
Transfer Pain
🛡️ BuffToggle
InterludeHigh Five
Transfers part of one's damage to a servitor. MP will be consumed continuously.
Nível Mágico40
Custo MP7
Alvo❓none
Efeitos (nível 1)
Transfer damage summon+10
MP Consumption−0.2 / 5s
Classes que Aprendem
Informação
| Property | Value |
|---|---|
| Skill ID | 1262 |
| System Name | s_transfer_pain1 |
| Level (data) | 1 |
| Operate Type | T |
| Magic Level | 40 |
| MP (cast start) | 7 |
| Target Type | none |
| Reuse | 0s |
| Effects | {p_transfer_damage_summon;10};{c_mp_by_level;-0.2;5} |
| ValueH5 | 0.2 |
Como aprender
| Nv. da skill | Classes | Nv. do personagem | SP | Item necessário |
|---|---|---|---|---|
| 1 | Elemental Summoner, Necromancer, Phantom Summoner, Warlock | 40 | 32 000 | |
| 2 | Elemental Summoner | 48 | 67 000 | — |
| 2 | Necromancer | 48 | 55 000 | — |
| 2 | Phantom Summoner, Warlock | 48 | 75 000 | — |
| 3 | Elemental Summoner | 56 | 110 000 | — |
| 3 | Necromancer | 56 | 83 000 | — |
| 3 | Phantom Summoner | 56 | 120 000 | — |
| 3 | Warlock | 56 | 130 000 | — |
| 4 | Elemental Summoner | 58 | 180 000 | — |
| 4 | Necromancer | 58 | 100 000 | — |
| 4 | Phantom Summoner, Warlock | 58 | 160 000 | — |
| 5 | Elemental Summoner, Phantom Summoner, Warlock | 70 | 670 000 | — |
| 5 | Necromancer | 70 | 410 000 | — |
Níveis da Skill
| Skill Levels | Magic Lvl | Mp Initial Consume | P Transfer Damage Summon |
|---|---|---|---|
Transfer Pain Level 1 Transfers part of one's damage to a servitor. MP will be consumed continuously. | 40 | 7 | 10 |
Transfer Pain Level 2 Transfers part of one's damage to a servitor. MP will be consumed continuously. | 48 | 9 | 20 |
Transfer Pain Level 3 Transfers part of one's damage to a servitor. MP will be consumed continuously. | 56 | 11 | 30 |
Transfer Pain Level 4 Transfers part of one's damage to a servitor. MP will be consumed continuously. | 58 | 11 | 40 |
Transfer Pain Level 5 Transfers part of one's damage to a servitor. MP will be consumed continuously. | 70 | 13 | 50 |
Magic Lvl é o nível mágico da skill: o nível do alvo é comparado com ele. Quanto maior, maior a chance de aplicar o efeito num alvo de nível alto e menor a penalidade de dano contra ele.
