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Samurai's are warriors limited by their tradition and have a mystical inclination. Through their firm code of conduct, they are usually compared to their knight-brothers, the Knights.
The difference is that a Knight relies on his brute strength, while the true power of a Samurai comes from his supernatural allies.
Learning how to free these imprisoned spirits to channel their energy into an attack is a vital and much-practiced part of a Samurai's training.


HP per Level Hp Reg Per 4 Sec Mp Per Lv Mp Reg Per 4 Sec Cap per Lv
10 25 15 25 10
Level Spell Name Mana Cooldown Description
10 Levitate "up/down 40 2 Spell that allows you to reach high places or down some wall.
10 Utevo Lux 20 5 Spell that illuminates the environment.
10 Exana 20 5 Spell that removes poisons and burns.
10 Exiva "name 50 2 Spell that indicate the direction where the is person.
10 Exani Tera 25 1 Spell that allows the character to climb through holes that would need a rope.
10 Haste 30 2 Spell that increases the speed of movement of the character.
10 Samurai Heal 25/td> S Restore character health based on magic level.
15 Cut 35 3 It cuts the target in its vital points and has a 25% chance of applying bleeding.
20 Double Cut 65 5 It cuts the target twice in its vital points and has a 50% chance of applying bleeding.
25 Sweeping Blade 80 3 Award a bleeding buff for each hit corresponding to 10% of your damage.
30 Guardian Circle 150 10 Increases resistance defense and attacks against fire, death and physical hits. Applies to the caster and his party allies.
35 Third Eye 250 30 Dodge the next physical attack you receive within the next 5 seconds.
40 Counter 300 15 Return the entire damage of the next physical attack you receive within the next 5 seconds. It may conflict with the Third Eye effect after an attack is avoided.
50 Combo 1 100 5 Close to the target, apply 3 hits on it, leaving it bleeding. (Activates the combo window, where combo 2 is available for use.)
60 Haze Slasher 1k/hp and 1k/mp 20 Sacrifice part of your mana / hp to grant a 30% hp leech bonus, 30% movement and 30% critical for 7 seconds.
70 Wind Blade 250 15 Front cut in the direction of the user, has a chance to silence the targets and cause bleeding.
80 Combo 2 200 5 Near the target, he cuts it at high speed applying paralyze and silence. (Activates the combo window, where combo 3 is available for use.) (Only available in the combo window after using combo 1.)
95 Iron Wall 300 30 It is completely unaffected by distance attacks, stars, bolts and arrows, adding to the caster a movement speed bonus for each projectile avoided.
110 Combo 3 400 5 Concentrating only on the vengeful thirst, destroying everything in front of you by applying bleeding to the affected targets. (Only available in the combo window after using combo 2.)
130 Last Breath 1000 60 It moves to the target, cutting it 4 times in different directions causing great damage, leaving the target with paralyze and bleeding and returns to the previous place.