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Cold Bolt
Required For: Frost Diver (L5), Water Ball (L1 Wizard), Frost Weapon (L1 Sage)
Max Level: 10
Type: Offensive, Level Selectable
SP Cost: 10 + 2*SkillLV
Target: 1 Enemy
Range: 9 cells
Cast Time: (0.7*SkillLV) sec
Cool Down: 0.8 + (0.2*SkillLV) sec
Duration: Instant
Effect: Hits the targeted enemy with 1 Water property Bolt per SkillLV for 1*MATK damage each.
Fire Ball
Required For: Fire Wall (L5), Crimson Rock (LV1).
Max Level: 10
Type: Offensive
SP Cost: 25
Target: 1 Enemy
Range: 9 cells
Cast Time: LV 1-5 1.5 sec, LV 6-10 1 sec
Cool Down: 1.5 sec, LV 6-10 1 sec
Duration: Instant
Effect: Hits every enemy in a 5x5 area around the target with an MATK of (70+10*SkillLV)% and Fire Element. After SkillLV 6, it has a reduced cast / after-Cool Down.
[LV 1] 80% MATK
[LV 2] 90% MATK
[LV 3] 100% MATK
[LV 4] 110% MATK
[LV 5] 120% MATK
[LV 6] 130% MATK
[LV 7] 140% MATK
[LV 8] 150% MATK
[LV 9] 160% MATK
[LV 10] 170% MATK
Fire Bolt
Required For: Fire Ball (L4), Flame Launcher (L1 Sage)
Max Level: 10
Type: Offensive, Level Selectable
SP Cost: 10 + 2*SkillLV
Target: 1 Enemy
Range: 9 cells
Cast Time: (0.7*SkillLV) sec
Cool Down: 0.8 + (0.2*SkillLV) sec
Duration: Instant
Effect: Hits the targeted enemy with 1 Fire Element Bolt per SkillLV for 1*MATK each.
Fire Wall
Required For: Fire Pillar (L1 Wizard)
Max Level: 10
Type: Active
SP Cost: 40
Target: 1 cell
Range: 9 cells
Cast Time: (2.15 - 0.15*SkillLV) sec
Cool Down: None
Duration: (4 + SkillLV) sec
Effect: Creates 3 cells of the Fire Wall effect in a line perpendicular to the line between the caster and the targeted cell. Each cell can deliver up to 4+SkillLV Fire Element hits at MATK*0.5 before its effect is drained. When cast diagonal a wall of two rows cells will appear with 3 cells in the first and 2 cells in the last row.
[LV 1] 5 Hits, 5 sec
[LV 2] 6 Hits, 6 sec
[LV 3] 7 Hits, 7 sec
[LV 4] 8 Hits, 8 sec
[LV 5] 9 Hits, 9 sec
[LV 6] 10 Hits, 10 sec
[LV 7] 11 Hits, 11 sec
[LV 8] 12 Hits, 12 sec
[LV 9] 13 Hits, 13 sec
[LV 10] 14 Hits, 14 sec
Frost Diver
Required For: Ice Wall (L1 Wizard), Storm Gust (L1 Wizard)
Max Level: 10
Type: Offensive
SP Cost: 26 - SkillLV
Target: 1 Enemy
Range: 9 cells
Cast Time: 0.8 sec
Cool Down: 1.5 sec
Duration: 3*SkillLV sec
Effect: Hits the target for an MATK of (100+10*SkillLV)% Water Element. In addition, has a (35+3*SkillLV)% chance of causing the Frozen status to the target. Undead property and Boss monsters cannot be Frozen. Water and Fire element monsters have a greatly reduced chance of being Frozen. The MDEF of the target affects the success chance and status duration.
While frozen, the target cannot move, attack or use skill and counts as having Water1 element. Lex Aeterna cannot be used on such a target. The Frozen status lasts until the target receives any damage or the duration ends.
[LV 1] 38% Success / 110% MATK 25 SP
[LV 2] 41% Success / 120% MATK 24 SP
[LV 3] 44% Success / 130% MATK 23 SP
[LV 4] 47% Success / 140% MATK 22 SP
[LV 5] 50% Success / 150% MATK 21 SP
[LV 6] 53% Success / 160% MATK 20 SP
[LV 7] 56% Success / 170% MATK 19 SP
[LV 8] 59% Success / 180% MATK 18 SP
[LV 9] 62% Success / 190% MATK 17 SP
[LV 10] 65% Success / 200% MATK 16 SP
Increase Spiritual Power
Required For: Resurrection (L4 Priest), Basilica (L1 High Priest), Assumptio (L3 High Priest), Meditatio (L5 High Priest), Soul Drain (L5 High Wizard), Magic Crasher (L1 High Wizard), Mind Breaker (L3 Professor), Health Conversion (L1 Professor).
Max Level: 10
Type: Passive
Effect: Recovers (Maximum SP/500 + 3)*SkillLV SP per 10 full seconds when standing still and increases the efficiency of SP recovering items by +2% per SkillLV.
[LV 1] +3SP/10sec,items +2%
[LV 2] +6SP/10sec,items +4%
[LV 3] +9SP/10sec,items +6%
[LV 4] +12SP/10sec,items +8%
[LV 5] +15SP/10sec,items +10%
[LV 6] +18SP/10sec,items +12%
[LV 7] +21SP/10sec,items +14%
[LV 8] +24SP/10sec,items +16%
[LV 9] +27SP/10sec,items +18%
[LV 10] +30SP/10sec,items +20%
Lightning Bolt
Required For: Jupitel Thunder (L1 Wizard), Sightrasher (L1 Wizard), Thunder Storm (L4), Water Ball (L1 Wizard), Lightning Loader (L1 Sage)
Max Level: 10
Type: Offensive, Level Selectable
SP Cost: 10 + 2*SkillLV
Target: 1 Enemy
Range: 9 cells
Cast Time: (0.7*SkillLV) sec
Cool Down: 0.8 + (0.2*SkillLV) sec
Duration: Instant
Effect: Hits the targeted enemy with 1 Wind Element Bolt per SkillLV for 1*MATK each.
Napalm Beat
Required For: Jupitel Thunder (Wizard L1), Safety Wall (L7), Soul Strike (L4), Napalm Vulcan (L5 High Wizard).
Max Level: 10
Type: Offensive
SP Cost: L1-3 9 SP, L4-6 12 SP, L7-9 15 SP, L10 18 SP
Target: 1
Range: 9 cells
Cast Time: 1 sec
Cool Down: L1-3 1 sec, L4-5 0.9 sec, L6-7 0.8 sec, L8 0.7 sec, L9 0.6 sec, L10 0.5 sec
Duration: Instant
Effect: Hits every Enemy in a 3x3 area around the target for an MATK of (70+10*SkillLV)% using Ghost Element. This damage is spread equally between all targets. For example, if 3 monsters are hit, then each takes 1/3rd of the damage a single target would take.
[LV 1] 80% MATK Damage
[LV 2] 90% MATK Damage
[LV 3] 100% MATK Damage
[LV 4] 110% MATK Damage
[LV 5] 120% MATK Damage
[LV 6] 130% MATK Damage
[LV 7] 140% MATK Damage
[LV 8] 150% MATK Damage
[LV 9] 160% MATK Damage
[LV 10] 170% MATK Damage
Safety Wall
Required For: Magnus Exorcismus (Priest L1)
Max Level: 10
Type: Active
SP Cost: L1-3: 30, L4-6: 35, L7-10: 40
Target: 1 cell
Range: 9 cells
Cast Time: (4.5 - 0.5*SkillLV) sec, minimum: 1 sec
Cool Down: None
Duration: 5*SkillLV sec OR 1+SkillLV Physical attacks, whichever ends first.
Catalyst: 1 Blue Gemstone
Effect: Creates a Safety Wall effect in 1 cell. The effect will protect anyone standing on that cell from 1+SkillLV Physical attacks. The attacks do not have to hit to count against the total number of protected hits. Multiple Safety Walls do not stack on one cell.
Skills from monsters closer than 4 cells are considered as melee attacks.
[LV 1] 2 Protected Hits
[LV 2] 3 Protected Hits
[LV 3] 4 Protected Hits
[LV 4] 5 Protected Hits
[LV 5] 6 Protected Hits
[LV 6] 7 Protected Hits
[LV 7] 8 Protected Hits
[LV 8] 9 Protected Hits
[LV 9] 10 Protected Hitst
[LV 10] 11 Protected Hits
Sight
Required For: Fire Wall, Sightrasher (Wizard)
Max Level: 1
Type: Active
SP Cost: 10
Target: Self
Area: 7x7 cells
Cast Time: Instant
Cool Down: None
Duration: 10 sec
Effect: Nullifies the Hide, Tunnel Drive and Cloaking effects within range.
Soul Strike
Required For: Safety Wall (L5), Soul Drain (L7 High Wizard)
Max Level: 10
Type: Offensive, Level Selectable
SP Cost: 15+3*SkillLV for odd LVs and 8+3*SkillLV for even LVs
Target: 1 Enemy
Range: 9 cells
Cast Time: 0.5 sec
Cool Down: [1.0 + 0.2*(SkillLV/2 rounded up)] sec for odd LVs and [0.8 + 0.2*(SkillLV/2)] sec for even LVs
Duration: Instant
Effect: Hits the target with (1+SkillLV/2) bolts for 1*MATK using Ghost Element. Does extra 5% damage per SkillLV to Undead property Monsters.
[LV 1] 1 Spirit
[LV 2] 1 Spirit fast cast
[LV 3] 2 Spirits
[LV 4] 2 Spirits fast cast
[LV 5] 3 Spirits
[LV 6] 3 Spirits fast cast
[LV 7] 4 Spirits
[LV 8] 4 Spirits fast cast
[LV 9] 5 Spirits
[LV 10] 5 Spirits fast cast
Stone Curse
Required For: Earth Spike (L1 Wizard), Ice Wall (L1 Wizard), Seismic Weapon (L1 Sage)
Max Level: 10
Type: Active
SP Cost: 26 - SkillLV
Target: 1 Enemy
Range: 2 cells
Cast Time: 1 sec
Cool Down: None
Duration: 9 + SkillLV sec
Catalyst: 1 Red Gemstone
Effect: Has a (20+4*SkillLV)% chance of causing the Stone Curse effect to the targeted enemy. The Stone Curse effect changes the targets element into Earth 1, gives +25% MDEF and -50% Def and reduces the targets HP by 1% of Maximum HP every 5 seconds (cannot drop below 25% of Maximum HP).
Boss monsters cannot be Stone Cursed. Lex Aeterna and Steal cannot be used on a Stone Cursed target. Range is 2!! cells. From LV 6 on it no longer uses up a Gemstone if it fails.
[LV 1] 24% Success Chance 25 SP
[LV 2] 28% Success Chance 24 SP
[LV 3] 32% Success Chance 23 SP
[LV 4] 36% Success Chance 22 SP
[LV 5] 40% Success Chance 21 SP
[LV 6] 44% Success Chance 20 SP
[LV 7] 48% Success Chance 19 SP
[LV 8] 52% Success Chance 18 SP
[LV 9] 56% Success Chance 17 SP
[LV 10] 60% Success Chance 16 SP
Thunder Storm
Required For: Lord of Vermillion (L1 Wizard), Meteor Storm (L1 Wizard).
Max Level: 10
Type: Offensive
SP Cost: 24 + 5*SkillLV
Target: cell
Range: 9 cells
Cast Time: 1*SkillLV sec
Cool Down: 2 sec
Duration: 0.2*SkillLV sec
Effect: Hits every Enemy in a 5x5 area around the targeted cell with 1 Wind Element Bolt per level at a rate of 1 bolt every 0.2 seconds. Each bolt does 0.8*MATK Wind element damage.
[LV 1] 1 Bolt
[LV 2] 2 Bolts
[LV 3] 3 Bolts
[LV 4] 4 Bolts
[LV 5] 5 Bolts
[LV 6] 6 Bolts
[LV 7] 7 Bolts
[LV 8] 8 Bolts
[LV 9] 9 Bolts
[LV 10] 10 Bolts
Energy Coat
Max Level: 1
Type: Active
SP Cost: 30
Target: Self
Cast Time: 5 sec
Cool Down: None
Duration: 5 minutes or until 0 SP
Effect: Reduces damage from Physical attacks (punching, weapons and skills using weapons) by draining SP. Damage reduction is better and SP lost is higher with higher SP, according to the following table:
% of SP Remaining, % of Damage Reduction, % of SP Used.
1-20, 6, 1
21-40, 12, 1.5
41-60, 18, 2
61-80, 25, 2.5
81-100, 30, 3
Amplify Magic Power
Required For: Gravitation Field (L10).
Max Level: 10
Type: Supportive
SP Cost: 10 + 4*SkillLV
Target: Self
Cast Time: 0.7 sec, not reducible by DEX
Cool Down: None
Duration: First follow up spell during the next 30 sec
Effect: This skill amplifies the spell damage by boosting your MATK for the first spell (yes, only one spell) following this skill. The bonus is 5% per SkillLV.
[LV 1] MATK +5%
[LV 2] MATK +10%
[LV 3] MATK +15%
[LV 4] MATK +20%
[LV 5] MATK +25%
[LV 6] MATK +30%
[LV 7] MATK +35%
[LV 8] MATK +40%
[LV 9] MATK +45%
[LV 10] MATK +50%
Earth Spike
Required For: Heaven's Drive (L3 Wizard), Heaven's Drive (L1 Sage).
Max Level: 5
Type: Offensive, Level Selectable
SP Cost: 10 + 2*SkillLV
Target: 1 Enemy
Range: 9 cells
Cast Time: 0.7*SkillLV sec
Cool Down: 0.8 sec
Duration: Instant
Effect: Hits the targeted enemy with 1 Earth Element Spike per SkillLV for 100%*MATK damage each. Technically this is a normal Bolt-type spell using the Earth element.
Fire Pillar
Max Level: 10
Type: Active, Trap
SP Cost: 75
Target: 1 cell
Area: 3x3 cells
Range: 9 cells
Cast Time: 3.3-0.3*SkillLV sec
Cool Down: 1 second
Duration: 30 sec or until tripped
Catalyst: 1 Blue Gemstone for LV 6-10
Effect: Creates a Fire Pillar trap effect on the targeted cell. Tripped when any monster (or player in a PvP area) walks over it. When tripped, the trap delivers Fire property damage equal to (50+MATK/5)*(2+SkillLV) on a 3x3 area around the tripped cell.
This damage ignores MDEF and INT. While the target is taking damage from Fire Pillar, it will not be able to move until all the hits have been dealt (0.2*Hits sec). You can not have more than 5 Pillars active at any time.
[LV 1] 3 Hits / no Gemstone
[LV 2] 4 Hits / no Gemstone
[LV 3] 5 Hits / no Gemstone
[LV 4] 6 Hits / no Gemstone
[LV 5] 7 Hits / no Gemstone
[LV 6] 8 Hits / Blue Gemstone
[LV 7] 9 Hits / Blue Gemstone
[LV 8] 10 Hits / Blue Gemstone
[LV 9] 11 Hits / Blue Gemstone
[LV 10] 12 Hits / Blue Gemstone
Frost Nova
Max Level: 10
Type: Offensive
SP Cost: 47 - 2*SkillLV
Target: Self
Area: 5x5 cells
Cast Time: 6 - 0.5*(SkillLV/2 rounded down) sec
Cool Down: 1 sec
Duration: Instant, frozen status 1.5*SkillLV sec
Effect: Hits every enemy in a 5x5 area around the Caster with a Water Element frost attack. The freeze chance is higher than of Frost Diver (33+5*SkillLV %).
The magic damage to each target is 66+7*SkillLV %, but if a monster is frozen it won't receive damage. The caster is of course immune to his/her own Frost Nova.
[LV 1] 6.0 Seconds Cast Time
[LV 2] 6.0 Seconds Cast Time
[LV 3] 5.5 Seconds Cast Time
[LV 4] 5.5 Seconds Cast Time
[LV 5] 5 Seconds Cast Time
[LV 6] 5 Seconds Cast Time
[LV 7] 4.5 Seconds Cast Time
[LV 8] 4.5 Seconds Cast Time
[LV 9] 4 Seconds Cast Time
[LV 10] 4 Seconds Cast Time
Ganbantein
Max Level: 1
Type: Active
SP Cost: 40
Target: 3x3 Area
Range: 9 cells
Cast Time: 3 sec
Cool Down: 5 sec
Catalyst: 1 Blue Gemstone , 1 Yellow Gemstone .
Effect: Casts a spell that cancels all ground-targeted spells within the area. If casted upon Land Protector, it will cancel that spell within its area, but the rest of Land Protector will still be in effect.
This skill is not affected by skills or cards that remove gemstone casting requirements. Success chance is 80% and it will still consume a Gemstone if it fails.
Gravitation Field
Max Level: 5
Type: Offensive
SP Cost: 20*SkillLV
Target: 5x5 Area
Range: 9 cells
Cast Time: 5 sec
Cool Down: 2 sec
Duration: 4 + SkillLV sec
Catalyst: 1 Blue Gemstone
Effect: Greatly increases the force of gravity, reducing enemy ASPD while also dealing DEF-ignoring damage every second.
The great difficulty of this skill prevents you from doing anything else while casting, including using items. When is active, the caster becomes immobile and cannot attack or use skills.
The ASPD reduction is 5% per SkillLV. The movement and ASPD reduction does not affect Boss monsters, but you will still deal the DEF-ignoring damage. Requires 1 Blue Gemstone
[LV 1] 400 Dmg/Sec | -5% ASPD | 5 sec | 20 SP
[LV 2] 600 Dmg/Sec | -10% ASPD | 6 sec | 40 SP
[LV 3] 800 Dmg/Sec | -15% ASPD | 7 sec | 60 SP
[LV 4] 1000 Dmg/Sec | -20% ASPD | 8 sec | 80 SP
[LV 5] 1200 Dmg/Sec | -25% ASPD | 9 sec | 100 SP
Heaven's Drive
Required For: Quagmire (L1 Wizard), Summon Stone (LV1).
Max Level: 5
Type: Offensive
SP Cost: 24 + 4*SkillLV
Target: 1 cell
Range: 9 cells
ATK Type: Earth property, Long Range, Area, Magic attack
Cast Time: 1*SkillLV sec
Cool Down: 1 sec
Duration: Instant
Effect: Hits every enemy in a 5x5 cell area around the target cell with 1 Spike per SkillLV for 1*MATK damage each.
Ice Wall
Required For: Frost Nova (L1 Wizard), Ganbantein (L1 High Wizard).
Max Level: 10
Type: Active
SP Cost: 20
Target: 1 cell
Range: 9 cells
Cast Time: Instant
Cool Down: None
Duration: 4 + 4*SkillLV sec or until broken
Effect: Creates a row of 5 Ice Wall cells perpendicular to the line between the caster and the target cell and centered on the target cell.
An Ice Wall cell cannot be entered, but it may be attacked. Ice Wall cells have 200+200*SkillLV HP that lowers at a rate of 50 per second until it reaches 0 and then the wall disappears.
If the wall is attacked the HP also lower by the damage dealt to the wall. You can not have more than 5 Ice Walls active at the same time.
[LV 1] 400 HP / 8 sec
[LV 2] 600 HP / 12 sec
[LV 3] 800 HP / 16 sec
[LV 4] 1000 HP / 20 sec
[LV 5] 1200 HP / 24 sec
[LV 6] 1400 HP / 28 sec
[LV 7] 1600 HP / 32 sec
[LV 8] 1800 HP / 36 sec
[LV 9] 2000 HP / 40 sec
[LV 10] 2200 HP / 44 sec
Jupitel Thunder
Required For: Lord of Vermillion (L5), Storm Gust (L3)
Max Level: 10
Type: Offensive
SP Cost: 17 + 3*SkillLV
Target: Enemy
Range: 9 cells
Cast Time: 2 + 0.5*SkillLV sec
Cool Down: None
Duration: Instant
Effect: Hits the target for 2+SkillLV times using Wind Element and pushes it back the same number of cells up to a maximum of 8. Improved Lightning Bolt spell.
[LV 1] 3 Hits / 2.5 sec Cast Time
[LV 2] 4 Hits / 3.0 sec Cast Time
[LV 3] 5 Hits / 3.5 sec Cast Time
[LV 4] 6 Hits / 2.5 sec Cast Time
[LV 5] 7 Hits / 4.5 sec Cast Time
[LV 6] 8 Hits / 5.0 sec Cast Time
[LV 7] 9 Hits / 5.5 sec Cast Time
[LV 8] 10 Hits / 6.0 sec Cast Time
[LV 9] 11 Hits / 6.5 sec Cast Time
[LV 10] 12 Hits / 7.0 sec Cast Time
Lord of Vermillion
Required For: Summon Lightning Ball (LV1).
Max Level: 10
Type: Offensive
SP Cost: 56 + 4*SkillLV
Target: Area 7x7
Range: 9 cells
Cast Time: 15.55 - 0.5*SkillLV sec
Cool Down: 5 sec
Duration: Instant
Effect: Hits the target area with a strong lightning attack that does 4 sets of hits with 10 hits each set (total 40 hits) and each hit doing (8+(2*SkillLV))% MATK damage. It also has a (4*SkillLV)% chance to blind the targets.
[LV 1] 4% BlindChance, 10% MATK/Bolt
[LV 2] 8% BlindChance, 12% MATK/Bolt
[LV 3] 12% BlindChance, 14% MATK/Bolt
[LV 4] 16% BlindChance, 16% MATK/Bolt
[LV 5] 20% BlindChance, 18% MATK/Bolt
[LV 6] 24% BlindChance, 20% MATK/Bolt
[LV 7] 28% BlindChance, 22% MATK/Bolt
[LV 8] 32% BlindChance, 24% MATK/Bolt
[LV 9] 36% BlindChance, 26% MATK/Bolt
[LV 10] 40% BlindChance, 28% MATK/Bolt
Magic Crasher
Required For: Gravitation Field
Max Level: 1
Type: Offensive
SP Cost: 8
Target: Enemy
Range: 9 cells (unconfirmed)
Cast Time: 0.3 sec
Cool Down: 0.3 sec
Duration: Instant
Effect: You do an attack that calculates damage using your MATK instead of ATK but is decreased using enemy's DEF, not MDEF.
This skills overall damage is affected by cards you have in your weapon, weapon element, size and element of the target and it might miss depending on your DEX.
Meteor Storm
Required For: Summon Fire Ball (LV1).
Max Level: 10
Type: Offensive
SP Cost: See below
Target: Area 7x7
Range: 9 cells
Cast Time: 15 sec
Cool Down: 2 + 0.5*SkillLV sec
Duration: Instant
Effect: Summons Meteors that randomly strike cells in the target area and do Fire Element damage in the 7x7 area they impact for each hit and have a (3*SkillLV)% chance to stun the target.
[LV 1] 2 Meteor 1 Hit Each 3% StunChance, SP 20
[LV 2] 3 Meteor 1 Hit Each 6% StunChance, SP 24
[LV 3] 3 Meteors 2 Hit Each 9% StunChance, SP 30
[LV 4] 4 Meteors 2 Hit Each 12% StunChance, SP 34
[LV 5] 4 Meteors 3 Hit Each 15% StunChance, SP 40
[LV 6] 5 Meteors 3 Hit Each 18% StunChance, SP 44
[LV 7] 5 Meteors 4 Hit Each 21% StunChance, SP 50
[LV 8] 6 Meteors 4 Hit Each 24% StunChance, SP 54
[LV 9] 6 Meteors 5 Hit Each 27% StunChance, SP 60
[LV 10] 7 Meteors 5 Hit Each 30% StunChance, SP 64
Monster Property
Required For: Ganbantein (High Wizard)
Max Level: 1
Type: Active
SP Cost: 10
Target: 1 monster
Range: 9 cells
Cast Time: Instant
Cool Down: None
Duration: Until status window is closed.
Effect: Brings up a window with information about the targeted monster such as HP, element, level, etc at the time the spell is cast. Party members also see this window.
Napalm Vulcan
Max Level: 5
Type: Offensive
SP Cost: 15*SkillLV - 5
Target: Enemy
Range: 9 cells
Area: 3x3 cells
Cast Time: 0.7 sec
Cool Down: None
Duration: Instant
Effect: Strong telekinetic spell. Hits every Enemy in a 3x3 area around the target for SkillLV times.
The damage per hit is spread equally among the affected targets like the mage spell Napalm Beat (e.g. if there are 4 targets, each one would be hit for 1/4). It has a chance of (5*SkillLV)% to cause Curse on each target.
The damage for one target is 1*MATK per hit.
Quagmire
Required For: Gravitation Field (L1 High Wizard), Marsh Of Abyss (LV1).
Max Level: 5
Type: Active
SP Cost: 5*SkillLV
Target: Area 5x5
Range: 9 cells
Cast Time: Instant
Cool Down: 1 sec
Duration: 5*SkillLV sec
Effect: Decreases the AGI and DEX of the Enemies within the area of effect by 10% per SkillLV. In PvP maps is only 5% per SkillLV. Does not work against Boss monsters.
Sightrasher
Required For: Meteor Storm (L2)
Max Level: 10
Type: Offensive, Combo
SP Cost: 33 + 2*SkillLV
Target: Self
Area: 7x7 cells
ATK Type: Fire
Cast Time: 0.5 sec, not reducible by DEX
Cool Down: 2 sec
Duration: Instant
Effect: Can only be cast when Sight is active. Shoots fire in all 8 directions away from the caster, each Fireball does (100+20*SkillLV)% MATK and pushes the target back.
[LV 1] 120% MATK
[LV 2] 140% MATK
[LV 3] 160% MATK
[LV 4] 180% MATK
[LV 5] 200% MATK
[LV 6] 220% MATK
[LV 7] 240% MATK
[LV 8] 260% MATK
[LV 9] 280% MATK
[LV 10] 300% MATK
Soul Drain
Max Level: 10
Type: Passive
Effect: Every time you kill an enemy using spells, you will receive a certain amount of SP back, depending on the monster level.
The formula is MonsterLV x Drain. The Drain amount is (95+15*SkillLV)% (e.g. killing a LV 20 Enemy with a LV 5 Soul Drain will give you 34 SP). This skill also increases your Maximum SP by 2% per SkillLV.
The SP drain only works for targeted spells, not area spells.
[LV 1] Maximum SP +2%, SP Drain 110%
[LV 2] Maximum SP +4%, SP Drain 125%
[LV 3] Maximum SP +6%, SP Drain 140%
[LV 4] Maximum SP +8%, SP Drain 155%
[LV 5] Maximum SP +10%, SP Drain 170%
[LV 6] Maximum SP +12%, SP Drain 185%
[LV 7] Maximum SP +14%, SP Drain 200%
[LV 8] Maximum SP +16%, SP Drain 215%
[LV 9] Maximum SP +18%, SP Drain 230%
[LV 10] Maximum SP +20%, SP Drain 245%
Storm Gust
Required For: Summon Water Ball (L1)
Max Level: 10
Type: Offensive
SP Cost: 78
Target: Area 9x9
Range: 9 cells
Cast Time: 5 + SkillLV sec
Cool Down: 5 sec
Duration: 5 sec
Effect: Summons an icy Water Element storm that hits targets in the area of effect every 0.5 seconds (for damage per hit see below) and pushes them around randomly.
Monsters hit 3 times will freeze and not receive further hits, except undead and MVP which won't be frozen and thus will receive more hits. The maximum number of possible hits is 10.
Damage per hit is (100+40*SkillLV)% MATK
[LV 1] 140% MATK / 6 sec Cast Time
[LV 2] 180% MATK / 7 sec Cast Time
[LV 3] 220% MATK / 8 sec Cast Time
[LV 4] 260% MATK / 9 sec Cast Time
[LV 5] 300% MATK / 10 sec Cast Time
[LV 6] 340% MATK / 11 sec Cast Time
[LV 7] 380% MATK / 12 sec Cast Time
[LV 8] 420% MATK / 13 sec Cast Time
[LV 9] 460% MATK / 14 sec Cast Time
[LV 10] 500% MATK / 15 sec Cast Time
Water Ball
Max Level: 5
Type: Offensive
SP Cost: 15 + 5*(SkillLV/2 rounded down)
Target: Enemy
Range: 9 cells
Cast Time: SkillLV sec
Cool Down: None
Duration: Instant
Effect: Hits the target up to LV*LV-1 times with a Water elemental attack of (100+30*SkillLV)% MATK. You must stand on water or on a Deluge (Sage skill) cell to successfully use this spell.
The damage for each hit is calculated individually and the damage numbers do not show as adding up, also casting Lex Aeterna (Priest Skill) on the target will only affect the first hit.
This is the strongest single target spell in-game. The number of water balls that you are actually able cast also depends on the amount of water you are standing in.
In any given X by X grid, the game determines that you are surrounded by (X*X)-1 cells. So, at level 4/5 Waterball, you can cast up to (5*5)-1, or 24 water balls.
However, if you're only standing in a 3x3 pool, you will only cast 8 water balls. If you're standing in a freaky grid (like a partially-used Deluge), the number of balls cast is equal to the number of water-occupied cells in your grid, so if you're in a cell like this:
O = empty
X = water
* = player
OOOOO
OOOOO
XX*XX
OOOOO
OOOOO
...you'll only cast 4 water balls with level 4/5. With level 2/3, you'll only cast 2 water balls, since only 2 are in the 3x3 grid surrounding you.
This is particularly useful to keep in mind when you're with a Deluge Sage, since Waterball uses up the Deluge cells.
You can determine which cells are used by how you stand in the cast area (every cast will wipe out the respective grid section around you, centered on you), and maximize the effectiveness of the water ball spells you cast.
[LV 1] 1 Waterball / 1x1 Grid, 130% MATK
[LV 2] 3 Waterball / 3x3 Grid, 160% MATK
[LV 3] 8 Waterball / 3x3 Grid, 190% MATK
[LV 4] 15 Waterball / 5x5 Grid, 220% MATK
[LV 5] 24 Waterball / 5x5 Grid, 250% MATK
Sight Blaster
Max Level: 1
Type: Active
SP Cost: 40
Target: Self
Area: Unknown (cells around the caster?)
Cast Time: Unknown
Cool Down: Unknown
Duration: 120 sec
Effect: Summons a fireball that circles around you and hits enemies attempting to attack you at close range.
When an enemy steps next to you, he will be hit by a MATK Fire Element attack and pushed back. The Fireball disappears after hitting an enemy.