User:RAP/Sandbox/4

Revised page for: http://strategywiki.org/wiki/MapleStory/Pirate/Skills

=MapleStory/Pirate/Skills=

Table of Contents

 *  Beginner  – Master of Organization, Master of Swimming, Pirate Blessing


 *  First Job 
 * Pirate – Bullet Time, Sommersault Kick, Double Shot, Dash, Shadow Heart
 * Pirate (Cannoneer) – Cannon Blaster, Cannon Strike, Blast Back, Cannon Boost


 *  Second Job 
 * Common – Physical Training
 * Brawler – Knuckle Mastery, Corkscrew Blow, Knuckle Booster, HP Boost, Dark Clarity, Tornado Uppercut, Perseverance
 * Gunslinger – Gun Mastery, Rapid Blast, Gun Booster, Wings, Recoil Shot, Infinity Blast, Triple Fire
 * Cannoneer – Cannon Mastery, Scatter Shot, Barrel Bomb, Cannon Booster, Monkey Magic, Critical Fire


 *  Third Job 
 * Common – Roll of the Dice
 * Marauder – Stun Mastery, Energy Charge, Energy Blast, Spiral Assault, Admiral's Wings, Precision Strikes, Landlubber Blast
 * Outlaw – Blunderbuster, Cross Cut Blast, Blackboot Bill, All Aboard, Outlaw's Code, Fullmetal Jacket, Octo-Cannon
 * Cannon Trooper – Cannon Spike, Monkey Madness, Monkey Wave, Cannon Jump, Barrel Roulette, Reinforced Cannon, Pirate Rush, Counter Crush


 *  Fourth Job 
 * Common – Maple Warrior, Hero's Will, Double Down, Nautilus Strike, Pirate's Revenge
 * Buccaneer – Dragon Strike, Octopunch, Speed Infusion, Time Leap, Typhoon Crush, Crossbones, Buccaneer Blast
 * Corsair – Rapid Fire, Parrotargetting, Brain Scrambler, Eight-Legs Easton, Jolly Roger, Ahoy Mateys, Majestic Presence
 * Cannon Master – Cannon Bazooka, Anchors Aweigh, Monkey Militia, Mega Monkey Magic, Cannon Overload, Pirate's Spirit, Cannon Barrage


 *  Hyper Skills 
 * Common Stat Enhancers and Active Skills – Hyper Strength, Hyper Dexterity, Hyper Intelligence, Hyper Luck, Hyper Jump, Hyper Speed, Hyper Accuracy, Hyper Defense, Hyper Magic Defense, Hyper Fury, Hyper Mana, Hyper Health, Hyper Critical, Epic Adventure
 * Buccaneer
 * Skill Enhancers – Spiral Assault - Extra Strike, Octopunch - Extra Strike, Buccaneer Blast - Extra Strike, Spiral Assault - Spread, Octopunch - Reinforce, Buccaneer Blast - Spread, Spiral Assault - Reinforce, Octopunch - Boss Rush, Buccaneer Blast - Reinforce
 * Active Skills – Stimulating Conversation, Power Unity
 * Corsair
 * Skill Enhancers – Blunderbuster - Extra Strike, Eight-Legs Easton - Extra Strike, Rapid Fire - Boss Rush, Blunderbuster - Spread, Eight-Legs Easton - Reinforce, Rapid Fire - Add Range, Blunderbuster - Reinforce, Eight-Legs Easton - Spread, Rapid Fire - Reinforce
 * Active Skills – Whaler's Potion, Ugly Bomb
 * Cannon Master
 * Skill Enhancers – Monkey Militia - Enhance, Cannon Bazooka - Extra Strike, Cannon Barrage - Extra Strike, Monkey Militia - Persist, Cannon Bazooka - Reinforce, Cannon Barrage - Critical Chance, Monkey Militia - Splitter, Cannon Bazooka - Spread, Cannon Barrage - Reinforce
 * Active Skills – Buckshot, Rolling Rainbow

[[File:MS Skill Distortion Bomb.png]] Distortion Bomb
Detonates a special Resistance bomb to create a distortion field. (Required level: 170) .

[[File:MS Skill Monster Rider.png]] Monster Rider
Enables one to ride on a tamed monster and use it as a method of transportation. .

=THOUGHT BOX= -
 * QUESTION: What is the difference between "+#" (in Bullet Time) and "#" (in Sommersault Kick)?
 * With an answer provided from on "#" being regular variables and "+#" being variables that changes the stats of the character; I was working on avoiding having the phrase "plus +# per level" ("plus plus number per level") while leaving "+#" variables alone. In order to do this, and to also cover minus variables, it would be written like this: "add +1 per level", "add 1 per level", "subtract 1 per level". That way, it won't sound odd upon reading that line.
 * This table is about displaying the direct variable changes by utilizing colors.
 * Before reading the table, it will display info on any future changes in one of the two colors upon leveling; it applies any variable except the "Level" variable. Green for occurring changes, and red for no changes.
 * In the "Level 1" row, it is plastered with a pale light blue color (E6E6FA) because it is the default unmastered level with no growth yet.
 * Entries that are pale green (used with Template:Yes2) indicate a variable change. Entries that do not have a color indicate no change whatsoever.
 * The "final level" row has the "Level" variable marked with a underline to show that it is the master level with no more growth left.
 * The reason there's no border or Template:Prettytable is because it looks more cleaner and slimer.