4th class tree
The Majestic tree of the 4th evolution — skill enhancement, poison, chilling and bleeding magic circles, explosions and stats.
Characters with the 4th evolution (The Awakening quest, total level 800) get a second tree on top of the Master one: the 4th class tree (the "Majestic" tree from Season 14 on). It is under Progress → 4th class (✦ symbol).
Points#
Each Master Level above 400 gives 4 points in this tree, up to 800 points at ML 600. Master tree points stay the same (1 per ML): this tree is a bonus for reaching the 4th evolution.
The first point in a node goes straight to its minimum. For example, "DMG count" starts at 15 and costs 15 points at once. After that, each point adds 1.
How the tree opens#
Each class has one tab per enhanced skill, plus the Explosions and Stats tabs. The Elf also has a Buffs and healing tab.
- Enhancement is the skill's root. With 10 points in it, the enhancement chain and the skill's two magic circles open.
- Enhancement chain: each node opens the next one at the required points (10 or 15).
- Magic circles: with 10 points in a circle, its branches open (power, duration, debuff targets, success rate, range and the strong version).
- Explosions: a circle's explosion opens once you have that circle at 10 points in any skill.
Every locked node shows why. The server uses the same rule as the window.
What each node does#
| Node | Effect (at max) |
|---|---|
| Enhancement | +10% skill damage |
| Skill damage | +10% skill damage |
| Weapon damage/magic | +6% skill damage |
| DMG count | +6% skill damage |
| Attack speed | +3% skill damage |
| Additional damage | 8% chance of double damage on the skill |
| Range | +1 skill range |
| Splash / More targets | 15% / 10% of the hit on up to 3 monsters within 2 tiles of the target |
| Remove cooldown | 10% chance the skill skips its cooldown |
| Buff enhancement (Elf) | +10% on Greater Damage, Greater Defense, the elemental buffs and healing (Heal and Party Healing) |
With the full chain, the enhanced skill deals about +45% damage against monsters. The math is the same for every class, so none gets ahead at the top. In PvP, the damage % and the double damage chance count half.
Magic circles and explosions (monsters only)#
Each skill has two of the three circles. The chance to create the circle on the monster you hit goes from 3% (rank 1) to 10% (rank 20).
| Circle | Effect | Strong version |
|---|---|---|
| Poison | 3% of the hit per second, 8 s | Addiction: double per second |
| Chilling | slow for 4 s | Freezing: rooted for 1.5 s + 10% of the hit |
| Bleeding | 5% of the hit per second, 5 s | Hemorrhage: double per second |
The circle branches work like this:
- Power raises the damage per second (for Chilling, the slow duration).
- Duration adds seconds.
- Debuff targets and Range spread the circle to nearby monsters.
- Success rate adds chance.
- Addiction/Freezing/Hemorrhage is the chance for the circle to come out in its strong version.
The explosions (Poison Storm, Frozen Slayer, Bloodying Hit) go off when the strong version lands. Each one deals 25% of the hit to monsters within 2 tiles, and its nodes add damage, targets and the circle's infection.
Stats#
Each class has 8 options, such as maximum life, stats, defense, damage or magic, all skill damage, and damage or defense with a 4th wing. Each option has a cap per tier: it opens with 10 points once the total spent in the tree reaches the 1st tier, then rises to 20 and to 40. The window shows the tiers of each one.
| Option | At 40 points |
|---|---|
| Maximum life | +252 |
| Stats (strength, agility, vitality and energy) | +80 |
| Defense | +81 |
| Damage / Magic | +72 |
| All skill damage | +180 |
| With a 4th wing: damage | +4% |
| With a 4th wing: defense | +40 |
Reset#
The Reset button returns every point of the 4th class tree for 5,000,000 zen, the same price as the Master tree.
Differences from the original MU#
- IGCN numbers are on another scale (life goes up to +2,100 and skill damage to +1,500). Here they became % on the skill and stats at ~10–15% of the original value.
- "DMG count" (+1, +2, +3 hits) became a damage %, the same for every skill.
- Skills that don't exist here were left out: Sword Blow and Solid Protection (DK), and Oversting and Wild Breath (Grow Lancer).