind Duration increases by up to 100% based on damage inflicted with Erda Nova. Cooldown: 120 sec.
30
HP Cost: 15% of Max HP, Damage: 330%, Max Enemies Hit: 10, Number of Attacks: 5, Bind Duration: 10 sec. Bind Duration increases by up to 100% based on damage inflicted with Erda Nova. Cooldown: 100 sec.
Hones your resolve to ignore certain abnormal status effects. Immune to most abnormal status effects for 3 sec after use. Certain abnormal status effects will still get through.
Fires a blast of compressed Erdas at nearby enemies. Using the skill with the down arrow key summons Erda Fountain, which is an object filled with pure Erda.
Level
1
HP Cost: 3000 Erdas Shower Max Enemies Hit: 15, Damage: 465%, Number of Attacks: 6, Cooldown reduced by 2 sec per attacked enemy Cooldown: 40 sec Erda Fountain Object Summon Duration: 60 sec. Every time enemies in a map with the summoned object are defeated, the Erda released from the enemies condenses around the object. Defeating 12 or more will release the gathered Erda, Max Enemies Hit: 10, Damage: 465%, Number of Attacks: 4 Cooldown: 60 sec Cooldown shared with Erdas Shower and Erda Fountain.
25
HP Cost: 3000 Erdas Shower Max Enemies Hit: 15, Damage: 825%, Number of Attacks: 6, Cooldown reduced by 2 sec per attacked enemy Cooldown: 40 sec Erda Fountain Object Summon Duration: 60 sec. Every time enemies in a map with the summoned object are defeated, the Erda released from the enemies condenses around the object. Defeating 12 or more will release the gathered Erda, Max Enemies Hit: 10, Damage: 825%, Number of Attacks: 4 Cooldown: 60 sec Cooldown shared with Erdas Shower and Erda Fountain.
30
HP Cost: 3000 Erdas Shower Max Enemies Hit: 15, Damage: 900%, Number of Attacks: 6, Cooldown reduced by 2 sec per attacked enemy Cooldown: 40 sec Erda Fountain Object Summon Duration: 60 sec. Every time enemies in a map with the summoned object are defeated, the Erda released from the enemies condenses around the object. Defeating 12 or more will release the gathered Erda, Max Enemies Hit: 10, Damage: 900%, Number of Attacks: 4 Cooldown: 60 sec Cooldown shared with Erdas Shower and Erda Fountain.
The collapsing space between the Mirror World and reality become linked with Will's Erda, causing the spider within the mirror to temporarily materialize in reality.
Level
1
HP Cost: 15% of Max HP Spatial Collapse - Max Enemies Hit: 15, Damage: 468%, Number of Attacks: 15, Once complete, summons True Arachnid Reflection. True Arachnid Reflection - Duration: 50 sec, Goes into attack mode at set intervals. During attack mode, uses spider legs 10 times to deal 182% damage 8 times. If the spider legs attack one target 5 consecutive times, attack mode will end immediately. 3 sec cooldown after attack mode ends. Cooldown: 250 sec
25
HP Cost: 15% of Max HP Spatial Collapse - Max Enemies Hit: 15, Damage: 900%, Number of Attacks: 15, Once complete, summons True Arachnid Reflection. True Arachnid Reflection - Duration: 50 sec, Goes into attack mode at set intervals. During attack mode, uses spider legs 10 times to deal 350% damage 8 times. If the spider legs attack one target 5 consecutive times, attack mode will end immediately. 3 sec cooldown after attack mode ends. Cooldown: 250 sec
30
HP Cost: 15% of Max HP Spatial Collapse - Max Enemies Hit: 15, Damage: 990%, Number of Attacks: 15, Once complete, summons True Arachnid Reflection. True Arachnid Reflection - Duration: 50 sec, Goes into attack mode at set intervals. During attack mode, uses spider legs 10 times to deal 385% damage 8 times. If the spider legs attack one target 5 consecutive times, attack mode will end immediately. 3 sec cooldown after attack mode ends. Cooldown: 250 sec
Mitra's power manifests the searing heat of the sun as a blazing inferno. The flame emblem is unaffected by attack reflection and disappears when you change maps.
Level
1
HP Cost: 15% of Max HP Mitra's Fire: summons a Flame Emblem after dealing 780% damage up to 15 enemies 12 times. Flame Emblem: deals 208% damage to up to 2 enemies 6 times every 2.1 sec for 51 sec. Deals 286% damage if striking a single enemy. Cooldown: 250 sec
25
HP Cost: 15% of Max HP Mitra's Fire: summons a Flame Emblem after dealing 1500% damage up to 15 enemies 12 times. Flame Emblem: deals 400% damage to up to 2 enemies 6 times every 2.1 sec for 51 sec. Deals 550% damage if striking a single enemy. Cooldown: 250 sec
30
HP Cost: 15% of Max HP Mitra's Fire: summons a Flame Emblem after dealing 1650% damage up to 15 enemies 12 times. Flame Emblem: deals 440% damage to up to 2 enemies 6 times every 2.1 sec for 51 sec. Deals 605% damage if striking a single enemy. Cooldown: 250 sec
Even in the darkest times, Freud could be relied upon for his wisdom. Call upon Freud's wisdom to steel your resolve and enhance your combat prowess.
Level
1
MP Cost: 250, Duration: 30 sec., Max Stacks: 6, Each stack provides an additional buff. Stack 1 - Skill Cooldown: -10% ( excludes skills unaffected by cooldown reduction) Stack 2 - Status Resistance: +10 Stack 3 - All Stats: +26 #Stack 4# - Attack Power & Magic ATT: +10 #Stack 5# - Boss Damage: +10% #Stack 6#: Invincible for duration of skill Cooldown: 25 sec. Cooldown increased to 240 sec. when buff expires (including character death), or max stack count is reached.
25
MP Cost: 250, Duration: 30 sec., Max Stacks: 6, Each stack provides an additional buff. Stack 1 - Skill Cooldown: -10% ( excludes skills unaffected by cooldown reduction) Stack 2 - Status Resistance: +22 Stack 3 - All Stats: +50 #Stack 4# - Attack Power & Magic ATT: +22 #Stack 5# - Boss Damage: +22% #Stack 6#: Invincible for duration of skill Cooldown: 25 sec. Cooldown increased to 240 sec. when buff expires (including character death), or max stack count is reached.
30
MP Cost: 250, Duration: 30 sec., Max Stacks: 6, Each stack provides an additional buff. Stack 1 - Skill Cooldown: -10% ( excludes skills unaffected by cooldown reduction) Stack 2 - Status Resistance: +25 Stack 3 - All Stats: +55 #Stack 4# - Attack Power & Magic ATT: +25 #Stack 5# - Boss Damage: +25% #Stack 6#: Invincible for duration of skill Cooldown: 25 sec. Cooldown increased to 240 sec. when buff expires (including character death), or max stack count is reached.
The Maple World Goddess's Blessing increases all stats and damage. Can only be used when you have 1 of the following skills applied: Maple Warrior, Call of Cygnus, Nova Warrior, Hero of the Flora, President's Orders, Anima Warrior, Sengoku Warrior, Maple Guardian, or Rhinne's Protection. Not affected by effects which reduce cooldown.
Level
1
MP Cost: 500, Increases stat bonuses for class-wide buff skills like Maple Warrior by 110% for 60 sec, Damage: +5% Maple World Goddess's Blessing is ready every 180 sec, and can bless up to 2 times.
25
MP Cost: 500, Increases stat bonuses for class-wide buff skills like Maple Warrior by 350% for 60 sec, Damage: +17% Maple World Goddess's Blessing is ready every 180 sec, and can bless up to 2 times.
30
MP Cost: 500, Increases stat bonuses for class-wide buff skills like Maple Warrior by 400% for 60 sec, Damage: +20% Maple World Goddess's Blessing is ready every 180 sec, and can bless up to 2 times.
Infuses your weapon with a portion of your health, granting it a visible aura and temporarily empowering it. The aura wave is unaffected by attack reflection.
Level
1
HP Cost: 10% of Max HP, Ignores 10% Enemy DEF for 82 sec, Final Damage: +1%. Aura Wave (usable every 5 sec) - Using certain offensive skills will generate waves, inflicting 520% damage on up to 10 enemies, 6 times. Weapon Aura Prepared: every 180 sec, Max Number Prepared: 2
25
HP Cost: 10% of Max HP, Ignores 15% Enemy DEF for 130 sec, Final Damage: +5%. Aura Wave (usable every 5 sec) - Using certain offensive skills will generate waves, inflicting 1000% damage on up to 10 enemies, 6 times. Weapon Aura Prepared: every 180 sec, Max Number Prepared: 2
30
HP Cost: 10% of Max HP, Ignores 16% Enemy DEF for 140 sec, Final Damage: +6%. Aura Wave (usable every 5 sec) - Using certain offensive skills will generate waves, inflicting 1100% damage on up to 10 enemies, 6 times. Weapon Aura Prepared: every 180 sec, Max Number Prepared: 2
Makes your flesh as strong as steel so you're not pushed back by enemy attacks.
Level
1
HP Cost: 3% of Max HP, Duration: 15 sec, Knockdown Immunity and Status Resistance: +51 Damage increases +6% when hit, Max Stack: 3 times Cooldown: 120 sec [Passive Effects - STR: +1, Max HP: +50]
25
HP Cost: 3% of Max HP, Duration: 17 sec, Knockdown Immunity and Status Resistance: +75 Damage increases +6% when hit, Max Stack: 5 times Cooldown: 120 sec [Passive Effects - STR: +25, Max HP: +1250]
30
HP Cost: 3% of Max HP, Duration: 18 sec, Knockdown Immunity and Status Resistance: +80 Damage increases +6% when hit, Max Stack: 6 times Cooldown: 120 sec [Passive Effects - STR: +30, Max HP: +1500]
Maha's power flows into you, granting you enormous strength.
Level
1
MP Cost: 1000, instantly increases combo to 160, Maha empowers you for 25 sec, Attack Power: +6% Blizzard Damage: 468% every 3 sec, Max Enemies Hit: 10, Number of Attacks: 5 Cooldown: 90 sec
25
MP Cost: 1000, instantly increases combo to 160, Maha empowers you for 37 sec, Attack Power: +30% Blizzard Damage: 900% every 3 sec, Max Enemies Hit: 10, Number of Attacks: 5 Cooldown: 90 sec
30
MP Cost: 1000, instantly increases combo to 160, Maha empowers you for 40 sec, Attack Power: +35% Blizzard Damage: 990% every 3 sec, Max Enemies Hit: 10, Number of Attacks: 5 Cooldown: 90 sec
Swing Maha around in a circle, leaving a trail of destruction in its wake. Adrenaline Rush does not apply. Afterimage from Swing Studies is only activated once. [Command: Down, Down + Attack Key] Command Effect: Prevents Knockback. Unaffected by attack reduction and attack reflection.
Right-click to lock command.
Level
1
MP Cost: 1000, Max Enemies Hit: 15, Damage: 624%, Number of Attacks: 15, Chase Cut Activation Count: 2, Boss Damage: +20% Cooldown: 20 sec, reduced by 50% when Maha's Fury is activated.
25
MP Cost: 1000, Max Enemies Hit: 15, Damage: 1200%, Number of Attacks: 15, Chase Cut Activation Count: 2, Boss Damage: +20% Cooldown: 20 sec, reduced by 50% when Maha's Fury is activated.
30
MP Cost: 1000, Max Enemies Hit: 15, Damage: 1320%, Number of Attacks: 15, Chase Cut Activation Count: 2, Boss Damage: +20% Cooldown: 20 sec, reduced by 50% when Maha's Fury is activated.
Swing your Polearm and call forth a mythical wolf to deliver a devastating blow. After using Beyond Blade 3rd Hit, you will not be pushed back by any enemy attacks when using Beyond Blade. Alchemic Adrenaline Boost Additional Effect: Creates an iceberg in front of you Required Skill: Beyond Blade Lv. 30+
Level
1
MP Cost: 200, Max Enemies Hit: 10, Damage: 590%, Number of Attacks: 6 Bonus Critical Rate: 100%, Additional Ignore Defense: 50% While Adrenaline Rush is active, Max Enemies Hit: 10, Number of Attacks: 6, Iceberg Damage: 505% Can be used after using Beyond Blade 3rd hit
25
MP Cost: 200, Max Enemies Hit: 10, Damage: 710%, Number of Attacks: 6 Bonus Critical Rate: 100%, Additional Ignore Defense: 50% While Adrenaline Rush is active, Max Enemies Hit: 10, Number of Attacks: 6, Iceberg Damage: 625% Can be used after using Beyond Blade 3rd hit
30
MP Cost: 200, Max Enemies Hit: 10, Damage: 735%, Number of Attacks: 7 Bonus Critical Rate: 100%, Additional Ignore Defense: 50% While Adrenaline Rush is active, Max Enemies Hit: 10, Number of Attacks: 6, Iceberg Damage: 650% Can be used after using Beyond Blade 3rd hit
Create a blizzard that stuns enemies and calls down the Dire Wolf's Curse. Enemies hit by the blizzard will resist stuns for 90 seconds and won't be stunned by other skills, such as Blizzard Tempest, either. If Aran's direct attack skills, aside from Finisher - Storm of Fear, successfully hit enemies who are under the Dire Wolf's Curse, the curse grows stronger, dealing additional damage to any enemies under the curse. Blizzard Tempest attacks do not count toward combos, and the ice chunks ignore attack reflection. Right-click to toggle the ice chunk effect ON/OFF
Level
1
MP Cost: 1200, Max Enemies Hit: 12, Damage: 832%, Number of Attacks: 8, Stun Duration: 10 sec. Stun Duration can increase up to 100% depending on the damage dealt with this attack. For 20 sec afterwards, activates an aura that periodically casts the Dire Wolf's curse on up to 10 enemies. Using the skill again, while its effect is active, will cancel that effect. Dire Wolf's Curse: Duration: 10 sec, Upon a successful hit, attacks up to 15 enemies under the curse with ice chunks, dealing 494% damage 4 time(s). The curse can stack up to 6 time(s), and ice chunks increase by 1 in proportion to it. Cooldown: 180 sec
25
MP Cost: 1200, Max Enemies Hit: 12, Damage: 1600%, Number of Attacks: 8, Stun Duration: 10 sec. Stun Duration can increase up to 100% depending on the damage dealt with this attack. For 20 sec afterwards, activates an aura that periodically casts the Dire Wolf's curse on up to 10 enemies. Using the skill again, while its effect is active, will cancel that effect. Dire Wolf's Curse: Duration: 10 sec, Upon a successful hit, attacks up to 15 enemies under the curse with ice chunks, dealing 950% damage 4 time(s). The curse can stack up to 6 time(s), and ice chunks increase by 1 in proportion to it. Cooldown: 180 sec
30
MP Cost: 1200, Max Enemies Hit: 12, Damage: 1760%, Number of Attacks: 8, Stun Duration: 10 sec. Stun Duration can increase up to 100% depending on the damage dealt with this attack. For 20 sec afterwards, activates an aura that periodically casts the Dire Wolf's curse on up to 10 enemies. Using the skill again, while its effect is active, will cancel that effect. Dire Wolf's Curse: Duration: 10 sec, Upon a successful hit, attacks up to 15 enemies under the curse with ice chunks, dealing 1045% damage 4 time(s). The curse can stack up to 6 time(s), and ice chunks increase by 1 in proportion to it. Cooldown: 180 sec
Enhancements[]
The maximum level for Enhancements / Boost Nodes is 50 (60 with Matrix Points).
Channels your innate fighting spirit to enter an awakened Adrenaline state that greatly enhances your physical abilities. Upon entering the awakened Adrenaline state, the combo is temporarily reset, and Smash Swing is replaced with Howling Swing. Howling Swing is unaffected by Hyper Skill and 5th Job Boost Node effects, and attacks won't knock you back while casting it. Combo Ability stats increase to the max while in this state. Using the skill again allows you to cast a final blow using the polearm imbued with the max power of the combo. After the skill ends, the combo from before Adrenaline Surge is restored. The final blow can be used while using some attack skills. Adrenaline Surge and Adrenaline Rush cannot activate at the same time.
MP Cost: 1500, Awakened Adrenaline State Duration: 20 sec, Cooldown: 360 sec Howling Swing 1st hit - MP Cost: 30, Max Enemies Hit: 10, Damage: 910%, Number of Attacks: 10 2nd hit - MP Cost: 30, Max Enemies Hit: 10, Damage: 1001%, Number of Attacks: 10 3rd hit - MP Cost: 30, Max Enemies Hit: 10, Damage: 1092%, Number of Attacks: 12 4th hit - MP Cost: 30, Max Enemies Hit: 10, Damage: 1274%, Number of Attacks: 14 When in Adrenaline Surge, activate a shockwave that deals 455% damage to up to 8 enemies 10 times, shockwave activates Swing Studies afterimage. Using the skill again ends awakened Adrenaline and activates 7 final blows that deal 4340% damage to up to 15 enemies 14 times. During Adrenaline Surge, Number of Final Blows: +1 per 200 accumulated combos. Invincible during casting of final blow.
30
MP Cost: 1500, Awakened Adrenaline State Duration: 20 sec, Cooldown: 360 sec Howling Swing 1st hit - MP Cost: 35, Max Enemies Hit: 10, Damage: 1200%, Number of Attacks: 10 2nd hit - MP Cost: 35, Max Enemies Hit: 10, Damage: 1320%, Number of Attacks: 10 3rd hit - MP Cost: 35, Max Enemies Hit: 10, Damage: 1440%, Number of Attacks: 12 4th hit - MP Cost: 35, Max Enemies Hit: 10, Damage: 1680%, Number of Attacks: 14 When in Adrenaline Surge, activate a shockwave that deals 600% damage to up to 8 enemies 10 times, shockwave activates Swing Studies afterimage. Using the skill again ends awakened Adrenaline and activates 7 final blows that deal 8400% damage to up to 15 enemies 14 times. During Adrenaline Surge, Number of Final Blows: +1 per 200 accumulated combos. Invincible during casting of final blow.
Calls upon all of Aran's might to sweep enemies away with Maha. Damage increases when it is used as a link after using the Final Blow. You're invincible while using it. Maha appears periodically to deal an additional attack. Maha targets the boss with the highest HP first and is not affected by a cooldown reset. Additional Adrenaline Rush Effect: Reduces Maha's attack cooldown. Required Skill: Beyond Blade Lv. 30
Level
1
MP Cost: 45, Max Enemies Hit: 7, Damage: 322%, Number of Attacks: 5 Deals up to 3 additional hits with consecutive key presses. 2 Hits: Attack 5 times for 337% damages 3 Hits: Attack 5 times for 352% damage Bonus Critical Rate: +100%, Ignore Defense: +30%, Normal Enemy Damage: +8% Damage: +21% points when used by linking with Final Blow. Maha appears every 4 sec to deal 455% damage to up to 3 enemies 6 times Maha's attack cooldown decreases to 2 sec while Adrenaline Rush is active.
30
MP Cost: 52, Max Enemies Hit: 7, Damage: 525%, Number of Attacks: 5 Deals up to 3 additional hits with consecutive key presses. 2 Hits: Attack 5 times for 540% damages 3 Hits: Attack 5 times for 555% damage Bonus Critical Rate: +100%, Ignore Defense: +30%, Normal Enemy Damage: +8% Damage: +35% points when used by linking with Final Blow. Maha appears every 4 sec to deal 600% damage to up to 3 enemies 6 times Maha's attack cooldown decreases to 2 sec while Adrenaline Rush is active.
Enhancements[]
Enhancements require the corresponding V Skill to be leveled to max and equipped. Final Damage bonuses from Enhancements increase linearly each level, with a jump at levels 10, 20, and 30.
Passive
Maha's Fury Boost
Master Level
30
Description
Boosts Maha's Fury.
Level
1
Maha's Fury Final Damage: +11%, Duration: 41 sec. Upon use, Combo: +170. While active, Final Damage: +1%.
9
Maha's Fury Final Damage: +19%, Duration: 43 sec. Upon use, Combo: +190. While active, Final Damage: +2%.
10
Maha's Fury Final Damage: +25%, Duration: 44 sec. Upon use, Combo: +190. While active, Final Damage: +2%.
19
Maha's Fury Final Damage: +34%, Duration: 47 sec. Upon use, Combo: +220. While active, Final Damage: +4%.
20
Maha's Fury Final Damage: +40%, Duration: 47 sec. Upon use, Combo: +220. While active, Final Damage: +4%.
29
Maha's Fury Final Damage: +49%, Duration: 50 sec. Upon use, Combo: +250. While active, Final Damage: +5%.
30
Maha's Fury Final Damage: +60%, Duration: 50 sec. Upon use, Combo: +250. While active, Final Damage: +5%.