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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