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Arrow Shower
Required For: Arrow Vulcan (L5 Clown & Gypsy)
Max Level: 10
Type: Offensive
SP Cost: 15
Target: Ground
Range: 9 + Vulture's Eye SkillLV cells
Cast Time: Instant
Cool Down: 0.1 sec
Duration: Instant
Effect: 3x3 cells, ranged splash attack with an ATK of (75+5*SkillLV)%. Enemies hit by the attack are pushed back 2 cells. Requires an equipped bow. Only 1 arrow is consumed.
[LV 1] 80% Damage
[LV 2] 85% Damage
[LV 3] 90% Damage
[LV 4] 95% Damage
[LV 5] 100% Damage
[LV 6] 105% Damage
[LV 7] 110% Damage
[LV 8] 115% Damage
[LV 9] 120% Damage
[LV 10] 125% Damage
Attention Concentrate
Required For: Detecting (L1), Wind Walk (L9 Sniper), True Sight (L10 Sniper), Sharp Shooting (L10 Sniper), Moonlit Water Mill (L5 Clown/Gypsy), Marionette Control (L10 Clown & Gypsy), Wand of Hermode (L10 Clown & Gypsy), Tarot Card of Fate (L10 Clown & Gypsy).
Max Level: 10
Type: Active
SP Cost: 20 + 5*SkillLV
Target: Self
Cast Time: Instant
Cool Down: None
Duration: 40 + 20*SkillLV sec
Effect: Increases DEX and AGI of the casting character by (2+1*SkillLV)%. Only affects DEX/AGI from base stat, job bonus, armor and Owl's Eye. Does not include cards. Detects hidden and cloaked characters within a 3 cells range.
[LV 1] + 3% AGI/DEX
[LV 2] + 4% AGI/DEX
[LV 3] + 5% AGI/DEX
[LV 4] + 6% AGI/DEX
[LV 5] + 7% AGI/DEX
[LV 6] + 8% AGI/DEX
[LV 7] + 9% AGI/DEX
[LV 8] + 10% AGI/DEX
[LV 9] + 11% AGI/DEX
[LV 10] + 12% AGI/DEX
Double Strafing
Required For: Arrow Shower (L5 Archer), Beast Strafing (L10 Hunter -SoulLinked), Remove Trap (L5 Rogue), Sharp Shooting (L5 Sniper).
Max Level: 10
Type: Offensive
SP Cost: 12
Target: 1 Enemy
Range: 9 + Vulture's Eye SkillLV cells
Cast Time: Instant
Cool Down: 0.1 sec
Duration: Instant
Effect: Ranged attack, that fires two arrows and hits with an ATK of (180+20*SkillLV)%. Requires an equipped bow. Only 1 arrow is consumed.
[LV 1] 200% Damage
[LV 2] 220% Damage
[LV 3] 240% Damage
[LV 4] 260% Damage
[LV 5] 280% Damage
[LV 6] 300% Damage
[LV 7] 320% Damage
[LV 8] 340% Damage
[LV 9] 360% Damage
[LV 10] 380% Damage
Owl's Eye
Required For: Vulture's Eye (L3), True Sight (L10 Sniper).
Max Level: 10
Type: Passive
Effect: Increases DEX by 1*SkillLV.
[LV 1] DEX +1
[LV 2] DEX +2
[LV 3] DEX +3
[LV 4] DEX +4
[LV 5] DEX +5
[LV 6] DEX +6
[LV 7] DEX +7
[LV 8] DEX +8
[LV 9] DEX +9
[LV 10] DEX +10
Vulture's Eye
Required For: Attention Concentrate (L1), Double Strafing (L10 Rogue), Falcon Assault (L5 Sniper), True Sight (L10 Sniper).
Max Level: 10
Type: Passive
Effect: Increases range with bows by 1*SkillLV cells and increases HIT by 1 per SkillLV.
[LV 1] Range and HIT +1
[LV 2] Range and HIT +2
[LV 3] Range and HIT +3
[LV 4] Range and HIT +4
[LV 5] Range and HIT +5
[LV 6] Range and HIT +6
[LV 7] Range and HIT +7
[LV 8] Range and HIT +8
[LV 9] Range and HIT +9
[LV 10] Range and HIT +10
Charge Arrow
Max Level: 1
Type: Offensive
SP Cost: 15
Target: 1 Enemy
Range: 9 + Vulture's Eye SkillLV cells
Cast Time: 1.5 sec (cannot be interrupted)
Cool Down: ASPD
Duration: Instant
Effect: Ranged attack at 150% ATK. The target is pushed back 6 cells. Only 1 arrow is consumed.
Making Arrow
Max Level: 1
Type: Active
SP Cost: 10
Target: Self
Cast Time: Instant
Cool Down: None
Effect: Creates arrows from an item. Different items give different amounts and types of arrows. Cannot be used if above 50% weight.
- Amulet = 40 Curse Arrows
- Ancient Tooth = 300 Crystal Arrows & 20 Steel Arrows
- Armor Piece of Dullahan = 150 Shadow Arrows
- Barren Trunk = 20 Arrows
- Battered Kettle = 50 Steel Arrows
- Bee Sting = 1 Rusty Arrow
- Blade of Darkness - 600 Sharp Arrows & 200 Arrows of Shadow
- Bloody Edge = 200 Cursed Arrows & 600 Sharp Arrows
- Blue Bijou = 50 Wind Arrows & 50 Crystal Arrows & 80 Ice Arrows
- Blue Gemstone = 30 Crystal Arrows & 1 Frozen Arrow
- Broken Sickle = 50 Rust Arrows & 10 Sharp Arrows & 20 Curse Arrows
- Burning Heart = 150 Fire Arrows
- Burning Horseshoe = 100 Steel Arrows
- Burnt Tree = 250 Fire Arrows
- Cactus Needle = 50 Arrows
- Cat's Eye = 200 Wind Arrows
- Clattering Skeleton = 50 Shadow Arrows & 50 Curse Arrows
- Clock Hand = 100 Arrows & 5 Sleep Arrows
- Coal = 8 Arrows of Shadow
- Cracked Diamond = 50 Sharp Arrows
- Crystal Blue = 500 Crystal Arrows
- Crystal Fragment = 10 Flash Arrows & 30 Sleep Arrows
- Cursed Ruby = 50 Cursed Arrows & 10 Sleep Arrows
- Cursed Seal = 50 Curse Arrows & 50 Silence Arrows
- Dark Crystal Fragment = 30 Curse Arrows & 50 Shadow Arrows
- Dead Branch = 40 Mute Arrows
- Decayed Nail = 1 Rusty Arrow & 1 Arrow of Shadow
- Destroyed Armor = 150 Steel Arrows
- Dokebi Horn = 2 Arrows of Shadow & 40 Iron Arrows
- Dragon Canine = 1 Oridecon Arrow & 50 Iron Arrows
- Dragon Skin = 10 Steel Arrows & 50 Curse Arrows & 50 Silence Arrows
- Elunium = 1000 Steel Arrows & 50 Stun Arrows
- Emperium = 600 Oridecon Arrows & 600 Immaterial Arrows & 600 Mute Arrows
- Empty Bottle = 2 Iron Arrows
- Emveretarcon = 200 Iron Arrows & 40 Silver Arrows
- Evil Horn = 20 Arrows of Shadow & 10 Flash Arrows & 5 Stun Arrows
- Fang = 40 Silver Arrows & 2 Sharp Arrows
- Fang of Garm = 300 Crystal Arrows
- Fin Helm = 600 Crystal Arrows & 200 Steel Arrows
- Fine-grained Trunk = 20 Arrows
- Fire Dragon Scale = 300 Fire Arrows & 300 Stun Arrows
- Flame Heart = 6000 Fire Arrows & 5 Mute Arrows
- Foolishness of the Blind = 200 Flash Arrows
- Garlet = 12 Iron Arrows
- Gill = 50 Crystal Arrows & 80 Iron Arrows
- Glittering Jacket = 1000 Flash Arrows
- Gold = 50 Flash Arrows & 50 Oridecon Arrows
- Golden Ornament = 200 Silver Arrows & 300 Holy Arrows
- Great Nature = 1500 Stone Arrows & 5 Flash Arrows
- Green Bijou = 100 Stone Arrows & 80 Poison Arrows
- Green Live = 500 Stone Arrows
- Hard Feeler = 20 Sharp Arrows
- Heroic Emblem = 1 Oridecon Arrow & 5 Stun Arrows
- Horn = 35 Iron Arrows
- Horrendous Mouth = 5 Arrows of Shadow
- Ice Cubic = 100 Crystal Arrows
- Ice Heart = 50 Crystal Arrows & 50 Ice Arrows
- Ice Scale = 150 Crystal Arrows & 400 Ice Arrows & 200 Silence Arrows
- Insect Leg = 10 Sharp Arrows & 80 Poison Arrows
- Iron = 100 Iron Arrows
- Iron Ore = 50 Iron Arrows
- Jellopy = 4 Arrows
- Key of the Clock Tower = 50 Oridecon Arrows
- Key of the Underground = 100 Arrows of Shadow
- Lantern = 80 Iron Arrows
- Leopard Skin = 10 Sharp Arrows
- Little Evil Horn = 2 Curse Arrows & 50 Iron Arrows
- Live Coal = 100 Fire Arrows
- Loki's Whispers = 1000 Arrows of Shadow
- Lucifer's Lament = 400 Mute Arrows & 800 Sleep Arrows & 800 Stun Arrows
- Manacles = 50 Steel Arrows
- Mantis Scythe = 1 Sharp Arrow
- Matchstick = 3000 Fire Arrows
- Matyr's Leash = 100 Steel Arrows & 150 Arrows of Wind & 10 Sharp Arrows
- Mole Claw = 50 Iron Arrows & 60 Stone Arrows
- Mother's Nightmare = 1000 Cursed Arrow
- Mr. Scream = 300 Steel Arrows & 200 Sharp Arrows
- Mystic Frozen = 1500 Crystal Arrows & 5 Frozen Arrows
- Ogre Tooth = 30 Steel Arrows & 5 Rusty Arrows
- Old Blue Box = 50 Sharp Arrows & 50 Sleep Arrows
- Old Hilt = 1000 Oridecon Arrows
- Old Pick = 100 Rusty Arrows & 50 Steel Arrows
- Opera Masque = 200 Steel Arrows & 40 Mute Arrows
- Orc Claw = 10 Steel Arrows
- Orc's Fang = 30 Iron Arrows & 5 Steel Arrows & 10 Stone Arrows
- Oridecon = 250 Oridecon Arrows
- Phracon = 50 Iron Arrows
- Piece of Bamboo = 100 Arrows
- Piece of Shield = 100 Steel Arrows & 100 Oridecon Arrows & 300 Immaterial Arrows
- Poisonous Toad Skin = 20 Poison Arrows
- Porcupine Quill = 70 Arrows & 30 Stone Arrows
- Red Bijou = 100 Fire Arrows & 80 Flash Arrows
- Red Blood = 2000 Fire Arrows
- Red Gemstone = 10 Rusty Arrows & 1 Poison Arrow & 1 Cursed Arrow
- Reins = 50 Steel Arrows & 100 Iron Arrows
- Rough Elunium = 200 Steel Arrows & 5 Stun Arrows
- Rough Oridecon = 50 Oridecon Arrows
- Rough Wind = 1500 Arrows of Wind & 5 Sleep Arrows
- Rune of the Darkness = 300 Shadow Arrows & 150 Flash Arrows
- Scell = 8 Steel Arrows
- Scorpion Tail = 3 Rusty Arrows
- Shackles = 700 Iron Arrows & 50 Steel Arrows
- Silver Robe = 700 Silver Arrows
- Silver Robe (Slotted) = 1000 Silver Arrows & 10 Immaterial Arrows
- Sharp Leaf = 30 Sharp Arrows
- Shining Spear Blade = 100 Oridecon Arrows
- Skeletal Armor Piece = 500 Immaterial Arrows & 200 Shadow Arrows & 100 Oridecon Arrows
- Solid Peach = 30 Stun Arrows
- Solid Trunk = 20 Arrows
- Star Crumb = 30 Flash Arrows
- Star Dust = 10 Flash Arrows
- Steel = 100 Steel Arrows
- Stiff Horn = 2 Stun Arrows
- Stinky Scale = 1 Poison Arrow
- Stone Fragment = 150 Stone Arrows
- Tail of Steel Scorpion = 1 Poison Arrow & 250 Steel Arrows
- Tangled Chains = 50 Steel Arrows & 50 Shadow Arrows
- Tooth of Bat = 1 Arrow of Shadow
- Tree Root = 7 Arrows
- Trunk = 40 Arrows
- Unicorn Horn = 1000 Silver Arrows
- Used Iron Plate = 100 Steel Arrows & 100 Rusty Arrows
- Valhala's Flower = 600 Immaterial Arrows & 600 Holy Arrows & 600 Sharp Arrows
- Venom Canine = 1 Poison Arrow
- Welding Mask = 200 Steel Arrows & 40 Stun Arrows
- Will of the Darkness = 30 Curse Arrows & 30 Poison Arrows & 50 Shadow Arrows
- Will of the Red Darkness = 200 Curse Arrows & 200 Poison Arrows & 100 Shadow Arrows
- Wind of Verdure = 500 Arrows of Wind
- Wolf Claw = 15 Iron Arrows
- Wooden Mail = 700 Arrows & 500 Iron Arrows
- Wooden Mail (Slotted) = 1000 Arrows & 700 Iron Arrows
- Yellow Bijou = 50 Silver Arrows & 50 Immaterial Arrows & 80 Sleep Arrows
- Yellow Gemstone = 30 Stone Arrows & 1 Sleep Arrow
- Young Twig = 1000 Mute Arrows
- Zargon = 50 Silver Arrows
- Zenorc's Fang = 5 Rusty Arrows
Ankle Snare
Required For: Shockwave Trap (L1), Aimed Bolt (LV5).
Max Level: 5
Type: Active, Trap
SP Cost: 12
Target: 1 cell, at least 1 cell away from any monster or player and 3 cells away from another trap
Range: 3 cells
Cast Time: 0.4 sec
Cool Down: 1 sec
Duration: 300 - 50*SkillLV sec
Catalyst: 1 Trap
Effect: Creates an Ankle Snare in the targeted cell. Any monster that steps within 1 cell of the trap will become snared for 5*SkillLV/(Target AGI*0.1) seconds (minimum of 3 seconds). In PvP zones, players may be snared too (including the creator of the trap!).
Boss monsters are snared for 1/5th of the normal time and will teleport almost certainly when snared. A snared target cannot sit, stand or move away from the cell on which they are snared, but can use skills and items and make attacks on anyone within range.
The skill Remove Trap can be used to cancel an Ankle Snare that has already caught a player. Ankle Snare traps are invisible in PvP, but any player who can see the Hunter laying the trap will be able to see the trap until they move out of sight of it.
The use of any invisibility detection skill will reveal the trap. If not tripped by the end of the duration, the Ankle Snare will turn back into a Trap item on the floor and can be reclaimed.
[LV 1] Setting Time 250secs, snare time 4 sec
[LV 2] Setting Time 200secs, snare time 8 sec
[LV 3] Setting Time 150secs, snare time 12 sec
[LV 4] Setting Time 100secs, snare time 16 sec
[LV 5] Setting Time 50secs, snare time 20 sec
Beast Bane
Required For: Falconry Mastery (L1).
Max Level: 10
Type: Passive
Effect: Increases damage to Brute and Insect family monsters by +4*SkillLV. This damage ignores modification from Armor and VIT defense, but not from Elemental and Card modifiers and applies to all hits for multi hit attacks.
[LV 1] ATK +4
[LV 2] ATK +8
[LV 3] ATK +12
[LV 4] ATK +16
[LV 5] ATK +20
[LV 6] ATK +24
[LV 7] ATK +28
[LV 8] ATK +32
[LV 9] ATK +36
[LV 10] ATK +40
Blast Mine
Required For: Claymore Trap (L1).
Max Level: 5
Type: Active, Trap
SP Cost: 10
Target: 1 cell, at least 1 cell away from any monster or player and 3 cells away from another trap
Range: 3 cells
ATK Type: Wind
Cast Time: 0.4 sec
Cool Down: 1 sec
Duration: 30-5*SkillLV
Catalyst: 1 Trap
Effect: A Blast mine is a visible trap that explodes 30 - 5*SkillLV seconds after it is set or when an enemy steps on it, hits a 3x3 area around the target cell for [(50+DEX/2)*(1+INT/100)*SkillLV] damage.
This skill ignores DEF and MDEF and damage modification cards for size and family, but not elemental property. This trap will affect Players in PVP zones, including the user. The caster can move the trap before it's activated.
[LV 1] Explode after 25secs
[LV 2] Explode after 20secs
[LV 3] Explode after 15secs
[LV 4] Explode after 10secs
[LV 5] Explode after 5secs
Blitz Beat
Required For: Steel Crow (L5), Falcon Assault (L5 Sniper).
Max Level: 5
Type: Offensive
SP Cost: 7 + 3*SkillLV
Target: 1 Enemy
Range: 5 + Vulture's Eye SkillLV cells
Cast Time: 2 sec
Cool Down: 1 sec
Duration: 0.2*SkillLV sec
Effect: Orders your Falcon to attack, delivering SkillLV hits to all enemies in a 3x3 area around the target for a total of ([DEX/10] + [INT/2] + 3*Steel Crow SkillLV + 40)*2) using Neutral Element. This skill ignores Def and MDEF and damage modification cards for size and family, but not elemental property.
In addition, there is a 0.3%*LUK chance of Blitz Beat occurring automatically per shot with a bow. This so called auto-blitz beat is less effective than a manual one and the full damage is split evenly between all targets affected.
For example, an auto-blitz beat that hits 3 targets will do 1/3 of the normal damage to each. Also, the total number of hits it delivers is based on the users job level and is equal to [(Job Level-1)/10]+1.
[LV 1] 1 Falcon Hit
[LV 2] 2 Falcon Hit
[LV 3] 3 Falcon Hit
[LV 4] 4 Falcon Hit
[LV 5] 5 Falcon Hit
Claymore Trap
Required For: Research Trap (LV1).
Max Level: 5
Type: Active, Trap
SP Cost: 15
Target: 1 cell, at least 1 cell away from any monster or player and 3 cells away from another trap
Range: 3 cells
ATK Type: Fire
Cast Time: 0.4 sec
Cool Down: 1 sec
Duration: 20*SkillLV sec
Catalyst: 2 Traps
Effect: A Claymore Trap is a visible trap that explodes when stepped on, hitting a 5x5 area around the target cell for [(75+DEX/2)*(1+INT/100)*SkillLV] damage.
This skill ignores DEF and MDEF and damage modification cards for size and family, but not elemental property. This trap will affect Players in PVP zones, including the user.
If not tripped by the end of the duration, the Claymore Trap will turn back into a Trap item on the floor and can be reclaimed.
[LV 1] Setting Time20secs
[LV 2] Setting Time40secs
[LV 3] Setting Time60secs
[LV 4] Setting Time80secs
[LV 5] Setting Time100secs
Detecting
Max Level: 4
Type: Active
SP Cost: 8
Target: 1 cell
Range: 1 + 2*SkillLV cells
Cast Time: Instant
Cool Down: None
Duration: Instant
Effect: Reveals any invisible traps, monsters or players in a 3x3 cell area around the target cell.
[LV 1] 3 cell Range
[LV 2] 5 cell Range
[LV 3] 7 cell Range
[LV 4] 9 cell Range
Falconry Mastery
Required For: Blitz Beat, Detecting, Spring Trap, True Sight (Sniper), Falcon Assault (Sniper)
Max Level: 1
Type: Passive
Effect: Allows you to hire a Falcon from the Falcon Master in the Hunter Guild in Hugel.
Cost to hire is around 800z to normal Falcons, but may change for Scarf Falcons and Baby Falcons. If a Falcon is released, a new one must be hired.
Flasher
Required For: Freezing Trap (L1), Sandman (L1).
Max Level: 5
Type: Active, Trap
SP Cost: 12
Target: 1 cell, at least 1 cell away from any monster or player and 3 cells away from another trap
Range: 3 cells
Cast Time: 0.4 sec
Cool Down: 1 sec
Duration: 180 - 30*SkillLV sec
Catalyst: 2 Traps
Effect: A Flasher is a trap that activates when stepped on. When activated it will have an unknown chance to blind all within a 3x3 area around the trap.
Flashers are invisible, but any player who can see the Hunter laying the trap will be able to see the trap until they move out of sight of it. Use of any invisibility revealing skill will reveal the trap. This trap will affect Players in PVP zones, including the user.
This trap is ineffective against Plant family and MVP monsters.
If not tripped by the end of the duration, the Flasher will turn back into a Trap item on the floor and can be reclaimed.
[LV 1] Setting Time150secs
[LV 2] Setting Time120secs
[LV 3] Setting Time90secs
[LV 4] Setting Time60secs
[LV 5] Setting Time30secs
Freezing Trap
Required For: Blast Mine (L1).
Max Level: 5
Type: Active, Trap
SP Cost: 10
Target: 1 cell, at least 1 cell away from any monster or player and 3 cells away from another trap
Range: 3 cells
ATK Type: Water
Cast Time: 0.4 sec
Cool Down: 1 sec
Duration: 180 - 30*SkillLV sec
Catalyst: 2 Traps
Effect: A Freezing Trap is a trap that activates when stepped on. When activated, it will hit all in the area with a Frost Nova style attack. Damage is (25+25*SkillLV)% of your normal ATK.
Chance to Freeze is Unknown and does not work against Boss monsters. Freezing Traps are invisible, but any player who can see the Hunter laying the trap will be able to see the trap until they move out of sight of it. Use of any invisibility revealing skill will reveal the trap. This trap will affect Players in PVP zones, including the user.
If not tripped by the end of the duration, the Freezing Trap will turn back into a Trap item on the floor and can be reclaimed.
[LV 1] Setting Time 150secs
[LV 2] Setting Time 120secs
[LV 3] Setting Time 90secs
[LV 4] Setting Time 60secs
[LV 5] Setting Time 30secs
Land Mine
Required For: Blast Mine (L1), Remove Trap (L1).
Max Level: 5
Type: Active, Trap
SP Cost: 10
Target: 1 cell, at least 1 cell away from any monster or player and 3 cells away from another trap
Range: 3 cells
ATK Type: Earth
Cast Time: 0.4 sec
Cool Down: 1 sec
Duration: 240 - 40*SkillLV sec
Catalyst: 1 Trap
Effect: A Land Mine is a visible trap that explodes when stepped on, hitting the monster or player (in PvP only) that triggered it for [(DEX+75)*(1+INT/100)*SkillLV] damage.
This skill ignores DEF and MDEF and damage modification cards for size and family, but not elemental property. There is also a (5*SkillLV+30)% chance to stun targets for 5 seconds. This trap will affect Players in PVP zones, including the user.
If not tripped by the end of the duration, the Land Mine will turn back into a Trap item on the floor and can be reclaimed.
[LV 1] ATK 50%, Setting Time 200secs
[LV 2] ATK 75%, Setting Time 160secs
[LV 3] ATK 100%, Setting Time 120secs
[LV 4] ATK 125%, Setting Time 80secs
[LV 5] ATK 150%, Setting Time 40secs
Remove Trap
Required For: Spring Trap, Talkie Box
Max Level: 1
Type: Active
SP Cost: 5
Target: 1 Trap
Range: 2 cells
Cast Time: Instant
Cool Down: None
Duration: Instant
Effect: Turns one set trap back into a Trap item. You only get one trap even if you needed two for setting it. Can be used with an Ankle Snare that has already caught a target, but in this case you will not get a Trap item. Only works with your own traps.
Sandman
Required For: Blast Mine (L1).
Max Level: 5
Type: Active, Trap
SP Cost: 12
Target: 1 cell, at least 1 cell away from any monster or player and 3 cells away from another trap
Range: 3 cells
Cast Time: 0.4 sec
Cool Down: 1 sec
Duration: 180 - 30*SkillLV sec
Catalyst: 1 Trap
Effect: A Sandman is a trap that activates when stepped on. All targets in a 3x3 area around the trap will have an (40+10*SkillLV)% chance of being affected by "Sleep" (duration depends on SkillLV).
A Sandman is invisible, but any player who can see the Hunter laying the trap will be able to see the trap until they move out of sight of it. Use of any invisibility revealing skill will reveal the trap. This trap will affect Players in PVP zones, including the user.
If not tripped by the end of the duration, the Sandman will turn back into a Trap item on the floor and can be reclaimed.
[LV 1] Setting Time 150sec 50% Sleep Chance
[LV 2] Setting Time 120sec 60% Sleep Chance
[LV 3] Setting Time 90sec 70% Sleep Chance
[LV 4] Setting Time 60sec 80% Sleep Chance
[LV 5] Setting Time 30sec 90% Sleep Chance
Shockwave Trap
Required For: Claymore Trap (L1), Talkie Box (L1), Electric Shcoker (LV5).
Max Level: 5
Type: Active, Trap
SP Cost: 45
Target: 1 cell, at least 1 cell away from any monster or player and 3 cells away from another trap
Range: 3 cells
Cast Time: 0.4 sec
Cool Down: 1 sec
Duration: 240 - 40*SkillLV sec
Catalyst: 2 Traps
Effect: A Shockwave Trap is a trap that activates when stepped on. Whoever trips the trap will lose (5+15*SkillLV)% of their SP.
Shockwave Traps are invisible, but any player who can see the Hunter laying the trap will be able to see the trap until they move out of sight of it. Use of any Hide revealing skill will reveal the trap. This trap will affect Players in PVP zones, including the user.
If not tripped by the end of the duration, the Shockwave Trap will turn back into a Trap item on the floor and can be reclaimed.
[LV 1] SP 20% Consume, Setting Time 200secs
[LV 2] SP 35% Consume, Setting Time 160secs
[LV 3] SP 50% Consume, Setting Time 120secs
[LV 4] SP 65% Consume, Setting Time 80secs
[LV 5] SP 80% Consume, Setting Time 40secs
Skid Trap
Required For: Ankle Snare (L1), Flasher (L1).
Max Level: 5
Type: Active, Trap
SP Cost: 10
Target: 1 cell, at least 1 cell away from any monster or player and 3 cells away from another trap
Range: 3 cells
Cast Time: 0.4 sec
Cool Down: 1 sec
Duration: 360 - 60*SkillLV sec
Catalyst: 1 Trap
Effect: A Skid Trap is a trap that activates when someone comes within SkillLV cells of it. When activated, the affected target is pushed back 5+SkillLV cells (10 cells if the skill is at level 5).
Skid Traps are invisible, but any player who can see the Hunter laying the trap will be able to see the trap until they move out of sight of it. Use of any Hide revealing skill will reveal the trap. This trap will affect Players in PVP zones, including the user.
Does not work on Boss and Plant monsters. If not tripped by the end of the duration, the Skid Trap will turn back into a Trap item on the floor and can be reclaimed.
[LV 1] Sliding Range 6 cells, Setting Time 300 secs
[LV 2] Sliding Range 7 cells, Setting Time 240 secs
[LV 3] Sliding Range 8 cells, Setting Time 180 secs
[LV 4] Sliding Range 9 cells, Setting Time 120 secs
[LV 5] Sliding Range 10 cells, Setting Time 60 secs
Spring Trap
Max Level: 5
Type: Active
SP Cost: 10
Target: 1 Trap
Range: 3 + SkillLV cells
Cast Time: Instant
Cool Down: None
Duration: Instant
Effect: A trap visible to the user and within range is destroyed. No trap item is recovered. This skill can work on enemy traps (unlike Remove Trap).
[LV 1] 4 cell Range
[LV 2] 5 cell Range
[LV 3] 6 cell Range
[LV 4] 7 cell Range
[LV 5] 8 cell Range
Steel Crow
Required For: Falcon Assault (L3 Sniper)
Max Level: 10
Type: Passive
Effect: Adds 6*SkillLV damage to each hit with Blitz Beat. Note that Blitz Beat can do up to 5 hits.
[LV 1] ATK +6
[LV 2] ATK +12
[LV 3] ATK +18
[LV 4] ATK +24
[LV 5] ATK +30
[LV 6] ATK +36
[LV 7] ATK +42
[LV 8] ATK +48
[LV 9] ATK +54
[LV 10] ATK +60
Talkie Box
Max Level: 1
Type: Active, Trap
SP Cost: 1
Target: 1 cell, at least 1 cell away from any monster or player and 3 cells away from another trap
Range: 3 cells
Cast Time: Instant
Cool Down: None
Duration: 600 sec
Catalyst: 1 Trap
Effect: Repeats a message input at casting time in blue text (does not appear in chat window).
Beast Strafing
Max Level: 1
Type: Offensive
SP Cost: Unknown (like DS?)
Target: Enemy
Range: Unknown (bow range?)
Cast Time: Unknown (like DS?)
Cool Down: Unknown (like DS?)
Duration: Instant
Effect: If the target is a Beast-type and you used Double Strafing, you can use this skill to do extra Double Strafing on the target.
Only usable right after using Double Strafing, and its power is heavily affected by STR.
Phantasmic Arrow
Max Level: 1
Type: Offensive
SP Cost: 10
Target: Enemy
Range: Unknown (Bow range?)
Cast Time: Unknown
Cool Down: Unknown
Duration: Instant
Effect: Launches an arrow of illusion from your bow. It has 150% ATK, and if it hits the enemy, it pushes them back 3 cells. You can use this skill even if you have no Arrows equipped.