Description
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Money may not be able to buy happiness (though that's debatable), but it most certainly can guarantee safety. When you're threatened, throw a pouch of gold coins at your enemies, and it'll rain down on them like razer sharp knives. You can even charge the skill to deal extra damage! The first charge costs 100 gold, and you can charge up to 10 times, for a total cost of 10,000 gold. If you're lucky, the pouch may explode, dealing damage to nearby enemies as well! But if you're not careful, you just might go broke.
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Details
- Attacks the target by throwing Gold.
- Depending on the user's Luck, the gold pouch may explode into a larger flurry of gold, causing higher damage and splash.
- This skill can be charged multiple times, increasing Gold Strike's damage. Maximum charge increases to 6 at Rank C, 7 at Rank 9, 8 at Rank 5, 9 at Rank 3, and 10 at Rank 1.
- This skill can be Auto Charged.
- The amount of gold spent depends on the number of charges.
- Gold will not be spent until the bag is thrown.
- The size of the bag will grow depending on how many times it is charged.
- One charge is lost upon being attacked. All charges are lost upon being knocked down.
- All charges will be used after throwing the bag.
- Three or more charges causes knockback.
- Gold Strike's base damage is uninfluenced by stats or the equipped weapon.
- Will not knock back opponents using Defense with a Shield equipped, given the shot does not kill or place the target into Deadly status.
- Skill enters cooldown when attacking animation ends.
- If the player is attacked while in the attacking animation, the skill will not enter cooldown.
- If attacking an enemy using Defense, the defense animation does not occur and the opponent may immediately retaliate.
- If a Shielded enemy is hit by the splash while in Defense it will retaliate, and may or may not change aggro.
- Similar to Rock Throwing, players cannot use other skills until the attacking animation ends.
- Triggers Mana Deflector and Natural Shield.
- Gold Strike can be used with any weapon.
- There is a delay between throwing the gold pouch and the gold pouch actually hitting.
- It is possible for a player to get hit by an attack, even if Gold Strike was used before the player was attacked (e.g. Gold Strike is used [thrown] on a Charging opponent to try to intercept it, but not until after the player is hit with Charge will Gold Strike hit).
- Canceling the skill during loading will make the skill bubble disappear, however the skill remains loaded if there were charges left and can be used to attack.
- Evasion cannot dodge Gold Strike.
Skill Issues
- Lag may cause the gold pouch to appear on the player's hand after it is thrown, but the character will act as if it is not there.
- Likewise, Transforming with the skill loaded causes the gold pouch to disappear, but the character will act as if it is there.
- Gold Strike attacks through Barrier Spikes.
Summary
Rank
|
N |
F |
E |
D |
C |
B |
A |
9 |
8 |
7 |
6 |
5 |
4 |
3 |
2 |
1
|
Required AP
|
- |
2 |
3 |
4 |
5 |
6 |
7 |
10 |
13 |
16 |
20 |
30 |
40 |
50 |
60 |
70
|
Required AP (Total)
|
- |
2 |
5 |
9 |
14 |
20 |
27 |
37 |
50 |
66 |
86 |
116 |
156 |
206 |
266 |
336
|
Additional Luck
|
- |
+1 |
+2 |
+3 |
+4
|
Additional Luck (Total)
|
- |
+1 |
+2 |
+3 |
+4 |
+5 |
+6 |
+8 |
+10 |
+12 |
+14 |
+17 |
+20 |
+23 |
+26 |
+30
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Minimum Damage
|
15 |
16 |
18 |
19 |
21 |
22 |
24 |
25 |
27 |
28 |
30 |
31 |
33 |
34 |
36 |
37
|
Maximum Damage
|
45 |
50 |
54 |
58 |
63 |
67 |
72 |
78 |
81 |
85 |
90 |
94 |
100 |
103 |
108 |
112
|
Stamina Use
|
1 |
2 |
3 |
4
|
Maximum Charges
|
5 |
6 |
7 |
8 |
9 |
10
|
Range
|
1200
|
Load Time [sec]
|
1
|
Cooldown Time [sec]
|
3
|
Stat CP (Total)
|
- |
0.1 |
0.2 |
0.3 |
0.4 |
0.5 |
0.6 |
0.8 |
1.0 |
1.2 |
1.4 |
1.7 |
2.0 |
2.3 |
2.6 |
3.0
|
Mercantile Talent EXP
|
- |
7,000 |
10,500 |
14,000 |
17,500 |
21,000 |
24,500 |
35,000 |
45,500 |
56,000 |
70,000 |
105,000 |
140,000 |
175,000 |
210,000 |
245,000
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Mercantile Talent EXP (Total)
|
- |
7,000 |
17,500 |
31,500 |
49,000 |
70,000 |
94,500 |
129,500 |
175,000 |
231,000 |
301,000 |
406,000 |
546,000 |
721,000 |
931,000 |
1,176,000
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Cost and Damage Multiplier Per Charge
Charges
|
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10
|
Gold Cost Increase Per Charge
|
100g |
100g |
150g |
250g |
400g |
600g |
900g |
1,500g |
2,500g |
3,500g
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Total Gold Cost
|
100g |
200g |
350g |
600g |
1,000g |
1,600g |
2,500g |
4,000g |
6,500g |
10,000g
|
Damage Multiplier*
|
x1 |
x2 |
~x3.5 |
~x6 |
~x10 |
~x16 |
~x25 |
~x35 |
~x50 |
~x70
|
*Requires further testing and verification. values are approximate.
Obtaining the Skill
Or,
For the Wealthy Only
How to Get Quest
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Speak to Austeyn in Dunbarton with Skills Keyword with a cumulative level of 15 or higher.
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Briefing
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The very wealthy do everything differently, including fighting! They don't use weapons when they battle. Intrigued? Then come find me at the Bank in Tara. - Keith
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Objectives
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Rewards
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Additional Information
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Note: Talking to Austeyn starts another quest that will grant the skill as well. Unsure if this is a bug or the dev team forgot the RP quest.
Training Method
- Training bonus is affected by the Mercantile Talent rather than Archery Talent.
- The table below is the minimal required kill counts and gold for fulfilling the 100 training point requirement for each rank of Gold Strike, under the conditions that:
- Each kill requires one and only one charge.
- Each use of Gold Strike hits or kills only one monster.
- A sufficient amount of hits are Critical.
- The monster does not enter the Deadly status.
- The player is not using any forms of Skill Training Bonuses (e.g. Mercantile Talent, Double Rainbow Event, Close Combat Skill 2x EXP Potion, etc.).
Rank |
N |
F |
E |
D |
C |
B |
A |
9 |
8 |
7 |
6 |
5 |
4 |
3 |
2 |
1 (Master Title) |
Total
|
Minimum Amount of Gold
|
300g |
100g |
200g |
400g |
400g |
1,000g |
1,500g |
1,700g |
1,700g |
2,100g |
2,200g |
2,600g |
2,500g |
3,500g |
3,600g |
6,300g |
30,100g
|
Number of Attacks
|
3 |
1 |
2 |
4 |
4 |
10 |
15 |
17 |
17 |
21 |
22 |
26 |
25 |
35 |
36 |
63 |
301
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Tips
- Due to the risk of an enemy going into deadly status, training the requirements for killing mobs can be reliably accomplished by forming a party, setting the Finish Rule to "Anyone in the Party", defeating the mob with one of your stronger skills, and then provide the finishing blow with gold strike.
- Brown Foxes will go down with one hit without going into deadly.
Novice Rank
Method
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Exp.
|
Count
|
Total
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Attack an enemy by throwing gold.
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40.00
|
3
|
120.00
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Rank F
- AP: 2
- Stat Improvement: Luck + 1
- Effects: 16-50 damage
Method
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Exp.
|
Count
|
Total
|
Attack an enemy by throwing gold.
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40.00
|
5
|
200.00
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Defeat an enemy by throwing gold.
|
60.00
|
1
|
60.00
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Rank E
- AP: 3
- Stat Improvement: Luck +1
- Effects: 18-54 damage
Method
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Exp.
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Count
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Total
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Attack an enemy by throwing gold.
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20.00
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5
|
100.00
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Defeat an enemy by throwing gold.
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40.00
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2
|
80.00
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Rank D
- AP: 4
- Stat Improvement: Luck +1
- Effects: 19-58 damage
Method
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Exp.
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Count
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Total
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Attack an enemy by throwing gold.
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10.00
|
10
|
100.00
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Defeat an enemy by throwing gold.
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20.00
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3
|
60.00
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Rank C
- AP: 5
- Stat Improvement: Luck +1
- Effects: 21-63 damage, Max Charges Increased to 6
Method
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Exp.
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Count
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Total
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Attack an enemy by throwing gold.
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10.00
|
13
|
130.00
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Defeat an enemy by throwing gold.
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16.00
|
4
|
64.00
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Rank B
- AP: 6
- Stat Improvement: Luck +1
- Effects: 22-67 damage
Method
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Exp.
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Count
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Total
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Attack an enemy by throwing gold.
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6.00
|
25
|
150.00
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Defeat an enemy by throwing gold.
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8.00
|
5
|
40.00
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Rank A
- AP: 7
- Stat Improvement: Luck +1
- Effects: 24-72 damage
Method
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Exp.
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Count
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Total
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Attack an enemy by throwing gold.
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4.00
|
25
|
100.00
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Defeat an enemy by throwing gold.
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4.00
|
10
|
40.00
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Rank 9
- AP: 10
- Stat Improvement: Luck +2
- Effects: 25-78 damage, Max Charges Increased to 7
Method
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Exp.
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Count
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Total
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Defeat an enemy by throwing gold.
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4.00
|
25
|
100.00
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Land a critical hit by throwing gold.
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8.00
|
4
|
32.00
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Rank 8
- AP: 13
- Stat Improvement: Luck +2
- Effects: 27-81 damage
Method
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Exp.
|
Count
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Total
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Defeat an enemy by throwing gold.
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4.00
|
25
|
100.00
|
Land a critical hit by throwing gold.
|
6.40
|
5
|
32.00
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Rank 7
- AP: 16
- Stat Improvement: Luck +2
- Effects: 28-85 damage
Method
|
Exp.
|
Count
|
Total
|
Defeat an enemy by throwing gold.
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3.20
|
32
|
102.40
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Land a critical hit by throwing gold.
|
4.80
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7
|
33.60
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Rank 6
- AP: 20
- Stat Improvement: Luck +2
- Effects: 30-90 damage
Method
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Exp.
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Count
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Total
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Defeat an enemy by throwing gold.
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3.20
|
32
|
102.40
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Land a critical hit by throwing gold.
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4.00
|
8
|
32.00
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Rank 5
- AP: 30
- Stat Improvement: Luck +3
- Effects: 31-94 damage, Max charges increased to 8
Method
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Exp.
|
Count
|
Total
|
Defeat an enemy by throwing gold.
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2.80
|
38
|
106.40
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Land a critical hit by throwing gold.
|
3.20
|
9
|
28.80
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Rank 4
- AP: 40
- Stat Improvement: Luck +3
- Effects: 33-100 damage
Method
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Exp.
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Count
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Total
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Defeat an enemy by throwing gold.
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2.80
|
38
|
106.40
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Land a critical hit by throwing gold.
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2.40
|
13
|
31.20
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Rank 3
- AP: 50
- Stat Improvement: Luck +3
- Effects: 34-103 damage, Max charges increased to 9
Method
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Exp.
|
Count
|
Total
|
Defeat an enemy by throwing gold.
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2.00
|
50
|
100.00
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Land a critical hit by throwing gold.
|
1.60
|
19
|
30.40
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Rank 2
- AP: 60
- Stat Improvement: Luck +3
- Effects: 36-108 damage
Method
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Exp.
|
Count
|
Total
|
Defeat an enemy by throwing gold.
|
2.00
|
50
|
100.00
|
Land a critical hit by throwing gold.
|
0.80
|
38
|
30.40
|
Rank 1
- AP: 70
- Stat Improvement: Luck +4
- Effects: 37-112 damage, Max charges increased to 10
Method
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Exp.
|
Count
|
Total
|
Defeat an enemy by throwing gold.
|
1.60
|
63
|
100.80
|
Land a critical hit by throwing gold.
|
0.80
|
38
|
30.40
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Master Title
the Master of Gold Strike
Related Enchants
Name
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Type, Rank
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Enchants Onto
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Effect(s)
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Comes On/From
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Haggler
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Prefix, A
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Accessories
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While in Commerce and Gold Strike is Rank C or higher Max Damage +5
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Road
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Suffix, 9
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Accessories
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When Gold Strike is 5 or higher Commerce Purchase Discount +1~3%
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Trader
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Suffix, 7
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Accessories
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When Gold Strike is Rank 8 or higher Purchase Discount Rate +3% x2 Repair Cost
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References
- ↑ 1.0 1.1 Note: Once an item is personalized by an enchant, the personalization is permanent, even if the personalizing enchant is later overwritten by another enchant.