First tier
Swordsman
Swordsman is the go-to "tank" of the six first jobs. With high HP, access to great defensive gear, and skill options to boost sustain and reduce damage taken, they are adept at getting into bigger fights than they can handle and finding a way to come out on the other side.
The Swordsman's weakness comes from their damage. Though they can generate decent amounts of sustained DPS from the Bleed status, they have few other ways to output damage, meaning they often find themselves needing to leverage that increased survivability to win encounters in the first place.
Swordsmen have two key Status Effects: Bleed and Vulnerable.
The Bleed status effect does constant damage based on the user's Strength, scaling up with Base Level. With few other damage options, and all of those options being very SP intensive, this becomes the primary source of damage for Swordsmen before they job change to Knight or Crusader.
The Vulnerable status is similar to the Provoke status of Vanilla RO, with one major change: it does not increase the ATK of the target. This allows the user to strip up to 40% of the target's defenses (both hard and soft) at will, increasing their own damage and that of any party members...though its primary purpose is to combo into other skills belonging to the Knight and Crusader classes.
Skill list
Skills
Grouped the way the tree is grouped. Names, types, targets and the numbers behind every level come from the player wiki, so they match what you see in game.
Skills6 skills
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SlashPhysicalEnemyLv 10
Inflicts Bleed
Deals two quick hits, with a chance to inflict the Bleed status on enemies.
Level by level
Level Damage Cooldown Bleed Chance 1 160% 3s 55% 2 170% 3s 60% 3 180% 3s 65% 4 190% 3s 70% 5 200% 3s 75% 6 210% 3s 80% 7 220% 3s 85% 8 230% 3s 90% 9 240% 3s 95% 10 250% 3s 100% -
Lash OutPhysicalLv 10
AoE, heals self on hit
Strike all enemies around the user. For each enemy in range, including those the attack misses, gain a small amount of HP.
Level by level
Level Damage Cooldown Healing SP Cost 1 160% 3s 20 20 2 170% 3s 40 20 3 180% 3s 60 20 4 190% 3s 80 20 5 200% 3s 100 20 6 210% 3s 120 20 7 220% 3s 140 20 8 230% 3s 160 20 9 240% 3s 180 20 10 250% 3s 200 20 -
EndureUtilitySelfLv 10
Reduces incoming damage
For a few seconds, reduce all damage taken from all sources by 30%. The user will not flinch while taking damage when this skill is active.
Learn firstImproved Constitution Lv3, Provoke Lv3
Level by level
Level Duration Cooldown SP Cost 1 0.5s 30s 25 2 1s 30s 25 3 1.5s 30s 25 4 2s 30s 25 5 2.5s 30s 25 6 3s 30s 25 7 3.5s 30s 25 8 4s 30s 25 9 4.5s 30s 25 10 5s 30s 25 -
ProvokeUtilityEnemyLv 10
Inflicts Vulnerable
Attempts to grab the attention of a distant mob and inflict the Vulnerable status on them.
Level by level
Level Cooldown SP Cost 1 14 6 2 13 7 3 12 8 4 11 9 5 10 10 6 9 11 7 8 12 8 7 13 9 6 14 10 5 15 -
Sword MasteryPassiveLv 10
Increases damage of 1H/2H Swords
Increases the damage of One-Handed Swords.
Level by level
Level Damage Bonus Hit Bonus 1 4 2 2 8 4 3 12 6 4 16 8 5 20 10 6 24 12 7 28 14 8 32 16 9 36 18 10 40 20 -
Improved ConstitutionPassiveLv 10
Increases natural HP regen
Increases the effects of healing items that restore HP, and restore a small amount of HP every 10 seconds the user isn't moving.
Level by level
Level Heal Amount Healing Item Effectiveness 1 5.2% of Max HP +10% 2 5.4% of Max HP +20% 3 5.6% of Max HP +30% 4 5.8% of Max HP +40% 5 6% of Max HP +50% 6 6.2% of Max HP +60% 7 6.4% of Max HP +70% 8 6.6% of Max HP +80% 9 6.8% of Max HP +90% 10 7% of Max HP +100%
From the players
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