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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.
Chain Lightning
Prerequisites: Summon Lightning Ball (L1)
Max Level: 5
Type: Offensive
SP Cost: 70+10*SkillLV
Target: Enemy
Range: 7 cells
Cast Time: 6 sec
Effect: Deals wind element damage to a single target. When a target is struck by chain lightening, chain lightening will also chain to enemies near the target.
Higher levels of the skill increase the amount of times it can chain. Chain Lightning will hit a target up to 3 times if there are no other targets to chain to.
[LV 1] 500% MATK, Hit 5 Times
[LV 2] 600% MATK, Hit 6 Times
[LV 3] 700% MATK, Hit 7 Times
[LV 4] 800% MATK, Hit 8 Times
[LV 5] 900% MATK, Hit 9 Times
Comet
Prerequisites: Hell Inferno (L3)
Max Level: 5
Type: Offensive
SP Cost: 200+40*SkillLV
Target: Enemy
Cast Time: 17 sec
Cool Down: 6 sec
Effect: Calls a comet from space to crash down down into the ground dealing huge fire element damage in a 15x15 radius.
The skill causes Burning status effect, which continually deals fire element damage over time. Enemies closer to the center of the blast takes increased damage.
Comet can be casted with a single warlock. However, doing so will consume 2 red gemstones.
[LV 1] 1000% - 3000% MATK
[LV 2] 1200% - 3500% MATK
[LV 3] 1400% - 4000% MATK
[LV 4] 1600% - 4500% MATK
[LV 5] 1800% - 5000% MATK
Crimson Rock
Prerequisites: Summon Fire Ball (L1).
Max Level: 5
Type: Offensive
SP Cost: 50+10*SkillLV
Target: Enemy
Cast Time: 8.5 sec
Cool Down: 5 sec
Effect: Summons a huge meteorite on the target, striking all targets nearby. When the meteorite hits the ground it lets out a shock wave that throws enemies back and causes stun.
[LV 1] 1600% MATK
[LV 2] 1900% MATK
[LV 3] 2200% MATK
[LV 4] 2500% MATK
[LV 5] 2800% MATK
Drain Life
Required For: Radius (L1)
Max Level: 5
Type: Offensive / Support
SP Cost: 16+4*SkillLV
Target: Enemy
Cast Time: 1 sec
Cool Down: 10 sec
Effect: Strikes a single target with magical neutral property damage, and absorb some of that damage as HP.
[LV 1] 600% MATK, Drain 10%, Success Rate 75%
[LV 2] 700% MATK, Drain 15%, Success Rate 80%
[LV 3] 800% MATK, Drain 20%, Success Rate 85%
[LV 4] 900% MATK, Drain 25%, Success Rate 90%
[LV 5] 1000% MATK, Drain 30%, Success Rate 95%
Earth Strain
Prerequisites: Sienna Execrate (L2)
Max Level: 5
Type: Offensive
SP Cost: 62+8*SkillLV
Target: Enemy
Cast Time: 8.5 sec
Cool Down: 10 sec
Effect: Causes the earth near you to shake and shoot up from below, dealing damage to those in range. The shaking caused by the skill can cause players to lose their weapon and helm.
[LV 1] 2100% MATK, Success Strip 6%
[LV 2] 2200% MATK, Success Strip 14%
[LV 3] 2300% MATK, Success Strip 24%
[LV 4] 2400% MATK, Success Strip 36%
[LV 5] 2500% MATK, Success Strip 50%
Freezing Spell
Max Level: 5
Type: Passive
Cast Time: ??
Effect: Increase the amount of spells that can be sealed with the skill Reading Spellbook. When spells are frozen, your SP slowly drains depending on the number of spells frozen.
Frost Misty
Prerequisites: Summon Water Ball (L1)
Max Level: 5
Type: Debuff
SP Cost: 32+8*SkillLV
Target: Enemy
Cast Time: 2.5 sec
Cool Down: 10 sec
Effect: Covers a 27x27 cells area in a freezing mist, causing damage and inflicting Freezing status to targets that enter. Freezing Status: 80% Movement Speed Reduction, ASPD 15% Reduction, 15% Increased Casting Time, 10% DEF Reduction.
[LV 1] Success Rate 30%, 300% MATK
[LV 2] Success Rate 40%, 400% MATK
[LV 3] Success Rate 50%, 500% MATK
[LV 4] Success Rate 60%, 600% MATK
[LV 5] Success Rate 70%, 700% MATK
Hell Inferno
Prerequisites: Crimson Rock (L2)
Max Level: 5
Type: Offensive
SP Cost: 30+5*SkillLV
Target: Enemy
Cast Time: 17 sec
Cool Down: 6 sec
Effect: Conjures the fires of hell to burn a target. The skill causes Burning status effect, which continually deals fire element damage over time.
[LV 1] 300% MATK, Burning Chance 60%, Burning Duration 5 sec
[LV 2] 360% MATK, Burning Chance 65%, Burning Duration 10 sec
[LV 3] 420% MATK, Burning Chance 70%, Burning Duration 15 sec
[LV 4] 480% MATK, Burning Chance 75%, Burning Duration 20 sec
[LV 5] 540% MATK, Burning Chance 80%, Burning Duration 25 sec
Jack Frost
Prerequisites: Frost Misty (L2)
Max Level: 5
Type: Offensive
SP Cost: 40+10*SkillLV
Target: Enemy
Cast Time: 3.6 sec
Effect: Deals water element damage to all targets in Freezing status effect.
[LV 1] 1300% MATK
[LV 2] 1600% MATK
[LV 3] 1900% MATK
[LV 4] 2200% MATK
[LV 5] 2500% MATK
Marsh Of Abyss
Prerequisites: Quagmire (L1)
Max Level: 5
Type: Debuff
SP Cost: 38+2*SkillLV
Target: Enemy
Cast Time: 2.8 sec
Duration: 30 sec
Effect: Curse a target with the marsh of abyss status, slowing their movement and decreasing their DEX/AGI. The stat reduction is only applied half on players.
[LV 1] AGI / DEX -6%, Move Speed -10%
[LV 2] AGI / DEX -12%, Move Speed -20%
[LV 3] AGI / DEX -18%, Move Speed -30%
[LV 4] AGI / DEX -24%, Move Speed -40%
[LV 5] AGI / DEX -30%, Move Speed -50%
Radius
Max Level: 3
Type: Passive
Target: Enemy
Effect: Increases the range of Warlock magic skills and decrease their casting time.
[LV 1] Casting Range +1 Cells, Casting Time -10%
[LV 2] Casting Range +2 Cells, Casting Time -15%
[LV 3] Casting Range +3 Cells, Casting Time -20%
Reading Spellbook
Max Level: 1
Type: Active / Special
SP Cost: 3 SP (L1), 20 SP (L2)
Target: Enemy
Cast Time: 2 sec
Effect: Learning Magic Books by reading them previously and seal them up. Warlocks may use the skill Release to let out the sealed spells. The number of skills you can memorize through Reading Spellbook is determined by your level of Freezing Spell. Reading Magic Books for skills that you do not currently know will cause the skill to fail and put you to sleep.
Recognized Spell
Prerequisites: Release (L2), Stasis (L1), White Imprison (L1)
Max Level: 5
Type: Special Status
SP Cost: 40+10*SkillLV
Target: Self
Cast Time: 2 sec
Duration: 10+10*SkillLV sec
Effect: By gaining a greater understanding of your magic, you can make all of your magic skills deal max damage. However, skills consume 25% more SP.
[LV 1] Duration 20 sec
[LV 2] Duration 30 sec
[LV 3] Duration 40 sec
[LV 4] Duration 50 sec
[LV 5] Duration 60 sec
Release
Max Level: 2
Type: Offensive
SP Cost: 3 SP (L1), 20 SP (L2)
Target: Enemy
Cast Time: ??
Duration: 20+10*SkillLV sec
Effect: Throws your active Fire Ball / Ball Lightening / Water Ball / Stone that you currently have summoned to deal damage to a single target.
[LV 1] Throws a single magic stone at the target.
[LV 2] Throws all remaining magic stones at the target.
Sienna Execrate
Prerequisites: Summon Stone (L1)
Max Level: 5
Type: Offensive
SP Cost: 30+2*SkillLV
Target: Enemy
Cast Time: 1.5 sec
Duration: 3+3*SkillLV sec
Effect: Causes petrification status to a single target and all targets nearby.
[LV 1] Success Rate 50%, Range 3x3 Cells
[LV 2] Success Rate 55%, Range 5x5 Cells
[LV 3] Success Rate 60%, Range 5x5 Cells
[LV 4] Success Rate 65%, Range 7x7 Cells
[LV 5] Success Rate 70%, Range 7x7 Cells
Soul Expansion
Prerequisites: Drain Life (L1)
Max Level: 5
Type: Offensive
SP Cost: 25+5*SkillLV
Target: Enemy
Cast Time: 1.5 sec
Cool Down: None
Effect: Strikes a target at long distance with ghost element damage. If used against a player in White Imprison, the skill deals double damage.
[LV 1] 500% MATK
[LV 2] 600% MATK
[LV 3] 700% MATK
[LV 4] 800% MATK
[LV 5] 900% MATK
Stasis
Prerequisites: Drain Life (L1)
Max Level: 5
Type: Offensive
SP Cost: 40+10*SkillLV
Target: Enemy
Cast Time: 4.4 sec
Cool Down: 5 sec
Duration: 5+5*SkillLV sec
Effect: Distorts the air around the caster, making it impossible for targets within its radius to cast magic.
[LV 1] Radius 9 cells
[LV 2] Radius 10 cells
[LV 3] Radius 11 cells
[LV 4] Radius 12 cells
[LV 5] Radius 13 cells
Summon Fire Ball
Prerequisites: Meteor Storm (L1)
Max Level: 5
Type: Offensive
SP Cost: 8+2*SkillLV
Target: Enemy
Cast Time: 1.5 sec
Duration: 20+10*SkillLV sec
Effect: Summons a ball of fire near the caster. Higher skill level increases the number of balls that can be summoned at once. Maintaining the fire balls drains SP over time.
[LV 1] 100% MATK, Max Ball 1
[LV 2] 150% MATK, Max Ball 2
[LV 3] 200% MATK, Max Ball 3
[LV 4] 250% MATK, Max Ball 4
[LV 5] 300% MATK, Max Ball 5
Summon Lightning Ball
Prerequisites: Lord of Vermilion (L1)
Max Level: 5
Type: Offensive
SP Cost: 8+2*SkillLV
Target: Enemy
Cast Time: 1.5 sec
Duration: 20+10*SkillLV sec
Effect: Summons a ball of lightning near the caster that explodes when touched. Higher skill level increases the number of balls that can be summoned at once. Maintaining the ball lightening drains SP over time.
[LV 1] 100% MATK, Max Ball 1
[LV 2] 150% MATK, Max Ball 2
[LV 3] 200% MATK, Max Ball 3
[LV 4] 250% MATK, Max Ball 4
[LV 5] 300% MATK, Max Ball 5
Summon Stone
Prerequisites: Heaven's Drive (L1)
Max Level: 5
Type: Offensive
SP Cost: 8+2*SkillLV
Target: Enemy
Cast Time: 1.5 sec
Duration: 20+10*SkillLV sec
Effect: Summons a magic stone near the caster that explodes when touched. Higher skill level increases the number of stones that can be summoned at once. Maintaining the stone drains SP over time.
[LV 1] 100% MATK, Max Ball 1
[LV 2] 150% MATK, Max Ball 2
[LV 3] 200% MATK, Max Ball 3
[LV 4] 250% MATK, Max Ball 4
[LV 5] 300% MATK, Max Ball 5
Summon Water Ball
Prerequisites: Storm Gust (L1)
Max Level: 5
Type: Offensive
SP Cost: 8+2*SkillLV
Target: Enemy
Cast Time: 1.5 sec
Duration: 20+10*SkillLV sec
Effect: Summons a ball of water near the caster that explodes when touched. Higher skill level increases the number of balls that can be summoned at once. Maintaining the water balls drains SP over time.
[LV 1] 100% MATK, Max Ball 1
[LV 2] 150% MATK, Max Ball 2
[LV 3] 200% MATK, Max Ball 3
[LV 4] 250% MATK, Max Ball 4
[LV 5] 300% MATK, Max Ball 5
Tetra Vortex
Prerequisites: Jack Frost (L5), Chain Lightning (L5), Earth Strain (L5), Hell Inferno (L5)
Max Level: 5
Type: Offensive
SP Cost: 90+30*SkillLV
Target: Enemy
Cast Time: 10.8
Cool Down: 15 sec
Effect: Summons ether in the 4 elements, to deal magic damage of each element. Tetra Vortex requires you to have summoned one Fire Ball, Water Ball, Lightening Ball and Stone before casting or the skill will fail. Targets struck by Tetra Vortex will receive one status effect from Burning, Freezing, Stun, and Bleeding status ailments.
[LV 1] 4 Element MATK 1000% * 4 hits / Random one status of Burning, Freezing, Stun and Bleeding
[LV 2] 4 Element MATK 1500% * 4 hits / Random one status of Burning, Freezing, Stun and Bleeding
[LV 3] 4 Element MATK 2000% * 4 hits / Random one status of Burning, Freezing, Stun and Bleeding
[LV 4] 4 Element MATK 2500% * 4 hits / Random one status of Burning, Freezing, Stun and Bleeding
[LV 5] 4 Element MATK 3000% * 4 hits / Random one status of Burning, Freezing, Stun and Bleeding
White Imprison
Prerequisites: Soul Expansion (L3)
Max Level: 5
Type: Support / Offensive
SP Cost: 45+5*SkillLV
Target: Enemy / Self
Cast Time: Instant
Cool Down: 10 sec
Duration: 4+2*SkillLV sec, -20% sec if selfcasted
Effect: Imprisons the target temporarily behind a white magic curtain, preventing them from moving. While in this state you cannot take damage other than ghost property attacks or attacks with fixed damage (examples: Gravitation Field, Gloria Domini).
When White Imprison ends, the target takes a fixed amount of damage according to the skill level. You can cast this skill on yourself, but it will last only 5 seconds. The success rate is influenced by the user's job level.
[LV 1] Success Rate 53%, Damage 400
[LV 2] Success Rate 56%, Damage 800
[LV 3] Success Rate 59%, Damage 1200
[LV 4] Success Rate 62%, Damage 1600
[LV 5] Success Rate 65%, Damage 2000