Bloody Arrow
Skill #4802 · Séraphin server
All skills
#4802
Bloody Arrow
ActiveDarkMax lv 30
Bloody Arrow Lv30
DarkMP 676 1 sec
Shade Attack Spell
Absorbs a part of your creatures HP in order to shoot several spheres of darkness towards your target.
Cool Time 1 min
Skill card enhancement: lowers the MP cost, casting time or cooldown depending on the skill.
Characteristics
Lv 30 · +0- Type
- Active
- Element
- Dark
- MP cost
- 676
- Casting time
- 1 sec
- Cooldown
- 1 min
- Range
- 20
- Area of effect
- 20
Learned by
Skill steps
- Up to level 6requires: job level 25, Magic Support lv 1
- Up to level 8requires: job level 30, Magic Support lv 1
- Up to level 10requires: job level 40, Magic Support lv 1
Skill steps
- Levels 11 to 16requires: job level 25, Magic Support lv 4
- Levels 11 to 18requires: job level 30, Magic Support lv 4
- Levels 11 to 20requires: job level 40, Magic Support lv 4
Skill steps
- Levels 21 to 25requires: Summon Mastery lv 1
- Levels 21 to 30requires: Summon Mastery lv 2
Prerequisites
Learning cost
Job points (JP) needed to reach the level.| Level | JP | Total JP |
|---|---|---|
| 1 | 180 | 180 |
| 2 | 600 | 780 |
| 3 | 1,240 | 2,020 |
| 4 | 2,700 | 4,720 |
| 5 | 4,500 | 9,220 |
| 6 | 7,850 | 17,070 |
| 7 | 10,900 | 27,970 |
| 8 | 14,200 | 42,170 |
| 9 | 21,600 | 63,770 |
| 10 | 26,800 | 90,570 |
| 11 | 39,000 | 129,570 |
| 12 | 46,200 | 175,770 |
| 13 | 54,000 | 229,770 |
| 14 | 76,100 | 305,870 |
| 15 | 87,400 | 393,270 |
| 16 | 121,000 | 514,270 |
| 17 | 137,000 | 651,270 |
| 18 | 154,000 | 805,270 |
| 19 | 216,000 | 1,021,270 |
| 20 | 253,000 | 1,274,270 |
| 21 | 131,000 | 1,405,270 |
| 22 | 245,000 | 1,650,270 |
| 23 | 458,000 | 2,108,270 |
| 24 | 856,000 | 2,964,270 |
| 25 | 1,599,000 | 4,563,270 |
| 26 | 2,987,000 | 7,550,270 |
| 27 | 5,578,000 | 13,128,270 |
| 28 | 10,419,000 | 23,547,270 |
| 29 | 19,461,000 | 43,008,270 |
| 30 | 36,348,000 | 79,356,270 |
Raw server dataTo check a calculation: not needed to understand the skill.
Effect type : 233 · MAGIC_MULTIPLE_DAMAGE_DEAL_SUMMON_HP
| Variable | Value | Meaning |
|---|---|---|
| var2 | 0.15 | int nDamage = nMagicPoint * ( GetVar(0) + GetVar(1) * GetRequestedSkillLevel() + GetVar(2) * GetEnhance() ) + GetVar(3) + GetVar(4) * GetRequestedSkillLevel() + |
| var4 | 16 | int nDamage = nMagicPoint * ( GetVar(0) + GetVar(1) * GetRequestedSkillLevel() + GetVar(2) * GetEnhance() ) + GetVar(3) + GetVar(4) * GetRequestedSkillLevel() + |
| var5 | 16 | int nDamage = nMagicPoint * ( GetVar(0) + GetVar(1) * GetRequestedSkillLevel() + GetVar(2) * GetEnhance() ) + GetVar(3) + GetVar(4) * GetRequestedSkillLevel() + |
| var6 | 35 | int nDamage = nMagicPoint * ( GetVar(0) + GetVar(1) * GetRequestedSkillLevel() + GetVar(2) * GetEnhance() ) + GetVar(3) + GetVar(4) * GetRequestedSkillLevel() + |
| var7 | 2 | m_nTotalFire = GetVar(6) + GetVar(7)*GetRequestedSkillLevel(); |
| var8 | 0.3 | m_nTotalFire = GetVar(6) + GetVar(7)*GetRequestedSkillLevel(); |
| var9 | 0.18 | m_nFireTime += GetVar(8) * 100; |
| var11 | 60 | — |

