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(Updated for Trainer rework)
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Command Ability: control
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Command Ability: control
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* Tame ------------ Base AP: 100
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Tame ------------ Base AP: 100
 
Calms a monster down, causing them to stop attacking you.
 
Calms a monster down, causing them to stop attacking you.
  +
* Imprism --------- Base AP: 100
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Imprism --------- Base AP: 100
 
Attempts to tether a monster's soul to the Trainer. Can only be used on specific monsters.
 
Attempts to tether a monster's soul to the Trainer. Can only be used on specific monsters.
  +
* Bestiary -------- Base AP: 100
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Bestiary -------- Base AP: 100
 
Read through the ancient Trainer Bestiary to receive hints on which monsters can be caught and how to imprism them.
 
Read through the ancient Trainer Bestiary to receive hints on which monsters can be caught and how to imprism them.
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* Decoy ----------- Base AP: 400
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Decoy ----------- Base AP: 400
 
Act as a decoy, drawing a monster's attacks to yourself.
 
Act as a decoy, drawing a monster's attacks to yourself.
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* Unleash --------- Base AP: 500
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Unleash --------- Base AP: 500
 
Command your currently summoned monster to attack.
 
Command your currently summoned monster to attack.
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* Eagle Eye ------- Base AP: 800
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Eagle Eye ------- Base AP: 800
 
Marks a creature. You gain increased critical hit chance against similar creatures for a time.
 
Marks a creature. You gain increased critical hit chance against similar creatures for a time.
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* Rabite ---------- Base AP: 200
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Rabite ---------- Base AP: 200
 
Summons a Rabite to aid you in combat.
 
Summons a Rabite to aid you in combat.
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* Slime ----------- Base AP: 200
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Slime ----------- Base AP: 200
 
Summons a Slime to aid you in combat.
 
Summons a Slime to aid you in combat.
   
* Bat ------------- Base AP: 200
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Bat ------------- Base AP: 200
 
Summons a Bat to aid you in combat.
 
Summons a Bat to aid you in combat.
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* Pumpkin Bomb ---- Base AP: 200
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Pumpkin Bomb ---- Base AP: 200
 
Summons a Pumpkin Bomb to aid you in combat.
 
Summons a Pumpkin Bomb to aid you in combat.
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* Whelk ----------- Base AP: 200
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Whelk ----------- Base AP: 200
 
Summons a Whelk to aid you in combat.
 
Summons a Whelk to aid you in combat.
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* Behemoth -------- Base AP: 200
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Behemoth -------- Base AP: 200
 
Summons a Behemoth to aid you in combat.
 
Summons a Behemoth to aid you in combat.
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* Lavos Spawn ----- Base AP: 200
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Lavos Spawn ----- Base AP: 200
 
Summons a Lavos Spawn to aid you in combat.
 
Summons a Lavos Spawn to aid you in combat.
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* Tonberry -------- Base AP: 200
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Tonberry -------- Base AP: 200
 
Summons a Tonberry to aid you in combat.
 
Summons a Tonberry to aid you in combat.
 
 
 
 
Inherent Ability
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Inherent Ability
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* Equip Bow ------- Base AP: 500
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Equip Bow ------- Base AP: 500
 
Allows you to equip bows while in any job.
 
Allows you to equip bows while in any job.
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* Auto-Permanence - Base AP: 1000
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Auto-Permanence - Base AP: 1000
 
Grants you the effects of Permanence, preventing you from being dispelled.
 
Grants you the effects of Permanence, preventing you from being dispelled.
 
Requirements: Job Level 15
 
Requirements: Job Level 15
 
 
 
 
Passive Ability
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Passive Ability
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* Tenacity -------- Base AP: 500
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Tenacity -------- Base AP: 500
 
Increases the duration of summoned monsters.
 
Increases the duration of summoned monsters.
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* Loyalty --------- Base AP: 2000
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Loyalty --------- Base AP: 2000
 
Decreases the chance a monster will return to the aether when using Unleash.
 
Decreases the chance a monster will return to the aether when using Unleash.
 
Requirements: Job Level 18
 
Requirements: Job Level 18
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* Mana Spirits ---- Base AP: 1600
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Mana Spirits ---- Base AP: 1600
 
Allows you to contract with Mana Spirits to aid you in combat.
 
Allows you to contract with Mana Spirits to aid you in combat.
 
Requirements: Secret of Mana Missions
 
Requirements: Secret of Mana Missions

Revision as of 06:14, 28 November 2018

Requirements: Archer Lvl 6, Mediator Lvl 6

Weapons: Axe, Bow, Dagger, Hammer, Pole, Rod, Whip
Armor  : Clothes, Hat

Trainer is a unique job that summons monsters that have been caught to help you in combat. Unfortunately, the art of capturing monsters has been lost to the ravages of time. Recently, with the aid of ancient, crumbling Bestiaries, Trainers have begun learning how the ancients were able to capture and train monsters that held absolute loyalty to them. Because so much was lost with time, Trainers know of only a few types of monsters that are able to be captured and controlled.

Using their ancient Bestiary, Trainers can receive tips and hints on which monsters can be captured and how to capture them. Using an ancient Trainer art known as Imprism, Trainers can tether a monster's soul to their own, allowing them to summon the monsters from the aether to aid them in combat. While a monster has been summoned, the trainer can Unleash them, forcing the monster to use their signature attack. Unfortunately, this can exhaust many monsters, returning them to the aether and preventing you from resummoning them for a time. This can be prevented by increasing their Loyalty.


Command Ability: control

----------------------

Tame ------------ Base AP: 100

 Calms a monster down, causing them to stop attacking you.

Imprism --------- Base AP: 100

 Attempts to tether a monster's soul to the Trainer. Can only be used on specific monsters.

Bestiary -------- Base AP: 100

 Read through the ancient Trainer Bestiary to receive hints on which monsters can be caught and how to imprism them.

Decoy ----------- Base AP: 400

 Act as a decoy, drawing a monster's attacks to yourself.

Unleash --------- Base AP: 500

 Command your currently summoned monster to attack.

Eagle Eye ------- Base AP: 800

 Marks a creature. You gain increased critical hit chance against similar creatures for a time.

Rabite ---------- Base AP: 200

 Summons a Rabite to aid you in combat.

Slime ----------- Base AP: 200

 Summons a Slime to aid you in combat.

Bat ------------- Base AP: 200

 Summons a Bat to aid you in combat.

Pumpkin Bomb ---- Base AP: 200

 Summons a Pumpkin Bomb to aid you in combat.

Whelk ----------- Base AP: 200

 Summons a Whelk to aid you in combat.

Behemoth -------- Base AP: 200

 Summons a Behemoth to aid you in combat.

Lavos Spawn ----- Base AP: 200

 Summons a Lavos Spawn to aid you in combat.

Tonberry -------- Base AP: 200

 Summons a Tonberry to aid you in combat.
 
 

Inherent Ability

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Equip Bow ------- Base AP: 500

 Allows you to equip bows while in any job.

Auto-Permanence - Base AP: 1000

 Grants you the effects of Permanence, preventing you from being dispelled.
 Requirements: Job Level 15
 
 

Passive Ability

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Tenacity -------- Base AP: 500

 Increases the duration of summoned monsters.

Loyalty --------- Base AP: 2000

 Decreases the chance a monster will return to the aether when using Unleash.
 Requirements: Job Level 18

Mana Spirits ---- Base AP: 1600

 Allows you to contract with Mana Spirits to aid you in combat.
 Requirements: Secret of Mana Missions