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.
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.
This skill is able to absorb skills with Cast Time and whose damage is MATK based. Does not work on Area Spells. If an enemy Sage casts Spell Breaker and is countered with Magic Rod, the enemy will take 20% damage to their SP and those SP will be given to the caster. This is like the Knight's Auto Counter, except it works on skills and not Physical attacks. The enemy skill must impact within the Active period for the counter to work, also moving ends the active period.
This skill lets you cancel any skill with Cast Time (ANY skill). When an enemy spell is canceled, the target gets 2% of its Maximum HP as damage and the Sage absorbs a percentage of the SP used for the broken spell, also if the SkillLV is 5, the sage will also absorb half the Physical damage done to the target. The success rate of this skill against Boss monsters is 10%. If this Spell is cast on an other Sage that uses Magic Rod, Magic Rod is not broken and the Spell Breaker caster loses 20% SP.
Every time the caster does a melee attack (which does NOT have to hit) there is a chance that he automatically casts a certain spell. The Sage must know the autocasted spell, and the SP Cost for them is 2/3 the normal cost. If a chosen skill is level 3, Auto Spell casts the skill with a level of 1 to 3 randomly with a chance of casting the level 1 version 50% of the time, the level 2 version 35% of the time, and the level 3 version 15% of the time.
Other Notes
Level
Description
1
up to LV 3 Napalm Beat/7% overall autocast chance
2
up to LV 1 Elemental Bolt/9% overall autocast chance
3
up to LV 2 Elemental Bolt/11% overall autocast chance
4
up to LV 3 Elemental Bolt/13% overall autocast chance
5
up to LV 1 Soul Strike/15% overall autocast chance
6
up to LV 2 Soul Strike/17% overall autocast chance
7
up to LV 3 Soul Strike/20% overall autocast chance
Enchants a weapon with the fire element. There is a chance of weapon breakage upon enchantment. You will need a Blacksmith or a Repair NPC to repair the weapon. Requires 1 Red Blood to use.
Enchants a weapon with the ice element. There is a chance of weapon breakage upon enchantment. You will need a Blacksmith or a Repair NPC to repair the weapon. Requires 1 Crystal Blue to use.
Enchants a weapon with the wind element. There is a chance of weapon breakage upon enchantment. You will need a Blacksmith or a Repair NPC to repair the weapon. Requires 1 Wind of Verdure to use.
Enchants a weapon with the earth element. There is a chance of weapon breakage upon enchantment. You will need a Blacksmith or a Repair NPC to repair the weapon. Requires 1 Green Live to use.
This skill enchants an area and buffs up all Fire elemental attacks inside of it and the attacks of those who are Fire elemental, i.e. wearing Pasana carded armor. This skill (like the others) cannot be cast over one another or double cast on top of it. You can only have one area enchantment out. Ice Wall can't be cast on a Volcano. It will last 1*SkillLV minutes. The skill level determines the % Fire elemental attacks get amplified, the amount of ATK Fire elemental armor wearers get. Requires 1 Yellow Gemstone to use.
Other Notes
Only cells with a shootable path will be placed
Level
Description
1
+10% DMG for Fire Attacks/+10 ATK for Fire armor wearer
2
+14% DMG for Fire Attacks/+20 ATK for Fire armor wearer
3
+17% DMG for Fire Attacks/+30 ATK for Fire armor wearer
4
+19% DMG for Fire Attacks/+40 ATK for Fire armor wearer
5
+20% DMG for Fire Attacks/+50 ATK for Fire armor wearer
In the area of effect all Water elemental attacks are amplified and the Maximum HP of anyone who is wearing water armor (i.e. Swordfish carded) is increased. You can only have one area enchantment out. Waterball and Aqua Benedicta can be cast on a Deluge. Also note that using these skills on Deluge will deplete the cells of water in it. This skill (like the others) cannot be cast over one another or double cast on top of itself. Ice Wall cannot be cast on a Deluge. Requires 1 Yellow Gemstone to use.
Other Notes
Only cells with a shootable path will be placed
Level
Description
1
+10% DMG from Water Attacks/+5% Maximum HP for Water Armor
2
+14% DMG from Water Attacks/+9% Maximum HP for Water Armor
3
+17% DMG from Water Attacks/+12% Maximum HP for Water Armor
4
+19% DMG from Water Attacks/+14% Maximum HP for Water Armor
5
+20% DMG from Water Attacks/+15% Maximum HP for Water Armor
In a Violent Gale, all Wind elemental attacks get amplified and the Flee Rate of Wind elemental players (i.e. Dokebi carded armor wearers) is increased. Also, Fire Wall lasts 150% longer in a Violent Gale. You can't cast Ice Wall on a Violent Gale. You can only have one area enchantment out. This skill (like the others) cannot be cast over one another or double cast on top of itself. Requires 1 Yellow Gemstone to use.
Other Notes
Only cells with a shootable path will be placed
Level
Description
1
+10% DMG for Wind Attacks/+3 Flee Rate for Wind Armor
2
+14% DMG for Wind Attacks/+6 Flee Rate for Wind Armor
3
+17% DMG for Wind Attacks/+8 Flee Rate for Wind Armor
4
+19% DMG for Wind Attacks/+12 Flee Rate for Wind Armor
5
+20% DMG for Wind Attacks/+15 Flee Rate for Wind Armor
Land Protector(Skill ID# 288, iRO Name: Magnetic Earth)
Shields an area from all area spells. Any skills that target the ground do not deal damage or do their effect. Skills such as Storm Gust, Fire Wall, etc. will do nothing. Also removes any area spells already placed in the area. Requires 1 Yellow Gemstone and 1 Blue Gemstone to use.
Cancel all magical effects on target. Success chance based on skill level and enemy MDEF with a base chance of (50+10*SkillLV)%. Requires 1 Yellow Gemstone to use.
Casts a random skill (can be ANY player skill e.g. Auto Counter or Hide and some special skills) at your own skill level. May produce some odd and funny effects. Requires 2 Yellow Gemstones to use, and anything the produced skill would require e.g. Trap, Blue Gem or Red Gem. The produced skill will change in a random pattern with each cast. Even with catalyst reducing items (Mistress Card) or buffs (Bard/Dancer Into the Abyss) the cost will not drop below 1 Yellow Gemstone. A For-Fun-Skill.