1. Water
Water Renewal (+13% CP , 3 turns)
Water Renewal II – +15% CP, 3 turns: 30T
Water Renewal III – +18% CP, 4 turns: 40T
Water Renewal IV – +18% CP, 4 turns: 60T
Water Renewal V – +22% CP, 5 turns: 80T
Water Renewal VI – +22% CP, 5 turns: 100T
Total: 310T

Water Bundle (Restriction, 2 turns)
Water Bundle II – Restrict, 2 turns: 50T
Water Bundle III – Restrict, 2 turns: 50T
Water Bundle IV – Restrict, 3 turns: 100T
Water Bundle V – Restrict, 3 turns: 150T
Total: 350T


Prison Colliding Wave (-2% HP&CP, 2 turns)
Prison Colliding Wave II – -3% HP & CP & Stun, 2 turns: 100T
Prison Colliding Wave III – -5% HP & CP & Stun, 2 turns: 100T
Prison Colliding Wave VI – -8% HP & CP & Stun, 2 turns: 150T
Total: 350T

Shield of Suiten (1CP=2HP, 3 turns)
Shield of Suiten II – Use CP instead of HP (1CP = 3HP), 3 turns: 100T
Shield of Suiten II – Use CP instead of HP (1CP = 3HP), 4 turns: 150T
Total: 250T

Shark Encampment Shield (+30% healing & -10% CP, 3 turns)
Shark Encampment Shield II – +50% on healing stuff & -15% CP of attacker, 3 turns: 90T
Total: 90T

2. Wind
Evasion (+40% Dodge, 3 turns)
Evasion II – +42% Dodge, 3 turns: 30T
Evasion III – +45% Dodge, 3 turns: 30T
Evasion IV – +49% Dodge, 3 turns: 60T
Evasion V – +55% Dodge, 3 turns: 90T
Evasion VI – +55% Dodge, 4 turns: 150T
Total: 360T


Blade of Wind (+25% Damage, 3 turns)
Blade of Wind II – +27% Damage, 3 turns: 30T
Blade of Wind III – +30% Damage, 3 turns: 50T
Blade of Wind IV – +35% Damage, 3 turns: 70T
Blade of Wind V – +35% Damage, 4 turns: 100T
Total: 250T

Wind Peace (+20% Dodge & 8% CP, 3 turns)
Wind Peace II – +22% Dodge & 8% CP, 3 turns: 50T
Wind Peace III – +25% Dodge & 9% CP, 3 turns: 50T
Wind Peace IV – +25% Dodge & 9% CP, 4 turns: 100T

Dance of Fujiin (Reduce Cooldown by 4, Cooldown 14)
Dance of fujin II – Reduce Cooldown by 4 (Cooldown 12): 150T
Dance of fujin III – Reduce Cooldown by 5 (Cooldown 12): 150T
Total: 300T

Whrilwind Breaktrough (Reduce 1 wind skill cooldown on received attack, 2 turns)
Whrilwind Breaktrough II – whatever it did, but it's for 3 turns: 90T
Total: 90T

3. Earth
Golem Protection (Reducee damag by 40%, 3 turns)
Golem Protection II – Reduce damage 42%, 3 turns: 30T
Golem Protection III – Reduce damage 45%, 3 turns: 40T
Golem Protection IV – Reduce damage 49%, 3 turns: 50T
Golem Protection V – Reduce damage 55%, 3 turns: 80T
Golem Protection VI – Reduce damage 55%, 4 turns: 100T
Total: 300T

Earth Absorption (Drain 15% CP)
Earth Absorption II – Drain 20% CP: 40T
Earth Absorption III – Drain 26% CP: 50T
Earth Absorption IV – Drain 34% CP: 60T
Earth Absorption V – Drain 45% CP: 100T
Total: 250T

Hidden Among Rocks (+75% Damage on next turn)
Hidden Among Rocks II – +80% Damage on next turn: 30T
Hidden Among Rocks III – +85% Damage on next turn: 60T
Hidden Among Rocks IV – +90% Damage on next turn: 90T
Total: 180T

Embrace of Golem (+5% HP & Purify, 3 turns)
Embrace of Golem II – +6%HP & Purify, 3 turns: 50T
Embrace of Golem III – +6%HP & Purify, 4 turns: 80T
Total: 130T

Golem Rock Gauntlets (Reduce 25% damage, 2 turns)
Golem Rock Gauntlets II – whatever it’s suppose to do & Reduce 30% damage, 3turn: 90T
Total: 90T

4. Thunder
Lightning Charge (+40% Critical chance, 3 turns)
Lightning Charge II – +42% Critical chance, 3 turns: 30T
Lightning Charge III – +45% Critical chance, 3 turns: 50T
Lightning Charge IV – +49% Critical chance, 3 turns: 70T
Lightning Charge V – +55% Critical chance, 3 turns: 100T
Lightning Charge VI – +55% Critical chance, 4 turns: 150T
Total: 400T

Lightning Flash (Blind 70%, 2 turns)
Lightning Flash II – Blind 72%, 2 turns: 50T
Lightning Flash III – Blind 75%, 2 turns: 70T
Lightning Flash IV – Blind 80%, 2 turns: 100T
Lightning Flash V – Blind 80%, 3 turns: 150T
Total: 370T

Lightning Flash Bundle (-40% Dodge & -8% CP, 3 turns)
Lightning Flash Bundle II – -44% Dodge & -8% CP, 3 turns = 50T
Lightning Flash Bundle III – -50% Dodge & -9% CP, 3 turns = 100T
Lightning Flash Bundle IV – -50% Dodge & -9% CP, 4 turns = 100T
Total: 250T

Armor of Narukami (+15% Critical chance & Damage & -15% Dodge, 3 turns)
Armor of Narukami II – +20% Critical chance & Damage & -20% Dodge, 3 turns: 50T
Armor of Narukami III – +20% Critical chance & Damage & -20% Dodge, 4 turns: 100T
Total: 150T

Ultimate Lightning Boost (Stun 1 turn with lightning skill, 2 turns)
Ultimate Lightening Boost II – whatever it did, now it's for 3 turns: 100T
Total: 100T

5. Fire
Fire Power (+40% Damage, 3 turns)
Fire Power II – +42% Damage, 3 turns: 30T
Fire Power III – +45% Damage, 3 turns: 50T
Fire Power IV – +49% Damage, 3 turns: 100T
Fire Power V – +55% Damage, 3 turns: 120T
Fire Power VI – +55% Damage, 4 turns: 200T
Total: 500T

Hellfire (Burn 3%, 3 turns)
Hellfire II – Burn 4%, 3 turns: 50T
Hellfire III – Burn 5%, 3 turns: 50T
Hellfire IV – Burn 6%, 3 turns: 100T
Hellfire V – Burn 6%, 4 turns: 200T
Total: 400T

Fire Energy Excitation (Use skill without CP, 3 turns & No charge, 5 turns)
Fire Energy Excitation II – Use skill without CP, 3 turns & No charge, 4 turns): 50T
Fire Energy Excitation III – Use skill without CP, 4 turns & No charge, 3 turns): 100T
Fire Energy Excitation IV – Use skill without CP, 5 turns & No charge, 2 turns): 150T
Total: 300T

Rage of Yama (+20% Damage taken & received, 3 turns)
Rage of Yama II – ? : 100T
Rage of Yama III – ? : 100T
Total: 200T

Fire Phoenix Breath (-30% Dodge, 3 turns)
Fire Phoenix Breath II – -40% Dodge, 4 turns: 100T
Total: 100T

Note:
1. I didn't add the CP cost, damage and cooldown of all skills (except Dance of Fujin since the cooldown was reduced in DoF II)
2. I got no info for Rage of Yama upgrade but i asked someone if he/she knows...i'll update the info once i get a reply[The info in the database is the same as the one in the academy, so nothing is knows about RoY update yet]
3. I worked my ass off to make this look pretty nice with relevant info for each skills, unfortunately i got no pics/animations of those new skills
4. Lemme know if i made any typo/error :3

Credits : Manish (wolfyfox & LuckyGuy)



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